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Dane Peacock
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Tannhäuser » Forums » Reviews
Surprisingly tactical squad based battle game
Tannhauser is a squad based tactical battle game.

What does it compare to?
Tannhauser is not a collectable miniatures game on the scale (in both size and complexity) of miniatures game offered by Games Workshop and the like. It is certainly much less complex than squad based war games such as ASL. Two of my favorite squad based tactical games, Combat Commander Europe and Duel of Ages, are at least a couple of steps more complex and involving than Tannhauser. It is closer to the scale of Wiz Kids miniatures games, although it is no where near as clunky. All in all, I think that Tannhauser compares in scale, complexity and scope to Heroscape. It uses a flat board instead of 3D terrain, and uses a very streamlined pathfinder system for distances and line of sight.

I must say that I usually prefer a bit more complexity and involvement in a squad based tactical game. Tannhauser is just a little too stripped down and simplistic for my tastes, but that’s just me. Tannhauser fits comfortably into the genre in which it was designed for: Squad based tactical game – lite.

Theme: Love it. Uber cool. I see a lot of story potential in future releases.

Components: Very Nice. I like the look and aesthetics of the bits, figures, and double sided board. It’s gorgeously dark; too dark. Some of the colors on the board are a pain to see, even in good light.

Rulebook: The rulebook does a good enough job of teaching the rules, but there are some noticeable gaps. The rules are written to explain the basic game system only. I found it odd that there is no explanation of the boards or how they apply to a specific scenario. There are other holes: On the setup sequence on the back cover, there is no mention of the step for setting up crates. Overall, the rules make sense if you apply logic to some of the holes, but I was surprised that a game with this much ambition and plans for future releases, did not have a better rulebook.

Gameplay: Sometimes I am excited after reading the rules, but gameplay turns out to be a big disappointment. Other times, after reading the rules, I am a bit let down, but the gameplay turns out to be surprisingly excellent. After six games now, Tannhauser falls into the latter category.

Rules that worried me upon reading the rulebook:

Activation system: I am not a fan of the Igo-Ugo activation system in squad based tactical games. This unimaginative activation mechanic severely dampens tactical and strategic gameplay. It is what hurts games like Mage Knights and Heroscape for me. Often they devolve into simple games of I bash-you bash because that happens to be the best choice each turn. A game that has opportunity fire or off-turn orders allows for much more tactical maneuvering and creative thinking.

Pathfinder system: The pathfinder system is touted on the box and throughout the rules. I actually like the idea and how it is implemented. LOS and distances are all wrapped into a logically and readily viewable mechanism. Characters and objects do not block LOS. If a character is on a colored circle it can see all other characters on that same connected color. Clean and simple. My worry was that this would be way too simplistic to provide for strategic maneuvering.

Weapon minimum firing distances: When I got to the part in the rules on minimum firing distances, I winced. As I got into it further, I visibly cringed. I hate artificially applied minimum firing distances. (pistols = 2 spaces minimum, automatic weapons = 3 spaces min, and heavy weapons and grenades = 4 spaces min). These limits are non realistic. They almost always feel fiddly and forced. They usually take away from tactical gameplay instead of adding to it.

Wonky weapon damage: Most characters have just three or four life levels. Nearly any weapon, depending on the battle outcome, can do no damage at all, or kill a full-health character outright. This seemed to be too much of a wild swing in fortunes, instead of a consistent, more manageable hit point reduction.

I will mention that there are several rules that I really liked, such as the equipment selection system, and how each character feels like a distinct individual, but after reading the rules I was very disappointed. I felt like I had just paid an enormous price for yet another simplistic tactical game with the same copy-cat pitfalls of so many other games in this genre.

Now we get to the actual gameplay:

It took me two or three games, but I have to admit that my first impressions were wrong. I like how the game plays out, due in part to the combination of the rules I questioned!

The combination of the pathfinder system (board design), activation system, and minimum firing range works very well in actual practice. I am happy to report that there is plenty of room for tactical maneuvering. The paths on the board are more confined than in the wide open feel of many other squad based tactical games. This creates the situation where heavier weapons are deadlier, but less flexible. A character with a smaller weapon can take advantage of the path structure to even things out.

For instance, the shock trooper, who, with the right equipment, is insanely deadly at hand to hand combat, can position himself (say behind a door), to where a character with a ranged heavy weapon will either have to face him in hand to hand combat (at a distinct disadvantage), try to bull rush past him, or just go away and find somewhere else on a path where he can use the heavy weapon in all of its glory. I love choices like this and Tannhauser is full of them. Every turn, movement strategy comes into play. I am thrilled that this is not another game of ‘I move forward and attack, then you move forward and attack.’

I was also surprised to find that I like the weapon damage. This is not a game of health management. You have to go into Tannhauser with the mindset that weapons are lethal. You have to assume that if an enemy gets a good shot at your character, then your character is probably going to die, and count yourself fortunate if the character is only wounded.

