Big Battles In Mars Attacks

Martian flagMars Attacks can be played in a variety of ways. When you start out you’ve got a single mat and a box full of models to fight with. To get you straight into the action the box also includes a number of scenarios (we’re thinking about 8-10 at the moment). These tell you what you need to set up the board, which models to fight with, and what they need to do to win.

The scenarios are designed to do four things:

  1. Get you playing quickly.
  2. Teach you how the game works.
  3. Show you what each of the types of Soldier and Hero do.
  4. Tell the story of Greenville.

As a scenario driven game, the forces are fixed and the board is planned out for you. This allows the scenarios to be carefully balanced, which in turn gives you more replayability. This is the approach I used in Dwarf King’s Hold and Project Pandora. However, this is only the start for Mars Attacks.

Robot throwing carAs the range expands, new models will have new scenarios written for them that spotlight their specific talents. This means that you can explore the whole of the story of the Martian invasion of Greenville yourself, on the tabletop. Of course, we’re still talking about single mat games here. This may be all you’re interested in, and many people enjoy this story and this wide choice of different ways of playing the game (because that’s essentially what each scenario is – a different way to play the game). You never need to go further than this to have many hours of fun games, but we know that some of you want to. Never mind this skirmish, you want WAR!

Another way to play Mars Attacks is to pick your own armies. This style of game will have its own supplement (possibly called Escalation, though I’m not sure we’ve entirely settled on the name). Whatever it’s called, it will have a full points system for all the models in the range. You may want to play the scenarios in the first box or not, but either way this expansion will allow you to pick a force to an agreed points value, comprised of whatever you think is coolest from the range. Lots of big robots? Sure. Squadrons of flying saucers blackening the sky? Absolutely. Companies of gallant GIs defending the land of the free from alien invasion? You bet.

MA card art 2And what are you picking these armies for? My current plan is to have just two scenarios in this book, and they’re basically the same. The difference is that one is designed for single mat games and the other for four mat battles.

In this context, what I mean by “scenario” is a set of rules for how you set up the scenery, where you deploy your troops and how you win a game. Any story will be up to you to invent.

These scenarios will be straightforward fights with a random twist to keep things interesting and varied from battle to battle. I envisage this taking the form of a fixed set of VPs for kills and then a small table with a sub mission to get more VPs for fulfilling a specific task. This variation in secondary objectives, plus different forces and table layout will mean that every game will be different.

MA saucer invasionThis is your opportunity to get your whole model collection on the tabletop and fight out the really big battles. This is where Mars Attacks moves from being a small and relatively intimate skirmish to being a full blown battle; it pulls back from a close up on the Heroes and you can see an endless vista of smouldering ruins as Greenville burns.

As the man said: prepare your tabletop for invasion!

 

 

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Saucer crashPS: One final thing for this book of Big Battles is an optional rule about destructible buildings. I really dislike optional rules (why is another rant, another day), but in this case it has to be so because you may not have enough ruins to replace whole bits of wall with and it’s potentially a bit fiddly swapping whole buildings for trashed ones every time a giant robot falls on a house, or a saucer crashes through the church. Blowing up Martian stuff is winning Greenville back for humanity, but it’s making an awful mess.

Basically what I wanted to do is just let you know what blowing stuff up really should be in the big battles version, so it will be 😉

Posted in Mars Attacks! | 4 Comments

Mars Attacks Mumblings

Had another chat about Mars Attacks last night and thanks to the miracles of modern technology it is available on YouTube for your amusement. It’s a bit back and forth because it’s translated into Spanish. Still, it’s not long overall and hopefully there’ll be something of interest there 🙂

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What Scale Are These Guys?

If you haven’t seen them already, these pictures are quite intriguing. Apparently this is the latest in armour for the Taiwanese Special Forces. No, really. TSF 1

TSF 7According to one site the face masks are protection against close range shots. Hmmmm… not sure I’d like to put that to the test personally. However, it would make a bit of sense as there are other guys standing with that unit who are wearing normal kevlar helmets. I’m pretty sure smart woolly balaclavas offer even less ballistic protection, so it’s got to be better than that, right?

TSF 6It’s not directly game related, but they just looked so much like a range of near future miniatures that I had to post this up 🙂

TSF 5

TSF 2TSF 3

Posted in Random Thoughts | 13 Comments

Butterflying About

Today I’ve finished another bit of Deadzone, am playing Mars Attacks in a couple of hours (when I’ve finished the new scenario) and will be leading out the Orcs tonight for a God of Battles fight or two. Or maybe even three. I’m also composing some more bits for DreadBall and Eternal Battle in between those, which just leaves a few fleeting moments for me to be a little confused.

