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The Space 4X, it calls to strategy gamers like a siren song, leading game developer after developer to take a stab at creating &quo...

Astra Exodus Astra Exodus

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

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The Space 4X, it calls to strategy gamers like a siren song, leading game developer after developer to take a stab at creating "the" definitive space 4X to rule them all. Some games stick to the Master of Orion 2 model and try to further refine it, while others branch out into new directions, but most bill themselves as being something new and innovative. That's practically a necessity in a world where we've seen dozens of new space 4X titles come and go in the past decade. Astra Exodus is taking a bold step by intentionally labeling itself as a "retro-inspired" strategy game that will remind you of the older classics, with a splash of the new, and a hefty dose of pixel art and a color palette that screams 90's fashion. Seriously, this game is not afraid of being colorful.



Now, if you've had your fill of MoO 2 style games over the years and aren't interested in another take on that kind of game, Astra Exodus is probably not going to do anything for you. However, I imagine there is a sizable audience out there that finds the likes of Stellaris and Galactic Civilizations III to be a bit overwhelming, with endless mechanics, charts, and menus to sort through. Maybe you are indeed looking for something very akin to the classics, but with some modern spice in the mix. Astra Exodus may be just the thing for you. 


Astra Exodus is a single-player only affair, with two ways to play. There is the standard sandbox mode where you can pick one of 8 different factions and try to dominate the galaxy, or the story campaign where you will lead humanity in their quest to learn more about their past and the exodus from Earth. The campaign serves as something of a tutorial, starting you off with very small maps and weak opponents, and gradually cranking up the heat. Like the majority of 4X games, the story serves well enough as window dressing for the various scenarios, but isn't particularly riveting. The primary draw of the game will of course be the more open sandbox mode. 


The mechanics of the game are comfortably familiar. You've got star systems to explore, planets to colonize, ships to design, buildings to construct, technology to be researched, and leaders to be recruited. There are a variety of resources to keep track of, and money to be taxed and spent. Most of this works the way you would expect it to, with a twist here and there. Raising taxes brings in more revenue per turn, but decreases morale which in turn reduces the generation of other resources. You need cold hard cash for a lot of things, including the rushing of new construction. However, you also need all of those various resources to get your war machine up and running. As the population on a planet grows, you can allocate the "units" of population into different tracks, so as to boost the production of food, or speed along construction. 

Exploring and colonizing new worlds will bring in more of everything, but high quality worlds are a few and far between. You can research various terraforming projects to make worlds more habitable, but that too comes with a trade-off. One unique mechanic in Astra Exodus is that the tech tree is semi-randomized and split into numerous different fields of study, such as weapons or economics, etc. Within each field, you will have techs available for research, but can only choose one, leaving the other two locked out for the rest of the game. Then you get another three to choose from. While somewhat arbitrary, this limitation is interesting in that it forces you to potentially try new strategies and builds for your empire depending on what options you have available. I like this, as one of the biggest complaints of traditional 4X games is that the tech trees can be very boring and lead to the same choices every match.


I could go on describing more of the mechanics of the game, but like I said, this is a deliberately "retro" take on the 4X, and so most of it is stuff you have seen before. The diplomacy side of things is pretty standard, with the benefit of AI factions that are actually willing to make fair trades with you. This is one way you can get those technologies you missed out on, by swapping with other factions. The internal economics of your empire is pretty standard as well, you build mines to get more metals, high-tech farms to get more food, and so on. The one area where this game really does shine and even do things a bit better than some more contemporary games is the battle system. 

Astra Exodus does allow you to design your ships, and in this game there is actually more to it than just jamming the best stats possible into each ship. That's because the combat plays out like an RTS, with range, facing, and the speed of your ships actually making a difference. I always love any game where you get to handle space ships turning to bring undamaged armor to face the enemy, or racing in close to use short-range, but high damage weapons mounted on smaller ships. Astra Exodus has that and it works really well in my experience so far.


The game does have a quite a few issues, though none are major they add up to enough to drag the game down. The UI is clunky in places, requiring more clicks than necessary to get in and out of where you want to be. It's single player only, so you can't have a match with friends. The campaign missions can be a bit of a slog at times. The graphics will certainly not be everyone's cup of tea. Frankly, the $30 price tag is hard to swallow when more other, far more substantial games can be had for about the same price. It's enough that I can't really give the game a recommendation unless it is exactly what you are looking for: a new take on the old style of 4X space games. I think as an iPad game this would be great, but on PC there are just too many other options that have a lot more to offer.



That said, this product is the result of the efforts by Atomic Kaiser, a one-man game studio in Uruguay, and I really don't want to discourage him from continuing game development. Astra Exodus does a lot of things right, it's just that a lot of it has been done before and I'm looking for something different. However, you might be seeking a retro experience, and in that case Astra Exodus is certainly worth a look.

Astra Exodus can be found on the Slitherine store and on Steam.

http://www.astraexodus.com/




- Joe Beard








A long time ago in a galaxy far, far away… the thriving Empire of Lazax dominated the universe from their capital on Mecatol Rex, the ce...

