© 2000 Luc Oliver
Introduction Marine: 2002, a game of the First Lunar War, was designed by Kerry Anderson and Michael Matheny and published by Yaquinto in 1979 (2nd ed. 1980). The game recreates the combat environment that existed on the Moon during the First Russo-American Lunar War of 1998-2002. The game has high quality components, typical of Yaquinto, and the graphics are humorous and remind me of the SF comics of the ’30’s. Player’s Value Marine : 2002 is a sub-tactical game with each counter representing a squad or vehicle, and every strength point of the squad counter is a man. Each hex is 500 meters and each turn is five months. The turn is not linear; instead, squads are grouped by platoon and each player plays a platoon alternatively until all players’ platoons have moved or fought. After all the moves, a direct fire phase follows for units that didn’t fire. All units have three modes of movement: Ground, Normal and Aerial. Each move mode represents an altitude above the earth with different sight possibilities and protection from the ground. To simulate the small size of the Moon, line of sight is very short and the horizon is nearby, so you need to be very close or high above to see something but, in doing so, you are a sitting duck ... everybody can see and shoot at you. Fire is really deadly in this game because, as the designer says, there is only vacuum so even the smallest wound is lethal. And the fighters have marvelous weapons with high velocity (there is no air) like laser beams, charged particle beams and neutron shells. There are some advanced and optional rules providing more weapons, like vehicles and nuclear mortars, and the introduction of morale results. Of course lunar warriors are volunteers, highly trained troopers, but fear the strange environment. These rules bring chrome and diversity to the ferocity of the struggles. With all the rules options, the game provides nine scenarios. These scenarios are, of course, ahistorical, but they mimic typical situations like meeting engagements, fights for a spatioport, and attacks on prepared positions. All in all, this game is refreshing for historical sub-tactical games, allowing many diverse options. In short, fun and fast to play. Collector’s Value This game is typical of Yaquinto and the high level attained by their SF products, the topic is original and the design very good. Boone quotes low, high and average prices of 3/13/7.11 at auction and 3/30/15.61 for sale. Support Material S&T 79 (brief mention); Space Gamer 34 (capsule review); Space Gamer 84 (new scenario). A French book on simulation games (Jeux de simulations; Duccio Vitale; 1984) uses this game as an example of SF tactical ground games. Other games of this type Artifact (Metagaming) is tactical but with an alien race, and Moon Base Clavius (Task Force Games). Other games by this designer Barnard’s Star (self); Clash of Empires (WWW); Final Frontier; MacArthur’s War; Smokejumpers; and Ypres: 1915 (all Microgame Coop); In Flanders Fields (MiH 1999); Moon Base Clavius (TFG 1981). Back to Simulacrum Vol. 2 No. 3 Table of Contents Back to Simulacrum List of Issues Back to MagWeb Master Magazine List © Copyright 2000 by Steambubble Graphics This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |