Doctor Who Project: The Faceless Ones

Perhaps you’d kindly explain why you have no passports?

Though it starts out as a bit of a farce, with the TARDIS materializing on an active runway at Gatwick Airport and our time travellers scattering to avoid the police, David Ellis and Malcolm Hulke’s “The Faceless Ones” (Story Production Code KK) turns into an oddly satisfying story of body-snatching aliens offering cut-rate tours for teens. But along the way to the good stuff in this six episode story, there’s a fair bit of filler to slog through.

Cue Benny Hill Theme

Credit should be given to the writers for attempting to show the difficulties the Doctor and his companions would have trying to enter an international airport from the tarmac (back in pre-jetway days) without passports or other identity papers—such appearances have, in the past, been glossed over with nary a mention—but where some simple trick on the Doctor’s part to get into the terminal would have sufficed, instead we are treated to overly-long sequences with immigration agents and officious bureaucrats who are less concerned with a dead body than with a missing passport. Still, there’s some humor about the affair, and when they escape, an inspector wryly notes that it shouldn’t be hard to find a rumpled man in a frock coat and a young lad in a kilt.

Note the emphasis, however, on two individuals, rather than the current TARDIS complement of four. Ben and Polly make no appearance after episode two, save for a filmed inset of their departure in episode six. They’ve been written out of the show, and though their leaving is treated with substantially more dignity than Dodo’s abrupt rest cure in “The War Machines,” they could easily have played substantive roles in the events of the story. Instead, they are captured by the aliens and serve as spurs to action for the Doctor.

Events start quickly enough, with Polly witnessing a murder in the hangar occupied by the aliens’ tour company, Chameleon Tours, a name that sits a bit too much on point. Polly reports the murder to the Doctor, who is intrigued and determined to investigate. Though the story returns to the scene of the crime far too many times, a sense of mystery does surround the evil goings-on, with the aliens (who, chameleon-like, look like humans) not tipping their hands via narration or action. The viewer has no idea that aliens are even at work here, with the shady motives of Chameleon Tours completely opaque, beyond the fact that they killed a man for seeing the postcards. Sinister secret society? Corrupt corporate creeps? Dastardly devious deltiologists? The first episode ends with a monster teaser that, while very much in the show’s tradition, nevertheless feels fresh. There’s actual mystery here!

Back of the head of a Faceless One

And then, in the second episode, everyone talks at length about how they figured out all the clues from the first episode (including the unsent Spanish stamp!), dispelling (almost) all the mystery.

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Blue Box in Bricks: Official Doctor Who Lego Set Announced

Not even the Celestial Toymaker could have captured the Doctor like this! LEGO has announced the production of an official Doctor Who set, via their fan-created LEGO Ideas brand.

Image of set concept art via https://ideas.lego.com/blogs/a4ae09b6-0d4c-4307-9da8-3ee9f3d368d6/post/498dfe13-4339-435e-8a5a-34397980c2c9

The existing Character Building Doctor Who range is rather nice—several of their Doctor figures and their TARDIS stand guard at the base of my monitor—and I hope they will continue to be produced as well, but there’s something about LEGO that speaks quite directly to the nostalgic part of the brain. These will sell quite well, I imagine (and indeed, a glance at the prior LEGO Ideas productions shows almost all of them to be sold out).

From the look of the fan-created concept art above, the focus seems (as ever these days) to be on new-Who with a cursory nod to Tom Baker’s Fourth Doctor. I will, of course, gleefully snap up whatever set Doctor Who sets LEGO produces, but I hope that demand for earlier Doctors and companions is sufficiently strong that we eventually get the entire cast.

LEGO William Hartnell and LEGO Maureen O’Brien, anyone?

(Image via LEGO Ideas)

Winter Offensive 2015 After Action Report

How many wargamers can you fit in 4,500 square feet of conference space, assuming you factor in room for tables, chairs, dice towers, and a keg? At least 165 if you were at Winter Offensive 2015 in Bowie, Maryland, the latest installation of the East Coast’s premier Advanced Squad Leader tournament, held annually over Martin Luther King, Jr. Day weekend.

A Sea of Gamers

This year’s event saw the most attendees ever, nearly twenty more than last year’s record crowd. By noon on Saturday, all available table space seemed to have filled up, though most people were happy to share space. Attendance was likely boosted by the debut of the long-awaited “final” core module for ASL, Hakkaa Päälle, which (re)introduces the Finns to the tactical gaming system.

The printing on the new Finnish counters came out quite nicely, and the light grey color chosen works well in the system, as long as you don’t have them fighting the Italians, who share the same counter palette. The counter material also rounded quite nicely, as I brought my handy-dandy deluxe counter corner rounder with me to the tournament for the express purpose of clipping the Finns. Quite a few people stopped by and asked about the labor-saving wonder device, which gently rounds off the otherwise nubby edges to produce an aesthetically pleasing and easily manipulable counter. I dare say I converted at least a few people to the church of Oregon Laminations (just in case there’s a rounder referral rewards program I don’t know about…).

Fear the Finns!

