[net.games.board] Warlord/Apocolypse

mike@rlvd.UUCP (Mike Woods) (10/03/85)

Well, I promised that I would  review this  game if  there was enough
interest and one follow-up is probably enough.  

Warlord used to be available through Games Workshop (though privately
produced) in England back in the  days when  they only  had one shop.
Nowadays you can buy a revised edition called  "Apocalypse", which is
produced  and  marketed  by  Games  Workshop.    I  have  not  played
Apocalypse but I believe it is more or less the same.  

Warlord is played on a stylised map of Europe  and parts  of Asia and
North Africa.   The map  is divided  into provinces  which are colour
coded  according  to the  terrain (yellow  - city;  red - industrial;
green - agricultural; brown  - mountains;  white -  wasteland; blue -
sea).  Provinces have irregular size and shape  (except cities, which
are circles) and, for those who are geographically minded, are named.

The game can be played by two to six players (though there used to be
the option to buy extra counters to allow more to play).   When there
are few players (or  when you  want a  shorter game)  it is suggested
that play is restricted  to half,  quarter, or  even an  eigth of the
board.  

Each player represents an  empire and  the object  of the  game is to
wipe out all other  players (original,  huh?).   At the  start of the
game, the players take turns at occupying a city with an army (armies
are  represented  by  small  pieces  of  coloured  card:    tacky but
surprisingly durable).  When  all the  cities have  been occupied the
game proper begins.  

A  player's  turn  is  divided  into  three phases:   nuclear strike;
recruit  armies; and  perform attacks.   I  will deal  with the first
later.  Armies are recruited from provinces which the player controls
(i.e ones which he has at least one army in).   The  number of armies
depends on  the type  of terrain.   He  receives one  army for every:
city;  two industrial  provinces; three  agricultural provinces; four
mountain  provinces.    He  receives  nothing  for  sea or wasteland.
Recruitment is separate for each of  the player's  empires (an empire
is a series of connecting controlled provinces.  Thus at the start of
the game every city is a separate empire!)   and new  armies can only
be placed within the empire in  which they  were recruited.   This is
very important as a game can  often be  won by  cutting an opponent's
empire in two and then concentrating on capturing one half!  

Attacks  are carried  out between  adjacent provinces.   The attacker
declares  which  province he  is attacking  and which  province he is
attacking from.  he then secretly  chooses a  number from  one to six
and records his choice  by placing  a die  (with his  number face up)
under a coffee mug (or similar opaque container).   The defender then
has  to  guess  the  number  that  the attacker  has chosen.   If the
defender guesses right, the attacker loses that many  armies from the
attacking province.  If he guesses wrong, he loses one  army from the
defending province. 

There  are  restraints  placed  on the  number that  the attacker can
choose.  He may not choose a number which  is higher  than the number
of armies in the attacking  province (though  he can  choose the same
number as he has armies with the danger that if  the defender guesses
right  he will  lose that  province, because  all his  armies will be
eliminated!).  If he is attacking a city he may not choose the number
one (so a single army can never attack a city!).  If  he is attacking
mountains  he  may  not  choose a  number higher  than three.   If he
attacks  a land  province from  the sea  the defender  is allowed two
guesses at the number (which makes  attacking mountains  from the sea
almost suicidal!).

A player may attack a province as many times as he likes and if he is
successful in  eliminating the  last defending  army he automatically
moves armies equal to the number he chose in the last attack into the
vacated  province.    Here  we reach  the nitty-gritty  of the combat
system as there is a great deal of tactics and psychology involved in
choosing the number for  each attack  ("if I  choose high  I can move
more armies in,  but he  knows that  and will  guess high,  and if he
guesses right when I choose high I won't have anything left to attack
with!", etc.).  

Unlike  Risk,  it  is usual  to have  empty provinces  in Warlord and
armies can advance into these without fighting.  Any number of armies
from one  province can  move into  the empty  province as  long as at
least  one  army  is  left  behind  (this  prevents  stacks of armies
marching  across  open  expanses  without looking  after their supply
lines).  Also, when attacking a sea province no fighting takes place.
The attacker moves his armies into the province  as if  it was empty,
eliminating the defenders (making empires  linked by  sea routes very
prone to being split by an opponent).  

