Showing posts with label Gundam. Show all posts
Showing posts with label Gundam. Show all posts

Monday, December 25, 2023

New English Scenario collection for Tsukuda Hobby's Jabro

 Get the Scenarios on BoardGameGeek.com

Shown above is Tactics magazine #1, Japanese source for the original article

I've completed my English translation of three scenarios for Tsukuda Hobby's Mobile Suit Gundam: Jabro (1981) game. These scenarios were first published in Tactics magazine, vol. 1, no. 1, Jan-Feb 1982, pg. 53.

First and foremost, here is the link to the download page hosted on BoardGameGeek.com. You need an account on the site in order to download the file, but if you are reading my blog, you probably already have one: 

TV Episode Scenarios

I originally wrote about Jabro when I translated the game's rules into English in 2022. The game is based on the original Mobile Suit Gundam TV series that premiered in 1979. The nine scenarios in the game are based on the events of specific episodes from the TV show. This small collection of three scenarios continue that tradition.

Episode 6: Garma Strikes

A two-unit (MB and MT) "Magella Attack" tank with a couple of Zaku suits

The Gundam and Guntank must face off against 3 Zaku mobile suits and 4 Magella Attack tank units. Each Magella Attack can temporarily separate into two different units: the "Magella Top" turret with its 175mm cannon may fly separately from the "Magella Base" tank hull, which is armed with a triple machine gun.

This is a tough battle for the outnumbered Federation pilots in the Gundam and Guntank (Amuro, Kai, and Ryu). Since this is only episode 6, the young pilots are still inexperienced and their piloting and combat skills in this scenario reflect this.

Episode 15: Cucuruz Doan's Island

A rare Zaku vs. Zaku battle

This scenario is an interesting one-on-one battle between two Zaku mobile suits. Cucuruz Doan is a skilled veteran pilot, but his Zaku suit is only armed with a shield. He faces off against a Zaku armed with a Zaku machine gun and an average pilot. Doan's best bet is to use the hills and trees as cover while closing in on the enemy to engage in melee combat. The inexperienced pilot must try to keep Doan's Zaku at range for as long as possible.

Cucuruz Doan's long-snouted Zaku

In one moment, Doan's Zaku (in background) has a shield on its right arm...

... then it magically moves to the left arm!

Episode 15 has been little-known in the US as the episode was not included in American MS Gundam releases. It is presumed that this is because of the quality problems with the animation in this episode. There are a number of off-model images of the mobile suits, which may have resulted from hiring Anime Friend (a Tatsunoko spin-off studio, I believe) to work on this episode. You can see some of the errors in my screen shots here.

Doan's Zaku with long, skinny legs

A Gundam face that only a mother could love

Episode 27: A Spy on Board

Federation and Zeon forces in the city of Belfast in Northern Ireland

In this scenario, powerful aquatic Z'gok and Gogg mobile suits approach White Base while it is docked in Belfast. In this battle, much of the right edge of the map is ocean (see the striped area in the inset illustration, above). The Gundam and Guncannon are the first lines of defense, with the Guntank joining them in round 4. The Federation pilots are much more experienced by this point in the story and their piloting and combat skills are much better than they were in episode 6.

Tuesday, September 20, 2022

New English Rule Book for Tsukuda Hobby's Mobile Suit Gundam: Jabro Simulation Game

Get the Rule Book on BoardGameGeek.com

My translated Jabro rule book, reference sheets, and custom game counters.

I've completed my English translation of the rules for Tsukuda Hobby's Mobile Suit Gundam: Jabro (1981) game, covering both the 1st and 2nd editions of the rule book.

First and foremost, here is the link to the download page hosted on BoardGameGeek.com. You need an account on the site in order to download the file, but if you are reading my blog, you probably already have one: 

Gundam Squad Leader?

Can you tell which game is which?

Hobby Japan started importing American hex-and-counter wargames for the American market back in the mid-1970s (source). These "simulation games" proved to be popular, but the strengthening value of the American dollar vs. the Japanese yen at the time made imports expensive. By 1981, three Japanese companies started making their own lines of domestic simulation board games: Bandai, Epoch Co., and Tsukuda Hobby (source).

