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Author Topic: Rogue Stars - first game and first impressions  (Read 5862 times)

Offline Hobgoblin

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Rogue Stars - first game and first impressions
« on: 21 December 2016, 12:16:08 AM »
I finished up work for the year today and so was home when the kids got in from school. So my son and I played our first game of Rogue Stars. He's eight, but has been playing Song of Blades and Heroes since his sixth birthday and has also played Space Hulk, Mutants and Death Ray Guns, Dragon Rampant, Battlesworn, Of Gods and Mortals, Hordes of the Things and Rogue Planet a fair bit. He's used to trying out different rule systems, in other words.

I set up two fairly basic sides. We didn't bother with points. I got three warp pirates (GW Eldar) in light power armour with needle rifles, plus a power-armoured human captain with a submachine gun and jump pack. My son had six aliens: two reptoids (one with Tough +3, the other Tough +2; both with Reptoid). The first had a molecular slug-thrower; the second had a laser pistol. Both had claws. Then there was an insectoid (GW Tyranid) with needle pistols, a mammal with laser pistol and force shield and another with a submachine gun and no armour. Finally, there was a yellow alien with a plasma pistol, kevlar jacket and sword.

None of the troops had any other traits, to keep things simple and help us to learn the game.

We rolled the hacking mission and set up a dense-terrain table with primitive huts, swamps, large alien structures  and a primitive shrine made out of alien technology. The complication was explosives (we used Lego vehicles - abandoned alien artefacts - at my son's suggestion). The objective was a stone dais bearing an alien computer panel that had to be hacked.

I scrawled out some very quick and crude roster sheets - just landscape A4 divided into rough columns with space to put the counters. For the counters themselves, we used small bits of lego of suitable colours (white for stress, black for pin and red for wounds). This meant that you could easily see how many markers each character had.

So how did it play? Well, we had a blast. My son won; although one of my pirates got to the dais first, he was brought down soon after. When my power-armoured captain got to the dais, he was pinned down by hostile fire thereafter and was eventually put out of action by having his arm blown off. The hacking mission was only half accomplished at this point, and another pirate was lying gravely wounded nearby. He eventually failed a morale test and surrendered. The sole survivor fought on, helped by some good morale rolls, but his attempt to sneak round the back of an opponent was thwarted by a jammed gun.

Some thoughts on the game:

1. It's really not that complex. My son grasped it quickly, and I think that anyone who's played SoBH will too. The status markers (stress, pins, wounds) are easy and intuitive, and the modifiers really aren't much of a bother at all. Our game had lots of sustained firefights fought at the same range, so we didn't need to measure each time. So, for shooting, it was just a matter of adding up the pins and throwing in any adjustments for aimed shots and cover, etc. I think the easiest way to do this is to think of it the modifiers as just that - so you roll the dice and add your modifiers, rather than calculating a new target number before you roll. In calculating the modifier itself, I don't recall the maths getting any trickier than 7 minus 4 and the like.

2. The firefights are fierce - much more so than in Mutants and Death Ray Guns, for example. We didn't have a single instance of melee combat in the game. The closest we got to it was a point-blank coup de grâce at the end. But we did get a lot of very convincing suppression. The power-armoured pirate trying to hack the alien panel was clearly up against it, despite a bit of cover from the dais and his heavy protection. Most of the hits he took just led to a Pin marker, but those added up very quickly. So he had little chance to get a shot back at them - and that was just as it should have been. Meanwhile, the one completely unarmoured character was heavily wounded the first time he was shot at and killed soon after.

3. Because wounded characters have amassed lots of markers, you tend not to want to activate them carelessly: your chances of success are low, and the chances of reactions are high. So wounded models spend quite a lot of the time groaning and moaning - again, just as it should be - though they might just manage a game-changing lucky shot at some crucial point.

4. Numbers help. My son's two-character advantage was handy, because he could hold some unactivated, unstressed characters in reserve and then bring them in fresh later in his turn. By the time they entered the turn, both his other models and all of mine tended to be heavily stressed from all the actions and reactions - so much so that I didn't want to take the initiative. I liked how that worked out - superior numbers should be hard to handle.

5. The detail is very cinematic - jammed weapons at crucial moments, running out of ammo, surrendering and the like. The hit locations help here. On our rosters, I just drew a simple box man with the armour number in each location - like a simplified version of the one on a Runequest character sheet.

6. It's fast. We had three D20s between us; three each would have led to an even faster game, as we could have rolled our reactions and damage instantly (you roll damage on your own models). Rather than being laborious, the ranged-combat system seems to deliver far more shooting than most systems. The reaction system keeps both players constantly involved - this isn't a game where one player can take a break while the other takes his turn.

7. A lot of the system soon becomes intuitive. For example, I found that I seldom needed to consult the weapons table; the distinction between weapons is often more subtle than their combat modifiers - as with "scorching" weapons, which use the lowest armour score on the target's body. The main things I did have to look up were the effects of critical successes and failures. By the end, though, those were becoming intuitive too.

8. Because firepower is so fierce, tension is a big part of the game. Breaks across open terrain are perilous. And there's a great risk/reward trade-off in repeatedly attempting to get three successes for a particularly manoeuvre (inviting huge amounts of suppression fire as you do so ...).
« Last Edit: 21 December 2016, 10:45:55 PM by Hobgoblin »

Offline The Red Graf

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Re: Rogue Stars - first game and first impressions
« Reply #1 on: 21 December 2016, 01:57:53 AM »
Sounds like a great game. Are there any vehicle rules? Six is the maximum for a warband? Is there a campaign? Thanks.
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Offline Plus Four

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Re: Rogue Stars - first game and first impressions
« Reply #2 on: 21 December 2016, 07:48:40 AM »
6 is the maximum for a squad but this is only achievable by using very basic low skilled characters. I know this was just an example game but most scenarios would require you to possess some beneficial traits - but these cost xp to procure!

