Farewell 2013

Well the time has come again for the traditional retrospective. How did things go in my last year of gaming?

Generally very well, I think 🙂

 

Gaming As Work

Mantic ran two Kickstarters of games I designed: Deadzone and Mars Attacks. With 4,300 backers for one and 2,700 for the other I’m pretty pleased with them both. Of course there are niggles – there always are – but overall I think they came out pretty well. Actually, I don’t think I’ve ever worked on a project that I couldn’t afterwards think of a way we could have done better with more time, money or simply the old 20/20 hindsight. So some learning points here and there, but no major disasters.

Originally we’d planned to squeeze DKH4 into 2013 as well, but in the end there simply wasn’t the time to give it the treatment it deserved. That’ll have to wait a little while yet. Still, we have done some of the prep work and the current plans are rather exciting. I’m sure we haven’t seen the last of that.

DreadBall hasn’t gone away either, with (I think) everything that was promised in the Kickstarter now having been delivered (plus work started on DBX). Speaking of timings, Deadzone actually started being delivered early!

Unfortunately, my own projects for Quirkworthy have suffered in the time I’ve been able to devote to them. Most notably (for the tip of the iceberg that I’ve mentioned in public) is the delay to Eternal Battle. This is just a matter of the time it has taken me to get the work for DreadBall, Deadzone and Mars Attacks done. That said, I’ve recently begun to make some more headway on EB, and the last game we played was quite exciting 🙂

 

Gaming As Play

I’m still being rubbish at getting stuff painted. I’ve done a very small amount, which is better than nothing. Still a long way top go there though.

I have managed a few more “fun” games of late, which is good. With gaming being work as well as hobby, I almost always end up playtesting something that’s in progress rather than playing for my own amusement. Our regular God of Battles days on the first saturday of each month have been a help in this regard. Although I wrote it and often spend most of the time teaching newcomers the rules, I don’t think of these days as work, really. In fact, we have one of these get togethers this saturday (the 4th) and I’ve been challenged to a game, so I know I’m playing this time 🙂

Among the many other things on my to do list, I’ve been whittling away at the endless mountains of things that need sorting and rationalising. As I mentioned months ago, Hordes/Warmachine was on my “one last chance” list. As it stands I’ve not played it since, and so it is now in the repurposing/Ebay pile. Plenty more sorting left to do, and naturally I’ve managed to acquire more toys over the year, so there’s less space rather than more in my study *sigh*. A work in progress…

 

Quirkworthy

Part way through the year I wrote a post about trying out a new approach to writing this blog. I was, I said, going to aim for a post a day as an average. Well there have been gaps and double postings here and there, and I did start part way through. In the end though, the total posts for this year is 261, which isn’t a bad effort. It is also three times what I managed the previous year, so it’s clear that this approach is working much better than my previous plans. I’ll be continuing with that and perhaps I’ll get 365+ this year. We shall see. I certainly don’t have any shortage of things to write about – just (as ever) a shortage of time 🙂

Looking at the other stats, number of views, subscribers and all that jazz is also up, which is nice. The most interesting number in my stat report was that I was viewed by residents of 145 countries (up from 127 in 2012). I wonder how many is all of them, in terms of all that have the right kind of gaming community (and internet connection) and speak enough English to make this site of any interest? There are somewhere between 195-205 countries in the world, depending on how you count them, but I doubt I’d ever get all of them. I’m not sure what definition WordPress uses for country.

 

Ever Onwards

Tomorrow I’ll look a bit more at what I’ve got planned for 2014.

 

Posted in Random Thoughts | 11 Comments

DZ Blaze vs Construct

I’m currently thinking that this is the best balance point between making BA too powerful and too ineffective. It’s still not a great deal of use against Asterian Cyphers, but they are particularly heavily armoured for Constructs, and not all will be. I’ve been using the Zombies with a similar rule that goes one worse (for the zombies) in that they always count as Suppressed. That’s because they really don’t care and don’t use cover, so it makes sense that the BA always has maximum effect. For the Constructs who do use cover and do care, it makes sense that the effect is at least somewhat mitigated.

 

Construct Models Versus Blaze Away Damage

Add the following new paragraph to the description of Construct.

