Thursday, 15 December 2011

Game Review: 7TV Fun!

So a friend introduced me to 7TV, which is a genericized version of the Doctor Who Miniatures Game exploring the gamut of 60s-70s adventure television. The game we played was an introductory game of Cops and Robbers or somesuch, meaning that I had what amounted to a swat team against a gang of thugs lead by an evil mastermind.

As games go it was pretty fun, and it worked really well for the small skirmish level at which it occurred. I won, but only becaue the odds had been heavily tilted in my favour: I had submachine guns, body-armour, a T5 Hero with Luck (2), and a Flashlight that doubled as a truncheon. Dude was over-powered.

The flashlight won it for me. As a classmate of mine once volunteered when asked what a lever could do: "It can be used as a bludgeon!"

Seriously, while my generic cop dudes were busy getting wasted by the dastardly criminal's pistols, I ran up and bludgeoned the enemy villain and co-star into submission.

Of course, we were using re-commissioned hero-clicks figures, so my hero was Captain Gordon, soon to be the Commissioner Gordon of Gotham City. And he bludgeoned the mastermind with his flashlight. Bludgeon!

But considering I have some [poorly cast] Daleks from Black Tree Design's reserves, and a huge whack of GW stuff, and of course Liko Aerosystem's redoubtable Space Corridors makes me want to use this development of the Warhammer system to play Space Hulk style games, particularly since it seems like a development of the Warhammer-skirmish rules I had been using in Ottawa.

Basically two things impressed me about the game: (1) The way the design abandoned 'realism' and instead went for representing the linear narrative of television, with all the tropes of the various genres involved. (2) The use of re-rolls and Initiative-based modifier chits, "Luck" and "Audence Appreciation" respectively. Luck and Leadership meant that the battle basically revolved around the Stars and Co-Stars, with opponents forcing negative re-rolls to successful rolls and using my own re-rolls to force positive re-rolls when I missed.

This competition to balance re-rolling one's own failure with re-rolling one's opponent's success lead to the situation whereby the Heroes and Villains had to be careful engaging each other because of the effects of re-rolls and post-factum modifiers. It also meant that, interestingly, the game turned on a dice roll for the last five turns (it moves quickly too). The excitement of a strategy constantly on the knife-edge of reversal was pretty cool. Aside from the interesting gaming puzzle involved, it was also cool to see how this focused the action on the guy (or girl) in-frame.

Definitely something to be recommended for people looking to play a Warhammer-style skirmish game that is 'tv-realistic'. Actual dramatic tension in a game. How about that?

Time to buy the zombie-based supplement, I think.

1 comment:

  1. Might I suggest a cheap, but rather well-made option for zombies if needed:

    Found these in a local hobby story for ~$15.

    Been toying with the Killzone rules lately; I loved Necromunda, loved the 'growth' of the chaos warband from the original Lost and the Damned books and would dearly like to see a 40k skirmish variant that captures the same feel.


Looking forward to hearing from you!