25 July 2014

Review: Deadzone game mechanics

Enforcers with Captain
Deadzone, huh? The first time I had a look at this game I thought it just another Necromunda-clone. Despite having 3-dimensional approach to space and different morale status my presupposition was not changed. After all, small scale skirmish games are established genre, what new could be possibly made there? All of them revolve around same ideas established by Rick Priestly in early W40K and later in Necromunda and Mordheim. Difference in minor details or skills (like Infinity for example) do not make a game revolutional. So I admit:

I was wrong. 

Deadzone by Jake Thorton does not blow you away with its absolutely new game mechanics, it takes your heart slowly, but surely. You'd still do all the usual things: determine initiative, activate models, shoot, move, fight, give commands and use special card. But first of all you do not need to count number of shots or punches in combat. It is probably The Newest Approach to skirmish games we have seen for a long time.But before I will go into details of how it works and what it does, allow me to summarise what this game is about. 

Deadzone is wargame of tactical unpredictability. You as player, would have to fight on several level of the game. 
  • Preparation: gather your team of specialist and prepare for the unknown.
  • Tactical: you need to make an analysis of yours and prediction of opponent's mission objectives. 
  • Combat: you must use your team wisely, play to its strengths in order to prevail and survive.   
Now the most important difference of Deadzone from other games is its core mechanics, which is dead simple on a first glance, and deep on the second. In short it could be described as: highest number of successes wins. In order to succeed in most actions player takes a test, usually on 3 d8. To achieve success they need to roll a equal or higher number of the stat used. For example, for Survive 5+ you'd roll 3 d8 looking for 5 or higher result. 

The real difference begins with two things, first of all: result of 8, is an exploding dice, i.e. gives you another dice for the same test. If again score 8, it gives another dice, and so on. Second: biggest difference of game mechanics is comparing the result of the test. There are 3 stages of success: one success more than opponents, double and triple. The higher is obviously the better. For each level of success in close combat, shooting, commanding or other special actions there is a chart with effects. 

Another big difference is that every model can take either two Short actions or one Long actions. This alone makes for a very intense tactical decision making. For example, in ranged combat you have a choice to either Shoot to kill one model, Blaze away to Pin down entire square with lets say three models, or take an Overwatch and wait till enemy walks into a crossfire.   

One of most controversial mechanics of Deadzone is Cover system. Cover against normal Shooting works as you'd expect: give bonus to your defence. However against Blaze Away (pinning fire) it provides negative modifier. Why? Because it's comfortable to be in cover, and while enemy is trying to pin you down you are more likely to curl and hide. Controversial? Yep, but works fine.

Less controversial, but still unusual system is Command. Some models have a command value , creating your Command pool (number of orders per battle), but shouting orders is a Long Action. With 6+ test on 3 d8 it is a risky business as well. However each level of success, Normal, Double and Triple has three separate entry for effects. This is a bit tricky, because you can't plan your order, you see if your are successful, and then determine the order. However all three entries have 3 distinct similarities: 
  • boost your troops by giving a free action. 
  • confuse enemy by marking one of his models as activated. thus denying him chance of using that model in his turn.
  • get an extra battle card, either from deck or discard pile     

The Battle cards is another level to this game. They act as instant bonus to your troops abilities or actions. Cards are divided into Active - could be used in your activation, Reactive - used in opponent's turn, and Hybrind which could be used in any phase. 

From my experience of playing Deadzone, it's a very alien concept at first, which takes a very different route form most of skirmish games. However once you drop the "bullet counting and cover saves" mentality, and concentrate on decisions and tactical situation around your team, the game flows. What's most important: this game allows situations to build a story of your team, lucky shots and epic fails almost as good as old-timers. Rulebook has an inbuilt campaign system, equipment, perks and special abilities as well as doze of information of major protagonist Enforcers, Plague, Marauders and Rebels.
   
Those pinky goons are Plague. 







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