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		<title>Thoughts: Blood Bowl 2</title>
		<link>https://scientificgamer.com/thoughts-blood-bowl-2/</link>
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		<pubDate>Wed, 27 May 2020 11:00:12 +0000</pubDate>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[blood bowl]]></category>
		<category><![CDATA[blood bowl 2]]></category>
		<category><![CDATA[cyanide]]></category>
		<category><![CDATA[games workshop]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://scientificgamer.com/?p=6170</guid>
		<description><![CDATA[<p>In this age of Steam shovelware and low-effort mobile ports it’s difficult to remember a time when we weren’t awash in terrible adaptations of various Games Workshop properties. These days you can’t throw a rock without hitting a digital version of one of their Specialist Games from the ‘90s &#8211; Space Hulk, Mordheim, Adeptus Titanicus, [&#8230;]</p><p>The post <a href="https://scientificgamer.com/thoughts-blood-bowl-2/">Thoughts: Blood Bowl 2</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_playing.jpg"><img class="alignnone size-medium wp-image-6171" title="It looks... okay, at least. Clearly not AAA-tier, or even AA-tier, but it does the job and there's actually a fair amount of subtle humour to the animations and player sounds." alt="bb2_playing" src="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_playing-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">In this age of Steam shovelware and low-effort mobile ports it’s difficult to remember a time when we weren’t awash in terrible adaptations of various Games Workshop properties. These days you can’t throw a rock without hitting a digital version of one of their Specialist Games from the ‘90s &#8211; <a href="https://scientificgamer.com/thoughts-space-hulk/"><i>Space Hulk</i></a>, <i>Mordheim</i>, <i>Adeptus Titanicus</i>, <i>Man O’ War</i>, <a href="https://scientificgamer.com/thoughts-battlefleet-gothic-armada/"><i>Battlefleet Gothic</i></a> and so on &#8212; and with the notable exception of <i>Battlefleet Gothic</i> all of them have ranged in quality from “sub-par” to “indescribably awful”. Years before the floodgates opened, however, there was Cyanide’s 2009 adaptation of the classic American-Football-but-with-Orcs punch ‘em up <i>Blood Bowl</i>, which was a game that got a headstart on everyone else through a surprising application of copyright infringement<sup class='footnote'><a href='#fn-6170-1' id='fnref-6170-1' onclick='return fdfootnote_show(6170)'>1</a></sup>. Unlike the many games that followed it <i>Blood Bowl</i> didn’t piss about trying to figure out how to convert the board game into something more appropriate for a videogame, and instead just ported the board game rules across on a 1:1 basis. This proved to be an unusually successful approach, for two very good reasons that I’m surprised the later GW adaptations (including some of Cyanide’s own) didn’t pick up on. One is that while it was far from perfect Cyanide had managed to balance automating away most of the cruft that slows down a physical game of <i>Blood Bowl</i> while still preserving the board game feeling with stuff like highly visible digital dice rolls. The other is that people liked the old Specialist Games for a reason, and <i>Blood Bowl </i>is the best of the lot. You don’t <i>need</i> to go tinkering with the gameplay to make it work. It already does.</p>
<p style="text-align: justify;">As long as you have somebody else to play it with, anyway.</p>
<p style="text-align: justify;"><span id="more-6170"></span></p>
<p style="text-align: justify;">I have a lot of time for the Cyanide <i>Blood Bowl</i> despite there being an awful lot wrong with it &#8211; the baffling real-time mode, the limited league options and the ridiculous network errors being just the stuff I can remember off the top of my head eleven years later. Its biggest problem, though, was that its AI was basically non-functional and couldn’t even put up slight resistance to a moderately skilled human player. <i>Blood Bowl</i> is always going to be at its best when played against another human being, of course, and for a time the Cyanide <i>Blood Bowl</i> had a few bustling online leagues going based out of places like the RPS forum community, and so this wasn’t quite the kneecapper it probably should have been. There’s a reason I keep referring to it as “the Cyanide <i>Blood Bowl</i>”, though, and that’s because when it comes to the business of playing other people using a 1:1 adaption of the <i>Blood Bowl</i> rules it’s actually got some competition in the form of the far older <a href="https://fumbbl.com/p/news">FUMBLL</a> client. FUMBLL is much more basic than Cyanide’s effort in terms of UI and graphics (although the pixel art used for the players is not unattractive) but it has been around for nearly twenty years and is fully feature complete, including every single team available in the board game. And most importantly, FUMBLL is free. So when judged on a metric of “playing <i>Blood Bowl</i> against your friends on a computer machine”, the Cyanide <i>Blood Bowl</i> needs to offer something over and above just adapting the ruleset to justify why I’d pay some money for that instead of going with the free equivalent. Their first <i>Blood Bowl</i> game didn’t really manage it, but <i>this</i> is a review of <i>Blood Bowl 2</i>, released in 2016 but which I picked up for cheap a few weeks back to play in a league with some friends. Have Cyanide learned from the first game’s shortcomings?</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_touchdown.jpg"><img class="alignnone" title="These dynamic closeups can get obnoxious if they're happening on every single block, but you can reduce the frequency to something more sensible and the game loses something when you turn them off completely." alt="bb2_touchdown" src="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_touchdown-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">First, a not-so-quick rundown of <i>Blood Bowl</i> itself. The description “American football but with Orcs” is a quite literal one: you have a 13 by 24 square pitch divided into two halves, with two teams of eleven players facing off across the line of scrimmage along the centre of the pitch. Each drive starts with the defending team kicking the ball into the attacking team’s half, who then have to pick it up and get it over the touchline at their opponent’s end of the pitch in order to score a touchdown. There are a number of strategies available for them to do this, often dictated by the type of team they are &#8212; they can try a slow, block-heavy advance, tying up opposition team members to create space for their ball carrier to move forward, they can try fast, dodge-heavy plays where the ball is passed from player to player to player all the way to the end of the pitch, or they can risk positioning a single player at the touchline and then attempt to throw the ball to them. If they succeed the roles switch and it’s their turn to try and prevent the opposing team doing the same to them. The game is separated into two halves of eight turns each; once all sixteen turns have been played the game is over and the team with the most touchdowns wins.</p>
