About a month ago I had the opportunity to playtest, in person, the alpha version of the rules for a new wargame called Mystic Space.
Mystic Space is a scifi heroic space fantasy wargame
produced and written by Ivan Sorensen, aka Nordic Weasel. Ivan has
created a plethora of solo, coop and verses wargames including 5 Parsecs from Home and 5 Leagues from the Borderlands that are both published
by Modiphius Entertainment.
With Mystic Space, think of colorfully armored armies of
humans, and exalted Heroes, along with looming mecha-like Walkers, thundering
across the battlefield, heeding the rallying cry and bark of their commanders
to rapidly seize objectives and defend them to the last; all for the glory and
expansion of their Faction. In my view, it is a very heroic noble-bright
tone with a dash of anime and giant robots, that is missing from most wargames
that are focused on the gritty and grimdark.
I was very lucky in that my playtesting partner, Skeaze,
brought two Mystic Space armies (15mm scale) that were sculpted in Blender, 3D
printed and even painted, all by his own hand. Now, how could I refuse?
If you are interested in the digital sculpts that Skeaze has
made for Mystic Space, you can check out his Cults3D page, which is here.
Anyway, each side had two Infantry squads and three Heroes. Mystic Space is a Victory Point accumulation game, and securing the Objectives in the battlespace is one way to accrue Victory Points.
Infantry is important in Mystic Space because only Infantry squads can claim Objectives. Heroes (at the time of playtesting) could not claim Objectives, but they could contest them. So, I viewed Heroes as support units for my Infantry.
Claiming an Objective involves an Infantry unit being within
two inches of the Objective, and no opposing force being within two inches of
that same Objective.
In addition to claiming Objectives, there were rules for
obtaining Victory Points by wiping out opposing units. However, since
this was our very first game, and first engagement with the alpha ruleset, we
decided to simplify these.
We decided that reducing an Infantry squad to half strength
would result in a gain of two Victory Points, and subsequent annihilation of
the same squad would give the opponent one more Victory Point. Thus,
reducing an Infantry squad from full strength to zero members would result in a
total of 3 Victory Points gained.
Similarly, the death of a Hero would result in the opponent
gaining a total of 3 Victory Points. Thus, if one side was fully wiped out, the
opponent would gain a total of 15 Victory Points; 9 from three Heroes and 6
from two Infantry squads.
In the particular scenario we were testing, we decided that
we would have four Objectives on the board and that each Objective successfully
claimed would give the claimant 1 Victory Point at the end of each turn.
Now onto the forces description. I mentioned that each
side had two Infantry squads and three Heroes. However, each side was not
identical in terms of the type of Infantry and Heroes. My side was the
Terra Hold faction and my forces consisted of 1 Light Infantry Section (eight
figures), 1 Assault Infantry Section (six figures), a Leader Hero, Champion
Hero, and an Ironclad Hero. My colors were green. My opponent’s side was
the Eden’s Path faction and his army contained 1 Light Infantry Section (again,
eight figures), 1 Armored Infantry Section (eight figures), a Leader Hero,
Rapid Hero, and Ironclad Hero.
It was not exactly a mirror match but it was close. Light
Infantry Sections were sort of your basic army unit. The Assault Infantry
Section had decent pistols and more importantly were all armed with melee
weapons. In contrast the Armored Infantry Section fielded by my opponent
were a slower moving, but more armored than usual group of eight soldiers armed
with rifles and two heavy weapons.
Both my fellow combatant and I each had a Leader and
Ironclad Hero. All Heroes, once activated in a turn, can also activate an
Infantry Section within Command Range (6 inches typically). Leader Heroes
have a Command Range of 9 inches, a ranged weapon, a melee weapon, and spells;
the latter of which had yet to be fleshed out in the rules so we skipped that
entirely. Ironclad Heroes were a little slower but had the most
armor of any unit in the game (4), a ranged weapon that fired twice per
shooting action, and a melee weapon. Ironclad Heroes were very resistant
to damage, a factor that we learned throughout the battle.
To differentiate our near identical army loadouts, I had a
Champion Hero and my opponent had a Rapid Hero. A Champion Hero was a
melee specialist of sorts; armed with a pistol and a powerful melee
weapon. A Rapid Hero was the fastest Hero in the game; and I expected it
to be contesting my Objectives fairly regularly.
Now, there was one additional thing my opponent and I had to
consider with each of our force's loadouts. Which units were going to field
Trace pistols or Trace guns? Normally in Mystic Space, when a unit shoots
another unit, the shooter rolls 1d10 and adds their weapon's accuracy, then
adds or subtracts additional factors and compares the result to the value of
10. A result of 10 or higher is a hit, and misses do nothing. Trace firearms
function differently. They are essentially railguns and the shooter draws a
straight line from the shooting unit to their target. All units that intersect
that line are hit, even if friendly. No 1d10 to hit roll is required. A large
piece of terrain (like a cliff face) will interrupt the line however.
The Light Infantry Sections and the Champion could field a
Trace gun and Trace pistol, respectively. Although, those units that were hit
by a Trace weapon will have the chance for an armor save; the way the trace
weapons could target multiple figures in a squad made us both pause and
consider the arrangement of the figures in our squads when they were deployed
on the battlefield and when they had to squeeze into smaller corridors on the
map. After all, we didn't want to give the opposing player any advantage of
automatically scoring a hit on multiple figures in a single shooting action!
