Laserburn: Aftermath

Byakhee Rich & I played a game of Laserburn today (Weapons Factory), here’s some thoughts:

  • How do we play this game again ? (After 6 months)
  • Even after 30 years of playing them of and on, its still difficult to follow the rules. They’re all in the rule book but just not in a logical or sensible order – they need editing.
  • Setting up gang rosters – we forgot to amend Initiative stats for the weapons and armour
  • Initiative, surprising how big an effect the modifiers had
  • Game was dominated by the three guys who had a chance to hit anything (it would have been four, but he got shot in the face in the second round)
  • Anybody of regular skill level with an inaccurate weapon can’t hit a barn door at 5 paces (cruel)
  • This affects tactics – I certainly wasted three guys who were flanking for most of the game and had little input
  • Cover isn’t much use
  • You’re harder to hit moving at walking pace
  • Move, shoot, move (into cover) is a good option
  • Out of sight is the best option (How not to be seen)
  • Being in the open is a death sentence, being out of sight is best because then you can’t be shot !
  • Take a chance (on me) and do the reaction roll (Rich got lucky on that many times…but when it really counted !)
  • Duckback ! Where the hell is that in the rules ? Turns out it is on p10, but we couldn’t find it when playing Grrr
  • Left leg – the most common location for being hit
  • Laserrs vs Armour = no damage
  • Morale & Unit coherence, applied by the players not the rules, maybe they need to be beefed up
  • Along with the deployment rules these are all missing because it is more like an adjunct to a RPG as opposed to a wargames system.

Next up, some photos of the game. 🙂

(Now editted for the typos, and a new link added)