I have to stress that the rules I pointed out in this review are usually game-killers for me, but with Tannhauser, the combination of how they interact really does make for a game with meaningful tactical gameplay. I don’t know if the designers just threw together well-used (and yucky) mechanics and just happened into this combination on accident, or if they achieved it through design foresight and play testing (especially with the board design); but either way, it works.

I still have my favorite squad based tactical games that I will play before Tannhauser, but this fits a niche. I think Tannhauser outshines other squad based tactical games with the same complexity and time to play (about an hour), and it has potential for the future.
Last edited on 2007-09-24 16:37:25 CST (Total Number of Edits: 1)
Tim Fiscus
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This is excellent. Thanks!
Rob Buchler
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I agree with your conclusions, nice write up!
I've given the game an 8 so far, because, as you have said, the game play itself is excellent despite the flaws in the rules and system at this point.
Yoki Erdtman
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Great review Dane. You mention having played it a handful of times, but how many of you were playing? How does it scale from 2-10 players? With two players you each play a team of five characters right, so with ten players each one plays a single character and there's five players to a team, but what about 3-9 players?
Dane Peacock
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Yokiboy wrote:
Great review Dane. You mention having played it a handful of times, but how many of you were playing? How does it scale from 2-10 players? With two players you each play a team of five characters right, so with ten players each one plays a single character and there's five players to a team, but what about 3-9 players?


For our first two games we had four players, two to a team. One person controlled the two troopers (commandos), the other person controlled the three heroes. The last four or five games have been two players only. The first two games were fine, but we were patient because we were learning the game. I imagine that playing in teams could be frustrating with veteran players because the players might clash on tactics. I believe that this basic set of Tannhauser was designed as a two player game, and the amount of players listed for wider appeal (and maybe future expansions).
Yoki Erdtman
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Sky Knight X wrote:
I believe that this basic set of Tannhauser was designed as a two player game, and the amount of players listed for wider appeal (and maybe future expansions).


That's the feeling I got as well. My problem is that I have more two-player games than I have time to play, but Tannhäuser really appeals to me.

Andy De Mulder
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This is a very good review, thanks. I was considering buying this game, now I know for sure I'll get it :cool:
Chris D'Andrea
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Sky Knight X wrote:

Rules that worried me upon reading the rulebook:

Activation system: I am not a fan of the Igo-Ugo activation system in squad based tactical games. This unimaginative activation mechanic severely dampens tactical and strategic gameplay. It is what hurts games like Mage Knights and Heroscape for me. Often they devolve into simple games of I bash-you bash because that happens to be the best choice each turn. A game that has opportunity fire or off-turn orders allows for much more tactical maneuvering and creative thinking.


As long as you don't mind spending VP's you can counterattack MOST attacks by spending 1 VP.


I enjoyed your review. I have played a Story mode game and really enjoyed it. I am not a tactical miniatures gamer but I love this game. The theme is outstanding and the game has a rather larger following. If you can read French there are several scenarios on the official site and if not you can always find a online translator.

I do enjoy the fast paced gameplay and the components are right up to FFG standards (except for the big union guy with the big gun, mine is COVERED in a glue like substance (looks like he was hit by spiderman) and the woman on the Reich side has some major paint problems as her head is almost all black but I am writing to FFG to see about replacements.) In all I am VERY satisfied with my purchase.

Chalk up another successful game to the group at FFG.
Jason Little
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do you find the game better suited to team-based play or to individuals duking it out against each other? i like the idea of teams playing together during the scenarios.
Paul DeStefano
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Randall Silver wrote:
This is a very good review, thanks. I was considering buying this game, now I know for sure I'll get it :cool:


Man, what's your reaction when its a POSITIVE review?
Dane Peacock
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ynnen wrote:
do you find the game better suited to team-based play or to individuals duking it out against each other? i like the idea of teams playing together during the scenarios.


Teamwork is absolutely necessary. Not only do some of the characters' abilities and equipment work together, but spacing and area control are critical also. A player that treats his team as individual characters will be in trouble. That is why the game works best as a two player game, unless the multiple players controlling one team are really on the same wavelength.
Dane Peacock
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I should mention the four modes of play:

The story mode (played 4 times) is what we have played the most and on which I have based most of this review.

We have never played deathmatch mode, well, not on purpose, although each game seems to nearly come to that...

The capture the flag mode (played once) fell flat because of one issue: A team wins by taking the flags back to any of that team's starting objective spaces. There are too darn many. It feels like a mad rush and the games ends too early. The flags should be required to be taken back to the entrance.

The domination mode is great (played twice now). It provides for plenty of strategy in planting flags and replacing your opponent's flags. It becomes imperative to keep your characters alive (easier said than done).
Brahm Taylor
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I find it interesting that you mentioned, even in the very end, that you are into "more complex and involving tactical games" while quickly labeling WizKids games, which utilize that very staple of hardcore “complex and involved” wargame mechanics, the good ‘ole LoS, as "clunky"... but yet you are "happy" with the fixed confines/dumbed down mechanics of the pathfinder system.