Twilight Imperium 4th Edition Twilight Imperium 4th Edition

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

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A long time ago in a galaxy far, far away… the thriving Empire of Lazax dominated the universe from their capital on Mecatol Rex, the centre of the galaxy. A great number of different races were part of their Empire, where trades and technology developments were flourishing under the peaceful rule of the Lazax.  As time passed, greed and apathy grew in the heart of the people which thrust the entire galaxy into a state of war.  The once mighty Lazax Empire was no more and the Lazax Emperor and his people were wiped out thrusting the entire galaxy into a war of succession, the Dark Years. The conflict raged and caused many civilisations to collapse and dwindle into a shadow of their former selves. Years later, as hope and pride started to return, the surviving races began to again aspire to the throne of Mecatol Rex and impose their rule upon the entire galaxy.

You are the leader of one of these races and you're competing to elevate your power and influence upon the entire galaxy and to occupy Mecatol Rex as Emperor once more.

You can watch my poor attempt at an unboxing video below:


Gameplay

The main objective of the game is to be the first player to 10 victory points.  'Just 10 !', I hear you say...well that paltry amount will still take the best part of 10+ glorious hours. These VPs come by fulfiling a variety of objective cards as the game progresses.  At the beginning of the game, public objectives are randomly selected and just two are revealed for the first round.  Each game will have five Stage I objectives (worth 1 VP) and five Stage II objectives (2 VP each). One more objective is revealed at the end of each round.
Ready to go...this game is a table-hog.
Each round has four phases, the Strategy phase, the Action phase, the Status phase, and in this case, the best has very much been saved till last, the Agenda phase.

There are eight different strategy cards in the game which are available every round to the players.  During the Strategy phase, players choose their strategy card and receive its benefits for the remainder of the round.  Each strategy card has an initiative number, and a unique primary and secondary ability. The initiative number of the card determines the turn order for the round and like many other games cards that weren't chosen has a bonus, in this case, a trade good placed on it for the next round.  I really like this mechanism as at some point those low initiative strategy cards are too tempting to turn down.  Adding a bonus onto unplayed cards also reminds me of one of my favourite gateway games that I introduce new players to 'modern' Euros - Puerto Rico.
All the strategy (cards) ...
There are many different types of objectives in this game and the gameplay between experienced players reflects which objective cards have been revealed.  I did find that during the first few rounds of my first game, I completely ignored the public objectives to my detriment.  When the revealed objectives require technology boosts or aren't combative, then you may wrongly surmise that most players will remain peaceful during the turn and try to improve their tech or other aspects of their civilisation to meet those objectives. However, players are also given one secret objective at the start of the game which score VPs in exactly the same manner as public objectives.  

The two main reasons I no longer play Puerto Rico with experienced players, is first I normally lose, but second, you can largely work out what your opponents will do by the board state, Puerto Rico is too prescriptive. The same definitely cannot be said here, there is no way, for me at least, to work out or even in some instances, understand what my opponents were doing.
The Winnu claim Mecatol Rex
During the Action phase, players take turns to do either a tactical, strategic or component action. A tactical action player activates a system (hex shaped tile) and moves their units into it. If there are enemy forces, a battle will ensue. If the battle is won by the invading force then their ground forces will start a ground battle on the planets which is a particularly bloody affair, ending only when one side is eliminated. 

A space dock in the system will allow you to produce units there.  When a system is activated by a player, they must place their command token on that system.  This prevents you from activating the same system later in the round. This mechanism is also found in Star Wars Rebellion and provide a measure of inter-turn strategy that must be considered when moving your forces around the galaxy. You can generally only move a unit only once in the round. 

Command tokens are used to do pretty much everything in this game and like all FFG games, this one comes with the standard plethora of tokens, only much more so!   However, these are a limited supply and you'll soon be crying out for more command tokens - using the secondary ability on other players strategy cards, that will be one command token please; want to increase the fleet size in a system, one command token.  You get the idea, give me more command tokens!
Space Lions player board.
During the Strategic action, the player plays their strategy card and uses its primary ability. Alongside the initiative numbers, the main purpose of choosing a particular strategy card is to get its primary ability.  For example, Strategy Card 2 (Diplomacy) prevents other players from attacking one of your systems and lets you re-use those planet’s resources again in the same round. After you’ve used the primary ability of your strategy card then all other players are given a choice if they want to use its secondary ability.  They must spend one command token and can revive two planes which they have previously spent on its resources. 

The Learn-to-Play book has a very handy chart in the back for new players to match up the best strategy card with their immediate tactics. Want to research more technology? choose Card 7.  Do you occupy Mecatol Rex? Card 8 should definitely be your choice. Every time I picked a strategy card my mind was doing gymnastics trying to work out the convoluted permutations of the secondary abilities for each other player. i.e. trying to minimise their bonuses effect to my empire.  I love the hard decision space this game gives you which is quite unlike any other I have tried.  Although I wouldn't recommend playing this with AP-prone players, for obvious reasons.
Rules, Learn to Play and the Lore Compendium. 
A Component Action is an action in which you can play an action permitted by the components (cards) in front of you. This may also be a race-specific ability.  This is a kind of an optional action and can be used to (smash your opponents) delay using your pass (ending your entire round) manipulating the player order and having the advantage of moving last in the round.  I really like games that allow you to manipulate the turn order to either move early and strike first, or react to your opponents moves. Whenever I manage to pull off such a move in any game; TI4, Empire of the Sun or any of the COIN games spring to mind, I get a huge sense of accomplishment. Although it is usually shortlived because I forgot to anticipate my opponents' next move.

