DS Arcs

Following on from the discussion about LOS, we have some queries about arcs.

This confusion is my fault. Apologies for that. The issue is one of precision, and things being added to the core rules (multi-base models) without being adequately accommodated in the small print.

I think the arcs digram on page 18 is clear enough. Works fine for 1-square models in adjacent squares. Larger models raise some questions.

As was pointed out, Large and Huge creatures cannot be entirely in either front or rear arc as this only extends 1 square from a model. So which arc are they in?

A few more diagrams should help. The red is the front arc of the central Hero, and the blue is rear.

DS arcs 01The Troll counts as being in the Hero’s front arc here:

DS arcs 02And here:

DS arcs 03And in the rear arc here:

DS arcs 04

And here:

DS arcs 05So, if any of the squares occupied by the base of the Large or Huge model are in the front arc of the target, then it is in the target’s front arc.

Otherwise, a Large or Huge model that occupies at least one square in a rear arc of the target is in its rear arc.

Does that help?

 

 

Posted in Dungeon Sagas, FAQ | Tagged , | 10 Comments

LOS in DS

DS-logo-badgeAs I mentioned at the end of last week, I’m going to go through some of the DS FAQ this week. Rather than just dump it into the file, I’m going to post these additions up as discussion articles for a few days first. This is partly because I like discussing stuff with you guys, but mostly because I’ve not played a lot of DS from the printed rules, and it’s the printed rules we need to check rather than what I remember or might have written in one of the many pre-production versions.

FYI, I’m using the Adventurer’s Companion version of the rules as reference because that’s what I can find.

So, without further ado, Line of Sight (LOS).

The intent with DS was to make it fairly liberal, and also to avoid needing to decide where the centre of the squares were. The LOS rule could be rephrased as follows:

To find out if there is a clear LOS to your target, answer this question:

Can you can trace an unblocked straight line from any part of the shooter’s square to any part of the target square?

If yes, then you can shoot. If no, then you cannot. 

Note that if you can trace any unblocked line then you answer yes to this question. It doesn’t matter if some lines are blocked and others not, as long as some are not.

I think this is simple enough so far.

What constitutes blocked then? Going through the middle of a square with a model, wall, or piece of furniture in seems obvious. The question really seems to be whether a blocked square blocks its edges and corners as well as its centre, or whether you can skirt around this. Actually, the photo on page 22 shows this must be blocked because Madriga cannot see the Zombie behind the bookcase. This gives us the ruling that:

A square containing a model, wall or other obstacle completely blocks any LOS that touches that square, including those that go exactly along an edge or touch a corner. 

Again, that seems reasonably simple to implement.

The note on page 28 explains that some furniture is short enough to shoot over. The modifier for this only applies if there was no LOS that avoided crossing the obstacle. Always assume that the clearest LOS is the one the shooter is using.

While I think this resolves the queries I’ve seen, there is one related question that does not, strictly, involve LOS (because it’s not about shooting). Can I fight an enemy that is diagonally adjacent to me when both orthogonally adjacent squares to either side of him are blocked? The answer here is yes, you can. A fight is a fast and fluid thing, not like our static models at all. You’re also right up close (whereas shooting is always further back). For this reason I think it reasonable that a combatant can sneak a quick stab in against an opponent that is adjacent to him, regardless of the artificial grid we have imposed for ease of movement. Speaking of movement, this would be blocked, like shooting. Easier to sneak a blade through a gap than a whole Dwarf 🙂

Posted in Dungeon Sagas, FAQ | Tagged , | 44 Comments

What He Said

I’m not a regular watcher of particular channels, or a regular reader of specific blogs. Having said that, there are some I return to again and again.

One YouTube channel I like is Tabletop Minions, and in case you don’t know them I thought it was worth sharing this recent post.

As is often the case, Atom Smasher says some sensible things and puts it across well. He’s good at that. I said similar things in print with one of my articles for Ravage, and it’s a topic which comes up regularly among gamers I know.

