Thursday, 29 August 2024

This Quar's War - Clash of Rhyfles rules - are they any good??

Err yes. I think they're very interesting indeed. I need to stress the rules are still under development - the authors are open to any suggestions and are active in dealing with the inevitable questions and queries a game hitting the market will generate. The rules are however certainly complete and perfectly playable as they stand. Also I'm only three or four games in, but my initial reaction is very positive. 

The basic set up is a ten Quar squad a side on a 2x2 foot playing area, so very new player and user friendly. 


OK I walked into this expecting a fairly GW port like with gun toting anteaters dressed in WW1 attire. What I actually got was something very like a good, slick, historical Squad level skirmish wargame with gun toting anteaters dressed in WW1 attire.

I'll try and break this down, but as an overview there are really only 2 rules mechanics in place that overarch these rules. The first is a skill check against a target number rolled on 3D6, nothing overly new there, but with a really interesting fixed result overlay. The second is a 2 dice roll with 6s counting as success and 1s as fails. I'll come back to those in a bit.

Activation is an interesting blind card draw - your opponent draws a card with between 3-5 activations (which I'm calling "leaves" because the graphic on the card is a branch with 3-5 leaves on it). You know you have three, but when you use them you have to ask, "do I have a fourth?" etc. This does give you some really interesting things to think about. Do you plan for only three leaves or do you risk a move using four? Each leaf is an action for a trooper - most of these are very familiar, such as move, shoot etc. You can only take two actions per Quar, and only one of them can be a combat action. Some actions however take 2 leaves, such as throw grenade or aimed shot, so you can try and do something only to discover you don't have the leaves to spend. I'm calling what the rules call activations leaves because it can get confusing with activations triggering actions and some actions needing two activations and my head hurts. There are leaves on the card, I'm calling them leaves. When you've spent all your leaves you draw a card for your opponent and he gets to do his thing. The turn ends when you run out of cards, then you rinse and repeat. Like I said, interesting.

I should add there are ten cards but you shuffle then discard one at random and blind. The full mix is 3x3, 4x4 and 3x5, so if you are capable of counting you can sometimes get an inkling of what is going on but that is beyond me at the moment. 

So on your turn you get to move etc. Movement is a stat but basically it's 5". St Andy of the Chambers told me he thinks everything should move 6" as a base but 5" works here. You can sprint and all the usual stuff.

Shooting is that 3D6 skill test. You declare the shot, your target declares his response, which can be dive for cover, return fire, or do something else depending on the scenario. The target number is your skill which is usually about 12 minus \ plus any modifiers for range etc. Equal or less than the target number and your opponent goes down "Out of Action". Nothing overly novel except perhaps the return fire option - St Andy of the Chambers did this with his now mostly forgotten Starship Troopers rules back in the first sheet metal age of wargaming. Now the interesting part. There is a fixed result overlaying the results, so a 3-4 is always a hit, a result that missed but scores 13 or less results in a "Gobsmack" (pinned) and a 17 or 18 is a fumble at the shooters end. I love this because what we have here is something rather clever, a ranged attack mechanism that also includes a suppressive fire mechanism in the same resolution. No extra dice rolls, no declaration that you are shooting to suppress or anything. It's smooth and works.

There's more to it than that, Overwatch, etc but that's the bare bones.

Weapons have a couple of basic stats - range and snap fire mods. Range is defined by bands, and for each band you suffer a -1 to your target number so a 6" band has no negative at 1-6", -1 at 7-12" etc. Combine this with the shooting result overlay and you in effect have no max range for shooting cos bullets go a long way, they don't just stop at an arbitrary 24" or whatever.  Snap fire is used for reaction shots - a negative to bigger \ longer \ less handy weapons get bigger negatives. OK there are also a few weapons with fixed range like shotguns, but it all hangs together well, and by spending an extra "leaf" you can take an aimed shot which ignores range bands.      

All you Chain of Command players will see where this is leading. You want to move across that bit of open ground? Better use suppressive fire, smoke and, you know REAL TACTICS. OK you are using gun toting anteaters in WW1 attire (GTAWWA???), but to succeed you really have to think about small unit \ fire and movement stuff.

The other mechanism is the 6\1 roll - you use this for grenades etc but its a good and interesting system that will be applicable in other circumstances. Double 6 is the perfect result, double 1 it goes off in your hand, but with varying degrees between. 

There's also the "Pluck" system. This is basically a command point that you can use to modify some results or spend to take special actions. It's a nice system. If I had one criticism it would be the authors missed a trick here in not tying "pluck" to leaders and their command abilities \ ranges but maybe that can come in time?  

The other thing that made me take a step back was the squad organisation. Yup GTAWWA have squad organisations, and ignoring the designations they look rather familiar to my eye. The more traditional "Royalists" are using what is almost a straight port of a WW2 British Rifle Section, with gun group and rifle group, and the more revolutionary "Crusaders" are using a squad of three identical three Quar fireteams based around a heavy rifle, almost like a late USMC squad from WW2.