A  player can  move and  attack in  any combination  and can continue
until he decides to stop or runs out of armies  to attack  with.  The
order in which a players does his attacks can be  important though as
there is no free move (ala Risk) so any  army groups  stuck inside an
empire  are useless  (unless, of  course, an  opponent breaks through
your outer defence lines!).

And so  to nuclear  weapons.   These are  represented in  the game by
small Lego bricks (the hydrogen bombs even have "Lego" stamped on the
top!).  There are two types:  atomic and hydrogen.  Atomic are common
but the hydrogen bombs blow big holes in the map!

When a bomb is obtained (I will explain how in a moment) it is placed
in one of the player's provinces.  Once placed it cannot be moved and
stays in the province until it  is fired  or is  detonated by another
bomb exploding nearby.  Bombs in the same province are stacked into a
missile (there can only be one missile  per province).   Hydrogen and
atomic bombs cannot be stacked together.

An  atomic  bomb  is  awarded  to  a player  each time  he destroys a
defending  army  (with  the  exception  of  armies  eliminated in sea
provinces).  He must place the bomb as soon as he receives  it (so it
cannot  be  placed  in  the  province he  just attacked,  even if the
eliminated army was the  last defender)  and it  must be  placed in a
province within the empire which made the attack.  Hydrogen bombs are
obtained  instead of  recruiting armies  in all  the player's empires
(i.e a player receives one hydrogen bomb  if he  recruits NO armies).
This means that hydrogren bombs are a last-fling weapon, built when a
player knows he has lost, to cause as  much damage  to his conquerers
as possible.

Missiles (a stack of one or more bombs) can be fired at the beginning
of a player's turn.  The missile's range is determined  by the number
of  bombs  in the  stack (it  can fly  through one  province for each
bomb).  If the missile is atomic (made up  of atomic  bombs) then the
target province becomes radioactive (all  armies in  it are destroyed
and a large black square is placed  in it;  it cannot  be entered for
the rest of the game) and  all neighbouring  provinces are devastated
(all armies are lost but the  province may  be entered  again).  This
generates a hole in the map surrounded by neutral territory, just the
thing for breaking a strong defensive  line and  allowing your armies
to pour through the gap to  ravage an  opponent's heartland.   If the
missile is hydrogen then the target and all surrounding provinces are
radiated and all provinces that surround  that are  devastated.  This
is very nasty but due to the method  of obtaining  hydrogen bombs the
firing player usually goes up  with the  missile as  it will probably
have too short a range to get clear of his empire (but what  a way to
go!).   If a  missile is  within the  affected area  it will explode,
causing the same damage as if it had been fired at its home province.
This can set up very savage chain reactions so choosing missile sites
is quite important.  

Nuclear  missile  are  really  the  heart  of  the  game  as they are
guaranteed to break any stalemate lines.  They  also tend  to be used
quickly as they make  a very  attractive target  for missile strikes.
Also, as the player who owns the province owns the  missile, a player
who feels threatened by a missile will usually attempt  to capture it
by capturing its province.   This  often leads  to a  whole series of
attack and counter-attack as players attempt to  capture the missiles
and  hold  on  to  them  long  enough to  be able  to fire  them.  My
experience is  that the  best games  are those  which rapidly develop
into a ferocious war between splintered empires desperately trying to
gain control of several large missiles.  

Missile are also  quite often  used in  a strategic  role, blowing up
enemy cities or even blocking vulnerable gaps in defence  lines.  And
of course they are often used to cut opponent's supply lines.

This  is  where  Warlord  really  surpasses  Risk.    Because nuclear
missiles  are  so  easy  to  come by  and readily  used large, static
defence  lines  of armies  are useless.   Similarly,  the rules which
restricts the number of  armies allowed  to advance  into a conquered
province  prevents the  massed attacks  in Risk  which, having broken
through the defence lines, totally devestate an opponent in one turn.
Generally, this makes the game much  more fluid  and it  is only just
before the end that the winner becomes apparent.  

In short (are you kidding?),  I would  recommend this  game to anyone
who has found Risk entertaining but is fed up with its limitations.  

Mike.

P.S  Sorry  about the  length of  this article,  I hope  you found it
interesting enough to get ot the end.
-- 

UK JANET:	mike@uk.ac.rl.vd
UUCP:		..!mcvax!ukc!rlvd!mike