After all players have passed in the Action Phase, players score up to one public and one secret objective, if possible in the Status phase.  One public objective is newly revealed, and players draw some action cards, collect and redistribute their command tokens on the command sheet etc. etc. Basically, you're getting the game board in a fit state for the next round. However, if someone occupies Mecatol Rec, then the Agenda Phase follows.
The battle for Mecatol Rex rages on.
If you've played Diplomacy you'll almost know what to expect in the Agenda Phase, blackmailing,  bribing, lying just like politics today...  The Galactic Council sits in session, chaired by the current speaker and each race is represented to discuss important issues in the galaxy. If you've seen Star Wars I, it's that, but much more interesting... An Agenda Card is drawn, and players vote Yay or Nay using their influences generated by their planets. There are many different agendas in the game, some seemingly irrelevant and some utterly devastating, easily changing the game.  Which is why the debate over and around the table can get so animated, especially when one player is struggling to get their 10th VP. The Ministry of Peace agenda, for example, allows a player to cancel their opponent’s aggression in their system one time.   Even if you are playing a weak race (not all races are created equal), or your planets are not very rich, you could still win the game by manipulating the vote in the Agenda phase. 

Combat is a surprisingly simple affair, you roll one 10-sided die for each ship in the space combat and if you roll greater than the ships combat value (shown on the faction sheet) it's a hit. Each hit kills an enemy ship which is chosen by the other player.  The big ships, dreadnoughts, flagships, and war-suns have the ability to sustain damage meaning they'll take two hits. However, you've got to destroy all of the fighters and frigates defending them before you get a chance to actually hit/destroy the big ships. It is very important to have many cheap fighters as fodder to protect big ships - again, this was not appreciated by yours truly in the first few rounds of the first game.  There are some nuances to this combat, for example, if the enemy has a lot of destroyers, your fighters may be wiped out in an anti-fighter barrage before the combat round begins, leaving your dreadnaught defenceless and an easy target. 
Everybody wants some.
In order to occupy planets, you'll need to bring ground forces with your vulnerable carriers. They are not powerful units (combat value: 9) but can be the most important in your fleet. If you win the space combat, you can land ground forces on the planet.  If the enemy has a planetary defence system (PDS) then they get shoot your troops before they land.  However, if you're Dreadnaught or War Sun have survived the space combat they can bombard the enemies ground troops beforehand.  These variable abilities require you to strategise over every move/destroyed unit and it provides a lot of fun, and also added intrigue in the Agenda Phase.  'You want to deal and you attacked me last turn! That's going to cost you, buddy!'.  Great fun.


Components

This game is a monster. Its box is rather bulky and contains tons of miniatures, cards, system tiles, various tokens and so on but the box is well designed and deserves the space it takes up.  The organiser is well thought out and functional, which is rarely a thing I say about FFG games. However, I really feel that this game is a beloved property of  Christian Petersen (FFG CEO) and it really shows in the fourth edition. A lot of care and attention has been paid to every single component. If you want to see an excellent making-of documentary check out Shut Up and Sit Down's Space Lions documentary.  If each player knows what they're doing setup can be completed inside 20 minutes, although you could argue that building the galaxy is an integral part of the game and not really setup.
It is done...
Each race has a Faction Sheet showing each unit’s parameters, race-specific abilities, and history of the race on the back. In the box, there is a lore guide which can be treated as a piece of Science Fiction in its own right.  This history was very well written and I enjoyed reading through it all.  The detail that has gone into the history shows the amazingly high level of production in this game. FFG normally have stellar production values and they've even surpassed those in this game.

You can (or you should) role-play during the game after reading the history and unique capacities of your chosen race. The seventeen races in the game are all unique and have strength and weaknesses.  For example, the space fish...are physically weak but very intellectual. They suffer -1 drm in combat, but develop technologies rapidly. Then there are the Hacan (space lions) who are purely motivated by trade. and gain trade goods (which is a kind of currency) easily, giving them the ability to build large fleets from the early stage of the game.  Trade goods are power.
The big box is full.
Each kind of shop has a distinctive miniature and the sculpts are excellent. There are fighters, destroyers, cruisers, carriers, dreadnoughts, a flagship, and war-suns. Their combat abilities are all listed on your Faction Sheet. Researching technology can improve units which permits you to place a tech card onto your faction sheet. This is a really effective way to see at-a-glance how powerful (or not) your fleet is.

