Raven
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Chris Jones (area5147@yahoo.com) |
Umm, o.k. Cool cover to the book. 144 pages, tidy chunk there. The
rules are good also, but where are they! I have never in my
life (30 years) read any rulebook that was so confusing. My biggest gripe
is that some of the rules simply aren't there.
I phoned up the company and did a bit of complaining. I mentioned the
magic system, know what the reply was?
Guy on other end of phone: "Yes, the magic can be a
bit confusing. During play it took us about 3 months to get it worked out,
but once you get it up and running it really works well..."
Be fair - if the guys who designed the game tell you it's "confusing,"
what hope is there?
And that's the aggravating point. The game rules do actually look
really good (better than Games Nth edition, rules suck, I've got
a level 10 Wizard with the sword of 3000 pt army slaying Workshop could
ever churn out). I feel sorry for the ones who paid £15.00p for
the Raven ruleset, I only paid a fiver. It's not fair
- still, I'll persevere (right, where's the asprin bottle, I'm going to try
again.....) |
gahongro@sn.no |
I
absolutely love the rules. There are War-machines, though not
all races have access to them (in fact few races have). And there
are monsters - I think, even more monsters than in WFB (they are all
on the last pages of the book).
Nice things in Raven:
- Excellent magic system, you design your own spells with
spell creation points taken from different categories
(i.e. zaps=attack spells, Counters=dispels, Enchants=improve
stats, and so on).
- Realism: Don't worry about HeroRaven, it is impossible with
the present rules. (Don't know what will happen if they publish
a magic-item system though, but I suppose it will still be
realistic)
- 16 different races
Bad things in Raven:
- The book sucks actually. I needed to read it twice before
I could get a good overview of the rules. The reason for
this is that the rules often use terminology that has yet
to be explained in later pages - frustrating. For those of
you who are fond of bright colorful illustrations, you won't
find them in this book, though it doesn't matter much to me.
But, believe me - the rules are good, it's just that they have
made a crap book to explain them. They will need to clarify a lot,
but I have also heard that they are working on it :-)
- There is magic, but there are no magic items. I didn't notice until
I read the book a second time, so I suppose I don't find it all that
important :-)
All in all, I think it will become a brilliant game. |
B.J. Cantwell (bjcantwell@aol.com) |
I've got Raven and like it a lot. The game offers a number of interesting
features, but probably requires some gaming experience because the rules
are poorly organized and edited. The information is not laid out very
well, making some bits hard to find. There are also a number of instances
in which an ability or such is mentioned but no description of it appears
in the rules. That said, the game has a lot of strong points. Raven
troops are entirely based as stands, with stands being able to move
independently or as groups. Leaders provide "tactical commands" which are
used to perform the formation changes, movement, etc. Higher level
leaders can transfer tactical commands to lesser leaders and all leaders
may take die rolls to try and increase their tactical commands for the
turn, with a possibility to lose some as well. The over all effect is
similar to the PIP die rolls in HOTT/DBA/DBM, but with less chance
involved. Troops may be overconfident, causing them to make spontaneous
advances, and uncontrollable making them harder to control.
Combat involves rolling one die and adding in appropriate factors.
Beating your opponent by a certain margin kills the stand, while beating
them by less than this amount results in a recoil. Stands of troops are
rated in four different combat skills, Melee, Shock, Skirmish, abd Shoot.
Most troops are only rated in one or two of these. The ratings used by
the opposing stand determine what type of combat will be fought. Shock
combat is made when charging stands encounter an enemy and is the
deadliest (to target and attacker). Skirmish combat is the least deadly
(largest victory margin needed for death of the target stand), but almost
any combat fought against a stand with skirmish rating will be resolved as
a skirmish, allowing those stands to pick and chose their fights. Shoot
combat is pretty deadly, but only so long as the shooters stay unengaged,
since most missile troops have little if any close combat skill. Stands
may be further individualized by a number of abilities or drawbacks.
Examples include Lethality (addsing to the score of a victor and resulting
in more kills), Invulnerability (adds to the score of a loser and makes
them harder to kill, Ferocity (stand in combat with higher ferocity gets a
+1 bonus), Dispersed (harder to hit with Shoot), etc.
Characters are mostly limited to leaders and mages. Both may be usually
be upgraded to make them deadlier, but they do not act as one man
demolition teams a al Warhammer. They are not that much greater than an
armies other troops, and are much, much more valuable as the source of
tactical command points. Magic is very nicely done and is based on
elemental influences. Spells are customized by the player as to effect,
range, etc. The different elemental spheres are better at certain types
of magic and success of countering enemy spells is effected by the
elements involved. Magic however does not seem to be the overwhelming
power in the game. In each of the games I've played, a high level magic
user was involved, with little unbalancing effect. Magic does not seem to
deliver any "knockout blows", but can definitely aid your forces in more
subtle ways.
The games background is fairly typical if a little dark, but the
army lists are really nice. The large number of abilities and traits has
allowed creation of about 12 armies most of which seem to have a truly
different feel from the others. |
Philip Dutre (Philip.Dutre@cs.kuleuven.ac.be) |
Raven is supposed to be a companion to the 25mm miniature range from Harlequin.
I already have some Harlequin miniatures. I think their quality is high,
and IMHO they are better than GW. So, I kind of was eager to know how
their rule system would look like. Boy, was that a dissapointment!
- The book looks good. 144 pages, color cover, glossy paper.
- Contents: background, rules and armies. The rules only cover 40 pages, of
which 10 pages are devoted to magic. So, about 30 pages are about setting up
a battle, movement, combat, etc... which says a lot about the quality.
I can't honestly remember when I have read a set of rules that were so badly
written: incoherent, bad explanations, inconsistencies ...
E.g., troops move 75 mm. However, troops with the 'fast' ability move another
25 mm, if you have 'fast 2' you move an extra 50 mm and so on. That's what
it says in the rules. However, in the army lists, none of the troops have
the 'fast' ability. None. They do have different movement scores, such as 2,
3, 4, 5, ... Huh? Search, search ... ahah! In the back of the book, there is a
template to be used as a ruler, divided into 'spaces.' In each space is a number,
along with designations such as 'fast 2.' So, movement 5 equals fast 2.
There is no reference to this ruler in the main rules that I could find.
E.g., resolution of combat: I actually had problems finding in the rules how
combat was resolved. I haven't figured out how casualties are removed. I
did read all relevant rules (I think). Not once, not twice, but thrice. I
think I know how combat is resolved, but I'm not sure. The rules are just unclear.
- The order in which the rules are given is also pretty bad. It seems to me
that they are in random order, and most of them incomplete to get a full
understanding of them.
- About the game play: It's hard to see through the bad layer and discover the
game, but the game itself looks ok. If I can figure out the rules
in more detail, maybe I'll post something about the actual game too.
At this point, I really cannot recommend Raven to anyone, certainly not to
beginning players. If you don't know a thing about miniature wargaming, you
will never figure out how to play this game. I have the feeling that the guys
at Harlequin had this thought: "Hey, let's put some rules together in a few
days. Layout is not important, quality of writing is not important! If
people buy our miniatures, they will buy our rules!"
I suggest that Harlequin stick with producing and expanding their superb
miniature range. This kind of rules only discredits their miniatures.
One strange, last remark: Can anyone in a chemistry lab analyse the ink
they used to print this book? Everytime I read it, I get a burning
feeling in my nose and eyes, which goes away every time I put the book away.
(The book came out of shrinkwrap, so I didn't do anything with it.) I've
never expereienced this with any book before.... weird.
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