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"Beyond the Gates of Antares - BETA Overview" Topic


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Manchu27 Oct 2015 2:39 p.m. PST

I haven't played these rules so this is an overview rather than a review. I have played a fair amount of Bolt Action, which is my favorite miniatures game and upon which Beyond the Gates of Antares is built. At the heart of Antares are variations on Bolt Action's signature mechanics: order dice activation and the pin marker economy. But Antares adds quite a few wrinkles. For example, units in Antares have six stats whereas units in Bolt Action have … well, none -- or rather, what would be unit stats are the same across the board in Bolt Action (because most combatants in WW2 were adult human males) and can therefore be built into the basic structure of the game. Antares, with is diverse post-human and alien factions, is more granular.

This leads us to what is the sharpest break between Bolt Action and Antares: in the latter, most everything is resolved with D10s rather than D6s. Also, you always want to roll low in Antares. When it comes to shooting, for instance, you need to roll the unit's Accuracy stat or lower to hit and the stat rather than the roll takes penalties for range, pinning, etc. While 10s always miss, a 1 is not always a hit. Sometimes a unit will test Accuracy of less than 1, in which case rolling a 1 followed by rolling another 1 is a hit (like rolling "7s" in Bolt Action). As in Bolt Action, hitting and killing are separate rolls; but in Antares, the target unit rolls to save against hits by testing the units Resist stat. The target's Resist stat is modified by armor and cover bonuses as well as negatively modified by the "strike value" of the attackers' weapons. This level of detail allows Antares to capture the nitty gritty of sci fi tech.

Hand-to-hand fighting in Antares is pretty similar to shooting: the assaulting unit tests its Strength stat to determine hits and the defenders test Resist to save. In Bolt Action, close combat is usually pretty decisive -- whoever takes more casualties is destroyed. In Antares, by contrast, both sides take a pin marker per casualty and the side that took less casualties can decide whether, if the losing unit did not break, to go for another round. Units that survive close combat get to take a free consolidating move which is a normal move that does not require an order.

So that's the major break from Bolt Action covered. How about the similarities? As mentioned above, Antares adopts its activation mechanic from Bolt Action. For those unfamiliar with Bolt Action:

Each player has a special D6 called an order die for each unit in her army. The players use order dice of different colors because both players' order dice are put into a bag or box and randomly drawn to determine who gets to activate a unit. Each order die face is labeled with one of the orders a player can give a unit: Advance, Ambush, Down, Fire, Rally, and Run. The order die used to activate a unit and give it orders is placed beside it to indicate that it has already been activated this turn. A turn is over when all the dice have been drawn. The dice are then gathered back up and put back into the bag minus the dice for any units that have been destroyed on that turn.

Here's a brief description of the orders:

Advance – the unit moves and shoots
Ambush – the unit takes no immediate action but may react to a subsequent enemy activation
Down – the unit takes no action but is harder to hit
Fire – the unit shoots
Rally – the unit loses pin markers
Run – the unit moves faster

One major difference when it comes to Antares is, units are not penalized for moving when making Accuracy tests. Instead, units that take the Fire order get a +1 bonus to Accuracy. That little tweak honestly makes the game feel very sci fi to me, relative to Bolt Action.

Pinning also works similarly to Bolt Action, in that being pinned might prevent a unit from carrying out its assigned orders. In Antares, however, a unit takes pin markers for taking casualties in melee, failing to react to enemy fire, or becoming exhausted in addition to when it is hit by enemy fire. In order to act, a pinned unit must take an Order Test by rolling its Command stat (minus 1 for each pin marker) or less on a D10. If the unit succeeds, it can carry out its orders and it loses one pin marker. If it fails, it must change its order to Down. If a unit has pin markers equal to its Command stat, it automatically takes the Down order or, in some cases (failed break tests), is simply destroyed. Additionally, a unit takes -1 penalties to its Accuracy and Initiative stats for each pin marker.

Hold up, an Iniative stat? No, it's not a whiff of 40k. This attribute has to do with the reaction mechanic, which is a bit more complex than Bolt Action's ambush order but still draws on Bolt Action's reaction fire step of close combat. A unit that has not already been activated (aside from taking an Ambush order) may react when enemy units take certain actions on their activations. The simplest example is basically reaction fire from Bolt Action: the target of an assault may fire at the attacking unit before melee. There are more possibilities, such as eluding hand to hand combat or returning fire at long range, etc. In order to perform any reaction, however, the unit must roll its Initiative stat or lower on a D10 and keep in mind (a) that every pin marker is -1 to Initiative and (b) failing a Reaction test means the unit will take an additional pin marker. This aspect of Antares, the additional level of risk-reward complexity added to Bolt Action's pin marker economy, is what intrigues me the most about Antares as a rule set.

