Back From The Front

Back from the Derby show. Looked at lots of shiny new toys, talked to many nice people, played some interesting games, snaffled some lovely swag. A grand day out!

Here’s the spoils. I was fairly restrained as I’m supposed to be clearing things out (more for eBay tomorrow). Still…

Derby swagFirstly there’s the Gates of Antares sprues sitting on top of their Beta rules. I’ve got one each of the Ghar and Concord frames with their basic troops on. These aren’t quite final production shots, though they’re pretty close and they’re looking rather smart already. The beta rules are something to read while I wait for the final rules to be printed, which is where they are now (at the printers). The starter set is looking like an early November release. Not long now then.

The two Plastic Soldier Company packs are WWII tanks for a project I’m playing about with. And just because I’ve always had a soft spot for WWII tanks. I’ll try to put them together properly this time.

On the right is a T-shirt, art card and miniature for SLA, which those of you of a more refined vintage may recall as a dark and dystopian RPG from many moons ago. It’s had a cult following since its heyday, and the IP has gone through many hands, none seemingly able to give it the love it deserves. So far. Fans will hopefully be happier with the current state of affairs which look like bringing it back into the limelight. The chaps behind it (which apparently include the original creator of the game) are really excited about the whole thing and also have a cunning plan for releasing and growing the range that doesn’t involve Kickstarter. At least, nowhere near the start of the process. So that’s very interesting and I’m sure we’ll be hearing a lot more from them.

Last, but by no means least, there’s the Macrocosm figures in their blisters. These are some of the latest additions to their range that were Kickstarted only a short while back – more Diggers, and some random alien naughtiness that Chris was kind enough to throw in free. You can never have too many random aliens 🙂

Those will expand my forces for the retro SF game I keep mentioning. I’ll try to remember to take photos next time that gets on the table. And speaking of getting things on the table, I also had two demo games while I was at the show.

The first of these was Gates of Antares. This will all be fairly familiar to those that have played Bolt Action, although it’s not exactly the same. Using D10s instead of 6s is an obvious change, and gives a different range to play with. It also allows for 1s and 10s to have special effects, which starts to add some entertaining subtleties. Also, some units can have 2 activations per turn (and therefore get 2 order dice). Like I said, clearly a relation, but not the same as Bolt Action.

I took the Concord against the Ghar, and even the high quality Concord line infantry struggled against the upgraded Ghar suits. Still, we took some down and shot them up sufficiently to make one unit bug out and precipitate a glorious Concord victory. At least, that’s how I’lll tell the tale. Nathan may recall it slightly differently.

It was a fun little game, and I look forward to getting my paws on a starter set when they’re available.

The second game I played was Open Combat. This was Kickstarted earlier this year, and the book is also currently at the printers. Must be something in the air.

Open_Combat_workinprogress_cover-imageI’d read a very early version months ago, and couldn’t recall much about it. Not that that was an issue because the game is very easy to pick up and plays nice and quickly. It uses a Blood Bowl-esque sort of play-until-you-fail turn sequence, which I really like and have used myself more than once. This forces you to think carefully about the sequence you want to do things in and gives you more to consider than the small amount of rules suggests. Always a good thing.

We played a simple scrap between Vikings and Saxons as a way of learning, and it was a fun little romp that left a number of Saxons rather poorly. Oh, and before you hear any different, I’d just like to say that the incident with the small boy was entirely the fault of his wayward Saxon parents. I’ll be reporting them for reckless child endangerment. Taking young uns onto the battlefield like that. What do they expect? We’re Vikings

I can see this being quite popular.

Posted in Events | 30 Comments

Out And About

This weekend is the annual Derby World Wargames show, over in, you’d guessed it, Castle Donnington. I’ve always rather liked it, so I’m happy to be going along today to see what’s going on.

As seems to fast becoming my habit, I’m not working on a stall, but have a number of people I need to talk to about various projects. With a little luck I’ll also have time to wander round the other stands as well, and we’ll see if there’s anything new. Which brings me to what I was going to say about wargames events these days: they lack surprises.

When I was a lad, before the rise of the internet, when everything was much cheaper, when everyone was more friendly and nobody locked their doors (and dinosaurs roamed the Earth) a wargames show was an adventure into the unknown. You’d see familiar faces, sure, but almost always you’d find something you’d not seen before, except perhaps as a vaguely recalled name from the small ads in the back of a magazine. Oh that’s who they are/what they make!

