Author Topic: VOID VS. UWZ  (Read 3066 times)

Offline warzoneD

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VOID VS. UWZ
« on: November 29, 2007, 01:00:21 AM »
So, I've been hearing (rather reading) folks on here playing a hybrid of Void and Warzone.  I've never read Void - what is the system like?  How is it different?  Is it worth purchasing/reading/playing?

D

Offline brynolf

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Re: VOID VS. UWZ
« Reply #1 on: November 29, 2007, 04:49:42 AM »
Void is dead as far as I know, with "Urban war" as its inheritor. The rules are free to download at http://www.urbanmammoth.com/
Haven't read them through, but they seem very much like WZ. Not surprising, because Void/UW was the result of a schism within Target back in the days, IIRC.

Offline warzoneD

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Re: VOID VS. UWZ
« Reply #2 on: November 29, 2007, 10:28:09 AM »
Yeah - I read the rules for Urban War and Metropolis - some interesting ideas - but moving shooting & CC attacking w/ 1 fig in 1 turn and the throwback to hit and damage charts didn't thrill me.

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Offline Jase

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Re: VOID VS. UWZ
« Reply #3 on: December 31, 2007, 04:51:25 AM »
*Casts the spell "Thread Necromancy"*

I don't know what the hybrid game is - I played Void a fair bit in the day and found it to be a stripped back version of Warzone and 40K. Its a squadbased with alternate phases like the Action points in Warzone, each squad had four phases - Move, Shoot, Assault, Rally(?). There were other actions imbedded in those phases, which escape me right now.

Combat was fairly simple using a D10 and rolling a desigated target number or higher to hit. Weapons had a range modifier and damage was calculated using a cross referencing table. Morale checks were required if squads were reduced to 50% manpower.

Armies consisted of four Human factions and one alien faction:
 Viridian - the basic human faction, had the basic marines as grunts, power armoured Assault Marines, Shock Marines and Interdict marines (could be given Drop Trooper which allowed deployment anywhere on the field within reason)
 Junkers - mainly used convict conscripts as there base forces, heavy exosuits and cavalry.  Mainly a short range army.
 Syntha - More technologically advanced,as well as basic marines they could feild robotic troops. Tactically flexible with ranged attack and assault troops
 VASA - These were like riot controll officers and super ellite troops making use of shock troop tactics.
 Koralon - The alien faction, a biotech army of marine amphibians. Mainly close assault troops they had pretty devestating template attacks and certain troops had powers like open portals to allow fast troop movements.

As the game developed, army books were produced to provide the factions a more distinct image - Viridian became dinosaur riding jungle fighters, Junkers became Romanesque post-apoc dune buggy racers; Syntha became more machine like and the Koralon became parasitic invaders who could warp humans into a slave caste.

It wasnt a bad game, the rules and army books were free on I-kore's (now Urban Mammoth) website at one stage and a box set was produced with some nice multipart plastics before they ditched that idea, changed their name and rules set.

But it was no Warzone.  ;)

Jase
"Yet across the gulf of space, minds that are to our minds as ours are to those of the beasts that perish, intellects vast and cool and unsympathetic, regarded this earth with envious eyes, and slowly and surely drew their plans against us."

Offline CmdrKiley

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Re: VOID VS. UWZ
« Reply #4 on: January 04, 2008, 10:56:02 PM »
Just played a game of Urban War last night.  It's quite different than Void and it's successor Metropolis.  I actually like it better for the fact that it's smaller scale (5-12 models usually), no squads and only individuals, and you can do more in it.  The Orders mechanic is the neat feature of the game which really breaks the combat into phases.  Snapfire - models get to activate first performing quick rash actions that trade speed for accuracy.  Lockfire - models take time to aim and are a bit more focused on what they are doing.  Overwatch - models are essentially on Hold and can activate at any time upon a successful CMD test.  Orders are placed secretly before Initiative is rolled and then it determines which models a player may activate first and what actions they have available.  This takes a bit of forethought as to what your model is going to do.

Now getting back to the Void/Warzone hybrid thing.  Personally I find Ultimate Warzone superior to Warzone 2nd Edition and I find Void 1.1 and improved version of 2nd Edition (and Metropolis an improved version of Void 1.1).  Void works better for very large battle scales (where you could be playing with over a 100 models in an army) like 40k.  UWZ is sort of in between Urban War and 40k.  Oh and I really like the Urban War rules better than the Metrolpolis rules, mostly because I like the smaller scale skirmish games better than the huge battle games lately.

Now this reminds me of the time Rorick, Maverickman and I had experimented with a small scale UWZ game where there were only individuals, much like Urban War.  We were basically small boarding parties investigating a derelict spacecraft.  So we were in very close quarters and spread out, with the help of Rorik's Dwarven Forge Sci Fi collection.  It worked well, but things like morale were somewhat of an issue that needed to be resolved.

Now that I remember this, I was thinking that Urban War rules would be better adapted to this situation.  At one time I was thinking of converting Urban War for use with a Star Wars setting (using 3-3/4" Star Wars figures mounted on stands).  I can easily see a Warzone mod of the Urban War rules.
Back in my day we didn't have that fancy non-toxic pewter stuff.  We played with lead, LEAD I TELL YA! and we liked it.

Offline warzoneD

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Re: VOID VS. UWZ
« Reply #5 on: January 04, 2008, 11:23:18 PM »
Sounds cool.  I played a bit of Necromunda for a while - I'll have to check it out.

D