*
Welcome, Guest. Please login or register.
April 19, 2024, 08:12:54 PM

Login with username, password and session length

Donate

We Appreciate Your Support

Recent

Author Topic: OSC first game, impressions and mini review.  (Read 4800 times)

Offline YPU

  • Galactic Brain
  • Posts: 4273
  • In glorious 3D!
OSC first game, impressions and mini review.
« on: November 10, 2015, 04:02:50 PM »
This afternoon I decided to try out the OSC (part1) rules in a quick solo game. 50 page of rules with a lot of pictures were quick enough to read trough and as I have said before the layout in both normal form and optimized for landscape screens with hyperlinks is very nice. Forgive the unpainted models and simple terrain, like I said this was more of a test than anything. The game is written with 28mm in mind but suggests playing 15mm with CM instead of inches.





I played a 100 point game in 15mm, my table was actually pretty large for this game. You could play a 75 point 15mm game on a 25x25cm table. You could play this on a shoebox. I like this.
In OSC the most important stat of any model is its level, going from 1(civilian) to 7 special forces. By far most checks in the game consist of rolling a d10 adding your level and getting 10 or higher. There are very few modifiers instead you might get a re-roll of failed dice.





My force consisted of a professional soldier (lvl 5) group of four, a commander, two riflemen and a sniper, all wearing superior ballistic armour and carrying LMG's. I used Rebel minis Titan marines for them, their weapons are big bulky and have a large box mag so the LMG sounded appropriate.

 The opposing mercs were trainer soldiers (lvl4) wearing basic armour and mostly using assault rifles, they had 5 riflemen, a commander, a designated marksman with DMR and a "blockhead" power armour trooper (lvl 5) in enclosed hard suit armour with a auto shotgun. The troops are from rebel again, the blockhead is from critical mass games.

Stating models is pretty quick and easy, you pick a level, armour and weapons and you're done. The rules are clearly aimed towards near future and further, enclosed hard suits (power armour) is supported as are counter measures. In fact one of the example forces consists of just these. The book includes a good selection of modern weapon,s including (cross)bows all the way up to multi barrelled rocket launchers. There are 5 types of close combat weapons as well. The book has mechanics for energy weapons and rather deadly looking fusion drive weapons, however there currently is no way to actually use these. More on that later.



The deployment and objective rules are simple but instantly hooked me. You place the main objective at the centre of the table, and scatter 4 secondary objectives 1d10 from there. Both sides roll for their personal objective, which there are 6 of. In this case the Soldiers were trying to return the objectives to their deployment point and the mercs were trying to keep the main objective under their control and in its original location. Very clashing objectives already.

Rather then placing your models you place your deployment point (DP) a credit card sized slab. I imagine this as the back of a APC or having a VTOL hovering above it, but its a bit abstract. You put this somewhere on the table. The rules state that smaller groups, on average, only notice each other later then larger ones so the distance you need to keep from things depends on the size of the game. (very nice idea!) In my case at 100pts 10" from the objective and 20" from the enemy. at 500+ games this goes up to 20"and 40" respectively.




No IGOYGO here. The game uses alternating activations, but its more complicated then that. When its your activation you get 2 actions, you're allowed to spend these on one or two models. If you activate your commander you get an additional action. There is also no differentiation between the actions, your commander can spend 3 actions firing his full auto weapon.
So why would you split your actions? There is the options of suppressing an enemy before moving another but more importantly you are never allowed to have two activations in a row, if this would happen the turn ends. So both players have roughly the same number of actions to use, even if they have a different number of models. If you have the initiative and a larger force you get 2 actions more, but that's it. Important to note, if a model took an action during a activation it gets marked as activated and can't act any more during the rest of the turn, so splitting your actions does tie models down. I think this is where the meat of the game lies.



Combat is pretty simple, using the d10 mechanism described above. All weapons also have a rating at which point a normal hit becomes a lethal hit. For assault rifles this is 9+ weapons can shoot over their normal range reducing this lethality with 1 for each 10" over range. Doing a single shot doubles your weapon range but you only throw a single die. When firing auto you can throw 2-5 dice and resolve them separately. Big downside is that every 1 you throw jams the weapon, simulating both actual jams and running out of ammo. Normally a jam nullifies all other rolls in that attack, so going full 5 dice on a assault rifle is at risk of jamming up. The LMG's of my soldiers had the box magazine ability which meant that jams still happened but didn't nullify the other shots in the group.

