Showing posts with label tactical battles. Show all posts
Showing posts with label tactical battles. Show all posts

Tuesday, 12 May 2026

Talon


Talon is a game of tactical spaceship battles. It is a game for two players. One plays Earth and the other plays an invading alien civilisation. You each control a fleet of spaceships. Your goal is to destroy all of your opponent’s spaceships. 

The battlefield is abstracted to a 2D hexagonal map. You fly your spaceships around and shoot at your opponent’s spaceships. There are different classes of spaceships and they have different abilities. The spaceships of the two factions are also a little different. There are differences in fire power, shields and manoeuvrability. Yes, these spaceships have shields. There are shields on all four sides, and you need to completely destroy a shield before you can hit the spaceship itself. If your shield is depleted, you can recharge it somewhat.

Guns have different facings and you can only shoot in specific directions. They also have different ranges. Naturally, the closer you are to an enemy, the more lethal your hit will be. One thing you can do in the game is to adjust the power core of your spaceship. This affects the manoeuvrability and also other characteristics of the ship.


One round of play is divided into many small steps. Each of these steps specify which spaceship classes may act. Spaceship classes go from 1 to 6. This is one of the ways how the game handles the different abilities of different ship classes. 

When playing the game, I feel like I am playing a game of warships during the age of sail. I don’t mean it in a negative way. I think it is partly because the map is 2D. You have to manoeuvre your ship well and position yourself to shoot at the best possible moment. Every time you shoot, you need to recharge your weapons before you can shoot again. So this is not a game where you just keep pressing the fire button. You need to be smart about when the best moment to shoot is. This is not a fast and furious type of game. You have to be deliberate and careful. 

So far I have only played one introductory level game where the two sides only have two ships each. I have not yet experienced the complexity of larger scale battles. I find the game serious and strategic. It reminds me of Star Wars X-Wing, not because of how similar they are, but because of how different they are. Similar setting, but very different gameplay experience. Star Wars X-Wing is the kind of game where you go pew pew pew. Talon feels more like a serious war game. 

Friday, 19 December 2025

Super Fantasy Brawl

Super Fantasy Brawl is a 2-player game in which you control a team of three fighters and you go head to head against the opponent team in a grand arena decorated with three statues.  You don’t fight to the death. Instead you race to score points. Fighters don’t die. They respawn at the deployment zone. You score points by knocking out enemy fighters and by completing challenges, which are mostly related to controlling specific areas in the arena. Challenges can only be claimed at the start of your turn. You must not only capture the required positions, you must also hold on to them till your next turn. 

Every fighter you add to your team comes with a set of cards. These cards form your deck. Every turn you draw five cards, and you have one each of red, blue and yellow mana to spend to activate cards. Unused cards are discarded and you will draw five new cards. Each card belongs to a specific fighter and can only be used for them. Fighters can move, melee attack, range attack, pull or push other fighters, heal, and so on. If your cards don’t suit you, you can spend mana on basic actions, for example moving two steps. 


Whenever attacked, you have the option to respond. You can spend mana and cards which are meant for your next turn. However this also means you will do less when your turn comes. 

Challenges operate like a sushi belt. They march across a display, moving one step per round. When they first appear they cannot be claimed. Then their value will go from 1 point to 2 points, and eventually back to 1 point again before they disappear because they are not claimed. You have to choose which challenges to attempt, and ideally you time your moves so that you score 2 points instead of 1. 

The fighters have different personalities and strengths. There is no restriction to how you build your team. Teams are drafted at the start of the game. There are plenty of combinations you can play with. 

I played this on BoardGameArena.com. The physical game has pretty miniatures and looks much better than the digital implementation. I’m not really a tactical battle game guy, so I didn’t find the game interesting. This is a game about knowing your fighters well and making the best out of what you draw. Fighters can complement and support one another, fully utilising their unique abilities. 

Saturday, 8 February 2025

Elemana Chronicles official website launched

The official website of Elemana Chronicles is now live! Elemana Chronicles is a 2-player head-to-head battle miniature game designed and produced in Malaysia, and features highly detailed sculpts. Check it out! - https://www.elemanachronicles.com

Friday, 13 September 2024

Elemana Chronicles


The Game

Elemana Chronicles is a fantasy themed tactical battle game from local game designer Darius Tan. This is a squad level battle arena game that draws inspiration from online battle arena games like Mobile Legends. It is a 2-player-only game. Each player controls a team of three fighters - one hero and two monsters. There is a mana pool on the board which players try to dominate to score points. You also score points by killing an enemy character. Killed characters respawn and come back to life next round. The game is played over 6 rounds. You win if you have more points by the end of the 6th round. 


There are several factions in the game, each with its own characteristics. Your team must be made up of characters from the same faction. Your hero is usually smaller in size compared to your monsters. 


The miniatures are quite detailed. This is one of the selling points of the game. The miniatures look fantastic. They are all 3D printed. 

This fighter is good at fire related magic and attacks. 