One thing he didn’t discuss much was the difficulty this cleaning involves. I think that one of the hardest parts of the process is when you actually start going through the old, dusty boxes, physically handling this stuff of ancient dreams. By and large you will have had a grand plan for the models when you bought them. Gamers are good at grand plans. When you start rummaging you’ve probably forgotten most of these incredible strokes of genius, but as soon as you pick the box up, and look at what you’ve found, your planned masterworks come flooding back, fresh as the day you first imagined them. Occasionally events will have overtaken them, and the original plan has either been superseded or you have changed in what you wish to do. Mostly not. Mostly digging out the model just reminds you how good an idea it was, and suddenly the clearing out which looked so easy as an abstract idea seems like giving away your firstborn.

Grit your teeth, my brothers and sisters. You can do it!

Posted in Random Thoughts | 5 Comments

Skirmish Plans

l’ve been working on a 5-year plan of late. It’s an enlightening change of hat to ponder stuff in this temporal scale, when most projects last a far shorter time, and the daily grind is, of course, daily. Most of it involves clients and their accompanying NDAs, so I can’t talk details. There are, however, some really fun board game projects in the offing, and which you will see in due course.

In among the client-related stuff I’ve been planning some of my own projects, the first of which will see the light this year. This is the Old Skool Skirmish game I mentioned earlier. Having pondered my options, I’ve decided to use it as an experiment in self publishing, POD and the like. It’s also a useful test bed to practice some of my rusty layout and art skills on – all of which I will need less rusty for some of the following work.

Plus it’s fun to do 🙂

I’ve not set myself a rigid deadline on this for a couple of reasons. Firstly, I’m waiting to hear back from a client about whethe they want  particular job done or not. Secondly, I’ve not yet entirely decided on how much I want to include in the book. On the one hand, if I’m being accurate to the period, then I should probably be broad and vague in many areas. On the other hand, that wasn’t always the case, just commonplace, so I could aim to emulate the other end of the spectrum instead. In the end I’ll just do what I think works best as a game overall. The nostalgia side of things is there as a guide and an amusement rather than a strait jacket.

Naturally I’ll be posting more as I get closer. For the moment just know that it’s in the offing, and that the first wave of testing copies are being sent out in a fortnight. So it’s coming along 🙂

Posted in Nostalgia, Old Skool Skirmish, Skirmish games | Tagged , , | 4 Comments

Slight Technical Issues

computer-shot-frustration-townsville-gun

Been having some tech foolishness this week (broken screen, weird pop-ups, corrupt browser script – maybe), which has delayed a few things. One of those is the FAQ on DS LOS which I now hope to start publishing in bits at the start of next week. The plan is to cover a few things in small articles, and ask you guys for your thoughts before I add them to the FAQ proper. It’s been a long time since I was properly immersed in the DS rules, and the final version is never exactly what I remember from a year earlier anyway (for all sorts of reasons). So there’s a not infinitesimal possibility that I may have missed something.

Anyway, so that’s starting properly next week.

We’ve also got the DZ2 FAQ which is currently bouncing between the Rules Committee and myself. That’s coming together and should be live fairly soon.

And then there’s the UK Games Expo in a fortnight.Yikes! That’s snuck up really fast. Lots to prep for that. It’s the first time it’s been in the NEC, and that’s a huge aircraft hangar of a place. I hope it manages to keep the lovely atmosphere it’s had in previous years which is (I think) a large part of why it’s been so successful.

Posted in Random Thoughts | 9 Comments

Vac-Forming And Gaming

Reflexively, I like this. I want to get one and find some clever gaming use for it. Unfortunately, having seen many vac-formed bits of terrain over the years, I can’t say I’ve ever been really impressed. OK, on occasion, and not without their uses, but never top flight.The detail just isn’t there.

What am I talking about? This:

It’s on Kickstarter at the moment, and it’s doing reasonably well. Seems like a sound version. I’m not sure how the price compares to anything comparable as I haven’t looked, and I’m not trying to sell you one either. It’s really just the catalyst for a thought:

What practical gaming use could I put it to?

What do you think? So far, all the ideas I’ve had sound great initially, then I quickly spot the flaws.