No longer.

These days the internet allows everyone to see what’s on offer in advance, and lets you know whether it’s worth going to do your shopping or not. Pre-internet you’d be lucky to have list of what was available, and little chance of pictures of any of them, let alone the whole range. It’s a very different experience.

Is it better? I don’t think it’s that simple – I think it’s just different. However, I still tend not to look too hard at the lists of traders in advance as I find the atmosphere more important than the shopping these days (and I’d like to keep any surprises I can). It’s great when you do find a gem or two that’s new to you, and not looking in advance can make that more likely. And watching demo games in the flesh, plastic and metal is very different from even the best of online walkarounds, so that’s always worth going to see too.

I’ll check in later and let you know if I found anything special 🙂

Posted in Events | 1 Comment

Casting Room Website

Big TrollFoundry have set up a new website called Casting Room Miniatures for the models that were made between 2006 and 2012, when “Other Hands” were running the company. These include a lot of ranges that have had spotty availability recently, including some that can be used for God of Battles armies. To quote their newsletter:

The Casting Room Miniatures ranges are (so far): Hittites, Nubians, Trojan Wars/Mycenaeans, Spanish and Carthaginians, Persians, Dark Age Warriors, Gauls, Chinese, Normans, Saxons, Medievals, Renaissance, Elizabethans/Tudors, English Civil War, Marlburians, Seven Years War French, Black Powder Civilians/Rebels & Rioters, Zulu Wars British and Zulus and Victorians/Edwardians that are also suited to Old West.

Various huge Napoleonic Ranges: Austrians, British, French, Portuguese, Prussians, Russians and Saxons.

Fantasy ranges: Street Fighters, Greek Mythology, Amazons, War Maidens, Beastmen, Demons, Adventurers, Goblins, Halflings, Rangers, Gigantic Trolls and Undead.

As a welcome to this new site, they’re offering free postage worldwide for the rest of the year, which ain’t bad.

Posted in God of Battles | 3 Comments

DZR In Action

Showed some more folk how to play the new DZR last night over at Mantic. One game was Pathfinders against Veer-myn, the other Plague against Enforcers. I didn’t get a lot of pics of the Pathfinders/Veer-myn game as that was very fast and bloody (and I was busy explaining rules), with the rats getting wiped out as a penalty for being a little too bold. Anyway, you can see it going on in the background on the blue buildings.

DZ game 1In the foreground they’re playing on Ronnie’s scenery – a Secret Weapon board with Mantic’s battle zone buildings and some Antenociti scatter terrain. I think RR’s done a nice job with it.

Below you can see a low angle shot from the Enforcer side. Nice to see both sides clambering about on the ruins.

DZ game 2I can’t give you a blow-by-blow account as I was flitting between the two battles, explaining the rules. However, Ronnie and Dave were being rather more cagey that the others, so the game went on longer. Dave’s Stage 1A took some wounds really early on, but then spent a lot of time sulking in the shadows so he didn’t go down. Here he is later, having emerged from hiding again.

DZ game 3A final general shot of the game. It was a close fight, but the Plague won a narrow victory in the end.

DZ game 4

The core rules are pretty slick now and run nice and smoothly, so the games played quickly with very few questions even though 3 of the 4 players hadn’t played before. Which was nice. I think the public beta will come when I’ve got a set of army lists finished off and Mantic have made it look pretty 🙂

Meanwhile, to one side was another game going on, this time Dungeon Saga. So it was a busy night 🙂

DS game 1

Posted in Deadzone, Dungeon Sagas | 23 Comments

Playing Deadzone Redux

deadzone-logo-blackJust sorting out some tweaks before I go and play DZR with the latest iteration of the rules (and some new victims to try them on). Been tinkering with the missions again, and have a new trick to try out.

I also had some more feedback from one of the testers yesterday. They’ve played 10 games of the new rules and are really keen. So keen they even used BLOCK CAPITALS to say so 🙂

So that was nice to hear.

I know, I’m just teasing here. I’m merely trying to show that the rules are weaving their merry way closer to a public beta, and that it’s looking good!

I’ll see if I can get some pics of todays games to show you later.

Posted in Deadzone | 28 Comments

More Untapped Aliens

Yesterday’s alien question ferreted out some great references and some amusing stuff too. Apparently this is a real spider…

Male peacock spiderOverall, it seems like spiders have inspired a lot more alien races in computer gams and RPGs than on the tabletop in miniature form (though there some rare exceptions). Interesting.