Interested to know if you thought that you needed denser terrain to negate the obvious impact missile fire has?

Offline wulfgar22

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Re: Rogue Stars - first game and first impressions
« Reply #3 on: 21 December 2016, 09:16:34 AM »
Good to hear that it plays well. Not had a chance to do anything than flick through the rules as yet but was slightly put off by the long lists of modifiers.

Offline Zaheer

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Re: Rogue Stars - first game and first impressions
« Reply #4 on: 21 December 2016, 10:44:04 AM »
Thanks for posting your verdict, it's unlikely I'll get a game in anytime soon but I'm now looking forward to it! I agree it'd be interesting to see how it plays on really packed table.

Offline tomcat51

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Re: Rogue Stars - first game and first impressions
« Reply #5 on: 21 December 2016, 11:24:05 AM »
A few people have expressed concern that it may be too complicated, but if your six year old can play it, that's the real test passed. I should be able to manage it  lol
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Offline Hobgoblin

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Re: Rogue Stars - first game and first impressions
« Reply #6 on: 21 December 2016, 12:04:21 PM »
No vehicle rules, but the small (3' x 3') table almost rules them out in any case.

Tomcat, he's eight - but he was quite at home with it, and especially the new stuff (the stress, pin and wound markers). And he loved it. I think the step-up in intensity and involvement even from Advanced SOBH was a big part of that.

Wulfgar, I think that the way the modifiers break down in practice makes them much more manageable. So, if you have a +3 marksman, but your target is at one increment of long range and in heavy cover, then it all cancels out and you just roll the dice and hope for 10+. I think we checked the modifier table just once during the game (at the start, to look at range and cover modifiers). Everything else was just obvious from the game (further range modifiers and pin markers, chiefly).

Our table was fairly packed - there was a lot of dashing from one area of cover to another - but it could have been even more so. I'm going to have to make much more scatter terrain ...

Offline Hobgoblin

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Re: Rogue Stars - first game and first impressions
« Reply #7 on: 21 December 2016, 01:47:18 PM »
This is one of the "roster sheets" we used yesterday (for the warp pirates). As you can see, quite apart from the magnificent calligraphy, all you really need are some notes on the traits, a visual guide to armour and space to place the markets.

All in all, it's nowhere near as daunting as a first glance at the rules would suggest.

My son added the RIPs during the course of the game; my five-year-old daughter added the illustrations (of the victorious aliens, I think ....).


Offline The Red Graf

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Re: Rogue Stars - first game and first impressions
« Reply #8 on: 21 December 2016, 04:05:31 PM »
Thanks for the answers. One more question. One of the knocks on Frostgrave is that the d20 makes for too much randomness. Did you have that feeling here?

Offline Hobgoblin

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Re: Rogue Stars - first game and first impressions
« Reply #9 on: 21 December 2016, 04:32:45 PM »
The Red Graf,

Forgot to say: there are simple campaign rules (who's actually dead, earning XP, replacing missing limbs, buying new traits and equipment, etc.), but they build on the very detailed scenario system. So I don't think you'd need anything more - advancement is simple, but the options are exhaustive, and there's all sorts of potential for narrative gaming.

Some of the scenarios also feature NPCs (e.g. a mission inside an alien hive).

On randomness: no, I think the modifiers take care of that. Also, there's a "smoothing" effect because you're rolling multiple dice (or singles in quick succession) most of the time.

So, if you have a character with a assault rifle shooting at an opponent and you roll three activations, you can either take three shots or you can take a single aimed shot with +2 to hit. And if the weapon's automatic, you could take six shots with -2 to hit. So, assuming that all other modifiers cancel out, you can take one shot with a 60% chance of success, three shots with a 50% chance of success each, or six shots with a 40% chance.

But the single aimed shot also gives you a greater chance of hitting where you want to hit. For example, if you're shooting at a target wearing a kevlar jacket, you probably want to hit him in the head or limb rather than the torso. The more you succeed by, the greater your chance of doing that. A hit by a small margin will be on the torso, where the best armour is. On top of that, if your shooter is in danger from his target or other opponents, you might want to attempt just a single shot (at 50%), rather than blazing away and risking being shot at (through the reaction system).

One more thing: the system exploits the swingyness of the D20 system rather well in the critical successes and failures (natural 20s and 1s, respectively). So you get quite a lot of drama (jammed guns, extra actions, etc.) out of it. But the advantage that a trained marksman with an accurate weapon has over a raw recruit with a bog-standard gun is quite significant.

Offline Momotaro

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Re: Rogue Stars - first game and first impressions
« Reply #10 on: 21 December 2016, 07:56:22 PM »
Great report Hobgoblin, and good to hear that the game flows well!

Offline eilif

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Re: Rogue Stars - first game and first impressions
« Reply #11 on: 21 December 2016, 08:10:34 PM »
Great report and your answers to the various questions folks have raised makes me even more interested in giving this a go.

Offline Jiron

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Re: Rogue Stars - first game and first impressions
« Reply #12 on: 21 December 2016, 09:00:09 PM »
I love your roster sheet! Great report. Thanks
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Offline Juan

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Re: Rogue Stars - first game and first impressions
« Reply #13 on: 21 December 2016, 09:09:00 PM »
Very interesting report, thank you a lot. I need to play a game!

Offline The Red Graf

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Re: Rogue Stars - first game and first impressions
« Reply #14 on: 21 December 2016, 10:09:29 PM »
Thanks again Hobgoblin. Much appreciated.

 

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