The are alternate options for blind shooting, which allows you to move 1" before and after the shot, returning to total cover if you wish, however this is likely to only suppress rather then wound. You can also hip shoot allowing you to move d10 and shoot up to 10" another option for suppressive fire and double tapping at short range (increasing lethality)

When shot you have the option of trying to avoid the shot, if it came from your front arc and there is any sort of obstacle obscuring you. (or you were on alert, having spend an action before to so so)  The evasion roll is a simple d10 check with your level again, a straight up 1 is going to kill you and any hits are still going to count as suppression. Alternatively there is the option to rely on your armour. The rules claim there are no modifiers, only re-roll in the game. This is true, but in the case of armour you do determine your save by comparing it to the weapon. Basic weapon vs Basic armour gives you a 4+ save on a d6. If your armour is "fully enclosed" like my blockhead you use a d10 instead but your arc of sight is reduced from 180 to 90 degrees. Successful armour saves turn hits and lethal hits into suppression.




I keep mentioning hits, lethal hits and suppression. So how does that work. Lethal hits kill models in one, as the name suggests, evasion turns lethal into normal hits, armour reduces it to suppression. You can take a number of normal hits equal to your level, which I mentioned way above. If you are suppressed you need to take a check (d10+lvl) or the action you were trying is wasted. If you gain more suppression then your level the overflow become hits. This is important, since MG's have the suppression rule that give you 1d6 extra suppression on any hit. My power armour rushed a group of enemies hoping to catch them all with his auto shotgun, rolled a 1 for his shooting and despite saving all hits with his armour he died from overflow suppression.

Suppression figures into almost any action of the game. You can spend an action moving up to 6" or designate a point and sprint 2d10 towards it. However rolling a 1 gives suppression while a 10 removes it. So how do we get rid of suppression? Your commander can spend an action to remove all suppression from all models up to twice his lvl away. Or you can have a model "man up" which can both reduce suppression and hits, but a roll of 1 results in the model deserting. You can have the model retreat with an action, moving 2d6 towards their DP and reducing suppression by the highest rolled d6. I love this idea, retreat is a viable and useful tactical option. And again with surrender. You can respond to CC by surrendering and you can also challenge a model up to 3" away to surrender. Surrendered models become hostage tokens. If you accompany a hostage to your DP you can get a re-enforcement by replacing a previously removed/killed model. This works both ways, you can use hostages form both sides to return models to play. Capturing rather then killing is a useful choice.
Much like hostages you need to bring the objectives to your DP. But what if the DP is too far away? Your commander can spend an action to change the location of the DP. IT still needs to comply to the distance rules mentioned before, but there are a number of interesting tactical options. One of my commanders made a mad sprint for a distant objective one turn, then picked it up, placed the DP in a near location and delivered it the next turn. Models are not deployed at the start of the game, and you might have fewer activations then your opponent. So a larger force might actually deploy half its models, including the commander in the first turn and then in the second turn re-deploy the DP and have the rest of their force perform a pincer move from a different spot. This is why I imagine the DP having a VTOL hovering over it.

So to me at least that all sounds very cool and interesting. Now here is a big downside. This is part 1 of 4. The books contains rules and options you actually cant use use. There are actions for medics, radioman and weapon teams, airstrikes and IED mentioned however the rules in part 1 do not cover the deployment of these models. Like I said above the same goes for the energy weapons. part 2 of the rules will fix part of this, with the extra model types, vehicles and drones, as well as fire-team movement for much larger games.
Part 3 should slap on the full sci-fi with extra vehicle movement types (I expet walkers and grav) and a lot more weapons and further model customization for aliens and sci-fi weirdness.
part 4 is supposed to include campaign rules, solo play and the mechanics for creating your own weapons and their point costs, as well as further toolkits.

I can say part 1 really is a solid slick skirmish game, playing very quick but detailed with as few as 4 models a side but would probably also do fine at 15 a side. You might want to get a micro dice like I did, since every model is liable to get hits, suppression and multiple jams at times. Beyond that there are states like alert and gone to ground, so on table book keeping is quite high. There is a number of smaller rules that really add flavour, such as models being able to climb an extra inch if they have somebody next to them at the bottom or top. Or grenade types which can be fired from launchers, including the bow types.

The example forces include your typical modern army, a hardsuit marine squad, a mixed group of both, your typical robed insurgents with 47's but also a group of post apocalyptic style reavers made from woodland Indians.

I am very positive about everything that's in these rules, and very hopeful for what's next since I do want to field some more specialized things. With a PDF at 4 pounds I think there are a lot worse choices out there, and if all 4 parts have the quality of the first this might actually end up the best skirmish level sci-fi game on the block.