<p style="text-align: justify;">And if that were all <i>Blood Bowl</i> was it’d be an unremarkable (if fairly competent) game. Fortunately this is where the “with Orcs” part comes in, as the range of <i>Blood Bowl</i> teams includes pretty much every single race in the <i>Warhammer Fantasy</i> universe, from Orcs to Elves to Undead to Chaos to Halflings to Lizardmen. Each team can field four or five different types of player; the baseline are the extremely average Humans, who get Throwers (self-explanatory), Catchers (also self-explanatory), Blitzers, who can use the single Blitz action each team gets per turn to charge at a player and knock them flat on their ass, and bog-standard Linemen who excel at nothing in particular and are mostly there to prevent the opposing team from getting through to your ball carrier. Even the Humans get to field a single Ogre player, though, who is decidedly <i>not</i> average; the Ogre is very strong (making him more likely to succeed on a block) and has the Mighty Blow skill, which makes a successful block from him more likely to break an opponent’s armour and cause an injury that removes them from the rest of the match &#8212; and because this is <i>Blood Bowl</i> this injury can be anything from a harmless Badly Hurt with no lasting effects to outright player death.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_team.jpg"><img class="alignnone size-medium wp-image-6173" title="Half of the appeal of Blood Bowl is coming up with a team gimmick. This is one of my less inspired moments." alt="bb2_team" src="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_team-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">When it comes to the actual fantasy races in the game it turns out each of them has their own gimmick granted by their racial or factional attributes. Elves are kings of the passing game, able to easily score one- or two-turn touchdowns with an improbable combination of dodges, handoffs and throws, but their incredible speed and agility is compensated for by their armour being made of paper and they lose at least 2-3 players per game to injury. Lizardmen combine meaty Sauruses (who are great at blocking but can’t pick up the ball) with tiny, nimble Skinks who can take advantage of their small size to ignore enemy tackle zones but who are also very fragile and more likely to die if they get caught. Chaos teams are strong and have access to mutation abilities such as Claw which acts as a can-opener for otherwise heavily-armoured players, so their optimal strategy is to ignore the ball to start with and instead focus on causing as much carnage as possible so that the opposing team doesn’t have enough players left to stop them from scoring. There’s even ridiculous teams like the Goblins, who compensate for their small size with an array of secret weapons such as bombs, chainsaws and pogo sticks (for jumping over enemy defensive lines), and the Halflings, who drop like flies but who can field two Treemen that can throw a Halfling carrying the ball towards the enemy endzone. Broadly speaking each team sits somewhere on the spectrum between “bashy” and “dodgy”, but there is a <i>lot</i> of differentiation<sup class='footnote'><a href='#fn-6170-2' id='fnref-6170-2' onclick='return fdfootnote_show(6170)'>2</a></sup> and no two teams are exactly the same. With 24 teams included in the <i>Legendary Edition</i> of <i>Blood Bowl 2</i> this creates an almost endless set of potential matchups, and your strategy is going to change from game to game depending on who you’re playing and who you’re facing. For example, if you’re playing the Orcs you can usually boss the line of scrimmage with your Strength 4 Black Orc Blockers, but you might come up against a Khemri player who can field an equal number of Strength 5 Tomb Guardians, and in that scenario it might be a better idea to back off and not engage in a punching war until you’ve removed some of his more fragile skeleton players from the pitch (those bones break so easily) and can bring superior numbers to bear.</p>
<p style="text-align: justify;">Once you’ve decided on a game plan you’ll need to get to grips with <i>Blood Bowl</i>’s fascinating spin on turn sequencing and risk management to actually implement it. When you take a turn in <i>Blood Bowl</i> you get to move all of the players on your team in the order that you decide. A player can throw a block (i.e. punch) instead of moving, and each turn gives you a single Blitz move where one player can move and block at the same time, but the rest of <i>Blood Bowl</i>’s actions are baked into the act of moving. Moving over a square with the ball in it will make that player automatically attempt to pick up the ball on their way through that square. Moving next to another player and clicking on them will hand off the ball, but they’ll have to make a successful Catch roll to do so. Opposing players generate a Tackle Zone in the eight squares immediately surrounding them, and moving through a Tackle Zone requires a successful Dodge roll &#8211; overlapping Tackle Zones from multiple opposing players increase the negative modifier on this roll, so it’s a good idea to avoid heavy concentrations of enemy players unless you’ve knocked them sprawling first with a block. Passing the ball requires a successful Pass roll from the player throwing it, a successful Catch roll from the player receiving it, and for any opposition players who might be standing in the path of the ball to fail their Intercept rolls.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_blockdice.jpg"><img class="alignnone size-medium wp-image-6174" title="Block dice: frustrating at times, but less likely to betray you than the D6 because there's so many ways you can influence the roll in your favour." alt="bb2_blockdice" src="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_blockdice-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">All of the above action rolls are made by rolling a standard six-sided dice and attempting to beat a certain score dictated by the player’s Agility stat plus any positive or negative modifiers granted by player abilities or on-pitch effects such as Tackle Zones &#8212; this is one of the places where having a digital version of <i>Blood Bowl</i> helps a lot, as it crunches all of the modifiers for you and presents you with a simple number to beat allowing you to easily understand which actions are risky even if you don’t fully grasp the mechanics behind it. When you throw a block, though, you instead roll one or more special Block Dice. These are also six-sided but have special values on them &#8212; Opponent Down, Opponent Stumbles, Both Down, Attacker Down and Push &#8212; that indicate the result of the block. If both players have equal Strength values a single Block Dice is rolled and you have to live with the result. If one player is stronger than the other then two dice are rolled and the stronger player gets to pick the better of the two. This makes players with a high Strength value difficult to block against because the opposing player will get to pick which Block Dice to use (and they’ll always pick the one that’s worst for you) &#8212; that is, unless you stack up multiple players next to them who each grant your blocking player a +1 Strength bonus. Ganging up in this way can be very effective; I was playing some Lizardmen as Undead and attempting to kill their Skinks (Strength 2) with my Wight (a Blitzer, Strength 3) as this is the key to beating Lizardmen, but the tables quickly turned when two Skinks scampered up to him and a third Blitzed him. The two supporting Skinks gave the Blitzing Skink a +2 Strength bonus and 4 Strength in total, which let them roll two dice and pick the Opponent Down result, and the Wight promptly failed his armour roll, failed his injury roll and got a Dead result on the casualty roll. This goes to show that Strength is an important characteristic when blocking, but positioning is even more important as a poorly-positioned player can still be overwhelmed no matter how strong they are.</p>