Both Bandai and Tsukuda started developing games based on the hit TV anime, Mobile Suit Gundam (1979). While Bandai's own Mobile Suit Gundam (1982) game would feature scale plastic models like an "actual" game (Japanese term for a scale miniatures wargame), Tsukuda Hobby wanted to create "Squad Leader (Avalon Hill, 1977) for Gundam." They began work with one designer, but instead decided to contact Atsutoshi Okada for the job. At the time, Okada was hobby "actual" game designer (again, miniature wargamer) whose convention games had been featured in Popeye and Hobby Japan magazines (source). He and his doujin circle, THQ, set to work to create what would be Tsukuda's flagship release in their new series of hobby games.

I'd often heard that Jabro was based on Squad Leader, but how close are the two games? I analyzed Jabro and found the following similarities:

Player Turn Sequence – This is nearly identical between the two games. The only differences being that Jabro collapses the Close Combat Phase into the Advancing Fire Phase and that Jabro does not feature the Rout and Advance Phases.

Movement Costs – Jabro’s movement costs are essentially double what Squad Leader’s infantry movement costs are.

Support Weapons – The concept of carried equipment as “support weapons” is nearly identical to Squad Leader, but with set weapon loadouts rather than the concept of portage costs.

Line of Sight – Rules for elevation levels of terrain, height levels of obstacles, and blocking line of sight follow very similar rules in both games.

Morale – Morale in Jabro represents a pilot’s ability to remain conscious. Contrast this to Squad Leader’s typical morale rules for keeping troops in good fighting order. However, the mechanical results are similar. Units often make morale checks to avoid damage (which gives the unusual situation where a pilot must check morale to avoid getting their mobile suit’s legs blasted off with a beam rifle). Jabro does not have the concept of routing.

Defensive Fire During Movement- This is nearly identical in both games.

Breakdown – In Squad Leader, a support weapon breaks if its attack roll equals or exceeds its Breakdown number and broken weapons can later be repaired. In Jabro, a separate breakdown dice roll is needed in addition to the attack roll and once broken, a weapon is destroyed and lost.

Armor Modifiers – Squad Leader’s AFV Armor Modifier to resist damage is very similar to Jabro’s Armor Thickness.

Overall, Jabro is like a somewhat simplified version of Squad Leader with 30-foot tall robots instead of WWII infantry squads.

Upgrading the Game Components

My custom-made counters and carrier

I was fortunate enough to get an unpunched, mint condition copy of this 41-year-old game and decided not to punch out the counters for a number of reasons. For one, I can keep the game in pristine condition. For another, the pilot counters all have the Japanese names of the characters and it would be easier for me if I printed them in English. For another, the original counters are somewhat plain (mostly black-and-white) and I wanted to add some color.
Three different Zakus, weapons, and pilots

I scanned in all the counter art and added some color to the main units (mobile suits, vehicles, and artillery guns) in Photoshop. I also added the English translations of all the pilot names. I then printed everything out on cardstock and mounted the units to thick pressboard.

Edition Wars

Tsukuda originally released a 1st edition rule book (printed in green ink) for the game, but later upgraded the rule book to 2nd edition (printed in blue ink). In my translation, I analyzed both editions and all text that is only found in the 2nd edition is in blue type.

The biggest difference is that 2nd edition has many, many more examples and illustrations of the rules (especially movement and line of sight). The game is very complex, especially for a target audience that may not be accustomed to playing complex board games (like Squad Leader). I imagine that they received a lot of questions and complaints and felt they needed to amend the rule book.

Getting into the game


Denim's Zaku, with shield and heat hawk axe, gets its arms blasted off with a missile.

