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Owen Sieber
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Tannhäuser » Forums » Reviews
Tannhauser... what is it missing? I know!
Tannhauser... it is missing something... When I saw this game on the shelf I had to have it. It had everything a great game could offer:
1. Expandability
2. Unique Combat
3. Unique line of sight system
4. Great components
5. Killing
6. Even more killing

After playing again tonight I had to finally write my review. This game easily got over looked with a couple new games that I purchased at the same time as Tannhauser. (Last night on earth & StarCraft on pre-order) As you can see it was out shined by some great games.

I will give my review and then finally review what this game is missing...

COMPONENTS starstarstarhalfstarnostar
The miniatures are just awesome! let me say that again, Awesome. Highly detailed and great painting.

The board is nice as well. Some people complain that it is too dark. I have to say I like the darkness. However, It does make matching the pathfinder system hard. if they would have lighted up just the path system enough to get a good look at it, this would have made it 100% on the board.

The equipment markers and counters are great as well. Think cardboard and great detail as well. The only real good complaint I have about the markers is there is not enough for the standard units. The rules state that you can heal your basic units and rebuild a custom equipment packs. However, you had to drop your equipment on the board when they die. It makes it impossible to use the same gear. If FFG supplied extra markers for the base units it would make this great as well.

The rules are horrible once again. True to FFG, you are going from page one to page five, back to page three just to figure something out. The reference sheets are just about worthless. Until you memorize what each piece of equipment does, you are constantly flipping through the reference sheets.

GAME PLAY starstarstarnostarnostar
The game play has some really cool points, and some that really are not so cool.

Characters, if used with the canned equipment packs, are good. They change just enough to really change the way you play them from game to game... The problem is, the rules to customize your character. if you do not use the defaults packages for a character, you only get three equipment tokens and NOT their special one. I know it is that way to balance it out... but to me there could have been a better way to do it. because of that, I never created a custom package. Now FFG have posted many new tokens for some characters that may offset them, but to print it out on paper and use them stinks. I would purchase them if they would print them on the same card stock as the game.

The path system is good and the way it is laid out on the board is really good. The weapons range and the way the paths are setup can really cause troubles for you if you do not really think out your moves. If you are not careful with unit placement, you can really make you own team useless. That is where the strategy comes into play.

The character sheets and hit points are laugh. To many times the token used to point to your current heath get moved and you have to remember where it was at. They could have done a better job at that.

I really enjoy the combat system... The attacker has to a set number of dice they roll and must roll higher than the defenders difficulty rating. For every success, the defender had to make a similar roll counter with their own successes. If he doesn't he suffers a wound. A little confusing at first, but once you get knee deep in killing, it was very simple and efficient. I really liked the combat system.

THE GAME MODES starstarhalfstarnostarnostar
Here is where the game lacks. The game has rules for Story Mode, Death Match, and Domination. We only played the deathmatch because the other left us lacking fun.
Story Mode had a great concept but really stunk. Supposedly each team had missions to accomplish. But the missions are just tokens on the board that match your main characters abilities. With that, you would need to grab the tokens from the board. If you got enough to satisfy the requirements, you win. BORING... there is not back story, there is nothing like that. You need to just think of something in your head for a story plot. Not to mention, the boards are hard coded for specific tokens, so the so called story never changes from game to game. Well, the side that needs to take a scenario spot changes, but that is all setup at the beginning.

FFG have posted some ways to make the story mode better... but all that should be in the base game.

Domination mode and death match to me are the same. we always wipe each other out before achieving the death match objectives...

OVERALL starstarhalfstarnostarnostar
I really wanted more out of this game and maybe expansions, and not just new people... in the year it has been out, there has been two added characters. No new boards... nothing to make this game work. They have stuff in development, but it will be far to long away to make a difference. This game also needed at least 1 more double sided board. True story mode with unique objectives. Not just spots on the map to go to. But real objectives.

The combat system is great... the path system is great... the miniatures are great... other than that, the game is pretty bad.
Peter Giles
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Its all true :cry: its all too true :cry:

I want some free stuff from FFG to make me feel better about this game. Really good fix this game and make it playable stuff.
Andrew Brannan
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model359 wrote:
Now FFG have posted many new tokens for some characters that may offset them, but to print it out on paper and use them stinks. I would purchase them if they would print them on the same card stock as the game.