<p style="text-align: justify;">The big thing to take away from the last two paragraphs is that a typical turn of <i>Blood Bowl</i> involves rolling a hell of a lot of dice. Every single action that’s not moving from unmarked space A to unmarked space B through unmarked spaces C, D and E will require succeeding at at least one dice roll. And the big catch with all of these dice rolls is that while you will, ideally, get to move all of your players during your turn, the moment you fail <i>any</i> dice roll (either by failing to roll higher than the target value on a D6, or throwing a block that results in the blocking player being knocked over) your turn <i>immediately</i> ends. Your Orc tripped up on the second move of the turn and you still have nine players standing around twiddling their thumbs? Sucks to be them, they’re now not going to be able to move until your opponent either finishes his next turn or screws it up like you just did. A premature turnover can be absolutely catastrophic for your team, with players caught out of position and opposing players left unmarked and unblocked to do what they will. Above all else, succeeding at <i>Blood Bowl</i> requires you to minimise the chances of this happening, which means coming up with a sequence of moves that executes the play you want in an order starting from the most likely to succeed to the least, and mitigating the riskiest moves by prepositioning players in covering positions in case it all goes wrong. You also ideally want to be positioning your team so that your opponent is forced to make as many dice rolls as possible in order to execute the things that <i>they</i> want to do, as the more dice rolls they have to make the more chance there is of a failure and an early turnover in your favour. And because turns in <i>Blood Bowl</i> are on a timer, you have to figure all of this out in around 3 minutes<sup class='footnote'><a href='#fn-6170-3' id='fnref-6170-3' onclick='return fdfootnote_show(6170)'>3</a></sup>.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_dead.jpg"><img class="alignnone size-medium wp-image-6175" title="To get this result you need to roll higher than the player's armour value on two D6 (at least 8+), roll 10+ on 2D6 for the injury roll, and then roll a 6 on one D6 for the casualty roll. This makes player death rare, but you'll still see at least one every few games simply because this series of rolls happens on every single block." alt="bb2_dead" src="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_dead-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Now, if you’re anything like me the idea of your turn ending simply because of the capricious whims of the RNG probably sounds quite horrifying. However, where the potential for bad dice rolls give most actions in the game an element of risk, <i>Blood Bowl</i> gives you several additional tools for managing that risk which mostly take the form of being able to reroll failed dice rolls in specific scenarios. Players can have specialised skills above and beyond their statlines that either modify dice roll outcomes or allow rerolls of certain types of dice roll. For example, a player with an average Agility stat of 3 will be able to pick up a ball lying in an unmarked square on a roll of 3 or more on a D6. That might sound fairly reasonable, but it’s still a one in three chance of your turn ending if he rolls a 1 or a 2. If he had the Sure Hands skill, however, he’d be able to automatically reroll a single failed pickup roll per turn, meaning he’d have to roll a 1 or 2 on two dice at the same time to fail the roll outright and which reduces the chance of failure to one in nine. This makes him a great player for retrieving the ball, but Sure Hands does nothing to help him with making Dodge rolls or Pass rolls or Catch rolls &#8211; there are separate skills (handily called Dodge, Pass and Catch) that allow separate rerolls for each of those moves, and so by stacking a couple of these skills onto a player you can make them into specialists that are much more likely to succeed at their specific job on the team. Positional players (Catchers, Throwers and the like) start with skills that help them do the thing they’re named after, while standard Linemen don’t start with any skills, but can learn them as they gain experience. And if you <i>do</i> find yourself having to do something risky with a Lineman before they’ve levelled up you can at least fall back on the Team Reroll; you only get a few of these to use each half and you can only use one per turn, but they allow you to reroll any failed dice that hasn’t already been rerolled by a skill such as Dodge, which at least gives you a single moderate chance of success when using an unspecialised player to do something outside of their comfort zone.</p>
<p style="text-align: justify;">The reroll skills and the Team Reroll are extremely powerful and probably the easiest to explain in terms of how they can dramatically improve your odds, but there are plenty of other, more baroque skills that more directly interact with <i>Blood Bowl</i>’s ruleset. Block, Dodge and Wrestle all change what happens when you throw a block. Grab, Sidestep, Fend and Stand Firm change where a player ends up <i>after</i> a block, and given how crucial player positioning is to getting Strength assists for subsequent blocks these skills can be <i>very</i> powerful. If you’re particularly bloodthirsty you can take Claw and Mighty Blow which make a player incredibly efficient at breaking armour and causing injury rolls. Dirty Player and Sneaky Git make a player both better at fouling and less likely to be sent off as a result of it. You can build a lot of different types of player in <i>Blood Bowl</i>, and so success isn’t just a matter of doing the right things in the right order, it’s doing the right things in the right order with the right player for the job. It’s true that the dice will eventually get you no matter how carefully you play &#8211; usually via a 1/36 double skull result coming up on a “safe” block when you’ve already burned your Team Reroll on another supposedly sure thing elsewhere &#8212; but the same is true of your opponent. You don’t have to beat the dice, you just have to make sure that you’re getting screwed by them less than they are.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_mummyball.jpg"><img class="alignnone size-medium wp-image-6176" title="This mummy shouldn't have the ball - he has an AGI of 1 and a movement of 3. Any roll can succeed on a 6, though, which is why just prior to this he managed to snatch an attempted elf pass out of the air on an Intercept roll. He scored two turns after this, as well." alt="bb2_mummyball" src="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_mummyball-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">A typical turn of <i>Blood Bowl</i> therefore starts with around a minute of thinking and gaming out various scenarios. If you’re in a particularly desperate situation or the half is about to end you might throw caution to the wind and go for the direct approach to score or attack the ball carrier, but if your opponent is playing well this will usually involve a bunch of 3+ Dodge rolls and an “uphill” block where they get to pick the block dice result. More usually it goes something like: “I can block the player on the end of their line with a two dice block that’s very likely to succeed because my guy has Block. If he goes down he’ll no longer be marking one of my supporting players, giving me a +1 Strength bonus and a two dice block on the next guy along. Once he’s down he’ll no longer project a Tackle Zone, allowing me to run two players through the gap in their lines and get a two-dice Blitz on their ball carrier. Ideally I need one of my Sure Hands guys nearby to pick up the ball once he’s dropped it, but I should leave that move for last because it might involve making an opposed Pickup roll depending on how the ball falls. If it does work then I need to put some space between my new ball-carrier and any angry defenders, which means at least Dodging away. How much space do I need? Is it worth taking the risk of a Go For It roll to extend the distance and put myself in a more secure position?”</p>
