The Succession Wars
FASA 1987 ISBN 0-931787-72-6
The Product:
Succession Wars is a board game set in the BattleTech universe of
3025. Play takes place on a map of the Inner Sphere that is divided
up onto irregular interlocking regions. Two or more players control
the forces of the Successor States in a grand bid to win the
Succession Wars.
Each House is represented on the map by a colored region (red for
Kurita, Green for Liao and so on). Counters approximating the
Regiments of the Successor States and personalities are employed in
a Risk-Like game system.
A major difference is that movement is controlled by the use of
Jumpship counters, which have a limited range and carrying capacity.
New units and Jumpships are created at manufacturing facilities, and
destroyed units can be rebuilt too.
Everything costs money though, and this is represented in the
form of a pile of C-Bills. Each player gets more C-Bills in the form
of taxes from regions they control. This is a two edged sword
naturally, as the more you control, the more thinly stretched your
forces become.
Money is not only for building units, but also for hiring
Mercenary units, bribing personalities on the other side, or even
ComStar (though the results of this are random, and may result in
them turning round and placing you under interdict).
A technology ladder influences the cost and effectiveness of
combat units. As a house develops (or recovers) technology, units
become cheaper to produce and gain additional combat benefits,
Jumpships can travel greater distances and even HPG technology can
be gained.
Chaos and confusion are introduced in the form of a deck of game
cards that can be played at various points in the game (including a
"Get Out of Interdiction Free" card).
Victory can be achieved by capturing all of your opponent's
territory or their capital and all personalities.
The Good:
The game does a good job of capturing the flavor of the 3025
BattleTech universes. Another nice feature is the option of playing
the 1st Succession War, with the Personality counters being
double-sided to give the notable figures of that era for each House.
Interestingly, the Mercenary Personalities are appear to be
immortal.
The counters are excellently produced, with most of the
well-known units represented. The character portraits are very
nicely executed and the C-Bill notes are sooo cute!
The Bad:
The set-up can be time consuming getting all the correct units in
their initial starting regions, and then placing the ones that are
free-floating. It is not a game you can whip out for an hour.
Although the game is for two to five people, in reality it plays
best with two OR five people. With two players you often get the
same sort of grouping as in the "real" 4th Succession War,
but any other balanced unions just do not work out well until you
reach the one player, one house set-up.
The map is rather flimsy, and can tear easily. When play gets
hectic it can be easy to blow the game by jogging all the counters,
resulting in the declaration of real hostilities when nobody can
agree on where that Sword of Light should be.
I have yet to find anybody willing to accept my C-Bills.
If you have ever played Monopoly, you have probably run into
different interpretations of the rules. Unfortunately the same can
happen with with Succession Wars.
One hole in the rules can occur if a player attacks (and
captures) Terra. This immediately places them under complete
interdict, but can boost their House technological level to the
point where they have HPG capabilities. The rules do not cover
whether the interdict is still in place under such circumstances.
Continuity:
The brief historical introduction is a retelling of the
established 3025 background. As such no gaffs are present.
In some instances the number of counters provided for a
multi-regiment unit do not match the game universe i.e. only three
Wolf's Dragoons counters, but such discrepancies are obviously for
game balance and so are easy to forgive.
If playing the 1st Succession War option, Wolf's Dragoons should
not really be available.
Mercenary units introduced in the early years of the BattleTech
game are not represented, so No Grey Death Legion, Snord's
Irregulars or Kell Hounds. Any house unit introduced after the House
Books were published are also not included.
Obviously the game has nothing connected with the Clan Invasion
either.
Conclusion:
Succession Wars is a good game, and it is easy to imagine that a
session played at FASA HQ was the inspiration for the way the
universe developed until the Clan Invasion (although things were
more carefully planned than that).
Where it falls down is in the long set-up and playtime required
and the disappointing quality of the map.
In some respects it would have been nice to see an updated
version for the modern BattleTech universe, but that would be hard
to implement because of the way it has evolved. With the plot now
progressing through the novels, a game on this grand scale no longer
fits well into the BattleTech product line.
Because of the rather narrow focus of Succession Wars it will not
appeal to all players and so only gets 2 ½ Timber Wolves. Now if
you want to rewrite history and play a game on this grand scale,
that is another matter...
Counters
C-Bills
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