Salute Stuff – Part 1

Salute was a long and slightly hectic day, and seems much further back in the mists of time than this time last week. Unusually for me, I went as a customer and spent much of the day wandering about the many stands, looking at the demos and chatting to people I knew.

Overall, it was a fun event and one I’d recommend to anyone with an interest in wargaming with miniatures. I did have a slight sense of disappointment though, and I think this comes from the huge pre-event noise we get these days. It used to be the case that I’d roll up to an event not knowing what I’d find, and discovering the gems I’d not heard of before was a big part of the buzz. These days, everyone bombards all the news sites with special offers, limited editions, and show deals, so it’s hard to not be aware of all the goodies in advance. Entirely understandable on the part of the companies – I still miss the excitement of discovery though.

That said, I did discover some new cool stuff, and seeing things for yourself beats pictures on the net every time. So, what did I get? Well, I thought I’d start with my biggest surprise: the entirely unexpected quality of Wargames Factory Ashigaru.

What?

Yes, it surprised me too.

Now I knew that WF made Ashigaru, but having seen several of their earlier kits I hadn’t made the effort to check them out. Early WF efforts were simply awful. No two ways about it. I’d seen them with my own eyes and they really were bad.

So, when one of the chaps I went down with said he was on the scout for some Samurai figures, I suggested Perry. Can’t go wrong with Perry :)

I’ve had a number of Samurai armies over the years and own a number of the Perry Samurai. They’re very nice and a reasonably complete range too (something the Perry twins don’t always manage). Anyway, Nate was talking about WF, and I told him that I thought it was worth spending a bit more to get decent figures. I made the assumption that they’d be as bad as all the other figures I’d seen from WF, based on having dug through a number of different boxes. Well we all know what assumptions do…

On the day, we all did our rounds and got our bits and bobs, and as we left Nate showed me the box of WF Ashigaru he’d picked up. Eye-bleedingly awful box art was not helping his case, and I gave him a merciless ribbing on the way back. That was until we stopped for a drink, and he opened up the box to see quite how bad they were.

And they weren’t.

Well Nathan being the kind chap he is, he let me blag one of the sprues out of his box so I could have a play with them myself. This morning I finally got round to sticking one together, and I think he’s rather nice.

WF Ashigaru 1

(The cat was “helping”.)

As you can see, he has the longer style yari – shown here full height.

The box (with the hideous artwork on the front) contains 5 identical sprues, each with 5 models on. This is what’s left on mine after I built this model:

WF Ashigaru sprue

Assembly was straightforward. Nothing particular to say about that. I modelled him holding the hilt of his sword, which took a little work, but nothing desperately hard.

One thing I have seen mentioned in reviews of these kits was a lack of, or soft, detail. The detail is less pronounced than on many wargame kits, being more akin to that on plastic Tamiya figures. And I think that’s where the issue occurs: people say it’s soft because they’re expecting to see GW style exaggeration. WF have gone a different route; perhaps a more realistic, scale route.

Personally I think the detail is perfectly sufficient and can’t really see a problem. But judge for yourself. Here are a couple more pics.

WF Ashigaru 2

WF Ashigaru 3

Could the kit be improved? Yes, we could have more poses, more variety of faces, some different headgear, and all the sorts of things that geeks want in their toys. True, it could be improved. However, I think it’s actually a pretty nice kit as it is. The model looks like what he’s supposed to, has nice proportions, and I can see them looking great en masse in units.

Changed my expectations of WF completely.

Naturally, as this is only one of WF’s 4 “Rising Sun” kits, I went and ordered one each of them to see if they were all this good. I know, I know. I don’t need a Samurai army, but I’d like one. Like I said, I’ve had them before, though never a full army in 28mm.

It’s all Nate’s fault. Thanks Nate :)

Posted in Events | 13 Comments

DB Team Test – Where We Got To

First up, a big thank you to everyone who took part in testing these DB teams. I’ve really enjoyed the comments and feedback from your games. While I’ve not replied to every comment individually, I have read them all. I hope you enjoyed the process too :)

I’ve sent in the following versions for layout.

Hacking v2 – no change with the Hacking rules. Seb’s firewall idea is interesting, but not without its own issues. I think it would quickly become a must have purchase, and as it’s a negative, would just drain cash from a league to no game effect, and some frustration. Whilst it does have its fans (me included), Reputation is something that most people don’t seem to like in its current form. It’s probably better looked at as something to consider for a second edition when we can integrate it much more. That’s years away, so it may resurface as an experimental rule in the meantime.

Tsudochan v2 – no change needed here.

Mechanites v2 – The drastic cuts seem to have worked quite well. All the comments since this version have been very positive. They remain powerful, but now have some serious limitations and a higher cost as a counterbalance. I daresay they’ll shake out with some nasty combos when people have a few months to tinker. Much improved though.

Plague v4 – a couple of people have questioned whether doubling the extras cost is too harsh. I think it’s hard to be certain in league teams as there are so many moving parts. Time will tell if this needs refining. For the moment, in one-off games I think it works fine, with the bonus that it’s very easy to remember/calculate and accommodates any future team bonuses that are added (and no, I’m not planning any – you just know how these things go). The change to v4 is just to clarify that these double costs add that whole cost to the team’s rank.

