Okay, okay. No points for originality in title. I was on Spring Break and rediscovered what it is like to have free time, which I immediately spent on doing something I haven’t done in a very long time: play a wargame with a friend on a weeknight. What a concept! We put together a full Quar match, with a light tractor (tank) and a crewed weapon and everything.

We fought over two control points, visible there. This battle engaged partway with the tractor and crewed weapon rules, but I can’t say I took great advantage of them. They’re readily comprehended but like with many things in this game you have a wide set of options. I can’t say I ever bothered to change barrels or do any of the fancy stuff a crewed gun can do. In fact, I spent most of the game disappointed in how poor a weapon the Tollyn Maeryn gun option is. With a base skill of 10 in a roll-low 3D6 system, it made no shots before being escorted off the board by enemy fire.

The tractor proved simple enough. It’s the special tractor that the Fidwog come with in all of their squads. It proved problematic, as once my anti-tractor gun was gone I had no way of resolving the darn thing and had to just eat its fire.

It wasn’t the deciding factor in the game, though. My Tollyn boys once again failed to really land many shots at all—the lower skill really hurts. I nearly had a melee breakthrough, but between the tractor and an enemy LMG my left flank essentially folded.

I blame my own tactical blunders here. It was his first game, so I wasn’t exactly putting a ton of thought in—which the game does reward. Better usage of smoke and grenades could have helped me to both handle the tractor and punish his clustering. I think the more important note is that we tackled the full ruleset and finished our game in about three hours, on a weeknight, with a 30+ minute diversion into topics-du-jour.

That’s about what I want from this game, so that’s rad.

Quar continues to please. Somewhere on my project list is yet-another-faction. While I love the style of my Tollyn Maeryn boys, I’d like a crusader force that isn’t a militia. I’ve never done great with missing almost every shot. It takes a better commander than me to manage this mess and most of my opponents are royalists, so I think I merit a venture into another, more capable force.

Though it still brings up a core problem I’m having. Few forces really have built in solutions for tractors. I’m looking to play another 3D printable faction: Ergydiwr. They wear fun sweaters and tall hats—I dig it. They’re reasonably fleshed out to include command profiles and a field gun—but no anti-tractor firepower. This contrasts with their direct opponents in the lore, the Maebwysh, who have several sources of anti-tractor firepower. It’s a theme I’ve seen in the game, with several factions feeling “Incomplete.” Now, these factions are recently released and might see more in the future. I just hope the author considers giving them more complete initial rosters that can interact with the full game, not just the man-to-man infantry engagements.

Leave a comment