Battlefleet Mars Tactical Rules

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7 thoughts on “Battlefleet Mars Tactical Rules”

  1. I always loved the strategic game, especially 2-player. I was only able to play the tactical game face-to-face with another person one time. Definitely a dated system. I think it's only use would be as a teaching tool (think middle school science/physics)

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  2. A terrific video, thank you. This was an astonishing game for its time, and one that overwhelmed me when I tried to play it. I think I read in MOVES that Redmond Simonsen said that 'Battlefleet Mars' was pretty much a way to fill in what 'Outreach' and 'StarForce' left out or left undeveloped. 'Star Soldier' seems to have designed as a sort of like an outer space-based 'Sniper!' or 'Patrol'–with a lot more weaponry. With either 'Outreach' or 'StarForce' and the other two, one had a realm of options in the tactical, operational, and strategic realms.

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  3. Gobbled this game up, when it came out. Played it solo and FTF, and always with the 3D combat system. I have to admit, though, that for all its novelty, the 3D combat system generates rather mundane results. The ships combined with a terrain-free environment ends up being a slugfest for low delta-vee ships, while high delta-vee ships spend more time outside weapons range than doing much that is useful. If you make a couple of high-speed passes on the main area of battle, you're likely to lack the fuel to come back a third time.

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  4. WorldKiller (Ares Magazine Game by Simonsen) had 3d Vector movement and some interesting stretch-jump mechanics. It was a bare bones game (4 pages of rules) but interesting for what it was. Delta-V (also Ares Magazine) had inertia, but only 2-axis vector movement. I can't imagine combining the two, as both were sort of a mind fuck.

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