I had the privilege of taking the fresh Finns out for a spin against regular gaming chum and all-around good guy Mike Vogt, who had the Soviets on defense in 172 “The Last Attack,” a scenario chosen almost entirely because one of the Finnish leaders enters the game on a bicycle. He didn’t last long, but the match went almost to the end. Mike set up a canny defense (and employed some absurd fire discipline) and was able to slow my progress enough to hold one of the required victory conditions for a well-deserved win. We had a series of interminable melees that I kept pouring units into, only to see them ground up. Probably not the best strategy, but a greater principle was at stake. I was not going to lose those melees. I did, of course, but that’s beside the point. A pleasure as always playing against Mike.

Long-time opponent Doug Bush provided the other major gaming event of the tournament for me, our traditional all-day non-ASL match. Following on last year’s playing of SPI’s BAOR, we switched to a tighter scale with SPI’s Berlin ’85, covering a hypothetical attempt by the Warsaw Pact to overrun the NATO West Berlin garrison at the start of WW III. The map, a Simonsen classic, took some getting used to, with its welter of colors and symbols depicting the various types of city terrain and transportation routes, but after a point, they became comprehensible and showed well under the counters. I have a real fondness for the SPI counters from this era, with their crisp lettering and glorious colors.

Berlin 85

The combat system reflects the game’s early ’80s pedigree, with locking Zones of Control, mandatory attacks, and a heavy reliance on retreat results. I still managed to lose quite a few Soviet mechanized battalions to ill-advised attacks against West Berlin police units holed up in heavy urban terrain, and while my East Germans managed a sweeping thrust from Potsdam into the American Sector that threatened to unhinge the NATO defense, Doug managed to hold off my attacks long enough to edge out a Marginal Victory once NATO succumbed to a surrender roll. Both Doug and I agreed that the game deserves another playing, as the system contains a few subtleties that, once grasped, allow for a different tactical approach. A real gem against a great opponent, and a game I’m happy to have added to the played list.

As ever, I managed to get in some side gaming as well, more this year than ever before. Group favorite Pax Porfiriana made the table three times (and, it must be said, I somehow won all three, leading to a prohibition against my playing it anymore). Mike introduced everyone to Panamax, a game about shipping through the Panama Canal. That game, a cross between worker placement style action choices and 18XX financial manipulation, hit the table to rave reviews and got played a good three times. A Study in Emerald came out on Friday night, with the Restorationists solidly thumping the Loyalists, who made their move about a turn too late. I had the honor in that one of putting a stake through the heart of Vampire Sherlock Holmes.

And, of course, the annual playing of Battlestar Galactica on Saturday night ended with, as always, a Cylon victory. The humans were done in by the cagey play of John Slotwinski, who held the Admiral card and concealed his robotic nature long enough to jump the human fleet into the middle of nowhere for the win. We used the Pegasus expansion, adding another Battlestar and Cylon Leaders to the game. The new rules didn’t add much complexity and worked well with six players, but with our standard five player games, I’d opt to use the base rules alone.

My thanks to the team at Multi-Man Publishing for another fine Winter Offensive, and to all my opponents for three days of amazing, and exhausting, gaming.

Doctor Who Project: The Macra Terror

They’re in control!

Though only four seasons in to Doctor Who‘s run, by the time of Ian Stuart Black’s “The Macra Terror” (Story Production Code JJ), one would be forgiven for thinking that the series has a limited number of stories to tell. The prior story, the Cybermen sophomore effort “The Moonbase,” plays as a virtual repeat of first Cybermen story, “The Tenth Planet,” with Kit Pedler writing both. Now we have Ian Stuart Black riffing on his favored theme, that of a hidden power secretly controlling people’s minds for some nefarious purpose, as last seen in “The War Machines.” Only this time, replace a self-aware computer in ’60s London with crab monsters in some future human colony, with a touch of the utopia hiding a deadly flaw (as seen in his “The Savages“) for good measure.

On the surface, it’s not a bad story idea to revisit, and the approach here differs from “The War Machines” in focusing on the dehumanizing force of brainwashing and subliminal messages rather than the dangers of technology run amok. Advertising jingles carry a strong propaganda message to the colony and play in the background even as the actors speak, suggesting that they are always playing, forcing happy thoughts into all of the colony’s inhabitants. As the leader of the colony states, they regulate their lives by music.

The Doctor and his companions arrive on this far-flung planet to inadvertently assist in the capture of a dissident from the unnamed colony, whose crime is twofold—he’s not happy, and he has seen something forbidden that he refuses to repudiate. The Doctor takes a liking to him immediately, while Ben and Polly just want to get the free shampoo and massage on offer as a reward for helping the colony capture this dangerous ne’er-do-well. Their glee at such services leads one to wonder if there’s a shower on board the TARDIS. But there’s a price to be paid for the spa treatment, as Polly soon finds out.

Beware the Macra Terror

Yes, she’s seen the Monster-of-the-Week, the crab/insect creatures known as the Macra. Quite often, one mourns the loss of so much Second Doctor footage. Well, not so much here.

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Doctor Who Project: The Moonbase

Will somebody please tell us what it all means?