Flitting between systems without getting lost is a skill that I’ve learned slowly over the years, but which seems to be impossible to entirely master. It is, however, extraordinarily useful to be even half-competent at because I need to be able to do it all the time. Of course, I am trying to make things easier for myself by writing things like Eternal Battle, which will allow me to focus on a smaller number of options, but there will always be more than one.

In many ways I envy the folk who have such focus that they can concentrate on a single period and scale to game in. You come across them occasionally, usually toting beautiful armies and bags of bespoke scenery for their chosen passion. Professionally I cannot do that, not that I ever got anywhere close privately either. Still, I do sometimes gaze on in wonder.

How can they resist all the shiny baubles?

Posted in Metagame musings | 11 Comments

A Year On

Time does fly when you’re having fun.

It’s a year ago since I said that I’d be doing some of my own products, and so far I’ve not published any of them. I’ve also been very quiet about Eternal Battle and the design books, so what’s happening?

Well, mostly I’ve been working on cool new games for Mantic. DreadBall, Deadzone, and Mars Attacks have all taken up a great deal of my time, and the whole Kickstarter thing has grown the original plans for those games out of all expectation. Instead of a single box for each, I’ve written supplements for everything that would have taken years to release under a traditional approach. Kickstarter really can be a game changer, and I mean that in at least two senses.

All this extra work has unsurprisingly pushed my own projects back – in a sense a victim of my own success. So it’s not a terrible thing, it’s just a change of plan.

I have spent some time developing these projects, particularly Eternal Battle, which is shaping up rather nicely in a quiet way. It’s had a major overhaul and another iteration of simplification as the next step in the process of making it clean enough to work as I have in mind. And that’s another thing that has delayed it somewhat: my own demands on it as a system. It has, over the many years I’ve been tinkering with it, had a number of perfectly workable core mechanics. I must have at least half a dozen different skirmish systems kicking about in my notebooks that all work for some of the periods I want to cover. However, I don’t want them to work smoothly for some of them, I want it to work smoothly for all of them. As the whole intent is to make something that covers everything with a single set of rules, things need reworking when they start to fail in specific environments. Piling on the exceptions and special rules for every individual setting is defeating the purpose.

One of the reasons I’m setting such a high standard for EB is my innate perfectionism. Another is that I intend Eternal Battle to be around for a long time and it would be silly to put something out that I wasn’t happy with and which would need reworking. I’d rather take a bit longer to get it right first time and then be able to expand the range of backgrounds rather than have to repeatedly go back to fix the core rules. I am tired of flitting from rule set to rule set and having to relearn ways of playing a game when I should be able to focus on the scenario, what I want my men to do, and just having fun.

As a sign of where I’m up to, my recent decision to have another go at painting was mainly spurred on by the nearness of Eternal Battle. I wanted to show you guys some pictures of games, and for that I wanted painted models. I knew it would take some time to get them ready, so I thought I’d better make a start. So it’s not here yet, but it’s getting closer 🙂

Posted in Eternal Battle | 8 Comments

On M&M Again

GoB book coverNeil Shuck from the Meeples & Miniatures podcast has posted up another discussion we had, this time about my God of Battles fantasy battle game.  

As well as covering how and why the game works as it does, the background and story, we talk about the future of the game and possible expansions.

There’s even a competition to win a copy of the rules 🙂

Posted in God of Battles | 14 Comments

Mars Attacks – Leaders Lead

MA Martian heroThere’s a difference between heroes and leaders. At least, there is some of the time. A few individuals can do both, but many of the heroic survivors of Greenville’s largely disintegrated population aren’t cut out to lead troops in battle. They have other qualities that come into their own under different circumstances and will leave the leading to the army guys.

For the moment though, I just thought I’d mention the military leaders and their signature trick, which is to activate several of their men at once. This allows the leader to make coordinated attacks (or “advances to the rear”) at critical moments in order to overwhelm and surprise the opposition. Normally the turn sequence limits a player to moving two models at a time, but this allows a leader to move himself and then up to four more nearby soldiers. With this ability the military heroes work very nicely with hordes of soldiers around them, which makes sense visually too.

Sergeant level characters now have the ability to do this same trick, but only once per game (rather than with “Hero Points”). This makes waiting for the right moment even more important for them, though it does take a bit of the pressure off your heroes and means that the influence can be spread more widely. The range on this effect is quite short and having several models that can do this allows you to keep your opponent guessing about where the axe might fall.