<p style="text-align: justify;">And there’s so many factors that can change this calculus outside of basic game mechanics, too; it’s always a good idea to attack their ball carrier if you can, but once you’ve got the ball should you attempt to score yourself, or instead stall out the game if you’re already in the lead? If they have a good defensive formation protecting their ball carrier (referred to as a cage) should you try a risky direct assault, or would it be better to instead screen the cage off and make it impossible to move forward? On the other hand if they’re in a position where they’re almost certain to score then you don’t want them running down the clock and denying you a chance to equalise, so now might be a good time to take the risk of gangfouling a few of their players to make very clear that they’re not going to have much of a team left if they dawdle too much. All of this depends on the current scoreline, the team you’re playing, the team they’re playing, how many players on each team have currently been knocked off the pitch due to KOs or injuries&#8230;  there’s a <i>lot</i> to think about here, and it makes <i>Blood Bowl</i> a game with a surprisingly high skill ceiling for something that involves rolling so many dice.</p>
<p style="text-align: justify;">And that’s <i>Blood Bowl </i>the board game. If it wasn’t clear, I really, really like it. I especially like the idea of adapting it into a videogame because there’s a lot of rules and skills to keep track of and there’s no visual aids to help you project what will happen on a given move, and so with the best will in the world a single game of real-world <i>Blood Bowl</i> can take several hours. There’s a real opportunity here for a digital version of <i>Blood Bowl</i> to reduce the mental overhead via UI overlays and precalculated odds, speed up the game by removing a lot of the faff around dice rolling and moving pieces around, and provide a semi-decent AI opponent for human players to learn the ruleset before jumping into games against experienced human opposition. And when it comes to Cyanide’s <i>Blood Bowl 2</i>…</p>
<p style="text-align: justify;">Well, I suppose one out of three isn’t bad.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_chessproblem.jpg"><img class="alignnone size-medium wp-image-6177" title="Sometimes Blood Bowl can resemble a particularly complex chess problem - how do you extract the ball from this mass of opponent players?" alt="bb2_chessproblem" src="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_chessproblem-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">When I said up top that I had a lot of time for Cyanide’s <i>Blood Bowl</i> adaptation, that wasn’t the same thing as saying that I thought it was <i>good</i>. Rather, it’s that I’ve seen enough botched and bungled attempts to adapt board games into a videogame format to appreciate some of the things it did right that might otherwise be considered low-hanging fruit. <i>Blood Bowl 2</i>, to its credit, takes much the same approach, and <i>almost</i> pulls off balancing the automation of tedious gameplay tasks while retaining the feel of the boardgame. Moves can be plotted out ahead of time before they are excecuted, and projected odds for every required roll will be shown to you before you make them &#8212; a curious choice <i>Blood Bowl</i> <i></i><i>2</i> makes that its predecessor didn’t is to have these odds presented as percentage chances instead of the more intuitive (to me, anyway) “2+” or “3+” notation, but it’s the work of a few moments to switch back to that behaviour in the options menu. When a move is executed, all D6 rolls happen offscreen, as it were, with no pauses in play for you to see the outcome (although you will <i>hear</i> the sound of dice rolling on every Dodge or GFI roll, which is a nicely subtle touch that reinforces the sense that you’re pushing your luck) unless you fail a roll, at which point it will be very obvious because your player will fall over. I think this was the correct approach to take since you’re already very aware of the odds of success/failure prior to making the move and if you succeed on a roll you don’t particularly care by how much. When you roll Block Dice, on the other hand, you’ll be treated to a set of spinning 3D dice above the blocking player that are actually “rolled” in-game when you confirm the block, and they’ll remain in place for up to 15 seconds while you pick the result. They couldn’t really do it any other way since blocking requires interaction on the part of the player, of course, but I feel that including an actual simulated dice-rolling mechanic is part of the reason why <i>Blood Bowl</i> feels much closer to its boardgame roots than the soulless backgrounded shooting rolls of the <i>Space Hulk</i> adaptations; it retains that moment of tension after you’ve thrown the dice but before you know what the outcome is going to be that defines taking a risk, which is very important for a game about risk management.</p>
<p style="text-align: justify;"><i>Blood Bowl 2</i>’s UI is otherwise fine, with a few rough edges. It’s a bit too easy to accidentally double-click and move players places you don’t necessarily want them to go, and the icon design for player skills is an absolute car crash since they’re all shrunk down to a scale that makes them look identical &#8212; fortunately it only takes a couple of clicks to bring up the player card and mouseover the skill to get a tooltip explaining it if you’re unsure what it does. Much of the onus <i>does</i> still remain on the player to remember who has which skills and how they interact as the odds calculations for a Dodge will not take into account the presence of the Dodge skill on a player and will always show the base odds rather than the odds with reroll; it’s also not going to flag up ahead of time which players have Stand Firm or Fend and will thus behave differently than normal on a block. I definitely think <i>Blood Bowl 2</i> could go further than it does in terms of removing some of the mental burden of keeping the ruleset in your head, but by and large it does an okay job of reducing the things you need to remember down to a manageable level.