Apart from unit upgrades, there are 4 categories of technology in the game, Biotic, Warfare, Propulsion, and Cybernetic. There are 4 levels of technology in each and you must research them in order.  One game takes on average 6 to 7 rounds and you will not be able to fully explore the tech tree in one game.  Planning my upgrades and deploying my fleets according is a great game which I enjoyed immensely, but so often ruined by my opponents. Developing Propulsion first and then upgrading your carrier so that it can move 2 hexes is a nice ability to move your troops out into the galaxy, or you may want to concentrate on Warfare techs and try to build a War-Sun early in the game with the ability to literally annihilate an opposing fleet.



Criticisms

The only criticism I can think of this game is that it takes a very long time to play.  It is difficult to find 3 or more opponents who don’t mind committing 6 or 7 hours in one go, but this game has such a reputation in the hobby that almost all gamers want to try it, at least once. But let me reassure you that those hours pass very quickly it is so much fun to play this game.  Afterwards, you will be exhausted but you will have created an amazing experience with your friends I guarantee will have built a stronger bond for sharing this experience.  Look for opponents, and go for it!


Conclusion

If I had to describe this game, I would say that it is seductive yet elusive. I want to play it more, I love the game, I want to try every single race, and experiment with every technology, but it's very difficult for me to get it to the table. I have a young family and losing 10 hours on a weekend so that I can move plastic and carboard counters across my kitchen table is not a position I can defend often. However, given the opportunity, the time and the right opponents, this game is always welcome at my table.  It tells a grand, epic story of battling races and powerful armies clashing across the stars. The mechanics are simple enough to grasp relatively quickly but the layers of strategy are very difficult to master. After 2.5 games (which represents over 24 hours of play time...) I feel that I understand the game well enough to be able to strategise but not effectively. There are so many racial combinations and variances from game to game that I'm relegated to a reactionary play style. 

This game won't be for everyone, but if you like wargames of any kind (if you're reading this blog then I can surmise you do) then you owe it to yourself to play one of the very few seminal games in this hobby. Track down a friend who owns it or plan a game at a convention, weekend gaming retreat (we all do that right?) You won't be disappointed.

Many game-stores will have a copy of this game in and you can use this link http://www.findyourgamestore.co.uk/ to find your nearest in the UK or support them using their online web stores if you can't make it in person.

I'd like to thank Asmodee for sending this game and permitting me to review it; if only I could play it some more.  I would also like to thank my war-gaming partner of many years for helping me write this review.

Publisher: FFG
Website: https://www.fantasyflightgames.com/twilight-imperium-4th-ed
Players: 3 - 6
Designers: Dane Beltrami, Corey Konieczka & Christian T. Petersen
Playing time:  Ha ha ha

Shortest Trip to Earth by   Interactive Fate and  Iceberg Interactive If Shortest Trip is telling you one thing, it’s that sp...

Shortest Trip to Earth Shortest Trip to Earth

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

space

Shortest Trip to Earth

by  

Interactive Fate and  Iceberg Interactive




If Shortest Trip is telling you one thing, it’s that space is a pretty terrible place.  There are asteroids to avoid, giant space worms looking for their next meal, even a race of rat people trying to burn holes in that metal tube you call a spaceship.  The space faring survival game, currently in early access on steam, is all about getting your crew of poor saps out of the coldest depths of space back to the warm embrace of, you guessed it, Earth.


Your crew's time in each star system will mostly be spent traveling
between planets looking for resources.

Finding their way back to earth requires your crew to warp between star systems using up what limited resources they have.  Your crew will spend their time in most systems looking for additional resources;  in particular the search for fuel seems like the never ending priority.  Resources can be found in most systems through mining planets, bargaining with traders, or through other random events. But space isn’t as empty as your crew may hope and often they will encounter opposing spaceships resulting in a battle that may result in new modules that can be fitted into your ship.  Or typically in my case, a  game over screen requiring a restart from square one.

It’s combat where Shortest Trip shines.   Combat mostly  requires you to direct individual crew members to manage ship modules like shields, weapons, sensors and so on.  But mostly, your crew will be busy running around the ship fixing whatever mounting damage they can before their only way home comes apart.   Considering that you mostly issue these orders in real time while choosing enemy ship modules to target and how to divide the ship's energy among your own modules, and you get what the game play is like.  The hectic nature of the  game play always feels like things are  a moment from going terribly wrong.  In other words, it’s exactly what you think space combat should feel like.  It’s ultimately a blast that will keep you coming  back for more punishment.

But wait a second,  this is all starting to sound a little familiar isn't it.   Of course it does, Shortest Trip is strikingly similar to FTL released almost six years ago right down to the colorful graphics.  A game that is also about  the realtime management of a spaceship crew as they venture through space.  FTL is a good game; a very good game.   So, I won’t necessarily complain about the developers borrowing heavily from FTL.  And besides,  maybe after six years fans of FTL are ready to see what can be added to the formula FTL seemed to help perfect.


Even patching holes require the right resources.  
What Shortest Trip does add to  FTL’s formula is mostly complexity. For example,  instead of just fuel, you will now have to manage multiple resources.  Your crew will require food (imagine that) and raw materials to patch up holes in the ship.  Combat can involve fending off multiple ships at once. Planets in  star systems can be explored in a non-linear fashion. Crew members and ship modules come with numerous stats to obsess over.  Good or bad, these additions tend to make the overall experience an even more difficult one than FTL ever was.