Terrain and models all need more detail than this process can offer, unless you need a bunch of planets for a space game. Asteroids, maybe. But these aren’t exactly hard to do anyway. You could do very simple buildings for a futuristic city. Again, maybe. Still not really convinced.

Pieces for a board game mock-up? Perhaps. But these days people are looking for quality sculpts rather than Mousetrap. Can’t see much mileage there either.

You could use it to make box inserts for packaging. Yeah, you could, but I’m not really expecting to need to do that. Certainly not often enough to warrant this amount of toy soldier money going on a vac-form machine.

I may well think of something wonderful as soon as I’ve clicked the button to publish. Didn’t get much sleep last night so I’m not at my most shiny today. Maybe it will come to me after lunch.

But can you help me out here? What do you think about gaming uses for vac-forming? What would you use it for if it sat on your desk?

Posted in Random Thoughts | 41 Comments

Romans On The Horizon

Yesterday I got the latest newsletter from Victrix, with some intriguing and rather cheering news. Starting in November, they’re going to be selling some Early Imperial Roman plastics 🙂

Victrix Romans 01

I do like the EIR as both an army and a period. There are some classic match-ups to play out, and it’s a good test for rules too (asymmetric warfare usually is). Sadly, the plastics from Warlord have a peculiar problem with scale, and while the models themselves are fine individually, their Legionaries look ridiculously small in comparison to their auxillia. So much so, that I’m not alone in finding them unusable. As they were the only plastics for this period (in 28mm) till now, I’ve been waiting for just this announcement.

So later in the year we’re due for:

VXA023 EIR Legionaries attacking Nov
VXA024 EIR Legionaries marching Dec
VXA025 EIR Auxiliaries Jan 17

By the looks of things, these will be as posable as the rest of Victrix Ancients ranges. Splendid 🙂

Victrix Romans 02

Warlord, on the other hand, make great barbarians, and their Celts will do very nicely for the Iceni who are obviously going to feature largely in the troubles the Romans have to deal with. They even make a great set of metal Ancient Brit parts to add the the plastic kit 🙂

Posted in Ancients, Random Thoughts | Tagged | Leave a comment

UniCast vs Blood Rage

Following on from a comment by John Charles on yesterday’s post, I said I’d show you some comparison pictures of the UniCast stuff next to Blood Rage models.

The fairest comparison would be one where I’d sprayed both sets of models the same colour because colour and surface quality can make a big difference to the apparent level of detail on a model. However, work deadlines beckon, so that’s not going to happen right now. Hopefully the following will do for the moment.

If it helps, to my eye, with the models in front of me, it looks like the UniCast have a slight edge in terms of sharpness. Both sets are very nicely done though.

Oh, one final thing: the Blood Rage models do seem to vary a bit in sharpness. This first picture shows that. The difference looks greater in real life. I’ve chosen what looked like the sharpest of the BR models for the comparisons, and tried to balance them so that they were equidistant from the camera. As usual, these photos are mostly way bigger than real life.

UniCast v Blood Rage 01

UniCast v Blood Rage 02

UniCast v Blood Rage 03

UniCast v Blood Rage 04

UniCast v Blood Rage 07

UniCast v Blood Rage 06

UniCast v Blood Rage 05

So there you have it. What do you think?

Posted in Prodos, Review, UniCast | Tagged , , | 4 Comments

UniCast Up Close

Today is mostly about the pictures.

In this article I want to focus on the technical aspect of Prodos’ new UniCast process/material, as shown in the final product, rather than the aesthetic of the models. Of course, whether you want to buy any of these depends on whether you like the look of them or not, but for me as a design professional, I’m curious as to what this means for the games I work on next year and beyond. Does this offer something different for creators to play with?

Having looked at these sample UniCast model from Prodos, I think they are technically a very impressive lot. All three are single piece*, and as far as I know, none of them would be possible in reusable moulds of anything else. Not without backfilling some of the undercuts. Well, most of the undercuts.

Traditionally, these models would have been chopped into several parts and either reassembled by you or preassembled (adding to the cost) by the factory before they were shipped.