EDIT: like Mr. evil pointed out, I forgot to mention the card mechanic. Basically you get a card when you loose the initiative roll, you must play this card in the current turn or discard it. The pile of these cards functions as a turn counter. Additionally the player who has the least points, (unable to fill those last few?) gets a free card at the start of the game and your commander can spend an action to get a card, which he needs to play directly. So no large hands of cards to keep track of. The cards are also pretty simple for the most part. They are split into 3 piles and you must draw from a different pile each time you get a card. Resources are about removing suppression hits and jams, action cards let you take a particular action for free and the event cards manipulate the battlefield or enemy, limiting LOS, jamming a weapon or model or having it chased from a building by an angry resident.
My opinion on the cards is mixed. You have 2 cards at most at any time, so there is no complicated card play, but all the cards can be life savers (or takers) if played at the right time. During my game the first card allowed me to remove Jams where there were none, the second allowed a free go to ground action which was useful but nothing mayor, the third allowed the placement of a temporary LOS and movement blocking piece which was a mayor part of tactics that turn. I have to say, that last card was a mayor game changer and very interesting.
« Last Edit: November 11, 2015, 11:29:23 AM by YPU »
3d designer, sculptor and printer, at your service!



3d files! (here)

Offline Comsquare

  • Scatterbrained Genius
  • Posts: 2605
Re: OSC first game, impresions and mini revieuw.
« Reply #1 on: November 10, 2015, 04:38:28 PM »
Thanks for the review, Tim, sounds pretty good :)

Was tempted yesterday to get me the rules after reading about them but now I will get them for sure  :D

Offline blacksmith

  • Mad Scientist
  • Posts: 865
    • Javier at war
Re: OSC first game, impresions and mini revieuw.
« Reply #2 on: November 10, 2015, 06:19:11 PM »
Many thanks for your review, very useful.

Offline CptJake

  • Mastermind
  • Posts: 1418
  • Hooah!
Re: OSC first game, impresions and mini revieuw.
« Reply #3 on: November 10, 2015, 06:34:15 PM »
What does OSC stand for?
Every time a bad person dies, a Paratrooper gets his wings.

Offline Comsquare

  • Scatterbrained Genius
  • Posts: 2605
Re: OSC first game, impresions and mini revieuw.
« Reply #4 on: November 10, 2015, 06:41:30 PM »
What does OSC stand for?

Oscar Sierra Charlie  ;)

Check this thread for more infos
http://leadadventureforum.com/index.php?topic=84210.0

Offline Mr Evil

  • Librarian
  • Posts: 122
    • Evil Bear Wargames
Re: OSC first game, impresions and mini revieuw.
« Reply #5 on: November 10, 2015, 07:17:38 PM »
Many thanks for such a great review.

It was very pleasing to see you grasped the rules and some of the hidden mechanisms in the game so quickly.

Adding cards really turns up the Tempo as well.

Parts 2-4 are all mapped out and just being made to look more functional rather than just my designer notes and word documents, part 3 is the easiest to finish with part 2 having lots of juicy bits :)

Some Sections from Part 2 will be published on the website approaching Christmas so players can add some light vehicles to their games, and also the rules for Fire teams, which allow players to field small units that work together as a unit in a new dynamic way probably not experienced before.

As a small one man publisher, I have split the game into 4 parts, this has enabled me to get concentrate on each section in detail, and get it right rather than rush any of it or miss some thing.

Specialists will simply be models such as medics, engineers, dog handlers snipers, and so on, who have access to special actions, if you fancy trying a radio man or medic they are simply the models level x 2 for points and are equipped the same method as the commander (ie they get a free pistol) limited to 1 specialist per 100 points currently.

How’s that for an exclusive as a thank you.

For general website go to www.evilbearwargames.com or visit the face book group. "Evil bear Wargames" For those that have not seen this before.

It’s all rather exciting.

Kind regards

Matt
« Last Edit: November 10, 2015, 08:15:37 PM by Mr Evil »

Offline YPU

  • Galactic Brain
  • Posts: 4273
  • In glorious 3D!
Re: OSC first game, impresions and mini revieuw.
« Reply #6 on: November 10, 2015, 07:29:26 PM »
Ah! the cards, I knew I forgot to mention something. Well as it stands I started to feel like I was doing a synopsis of the rules rather then a review.
I used the dice replacement for the cards. First two weren't that spectacular, but the third one was the "random animal" card which allows you to place a small LOS blocker until the end of the turn. I used a large smoke plume you can see in the pictures, it really made for a interesting tactical option.

And thank you for that preview.

Offline Mr Evil

  • Librarian
  • Posts: 122
    • Evil Bear Wargames
Re: OSC first game, impressions and mini review.
« Reply #7 on: November 17, 2015, 02:01:58 PM »
Rules availabe from Battle Studios or www.evilbearwargames.com

If you are in Europe and wish to Buy a set of the PDF rules they are now available from here:

http://www.wargamevault.com/product/166233/Oscar-Sierra-Charlie-OSC-Part-1-Skirmish?site=wgv

Due to European tax laws I have to be VAT registered to sell a digital product within Europe unless its part of the UK.