Ada-Lorana v4 – given the time constraints and the amount of work to do, I was wielding the editorial axe rather liberally with these team updates. Although I think I got most of this right, I went a bit too far for most people with the Ada Lorana. As v2 was considered too good and v3 too bland, this final version is somewhere between the two. I’ve added some additional clarification to Insubstantial, and restored the strength modifier for Solid.

Koris v3 – the discussion here has all be around the confusion check table. Was an extra dice roll going to slow the game, did armour need to be included, and so on? I’ve gone for a hybrid, with Koris (who are familiar with the whole portal weirdness and don’t care) rolling a fixed value. They’re the ones that will use it most and this means you can just roll quickly. To retain the character, tension, story, and uncertainty of someone else using the Koris portals, other races have to roll to see which stat they use. I think this gives us the best of both worlds :)

Crystallans v2 – this one generated a bit of discussion. Some thought that the change in Harmonics was bad, others good. Interestingly, it seems from the comments that all of the people who liked it had played games with the new rules, and most of those who didn’t had not: perhaps the difference between how things look on paper and how they play. I agree with the dissenters that bonus speed is less dramatic than bonus strength – however, I think that’s part of the reason why this change is good. If you give someone their best bonus first, then they won’t work to get the rest. In the end I’ve left the team as it was.

By all means carry on using these and commenting below with your thoughts. I can’t guarantee that we will be able to make any further changes, but you never know. The smaller and sooner the change, the more likely it will be possible.

Playtesting these latest teams been an interesting process, and I think it’s been largely successful. Certainly I think we’ll all benefit from better balanced teams.

If you’re interested in more of this sort of thing then you might want to click on subscribe (top right). I’ve got some more DB stuff I want to test out at some point. I’ll not be doing it immediately as I’ve got other games to look at as well, and need to share the love :)

I was considering trying to have a formal schedule, with something for DB, MA, DZ, etc every other month, or whatever. Not sure I can stick to that, and a rigid structure tends to force you into doing crap just to fill a slot. So I won’t do that. However, I am planning a bunch more of these interactive playtests for various games I work on. To keep everyone amused I’ll interleave the systems so it’s not all just one topic, and there’s other stuff I want to post too. Like I said, if you’re interested you might like to subscribe to make sure you don’t miss out.

Anyway, on to the next thing now!

Thanks again.

Posted in DreadBall - The Futuristic Sports Game | 33 Comments

Any Final Thoughts?

I decided to keep myself out of the discussion today, to let you guys come up with comments unsteered by me. Just to see what happened. The result has been rather fewer comments than I’d expected, but some goodies. Thank you for those :)

As I know that many of you are in different timezones, I’m leaving a final collation of comments and updating the files I submit till first thing tomorrow morning, my time. Which means that you’ve got another 8 hours or so.

After that it’ll be in layout and though we may have the opportunity to change the odd number here or there, nothing’s guaranteed.

So, any final thoughts on these teams?

Posted in DreadBall - The Futuristic Sports Game | 19 Comments

Ada Lorana v3

I’ve tried a large number of slight variations on this theme, and I’ve ended up being quite brutal.

Ada-Lorana v3

The cost per player has gone up slightly, but the biggest difference is that solid Phasers are just like other players. The reason I made this drastic change is that I wanted them to actually use their special ability, and with all the bonuses they were getting when solid, there wasn’t any need. Once you start paring those bonuses back, it makes little sense to keep some and not others.

Is it too much? I’m not sure. It’ll certainly change how they play.

Posted in DreadBall - The Futuristic Sports Game | 11 Comments

Hacking v2

While I’m updating stuff…

I’ve removed Reputation as nobody seems to like it apart from me and Seb. Hacking is largely as it was, with the exception of a cost hike (as it no longer has a Reputation cost).

Hacking v2

Posted in DreadBall - The Futuristic Sports Game | 11 Comments

Mechanites v2

Here’s the really challenging one to sort out.

Mechanites v2

I’ve increased many of the points costs, and shuffled around a few of the abilities. That makes the nasty combos much more expensive. However, that’s probably not enough.

To balance out the flexibility somewhat, the team is not allowed to purchase CD: they simply don’t work well as a team in that way.

Finally, the limitations of small workshops mean that they can’t focus exclusively on the specialists (which take lots more time to develop and finesse). The contracts with the DGB require them to field teams rather than single cool players, so, they must take at least as many Jacks as they have Guards and Strikers. That change should also help in league play.

I’ve not included a minimum number of players as a requirement as several people suggested because I think this is more properly a global rule if it’s needed at all.

Posted in DreadBall - The Futuristic Sports Game | 12 Comments

Mutants v2

One of the more problematical and powerful teams.

As with the other teams, there have been lots of useful and interesting comments – thank you all. The following incorporates that feedback.

Edit: updated to v3 to clarify that doubled cost applies for all such purchases, not just those at team creation.

Plague v3

Some of the points have been changed slightly, a couple of options have changed. Mostly the tables remain as they were because this reflects the model range.

The biggest difference is in the overall team building rules. All models must have at least one mutation, and all models in a team must be different. Incidentally, this makes them a much more appropriate mutant team. The crowd wouldn’t stand for a bunch of mutants looking like the 29ers – they want their mutants weird and varied!

Yes, this does make them a bit more of a modelling challenge. Then again, they were never expected to be anything else.

Posted in DreadBall - The Futuristic Sports Game | 26 Comments