With these thoughts in mind, it was time for deployment of
the troops. The battlemap had five major pieces of terrain on it. One piece was
close to each corner and a group of ruins was present in the middle. Four
Objectives were placed on the table. One Objective each, were placed near me
and my opponent's deployment corners. The other two Objectives were in the
middle of the map. These were the toxic barrels in the ruins you can see in the
first picture (below), and a group of crates tucked away in the crook of the
green-topped plateau. These middle Objectives would be the most contested areas
during the conflict.
Deployment was interesting. We used the following rules that
may not reflect the final Mystic Space product. Each player placed a number of
deployment markers on the battlefield equal to the number of forces they had.
We numbered the deployment markers 1-5 (we each had 5 units to deploy) and took
turns rolling 1d6. Depending on the number that came up on the 1d6, we would
remove the deployment token with that number and place a unit of our choosing
on that location on the board. If someone rolled a 6, we rerolled of course,
given that we only had 5 units each.
Another note about deployment. The robot miniatures that you
will see in the pictures we used as proxies to represent our Ironclad Heroes.
There are giant robots in Mystic Space. They are tentatively called Walkers. At
the time of the playtest, however, rules for Walkers had not been fully
developed.
The first turn proceeded as expected given the layout of
terrain and Objectives in the battlespace. I was lucky enough to will the
initiative roll, so I went first and immediately had my Assault Infantry
Section secure the Objective that was in my corner on top of a plateau.
Claiming that Objective would result in production of one Victory Point per
turn at the end of the turn. The rules do not require devoting a unit of
Infantry to guard the Objective in order to generate Victory Points. This is
great because it encourages players to advance all of their forces into the
fray. My opponent executed the same plan with his units, claiming the Objective
(a satellite dish) that was in the middle of a crater, in his corner of the
field.
In addition, during the first turn, I also rushed my Light
Infantry Section into the ruins in the middle of the map to claim the Objective
there. The Objective in the ruins was a pile of leaking toxic barrels. Perhaps
that was an ill omen for what would happen to my Light Infantry in the ruins!
Anyway, at the end of turn one and I was sitting pretty on two Victory Points.
Turn two arose and the shooting began in earnest. My
opponent jockeyed for position, arranging his Leader and Ironclad Heroes as
well as his Light Infantry within the visual arc of my Infantry squad that had
holed up in the ruins, guarding the toxic barrels Objective. I suffered a
withering hail of fire. The result was that five of my Infantry, out of eight
soldiers, had been penetrated by lasers or burnt to a crisp by plasma fire.
Things were not looking good. However, my much-diminished
Infantry squad rallied, successfully removed the panic markers caused by the
decimating firefight, and were able to return fire. Shocked that my Light
Infantry force was so close to destruction so soon, I moved my Champion Hero
into the ruins to support them.
Another flash point was erupting. Due south of the ruins and in a narrow corridor bordered by crumbling stone and two grassy plateaus, my Assault Infantry had spied and were in range of my opponent's colorful Armored Infantry. Accompanied by an Ironclad and Leader Heroes, my Assault troopers fired enfilade into the mass of enemy troops, inflicting three casualties (denoted by the smoke tokens in the below picture). The opposing Hero, the Rapid, stood and delivered; making all of his armor saves against the firearms of my Ironclad Hero and shooting back with impunity.
Meanwhile, in the ruins, the remainder of my Light Infantry screamed and fell under the combine arms of my opponent's Light Infantry Section and Ironclad Hero. Brimming with confidence, the opposing Leader (figure with a red pistol and blue sword) engaged my Champion (pants painted in green) in close combat. He also proceeded to engage his remaining Light Infantry Section with my Champion as well, hoping to gain advantage and dominate my Champion by obtaining bonuses to hit by surrounding him.
Satisfied that his forces would wipe out my Champion, my
opponent moved his Ironclad from the ruins combat to the southern narrow
corridor flash point. Things looked far from great for me.
However, that is when we came face to face with how dominant a Champion's melee skills were. My Champion weathered a storm of blows from Hero and Infantry alike, and then returned blow for blow with force and honor. When the butcher's bill came due, my opponent's Leader lay dead on the ruined ground and two men of the plucky but foolish opposing Infantry squad were smashed to a pulp.
The conflict in the southern corridor was claiming lives and
becoming tense. As soon as my counterpart's Ironclad came to support his
diminishing number of Armored Infantry, the armor save luck of his Rapid Hero
ran out. My Ironclad finally finished off the Rapid in a barrage of Injector
rifle fire.
The close quarters firefight quickly turned into a muddy,
bloody melee where no side was spared. My Assault Infantry engaged his Armored
Infantry and slowly, painfully, the slightly superior armaments of the Assault
squad ground the superior numbers of the Armored Infantry to dust. Two lone
Assault squaddies stood triumphant atop of a mound of bodies, heaving with
labored breaths and brandishing their Honor Blades in victory.
In the central ruins, my Champion valiantly parried strikes
and withstood blows that would crumple a lesser human, but quantity has a
quality all of its own, and my Champion disappeared under the tide of the
opposing Infantry's pummeling rifle-butts and thrashing fists.
All told, we tallied up the casualties and Objectives that
accrued Victory Points and came to a conclusion. My opponent stood tall with
pride, having claimed victory from the jaws of defeat by a single point!
Mystic Space is shaping up to be a great game with lots of
action, drama and tactical decisions on display. More current editions include
rules for the giant robots called Walkers, special bonuses for Factions, and
lore about the conflict and the major players within it. Even more is to come
including a Spell list and rules for Faction Artifacts. I'm very excited about
the developments and I can't wait to play it again.
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