Having spent some time surfing along the links you’ve shared, I have a couple of follow up questions for you.

  1. Which real world creature do you think has been most unfairly neglected when it comes to inspiring weird alien lifeforms? Horseshoe crabs? Ocelots? Starfish? Squirrels?
  2. What’s the most alien alien you know, in any fictional background? For this question, try sticking to physical creatures. Energy beings and nanite clouds are always going to be at the weird end of the scale, but don’t really work as models or artwork.

I’ve already come up with a couple of ideas for unusual aliens that I’ve never seen before by asking myself these questions. See if they inspire you too.

Posted in Random Thoughts | 32 Comments

Untapped Aliens?

SpiderDoes anybody know of a gaming background with a race of sentient (giant) spiders in?

I was cleaning the house this afternoon, and came across a mother spider guarding a dozen babies, all wrapped in a fine web. It’s the time of year that spiders come indoors to get out of the encroaching cold and wet, so that wasn’t terribly surprising, but it made me wonder whether the whole creepy-spider thing had been really tapped. Sorry, I should have said I was cleaning the house and thinking about games

I’ve seen giant spiders as wandering monsters in D&D for decades, and there’s a character spider or two in LOTR. Then you have the odd dark elf centaur that’s half elf and half giant spider. Not a lot of actual sentient spiders though.

Is this because they haven’t got a face that you could recognise emotions on, or perhaps they’re just too creepy for them to be anything but animal (insect)? Could it be some sort of anti-spider conspiracy (you never know)? Or, is it that I’ve just missed them?

They make a great starting point for SF or fantasy aliens. I mean, just look at them!

Posted in Random Thoughts | 45 Comments

New Old Models

While I’m thinking SF, I want to take a detour from Deadzone and to mention a couple of other things. Firstly, the Macrocosm Kickstarter is almost finished. As I type this there’s less than 24 hours left, so hurry along if you want to see what’s on offer before it ends.

Macrocosm logoThey’ve already doubled their target, which is great, and have added over 60 models to their existing range. As I mentioned in a previous post, Chris has taken the slightly unusual route of producing the first two races and free rules on his own, and has only gone to KS when he needed to fund an expansion… exactly the sort of thing that I keep hearing folk no longer use Kickstarter for.

The style he’s gone for is very much in the Oldhammer vibe that has emerged from the woodwork of late. Personally, I’m not gone on all of the ranges, but I am rather partial to the Diggers and also like the Malignancy*. I’m sure other people will prefer the other ranges. The big robots will be interesting to see when they’re finished and standing next to the other models. I have a feeling that they’re going to be quite imposing. And then there’s the Kev White space goblins…

DiggersOf course, not all of you will like that retro style, and that’s fine. As we were just discussing in one of the Deadzone threads, you can’t please everyone all the time. I mention the Macrocosm thing partly because I know Chris and wish him well, partly because I have an admiration for the energy and drive required of the many one-man bands we have in the gaming world and like to support them when I can, and partly because I like the models (mine aren’t going on eBay) and would like to see him succeed and make more.

On A Related Topic

Another thing I mentioned before was a new set of retro style SF rules I’ve been working on.

The reason I mention this is that you may be interested in it when it is done. It’s intentionally more detailed (hit locations, etc) and designed to play at a more considered pace than DZR. They are very different beasts, and which I prefer depends a lot on what mood I’m in at the time. Sometimes I want the energy of DZR, and other times the story and detail of the retro SF suits more.

Overall, the retro stuff has been a very entertaining and unusual design, and it’s worth a few articles on its own. Deliberately designing something in such a specific style is quite a challenge, but a fun one as it’s allowed me to wallow in my own nostalgia for games I grew up with.

Whether this is the same retro that everyone else recalls remains to be seen. But then that’s nostalgia for you – it’s a very variable thing 🙂


* As an aside, you may recall me remarking about how some figures look better in reality, others when they’re on screen; some painted and some in bare metal, plastic or whatever. I’m sure you’ve all noticed. For me, Macrocosm’s Diggers look really good on screen and in real life (not much difference), but the Malignancy seem much better when I have them in my hand than in pictures (big difference). I don’t know what that means, if anything – it’s just something that intrigues me, more so because that difference is within a single company’s offer. I would normally expect this sort of variation in perceivable quality to be more common between companies.

