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Road to Armageddon - Gear Book €23,49
Durchschnittliche Bewertung:3.6 / 5
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Road to Armageddon - Gear Book
Verlag: Free League Publishing
von Sean M. [Verifizierter Käufer]
Hinzugefügt am: 05/22/2022 19:11:59

As a stalwart Twilight 2k, RPG, and military science fan, I have to say I'm of mixed mind on both this book, and all RtA content thusfar.

On the one hand - this book is full of fascinating insight and detail into a variety of topics. A vast amount of information, from a detailed weapon and equipment list, to figures on biological weapons, post-armageddon economics, and more. This is clearly a labor of love, and it shows, with the sheer breadth of subject matter available for a GM.

On the other hand - non-insignificant amounts of this information is either opinion presented as fact (the entire segment on Category-IV mobilization division organization and what equipment they'd have, claims on Soviet vehicular reliability, and claims on the impossibility of the setting as presented in T2K4E) or is simply not correct. Author confuses, or gets wrong, details about firearms in the segment - examples include asserting the FAMAS F1 fired 7.5mm French (it did not), that the M16A4 was fully automatic and used exclusively by USMC (it was neither - he may be confusing the fully automatic M16A3, issued in limited quantities to the Navy and Seabees, and not know that while the -16A4 was issued to the entire USMC, it also featured widespread Army usage), and incorrect information on the proliferation of the AEK-971 and AN-94. While the vast majority of information presented is correct, just enough is gotten wrong that it is difficult to take everything at face value, without double-checking. Some design choices presented in said segment as well can be considered strange - the IAI Desert Eagle is stated, not in .50AE, but in .44 Magnum, the AN-94 has no note of it's unique "double tap" mechanic, etc. The latter is not a major criticism, but it is worth noting. As well, the equipment "cutoff" date is not the standard Twilight date of late 90's, but includes equipment all the way into the present day. Without independent knowledge of the equipment within, it's very easy to fail to see the anachronisms, and use anachronistic equipment.

In addition, the author insists on using many custom elements of mechanical design. For instance, all gear mass is measured in Kilograms instead of 4th Edition "encumbrance units," which renders conversion to 4th ed standards an irritating task. Vehicles are stated up with custom turret armor and top and bottom armor, which requires five additional pages of custom ruling detailing additional hit locations, maintenance, and the intricacies of modern armor. Smallarms ammunition has custom rules for handgun and SMG ammunition. And so forth. While all of these, in a vacuum, could be successfully presented as variant rules for increased intricacy, the author does not offer the choice to use or not, but presumes that, simply, they will be used. This makes the rulebook very self-contained - it's more than a little difficult to use "Road to Armageddon" stats or equipment with other third-party sources, or even with content contained within the core rulebook itself.

As a side note, the author is highly disparaging of 4th edition, and makes no attempt to hide this. While they're of course entitled to their own opinion, it became somewhat irritating to be reminded of the author's displeasure of the current edition every ten pages (metaphorically).

Overall, I would recommend purchasing this if you have the money, have a firm knowledge of what you want out of this book, and have your own independent knowledge of the contents within, so that you can read the opinion presented within with a critical mind, and draw your own opinions. Again, the breadth of knowledge presented in here is fantastic, and, even if you don't take everything in here blindly, the information within can help you shape your own opinions of gear and how to run a Twilight campaign. However, do not purchase this book if you're looking for a quick list of equipment to "slot in" to an existing campaign. All contained within here must either be used exclusively with other RtA content, or converted out of the RtA rules system, and information contained here is best served independently reviewed by any GM.



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Kommentar des Verlages:
You are of course, correct about some of the weapons data ... mainly because the text was taken more or less straight from a previous non-TW2000 product of the same name and used the best information available to me at the time (though how I missed tghe FAMAS F1 data is a mystery - however, the Desert Eagle, the latest model, IS available in .50 AE) ... as for the 'anachronistic' weapons. Well, there is a note somewhere stating that, yes, some of the gear included wasn't historically available in AD 2000 ... and that often this seems to have been because defence procurfement budgets were slashed around the world after 1989 ... if we accept the proposition that this is NOT the case, which the background does, then it is not at all unreasonable to assume that the 'anachronistic' programs would, indeed, have been available by AD 2000 (indeed, a number of them were *intended* to be, before said cutbacks) ... GMs are, of course, able to use or not use such gear at their option. As for the equipment of Category IV Divisions, well, if you have been following the coverage of the current unpleasantness in Ukraine you may have noticed that some units raised by the Donetsk and Luhansk 'republics' have been equipped with ... Nagant Rifles ... indeed, even before this, these Republics also fielded T-55 Tanks and other older equipment. One can reasonably equate these units with 'Category IV' units. And, in any case, we do know that the equipment parks for Category IV Cold War era units *were* WW2-1950s era gear (or at least seemingly authoritative cold war era sources did ... and the examples cited would seem to support that assertion) Russian Vehicle Reliability: Well, it's no secret that, compared to Western/NATO stuff that Russian vehicles were comparatively rubbish ... even during the Cold War this was understood by analysts (as, indeed, a perusal of any Cold War era source on the Soviert army will probably glean) and, again, as we have been seeing in Ukraine, they're *still* rubbish. Part of this is due to poor design and equally poor build quality (as, indeed, I indicate in the book) and part is because the Russian economy through the entire 20th century has lacked the required number of technicians to run both their civilian economy AND keep their armed forces vehicles fully functional ... and this has not changed all that much (again, as reports from their rubbish performance in Ukraine has been showing). As for turret armour and custom ammo rules, well, I understand that not everyone was pleased with the decision to pretend Tanks don't have turrets. If anyone thinks that turretless tanks are the best thing since sliced bread they are, of course, welcome to ignore the Turret armour values and simply use the Hull values. As for ammo, well, some of the values in the core rules make little sense ... hence the changes. In almost all cases, however, the changes can be ignored and the core values may be used instead ... Weight in kilos vs Encumbrance units. Ah. The latter, are ... interesting ... but are all over the place and (to me) make little or no sense ... but, sure, anyone who really wants to use Encumbrance Units is welcome to. As I recall there is even a statement in the core rules that (from memory) I EU is 'about' 3 kilos (or is it 2 kilos?) ... which simply doesn't work for a lot of gear .. but anyone who wants to use EU can simply say 2/3 kilos = 1 EU. A doddle, basically. As for my dislike of many of the design choices made to convert TW2000 to the MYZ system ... I've owned every iteration of TW2000 from 1st Edition and ALL of them made an attempt (not always with complete success) to closely model real world values. MYZ rules are mostly fine for the fantasy background OF Mutant: Year Zero (a fun game, which I also have) IF you don't look at them as being realistic in any way, but, as used in 4th Edition, well, I am not the only gamer who expressed concern about many of the design choices. So, I guess, if I present rules that make the game more realistic and people don't want that, that's OK ... in almost all cases the differences can be ignored ... or considered as 'chrome' for occasional use. Still, sales are steady, so I guess there are enough GMs out there who seem to have ideas similar to what is presented to be viable.
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