Clan War
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Jay Arnold (jarnold@kc.rr.com) |
Let me preface my comments with the fact that my gaming
group and I play Clan War a lot. I'd say half of our sessions are spent
playing it. I'll add some of my own points and counter-points (no flame
zone, merely an alternate view):
"However, I just can't see paying
US$3+ for poorly cast figures (not to mention the scale differences within
the line)"
Yes, the additional blister packs are about US$11.99 for 4 figures.
This is in line with the pricing of another major manufacturer. I have no
problem paying the prices quoted. Thomas
mentioned the figures in the basic box were poorly cast. Hmmm, have to
disagree. The figures I've plucked from my basic box, my infantry expansion,
and others I have received through trades were cast just fine. There were
some rather heinous bits of spikey "channel strands" on the figures. Two
seconds with an old Exacto and that was done. To be honest, I think
the basic pose archers and swordsmen are the best human infantry released
yet. If the batch you got were bad, ok. But unless your retailer really
marked up the price, they should've come out to be about US$1.29 a piece
(US$74.95 MSRP with 52 infantry and 6 characters). That's not counting the
rules! The infantry expansion has 28 figures at US$34.95, giving an average
of about US$1.24. Even cheaper per figure. The Clan expansions have 13
figures at US$34.95, giving an average of about US$2.68. Add in the clan book,
a number of cards for new spells, changed spells, new units and magic items,
etc. Still not a bad deal. The other figures from blisters I have purchased
were nicely molded as well. As for the "scale" issues, not everyone
is exactly 5'11" tall. I don't expect my figures to be as well. Some are
shorter, some are taller, big deal. I think it helps to add more variety
and visual appeal to the figures on the table overall.
"...they
are selling the playtest version for US$75+, and will release the "real"
rules in a year or so."
Show me a rule system without errata, and I'll show
you a rule system no longer supported by the developer/manufacturer. The
errata is available for free online.
"...GW style add-on problem. (In other words, unless you buy the
add-ons, you will get your ass kicked by people who did, and therefore have
better units, more tactical cards, etc...)"
Thomas mentions this, and then
in another post says he won't be playing tourney-style due to the "fascist"
basing requirement. If you won't be playing tourney, then you'll be
presumably playing solely with your regular gaming group, assuming you have
a regular group. I don't know about other people's groups, but normally,
one member of my group will buy a set of rules for testing purposes. If we
like it, either the rest of us will buy a set ourselves, we'll borrow the
rules (and expansions) or start scouring the trading sites for copies people
wish to part with. Does Thomas' group not excercise this ethic? Just
wondering. As for the basing requirement, I see it as very valid, especially
when things like frontage mean quite a bit in a game like this. If I have
an 8-man frontage using the official bases, it will be about 8 inches across.
If my opponent is using 20mm bases, he too will have an 8-inch frontage, but
will present 10 combatants! A 25% advantage he didn't have to pay for. Do
I support going out and buying the "official" bases? Eh, maybe not. At least
use the right size. Easiest way to use the right size? Buy the right
bases.
"the lacing on the armour is sparse (one or two sword cuts would
make it fall apart!), and the cavalry figure has western style stirrups."
Sorry, I thought this was a fantasy game. I don't recall any of Stephen J.
Turnbull's excellent books on samurai warfare mentioning Magic Mud Goblins,
Oni no Tsuburu, and Shugenja casting "Fury of Osano-Wo." Odd, that. Must
have missed it. I'll err on the side of artistic license. If you were
buying the box to get the figs to use for historical gaming, cool. Just
realise that they are figures intended for a fantasy game. Certain liberties
have been taken with the interpretation of the armor, proportions, etc. (To
be really nitpicky, the archer from the basic set who has knocked and drawn
looks like he's holding the arrow in the European 3-finger style, rather than
the Japanese 2-finger draw.)
"Before even starting,
we altered the rules by allowing wheels without a maneuver test. (Partially
because we went very light on heroes)."
Leave the wheels as they are. That's
what heroes, leadership packages and the un-collectable "Parade Ground
Practice" are for.
"...big monsters will probably not be too bad..."
Very true. The bigger they are, the harder they fall. Dragons, major Oni,
etc are best used in a supporting role. Just like you don't send tanks into
a town without infantry to clear out the guys with the B-40 rockets.