This miniature has been painted

During a round, players take turns activating one of their fighters. Every fighter has some action points, which are spent to perform various actions. Fighters have various characteristics, e.g. movement range, attack strength, armour strength. The common actions a fighter can perform include moving, attacking and casting spells. Attacks can be melee or ranged. You need to use tape measure when moving and attacking. You have to adhere to attack and movement ranges.  

You have to buy your own tape measures

Battles feel, for the lack of a better word, "physical". In that what's physically on the table matters a lot. You use a tape measure to check distance, for both movement range and attack range. You need to physically check line of sight to see whether someone you are trying to shoot is blocked from view. When you need to move, if there's someone physically blocking your way, you have to detour. The white circle on the board is the mana pool. At the end of a round, if you have a fighter next to it and your opponent doesn't, you will control the mana pool and score points. If both players have fighter next to it, then no one controls the mana pool and no one scores points. The mana pool basically forces you to get near each other and to fight. It is not easy to score points so you don't want to allow your opponent any easy points. 


You roll dice for both attack and defense. A successful roll is normally whether you roll a particular number or lower. If the attacker makes more successful rolls than the defender, he inflicts damage on the defender. Every fighter has a health bar. If it gets reduced to zero, the fighter dies (and will respawn next round). 

The health bars of your three fighters.

Every fighter has a character chart which lists its stats, abilities and possible actions. They can cast spells. Some powerful spells are limited to a single use per game. 

There are two types of mana in the game, and they can be used in different ways, e.g. making rerolls for your dice. One type of mana gets recharged every round, so you will usually try to use it all before the end of a round. It will get refilled anyway. It is a matter of how you want to use it. The other type needs to be used more carefully, because you may want to leave some for future rounds. Mana is stored at player level and not fighter level. Your three fighters share the same mana. 


You can upgrade your fighters, increasing their stats and abilities. You also collect gold to buy equipment. These are done between rounds. 


This is an NPC (non-player character). I think of them as monsters, as opposed to my hero's sidekicks being called monsters (what kind of boss calls his assistants monsters?). These NPC's get activated after all the players' fighters have been activated. They will move towards and attack the nearest fighter. So generally you want to stay away from them, or kill them swiftly before they start attacking you. But then there are other complications - e.g. your opponent. 

The Play

This is a miniature wargame, so the simulation level is high. The precise positions of the fighters are important. They affect line of sight, attack range, blocking and movement range. You have to juggle all these details as you play. Because of that, it feels real and immersive. You can imagine yourself on the battlefield. Whatever you can do in real life, you probably will be able to do in the game as well. Or at least something equivalent. For example, when I played, I had a general strategy of getting all three of my fighters to focus their attacks on one particular enemy fighter. The idea was this was the most efficient way to kill one enemy. Once that was done, my opponent will lose one third of his power. But soon I realised this was a rather simplistic strategy. My opponent could tell what I was trying to do, and he simply used a tough warrior type to block and engage some of my fighters. If I ignored that tough warrior completely, it would keep pounding my fighter. I might end up losing a fighter even faster! 

This rock golem was one tough nut to crack. 

Each fighter has its unique characteristics. Within each faction, there are synergies you can make use of. To play well you must discover and understand them. You need to understand your fighters well to make good use of their abilities. 


My tall guy fighter (left) wanted to rush Darius' petite hero (middle), but the rest of my team couldn't catch up. Darius had a monster-class fighter (right) nearby protecting his hero. 


Fighting is resolved using die rolls, so there will be some luck. However the game is still primary about tactics. You must use your fighters and their abilities well. Dice will be rolled many times, and each time multiple dice will be rolled. The luck evens out. Sometimes you'll be luckier, sometimes otherwise. Ultimately you still need to make the right moves to be victorious. Luck won't save you if you play poorly. 

Three-headed dog and rider. 

This guy looks hangry. 

The Thoughts

Elemana Chronicles is a miniature game. It is a tactical battle game like Warhammer. Many aspects of fighting are simulated in detail, so it feels realistic. At the same time this level of detailed simulation also means more work for the players. It can be a little tedious. This is unlike boardgame type tactical battle games, where many aspects are abstracted and simplified. In Elemana Chronicles, the battlefield is not abstracted to a chessboard grid or a hex map. Every millimeter on the map counts. 

The game concept is similar to online battle arena games (MOBA games) like Mobile Legends. You have two competing teams fighting. If you get killed, you respawn. The factions and the individual fighters have their own characteristics which you need to understand well to play well. Now I must admit that squad level battle games are not really my thing, regardless of the boardgame type or the miniature game type. Nevertheless, it was an interesting experience for me to try a genre I don't usually play. 

Darius and I have chatted several times about tabletop games and the tabletop game industry in Malaysia. Making and selling a miniature wargame in Malaysia is difficult. In fact, making and selling casual boardgames and card games in Malaysia is already difficult. Most Malaysian do not know boardgames other than a handful of mass market games. So miniature wargames are a niche within a niche. Elemana Chronicles is aiming to go overseas eventually. If you are interested to give it a go, contact Magick & Drumstick Games