
Last week we had our second playtest session for Apocalypticum, the forthcoming post-apocalyptic ruleset from Ganesha Games. Feedback from the game creator after our initial session helped us fine-tune our expectations for this game. We ended up devising a 3-player scenario — due to a snowy Chicago evening that stymied some gamers' travel plans.
The game started with a biker gang (using the Red Vultures stats from the rulebook; strangely there were no motorcycles on the table, so the gang must have walked in) guarding a collection of parked vehicles in the wastes outside Black Rain City. Presumably the vehicles' drivers were at a secret meeting and had left their armored cars and trucks under a close guard.
And that's a good thing, because two more gangs — KGB agents and Ruin Raiders — were approaching the impromptu parking lot from opposite sides of the table. Victory went to the first gang that could successfully start a car and drive it off the table. Here's the table near the start of the game. The vehicles are in the center and the two invading gangs are approaching from the left and right.

Karl played the biker gang in the center of the table, while Jon played the KGB team and I handled the Ruin Raiders.
Our opening moves saw Karl attempting to defend the vehicles by splitting his forces to engage both encroaching squads. Here my raiders take up positions behind a makeshift barricade to fire on the biker gang.

A melee quickly developed as the bikers moved closer to the raiders. What would have been a killing shot turned into a flub as the lead biker rolled a malfunction, causing his rusty pistol to break during the heat of the battle! The token next to him denotes his busted gun.


In the Apocalypticum rules, vehicles are pretty much just scenario objectives on the battlefield. You can try to start 'em up, but you must roll a 6 on a d6. We modified that for this scenario to be a 5 or 6 on a d6, but we still found that not a single vehicle worked — so we further modified the scenario to say that the final vehicle, after all others had been tried, would be functional. In practice this meant that we tried the first 4 vehicles, to no avail, and then a mad dash began for the final, working vehicle.

(Sidenote: Black rain, a weather event that featured prominently into our previous battle report, came and went in the space of a single turn in this scenario, and it didn't have much of an effect on the game.)
Anyway, as the game approached its conclusion, my raiders desperately tried to stop Jon's KGB men from escaping in the last functioning vehicle, but we had spent too much time fighting off Karl's bikers. The communists started up the truck and rumbled off toward their side of the table — but some lucky shots from the bikers and raiders took out both tires on the vehicle, sending it skidding to a halt.

Afterward we took stock of the game and discussed the rules. Here's something crazy — not a single figure was killed in this game! We each finished the game with the exact same number of guys that we started the game with. Where is the bloodshed and carnage? We unanimously agreed that Apocalypticum is just not deadly enough. No one could gain the upper hand because the combat stats were all compressed into a pretty narrow range of values. Guns that confer a +1 or +2 bonus to shooters didn't give us the sort of "outright death" results that should have come from a fast, furious gun battle in a post-apocalyptic car park.
I'm sure once the game is published it will have a much more detailed armory with heavy weapons, ray guns and other high-tech items to help increase the violence. I also understand that Apocalypticum is a campaign-oriented game, and in a campaign you don't always want your guys to die. But in this game everything felt extremely underpowered.
The vehicle rules worked OK, although they should almost certainly be modified for scenarios that require vehicles to be driven. We very nearly didn't find a single functioning vehicle on the battlefield. Here's the final shot of the game, showing Jon's KGB agents aboard a wastelands truck as they made their escape.

Despite the lack of carnage, we agreed that we really liked how the game played. It just needs a bit more brutality to increase the body count and make games more decisive.
— Patrick, Chicago Skirmish Wargames club member