If you played FTL to death and are looking for more, or just want to try your hand a managing a spaceship with all odds against you, Shortest Trip is definitely worth a try. But is it worth purchasing during early access?  The multitude of star systems are divided among ten levels with only the first five levels currently available.  The last five levels as well as additional ships, modules, weapons, crew, and so on are promised as the game approaches release in January.  That being said, there is still plenty of content to keep a wanna be captain busy for some time.  If you plan to wait for a full release, I do plan to revisit game during that time to see what's new.

If you want to begin your trip back to Earth, head onto steam to purchase Shortest Trip.

Battlestar Galactica Deadlock: The Broken Alliance (BSGD:TBA...still a mouthful, let's just go with BA) is the freshly released expa...

Battlestar Galactica Deadlock: The Broken Alliance Battlestar Galactica Deadlock: The Broken Alliance

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

space



Battlestar Galactica Deadlock: The Broken Alliance (BSGD:TBA...still a mouthful, let's just go with BA) is the freshly released expansion to last year's surprisingly excellent we-go space fleet strategy game from Black Lab Games. I never got a chance to play the base game before a few weeks ago, so this review will cover both the full game and the new DLC. 

For players already familiar with Deadlock, I'll cover The Broken Alliance in detail first, then go back and give a overview of the base game for newbies. BA integrates smoothly into the existing dynamic campaign structure, enhancing it rather than being a separate experience. The campaign exists as a series of eight special missions that you can attempt to complete in the midst of the existing war against the Cylons. The first mission marker will appear as soon as you finish the initial tutorials, giving you the option to add one of the brand new ship types to your fleet right away. You can of course ignore it for awhile if the Cylons are focusing your attention elsewhere. As the name of the DLC implies, these missions center around the tenuous alliance of the human worlds in the face of the Cylon onslaught. Much like in the BSG TV series, the aims of the front line military commanders and the ambitions of various politicians don't mesh, leading to plenty of drama and tension. There are several new characters with strong personalities who are part of a neat story line that will keep you hooked. These events all take place within the overall war that you are already fighting, and add more decision points to a campaign that already had a good amount of replayability.


Along the course of the campaign, you will get to try out some new toys and face new enemy ships. Each side of the Human vs Cylon war gets a new offensive capital ship, a new support ship, and a new fighter type. These give you some fresh options for building your fleet in the campaign, and add a little extra spice to the multiplayer gameplay. For example, the first mission of the BA campaign gives you access to the Celestra class resupply ship, which can augment armor on a specific section of a friendly ship, and also send extra missiles or torpedoes over to restock your offensive ships. The Celestra has no means of attack at all, but opens up new tactical options. You can use the armor buff to help a ship take the brunt of the enemy attack, constantly moving the extra layer of defense around to offer the most protection.  The ability to restock missiles makes another early game ship type, the Ranger missile frigate, able to continue firing long after its munitions racks would normally have run empty. Although a resupply ship may not seem that sexy at first glance, it really does give you a new dimension to consider in your battle plans.


The Broken Alliance expansion released alongside a substantial patch which adds many improvements to the game even if you don't pick up the DLC. The Endurance Update adds one key new feature, persistent damage, which effects both the tactical and strategic layer for the better. Previously, ships would return to full health after each battle, regardless of whether they took a beating in the last fight. This meant that there was no reason not to rush in headlong as long as you knew you could kill the enemy before they knocked out one of your guys. Now it's in your best interest to fight each battle with the future in mind, minimizing damage whenever possible. This damage is shown visually as it happens, which makes the battles feel much more like the show, as ships limp away from a tough fight covered in bruises.

Overall, The Broken Alliance is easily worth the cost of admission and, along with the Endurance Update, enriches an experience that was already rather solid. This is the best kind of DLC, one that seamlessly integrates into the original game and makes what was already there better. Between the new content and persistent damage, veteran players have more than enough reason to spin up their FTL drives and hop back in for another round against the toasters.


What if you're fresh to the BSG Deadlock scene and want to hear a bit more about that dynamic campaign and those cool looking tactical battles? I've got you covered!

BSG Deadlock is a game about the first Cylon War, which happened many years before the events of the rebooted TV series. The Galactica is not some ancient warship ready to be turned into a museum, but instead it is one of the premier flagships of the Colonial Fleet. Unfortunately, the Galactica has gone missing, and following a strong blow from a surprise Cylon assault, the Colonial Fleet is in rebuilding mode. This is where you start the campaign, right in the middle of a war that has been going on for some time with no end in sight, hence "Deadlock." There's no running and hiding from the Cylons here, this is a game all about big ships slugging it out in head-to-head confrontations. 

The gameplay is broken up into two distinct halves. The tactical battles, and the strategic layer. Each heavily influences the other, and you will need success in both to carry humanity to victory.


