After fighting it out before Troy, Mark and I decided to try out the second Microgame, Chitin I. It’s a fragment of a larger project that was never finished, and sounds to me like kind of like a proto-Civilization (computer game), though certainly in a different form. The world of Hymenoptera has a large number of bug-like subspecies created through biological science. Chitin I takes a limited set of these, and presents fighting over the annual harvest.
We stuck with the learning scenario, which just uses the three central harvest chits and a fixed roster of three each of the main (non-flying) fighting types. The Vassal module give three different color sides, and Mark ended up going first with Wax from the top, while I went second from the bottom with Teal. Thanks to terrain, each side has easier access to one of the secondary harvest chits, and about the same to the center one (which is also worth more points, but in this scenario, all that matters is getting two of the three).
I got up to the central chit first, but Mark came up and retreated me away from it immediately afterward while grabbing his ‘easy’ chit. I came back and disrupted his Termagants on the chit, but they slid over, recovered, and forced my Gantuas to retreat, disrupted my Termagants, and eliminated a Low Render.
I had a heck of a time figuring out what to do, but grabbed the chit on my side, and got a worker into the center one. I killed two Low Renders, and disrupted his Termagants again, but lost one of my own Phlanxes.

Despite efforts to block him, Mark got at my workers and eliminated the one carrying my harvest chit, and eliminated one of my Gantuas. The good news was that he had split up his warriors to do this, but all I managed in my turn was force his Gantuas to retreat. Mark finished hauling off his chit and disrupted two stacks. I was hauling away the center chit and concentrating on his big Gantuas, but again only made them retreat while disrupting the remaining Low Render.
Mark killed a Phlanx, and suffered disruption on his own Termagants (as disruption goes away right before your attacks, disrupting the enemy mostly just makes them nearly immobile for a turn; attacker disruption is a lot more serious). This let me take out his last Low Render and two Termagants.
This meant that Mark was down to Gantuas and Phlanxes and workers. The bad news is that he had gotten workers up to the chit he’d made me drop, and I had to go racing after him as he hauled it through rough terrain. Along the way, he killed another Gantua with his. I caught up a few hexes short of the edge and disrupted his stack. They moved a hex, recovered and eliminated a Termagant. My next attack eliminated a Phlanx, leaving open a high-cost route. He moved adjacent to the edge with two workers (and the remaining Phlanx), and all my last attack could do was D1 to kill one worker and let the other move off map. Mark won two chits to one.
Afterword
It’s interesting seeing the origin of the three-pip stacking system in Necromancer. The fact that movement ignores facing, but combat does not is also nice streamlining.
Four-sided rock-paper-scissors is okay enough, but one point extra doesn’t feel like much in an odds-based system. The fact that Gantuas are 4 in combat, and Low Renders and Termagants are fast seems more consequential. For the later scenarios, you pick units, and they are rated entirely off of combat factors. This feels like the same problem that first edition Ogre had; though the lower spread of capabilities means it probably works better.
Considering the small size, Chitin I is a good package. There’s enough going on that it won’t wear out after a few plays, and the wrinkles that are included add just enough to make the game feel complete.
The graphic re-do used for the Vassal module is nice, but there are problems. The effort to go full graphics on the CRT hinders rather than helps comprehension. At least to someone used to wargame mechanics. The module itself is also oddly unpolished: If you take a loss, you have to go digging through the counter palette instead of having a command to reduce the counter directly. Also, all the extra harvest chits are included, but rather than using a set of commands around a text field to write the value directly on it, there’s a set of off-map displays to keep track of their value.