The model acts as if their Aggression level was Alert at all times with one exception.  When a Construct model is the target of a Blaze Away attack they suffer damage as if they were Pinned. Note that this does not affect the success or failure of the test itself – only the application of the results.

Posted in Deadzone | 16 Comments

DZ Experimental Rule

The subject of this experimental rule is related to high AP weapons and Tough targets.

I say experimental as this isn’t something that’s slated for a particular product. It is, instead, simply something that has been worrying away in the back of my head as a detail that needed looking at… sometime. However, several commenters have brought this topic up recently and so I thought it would be worth looking at a bit more closely now. Thanks to all of you that have made suggestions and comments.

This isn’t an official update, change in the rules, or errata. It’s just me musing out loud 😉

 

Excessive Force

This situation is typically caused by someone using an anti-tank weapon to attack an individual trooper. In these cases the individual’s defences are totally outclassed and usually overwhelmed.

Any attack that is resolved at AP3 or higher may count as Excessive Force.

If the attack’s AP is equal to at least twice the target’s Armour then the attack counts as using Excessive Force. Excessive Force attacks are resolved as if they were Irresistible.

Note that Excessive Force applies regardless of whether the AP value is native to the weapon or boosted by playing a card, using special ammo, or any other method.

Posted in Deadzone | 89 Comments

Shiniest New Toys

During the run up to the holidays, every company known to man was busy shouting their wares at the top of their marketing budgets. Now that you’ve all had a chance to open your presents, I’m here to ask you a question: what was the best gaming present you had this year?

Now I’m not fishing for complements – you don’t need to say that it was Deadzone or anything else I wrote. In fact, that’s not going to help at all. 

What I’m really curious about is what I’ve missed; what really cool stuff got drowned out by louder voices and bigger budgets? I’m sure that I’ve missed some hidden gems, and I’m here to see whether you’ve found them and what they might be.  

So, my fellow gamers, any top tips?

Posted in Random Thoughts | 21 Comments

Happy Holidays!

Viking SantaLike it says in the title.

Hope you have a safe and enjoyable time with your families this holiday, whether you celebrate it as a religious festival or just a break from the office. And if you happen to get a bit of gaming in too…

😀

Posted in Random Thoughts | 12 Comments

Some Deadzone Corrections

Deadzone seems to be doing very well. Despite it being the largest print run of any Mantic game they’ve run out already and need to print some more. This is good news for a couple of reasons. Firstly this means you’ll have loads more people to play against. Secondly, it’s given them the opportunity to incorporate a few corrections into the core book.

These are clarifications of the rules as they are intended to be played rather than a reworking of the game. However, they will, hopefully, make a few things clearer.

If, like me, you have one of the original run of books, you’ll want to know what these changes are so you can pencil them in. There are (apparently) a bunch of typos and minor layout things I’ve not seen as well, but I’m not so worried about them. The important differences between the initial print run and the reprint are as follows:

  • Page 22, Free Actions section, 1st para, 5th line, sentence finishing “…action of the same type”: add “for the same model” to the end of the sentence so that the sentence reads” A free action cannot trigger another free action of the same type for the same model.”
  • Page 22, the sentence after the one above: Add to the end “unless it has been earned by a different model”. The sentence will now read: ” If the result says that a second free action of the same type is earned then ignore that part of the result unless it has been earned by a different model.”
  • Page 28, right col, 2nd para, 2nd line: delete “for free”. The sentence will then read “…same cube as an enemy model then it will Fight as part of that action.”
  • Page 53, right col, third para: After “…only have each ability once.” add a new sentence: “Use the cost listed at the top of the column where the ability first appears, regardless of the model’s actual Rank at the time.”
  • Page 68, Deployable weapons, last sentence: delete the last sentence “All they do is react to enemy models.”
  • Page 68, Deployable weapons, between last two paras: insert new paragraph “Any model that moves into a cube containing a Deployed weapon in circumstances that would allow it to pick up a normal item (see page 27) may choose instead to destroy the Deployed weapon.”
  • Page 78, Sentry Gun: in the bold first line, before Range insert “Shoot 5+,”.

These don’t fix everything, though they do help. I’ll add these and some surrounding clarifications to the FAQ when I get a moment.

Currently gone back to arguing with zombies 🙂

Posted in Deadzone | 50 Comments

Nearly There…

I’ve been working on some of the hotter topics within the DZ FAQ (including items, free actions, sentry guns) and have a post prepared. I’m just waiting for one more thing to be confirmed by Mantic then I can post it up.