On the strategic level, the game features a dynamic campaign where you maneuver your fleet, and later, multiple fleets, around the Twelve Colonies of Kobol, fighting off the Cylons where they appear, and also taking on special scenarios that move the story forward. The twelve human worlds provide you with resources each turn, but they can drop out of the alliance if you don't defend them, much like nations in XCOM. However, here you can bring them back into the fold over time. As part of the strategic layer you are able to build ships, research new designs, assign and promote officers, and set priorities for the war as you see fit. 

There's some interesting decision making to be had in terms of how you use the resources available to you. New ships can be built fairly cheaply over the course of a few turns, or pumped out immediately for an exorbitant price. Likewise, officers can be promoted (allowing you to level up their abilities) for free as they gain experience, or you can use valuable resource points to push them faster. The technology tree isn't vast, but does require you to decide priorities based on how you want to fight your battles. If you want to jump straight to a Battlestar tier of ship, you'll have to forgo many of the cheaper upgrades and designs that could make your starting fleet more potent.  There's something to be considered here every turn, since even moving your ships rapidly across the map can put a strain on your resources. Letting them idle for a few turns is much more fuel efficient, but of course means that the Cylons are raiding unchecked somewhere.


I enjoyed the strategic part of the game because it gives you the freedom to conduct the war how you want, while still pushing you forwards constantly. Your operations are centered around a mobile shipyard that tags along with one of your fleets. It gives your starting fleet a bit of help in battles with its two fighter squadrons and some turrets. However, soon you must build additional fleets and send them out alone to keep the enemy in check across the twelve colonies. Doing so will give you benefits, since worlds support you more when you have a military presence there, and having more fleets spread around makes it much easier to drive off the Cylons wherever they appear.


The other half of the game is the tactical battles. This is the meat of the game, where you face the enemy head on and do your best to defeat them while taking minimal casualties. The interface for commanding your ships is easy to use, but there is a ton of depth to explore. The action is broken up into we-go turns where orders are given by both sides, then the action plays out briefly before giving you another chance to issue orders. 

Ships have separate armor on all four sides plus the top and bottom. Once the armor in one section gets chewed up, the ship starts taking damage to its "health" points. Ships have specific sections like engineering and fire control which can be damaged and must be repaired to restore functionality. Each ship also has specific arcs of fire depending on where the turrets are. One of your starting ship classes can only fire forwards and backwards, while the other can only fire broadsides. Later models have more arcs, including some that are on the top or bottom. All of this means that you absolutely must use the concept of three dimensional space to your advantage. I tried a lot of tactics like stacking ships vertically and doing a space rendition of crossing the T. One must also consider that missiles or torpedoes fired by your ships will crash into any friendly ships in the line of fire, so you need to consider that when coming up with a formation.  There are some other small tweaks you can make every turn, like using a slider to add more power to either defense or attack (at the cost of speed) or boosting all power to the engines to cover some ground...er space. As your ships take damage, you can direct repair crews to whichever section of the ship you think needs to be repaired first. 

Besides your large ships, you will also be fielding plenty of Viper and Raptor squadrons. The Vipers are your fighter jets, going out to attack enemy fighters and harass larger ships. They are great for projecting some power rapidly across the battlefield where needed. They can also play defense, and try to intercept incoming missiles. The Raptors are your utility players, equipped for electronic warfare, defense against Cylon hacking, boarding operations, and a small rack of missiles just for fun. Probably my only big complaint with the game is that you never seem to get those close in third-person shots of the Vipers that were so common in the show.



The tactical battles initially seem like they could get repetitive or easy since you see a lot of the same ship types over and over, but that isn't the case. Each time you go out the enemy is in a different configuration, and the battles are so dynamic in how they flow from moment to moment that they never become repetitive. I had a constant drive to experiment with different strategies to see what would produce the best results. Again, I have to mention how the 3-D aspect of space combat really does come into play here, unlike in many space combat games where it doesn't really matter that much. As you add more ships to the mix, the tactical possibilities open up even more and as different enemy ships appear your tactics must adjust to the new threats they pose. All of this taken together makes for a lot of variety as the campaign progresses from small-medium skirmishes to late game heavy-weight bouts.

Even when a battle mostly goes your way, this is a war between powerful opponents, and you will lose ships. It's heartbreaking to see a ship you've had from early on get caught in a kill zone because you maneuvered them too aggressively, or when a Cylon frigate manages to get off one last salvo of torpedoes which hits the one weakened section of armor on one of your ships, destroying it just as the battle ends. Losing ships and building new ones is part of the game, and really makes it feel like you are in a fierce battle for survival.


The graphics and sound do a great job of depicting space battles in the style of the BSG reboot. Missile trails, cannon fire, flak bursts, it's all there and puts you right into the show. Zoom in on a ship and you can even see its name painted on the side. As ships take damage they will shows the scars of battle on their hull, with fire leaking out here and there. The sound effects perfectly match the action, with the dull boom of cannons followed by the deep cracking of a capital ship breaking up. One cool feature of the game is that you can watch a complete replay of each battle once it is over, with cinematic camera shots showing off all of the action. This turns a long series of brief turns into an uninterrupted movie that can be very enjoyable to watch when a battle goes your way. I have to praise the music in particular. It is not the exact same music from the show (as far as I can tell), but it captures the same style perfectly. If you want a game that puts you right into the action of a Battlestar Galactica battle, this is it. 