Posted in Random Thoughts | 7 Comments

Free DZ?

deadzone-logo-white

Just had a chat with Ronnie about a bunch of DZ questions that you guys have raised in reply to recent posts.

The one I’d like to deal what today is the fact that some people might have bought the existing DZ recently, and might feel a bit miffed about shelling out for a new one.

Rest assured, the main point of reworking DZ is to get more people playing it. With this as the aim Ronnie’s keen on making this transition as smooth as possible.

The way this is achieved hasn’t been finalised, but Ronnie said he was happy for me to let you know the sort of thing that he currently has in mind. This starts with giving a digital copy to all the original KS backers. For those who’ve bought DZ after this, there will be some sort of discount scheme. The sort of thing that Flames of War has done between editions seemed to work – get your old edition stamped for a hefty discount on a new one.

Something like that.

Of course, whichever way you got your copy of DZ, your models, mat and scenery are all perfectly compatible with the new one so there’s no need to replace any of that. Whilst there are new sculpts of some models, the new ones are the same scale, style and imagery, and personally I’m entirely happy to mix all the ones I’ve seen so far.

Posted in Random Thoughts | 14 Comments

Cards in Deadzone Redux

DZ cards 1I’ve had a few queries about cards in the upcoming Deadzone Redux, so I thought I’d answer them here by explaining my current thinking on the topic.

When we started looking at updating the rules, I read a lot of comments online and talked to a lot of DZ fanatics about what they saw as strengths and weaknesses in the game. The chaps at Mantic also had ideas about what they thought had worked and what had fallen short. Hindsight is a wonderful thing, and allows you to see all sorts of things you could have done better 🙂

I took this collection of broad notions and started working on mechanics that would make them happen in a final product. After some experiments I pitched a series of different versions to Ronnie and the crew, and they liked one that was quite dramatically modified from the original. Well, it is and it isn’t. The vibe is recognisably Deadzone and the core rules are sometimes identical, it’s just that I’ve done a great deal of streamlining to make it faster and bloodier so it feels more heavily changed that it actually is.

Regardless of the technicalities of the rules, what’s great for me is that everyone who’s tried the new game raves about how much they love it 🙂

DZ cards 3In the process of making these changes I’ve replaced all the existing cards with processes that simply work better. Like I said, some dramatic changes.

I’m not going to tell you all the details just yet, but let me explore some of the basics.

Cards in DZ fall into 3 types: stat, battle and mission.

As I mentioned in my overview of the new army building, this is now focussed firmly on the commander’s character, and for this reason the individual trooper stat cards are no longer as useful. What I’m experimenting with currently is an army reference sheet – one per commander – that has all his army’s details on. So, if you had reference cards for 3 different Enforcer commanders there would be considerable overlap, but each would be different. This army reference sheet would therefore be used both for building an army and playing the game, which I find quite appealing. In terms of size, I’m thinking no bigger than both sides of a single A4 sheet, and smaller if we can get all the info in less space (or on one side). This would include the stats for the army, unit selection options, weapon stats, army special rule and missions.

Battle cards have been replaced by a more dynamic system that avoids some of the cancelling effect the earlier cards had: I play a card and you play a counter which takes time but has no actual effect on the tabletop. I don’t mind this approach to card play in the right place, I just think that the new approach is far superior for Deadzone. You’ll notice how I didn’t tell you exactly what this approach was. It’s one of the core changes in DZR and I’ll come back to deal with it in its own post so I have the room to discuss it properly. Stick to cards for now.

DZ cards 2The final type of old cards are the mission cards. I really like the idea of faction specific missions and felt it could be developed further. The new army building approach is commander focussed, so I wanted to make the mission characterisation that level too. I’ve kept a couple of core missions that anyone can do, but with more individualised missions the definition is at the commander-specific army level, meaning that these will be on the army reference sheet I mentioned above and will be appropriate for that specific army. Obviously there will be overlap between factions, it’s just that the specific combination of missions can be tailored to suit each commander, which should allow us to balance the armies better.

So the old cards are superseded by better ways to do similar things. You still have stats and missions on hand to refer to, and can still change the course of the battle in your favour by carefully using a limited resource of tweaks and buffs. It’s just all slicker now 🙂

Posted in Deadzone | 127 Comments