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Marine: 2002 – A Game of the First Lunar War (1979) Board Game

Marine: 2002 – A Game of the First Lunar War is a science fiction wargame released in in 1979. Designed by Yaquinto, the game is set during the first lunar war and is played on a hexagon grid with line of sight mechanics. Players take on the roles of commanders leading their troops in battle on the moon.

Game Components of Marine: 2002 – A Game of the First Lunar War

  • Game board representing the lunar surface
  • Hexagonal grid system where each hex is 0.5 km across
  • Counters representing squads or teams of 2-4 soldiers
  • Counters for vehicles and various weapons
  • Rulebook detailing movement modes, line of sight rules, and combat mechanics
  • Scenarios for different battles

    How To Setup Marine: 2002 – A Game of the First Lunar War

    Setting up **Marine: 2002** involves placing the game board, which depicts the lunar terrain, and arranging the counters according to the scenario being played. Players need to read the scenario briefings to understand the initial deployment of units, objectives, and any special rules. The game requires a bit of patience and organization to ensure all units are correctly positioned and the necessary rules are understood.

    Gameplay Mechanics and Game Objective

  • Movement Modes: Units can choose from Ground-mode (2 hexes, with cover), Normal-mode (4 hexes, trade-off between movement and cover), Air-mode (10 hexes, rapid but no cover), and Fire-mode (no movement, advantage in combat).
  • Line of Sight: Each movement mode has a different horizon line affecting visibility: G-mode (5 hexes), N-mode (12 hexes), A-mode (20 hexes), and F-mode (5 hexes like G-mode).
  • Combat Mechanics: Includes rules for beamed weapons, neutron warheads, rocket shells, lasers, and charged particle beams. The system reflects the strengths and weaknesses of these futuristic weapons.
  • Game Objective: Players aim to complete scenario-specific objectives, such as penetrating and neutralizing enemy installations or drawing fire to weaken the enemy’s defenses.

    Player Experience

    Playing **Marine: 2002** is an intricate and strategic experience. The game demands careful planning and execution, especially due to the unique movement modes and line of sight rules. Players must balance movement speed with the need for cover and effective combat positioning. The game’s complexity can be engaging for those who enjoy tactical simulations, but it may require some patience to fully understand and master the rules.

    Pros

  • Unique Mechanics: The movement modes and line of sight rules add a unique twist to traditional wargaming.
  • Detailed Simulation: The game includes detailed rules for various futuristic weapons and combat scenarios.
  • Strategic Depth: Players need to think strategically about unit deployment and movement.
  • Historical Fiction: The game is set in a compelling, though fictional, First Russo-American Lunar War scenario.

    Cons

  • Complex Rules: The game requires a significant amount of time to understand and set up.
  • Dated Design: Released in 1979, some aspects of the game may feel outdated compared to modern wargames.
  • Limited Storyline: The game lacks a full narrative beyond the brief setup provided in the rulebook.

    Personal Thoughts on Marine: 2002 – A Game of the First Lunar War

    **Marine: 2002** is ideal for fans of tactical wargames and those interested in futuristic combat scenarios. It is particularly suited for players who enjoy complex rules and strategic gameplay. However, due to its dated design and complexity, it may not appeal to casual gamers or those new to wargaming. For those looking to mix their experience with role-playing elements, integrating **Marine: 2002** into a larger campaign could enhance the game’s narrative and player engagement.

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