It goes without saying that I give this game a strong recommendation. If you are a fan of the show, you must play it. If you are a fan of turn-based tactics, XCOM style strategy-tactical mixes, or space combat, you should definitely be interested. The combat is great, the dynamic campaign provides a rich context for why you are fighting, and the game perfectly captures the atmosphere of the BSG universe. I didn't even mention the great voice work that goes into the story scenarios and briefings, where you get all the political intrigue and infighting that is common to the setting. With the addition of The Broken Alliance expansion, a good game is made even better. The game is half-off for the next week, so it's a great time to join the fray. 

So say we all!

BSG Deadlock and its expansions are available directly from Matrix Games. 
Deadlock Base Game
The Broken Alliance DLC

The game is also available on Steam, PS4, and XBOX ONE.


- Joe Beard

Interested in space 4x strategy games, but just don't have the time for a marathon gaming session? Take a look here at Space Tyrant,...

Space Tyrant First Impressions Video Space Tyrant First Impressions Video

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

space



Interested in space 4x strategy games, but just don't have the time for a marathon gaming session? Take a look here at Space Tyrant, a new title from Blue Wizard Digital that just released onto Steam early access.

From the developer: "Space Tyrant is a fast-paced roguelike-lite 5X game set in a grimly grimdark future of eternal war. Build a terrifying space fleet, make enemies and disintegrate peaceful extraterrestrials in your relentlessly unpleasant march to total domination!"

Watch me conquer the galaxy on YouTube




I'll write up a written preview of the game as well in the coming days, as I watch it continue to develop. As it is though, the game is very much playable and fun.

Official Website: http://spacetyrantgame.bluewizard.com/


- Joe Beard

I will start this review by telling you the hard truth : Battlefleet Gothic : Armada (BG:A) is a game that makes me feel ambivalent. N...

BATTLEFLEET GOTHIC: ARMADA BATTLEFLEET GOTHIC: ARMADA

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

space


I will start this review by telling you the hard truth : Battlefleet Gothic : Armada (BG:A) is a game that makes me feel ambivalent.

Now you may ask yourself, or for that matter, me, why I am sitting here with my mixed feelings. So let me start at the beginning.

The first time I saw the announcement about BG:A, I was ecstatic. My mind started to go crazy, dreaming of the release day when I would be able to command my fleet of Imperium Cruisers and cleanse the universe from the filthy Chaos !
And, as soon as I could, I pre-ordered the game to get into the Beta and start enjoying this game.

My initial feelings when I first delved into the game was of shear excitement. I can still remember how great it felt when I got a look at my first fleet, to play through the small campaign introduction and to play my first skirmish game against the AI.

And, with some reserve, I am still enjoying BG:A. So, what happened down the road...
Why can't I make my recommendation for this game to all players out there?
I will try to answer by the end of this review.
First, let me introduce you to the game as it is and what you will get when you purchase it.

What do you get?
Battlefleet gothic is a Real Time Strategy game (RTS) set in the Warhammer 40K universe. The game offers you many game modes that make it really attractive:
- A campaign
- 4 different races: Imperium; Chaos; Ork; Eldar
- Fleet management
- A multiplayer mode with a cooperative option and with a persistent fleet.
- A skirmish mode without a persistent fleet.


  • The Campaign

I won't go into any great detail about the campaign. Why? Well, because I do believe this game was essentially developed to be a multiplayer game. The campaign is there, it is enjoyable, it really is. It has a great story IMHO and you can feel the love the devs have for the W40K universe. But, it in my opinion it's not the core of  game, though I'd loved to be able to play it in a co op mode however that's not possible. The campaign wasn't the part of the game where I spent most of my time. It was useful in that the first few campaign missions are actually the games tutorial. So I suggest you do play the campaign or if your like me and really want the multiplayer play part of the campaign as this is where you'll start to get to grips with the fundamentals of Gothics gameplay. Playing at least the start of the campign is obviously  a big help  for those who want to delve into the mulitplayer, the mode I was really interested in.

  • The Races

The game has four races: Imperium; Chaos; Ork; and the Eldars. Each of those races have their own design and lore. Of course, the capacities and competence of your captain and crew will be different from one race to the other.
This is one of the positive elements of the game. You can play any of the factions and each one will require a different approach in terms of tactics etc, which means you'll have to re-evaluate how you approach the game if you want any success with the particular faction. This also then helps the games replayability. From the huge Ork cruiser that will try to ram any ships in sight to the Imperium and their boarding tactics. The truth is that the game races offer enough difference of gameplay for you to find yours of choice.


  • The Fleet management

Every time you play a game, you will earn some experience that you will be able to use to buy more ships in your fleet, plus you will be able to upgrade your ship systems, weapons, perks, and crew. There is a little bit of disappointment here. Some of the competence you can add to your ships are really nice and necessary, such as sending bombs away or improving your armor or gunpoint cannons.
But I felt like it was pretty hard to understand how some of the crew perks really work.