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_player.jpg"><img class="alignnone size-medium wp-image-6178" title="So much wasted space. Somebody call the UI police." alt="bb2_player" src="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_player-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;"><i>Blood Bowl 2</i>’s AI is another matter entirely. I always preface my AI criticism by saying that I am not an AI developer and have little idea of how difficult coding a good AI is. I imagine it’s very difficult at the best of times, and that goes double for <i>Blood Bowl</i>, where the positional game is a complex problem that can baffle competent human players for the full three-minute turn timer. It’s no surprise to me that the <i>Blood Bowl 2</i> AI is terrible at this. What <i>is</i> surprising, though, is how bad it is at the turn sequencing/risk management side of the game. It’s a computer, and so it <i>should</i> be much better than a human at calculating the likely odds of success for any given move and constructing a series of moves that minimises the risk of failure. Certainly it should not, for example, be dodging away with an Ogre and then do two GFIs to Blitz the ball carrier as the first move of the turn &#8211; this requires a 2+, 4+, 2+, 2+ series of D6 rolls before it even gets to the Blitz action, and while that might not sound too bad there’s only a 30% chance of all of those rolls being made successfully. It loves to make pointless, entirely avoidable Dodge moves, and it also loves to throw two dice uphill blocks where the human player gets to pick the Block Dice. It <i>does</i> understand cages and is moderately okay at both building a cage around its own ball carrier while screening off the advance of yours &#8212; but this is only one playstyle, and it only understands a very generalised implementation of that playstyle. It can’t play passing teams because it never passes; it can’t do Halflings or Goblins because it’ll try to punch it out with much beefier opposition and get walloped for its trouble, not to mention having no idea how to not blow itself up with secret weapons or use the Throw Player Treeman skill; and it’s wholly incapable of understanding the player skill system and doing things like blocking with Block players first instead of using the Loner journeymen. Even when it’s playing a team that actually <i>does</i> rely on a cage-based grinding style, like the Dwarfs or Khemri, it’s so bad at turn sequencing that it will eventually fuck up and fall over on the first move of the turn, allowing you to smash and grab the cage and score.  It’s also weirdly obsessed with attempting to crowdsurf opposing players (knocking them off the edge of the pitch for a free injury roll) and will dedicate three or four players to locking down any of your players that are within two squares of the sidelines, making it pathetically easy to bait.</p>
<p style="text-align: justify;">Playing against the AI in <i>Blood Bowl 2</i> is therefore not only pointless, it’s actively counterproductive because it’ll make you lazy and teach you a load of bad habits that will be mercilessly punished by even a semi-decent human player. It’s also a colossal slog because, for reasons only known to themselves, Cyanide haven’t implemented any way of speeding up the game when playing against AI teams. It doesn’t take up any “thinking” time, which is a mercy, but you still have to watch every single one of its eleven players make their moves in real time, and for some teams (such as Undead) the move animations are painfully slow, so AI turns still end up taking a couple of minutes and AI games usually last just over an hour.  For reference a match against a human player will last around ninety minutes, so there <i>is</i> a small time saving, but it’s nowhere near the streamlining I was hoping for &#8211; my point of comparison here is the excellent port of <a href="https://scientificgamer.com/thoughts-through-the-ages/"><i>Through The Ages</i></a>, which manages to compress a 6-hour boardgame into something 45 minutes long while remaining perfectly legible to the human player.  It’s possible if you try, and I don’t know why Cyanide haven’t.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_casualties.jpg"><img class="alignnone size-medium wp-image-6179" title="What a typical AI team looks like after tangling with a skilled human player. It really is dire." alt="bb2_casualties" src="https://scientificgamer.com/blog/wp-content/uploads/2020/05/bb2_casualties-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Since the AI matches are quite literally a waste of time, this means <i>Blood Bowl 2</i> is only good for playing other human opposition &#8212; and that takes us back to the original question I posed at the start of this review: why would you bother with <i>Blood Bowl 2</i> over FUMBBL? It’s definitely not because it has a more detailed set of league and tournament management options, because it barely has any. As far as I can see there are two main selling points here:</p>
<ul style="text-align: justify;">
<li>You want something a bit prettier than the FUMBBL client, which is fair enough. <i>Blood Bowl 2</i>’s implementation of player models and animations is a bit cut-price itself, but it does have a fair amount of character (so long as you turn those damn commentators off, anyway).</li>
<li>You don’t want to throw yourself into a bear pit of twenty-year <i>Blood Bowl</i> veterans. From what I’ve seen the human opposition in <i>Blood Bowl 2</i>’s online Open League is definitely a bit greener than the hardened killers of FUMBBL, although it’s still got its fair share of psychopaths.</li>
</ul>
<p style="text-align: justify;">Taken together I guess you could say that <i>Blood Bowl 2</i> is the more beginner-friendly product, and that’s actually a fairly significant consideration when it comes to <i>Blood Bowl</i>.  They’ve even taken a decent stab at implementing a matchmaking system so that you don’t have to worry about finding a league to join if you don’t want to, although it appears just as likely to give you 1700 TV killer Skaven as it is a 1000 TV starter team for your first match. Whatever else it does wrong, <i>Blood Bowl 2</i> is at least a faithful adaptation of the <i>Blood Bowl </i>rules that’s packaged in such a way that it makes the learning curve a little less onerous than it would be otherwise &#8212; and while it is true that most of the game’s quality is down to those underlying <i>Blood Bowl</i> rules rather than <i>Blood Bowl 2</i> itself, after playing so many sub-par Games Workshop adaptations it’s remarkable that it was allowed to shine through here at all.</p>
<div class='footnotes' id='footnotes-6170'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-6170-1'>Cyanide had released <i>Chaos League</i> a few years earlier, which was an extremely poorly-disguised ripoff of <i>Blood Bowl</i>. Games Workshop noticed, sued, and part of the eventual settlement was that Cyanide would be allowed to make an officially licensed <i>Blood Bowl</i> game. I still don’t understand how they managed to swing that. <span class='footnotereverse'><a href='#fnref-6170-1'>&#8617;</a></span></li>
<li id='fn-6170-2'>Despite some overlap that strikes me as the designers struggling to come up with good ideas for teams &#8211; the Necromantic, Undead and Khemri teams share a lot of player types and can feel like a mirror match at times. <span class='footnotereverse'><a href='#fnref-6170-2'>&#8617;</a></span></li>
<li id='fn-6170-3'>The time limit is variable depending on the league settings and can be set between 1 and 4 minutes, with a default of 3. <span class='footnotereverse'><a href='#fnref-6170-3'>&#8617;</a></span></li>
</ol>
</div>
<p>The post <a href="https://scientificgamer.com/thoughts-blood-bowl-2/">Thoughts: Blood Bowl 2</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></content:encoded>
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		<title>Thoughts: Battlefleet Gothic &#8211; Armada</title>
		<link>https://scientificgamer.com/thoughts-battlefleet-gothic-armada/</link>
		<comments>https://scientificgamer.com/thoughts-battlefleet-gothic-armada/#comments</comments>
		<pubDate>Mon, 27 Jun 2016 11:00:32 +0000</pubDate>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[battlefleet gothic]]></category>