Just FYI.

Posted in Deadzone | 9 Comments

Deadzone Forge Father Deck

You know the drill 😉

FF Faction deck v1

This is the whole deck with the stats tweaked from yesterday’s version. I like them better this way.

The abilities are the same as yesterday with one minor change in Operator for clarity. Repeated here for convenience.

Big BOOM!

This works exactly the same way as BOOM! (see page 68 of the core rules) except that the effect of the explosion is a Massive Frag rather than merely a Frag.

Life Support

The model has an in-built automated Life Support system that does its best to keep them alive. If the model is injured, but not killed, by an attack then the Life Support automatically kicks into overdrive. The model is immediately returned to an undamaged state. This happens automatically and does not cost an action. This works once per battle.

Life Support cannot resurrect models that have been killed outright by a single attack. Also note that Life Support only works on the model itself and cannot be used on nearby models (unlike a medi-pack).

Operator

The Operator model can control models with the Remote ability.

When an Operator model is activated they must choose between taking actions as normal, or controlling one unactivated Remote from their own Strike Team. If they decide to control a Remote then the Operator does not act this Turn. Instead, their activation is transferred to the Remote which may take actions this Turn as if it was a normal model. The only limitation is that a Remote model cannot set Overwatch. If an Operator uses a Remote then both models are marked as activated.

An Operator may choose to control the same or different Remote models in each Turn.

Remote

The model cannot act without an Operator (see above).

A Remote is not counted as a model for purposes of working out how many activations a Strike Team has left.

Posted in Deadzone | 67 Comments

Deadzone Forge Father Stats

Here you are.

FF Faction deck stats v1

Comments welcome as always. Don’t worry about the expense of Forge Guard armour at the moment. I’ll explain why tomorrow.

New abilities to go with the above:

Big BOOM!

This works exactly the same way as BOOM! (see page 68 of the core rules) except that the effect of the explosion is a Massive Frag rather than merely a Frag.

Life Support

The model has an in-built automated Life Support system that does its best to keep them alive. If the model is injured, but not killed, by an attack then the Life Support automatically kicks into overdrive. The model is immediately returned to an undamaged state. This happens automatically and does not cost an action. This works once per battle.

Life Support cannot resurrect models that have been killed outright by a single attack. Also note that Life Support only works on the model itself and cannot be used on nearby models (unlike a medi-pack).

Operator

The Operator model can control models with the Remote ability.

When an Operator model is activated they must choose between taking actions as normal, or controlling one unactivated Remote from their own Strike Team. If they decide to control a Remote then the Operator does not move. Instead, their activation is transferred to the Remote which may take actions this Turn as if it was a normal model. The only limitation is that a Remote model cannot set Overwatch. If an Operator uses a Remote then both models are marked as activated.

An Operator may choose to control the same or different Remote models in each Turn.

Remote

The model cannot act without an Operator (see above).

A Remote is not counted as a model for purposes of working out how many activations a Strike Team has left.

Posted in Deadzone | 26 Comments

DZ Asterians, Take 2 (or 3)

Thanks for all the comments on the v1 of the file. Here is the v3 (don’t ask).

Asterian Faction deck v3

I’ve gone through this with Stew at Mantic and they’re happy that this fits the models. I’ve also rechecked the costs and corrected a slight mistake I’d made the first time. Finally, most of the Cyphers have acquired a new trick:

 

Toxic Smokescreen

The model can generate clouds of poisonous smoke to hide itself.

Once during a battle, at the start of any one of its Turns, the model may fill its cube with Toxic smoke. The effect is identical to a smoke grenade going off in the model’s cube with the added bonus of the smoke being Toxic. As long as a model remains in the smoke-filled cube it is treated as having the Vulnerable ability. Models that are immune to Toxic are immune to the Toxic effects of a Toxic Smokescreen. Adjacent cubes are not affected by this Toxic effect.

Placing a Toxic Smokescreen is not an action and may be done even if there are enemy models in the same cube.

If the model moves away, the Toxic Smokescreen remains in the cube it was deployed in. It disperses in the same way as a smoke grenade.

 

 

 

Posted in Deadzone | 28 Comments