"Heroes seem to last longer (hiding in units) and boost units rather than
acting directly."
I'm not sure the Heroes are "hiding." Rather, they
are being protected by the men in their unit to the last man. I think it
gives a Kurosawa-esque or, dare I say, heroic feel. Much like at the end
of the film Throne of Blood. I do like the fact that unit leaders
are there to lead for the most part, not to be the "+3 Boon of Whipping Ass."
There are exceptions like Kakita Toshimoko, Crane Clan fencing master and
Cuisinart on legs. This cat does 49 points of damge just by sending
an ingraved invite to a duel!
Needless to say, I love this game.
Now, if I can only paint all my figures before the big game Sunday... |
Thomas (tdurdell@kent.edu) |
A few respondants to my last post explained a few things to me, that I still
cannot accept as an excuse for a poor product:
"You don't have to buy all the clan books" and "All the rules will be
collected and republished." In regard to the former, if the case were similar
to GW's army books, it would be no big deal. But as I understand it, each
clan expansion has erratta and expansion to the core rules (for example, the
Crane expansion has the missing rules for Honor), not just the army lists.
In regard to the second comment, what that seems to indicate is that they
are selling the playtest version for US$75+, and will release the "real" rules
in a year or so.
As far as the figure casting, I can accept that they are just starting
out. However, I just can't see paying US$3+ for poorly cast figures (not to
mention the scale differences within the line). I can accept that Old Glory
figures have a lot of flash and mould lines. They're less than US$1 per figure.
But I expect premium figures if I'm going to pay a premium price.
As for the tourney comment, it's a moot point for me. Over half
my figures are Old Glory, Reaper, Foundry and others. Similar to other
companies' fascist tourney rules, this disqualifies me. (As well as the line
in the rules about "must be on Clan War bases...")
This leads me to another problem I have with the figures... The slotted
bases. First, it makes them a pain in the ass to base on non-CW bases.
Second, some of them still don't fit in the CW bases (Yojimbo). Third, some
of the figures have the little bit of cast on base (like most figures, OG,
Reaper, RP, etc.), making the tab pointless. But they put it on anyway (the
horses, the "Uninvited Guests"). It seems like the GW "look alike" companies
feel they must imitate every aspect of the product/marketing in order to be
considered of similar "quality."
All of this is a shame, since most of the figures are very nice, and
I enjoyed painting them.
As for the rules, we played our first game. I put the armies together
& helped preside over the rules learning. There were 2 players per side.
Before even starting, we altered the rules by allowing wheels without
a maneuver test. (Partially because we went very light on heroes).
The game itself went fairly smooth. The tactical cards caused the most
confusion. I would probably remove them altogether if that didn't effectively
remove almost all charging and dueling from the game. Combat is easy, yet
satisfies the urge some people have to roll a lot of dice. The d10 worked
better than I thought it would.
Although we only used infantry units, I can see that the big monsters
will probably not be too bad. It seems that they can get chewed up by a unit
of grunts or archers. The main difference between them and an elite unit
seems to be that it's either a bunch of guys with 1 or 2 wounds versus one
guy with 6 wounds or so. Heroes seem to last longer (hiding in units) and
boost units rather than acting directly. We did not use any shujenga.
AEG definitely earns some bonus points for picking up some of the old
rules WFB left behind in its stupification (er, simplification). The rules
for becoming unformed and the differentiation between simple and complex
manuevers really helped kill WFB. The rules for going spent are a nice touch
too.
If all of the rules were included in the boxed set, I'd say it was a
great buy. If the figures were in the US$1.50 to US$2.00 range, I'd think they
weren't a bad buy either. (Although it's still impossible to pass up those
Yojimbo!) |
Geoffrey J. Schaller (nezumi@darkedge.com) |
A couple quick responses for Thomas's post (Not to nitpick or flame, but to
enlighten):
Clan War is AEG's first attempt at casting anything - they did not go
out of house. The Boxed Set is their first casting run ever. Over all, I'd
say it's not bad for a first try, and the new stuff has improved quite a bit.
The Tac Cards are available either in the boxes, or in the blisters
(which are collections of the boxed cards for people who do not wish to buy
the boxes). Yes, it is recommended that each player have their own boxed
set, but it's not a waste of money in my opinion - you get 60 Minis, 2 of each card,
and the rules.
