I’ve not forgotten about the pictures from the weekend. In fact, I prepped a load of pics yesterday and selected the best from those. Unfortunately I can’t upload any images at all at the moment 😦
No idea why.
I’ll give it another try later…
I’ve not forgotten about the pictures from the weekend. In fact, I prepped a load of pics yesterday and selected the best from those. Unfortunately I can’t upload any images at all at the moment 😦
No idea why.
I’ll give it another try later…
The best laid plans, and all that…
Well the Mantic Open Day went off as planned, and much fun was had by all. I took loads of pics and some are even usable. We did 3 seminars and covered a wide variety of topics. I’ve seen quite a lot on the DKH stuff on the various forums already. However, just to set any confusions straight, and to give you somewhere to ask questions, I’ll post up a summary of the salient details on Quirkworthy.
Sunday went sideways as the planned trip to Triples succumbed to a family emergency (not mine, the guy who was going to drive). So, not wanting to waste a day, I did some more Deadzone work and then played Heroes of Normandie all afternoon. Naturally, we realised that we’d been doing some bits wrong after we’d finished. Still, after 6 games I’m getting the hang of it. When I’ve had a few more plays I’ll punt up a proper review. My initial impression is that there’s a lot of fun to be had in there.
Yesterday I found a nice little bargain whilst running an errand, and today I returned to clear the shelf. And what was this bargain? Dinosaurs. Thousands of them. Well, maybe not thousands, but quite a few. Enough for a proper looking herd (for a change), and all at a very reasonable price indeed.
Plastic dinosaurs are usually badly made, the wrong scale to game with, or (often) both. These ones are rather lovely pachyrhinosaurs from the film Walking With Dinosaurs 3D (Warning! If you are more than 5 year’s old you may want to turn the sound off on that trailer).
I’d never heard of that film, but I do have the various earlier BBC series of Walking With… XYZ and they are very good. Being based on that the models are unsurprisingly well-researched and well-made. Luckily, the ones I got were a good scale too. Sadly, the rest of the range is of no use, but let’s not look this gift horse in the mouth.
Here they are, just out of the packet and not cleaned or repainted. The figure doing the dangerous job of providing a scale is a Foundry ACW trooper.
When I say a whole herd, here they are from above. The circle at the bottom is the ACW model. On a 3×3 or 4×4 table they have quite a presence.
So what do I have in mind for these? Well, I think that dinosaurs would make a great Twist for Eternal Battle. You could add them to modern Settings (Jurassic Park style), Victorian Lost Worlds, “Caveman” games or anything else. This last shot is a bit blurry as it’s from the dawn of film in the late 1860s.
Somewhere in Arizona…
There are a number of metal ranges of dinosaurs, and some lovely models among them. My issue with them is really only one of price. Ones and twos of high end predators is fine, a few of this or that of the smaller dinos for colour is great too. But all the most memorable of the imagined prehistoric vistas I’ve seen since childhood have been dominated by herds of the big herbivores, and though pachyrhinosaurs aren’t enormous they look grand en masse and really set the scene. Now, having saved on this broad canvas, I can root through the metal ranges for some additional details. Who knows, I may find something at the show on sunday. Does anyone have any suggestions?
The weekend is almost upon us, and this one looks like being rather entertaining (for me, at least).
Saturday is the latest Mantic Open Day. Loads of stuff going on there, including:
Massive KoW participation gameI stole that from their blog. More details there.
Much of the time I’ll be in seminars with Ronnie, answering awkward questions as usual 😉
The rest of the time I’ll be wandering about the demos, talking to folk and seeing what everyone’s up to with these games in the real world.
If you have the chance, why not pop along and say hi? There are still a few tickets left.
The Triples wargames show is also on this weekend, up in Sheffield. Obviously I can’t get there on saturday, but I’ve decided to actually have a day off on sunday (Shock! Horror!) to go up and have a wander about with some friends. If I don’t bump into someone that knows me there too, I’ll be very surprised. Gaming is a very small world 🙂
This was actually something that got removed while we were simplifying things during Deadzone’s development. However, I rather like it. Simple, easy to remember, and helps balance out the opening moments of the battle. It also nicely reflects the confusion and surprise of the first moments of a scrap. So here it is again.
What’s the rule? Easy. The first Turn of the game has a limit of the first number of your Commander’s command stat, not both numbers aded together like other Turns do.