Please buy from store where possible, as there are a few Benefits.
« Last Edit: November 17, 2015, 02:14:50 PM by Mr Evil »

Offline ejl

  • Lurker
  • Posts: 4
Re: OSC first game, impresions and mini revieuw.
« Reply #8 on: November 18, 2015, 09:01:43 PM »
Oscar Sierra Charlie  ;)

Check this thread for more infos
http://leadadventureforum.com/index.php?topic=84210.0

Ok, this has been bugging me.  I know OSC = Oscar Sierra Charlie.  But I can't find anywhere that explains what the acronym stands for.  I'm a veteran of the US Army and never heard of it in any context there.  It doesn't seem to be part of the company name.  What is it???

Offline Mr Evil

  • Librarian
  • Posts: 122
    • Evil Bear Wargames
Re: OSC first game, impresions and mini revieuw.
« Reply #9 on: November 18, 2015, 10:16:04 PM »
Ok, this has been bugging me.  I know OSC = Oscar Sierra Charlie.  But I can't find anywhere that explains what the acronym stands for.  I'm a veteran of the US Army and never heard of it in any context there.  It doesn't seem to be part of the company name.  What is it???

The answer you seek is in a corner on the back of the book ;)

life would be no fun if it was given on a plate.

Offline ejl

  • Lurker
  • Posts: 4
Re: OSC first game, impresions and mini revieuw.
« Reply #10 on: November 19, 2015, 02:39:34 PM »
The answer you seek is in a corner on the back of the book ;)

life would be no fun if it was given on a plate.

That's an annoying way to (not) answer a legitimate question about the product.

Offline Malebolgia

  • Scatterbrained Genius
  • Posts: 3765
  • Lost in Cyberspace
    • Paintoholic
Re: OSC first game, impressions and mini review.
« Reply #11 on: November 19, 2015, 06:47:09 PM »
It's just a name...
Main thing is whether the game rocks. And apparently it does. But I'll wait until all books are released (hopefully in one big book in the end!).
“What use was time to those who'd soon achieve Digital Immortality?”

Offline Elbows

  • Galactic Brain
  • Posts: 9465
Re: OSC first game, impresions and mini revieuw.
« Reply #12 on: November 19, 2015, 07:04:13 PM »
That's an annoying way to (not) answer a legitimate question about the product.

I'd say that's an annoying way to respond to a silly answer (for a question which matters little).
2024 Painted Miniatures: 203
('23: 159, '22: 214, '21: 148, '20: 207, '19: 123, '18: 98, '17: 226, '16: 233, '15: 32, '14: 116)

https://myminiaturemischief.blogspot.com
Find us at TurnStyle Games on Facebook!

Offline sean_68333

  • Scientist
  • Posts: 297
    • Sean's Gaming and Shooting Blog
Re: OSC first game, impressions and mini review.
« Reply #13 on: November 19, 2015, 07:48:02 PM »
Great write up.  The book keeping with wounds, suppression, and other tokens sounds a bit on the heavy side, but it does sound like this game could be pretty fun.

Your review has really peaked my interest and I am going to check these rules out.

Regarding your terrain.  If you throw down a white table cloth under the buildings, you could easily claim it is a winter world and you wouldn't have to worry about painting the buildings.  They look very cool.  Are they scratch built?
The winning player isn't always the better player.

Offline YPU

  • Galactic Brain
  • Posts: 4273
  • In glorious 3D!
Re: OSC first game, impressions and mini review.
« Reply #14 on: November 20, 2015, 01:03:10 PM »
Haha, I could indeed. At some point I decided I wanted to be able to play urban games with lots of levels and winding paths, so I took some cardboard, wood blocks and plastic lids, slapped some texture paint on it and had a bare bones city in no time. It should be a middle eastern/Tatooine vibe, but I have been contemplating how to get a better sand colour on the walls for a few years now. Every now and again I get in a mood and do a few more buildings for this tough, so my table keeps growing. Most of them also fit inside each other so storage is quite decent for the volume they can take up on the table.

 

Related Topics

  Subject / Started by Replies Last post
4 Replies
1615 Views
Last post April 14, 2013, 08:29:03 PM
by Jay Arnold
1 Replies
1239 Views
Last post June 16, 2013, 06:17:22 PM
by Craig
19 Replies
6180 Views
Last post November 02, 2022, 05:03:09 PM
by andyskinner
4 Replies
1632 Views
Last post December 17, 2022, 05:06:45 PM
by THE CID
2 Replies
1252 Views
Last post May 07, 2023, 08:06:26 AM
by bluewillow