		<category><![CDATA[games workshop]]></category>
		<category><![CDATA[thoughts]]></category>
		<category><![CDATA[tindalos interactive]]></category>
		<category><![CDATA[warhammer 40k]]></category>

		<guid isPermaLink="false">http://scientificgamer.com/?p=5008</guid>
		<description><![CDATA[<p>Battlefleet Gothic: Armada is an 18th century tall ships naval combat simulator that just so happens to be set in outer space. To be precise, it’s set in the increasingly-overdone Warhammer 40k universe and it’s based off of an actual board game in said universe that Games Workshop made back in the mid-90s. Unfortunately the [&#8230;]</p><p>The post <a href="https://scientificgamer.com/thoughts-battlefleet-gothic-armada/">Thoughts: Battlefleet Gothic &#8211; Armada</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_data.jpg"><img class="size-medium wp-image-5009 aligncenter" title="Most of my screenshots involved ramming. Can't think why." alt="bfg_data" src="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_data-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;"><i>Battlefleet Gothic: Armada</i> is an 18th century tall ships naval combat simulator that just so happens to be set in outer space.</p>
<p style="text-align: justify;"><span id="more-5008"></span></p>
<p style="text-align: justify;">To be precise, it’s set in the increasingly-overdone <i>Warhammer 40k</i> universe and it’s based off of an actual board game in said universe that Games Workshop made back in the mid-90s. Unfortunately the financial mileage in selling people a mere dozen ship models was deemed unsatisfactory in favour of doubling down on the potential profits to be found in selling people two hundred tiny plastic men at £20 for five, and so the <i>Battlefleet Gothic</i> boardgame was discontinued after a couple of years. However, two decades later we’re living in a magical era where all Games Workshop properties that do not directly compete with the tiny plastic men business are being dusted off and licensed out as video games as the parent company desperately scrabbles for more money. They already did <i>Blood Bowl</i> &#8211; twice &#8212; and while <i>Space Hulk</i> was a bit of a bust I’m still very much looking forward to <i>Deathwing</i>. <i>Battlefleet</i><i>Gothic </i>is very much in the vein of the first two, however; rather than licensing the universe for a traditional video game (like <i>Dawn of War</i> or <i>Vermintide</i>), <i>Battlefleet Gothic</i> is an attempt to directly adapt a set of board game rules to a video game environment.</p>
<p style="text-align: justify;">It’s a something of a credit to how well <i>BF:G </i>does this that I didn’t realise just how direct that adaptation was until I downloaded and read the original <i>BFG</i> rulebook. The core skirmish environment of <i>Battlefleet Gothic</i> the videogame matches up pretty well with those rules, albeit somewhat altered so that it can work as a real-time game. Said rules painstakingly replicate precisely the sort of ship-to-ship engagements that you might have witnessed during the golden age of sail, complete with broadsides, boarding actions and ramming. There’s also a tiny element of WW2-era fleet actions sprinkled in &#8212; you can get disposable escort ships whose torpedoes are the only weapons they have worth a damn, and some of the larger capital ships are configured as carriers &#8212; but probably 80% of <i>BFG</i>’s ruleset could be cut and pasted into a game about the Napoleonic Wars with no modification whatsoever. Fortunately the <i>Warhammer 40k</i> universe is intentionally quite barmily anachronistic so that it can steal gameplay ideas from all over the shop and jam them all into the same setting, and <i>BF:G</i> is no exception; it’s actually a little surprising at how well the concept slides into place if you’re at all familiar with the material.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_ram.jpg"><img class="aligncenter" title="A surprising number of missions end with you ramming the last enemy ship as it tries to warp out." alt="bfg_ram" src="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_ram-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">The single-player campaign of <i>Battlefleet Gothic</i> is set during one of the numerous Black Crusades that 40k’s big bad Chaos faction makes into the Imperium of Man. The Imperium’s thing is that they’re basically a gigantic religious cult based around the figurehead of their immortal God-Emperor, and so their ships look like gigantic floating cathedrals &#8211; plenty of gothic arches and spires hanging off the sides, and each ship is fronted off by a gigantic aquila prow for ramming into things. Imperial ships have a very limited quantity of turret armament; the bulk of their firepower is to be found in their macrocannon<sup class='footnote'><a href='#fn-5008-1' id='fnref-5008-1' onclick='return fdfootnote_show(5008)'>1</a></sup> broadsides, and so they’re the faction that plays most like a set of 18th century ships of the line. Macrocannon broadsides have significant penalties to accuracy at long range, so Imperial tactics are mostly to get in good and close and try to cross the T so that both sides of the ship can bring their macrocannon batteries to bear on the enemy.</p>
<p style="text-align: justify;">Sometimes this is precisely the wrong thing to do, though. The campaign has you playing exclusively as the Imperials, but aside from renegade Imperial ships your opposition is composed of three enemy factions who each have ships that play in distinctly different ships. Chaos ships have a lot of long-range weapons, and while their boarding capability is okay thanks to their access to daemons their ships aren’t all that robust, so they love to stand off beyond macrocannon range and plink away at your ships &#8211; and the chaos AI is pretty good at kiting you indefinitely unless you get creative. Orks are the polar opposite of Chaos; their ships have tons of HP (although not much armour), huge gun batteries that are ineffectual beyond point-blank range but deadly within it, and a high troop value that makes them resistant to boarding actions; they also get a whole bunch of special weapons like boarding torpedoes and tractor cannons that are designed to cripple or immobilise opponents so that they’ll stay still long enough to be rammed. The usual Imperial approach of closing with the enemy means certain death when facing an Ork fleet; instead it’s you that has to stand off and keep the Orks from closing <i>you</i> down.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_eldar.jpg"><img class="aligncenter" title="Eldar ships which have stopped, and which are getting absolutely shredded as a consequence." alt="bfg_eldar" src="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_eldar-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">The last enemy faction are the faux-elven Eldar, who are the most finicky of the <i>Battlefleet Gothic</i> races; their ships are incredibly fast and, unlike everyone else, have all of their weapons mounted on the prow of the ship pointing forward. Also unlike everyone else, these weapons are lances that fire huge incandescent gouts of laser energy, which in game terms translates to “Has a decent range and always hits”. The Eldar are specialised towards hit-and-run strikes, setting themselves up for attack runs and dealing obscene quantities of damage with a single alpha strike before zooming past the enemy so fast they can’t retaliate. Arguably they’re <i>over</i>-specialised in this area, however, as the tradeoff is that Eldar ships are made out of the outer space equivalent of canvas and balsa wood. They don’t have void shields like everyone else; instead they’ve got holofields which deflect a quantity of incoming fire proportional to the ship’s current speed. If they’re going fast they’re basically untouchable. If they ever <i>stop</i>, then the holofields go down and they get ripped to pieces in one or two salvos.</p>