For example, let’s say a Marauder Strike Team with a 3-2 Commando Captain in charge gets the first Turn in a game. In normal Turns they can act with up to 5 (3+2) models. Under this rule, their first Turn would have a limit of 3 models instead.
I thought I might finish going through all the comments today. Didn’t quite do that, though I got pretty close. I’ve got a bunch of odds and ends from various places to tie in, plus a handful left on the FAQ page itself. Almost there.
This post is just to let you know that the DZ FAQ has been updated, if you;re interested in such things. I’ll get the last few bits finished off in the next few days.
Of course, this is a Living FAQ so I fully expect people to have more queries, in which case I’ll answer them too. As ever, please post all questions on Deadzone’s Living FAQ page rather than here.
There have been a number of questions around the 3 different movement based actions in Deadzone. I thought I’d take a moment to discuss some of the decisions behind using this particular mix.
This is the basic action to get about the board. It is very flexible, and only a short action so it can combine with lots of other things. It’s the sort of thing you’d expect in a skirmish game.
Flat out speed on the level. Nice and simple.
One key reason for having this action is for climbing towers. At the end of each action, you need to be able to place a moving model on the board. This is normally not a problem. However, with the 3D environment in Deadzone, it’s relatively easy to build things that you can’t get up with this requirement.
As an example, imagine you have a solid 3″ cube of a building. A model that is standing in an adjacent cube on the same level is able to clamber on top of the cube in a single Move. So far, so good.
If you imagine this building has another identical one on top of it then you can no longer get on top of it without the Climb action. The issue is that there is nowhere to stop at the end of one cube’s Move to place the model. It’s halfway up a wall. As soon as you need to be able to do things like Overwatch, this becomes problematical.
By allowing a “double” move vertically, Climb enables a model to get on top of this sort of obstacle, making getting around the 3D environment that much easier. Of course, whilst this is a lot of movement you’re doing it at the expense of doing anything else in your Turn.
The question about whether you can move laterally whilst climbing often comes up. Yes you can. In fact, the ability to zig-zag laterally whilst climbing is what allows the kind of freedom of movement that I wanted the models to have. Not being able to move sideways while you Climb is immensely restrictive, and the situations where this limited of the action would be useful tend to be uncommon.
The requirement to go up 2 levels or down 2 is to stop this being the default action for every moving model. The main reason for this is in the way the actions and other rules interact, which brings me neatly to…
This is where some obscure things may start to make more sense.
The actions in Deadzone don’t exist in a vacuum. They are potentially modified by a number of different rules. The most important of these modifiers in the current DZ rules are the abilities that define individual models. The interaction between these abilities and the different movement-based actions allows me to differentiate between quite a few different levels of mobility.
Fast is a good example. If I hadn’t separated Sprint I wouldn’t be able to have creatures that were particularly quick on the flat, but which weren’t anything special at climbing. As this is the most common of the movement-based abilities, it was important to make this distinction. Agile is a better version of Fast because it allows the choice. Some have asked why include Fast because of this. The answer is that it allows me to include grades of mobility – in this case 4 levels (normal, Fast, Agile, Fast + Agile). Given the large and ever-growing number of different models in the Deadzone universe, it’s important to have the capacity to include this variety. Otherwise we’re going to get repetitive very quickly.
Following on from yesterday, here’s another KS project I’ve pledged for: Spectre Miniatures. It’s still live so you can join in too if you like 🙂
These are 28mm modern special forces and the African rebels to fight them. On show are a variety of shadowy western types from the British and American special forces, CIA, and private contractors. They’ve even brought their dog, Shep. As the Kickstarter rolls along, more and more sets of these are available to pick from. You see, each pledge gets you a certain number of 4 model sets, and it’s the options to pick from that we’re seeing expanded. Mind you, the latest promise is some more KS exclusives once the last of the currently listed stretch goals tumbles. Less than 1k to go now.
On the flip side we have a selection of militia in the usual rag-tag mix of equipment and somewhat ostentatious (and entirely credible) fighting stances. Having recently spent some time doing photo research on Africa’s small wars, I was rather pleased to see this lot on Kickstarter. Not all are so obviously civilian in origin with a few looking fairly regimented. At least, they were before they went looting. They’ve also got witchdoctors and “bullet-proof” militia.

Leading the militia are a selection of “big men”and warlords, in various flavours from military to sartorial.
