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Holy War» Forums » General

Subject: Description and counter manifest rss

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HOLY WAR

Designer: Lynn Willis
Publisher: Metagaming Concepts Inc.

Published as Microgame 13 in 1979, with a cover price of $2.95.

Players: 2
Playing time: 2-3 hours
Era: science fiction
Scale: 1 light year/ hex; 1 “day”/ turn; fleet size units

Components

1- 24 page rulebook
1 – 12 x 14” hex map on gray paper
1 – sheet of 135 strip-cut, single-sided counters
1 – 4x7” plastic baggie for storage

Counter Manifest

(Sunthrowers/ Holy Band)
Field Generator Ships 2/2
Missile Packs 5/3
Ground Support Teams 3/3
Rangers 6/8
Star Cruiser 4/3
Probe 1/1
Warp Line Generator 3/3
Jammerswarm 1/0
StarBuster 0/1
Luckship 1/1
Pressorship 3/0
Emmissaries of Prayer 0/3
StarGuard 10/10
Psycheship 0/1
Force Counters 6/6
Neutral Judgement Counter 1/1
Total 46/46

Other Counters (43)
9 each of EW, LW and PW
3 Moving Star
5 Star Absent
6 neutral StarGuard
2 blanks


What the reviewers say

“Science fiction wargame for two with a three-dimensional movement system similar to that of Godsfire, not surprisingly, also by Lynn Willis. Ostensible theme is that a solar system is the inside part of a creature. Some of the inhabitants of the system are defending it, but others trying to destroy it. More interestingly, space ships come in an amazing fourteen different varieties, each with different capabilities and special effects. Moreover, each combat is conducted in one of three forms (units are each rated for all three): energy, launched or psychic weapons. Space ship combat is resolved via a differential table while boarding is via odds table. All of this comes at some price as the combination of many unit types and the weird board can render play rather confusing. Having really only one scenario means that replay value is not very large.” [Rick Heli, Spotlight on Games]

“The rationale for the confusingly named Holy War is quite complex and peculiar. It should please those who believe science fiction games should be unconventional. … It apparently began life as a full-sized game, and the transition to a microgame format was not entirely successful. This is not a bad game but there’s too much of it. If you drop about one third of the rules, the result is a reasonably clean and simple game less dependent on luck than the original. For three dollars you can afford to do whatever you want.” [Jon Freeman, The Complete Book of Wargames]

Support Material

Errata: Space Gamer 40 (Q&A)
Reviews: Ares 1

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