<p style="text-align: justify;">Thankfully <i>BFG</i> does hand you a few tools to slow the Eldar down. Aside from their primary weapons ships can be upgraded and configured with a whole host of abilities such as deployable fighter and bomber squadrons; a nova cannon that functions as long-range artillery; jamming fields that reduce a ship’s sensor range to almost nothing, effectively blinding it; probes that’ll detect an enemy beyond a ship’s sensor range which go some way towards countering the jamming; and a whole array of bombs that you teleport into space and which explode after a set interval. These show up as big red circles on the map that denote the blast radius of the bomb, with a smaller expanding green circle inside that indicates how much time you have to vacate the area. Once the green circle matches the red one the bomb detonates and ruins the day of anyone still caught inside; what exactly the bomb will do depends on the type of bomb, but usually it’ll either do damage, bring down shields, or deploy a stasis bubble that massively slows down anything inside it. It’s this last one that is the prime anti-Eldar tool, and many missions against them involve trying to trap them inside a web of stasis fields so that you can shoot them &#8211; or at least herd them in the direction of your guns, since the AI is annoyingly good at avoiding bomb blasts.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_stasis.jpg"><img class="aligncenter" title="A stasis field, this time being used on a poor Chaos cruiser. Any ordanance fired into the field also slows down, which usually results in the targeted ship getting hit by a crapton of shots once the stasis bubble pops." alt="bfg_stasis" src="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_stasis-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">To be fair, it’s no better than you are. The first thing I do on seeing an enemy bomb marker show up is to engage the Tactical Cogitator, which is 40k-speak for “one quarter game speed”. This is toggled by hitting the spacebar and you can have it on for as long as you want, which is great for micromanaging stuff in the heat of the moment but which did unfortunately mean I spent entire missions with it turned on. After switching on the Cogitator, I then order any ships caught in the projected blast radius to execute a Special Maneuver to get them outside it. Special Maneuvers burn fuel and can be thought of as afterburners &#8212; and function exactly like that if you order Full Speed Ahead &#8212; but they can also be used to turn your ship far more quickly than normal,  which is great for performing a hasty U-turn and then jetting away before the bomb explodes. Each ship has a limited amount of fuel to engage in maneuvers and it recharges pretty slowly so you can’t just use them willy-nilly, but I’d say the majority of orders you give during a battle are telling your ships to use maneuvers to get them out of the way of a charging Ork cruiser, or to position your Battleship optimally so that it can bring both broadsides to bear on an enemy.  Micromanaging ship targeting is something that almost never happens; usually what you do is set a desired engagement range and preferred targets for your entire fleet, and leave the business of physically firing the broadsides down to your ship captains.</p>
<p style="text-align: justify;">There are five classes of ship in <i>BFG</i>, and before deploying on each mission you get a certain number of points to spend on drafting ships into your fleet; bigger ships are more powerful, but they also come with a hefty points pricetag, so overinvesting in big ships means you won’t have enough ships to cover the map and respond to unexpected events. The smallest and cheapest ships are the destroyer and frigate-class Escorts; these are fragile and don’t have much firepower to speak of, but they are fast, nimble and good at worrying down bigger ships in groups. Most importantly Escort ships are completely free; they don’t gain experience in the same way that your other ships do, but you can take as many Escorts as you have the points to buy and it doesn’t matter if you lose them since they’re supposed to be entirely disposable, making them excellent for baiting/distracting enemies. The next class up are the Light Cruisers, which are the fastest class of capital ship and which are best used as scouts and/or teleport boarding specialists. Then there are the Cruisers, which are the workhorses of the fleet; the Battlecruisers which function as your main points of power on the map; and the Battleships, which are devastatingly powerful but also so expensive to deploy that you’re usually better off taking a Battlecruiser and Cruiser for the same points cost.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_splodes.jpg"><img class="aligncenter" title="The Eldar, shortly after I trapped them in a stasis field and crippled their engines." alt="bfg_splodes" src="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_splodes-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Finding a good mix of ships to take on each mission is a challenge in and of itself, especially considering the different mission objectives each mission type has. There’s about 7-8 different types, ranging from running blockades to data recovery to straight up slugfests, and you’re going to want a different fleet composition depending on which one you’re doing and which race is providing the opposition. For Cruiser Clash it’s a good idea to ignore escorts in favour of taking your biggest and heaviest ships, while for Data Recovery you want at least one Light Cruiser to chase down the enemy ship carrying the data and board it. Since each ship class has different variants that are specialised towards specific combat goals there’s also interesting decisions to be made there; when fighting the Eldar I leaned away from my damage-dealing macrocannon carriers in favour of ships with lances and fighter squadrons that stood a higher chance of crippling their engines, but against Chaos the reverse was true since I wanted to get up close to them and pour in broadside after broadside.</p>
