Dragon Hordes is a heck of a lot
of fun.
The game is set on a fantasy world in which several nations are warring
over a magical substance called "eortheblood." To play out these battles,
the book comes with six pretty big armies in the book as cutout color
markers. This sounds cheesy but it is great to be able to jump into the
game without having to paint up a ton of dragons, pegasi, whatever. There
are also explosion/turn templates (they serve double duty, to help cut down
on the number of fiddly pieces) and, oddly, paper rulers.
Each army comes with land, sea, and air forces. The air units are the most
flexible but are pretty delicate compared to the heavy land units, which in
turn can't deal with the water.
The game runs really smooth and feels fair (reality checking in this case
is fairly moot). The forces are very well balanced, and definitely
different from one another. Setup is extremely fast, like five minutes or
less if you're not anal-retentive about your force.
This is a brief breakdown of the forces:
- Theofas Principalities
- This is the "classic fantasy" side, with dragons,
dragon hatchlings, pegasi, and dragon-riding spell casters.
- Alef Catechumen
- This is the "giant bug-riding elves" side, with
dragonflies, spider cavalry, swarming hornets, tree folk, and cheapo spell
casters.
- The Forgotten
- This is the Jurassic Park side, with T-Rex-riding warriors,
pteranadons, triceratops ballistae platforms, and NO spell casters.
- Dhurghoth Strongholds
- This is the "high-tech fantasy dwarf" side, with
floating crystal platforms, a stone giant, and some spellcasters. This
force is as odd as it sounds.
- Selicum Barony
- This is the "Evil Pirates" side. Interestingly, this army
can select forces from the dragons, bugs, and dwarves' armies, as well as
their own balloons and tall ships. The drawback is that non-pirate forces
suffer a morale penalty, and you can only build up to half your force with
non-pirates.
- Swaerthan
- This is the "evil Chaos army" side, which selects forces from
all the other races, plus their own icky slime monsters and shambling
whatsits. Non-Swaerthan forces cost 50 percent more.
The army list works like this: Each army has a set of cards describing
"hordes" and "individuals." The card lists the per-unit cost, and min/max
number of units per horde. So, say, you want a horde of dragons: Each one
costs 76 points and you can have 2 to 4 of them in a horde.
Each army has six or seven horde/individual unit choices. We've found them
to be exquisitely balanced and an adequate selection for now.
The game is not designed with the same level of detail as Battlestorm.
Personally, I prefer some structure to the way the various nations are
"supposed" to build their forces. Get down too narrow and you end up with a
one-trick pony or a non-representative force.
Some fans of the game are getting anxious for the promised lead figures,
and have wondered if there are other epic-scale pieces they can use in the
interim. Until Games Workshop releases its Epic Fantasy game, the only
epic-scale dragons on the market are from Grenadier's out-of-print
DragonLords, which, incidentally, was designed by the same guy. Rumor has
it you can still find DragonLords figures from several online game stores.
In any case, the dragons and other critters are extremely generic -- you
have "dragons," "hatchlings," "beastmaster" (dragon with rider), and
"dragon with sage" (dragon w/ spellcaster). Dragon Hordes doesn't get into
ice dragons, fire dragons, chromatic dragons, plasmatic dragons, whatever.
Ditto for the dinosaurs -- you got a T-Rex, a triceratops with a ballista
on its back (probably not too hard to kitbash), some li'l raptors, etc.
The game's scale does not bother with individual soldiers, so there's no
conversion to be done with, say, epic-scale Inferno infantry. I've been
fooling around with some toy dinosaurs for the Forgotten force in the interim.
My only quibble with the system is that terrain isn't particularly well
thought-out. Since most of the action is in the air, it isn't so bad.
However, if you introduce artillery or cavalry, expect to work out stuff
like hills on your own.
A specific, and exceedingly common, example: Can catapults, triceratops
ballistae, or the other "throwers" use indirect fire over hills? Do they
require a spotter? We worked out our own solution, but the playtesters
should have caught this. The party line on these questions is, "The game is
supposed to be simple, so don't worry about terrain so much." My opinion:
If you wanted to ignore terrain, you shouldn't have included terrain rules
of any kind, fuzzy or otherwise.
Magic is extremely open-ended and probably the "hardest," if that's the
right word, part of the game. There's a big list of spells that
any spellcaster can use, plus the spell-using races each get a spell of
their own. That's a lot of spells to keep track of, and they're all stuck
on a two-page spread in the middle of the book. Expect to pass the book
around a lot, or make extra copies of the spell pages.
The designer, Bryan Winter, has done a lot of CCG work
(Doomtrooper, Kult, James Bond, Crow), and his affinity for wacky combo
effects is apparent in the magic section. I haven't played a large enough
army to have multiple spellcasters, so I haven't seen this in action.
There's no real "initiative." Each squad (horde or single piece) of figs
gets a chit, with a corresponding chit in a cup. You draw chits and
activate. There's a spell that lets you recycle chits
before turn's end, but otherwise initiative is arbitrary. I like that, as
dice-based initiative generally hoses one side in even the best-balanced TTGs.
I would have liked a "leadership" structure that would let you, say, set
multiple numbers next to your horde and activate on whichever number you
want. However, that wouldn't be in the style of the game, which tends
toward extreme simplicity.
Last I heard, the plan was to release a complete set of figures replicating
the pieces that come with the book. The concept was going to be pewter on
stands a la Silent Death for the flying critters, standard based figs for
ground forces. I understand there's supposed to be a setting expansion with
two additional armies -- a da Vinci/retrotech force, and a warrior-women
force. The designer swears the women won't be Xenalikes, but you know how
marketing goes.
Bottom line: Dragon Hordes is a good deal for US$30, and you'll get a lot of
game play out of it.
|