There are dangers of course in trying to squeeze too much new stuff in and losing the original focus, but so far the dev team have shown a deftness of touch that is very reassuring. There are no morale rules as such, but I hope theyre going to get added soon.

In case you missed it the background is lavish, deep and interesting. Oh and there is a simple campaign progression system that allows your Squad to play through a series of scenarios, improve and craft a tale to tell of heroism and glory. Which is nice. 

And the Quar themselves are adorable.

So overall I think these are a really interesting set of rules and well written. I mentioned Chain of Command before. Clash of Rhyfles shares none of the mechanisms but does somehow have that vibe, you know, its fun but challenging and grounded in real tactics.  I'd have no hesitation at all at recommending them. Do yourself a favour and give them a try.

Cheers! 

  




Sunday, 25 August 2024

This Quar's War - a Clash of Rhyfles starter box - wotsinit??



This isn't a review of the rules - there's so much in that subject that can be looked at later other than to say the rules are far more developed and nuanced than first impressions. This isn't about the game play either - for similar reasons, plus I've only played three times so far so am in that dangerous "I think I have this when in fact I don't" period. This is about the box and what you get.

So what do you get? Contents are as follows:

48 page starter rules booklet. The rules booklet is well laid out and beautifully illustrated. This covers everything you need to play out of the box including rules, some background and squad \ fire team organisation for both sides. It needs to be stressed it is a quick start set so doesn't include stuff that isn't in the starter set if you follow, but everything so far is available as free pdfs so if you want to expand with other models you easily can. There is also a campaign system to allow your troops to progress and improve. It's all good.

Plastic multi part models - in this case sprues to produce 12 Crusader and 12 Royalist infantry. The models are very nice, go together reasonably well, and have enough options to ensure you can make two full squads of ten Quar Rhyfles (infantry) with a couple of spares. This is all you need to play the basic game. The models are stupidly cute and fun. Aww look at his little anteater nose, look at his floppy boots, look at his little assault rifle etc! These are made by Wargames Atlantic so are excellent quality, though as usual with WA there seems to be a shortage of open left hands - a personal peeve of mine that applies pretty much across all WA sets.

A set of very good quality initiative \ activation cards - again beautifully illustrated

Six D6 - standard dice. Yup just standard D6, no need for all those expensive special dice. Which is nice

A bit of nice artwork with the firing table on the reverse.

The box also has some interesting cut out card terrain on the inside. It's very much in theme but I'm not sure of the real value other than as a cute gimmick.

All good. Yup - with one or two exceptions. There are no status markers. This is the only issue for me. They are available online as a free pdf but I'd rather have had them in , or on the box rather than the terrain. It's a minor thing and we will all have something that we can use, but .... I know from talking to "people" in the industry that printed material costs quite a lot in comparison to other components so I do understand. The second minor irk is there is no quick reference sheet. There is a shooting Quick ref as I mentioned before, but it seems a bit of a miss not having something more.  Anyway, moving on. 

So 24 figs , rules , dice etc - all you need to start playing. Price in the UK varies a bit but you can pick it up for £60.   

Would I recommend it - absolutely. I've thoroughly enjoyed putting together my squad, painting them and reading the background. The three games I've played so far have been interesting and engaging. The starter game is set at a Squad + level and on a small 2x2 foot gaming area, but there is an obvious option to expand to a Platoon size game, and support weapons and tractors (tanks) are on the horizon. 

I'm waiting til I have a better handle on how the rules play before posting a rules review, but at the moment I'm wholly positive.

Give Quar a try - you wont regret it :-) 

  

Wednesday, 21 August 2024

This Quar's War - One and done, or a rather deep rabbit hole?

I've been a fan of This Quar's War for years. Those cute little anteater things with a WW1 vibe always appealed. The problem was they were a very niche game with a limited (none?) distribution in the UK, so if I wanted to play it I would need to get both sides and convince someone else to play. Unlikely.

However all this changed when Josh Qualtieri (Mr Quar) and Wargames Atlantic got together and released a starter set with multi part plastic figures. 

 


Except as I've grown older I've realised there is no point buying stuff if it never gets assembled, painted and played. I have a lot of projects on the go and some have stalled. So I decided to try and resist. 

But there was a problem. Rob H started posting pics of his Quar. Then he asked me to print some Quar bits he has picket up through Tribes\MMF as he doesn't have a printer. So I got to see some "in the flesh". Resistance was crumbling.

I read the rules - which are available as a free pdf btw from  Zombiesmith and I thought "maybe".

My reasoning is the rules are very low figure count - you can play with ten figures a side and that is pretty much all you need. There are two factions in the starter set, 12 figures a side. This could easily be a "One and Done" project - so why not?

So starter set bought. Split it with Paul D and assembled and painted my squad in a weekend. One and Done!

Played last night, thoroughly enjoyed it and now I'm looking for a few extras............................. 

My thoughts on the actual rules will follow but TLDR not bad at all