  • The multiplayer

As I said before, this game was clearly designed to make multiplayer the core of the game. Unfortunately, the game is still suffering from some early matchmaking issues. And, it is not very rare you will end up fighting against an Admiral with a full fleet of ships under his command, while you will only be spawning with one or two of your ships, since they are under repair at the dock after a previous defeat.
The multiplayer lobby should be better at calculating the 'real' number of allocated points to spend for deploying both sides. At least it should do it based on the ship's availability of the weakest.
One of the things though I would love to see in this game, and that is missing at the moment, is a Coop Vs AI with persistent fleet management.
While multiplayer will appeal to a lot of players, the truth is that a lot of people also enjoy Campaign mode in Coop, and there is a demand already for a skirmish mode in a coop mode.

You are the Admiral, so...
So how is the gameplay you ask? Well, here is the thing about my ambivalence.

At first, the game starts easily enough. A couple of ships, max three, and a few competencies for the ships. Not much to do. You setup the max/min range of your engagement, and then you go on with the mission.
The combats are incredibly beautiful. The ship models are just perfectly rendered and the effects and sounds are just immersive.


On paper, the game is an RTS, so you will select your ship, their destination, and then the crew will try to follow the rule of engagement you have predefined (distance, what cannon to use, the port side or starboard, ships, and systems to target in priority, etc.).

What is very important to remember, though, is that when you play, right-clicking your target to attack is pretty useless. As I said previously, you'll set the rules of engagement, click on a sector where you ship will travel and then you will have to trust them to act. The fact that you can select an enemy ship and define it as a priority target, together with subsystems such as the drives, armor, bridge, weapons etc, makes you learn very quickly to trust your Captains and their decisions in combat.
Of course, while your ships have been sent to an area, you can always change those orders.

I do believe the intent of the developer was to make the player really feel like a fleet Admiral.
And that is what may be a little bit misunderstood for RTS veterans or people expecting combat gameplay such as in a game like "Nexus:The Jupiter incident" or "Homeworld".





... act like one!
Your role will be to activate competencies/skill for the ships to attack, send boarding parties, buff your ships or counter the enemy. And, of course, to set the course, as previously said, and to withdraw from the battle if necessary.
The captains and their crew will do the rest.  They will keep firing at the closest enemy ship or upon the ships you have selected as a priority target.
This is a very nice setup IMHO. It reminds me of this Sci-fi book I read not so long ago, Ark Royal from Christopher Nuttall.  The Admiral, still sits in the CIC, but he will not take over the captain role. He will decide on the global tactics, but ultimately the crew and the ship is the captain's responsibility.
Battlefleet Gothic really does a good job of detaching you from the feeling that you are a Captain. You are the admiral, and for this very specific reason, you should be the one in control of the global decisions, not the close decisions.



Don't let this become a click-fest! Use your spacebar!
Because it is an RTS, and the way you play BG:A is not common to another RTS, the moment the fleets engage can just be overwhelming. There will suddenly be a lot to click and to remember during the course of the combat.
When you have up to 6 or 7 ships to manage and that many number of skills per ship, you will understand how confusing and stressful the situation can become.

Remembering in time what cooldown you had been triggering earlier and keeping an eye on each ship status and competence bar can become horrendous...
That is why the game has a great feature implemented: the time compression.

Press the spacebar on your keyboard and the game will suddenly compress time and everything will slow down and allow you to review the situation and to send new orders to your ships' captains.
Sometimes  I have played an entire scenario just in that mode.

"Did I do that!? How did I win/lose?"
That is the main thing you will ask yourself while playing this game.
Somehow, you really never know for sure if any of your action have been influencing the course of the battle.
You can see there is a lot of things happening, but at the end of the battle, your look at the victory/defeat screen and the feeling is mitigated.
The game makes you click skills, send torpedo, remove rogue captain from command, buff your ships, send them there and here...
But when the battle ends, you will ask yourself if you did play well or what you could have done better.
You will wonder if the extra armor on your ship did the difference for your survival. Or was it the boarding party you send out ...
It is difficult to know if any of your actions were decisive.


The game is not really good at explaining your doings and what is the best tactic for you to win.
Even the ship customization can be pretty difficult to grasp. All along I am really wondering if crew competencies are really useful. For sure adding ship system is a must... but I couldn't grasp the utility of the crew experience...




My verdict 
Battlefleet Gothic : Armada   is a good game, well made, and extremely polished.
I do like it...
But I must warn you:  the game is tough .
The learning curve can really be steep for newcomers.
As I said earlier it is not for everyone but it will please the 40k license fans, the people who like multiplayer competitive PvP, fast RTS, and who are ready to accept inevitable defeat.

The game will not explain all your gameplay options at first. You will have to learn and to be defeated in several ways before you understand all the feature the game offers you.

Recommendation for the other players who like to think about their action and take time building up their tactics, I will advise to look at the WEGO game Star Hammer The Vanguard Prophecy, another space fleet combat game.



Developer: Tindalos Interactive
Publisher: Focus Home Interactive
Platform: Microsoft Windows
Official Game website: http://www.battlefleetgothic-armada.com/
Available on: STEAM 

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