Interesting. Just an observation.

Completely unrelated, I wonder if anyone feels the pathfinder system, though innovative, will harm the lifespan of the game because it renders balanced and tested user created maps/terrain a virtual impossibility.

Last edited on 2007-10-01 04:09:15 CST (Total Number of Edits: 3)
Matthew M Monin
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brahmulus wrote:


Completely unrelated, I wonder if anyone feels the pathfinder system, though innovative, will harm the lifespan of the game because it renders balanced and tested user created maps/terrain a virtual impossibility.



If the game becomes popular enough it won't be long before someone releases software that makes doing so a breeze.

-MMM
Brahm Taylor
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Well I didn’t so much mean the actual artistic/design production or application of the graphic elements involved with the path system... someone adept in Photoshop could knock that out with ease, or worst case a few different color dry erase markers on a blank map would suffice... The substantial obstacle I was alluding to is the actual objective decisions involved when setting out to determine exactly who can see who or what based on their relative position on a pre-designated and fixed board. The decision on what color to make any given circle is very... well... objective... and from a strictly ‘design’ perspective... limiting and I dont want to say unrealistic (its a game) but I will say possibly unbalanced or unfair at times depending on who is on what path. We, as players, readily accept the paths on the core game board because its from the designers and we imagine its gone through months of scrutiny and smoke testing... but if you start to think beyond this a bit... your head hurts.

Again I personally applaud the innovativeness to dumb down one of the major learning curves/show stoppers (LoS) of "more complex" tactical combat games... its basically a creative step beyond saying you can ONLY shoot straight or diagonally but with the choices of when and where this can happen dictated by the specific design of a fixed game board as well as how the given designer percieved a basic LoS to be based on their own feelings or methods at the time.

More or less it just seems apparent to me that this mechanic by the very nature how how it has to be custom concocted per layout... can't lend itself to the people so to speak... to mods, creative “design” thinking outside of the box (literally) and user created maps. However I realize this may in fact be fine with the designers and even the consumers of this game. For all I know it may even be intentional with its roots firmly based in marketing strategy and future sales. A game known as Checkers has confined paths and pre-designed game boards as well and I hear it has a ton of fans.

:)

It's just a different approach for the genre. Normally the first thing one does (I do) when getting into a new WizKids, WotC, GW, etc, miniatures game brand or system is to start expanding, modifying or designing maps and/or terrain, knowing full well that the standard open ended univerasl LoS mechanic will apply itself into any battlefield, be accepted without question by other player's, and be fair and balanced to all parties.

For me it will be interesting to see what the exclusion of this segment of like-minded gamers, the absence of that open ended appeal if you will, will mean for this game.

Regardless, I wish the people with a piece of thi$ game - nothing but the very best.
Last edited on 2007-10-01 21:41:38 CST (Total Number of Edits: 14)
Dane Peacock
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brahmulus wrote:
I find it interesting that you mentioned, even in the very end, that you are into "more complex and involving tactical games" while quickly labeling WizKids games, which utilize that very staple of hardcore “complex and involved” wargame mechanics, the good ‘ole LoS, as "clunky"... but yet you are "happy" with the fixed confines/dumbed down mechanics of the pathfinder system.

Interesting. Just an observation.


It seems that you are twisting my words a bit to make your point. I am happy with the pathfinder system as it applies to a lite tactical battle game. It streamlines LOS, range, and obstacles. It adds a level of spacial maneuvering when combined with minimum weapons range. It is perfect for the complexity of this game, and makes it accessible. I questioned many of the rules as being too simplistic to make the game engaging for me, but the whole of the combination of parts is much better than I expected. LOS is just one part of a squad based tactical game and not the crux on which I base my opinion. I do not see any interesting conflicts in what I wrote.

I do prefer more complex tactical games (but not so complex that gaming bogs down behind mechanics).

My favorite squad based tactical battle games are:
Rezolution: A Dark Tomorrow
Duel of Ages
Combat Commander Europe
Age of Battles: Kulikovo's Battle

Tannhauser is certainly a step down in complexity from the above games and more comparible with:
Mage Knights
Hero Clix
Heroscape
Brahm Taylor
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Given I was a little confused, but definitely not purposely twisting (apologies), in fact it, now that you re-mention it... it has just become much clearer to me. I personally can't fathom how a game that utilizes Line of Sight is "more comparable" (close in complexity? tactics? strategy? play style?) to a game that uses fixed paths of movement and attack like Checkers... or Chutes and Ladders.

That was the main thing you originally said (and now highlighted) that seemed contradictive to me.

Apples and oranges come to mind.

Obviously this could just be a personal struggle that I have in my mind with the comparisons made and the detail and depth (and breadth) of the mechanics in question.

No big deal.

p.s.

Duel of Ages... very cool.
Last edited on 2007-10-02 11:06:21 CST (Total Number of Edits: 1)
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