We already have a few manufacturers doing similar types of ultra modern troopers, Empress being one example. It’s telling that Spectre have included a comparison shot with Empress (below). Looks like they’ll get along just fine 🙂
There aren’t as many militia options about, though even with some similar things on the market, there are some unique pieces here, and some nice variations to mix in and add to the variety in those modern skirmishes.
There are also some promised rules to go along with these guys, though to be honest I’m more interested in the figures, myself. I expect to use these for Eternal Battle, and though I’ll read them, I doubt their rules will change my mind. You never know though.
All told there’s not really much to say about these guys that you can’t see from the pictures. I think they let themselves down slightly with the paint jobs, but that’s being picky. You can see the quality from the greens. Speaking of which, they’ve sculpted loads already and I’m looking forward to getting my Kickstarted toys without the traditional year’s wait 😉
Normally, I think I have more sense than money, but every now and again I feel the urge to buy something. I’ve mentioned before that I’m getting increasingly picky about what I buy, partly because I already have so much and my time is limited, but also because the quality of what we have on offer seems to just keep going up. In fact, there are so many enticing goodies on offer that I have to be picky…
These days, that urge often leads to a trawl through the games section of Kickstarter. It’s something I can do while I have a break from writing stuff. Probably not quite what the Display Screen Health & Safety lot recommend, but at least it’s looking differently.
Luckily for my wallet, and less so for theirs, a great many of the interesting projects add so much for shipping from the US that they become impractical. Several that I costed out doubled the pledge cost when I added shipping and import taxes. Almost invariably this means that I cross them off my list as a KS, and put them in the mental “when they come out” pile. Of course, by then I’ll probably have forgotten all about them, so it’s a sale lost to the project owners. Need to sort your European distribution, guys.
Anyway, I thought I’d write a post of two to share a small selection of things I found interesting. Today, one project that I’m not pledging for and one that I am.
Leviathan 3000 is an old school hex and counter space game. Warp over and have a look – you’ll need to be quick as it ends in a few hours!
I suspect that this is mostly interesting to me for the same reason I’m not pledging, namely that I designed something very similar an equally long time ago. In fact, mine was even more pernickety about the physics. I retained momentum indefinitely (he only tracks for a turn – much simpler), mine was in 3D (points for nerding, but largely unnecessary), and also logged rotational momentum as well as vector (told you it was pernickety). The last was actually quite interesting in play. I will admit that as I never intended mine as something other folk would see beyond my own play group, it’s not an entirely practical game.
As I already had much this game gathering dust on my shelf already I didn’t feel the need for another verison. It did make me have a rummage though, and when I find all the counters I’ll give it another go. I used to play it quite a lot and had several whole fleets of multi-hex counters in different colours. Somewhere.
Of course, you probably don’t have a stack of old game designs cluttering up your shelves, so you might find Leviathan 3000 of interest. It’s a classic design problem and he looks to have a simple way round the bulk of a tricky problem.
Gamers like dice. Game designers often want very specific components, like dice. Most of the time the cunning scheme you have come up with will use either normal spot dice, or something that nobody makes (yet). Custom Game Dice might prove useful.
Rather than show you a picture of a dice (I’m guessing you’ve seen those), here are the reward levels.
What is especially useful for any budding designers out there is that:
I’ve pledged for a hundred dice. I don’t know what they’ll be yet, but then I don’t need to decide for a month or two. It’s nicely timed as I’m working on a new game that might be able to use some custom dice, at least as a “would be nice” option. I know I can get custom dice made anyway, but this seems like a reasonable price and insanely flexible. The flexibility is particularly tempting as I can make up several speculative designs and have them all made, or simply save some of my pledge for later. If you’re in the US the postage makes it an even better deal. However, even outside the You Nice States it doesn’t add a lot as dice are conveniently light.
Whether it’s custom dice for a shiny prototype game you’ve designed, or simply bespoke dice for your favourite game, club or faction, this seems like a project that might be worth a look.
Posted a new FAQ for DZ. I said it would go up today, and though it’s a bit later than I’d expected as far as I’m concerned it’s still “today” till I’ve gone to bed 🙂
There’s more to do, so I’ll post another step forwards in a few days. I’m working in chronological order at the moment as that seemed to make most sense.
As always, if you have any new questions, please post them to the Living FAQ page rather than here. Thanks.