Battledroids

Review by Kerry Lloyd

Designed by Jordan Weisman, Written by Patrick Larkin
FASA Corporation PQ Box 6930, Chicago, IL 60680
Released: December, 1984
Catalog No,: 1604
Price: $15.00
Complexity: Beginner to expenenced
Solitaire Suitability: Good

I have long been a fan of the Japanese monster movies, and I became intrigued by the Japanese combat robot animated series when a friend introduced me to the complex robot models based on these series. I had been hoping that a game would be produced around this theme when Battledroids hit the scene.

Set in a future history of declining technology and bitter wars, Battledroids allows the players to simulate combat with the great robot machines of the Japanese epics. All the basics and principles of good war gaming are included, and play progresses through three levels, basic to advanced to expert (with additional optional rules).

The packaging for Battledroids is colorful. The cover of the box displays one of the "droids," the semi-automatic robot battle machines-in this case, a WHM-6R Warhammer-moving and firing over war-torn terrain. The back of the box shows two of the mighty machines-a Warhammer and a Crusader-in a face-to-face showdown, as well as color drawings of the ten machines described in the rules.

Inside the box are found the 32-page, 81/2" x 11" rules book, two large playing field map sections, playingmarkers, dice, and two 3" high (1/144 scale) plastic models of combat robots-the Shadow-Hawk and the Griffin. These last are one of the nicest touches I've seen in a game in many years and are provided by Twentieth Century Imports of Denver. There are more of the plastic miniature models available from TCI, and Rat Partha Enterprises will produce metal miniatures of the various robot models in the game. There are a lot of components in the game and on that basis alone it's worth the $15.00 price tag.

I have had so much fun playing Battledroids recently I won't say its been the only game I've played, but is been a frequent and distinct pleasure. My 14-year- old son has enjoyed beating the (censored) out of me on the occasions we've played, but I've gotten my revenge against others. With the rules for designing one's own robot- warriors included in the Optional Rules section, the battles we've had have been very interesting.

The game is relatively simple to play, with the rules designed to lead even totally inexperienced players into fine adventures. The rules book is divided into five sections- basic game, advanced game, expert game, optional rules (including instructions on designing on's own droids), and history and background. The last section is printed upside down, at the back of the book, so it has its own front page. Progression from one level of the game to the next is easy to understand. There are plenty of illustrations scattered through the text, and, in general, they make the rules easier to comprehend.

Robots move on a hex-field by using movement points, with the different terrain types and assorted elevations costing specific amounts of points to enter. Droids can walk, run, and, in some cases, jump. Movement rules change little during the progression in complexity levels from basic to expert.

Combat, in the basic game, is also relatively simple. Line-of-sight rules are provided and are thoroughly explained; ranging and firing use a simplistic four-step range method, and a player rolls two dice against the "to hit" number starting from a base according to range modified for movement and terrain. If a hit is made, the damage value of the striking weapon is cross- referenced against the target's armor value getting a penetration factor, against which two dice are then rolled. If the shot penetrates the armor, it can cause anything from a minor malfunction (battledroid cannot move or fire for one turn) to serious damage (droid cannot use weapons or move) to complete destruction.

In the advanced game, combat becomes more complicated, and the players begin to use the record sheets provided to determine the location and extent of damage on a robot. A single hit is not likely to disable or destroy a machine at this level of play. Effectively, combat becomes both simpler and more complex; the record sheet must be used, but each weapon does specific amounts of damage which are marked off against the robot's armor and internal structure. The dice are still used to determine if a hit has been scored; however, physical attacks are added as a method of combat, providing a mental picture of two metallic heavyweights slugging it out in a very large ring. The generation of heat and disposal of this unwanted heat becomes a major factor in handling the robots.

In the expert game, the capabilities of the pilot, the "droidwarrior," are added and integrated into the handling of the machines, and a series of critical hits is introduced. The pilot is rated for Piloting and Gunnery-if he gets killed, the machine becomes inactive.

The optional rules include fires and their spread, variable skills for the beginning droidwarriors, other combat units (tanks and infantry), and designing one's own battledroid (a complicated process requiring a fair amount of judgment). The basic statistics for ten different classes of droid are included in the center of the rules book. A summary of all the tables used in play and 14 copies of the record sheet are also printed in this area. I heartily suggest making photocopies of the record sheet since players will use one for each droid in the advanced or expert game.

There is a good bit of strategic and tactical thought required in even the basic game, using terrain to advantage, etc., and you're never sure who will win-a lucky shot can destroy an important component and reduce a skillful player's droid to useless junk. I like to think my son lucky and I'm skillful, but he seems to get an awful lot of "lucky" shots.

The overall tenor of the game changes from session to session. The concept of a game using robot battle machines is new, although the game mechanics, while quite good, are fairly standard. The feeling of actually piloting one of the huge battledroids is increased by the use of the miniature plastic models supplied, and by the excellent history and background section in the rules.

Battledroids is a good war game for the beginner and the experienced player. It can be expanded into a full campaign, with role-playing additions if desired. Players can easily progress from the basic game to the advanced game, and then to the expert game, learning more with each step. For everyone who has ever dreamed of controlling powerful robots, this is the game!

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