Where does that leave the Ambush order? Interestingly, units with the Ambush order must still pass a Reaction test to interrupt an enemy unit's activation. If the ambushing unit is pinned that means it will need to take two tests -- and they are separately penalized by any pin markers on the unit -- before it can even start to fire! The good news is, it can still fire even if it fails the Reaction test (although it will still take a pin marker for failing). In that case, its order is simply changed to Fire from Ambush after it does so. The even better news is that if the unit passes its Reaction test, it can not only fire but it keeps its Ambush order and can continue interrupting enemy units until it fails its Reaction test. The exception is for heavy weapons and drones, which can only take an Ambush reaction once per turn. That makes for an interesting tactical decision, considering that those types of units will still risk taking pin markers on failed Reaction tests even considering that don't keep their Ambush order on passed Reaction tests.

Unfortunately, the Beta rules do not cover vehicles. I am excited to see what Antares does differently there. Although I have not played Antares yet, all of the modifications to Bolt Action strike me as pretty exciting. One of the reasons I like Bolt Action so much is its conceptual simplicity. There just isn't much to ever look up, which slows down the game play and takes me out of the moment. Although Antares adds some complexity, I am not sure -- in theory at least -- that any of it will really slow the game down, at least after I get used to all the new possibilities with Reaction tests. And maybe some changes, such as transforming to wound rolls into to save rolls, will result in even deeper immersion? I can't wait to find out!

(reposted from DakkaDakka)

MajorB28 Oct 2015 2:29 a.m. PST

So, in other words, it's just "Bolt Action in Space".

Manchu28 Oct 2015 9:24 a.m. PST

As the 1,300-word post above yours explains in detail, no.

Judge Doug28 Oct 2015 10:06 a.m. PST

So, in other words, it uses the activation mechanic from Bolt Action but is, in fact, entirely different from Bolt Action.

Manchu28 Oct 2015 10:18 a.m. PST

Correct. Bolt Action's two "gimmick" mechanics are dice-based randomized activation and the pin marker economy. Antares pretty much adopts the activation mechanic, although there are a few wrinkles as to what each order does exactly. But it only takes the basic principles of Bolt Action's pinning mechanic and makes huge changes. Likewise, the rest of the game (neither Bolt Action nor Antares consist of two mechanics) is quite different.

nazrat28 Oct 2015 10:28 a.m. PST

Thanks for writing such an in-depth, detailed description of the game). It has helped me get past a similar feeling that it was a bit too much like Bolt Action…

Manchu28 Oct 2015 11:04 a.m. PST

My pleasure, nazrat. I really enjoy Bolt Action so when I first started reading the Antares BETA and saw how much was significantly different, I was pretty skeptical. The fact that Antares uses Bolt Action's activation mechanic, which I love, encouraged me to look deeper and I pre-ordered a copy of the starter set. I plan to update this thread after reading through the published rulebook and playing a few games.

MajorB28 Oct 2015 11:18 a.m. PST

As mentioned above, Antares adopts its activation mechanic from Bolt Action.

Pinning also works similarly to Bolt Action,

This attribute has to do with the reaction mechanic, which is a bit more complex than Bolt Action's ambush order but still draws on Bolt Action's reaction fire step of close combat.

Sounds pretty similar to me …

Manchu28 Oct 2015 11:38 a.m. PST

Not sure what you are trying to accomplish. Cherrypicking fragments of my post to superficially back up the false preconception you brought to this thread is a weird approach. After all, my overview actually demonstrates in detail how different Antares is from Bolt Action even despite them sharing certain gimmicks. Did you want me to retype the overview using slightly different words? I'll pass.

nazrat28 Oct 2015 12:03 p.m. PST

Ignore/Stifle him and life around TMP gets MUCH more enjoyable!

MajorB28 Oct 2015 12:04 p.m. PST

"The core game rules have been built around the popular Bolt Action system and utilise Warlord's unique Order Dice for unit activation. "

Even Rick Priestley says they are similar …

tnjrp28 Oct 2015 11:15 p.m. PST

For completeness sake, the above quote appears to be taken from here. Scroll down to section entitled "The Game".
link

No mention of author but I suppose it could be RP.

Personally, I don't care one way or the other if it's "similar to BA" or "based on BA" or something else. Having never played the apparently contentious historical game.

Judge Doug29 Oct 2015 11:21 a.m. PST

But Manchu, I don't understand – you mention Antares uses miniature figures, so I assume it's just a clone of Little Wars.

Rudysnelson31 Oct 2015 10:31 a.m. PST

I just got a demo set in the store. The rules are the beta edition. There is also four packs of minis with four in each.

Judge Doug03 Nov 2015 11:41 a.m. PST

That's the demo set from March, RudyNelson.

freecloud03 Nov 2015 2:22 p.m. PST

I hope it flows OK, Quadrant 13 and Tomorrows Wars were bolted onto WW2/moderns rules and wound up a lot more complex than the originals.

Rudysnelson03 Nov 2015 6:07 p.m. PST

Yep, they have been on back order for quite a while.

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