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Made in us
[MOD]
Solahma






RVA

Black Powder Red Earth (BPRE) is an ultra modern skirmish game set in a fictional North African failed stated called Awbari where PMC operators face off in terrain-dense battlespaces. The game is published by a company called Echelon Software, who also produce a video game and graphic novels featuring the same setting. BPRE is marketed as an unforgiving, fast play miniatures game. You can take a look at Echelon’s site here.

The game can be purchased in a comprehensive “intro box” for 275USD (not including pricey shipping) called the Complete Target Package. It comes with tokens, cards, 2D terrain elements, an acrylic grenade/UAV strike template, and 31 Zbrush-designed resin 28mm figures. This is enough figures to build out all kinds of forces for either side of the conflict. The Western-backed PMC team, called CT Scorch, will deploy around 5 figures per game (out of 10 included in the box) whereas the Chinese-backed PMC and their terrorist allies, the Aayari Network, will deploy around twice that or more (out of 21 included). Not included are a play mat of any kind, dice, or any kind of measuring tool. Any d10s or measuring tool (using inches) will work; these elements are non-proprietary. The cards, tokens, and 2D terrain elements are high quality, with the latter two categories being printed on 3mm PVC.

All of these components can be purchased separately but the Complete Target Package is an overall better deal by comparison. The rulebook can be purchased by itself on Amazon for 35USD. The 2D terrain elements and cards are not strictly necessary to play. If you already have some figures and terrain, you will only need the rulebook. Although BPRE is designed to emulate ultra modern combat, there’s no reason at all that you could not use sci fi figures (such as North Star’s plastic Stargrave figures) and terrain, as well as any generic tokens to keep track of activations. The “battlespaces” (pre-made terrain layouts) included in the rulebook use the official 2D terrain elements but there is no real reason you have to use them — just be sure to use a high density of terrain.

Basic Mechanics

Resolution is rolling at or above a TN on 2d10. LOS is either obstructed or not. Intervening cover obviously obstructs LOS. Less obviously, LOS is obstructed unless the shooting figure can draw LOS from any point of its base (that doesn’t pass through intervening terrain) to the center of the target figure’s base. Facing matters: figures may shoot (a) in an arc to their right extending out 45 degrees from and (b) in an arc to their left extending out 90 degrees from the center front of its base. Forces are meant to be chosen AFTER the mission and layout are determined.

Turn Structure

Each turn of BPRE is broken into three combat phases and a cleanup phase.

In the Direct Fire phase, the players (starting with the assaulting player) take turns activating a single figure. That figure may fire with +1 modifier on any enemy figure in LOS. Figures with the Frag keyword may also throw grenades during this phase. Any activated figure receives an activation token. At any time, a player may pass but then cannot activate any further figures during the phase.

In the Maneuver Phase, the players (starting with the assaulting player) take turns activating a single figure not already marked with an activation token. The figure may move up to its movement rating (generally 6 inches) and fire at any point during its movement. If a figure moves through LOS of enemy figures that have not been marked with an activation token, those figures may take an Immediate Action to make reaction shots on the moving figure with a -3 modifier. Each figure that does so receives an activation token. Note that because figures can shoot at any point during their movement, they may be able to “pop out” of terrain to shoot and then “pop back” in. As with the Direct Fire phase, a player can pass at any time, forfeiting any remaining activations during the phase.

At the start of the Finishing Phase, all activation tokens are removed. Any grenades are then resolved (both scattering and detonating). Then, the players (starting with the assaulting player) take turns activating a single figure not already marked with an activation token that is within 3 inches of AND has LOS to an enemy figure to take a shot on that enemy figure.

During the Cleanup Phase, all activation tokens are removed and Staggered figures lose that status. Play then proceeds to Direct Fire Phase of the next turn.

Asymmetry

As mentioned above, BPRE is fought between a smaller, more elite force and a larger, more varied force. Each side has four classes of figures. The CT Scorch classes generally are significantly better shots and have body armor that provides saves when they receive effective fire. By contrast, the Aayari Network classes are a mixed bag and their grunts are bad shots, even susceptible to friendly fire, with no body armor at all. If a figure makes its save it is Staggered UNLESS the save is made on a 20. Staggered means it is marked with an activation token and cannot make further saves against effective fire. Regardless of saves, a shooting result of 20 is always lethal (with no save) so even the humblest terrorists have a chance of outright killing the most expensive figures in the game with a single shot.

