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mburnamfink 's review for:
Gaslands: Post-Apocalyptic Vehicular Combat
by Mike Hutchinson, David Auden Nash
Gaslands is a tactical wargame that combines three great ingredients: a post-apocalyptic aesthetic of vehicular war that we all know and love from Mad Max, a template-based movement system reminiscent of Star Wars: X-Wing, and mod-your-own post-apocalyptic minis using Hot Wheels or Matchbox cars.
The system is pretty simple. You need to go fast to win, but going fast restricts your ability to turn and stacks hazard tokens, which can cause a wreck. Skids and spins add an element of chaos to maneuvering. Cars are armed with weapons ranging from 'a busload of half-life war boys with pistols' to heavy ordnance like rockets and machine guns, and fun stuff like oil slicks, tesla coils, and exploding rams. There are rules for a variety of scenarios, from death races to zombie mashes, and some notes on running extended campaigns. Rules explanations are technical and clear, and abundant color artwork adds a lot of flavor to the book.
I haven't played the game yet, but the rules seem serviceable. The use of gear-shift phases, which mean fast vehicles act more often, is inspired. I'm a little concerned that there's so much dice-rolling: roll when you move, roll when you shoot, roll defense. I think the system could have been streamlined a little, though I can also arguments in favor of dynamic defense, and roll on move is necessary to add uncertainty in combat which X-Wing gets through hidden maneuver dials.
Caveats aside, the best argument in favor of this game is the DIY-post-apoc-punk aesthetic. The rules are $11 on Amazon. Hot Wheels cars are a dollar per. If you're fancy, you can spend another $20 getting laser-cut move templates and custom dice, or you can make your own with a cereal box and pair of scissors.
Racers, start your engines, chrome your mouths, and prepare to Die Heroic on the Fury Road!
The system is pretty simple. You need to go fast to win, but going fast restricts your ability to turn and stacks hazard tokens, which can cause a wreck. Skids and spins add an element of chaos to maneuvering. Cars are armed with weapons ranging from 'a busload of half-life war boys with pistols' to heavy ordnance like rockets and machine guns, and fun stuff like oil slicks, tesla coils, and exploding rams. There are rules for a variety of scenarios, from death races to zombie mashes, and some notes on running extended campaigns. Rules explanations are technical and clear, and abundant color artwork adds a lot of flavor to the book.
I haven't played the game yet, but the rules seem serviceable. The use of gear-shift phases, which mean fast vehicles act more often, is inspired. I'm a little concerned that there's so much dice-rolling: roll when you move, roll when you shoot, roll defense. I think the system could have been streamlined a little, though I can also arguments in favor of dynamic defense, and roll on move is necessary to add uncertainty in combat which X-Wing gets through hidden maneuver dials.
Caveats aside, the best argument in favor of this game is the DIY-post-apoc-punk aesthetic. The rules are $11 on Amazon. Hot Wheels cars are a dollar per. If you're fancy, you can spend another $20 getting laser-cut move templates and custom dice, or you can make your own with a cereal box and pair of scissors.
Racers, start your engines, chrome your mouths, and prepare to Die Heroic on the Fury Road!