Almost every mobile suit can be customized by equipping them with different "support weapons" (ranged weapons, like Beam Rifle or Hyper Bazooka) or "melee weapons" (such as the Beam Saber or Gundam Shield). Unfortunately, this means that each unit is represented by a teetering stack of 1/2" counters - you can imagine the leading tower of cardboard that is created if 3 Earth Federation mobile suits (each with two weapon counters and one pilot counter) stack in the same hex as 3 Zaku mobile suits!

The game comes with three reversible, fold-out, two-panel map boards. All three map boards can be put together to create the map for the underground Jabro base hidden in the jungle (see top image). The back sides of the map boards can be put together to create woodland, desert, and urban environments.

The game includes nine different scenarios that closely follow some of the battles seen in the TV series. Some of the main Earth Federation pilots (especially Amuro) grow and develop their abilities in combat as the scenarios progress, and this is reflected in different pilot unit counters for different scenarios.

Results

Much like the Armored Trooper Votoms game I translated before, shooting a target and determining a hit can take a while and have room for error.

First, the shooting player looks up their chance to hit based on range and terrain the target is in (for example at range of 5 hexes, the chance to hit a target in the woods is 9).

Then, there are so many possible combat modifiers affecting your chance to hit:
  • The shooting pilot's shooting skill
  • The weapon's hit adjustment
  • If the shooting unit is moving
  • If the shooting unit is jumping
  • If the shooting unit is taking a defensive action
  • If shooting at the previous target from last turn
  • The target pilot's evasion skill
  • The target unit's evasion value
  • If the target unit is moving
  • If the target unit is jumping
After accounting for all modifiers, the shooting player rolls two dice and, if less than or equal to the hit chance, a hit is scored.

But, even if the weapon misses (unless it is a beam weapon), it can still affect the target at 1/2 firepower (a "grazing hit")!

Once a hit is scored (or not, in the case of a grazing hit), the damage outcome must be calculated. The shooting player looks up the weapon's firepower at range (for example, a Beam Rifle at 5 hex range has a firepower of 13).

The shooting player cross-references their firepower and rolls two dice on the Damage Resolution Chart, modifying the dice roll by the following:
  • Target with shield gets to attempt a shield block to add to their unit's armor
  • Target in forest modifier
  • Target in partial cover modifier
  • Target unit's armor thickness
  • Target pilot's piloting ability
The result may have no effect, destroy a target's weapon, stun the pilot, immobilize the target, make the target unable to fight, or destroy the target.

Also, for every attack, the attacking player must make a breakdown roll to see if their weapon suddenly jams, runs out of ammo, or otherwise becomes unusuable. If the total on two dice is greater than or equal to the weapon's Breakdown number (usually 10, 11, or 12), the current attack is unaffected but the weapon becomes unusable in future rounds (this is almost exactly like the rules in Squad Leader).

In itself, none of these rules are that complex, but it would be quite a lot to learn in aggregate for a player that is new to simulation games.

I think that Tsukuda Hobby realized they needed a more intuitive game, first with the printing of the 2nd edition rule books and then what is essentially a 3rd edition rule book later. In Tsukuda's game magazine Operation (issue 1, 20 June 1983) featured yet another version of the rules for Jabro. This one had few rule changes, but instead the rules were broken up into basic, medium, and expert level rules. A beginner could play the early scenarios with only the basic rules until they had enough experience for a greater challenge.

Unfortunately, I don't have a copy of that magazine and wasn't able to add the changes to my translation. Something to do in the future!

Saturday, August 20, 2022

New English Rule Book for Yanoman's Mobile Suit Z Gundam Tactical Card Game

 Get the Rule Book on BoardGameGeek.com


I've completed my unofficial English translation of the rules for Yanoman's Mobile Suit Z Gundam Tactical Card Game.

First and foremost, here is the link to the download page hosted on BoardGameGeek.com. You need an account on the site in order to download the file, but if you are reading my blog, you probably already have one:
https://boardgamegeek.com/filepage/245041/

Mobile Suit Zeta Gundam Card Game

Yanoman is a Japanese company mostly known for publishing jigsaw puzzles, but they also publish tabletop games from time to time. This card game is licensed from the second Gundam TV series, Mobile Suit Z Gundam, which aired in Japan from 1985-86. There is no publication date on the game, but I presume it was published while the show was still on the air.