Of course, on a multi-mat battle this is even more useful. With more troops you’ll want ways to move them around more quickly, and this is just the ticket.

Posted in Mars Attacks! | 14 Comments

Big And Stompy

MA saucer invasionNothing says “you’ve been invaded” quite as well as several huge robots crunching down Greenville’s Main Street, disintegrating everyone they can see. I’d really like to be able to get that image onto the gaming table in Mars Attacks, though the reality is that a single mat just isn’t big enough to contain lots of these monsters – they’re just too big!

So, as well as the single mat scenarios with the big guys in, we’ve been playing with the idea of a larger game, fought across several of the gaming mats. The nice thing is that the rules are so simple that this remains a fast and furious scrap, with the heroes standing out as larger than life even among the robots, saucers and armoured trucks.

The rules need a couple of logistical changes for dealing with larger areas and a few more tweaks if you’re playing with more than two players (another fun option). In the main though, they don’t change that much – what does change is the sweep of the battlefield (they look really impressive with waves of Martians, robots and saucers on) and the game play. With more on the table you can be even more cavalier with the lives of your Martian grunts.

Forward to victory!

Mars Attacks banner art

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Heroes In Mars Attacks

I promised I’d get back to heroes eventually, and here I am. As I mentioned in some of the comments, I’ve had a rethink and come up with an improvement on my original idea for the hero rules. It’s still nice and simple, but now integrates the different elements I wanted to include much better and gives the player an interesting headache to think about to boot.

I’m afraid you’ll have to supply your own aspirin.

As with many of the rules I like, the actual rule itself is so simple that it doesn’t look like much on a page. The real fun comes in trying it out in a game.

So what’s the rule? Well it’s a variation of something you may have seen before.

Each hero can do all the things that a soldier can do in their turn. In addition, each hero has two more stats that allow them to do other things too.

Firstly, they have a number of Hero Points. I may think of a better term, but for the moment that’ll do. This ranges from about 2-5 depending on the hero.

Secondly, they have Smarts. Basically this is the special thing that hero does: their signature trick, if you will. For some it might be hotwiring Martian tech, for others it could be inspiring nearby soldiers to action, the ability to use stealth, oratory, disguise or whatever.

During a turn a hero can spend their Hero Points on none, some or all of 3 different things:

  1. They can do a limited additional action (move 1 square or take a shot).
  2. They can use their Smarts.
  3. They can ignore the results of one attack (a get out of death free card). This usually happens in the opposing player’s turn.

Each use of each choice costs one Hero Points.

However, this pool of Hero Points is finite. If it tops up at all it only does so very slowly. In essence, you have to decide between doing funky stuff or saving the points to protect yourself and the balance you choose will make a big difference to your tactics and the outcome of the game. This gives you the effect of heroes being able to do cool stuff, dodge bullets and generally outlive the ordinary soldier, but at the same time this luck cannot last indefinitely. The fact that it doesn’t last also adds a time-running-out element, and time pressure is often exciting in a game.

It’s a bit like Fate, Luck or similar ideas that have been used in many games before. Few (no?) rules are ever entirely new and it’s just the twist and the combination that makes different games different. I’ve not seen this family of rules with quite this combination of uses before, but it’s generally a solid and very workable rule so I’m sure it’ll work fine. I especially like the fact that it rolls the increased survivability of a hero in with their powers, thus limiting both. I also like the fact that it gives a very simple framework within which to define any number of heroes with almost any type of ability. By the time you’ve read this far you should be able to read the stat line of every hero that ever turns up in the game.

Now I’ve checked with the Mantic guys that I can change the few bits I needed to to make this work, I’m playtesting this for the next few days and will then put up some individual hero stats for you to try as well. Sounds like we’ll need a new scenario too. Shame 😉

Posted in Mars Attacks! | 39 Comments

Another Interview

I’ve done another interview for a podcast, this time a Spanish one (though it’s in English) at http://laserburn.blogspot.com.es/2013/10/mars-attacks-dreadball-season-3-en-el.html

It’s been a while since I chatted to Miguel so we talk a bit about DreadBall as well as Deadzone and, of course, lots about Mars Attacks. I think. To be honest I can never remember exactly what I’ve said in these things and whether or not I got carried away and let things slip early.

You’ll have to listen to find out 😉

 

Posted in Deadzone, DreadBall - The Futuristic Sports Game, Mars Attacks! | 9 Comments