Aayari Network teams can be led by Chinese-funded PMC operators but even these classes are not as capable as CT Scorch operators. CT Scorch also has access to the Recce class, which is significantly more maneuverable than any other figure in the game. Of course, the Aayari Network has access to cheaper figures (including suicide bombers!) so they will always outnumber their opponents. The leader classes on both sides can bring UAV support and certain classes are also equipped with frag grenades in addition to their battle rifles. Speaking of which, CT Scorch can deploy an Automatic Rifleman to provide a fearsome fire base. Aayari’s response is more modest but half the cost.

Missing Elements?

There are a couple of iconic concepts that are not explicit mechanics in BPRE. There is no overwatch status, for example, although Immediate Actions during the Maneuver Phase work out to a system where every figure might be “in overwatch.” Likewise, there is no suppressive fire or pinning mechanic. All fire is presumptively fire for effect, although the possibility of staggering a figure with body armor works out to a kind of pinning mechanic. There is no equipment or wound granularity: every figure of a given class has the same load out and, at any given moment, is either alive or dead. Finally, there is no reallybsubstantive fog of war: each player has complete knowledge of the other’s figures and the positions thereof. One exception is the option to hold some figures in reserve for later deployment as Quick Reaction Forces. The only other FOW element is that each player has a hand of Intervention Cards that can have small effects on gameplay, and these cards are unknown to the opposing player until played.

None of this is particularly surprising considering the design brief for BPRE most likely highly prioritized speed of play, including as a means to that end lethality. I say “speed of play” but another way of talking about that feeling/result might be “smoothness of play.” BPRE is meant to played in small campaigns of 3-5 games that, altogether, take between 30 minutes to 3 hours. This seems more like an aspiration than a starting point, considering that players will need to get a handle on tactics (given how unforgiving play can be) and, more specifically, keep a careful eye on all potential LOS. Getting too far into the weeds, while prospectively fostering realism, would be directly contrary to that goal.

Preliminary Thoughts

I am not especially knowledgable about ultra modern spec ops so I can’t judge whether BPRE is a more or less accurate or realistic emulation of this kind of fighting. But this ruleset looks very compelling as a low model-count, asymmetric skirmish game because of straightforward mechanics that appear to give rise to tactical choices between bad and worse options. My expectation is that playing BPRE will feel pretty terrifying most of the time but, when smart plays pay off, it will feel very well earned. Buying into all the official figures and components, as nice as they are, is a fairly eyewatering prospect and even domestic shipping in the US is expensive (for me 30USD for the Complete Target Package) but making a 35USD rulebook available through Amazon means the game is nonetheless accessible to those who want to try it with their existing miniatures and terrain collection.

This message was edited 5 times. Last update was at 2022/05/04 08:03:20


   
Made in us
Executing Exarch




I'm not sure that including "Black Powder" in the name of their miniature rules was a good idea. Not only is that often used as a reference to an older age of gunpowder warfare, but it's also the name of a reasonably popular set of historical rules by Warlord Games. My first thought when I saw the name of the game was that it was derived from Warlord's rules.
   
Made in us
[MOD]
Solahma






RVA

I don’t understand the reference, either. Surely modern arms use smokeless powder. Perhaps it has to do with something else? Anyhow, it is not just the name of the miniatures game but the overall IP. The miniatures game seems to be just the latest product in Echelon’s repertoire. The name wasn’t chosen to stand out in the miniatures gaming marketplace.

   
Made in ru
Death-Dealing Devastator





Spectre Miniatures also has a series of (six) miniatures under the same name.
   
Made in us
Executing Exarch




 Manchu wrote:
Anyhow, it is not just the name of the miniatures game but the overall IP. The miniatures game seems to be just the latest product in Echelon’s repertoire. The name wasn’t chosen to stand out in the miniatures gaming marketplace.


So they do. And it's a rather broad reportoire at that. It includes a mobile game (iOS only; it's not in the Google store), and an XCom-style game on Steam that has some interesting reviews. All that along with graphic novels and novels, which I'm guessing is where the IP was first introduced.

This message was edited 1 time. Last update was at 2022/05/04 17:38:18


 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

Eumerin wrote:
I'm not sure that including "Black Powder" in the name of their miniature rules was a good idea. Not only is that often used as a reference to an older age of gunpowder warfare, but it's also the name of a reasonably popular set of historical rules by Warlord Games. My first thought when I saw the name of the game was that it was derived from Warlord's rules.


I clicked on this thinking it was going to be a steampunk reverse war of the worlds, where the great powers try to colonize mars.
   
