I have been working on an OLYMPICA game since the Summer, off and on, mostly off because of FALL IN! Prep work. See the previous Fall IN! post about the game I ran on Friday night at the convention. I had a team of about 6 players run through the basic Nix Olympica scenario, which entails hidden Web units (and Web Generator), customizable defense and a strong mechanized U.N. attack.
The rules, for reference, are here. I designed this on the fly for a gaming camp last Summer so it’s not a profound work of genius, but it does have some interesting notions that I like, such as dice pools, which allow an attacker and a defender to choose different dice that do different things to resolve an attack. In essence, red=attack, blue=defense, green=leadership, white=maneuver, yellow=”special”, e.g. Psychic Attack. Each player selects FIVE dice in the basic mechanic, and they can add in any combination of red,blue,white,green,yellow. They both roll at once and then you see what happens. I have made a chart (seen here, but this version has been modified, I just haven’t posted it yet).
Other elements that I like:
The webbies have hidden tunnel movement. Before the game begins, I give them a small white board and they draw the tunnel complex, then put tunnel mouths on the board (numbered) in a layout that matches the whiteboard. The BOAR drill can collapse a single tunnel in the complex, killing everyone inside it. That part worked.
The U.N. has air drop rules and in an attempt to emulate the original OLYMPICA rules, can crash if they fly too close to the Web Generator during a drop. Great idea, though nobody has managed to try it yet.
The U.N. can fire by platoon, illustrating their superior equipment and training. That means they get the basic five dice and 2 more from each extra squad, making 9 dice total. The Webbies fire by squad, which puts them at a disadvantage in a fire fight. The Web players did not like that.
The Webbies have STRONG POINTS (bunkers) that have various forms of SF-y style artillery– rail guns that fire in a long ranged arc, but require an observer, Gauss Guns, which fire in a flat arc, AAMs, which are designed only to take out Landers, Tac Missiles, which can hit air and ground units, and Direct Firing artillery. In the game I ran, I had three DF artillery up close in the Strong points, a Rail gun and a TAC missile. This provided overlapping defense all over the battlefield. The actual firepower wasn’t as deadly as I would have liked.
The Webbies have hidden placement (using orange “?” markers). Everything except their strong points is hidden at first. Worked very well for the Webbies but the U.N. didn’t like it much.
here’s the sequence of events:
Pre-Game: Webbies make tunnel map, put down tunnel mouths to match map, put ? markers on terrain to hide troops. SOME of those are dummies. U.N. allocates troops to drop ships, and prepares ground forces for advance to the Nix Olympica crater, where the Web Generator is reported to be.
I had the players roll for activation each turn, but I blew that off.. I just roll once and that’s the number for the rest of the game.
PRE-GAME DROP: the players may attempt to start the game with a drop on the map, and the Lifter above the unit.
1. ACTION SEGMENTS — in Activation sequence, players conduct actions — Move, Move 1/2 and Fire, or just FIRE with a bonus. Combat happens. Once a unit has activated, I put a marker on it and it can’t activate again (unless defending in combat) until all markers are pulled off.
Where fire hits (on the ground), a dust cloud happens. You can’t see or fire through one of these.
2. MORALE EFFECTS — if the UN unit has taken a hit, one rolls versus MOR rating to retreat. If it fails, they move back 10″ and keep checking every turn. If the unit is a Gold Stripe (leader unit) or is in a platoon with a Gold Stripe, it roles against LEADERSHIP (green dice).
3. WEB PULSE — The Web Generator fires a web pulse withing 15″ of its’ location. If there is a Lander in the radius of the pulse, it is likely to crash. U.N. infantry are subject to conversion for three turns.
4. REMOVE SMOKE CLOUDS —
REPEAT, until all units have “I’ve moved” markers on them. Then pull markers and start all over again.
OLYMPICA at FALL IN 2012:
This was a great chance to get feedback from players that are a bit more critical than then the kids at game camp. The results of (more or less) the rules you see above, slightly modified to make the U.N. more speedy and lethal, ended in a game that was a massive stalemate in the center of the board, and the Webbies easily achieved their victory conditions of keeping the U.N. from reaching Nix Olympica (and securing or destroying the web generator).
I’ve noticed this in all games run so far. The U.N. player is not NEARLY lethal enough. The Webbie player loses people, a lot of them, but usually wins– that is not how the boardgame played! I’ve increased the stats on the U.N. recently and that is what we played with at FALL IN. What happened was the U.N. got bogged down in the center, held back by guns that could only face forward, when they should have advanced into the crater. There’s also a big problem with sequencing, I think. SEVERAL U.N. units can pile on to a webbie infantry unit and he can continue to roll a fresh defense every time he is fire upon, and can, under the current rules, fire back. I had players complain about this giving the Webbie almost continuous fire, and they have a point. I may have to come up with something to address that.
Also, the Webbies didn’t like not being able to fire by platoon, like the UN can. My observation is that this leads to a very powerful Webbie tactical firepower.. which isn’t in the spirit of their attack and defense. I might allow it with some thematic mechanic, like they can fire by platoon if there’s a special web pulse that allows the generator to be visual. Or something. I’m working on it.
In any event, I’m still dissatisfied, it’s not quite right yet. Any suggestions are welcome. Can’t guarantee I’ll act on them, but I’ll read them, that’s for sure.