If you've read my posts before2 - or watched my stream on Twitch - you'll know that I'm a big fan of the miniature line which accompanies the Burrows & Badgers game, but I hadn't really gotten around to reading the rules or playing it. However, earlier this year I committed to attending a Burrows & Badgers tournament at the end of June - and then I heard that the Osprey version of the rules, which I'd heard rumblings about for a while, would be out in time for Salute.
Thanks to the wonders of the internet, I was able to get a pre-order in place, and the fruits of that arrived this week - especially impressive given that I imagine Michael and Jo are still recovering from Salute, yet managed to get my order posted out on the Monday following it. So, without further ado, let's take a look at what came through, shall we?
Bonus scenario is inside the book |
Before we look at the game, let's look at the book itself. This Osprey print is a full-colour hardback, with 128 pages of content. Numerous photos show off assorted Burrows & Badgers models, while some really nice line art from Gary Chalk complements these images. There's even a nice map of Northymbra in the introduction, to help you get a feel for the world the game is set in. It reminds me of somewhere, but I can't quite put my finger on it...
Looking at the rules, I do want to make it clear that I haven't played the game yet - these are my first impressions, following my initial read-through. Burrows & Badgers is a small-scale skirmish game, featuring around three to ten miniatures per side. Recommended table size is from 2' by 2', via 3' by 3', up to 4' by 2', so even if you don't have a dedicated board your average kitchen table should suffice with ease.
As is often the case with modern skirmish games, Burrows & Badgers features an alternating activation mechanic, with individual models taking turns to do things. Six different types of action are defined, almost all of which have the character's ability to move baked into them. A lot of common things which might crop up while executing these actions are covered off as well - you can even Shoot or Cast Spells into melee, if you dare3...
Each model has nine characteristics, each of which is defined as a type of dice, from d4 up to a d20 - though starting characters are restricted to a d12 as the highest stat they can achieve. Most actions which involve another model will lead to an opposed roll - for example, attempting to stab someone will see your Strike stat (and modifiers) rolled against their Block stat (and modifiers). Equipment and skills tend to add modifiers to the rolls, or may open up options which are not generally available.
Building a warband reminds me of creating a gang in Necromunda - using 350 pennies to hire and equip creatures of various types, as well as appointing a Leader and a Second to manage your warband. You also begin with a Den, which is the base that your warband operates out of. While it is possible for your warband to expand during a campaign, you're likely to start off with around half a dozen models, depending on the species you select. Creating a warband around a single species is entirely possible - though probably not optimal - and does mean you get some additional bonuses.
Solomon Canis, Witch Hunter |
I could choose to make Solomon a Magic User, at the cost of 5 pennies per Spell, but I won't - it doesn't make much sense for a Witch Hunter to be using magic, after all! As a Leader, I can increase one stat by a step, and give him a free Skill - I'll increase his Fortitude, which should help him resist foul Magics, and give him the Parry skill to help him defend himself in close combat. In terms of gear, Solomon wields a pair of short blades, giving him the benefit of Dual-Wielding, and his heavy leather coat can act as Light Armour. This equipment adds 31 pennies to his cost, for a total of 76 pennies to recruit him - a significant part of my initial 350 penny budget.
Burrows & Badgers definitely seems to be designed more for campaign play than one-off games - though the system supports them as well. Factional allegiances give reasons for warbands to be fighting each other, such as Royalists defending Northymbra from Wildbeasts, or Rogues raising a Freebeast trading post.
As you'd expect with a game designed for campaigns, there is a chapter dedicates to the topic. Models which are taken Out of Action during a campaign game have to deal with serious injuries or even death - though I would've liked to have seen the option for a scenario to rescue captive models during a campaign. Members of your warband have the option to wander the local areas, leading to random encounters, or labour to develop your Den into a more significant base. And, of course, your characters will develop new abilities or improve their statistics as a result of gaining Experience - which is what everyone really wants to see out of a campaign game.
Gromley 2.0, after a lick of paint. |
Final Thoughts
You might be wondering what I think of Burrows & Badgers at this point. Well, as the wall of text might suggest, I'm impressed by it, and enthusiastic to take the game for a spin. As I mentioned at the start, I'm attending a tournament in June, and now I've read the game I'm pretty sure it should be a heap of fun. I've been enjoying painting the models, and I'm glad to see the game designed for their use seems to have come out so well. Now, if you'll excuse me, I need to find the box I've put my unpainted reinforcements in...
Product Details
Publisher: Osprey GamesISBN: 978-1-4728-2665-7
RRP: £19.99 / $30.00
1 - Well, at least it does to gamers who, like me, grew up with the Redwall series of books by Brian Jacques in their school library.
2 - Such as the reviews on the miniatures in general, and the New Blood Kickstarter in particular.
3 - As a general rule, not for me, thanks. I've been shot in the back by party members too often in roleplaying games. I did find it a little odd that the odds are the same for hitting your allies regardless of whether your Mouse is fighting an enemy Badger or where a pair of Squirrels are facing off, though.
4 - After all, he's a cool figure, so why wouldn't I want to use him?
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