Undaunted 2200: Callisto
Tags: After Action Report Review
Undaunted 2200: Callisto (2024) Osprey Games
The Undaunted series boldly steps into space, bringing the conflict to Callisto. This time, the struggle is between the Lunar Frontier Authority (LFA) and a rebellious mining faction known as the Breakers.
What is Undaunted?
If you’re unfamiliar with the Undaunted series, here’s a quick overview. Undaunted is a deck-building game where players control military units to capture objectives or eliminate opponents. Your actions are determined by the cards you draw, each controlling a specific squad or providing general commands. Some cards let you improve your deck, while combat damage removes cards from play. If a unit loses all its cards, it is either eliminated or routed, depending on which game you play. The game uses some abstractions compared to heavier wargames, making it faster and easier for new players to learn.
Undaunted: Callisto
Callisto follows the core mechanics of previous Undaunted games but introduces a new setting and some changes to the gameplay.
Gameboard
Unlike previous titles (except Battle of Britain), which used modular square tiles to create different maps, Callisto features eight fixed maps designed for specific scenarios. While this limits flexibility, it allows for more tailored terrain. The gameboard also introduces multiple elevation levels, bridges and doors that affect shooting.
Units
Being a sci-fi setting, Callisto introduces new unit types like Mechs, Drills, Stalkers, Survey Techs, etc. These units give the game a fresh feel, though it might take a moment to understand their roles.
Rules
The core mechanics remain the same, but there are notable differences: Some terminology has changed—Fog of War is now Interference, for example—to fit the theme. The automatic hit on a roll of 10 is gone. Instead, different dice are used based on height differences, making it harder to hit targets above and easier to hit those below. Units with no remaining cards are entirely removed from play along with any remaining cards in the supply. You can no longer bolster a removed unit back into the game.
Verdict
The rule changes and new map system makes Callisto feel like a distinct entry rather than a simple reskin. However, the rulebook is more condensed and explains things less thoroughly than in previous games, which may make it harder for new players to learn. As expected, the production quality—maps, units, and overall design—is excellent. The theme is engaging, and the game includes a complete solo play guide for each scenario. There are guidelines for linking scenarios into a mini-campaign, though not as in-depth as Stalingrad. Overall, Callisto is a solid addition to the Undaunted series. Setting up and playing are easy, and multiple games can be played in one evening. Like all Undaunted games, it favours abstraction and streamlined mechanics over realism. If you’re looking for a fast-paced, accessible sci-fi wargame, Callisto delivers.
Callisto Card Graphic
After Action Report
Callisto is heating up. Miners have taken up arms against the corporation. The revolt has begun.
Scenario 1: We’ll take it by force if we have to
This is the first engagement between the Breakers and the Lunar Frontier Authority (LFA). The two sides face off across an open area near the spaceport. LFA moves first, sending its recon unit to the right flank, aiming for one of five victory point (VP) areas. Shots are exchanged across the battlefield, but no damage is done. The Breakers respond in kind, advancing on the opposite flank toward a second VP area to the “south.” To prevent the Breakers from gaining an early lead, LFA’s recon unit pushes into the “northern” VP area closest to the Breakers, contesting it. Meanwhile, LFA’s mechs advance toward the centre, preparing to unleash devastating fire on Breaker forces near their starting position. Fierce combat erupts in the north, and LFA’s recon unit is wiped out. With the opposition cleared, the Breakers secured both the “north” and “south” VP areas, putting them in a strong position. LFA’s mechs attempt to turn the tide with heavy fire in the centre but fail to make a significant impact. The Breakers, positioned on the raised platform in the middle, retaliated with overwhelming firepower, decimating three LFA units and securing a hard-fought victory.
Scenario 1 - Initial push
Scenario 1 - Mid-game
Scenario 1 - Final push
Lessons Learned
Although Callisto follows the core Undaunted rules, it plays differently. One hard-earned lesson: early bolstering is crucial. Reinforcing units as soon as possible improves their survivability in combat. LFA’s recon unit fell too quickly and could have lasted longer with better support.
This is a great scenario that will likely play out very differently on a second attempt.
Scenario 2: You’re not welcome here
The map for this scenario introduces a new terrain feature: bridges. The starting positions are separated by a chasm with three bridges connecting both sides. Victory Point (VP) areas are spread out on both sides, meaning that to win, both factions must eventually cross and capture objectives on the opposite side. The chasm can be traversed, but doing so leaves units exposed to fire from higher ground—something I learned the hard way. Playing as the Breakers again, I started in the northern part of the map, opposite the LFA forces. I quickly captured all VP areas on my side while attempting to push across on the western flank. However, my unit got stuck at the bottom of the chasm and was quickly eliminated under accurate fire from LFA troops positioned above—a harsh lesson. I withdrew my Survey Tech, moving it toward the middle of my side to keep it safe. Encouraged by their success on the western flank, LFA pushed one of its mechs and a Stalker across the bridge on the eastern flank, learning from my mistake. However, heavy fire from my Breaker units halted their advance—the Stalker was eliminated first, followed shortly by the mech. Even a mech isn’t invulnerable, as it quickly found out. With a previous kill already secured, this fulfilled the three-enemy-elimination victory condition, forcing the LFA to withdraw again.
Scenario 2 - First rounds
Scenario 2 - Final rounds
Lessons Learned
There’s a fine line between being too passive and too aggressive. Success comes from balancing movement, fire, and bolstering while always considering how much damage a unit can endure. Once again, this scenario reinforced the importance of strengthening the correct units at the right time. Losing a unit and realizing most of its cards are still in your supply deck is a frustrating experience.
Lower ground can quickly turn into a kill zone—a well-known fact, even in space. Keeping units in cover and focusing fire on the most vulnerable enemy targets is essential. Winning the initiative is crucial, and knowing when to sacrifice a higher-value card to gain the initiative is much-needed tactical knowledge.
So far, eliminating enemy units is an easier path to victory than capturing VP areas. But that might change in the coming missions.