Players have entered and competed well in tourneys with "Generic"
non-Expansion armies. You don't need all the boxed sets to win, or even to have
fun.
One last thought - Clan War is less than a year old! Once all the sets
are out (should be by the end of 99), there will be no more new armies, and the
rules will be collected and re-published as a single volume. AEG wishes to
make sure they have the kinks worked out before the Daimyo Edition comes out,
though, hence the delay. |
Vincent Booth (vincent.b@home.com) |
I went to Origins '99 over the July 4th weekend and after playing Clan War
demos, bought the game. It is an excellent system, with some really nice
miniatures.
I would like to answer a question that Thomas asked in a previous
post. It is not necessary to buy
all the clan books, just the one you want. All the new rules will be
published soon in a compendium, or most of them can be found on the web. If
you do buy the clan boxed set, you also receive one character mini and 12
house-specific mini's for that clan.
I had a great time with this game, and found the guys at AEG to be very
helpful and knowledgeable. Having played WHFB since its inception, this
system is much better. |
Thomas (tdurdell@kent.edu) |
I finally picked up a copy of the game, so needless to say, I have some
comments to share (I always do).
In regard to a previous post in which someone said the tactical cards
are not "collectable," it's not really a true statement. You pick 30 cards
each, with no more than 3 of any one card. There are only 2 each of a "basic"
selection in the boxed set, with additional sets sold separately. So if two
people play and each want 3 of the same card, you either need a total of 2
boxed sets and two blisters, or some similar combo. Additionally, it is my
understanding that new tactical cards (as well as new units) are in each of
the Clan Expansion Sets (I think about US$35 each).
The figures are sculpted fairly nice. Unfortunately they are cast
somewhat poorly. There was a lot of flash to clean. I was looking for
historical samurai anyway, and these will do, but... there are some minor
detals that are odd. For example, the lacing on the armour is sparse (one
or two sword cuts would make it fall apart!), and the cavalry figure
has western style stirrups. I should also add that some of the characters
(figures) are very nice.
I bought the game for the figures, but the rules seem decent. I have
yet to play them, and don't know if I will really get into them because of
the GW style add-on problem. (In other words, unless you buy the add-ons,
you will get your ass kicked by people who did, and therefore have better
units, more tactical cards, etc...) |
Geoffrey J. Schaller (gjschaller@psi-13.com) |
A few things to note about this game:
- It's all d10 dice. Nothing confusing about which die to roll.
- The Tactical Cards are not collectable. No CCGs here! You get a
fixed set, and must choose 30 from the same set that everyone else has. This
is part of the beauty and flexibility of the game, as the deck influences
tactics and army composition quite a bit.
- Online support is excellent.
- The minis are excellent. The value
you get for your money is good.
This game is going places, and has an involved fan base - more armies
are still coming out, and the story-line of the game "history" is determined
by players at tournaments. If you play the CCG or the RPG, this game is a
breeze and a joy to pick up. |
Rand (rand@binary.net) |
Having played a couple of games and watched several more, I am very impressed
with Clan War. Its tactics and goals are slightly different that in
Warhammer, which makes it harder to play initially because you have to change
your mindset. However, even during this learning process it is a very fun
game.
Random Thoughts
- The designers were able to incorporate all the events you'd see during
a card or RPG L5R game, without sacrificing playability or flow.
- Big nasty characters can dominate engagements, but they won't win the
battle for you unless your opponent has stacked everything he has in one or
two units.
- Magic is available, but due to the side-effects of the really nasty
spells (becoming spent, etc.) it is fairly balanced.
- Multi-player is well supported in the rules and requires very little
(none) work to make the game flow with many players. I recently saw a fairly
quickly moving game involving 8 players.
- The miniatures are excellent. The pewter used is slightly softer than
you will find in GW mini's, which makes them easier to work with and less
likely to break during bending.
If there is a downside, currently it is that they have errata'ed and
added rules in each Army Expansion Set. I understand that in early 2000 they
will make a Daimyo edition ruleset available, with all clarifications and
additional rules. The public word on this is that they want to make that
set the definitive set of rules, rather than patching piecemeal until they
come out with a new edition.
All in all I've been very happy with both the support given by AEG,
and the game itself. |
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