<p style="text-align: justify;">These are the basic building blocks of <i>Battlefleet </i><i>Gothic</i>, then, and nearly all of them have been lifted in part or in full from the boardgame rules, which were designed to provide repeatable objective-based skirmish games between two opponents. <i>BFG</i> goes further than this, however; its single-player campaign is a surprisingly comprehensive stab to weld these otherwise disposable skirmish games together into something resembling a coherent, persistent experience. You’re given custodianship of several different subsectors in a turn-based campaign interface. Each system is filled with 10-15 odd star systems and each turn anywhere between 3 and 6 worlds across all your sectors will be attacked by various enemy races, forcing you to play one of the above skirmish mission as either the attacker or the defender; crucially you can only respond to three of these attacks per turn, so you have to choose where to focus your effort and let some planets fall to the enemy. Each star system has a role to play in the war effort &#8211; forge world, shipyard, something called a portal planet &#8212; and losing one either because you ignored it or because you lost the battle you fought to defend it means that you suffer a small penalty, such as ships costing 5% more to buy and upgrade. It sounds like a small amount, but if you start to lose systems en masse it starts to add up and things can easily start to spiral out of control; all you can really do is focus on protecting the systems you deem the most valuable.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_shipyard.jpg"><img class="aligncenter" title="One criticism I have is that unlike the ship skills, the favours and the upgrades, the crew skill bonuses you get through levelling up are really underwhelming. " alt="bfg_shipyard" src="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_shipyard-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Your fleet in the campaign is persistent, of course, and is purchased and upgraded with a currency called Renown that you get for winning battles and destroying enemy ships. Ships gain experience and level up with every engagement; levelling up opens up new upgrade slots for them which you then fill with new ship systems that grant active abilities and passive bonuses using Renown. Interestingly the up-front cost of buying a brand-new ship is zero; you pay to unlock a slot for them in your fleet, but once that slot is open you can fill it with whatever ship you want and it will cost you nothing. The real cost sink is in the upgrades, skills and favours you bolt on to them later &#8211; which means that while replacing a destroyed ship is free, losing one still costs you because of the amount of resources invested into it; it’s not like you can just re-upgrade the new ship either, since the upgrades are linked to the ship’s level and the only way you can increase that is by taking it on engagements. Each ship has a name, which adds to their sense of character; my Dominator-class battlecruiser, the <i>Saviour of Schindlegeist</i>, has been the central bulwark of my fleet for more battles than I can count, prevailing against impossible odds more than once after the rest of the fleet was forced to withdraw due to damage. The comparisons to <i>XCOM</i> I’ve seen are a little unusual, but they are very much appropriate; losing a ship that’s been part of your fleet for twenty or more engagements <i>hurts</i>.</p>
<p style="text-align: justify;">There’s a scripted plotline running alongside the randomly-generated skirmishes, with the plot automatically moving on once you’ve played X number of turns in the campaign. Another interesting thing <i>Battlefleet Gothic</i> does is that it allows you to fail the plot missions it sends you on, at the cost of suffering harsher consequences later. For example, an early mission has you fighting with Chaos over an ancient warp artifact. Succeed in the mission and the artifact is placed under lock and key by the Inquisition, lessening the impact of a warp storm that blows in later. Fail, and that warp storm ensures that any ship that retreats from battle will be lost in the warp for 4-5 turns and is thus unavailable for deployment.  This is the great strength of the <i>BFG</i> campaign, I think; it recognises that the point is to allow the player to tell their own story, and that a story where you win all the time is fundamentally boring, so it caters to the fail state. Later on you get to make some choices that genuinely branch which way the campaign goes. It’s impressively reactive and really helps weld those otherwise unconnected skirmish missions together into more than the sum of their parts.</p>
<p><a href="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_sector.jpg"><img class="aligncenter" alt="bfg_sector" src="http://scientificgamer.com/blog/wp-content/uploads/2016/06/bfg_sector-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">This stops <i>BFG’</i>s randomly-generated encounters from getting boring for, oooh, about sixty missions or so. Unfortunately <i>Battlefleet Gothic</i> still has a serious problem here, because sixty missions will only get you just over halfway through the game. The campaign asks you to take on far too many engagements; from what I’ve read going through the full campaign would require you to fight over a hundred, and I don’t think there’s any tactical battle system in the world that would survive that amount of repetition &#8211; even <i>XCOM</i> only asks you to deploy on about thirty missions total during the course of a campaign, for crying out loud. The AI is also a significant weakness for the campaign; Eldar excepted, it’s surprisingly good at utilising the strengths of whatever race it’s playing, but it commits the cardinal sin of being predictable and fighting each battle in the same way each time. Eventually you learn that the Orks can be baited to chase Escorts across the map while you focus them down one at a time, and that once you’ve chased them into the corner of the map Chaos ships are sitting ducks. The Eldar AI is flat-out broken, attempting to stand and fight during defence missions when that’s precisely what the Eldar <i>shouldn’t</i> be doing. Because the AI is predictable the battles still feel extra-repetitive, and I feel like that’s kind of a huge issue when it’s asking me to fight a hundred of them. Unfortunately the point where I got bored coincided with the campaign unlocks drying up &#8211; I’d filled up my fleet and felt it didn’t have anything new to show me, so I fell out of the campaign around turn 20.</p>
<p style="text-align: justify;">I feel like mechanically <i>BFG </i>is fine &#8211; which is to be expected, considering how faithful the conversion from the boardgame rules is. It excels at providing tactical encounters between two small fleets of ships, and I think this is why the real strength of <i>BFG</i> is probably to be found in multiplayer against a wily human opponent; it’s definitely got the complexity and tactical breadth to make that really interesting encounter. Tindalos have made a really respectable attempt to build those tactical encounters together into a coherent single-player campaign, and they got nearly everything right &#8211; their AI works for the most part, and they made some really good decisions about how the campaign should unfold. The key issue here is a structural one, though; the campaign pacing is all wrong and stretches things out for way too long, and all the good decisions in the world can’t prevent it from turning into a slog. It’s basically the same problem I had with <i>Xenonauts</i>, except here I couldn’t muster up the willpower to batter my way through to the end. Unusually I don’t feel resentful towards <i>Battlefleet Gothic</i> because of this; it is a fine game and I enjoyed the 15 hours I played of it, and I don’t feel particularly cheated that I hit the eject button before I got to the end, but it’s definitely something to be aware of if you’re buying it with an eye to getting invested in the single-player.</p>
<div class='footnotes' id='footnotes-5008'>
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<li id='fn-5008-1'>40k-speak for “big gun”. The Orks are much more practical about this and just call them “kannonz”. <span class='footnotereverse'><a href='#fnref-5008-1'>&#8617;</a></span></li>
</ol>
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<p>The post <a href="https://scientificgamer.com/thoughts-battlefleet-gothic-armada/">Thoughts: Battlefleet Gothic &#8211; Armada</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></content:encoded>
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