Did I mention the undercuts? Way too many undercuts and rippers to cast in one piece. Way, way too many. Yet here they are.

So I’m impressed.

Being single piece is good for all sorts of reasons we’ve already discussed. However, we didn’t really talk much about the crispness and level of detail that Prodos have got here. It’s top notch.

The following pics are mostly larger than life (at least they are on my screen). In fact, speaking of size, before we look at the details let’s see how big these samples are.

UniCast size comparisonThese are the first models that came to hand: the ref and an Orx Guard from DreadBall, and Nyx from Prodos. I took the picture with the bases level so you can see their relative height. The total height of the UniCast model, from the bottom of her base to the top of the spike through the skull on her back, is 50mm exactly. Base of large exoskeletal overboot to eye (the world’s most perverse measuring system) is 35mm.

Anyway, details. Writing on Calypso’s shield.

UniCast detail 06

UniCast detail 07

Close up of Calypso’s face (note her tiara/headband).

Look at the gaps around her head, within the armoured cowl, plus the spaces between shoulder pads, under her arms and around her waist. You just assume the arms have to be separate, right?

You can also see some of the detail on her arm holding the shield. Yes, the detail continues just the same behind the shield.

UniCast detail 05

Rear shot of the same model. This shows the only casting imperfection I could find on any of them: one of the grab handles on her backpack has not filled properly in the mould, or has snapped off before it reached my packet (I searched for it unsuccessfully). No bubbles anywhere on any of them, slight mould lines in some places as you’d expect, and wispy flash here and there. Nothing that should pose any real challenge, and better than many models in any material.

UniCast detail 04
Last shot of this model, mainly to show the curl at the hem of the skirt. A lovely touch, and yet another casting headache which doesn’t seem to be causing Prodos any issues. You can also see that the grab handles are cast with space underneath rather than filled in or flush with the pack as they would be on metal or most plastic models (unless they were separate pieces). Lots of detail, undercuts everywhere, single piece model. Crazy.

UniCast detail 08

Just showing the undercuts. Sorry to keep going on about that, but it’s the key feature of why these are impossible single piece casts in any normal medium. You can get away with a little bit of undercutting by using bendy PVC, but nothing like this.

UniCast detail 09

My favourite of the three models. Look at the depth of detail around her face.

UniCast detail 02

Same model showing detail (and some skulls especially for all you GW fans). Many times life size.

UniCast detail 01

Same model from the back.

So, as I said, I’m very impressed that they’ve been able to cast each of these as a single piece. It’s technically very impressive. The detail is sharp and the casting crisp. I’ve done nothing any of these – they’re straight out of the packet. Clean up looks straightforward and nothing out of the ordinary.

So, to sum up.

As discussed in previous posts and in comments, Prodos has a number of serious issues at the moment with regards to communications with customers and fulfilling Kickstarters. These plainly need to be addressed. Whether Prodos can dig their way out of the hole they’re in remains to be seen. I hope they can.

Perhaps UniCast can build them a shovel 🙂

 

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*I considered the possibility that they’d been preassembled, but if they have it’s unbelievably well done and I can’t see any joins. I’ve checked with Prodos and they assure me they’re all cast as single pieces. It’s not really that I disbelieve them, it’s just an instinctive reaction from 40+ years of looking at toy soldiers in all sorts of scales and mediums tells me that’s not possible.

Except it seems it is.

Cool 🙂

Posted in Prodos, Review, UniCast | Tagged , , | 16 Comments

More UniCast Stuff

Just got a packet from Prodos with some UniCast samples in.

UniCast toysInteresting for a few reasons. Firstly, these look like production casts from their current line, all boxed and shrink-wrapped. Presumably that means volume is not an issue. Secondly, it would appear that I’ve not had specially selected review samples – these really are production casts. Always the best thing to check. Finally, as these are already out, you can see this new material/technique for yourself if you feel inclined.

I’ve not got the time to go through the details this morning (that’ll be tomorrow), but I’ve had a peek in the boxes, and on first impression it looks like Prodos have got themselves a very clever trick 🙂

Posted in Random Thoughts | 2 Comments