David Shayne - 05:17pm Aug 24, 2001 PST (#3027 of 3034) The new Imperium does have it's own board here where A few of us have posted our first thoughts on the game. Visually the game is quite nice. The counters are top notch graphically and are quite easy to look at and read. The mapboards are quite colorfull. The strategic board is essentially the same as the old GDW board with the addition of a few extra planets arround some stars (For instance Mars.) I'm not sure what effect this will have on the game as a whole. In places the map can be a little hard to figure out but that was true of the original as well. Next we come to the two tactical boards. One for space combat and the other for planetary. The space board is a 3D affair with three levels of squares in a 5x5 grid. The main problem with this board is that several of the squares are misnumbered. Not a big problem but you'd think that they could have gotten this right. The planetary battle map is IMHO about three times larger than it needs to be. It has displays for every single planet in the game. But the only functional diference in the maps is the number of hexes given over to each planet. And there are only 7 different sizes. Lots of wasted space here. As I mentioned earlier they went with unmounted boards (in part I supose just to get the thing out the door finally) which I find somewhat annoying though I understand to others this is a feature rather than a bug. I haven't gotten into a full war with this game yet but I have gamed some of the smaller scenarios. Space battle is a bit of a hybrid between the GWAS turn structure and Columbia Games block series combat. First the fastest ships all move a square, (fighters move two squares) then beam combat is resolved, then torpedo combat. A ship rolls as many dice in a round of combat as it's factor for that type of weapon. The chances of hitting are dependent on range (Beams in the same square hit on 4+, beams one square away hit on a 6, Torpedoes in the same or adjacent squares hit on a 5+, Torpedoes 2 or 3 squares distant hit on a 6) To damage a ship you need to score as many hits in a step as the ships defence factor (1 for wimpy ships through Three for the BBs) Some ships have a full strength and damaged side others are destroyed with one hit. Hits that don't cause damage are not caried over to the next step so if a cruiser (defense of 2) takes one hit in beams and one hit in the torpedoes phase it is still undamaged. There is also a counter measures score which is the number of dice that can be rolled to destroy incoming torps. (each 6 takes out 1 torpedoe hit.) Players determine initiative. Then move, then fire, then fire 3 times. Then repeat this proces twice more. Planetary combat is a little more straight forward but seems to lack bloodiness. Each unit hits on a roll of 6. Since most land units have a defense of two and a damaged side it seems like it would be hard to win in a reasonable amount of time without overwhelming odds (like seven or eight to one and it will take at least two turns even then.) Caveat: I haven't gotten a chance to play a full war yet. The new turn structure is a big departure from the original. In every turn there are 4 action segments. In each segment both players roll one die. The highest roller has initiative and may activate units in one of his/her planetary boxes (as opposed to star systems since some stars have multiple planets) these forces may move about etc. and then resolve any combats they get into. They may not be reactivated during that action sequence. The opponent then may activate units as above. Each player may activate in as many different planetary boxes as the nuber he/she rolled for initiative. If the initiative roll is tied or if both players pass twice when they could activate a unit or the players both run out of activations play proceeds to the next action segment. The peace sequence appears to be mostly similar to the original with the exception that players still move their forces about as in war (but not moving into or through opponent systems) which looks like a lot of extra player work for no gain to me but I haven't played it out yet so no judgement will be maid yet. Most everything else appears to be mostly as the original. Hard to say how much of the original game was lost and how much it may have gained yet. A word of warning many of the rules are open to a certain ammount of interpretation so getting the rules straight with a new opponent is probably a must. I'm enjoying the purchase thus far and recomend this game as a worthwhile purchase. David Shayne