The game was designed by Atsutoshi Okada, one of the most prolific Japanese simulation game designers of the 1980s (I've translated some of his other games and written about him before). This card game is much simpler and plays faster than his innovative hex-and-counter wargames, as expected. There is still some variety, like how Ship combat and MS combat uses the same general die-rolling mechanic, yet work differently. Also, not knowing what cards your opponent may be holding adds unpredictability missing in perfect information games, like most wargames (though Okada adds hidden information into some of his other games, such as Endor).

Starting play with a 2-player game.

Each player is dealt a starting hand of 4 Ship Cards (3 Ship Cards in a 5-6 player game) and 8 Special Cards (a random assortment of MS Cards, Pilot Cards, and Event Cards) to assemble their starting fleet.
  • Ship Cards are the backbone of each player's fleet and are kept in a separate deck apart from the Special Cards. A Ship may be used to attack an opponent's Ship, but not and opponent MS. Ships are rated for the Combat Strengths (both vs. MS units and vs. other Ships), Durability (maximum damage before the Ship is destroyed), and Hit Number (accuracy in combat vs. other Ships). A ship's damage taken is tracked by the yellow numbered damage chits included in the game. The game may end when one player loses all of the Ships in their fleet*.
  • MS Cards are the Mobile Suit mecha of the Gundam universe. Each MS is rated by its Combat Strength and may be used to attack other MS or Ships in an opponent's fleet. An MS Card may only be brought into play if it is paired with a Pilot Card.
  • Pilot Cards are the heroes and villains of the Gundam universe. Each Pilot is rated by Ability, which represents both their skill as a pilot and any Newtype powers (if any).
  • Event Cards may be played for various one-shot effects in the game. An Event Card is discarded after use.
    • Repair is used to repair Ship damage.
    • Dummy Meteorite may be played during an opponent’s turn to cancel a Ship vs. Ship combat.
    • Cease Fire Signal may be played during an opponent’s turn to cancel an MS vs. MS combat.
    • Betrayal will steal an opponent's piloted MS if you roll 1-3 on one die.
    • Blow Up is played along with a Pilot card to attempt to sabotage an opponent Ship.
    • Supply lets a player draw a Ship from the Ship Card deck.
    • Colony Lazar (yes, it is spelled "LAZAR" in the game) is a devastating attack on each MS and Ship in the defender’s fleet.
On their turn, a player draws a Special Card and then may make an attack with an MS or Ship in their fleet, they may put an MS and Pilot Card pair from their hand into their fleet, play an Event Card, or discard a card from their hand.

* Game end conditions may vary and are decided upon by the player before the game starts. Any of the following are valid game end conditions depending on the number of players, the time frame available, or just the preferences of the players:

  1.        When the last card is drawn from the Special Card Deck.
  2.        When one player has no Ship Cards in play.
  3.        When only one player has any Ship Cards in play.
Players then tally up their victory points based on the enemy MS, Pilot, and Ship Cards they destroyed in combat.

Results

End of game in a 2-player game.

In the test game shown here, the right player destroyed all of the left player's Ships, triggering the end of the game. The left player's forces had been whittled down after several turns of attacks before the right player played a Colony Lazar, wiping out the last of the left player's Ship fleet.

Unfortunately, luck played an extremely strong factor in determining who wins or loses. In the sample game photographed above, the right player wound up with several of the most powerful MS and Pilots in the game, just by the luck of the draw. The left player simply couldn't compete, drawing several low to mid-tier MS and Pilots.

One unusual aspect to the game is that each Ship, MS, and Pilot card has a faction affiliation (Titans, AEUG, Zeon, etc.) but they aren't used in the game at all. Players are free to mix and match units from opposing factions. I can see a scenario-based battle, maybe where each player has their own faction deck to draw from, might be designed to make for a better balanced game or one that better replicates one of the battles seen in the TV series.