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Victory Decision: Raid!
Publisher: A.D.Publishing
by Alex W. [Verified Purchaser]
Date Added: 12/12/2016 16:07:49

Honesty up front - I helped proofread the rules. But I offered to do that because I like them.

Victory Decision Raid is 90% the same game as regular Victory Decision, so if you're a player of that game then this version of it will be very familiar. The main difference is that rather than activating whole sections of troops, now you are activating individual soldiers, so that the game is focusing on the squad/section itself rather than the platoon.

Because of this it plays on a smaller area, 4'x4' is recommended, although I played a few games on a 2' x 3' table without issue. Because each side is only half a dozen or so figures the table doesn't get crowded.

As with regular Victory Decision, activation is a dice roll modified alternate activation, with the activated figure being able to perform 3 actions - move, shoot, assault, etc, in any order the player likes, and usually as many times as he likes too, so move - move - shoot, or shoot - shoot - shoot, are legal combos. Apart from a new overwatch order there are no reactive moves, like the parent game, but somehow with Victory Decision you don't miss them. I can only think that it's the triple action activations which somehow manages to remove the need for reactions.

The combat mechanics are very straighforward, although the suppression mechanic of the main game has been replaced with four "health levels" - ready to fight, stunned, wounded and dead; stunned and wounded give figures negative modifiers and limit their available actions, although figures can be rallied back to ready to fight.

The game includes vehicle rules, which are just as straighforward and intuitive as the infantry rules. Unlike the parent game where army lists are an extra purchase, Raid contains fairly exhaustive lists for Britain, Germany, the Soviet Union and the USA, hence the high page count for such a straighforward game. There are plenty of options to cover different small arms. One thing to note is that, unlike some skirmish games, an infantryman is an infantryman. By which I mean that you don't customise each figure with different stats and special rules, like Nuts! or the Song of Blades family; there are special rules but if you have, say, five regular US infantry each of those five will likely be the same in game terms. I much prefer this as I find keeping track of individualised figures to be a pain.

Raid playes very quickly and intuitively. It's not a hard core WW2 infantry combat simulation, but a quick and interesting game which plays with authentic WW2 flavour. There are WW2 projects I'd like to dabble in, but I don't want to go the whole hog and paint 30+ figures and support weapons and vehicles, etc. Raid means I can paint 6 or 8 US Paras, for example, and scratch that Band of Brothers itch.



Rating:
[5 of 5 Stars!]
Victory Decision: Raid!
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Daisho: Samurai Adventure
Publisher: Deep7
by Alex W. [Verified Purchaser]
Date Added: 03/02/2011 16:08:19

All the rules on 1 page - well, kind of. There are a couple of supplemantary pages of "advanced"! rules. Daisho is a rules light RPG of swashbuckling samurai adventure which has almost no connection to historical Japan and takes its inspiration from bloodthirsty samurai movies where swiftness with a blade is more important than knowing the history of the shogunate or the intricacies of the tea ceremony.

And its none the worse for it - the game almost demands a breezy, devil-may-care approach. Everything is done off a single d6 roll, combat can be deadly but the game advises if your character bites the katana to simply roll up a new one and rejoin the adventure. You also get 6 adventure plots for your money of varying quality - the one about the secret ninja school is the best.

For the price even if you only play the game once you've gotten your moneys worth and you'll probably play more than that - a crisp little beer and pretzels rpg for when you need to scratch a Far Eastern itch.



Rating:
[4 of 5 Stars!]
Daisho: Samurai Adventure
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Barbarians of Lemuria (Legendary Edition)
Publisher: Beyond Belief Games
by Alex W. [Verified Purchaser]
Date Added: 02/12/2011 11:46:28

"Crom laughs at yuh 4th Edition!"

Barbarians of Lemuria - a game that comes from an age undreamed of between the snking of Atlantis and the rise of the sons of Aryas! A game of man-sized fantasy where elves, orcs and dwarves dare not tread.

BoL characters are defined by their chequered pasts - thief, pirate, gladiator, etc. - if you can convince the GM that some previous career is relevant to your roll to perform a task then you get to add those points to your roll. Simple and it encourages character based play and avoids the munchkinism of feats. Combat and tests against attributes work in the same way. Achieve a Legendary Success and see your enemies driven before you/cut down in bloody swathes.

One clever genre innovation is that experience is awarded only after the player narates how his character blew all his loot and it once more down to his last few coins, trusty blade and thirst for adventure. BoL encrouages you to play a sullen northern barbarian, a savage jungle tribesman or cunning desert nomad and play it to the hilt. There's no place here for treehuggers like elven rangers. BoL characters trust only their wits and cold steel.

BoL splits the skulls of all other fantasy games to the teeth with a single, savage blow. A simple system that effortless recreates a specific genre leading to swift, exciting play.

Substance - 5 - Finally a system that does sword and sorcery properly. Comes with a default setting based on Lin Carter's Thongor books but easily transposed to Hyboria or Valusia.

Style - 3 - Some art, like the cover, is nice. Some isn't. Simple, but readable, interior shows its amateur origins a bit too clearly.



Rating:
[4 of 5 Stars!]
Barbarians of Lemuria (Legendary Edition)
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