Well, they did include two of the Tokens of the Month with the Yula Expansion figure, so my guess is that we'll see those tokens in the expansions (when they finally come out, that is.)
Barry Kendall
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Agree on most points. I don't mind the dark board, it's "atmospheric."

But the sense of playing out a story is very weak and pure "deathmatch" games don't turn me on: I want theme, context, the experience of being in the midst of dramatic events. With "Tannhauser" it's almost all graphic pretties and background fiction with little of that translated to play experience.

I'm planning to buy the Siberian expansion, in part to see if they got the dramatic narrative bit right and partly in hope that those extra counters will be forthcoming or at least adaptable. Got Yula, can't find anybody else.

I'm with you on the print-yourself counters. I don't mind such things from "third world" or DTP publishers or game fansites, but it's not the best way for an established company to enrich a high-production-value retail game.

Perhaps FFG simply released "Tannhauser" early to fill a gap in the production schedule with good intentions to support it. Perhaps they just rushed a game into production to boost sales. I'd like to think that they have the desire to make all the parts mesh and will address some of T's shortcomings, not only in future releases but in readily available (and production-quality) supplemental/update materials.

There are some nice design ideas in there, and they deserve to be brought together more effectively.
S Payne
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I agree on some of the points, but I like the game more than you do it seems. Yeah, the story mode was the most disappointing aspect of the game. I really wanted scenarios based objectives and an overall campaign storyline. I don't blame FFG because they didn't design the game, Take On You did. I think they distribute the products as they get them, like with the Confrontation and AT-43 games.

The Wolf and Yula packs came with scenarios and some of the bonus tokens that were on the FFG website. I haven't tried out the scenarios yet, but they look good. There are more on the BGG page that are translated into English, and they look good, too. I'm hoping with Novgorod and the other figs there will be more to play. If not, it's still a fun game, just short of becoming great.
Steve Bullock
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This is the second recent posting about why someone thinks Tannhauser isn't a perfect game. Strange.

Anyway, Tannhauser, like all games, is "missing something". After all, there is no such thing as a perfect game.

Except Monopoly, which is perfectly awful!

I will keep playing Tannhauser, despite the fact it is not perfect. The game grows on you, and I like games that feature plastic figures, WW2, evil magic, and player death and destruction.

I guess I just like imperfect games.

Rock on!
General Protection Fault
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volnon wrote:
This is the second recent posting about why someone thinks Tannhauser isn't a perfect game. Strange.

How is that strange?
Dave Langdon
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I have this but haven't played it yet. I'm shocked at the lack of "missions", given i'm a general fanboy of the Hybrid team who had alot to do with this game, i'm vastly dissappointed.
Leo Zappa
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This was originally on my "must buy" list, but this review reinforces the impression that I have gained which has removed the game from my list - namely, lack of scenarios. For the money you spend on a game like this, I would expect to get a mission or scenario book with at least 12 to 18 unique missions. Expansions can certainly provide additional scenarios to use with new characters, but I find it appalling that this game shipped with essentially no mission book. If I wanted to use my imagination to make up my own scenarios, I would skip the boardgames and just get into an RPG. When I buy a boardgame, I expect the work to be done for me, so that all I need do is play within the game's framework.

What would have been cool would have been to provide a mission book that was also a graphic novel, so that the backstory is fleshed out in between scenarios.

This game just seems like an unrealized dream, or a half-baked cake. It shouldn't have been released like this. I think FFG may have hurt themselves with this one, it may be tough for them to turn the Tannhauser ship around. I'm a big FFG fan, and I understand this isn't a FFG-developed game, but they should have insisted on the mission book before releasing it. Unfortunately, FFG already suffers a bit from a reputation for putting out games that need an expansion to fix them (a reputation that is not entirely deserved, although in the case of TI3, I have to agree), and this effort has done nothing to change that rep. I wish they had given more effort into fully developing this game before release, because the idea is neat, and the bits look great.
Danny Rorke


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Damn, it took me some digging to find this post... i needed it... bloody hell... where are the scenarios, what the hell is the use of an objective token that doesn't have any corresponding objective... sheeesssh i really want this game to be good, it looks awesome and is a great concept... I guess i am going to have use my imagination! My imagination is just so rusty, the sandbox was just so long ago. I agree with Leo Zappa though, it would be nice to have this work done for me so i could come home half dead and play a rocking board game without the seemingly nessasary RPGish creativity.
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