Just when you thought it was safe for the Doctor and his companions to visit an isolated human outpost that coincidentally contains a device capable of destroying the Earth, the Cybermen show up yet again to spoil the day. In almost every regard, Kit Pedler’s “The Moonbase” (Story Production Code HH) reads as a remake of his “The Tenth Planet,” aired a scant four months earlier, only with a different Cyberman weakness and a different Doctor at the helm, plus a groggy Scotsman who thinks a Cyberman is an avenging angel. We have: a remote international base (on the Moon instead of the South Pole); a commanding officer who effectively shrugs his shoulders at strangers knocking on his door; a doomed Earth spaceship; a group of Cybermen knocked out by quick companion thinking; a whole bunch of technobabble that sets up the doomsday device on the base; and a Cyberman weakness that requires humans to act in their stead and lets the Doctor turn the tables on the silver suited cyborgs.

And yet, derivative as it is, “The Moonbase” winds up being very different from “The Tenth Planet” almost entirely because it’s the Second Doctor rather than the First doing the table-turning.

A bemused Second Doctor

If nothing else, “The Moonbase” represents the moment where Patrick Troughton’s Second Doctor finally comes into his own as a fully developed character, out from William Hartnell’s shadow. To be sure, Pedler makes the connection between the two Doctors, with the Cybermen recognizing the Doctor (and vice versa):

Cyberman: You are known to us.

Doctor: And you to me.

The Daleks in “The Power of the Daleks” similarly recognized the Second Doctor, suggesting, again, that the Cybermen know of him from encounters between the original 1986 meeting, where the First Doctor regenerated, and their current 2070 engagement. But there, we didn’t recognize the Doctor even if the Daleks did; here, we feel like we know this Doctor: he’s crafty, cautious, and cunning, aware of his limitations and confident despite that knowledge. By the this story ends, we know how the Second Doctor thinks and acts. Pedler simply nails it. We almost feel badly for the Cybermen, because we know this is going to end poorly for them. You might say the Doctor blows them off their feet.

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Fender Bender: Car Wars Classic (Steve Jackson Games)

Show any gamer of a certain age a small, black, rectangular plastic box with a snapping lid and he or she will think: Steve Jackson Games. Inside would be a moderately complex strategy game with thick cardstock pieces you had to cut out yourself and that would blow away with the slightest breeze. But it didn’t matter. You were about to play Ogre, or Car Wars, or Battlesuit. My fourteen-year-old self could hardly contain his enthusiasm.

So, from the moment I saw SJG’s Car Wars Classic on the shelves of my very fine local game store, Labyrinth Games in Washington, DC, I had to have it. Not a strict re-print of the original from the ziplock and pocket box days but rather the fourth edition of the game, packaged to re-create the allure of the original, down to the same box cover art, Car Wars Classic ticks off all the boxes. Nostalgia? Check. Impulse price point at $20 retail? Check. Five pages of rules on how to play the game as a pedestrian, including details on pushing a dead body out from behind the driver’s seat of a wrecked car? Um, check?

Look out for the mines

It struck me, as I took the game out for a spin at Labyrinth with all-around good gamer guy Mike Vogt, that I might not have understood just what Car Wars had become in the intervening decades since my initial purchase in the ’80s. In fact, upon encountering the infamous turn rate key, I realized that I never actually played Car Wars as a youth. I dutifully cut out all the car and cycle counters, set up the road sections, and then put it away, absent any actual counter pushing. I still find those cardstock counters in bags of random gaming detritus to this day.

Mike and I played about thirty seconds worth of Car Wars Classic, equating to thirty turns and roughly two hours of real time. Being of a mathematical bent, Mike rather enjoyed the game, with the calculation of turns and momentum and degrees of skidding; I found it all very tedious. Getting the cars into engagement range took forever, then a flurry of inconsequential combat that barely dented each car’s armor, then more turning and skidding and calculating to try to make another pass. The rulebook didn’t help, being laid out in a chatty style, very much akin to a role playing game rulebook rather than a wargame rulebook, sixty-four pages of excessive detail and no clear flowchart of how to shoot the damn machine-guns. Don’t get me wrong—I take an odd delight in rulebooks with more chrome than a ’57 Chevy at a doo-wop concert—but the Car Wars Classic rules just left me cold.

A daily driver

I had far more fun designing the cars than actually driving them, a situation I also find in games like Galaxy Trucker, where setting up the conditions for the chaos that follows is more fun than playing out the chaos itself. Several learned Car Wars hands suggested that our initial situation—a one-on-one duel—doesn’t showcase the strengths of the Car Wars system, and I can see where multiple opponents, or a more directed scenario, like a convoy escort, could enhance the experience. But on the whole, I’m going to leave Car Wars Classic on the curb. If I need a vehicle combat fix, I’ll turn to outer space and either Star Fleet Battles or Federation Commander, both of which have much more interesting details and a more streamlined play style. (And yes, I realize that SFB is a poster child for massive, unwieldy rules.)

On the positive side, at least now I know that I don’t need to jump onto the promised Kickstarter for a new edition of Car Wars. But if one of my gaming compatriots picks it up, well, I’d probably get behind the wheel again for another spin.