Made in pl
Wicked Warp Spider





 Polonius wrote:
Eumerin wrote:
I'm not sure that including "Black Powder" in the name of their miniature rules was a good idea. Not only is that often used as a reference to an older age of gunpowder warfare, but it's also the name of a reasonably popular set of historical rules by Warlord Games. My first thought when I saw the name of the game was that it was derived from Warlord's rules.


I clicked on this thinking it was going to be a steampunk reverse war of the worlds, where the great powers try to colonize mars.


That is a fantastic theme for a wargame A lot better than modern spec ops in a failed state.
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

BRB, writing a design brief.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Executing Exarch




 Polonius wrote:

I clicked on this thinking it was going to be a steampunk reverse war of the worlds, where the great powers try to colonize mars.


Wasn't that the background to Space: 1889?
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

Eumerin wrote:
 Polonius wrote:

I clicked on this thinking it was going to be a steampunk reverse war of the worlds, where the great powers try to colonize mars.


Wasn't that the background to Space: 1889?


Yes it was! I figured it wasn't a fresh idea, but it looks like that was an RPG with some minimal minitures.

I legit would buy into a skirmish game with British, American, and German steampunk astronauts fighting native martians.
   
Made in us
Battlefield Tourist




MN (Currently in WY)

I thought the same thing Pollonius. Those games exist, it is a staple of VSF.

However, for some reason the only rules system that is springing to mind on the subject right now is Martian Empires. There are others.



As for these Ultra-modern rules, what do they do better than Force-on-Force, Black Ops, or Spectre Operations?

Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
Made in us
[MOD]
Solahma






RVA

 Easy E wrote:
As for these Ultra-modern rules, what do they do better than Force-on-Force, Black Ops, or Spectre Operations?
From what I can tell, not being extremely familiar with those rule sets, BPRE is more self-contained and streamlined.

   
Made in gb
Dakka Veteran




Lincoln, UK

 Polonius wrote:
Eumerin wrote:
 Polonius wrote:

I clicked on this thinking it was going to be a steampunk reverse war of the worlds, where the great powers try to colonize mars.


Wasn't that the background to Space: 1889?


Yes it was! I figured it wasn't a fresh idea, but it looks like that was an RPG with some minimal minitures.

I legit would buy into a skirmish game with British, American, and German steampunk astronauts fighting native martians.


The Space: 1889 Soldier's Companion book contains a decent miniatures gaming system, which also works for straight Colonial battles.

It's also an excellent reference for the armies of the period, with the addition of several types of Victorian SF vehicles - walkers, aircraft and steam tanks IIRC.

DrivethruRPG has the PDF; RAFM in Canada still sells the official minis. The Martian Sepoys are a decent size, but the human minis are definitely 25mm - smaller even than LotR 28s. They are lovely, detailed minis though.

But I digress. BPRE sounds a decent alternative to Spectre Operations.

Question for you Manchu - how bloody do the rules feel? In Spectre, taking a hit usually leaves you in a real mess. Realistic but sometimes frustrating.

This message was edited 4 times. Last update was at 2022/05/05 20:11:54


 
   
Made in us
[MOD]
Solahma






RVA

In BPRE, most hits are straight lethal.

Aayari mooks always die when they are hit. Other figures have body armor saves but we’re talked 15+ on 2d10 for the BEST body armor in the game.

Figures that make the save are Staggered and cannot make another save unless they survive the rest of the turn.

   
Made in gb
Dakka Veteran




Lincoln, UK

That's pretty lethal!
   
Made in us
Battlefield Tourist




MN (Currently in WY)

Way more lethal than other Ultra-modern games would lead you to believe.

They typically have low casualty counts, but high "suppression/morale" losses.

Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
Made in us
Executing Exarch




It's been a while since I last looked at my copy of the Force on Force rules, but in that game regular troops tend to get wounded when hit, and need to be dragged to safety by their buddies (as opposed to dead soldiers, who get left behind; meaning that for the player, a badly wounded soldier can be a bigger problem than a dead one...). Irregular troops - guerrillas, terrorists, etc... - automatically remove figures that get hit.
   
Made in gb
Dakka Veteran




Lincoln, UK

Spectre Operations is the same - a hit that doesn't kill you immediately can still leave you bleeding out and/or unconscious. Serious wounds can be stabilised using a trauma kit so you don't bleed out, but not improved.

No trauma kit? You can only stop the bleeding temporarily, which takes another model out of the fight while they staunch the blood.

