Something has changed since the last time we played Across the Dead
Earth. The game has been up issued a couple of times, but the core mechanic
doesn’t seem to have changed, nor do there appear to be major changes in the available
equipment or character options. Nevertheless, the experience was significantly
improved. Perhaps it was because we were already familiar with the rules, but
my opinion of Across the Dead Earth has gone from ‘meh,’ to ‘this is probably
the most fun I’ve had with a PA ruleset,’ in a single afternoon.
That’s not to say it’s without issues - oh my no! – meaning that I’m
contractually obliged to nit-pick like it’s going out of fashion! With that, let’s
get this party started!
This review is going to be in the style of my Babylon’s
Burning review, in that it’ll be part battle report, part review.
This time starring the Legally Distinct Jila Mockovitch and the Squirrel City SWAT |
ATDE is a scuffle
scale, post-apocalyptic wargame with integral campaign rules that found much
success on Kickstrater and seems on the verge of delivering the physical goods.
Play proceeds model by model, with players alternating turns. An action system
regulates what models can do, with most models having 2 actions. As if you didn’t
know that already. A PDF of the rules has been doing the rounds and now seems
to be out of BETA.
Xander –
my gracious host – and I decided to go for a distinctly rural setting, with
both forces converging on a forest camp. After locating the setup rules (more on
that later) we decided to play a ‘Capture’ mission, designating the four
shelters as the objectives.
Can you hear the banjos too? |
I made my first mistake when I selected a primarily ranged force with
Xander going for a more balanced force. Jila Mockovitch was an attempt to
recreate my cross board rampage from our first game where she was responsible for
the destruction of most of Xander’s band, including his machine gunner.
Not Pictured: Bullet time |
She was so effective in that first game that I think she influenced both
our force choices with neither of us taking automatic weapons and Xander going
with a largely melee based force (although that might have just been intelligent
planning… Maybe…)
Shooting was where ATDE really let itself down in our first game.
Despite a healthy proliferation of firearms, shooting really failed to achieve
anything. I compared editions and couldn’t find anything different in the
modifiers so it might have been down to our stupidity. While Skill checks are
made with 2d6 under base stat, Shooting
checks are made with 2d6 plus modifier over
base weapon to hit (because consistency) and we may have used the former
mechanic for the latter, rendering shooting almost entirely ineffective. As it
was, Xander’s scout managed to take up a forward position early in the game and
plink away at my sergeant with her pistol with a relatively good chance of
hitting him. She didn’t, but I actually felt threatened where as in the first
game nothing but the closest ranged shooting seemed to hit.
Speaking of which, weapon ranges are a serious issue, or rather, the
relative ranges.
Hahahahahaha! |
This works with the arcade-y feel of the game, but it is certainly
very jarring with nary a designers note to explain it.
Unencumbered by such heavy weapons both our forces advanced. Xander
quickly claimed the centre and I set up a firing line along the Western perimeter.
Jila snuck up one flank with an order from the sergeant and attacked a
rogue flanker, initially failing to hit but eviscerating him the next turn.
Melee fighting is quite satisfying actually. It’s an opposed roll with
attack and parry bonuses depending on the weapons being wielded by the attacker
and defender respectively.
That being said, the melee weapons list is riddled with stupid and is deliciously
exploitable, ranging from the odd niggle to ‘we’re going to have house rule this
out to avoid rampant abuse’.
There are some really strange entries on the list. Starter for 10, why
does an ‘Iron Pipe’ rate a separate entry to ‘club’? Surely an iron pipe is
functionally indistinguishable from a club or is everyone after the apocalypse
spending their time crafting shillelaghs? Scimitar and rapier make the cut but
longsword doesn’t and what the hell is a Saw Edged Sword? It makes me think
that people are carrying bandsaws around the wastes. A Flamberge maybe? Why
does an uncommon, largely ceremonial, German weapon merit a mention in a game explicitly
set in the UK?
But we haven’t got to the real cheese yet. Want a +8 bonus to your
parry roll? Take the Touche special rule and take a rapier and a riot shield, something
that I can assure you, as a fencer, would obviate most of the advantages of
carrying either.[2]
Hell, forget the rapier, just carry two riot shields, there’s nothing to say
you can’t, and as a bonus they’ll give you a combined +4 bonus vs ranged
attacks - more than heavy cover does, and +7 when actually in heavy cover!
All this is forgiven, however, as it is possible to dual wield spears,
and it is glorious!
Xander’s spent the next turn spamming his melee fighters into
buildings, locking down the objectives including a daring push right across the
courtyard into the Nissan hut on my side of the board. It was at this point
that I realised I’d fatally miscalculated the direction the battle would take.
I’d expected a systematic advance, covered by sporadic covering fire and now
faced the prospect of having to dig his dedicated melee fighters out of buildings
with my purely ranged soldiers.
I moved my sergeant into the camper van – the only objective still unclaimed – snapping off a few ineffective shots. Xander’s RPG man, unable to reach the soldiers behind the wall a few meters away, shot at the sergeant and missed allowing Jila to dash across the courtyard and attack Xander’s exposed leader. The idea was to kill him, then send her on a rampage, reminiscent of our earlier game. Unfortunately, she fluffed melee spectacularly, allowing Xander’s leader to withdraw and shoot her dead with a shotgun at point blank range.
With my only melee capable figure dead, we decided to call it, with Xander winning 3 to 1.
And yet, we had fun! Remember that? Fun? The 2d6 mechanic is a little
clunky at first but the fact that there are only up to a dozen or so figures a
side means play is fast (miscellaneous strangeness like the infinite bullet
trick – phone now, ask me how! - aside) and flows rather well. I am looking
forward to playing with the event cards. Oh yeah, there are event cards. I love
event cards!
The rules themselves are a mixed bag. The art is great, the landscapes
especially are gorgeous, and there’s some good fluff (I’ll be nicking ‘Choobies’
for my next PA RPG).
Readability is an issue, however, with rules being in unintuitive
places and often presented in walls of text mixing rules, examples, and advice
for new wargames. A rather intrusive conversational style often interrupts what
is supposed to be explanative text. More subjectively, there’s a tendency for odd
turns of phrase, and a rather juvenile fixation with the acronym for the
setting (abbreviate Formerly-United Kingdom again! Teehee!) I really hope the
rules see a professional editor before going to print.
So what’s next? Well Xander and I have decided to start a campaign of
ATDE, and if that isn’t a recommendation I don’t know what is. 400pts, no
automatic weapons, sniper rifles, heavy weapons or combat shotguns, one rare
item and no skills (Oh yeah, there are skill trees too. I like skill trees!) other
than a single Leader. I’ve got some models to showcase as well as some fluff,
but that’s for another day.
[1] While
we’re talking about ranged combat, what’s the difference between a Sniper Rifle
and a Scout Sniper rifle? Is one supposed to be an ‘anti-material rifle’, for
lack of a better word? Methinks someone has been playing too much Counterstrike…
[2]
Also as a fencer, touche means touch. The word is used when someone lands a hit
if you’re a twat French. Why is this word being used to name a rule
about PARRYING!… I might have some issues to work through…