This message was edited 2 times. Last update was at 2022/05/06 22:54:12


 
   
Made in us
[MOD]
Solahma






RVA

BPRE only features mercenaries and terrorists. I guess no one is sentimental enough to be saving a wounded buddy.

   
Made in gb
Dakka Veteran




Lincoln, UK

That's fine - not everyone wants gaming night to turn into a paramedic sim.

Minis look nice too - lots of detail, good action poses, and nice big chunky weapons that won't break.

The last point is one of the problems with the Spectre minis and some of the Empress ultramodern ranges. The weapons are correctly scaled to the figures, and can be a little delicate in play.

This message was edited 1 time. Last update was at 2022/05/07 09:49:36


 
   
Made in pl
Longtime Dakkanaut




 Polonius wrote:
Eumerin wrote:
I'm not sure that including "Black Powder" in the name of their miniature rules was a good idea. Not only is that often used as a reference to an older age of gunpowder warfare, but it's also the name of a reasonably popular set of historical rules by Warlord Games. My first thought when I saw the name of the game was that it was derived from Warlord's rules.


I clicked on this thinking it was going to be a steampunk reverse war of the worlds, where the great powers try to colonize mars.


My first thought exactly! "Is it going to be Napoleon on Mars?"
   
Made in us
[MOD]
Solahma






RVA

Momotato, I really agree about the minis. I have bought a number of Spectre minis over the years and have bent and even broken gun barrels show up in the post is always a big disappointment.

BPRE minis are a fair price for their extraordinary quality. I will almost certainly buy more as/when new kits are released.

   
Made in ru
Death-Dealing Devastator





One of my usual opponents has a bunch of Spectre miniatures. So far none of the figures' barrels seems to live more than one game without breaking.
   
Made in us
Fixture of Dakka





CL VI Store in at the Cyber Center of Excellence

At the start of the Finishing Phase, all activation tokens are removed. Any grenades are then resolved (both scattering and detonating). Then, the players (starting with the assaulting player) take turns activating a single figure not already marked with an activation token that is within 3 inches of AND has LOS to an enemy figure to take a shot on that enemy figure.


If we remove all activation tokens at the start of the phase, there won't be any figures already marked with an activation token, right?

Every time a terrorist dies a Paratrooper gets his wings. 
   
Made in us
Executing Exarch




 Momotaro wrote:
Spectre Operations is the same - a hit that doesn't kill you immediately can still leave you bleeding out and/or unconscious. Serious wounds can be stabilised using a trauma kit so you don't bleed out, but not improved.

No trauma kit? You can only stop the bleeding temporarily, which takes another model out of the fight while they staunch the blood.


Force on Force doesn't get that detailed. It's more of an effects-focused game. A regular unit takes one or more casualties, and the affected models are tipped on their sides. At the start of those models' next turn - if able-bodied friendly troops are close enough to the casualties - you make first-aid checks for each of the figures. The results can range from dead to "fine, just had the wind knocked out of him", and a couple of states in between. If a model is wounded, the severity of the wound determines how effective the model will be for the remainder of the battle (and will slow down the model's fire team). This only changes if the model becomes a casualty again. Casualties that don't have a friendly model in range stay that way until friendly or enemy forces move close enough. Friendly forces will cause the first-aid check as described above. Enemy forces will take the casualties prisoner.

Irregular forces, as mentioned in my previous post, don't use these rules. Models that become casualties are removed immediately.
   
Made in us
[MOD]
Solahma






RVA

 CptJake wrote:
If we remove all activation tokens at the start of the phase, there won't be any figures already marked with an activation token, right?
Correct, until any figures activate or become Staggered during the Finishing Phase. Those activation tokens would then be removed during the Cleanup Phase.

   
Made in us
Fixture of Dakka





CL VI Store in at the Cyber Center of Excellence

Well, I broke down and ordered this. Should be delivered tomorrow. Hopefully Saturday I can find time to assemble and prime the figs.

I assume super glue will work best.

Every time a terrorist dies a Paratrooper gets his wings. 
   
Made in us
[MOD]
Solahma






RVA

It’s worked well for me.

   
Made in us
Fixture of Dakka





CL VI Store in at the Cyber Center of Excellence

Box delivered, gorgeous components. I'm excited about this one.

Every time a terrorist dies a Paratrooper gets his wings. 
   
Made in us
[MOD]
Solahma






RVA

The 2D terrain is cooler than I expected and the minis are superb.

   
 
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