Quality Of The DZ Plastics

The internet being the internet, it was inevitable that there would be a conspiracy involved somewhere. This one’s quite fun. Apparently, Mantic weren’t simply busy running a Kickstarter for Mars Attacks and hadn’t had time to post some pictures, oh no. In fact they were intentionally hiding their (supposedly) terrible Deadzone models out of shame and dismay, hoping that nobody would rumble them before the Mars Attacks Kickstarter ended, whereupon they would all run off into the sunset with their ill-gotten gains, cackling with glee.¹

And then there was reality.

Having read this I nudged Mantic this morning that they really needed to get some pictures up, and here they are (I swiped them off Dakka). The first one is a bag of figures tipped onto the table. No trimming or other prep work. This is how they come.

deadzone-components

 

The next one shows some cleaned up and put together. The ones on the left have been primed too.

deadzone-assembled

 

So, as you can see, quite the contrary to these models being an insane relative that needs hiding in an attic, the Deadzone miniatures are looking pretty smart. Personally I’m not seeing anything wrong with them at all.

I will snaffle a few when I’m in the office next week and take some more pics of my own. Until then, if any Secret Tibetan Masters send you an email from the Illuminati telling you that Mantic are hiding out on the Grassy Knoll, please just press delete…

 

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1: I paraphrase, of course.

 

Posted in Deadzone | 33 Comments

Mars Attacks – Draft Points Values

Robot throwing carFor the big battles in Mars Attacks we’ll be using a simple points system, as mentioned earlier. This will give you a chance to tailor your army to suit your style of play. If you want lots of robots, go robot. If unstoppable waves of grunts is the way you invade, then go for it. Fleets of saucers? Knock yourself out.

The following points may change slightly before the final version as we’ve still got more playtesting left to do. However, I don’t anticipate radical changes, just minor tweaks.

So, Humanity’s noble defenders first:

  • 9-man US Army squad (includes Sergeant and 2 SAWs): 6
  • Missile launcher: 3
  • Patriot (MG): 3
  • Patriot (ray): 5
  • 6-man Novas Vira squad: 9
  • Heroes: 2-5 each (priced individually)

And the Martian invaders:

  • General Tor: 5
  • 10-man Martian grunt squad: 10 (includes unit commander and freeze ray)
  • 5-man Martian marines squad: 9
  • 5-man Stealth Troops squad: 9
  • Saucer: 5
  • Robot: 10

There will be a system for balancing the odd point or two left at the end if you can’t quite get exactly the right total (starting with extra cards in hand, support cards in play, etc).

I know that you haven’t got all the stats for everything yet. However, these points will help you work out what you want your force to look like and what you need in terms of models.

 

Big Battle Scenarios

There are two of these: one for a single mat and the other for a four mat game (2×2). Again, this is the initial draft and so it focuses on whether the core of the game works properly at this size rather than fancy frills. There are some refinements to add in, most notably a random roll at the start to see what sub-mission you’re on.

Single mat games are played at 40 points per side, and four mat games at 100 points each.

For the moment we’re using this simple victory condition. Count the number of models in your army at the start of the game. Count each soldier as 1, each hero, saucer or truck as 3 and each robot as 5. Using this same calculation, the first side to reduce their foe to half or less of this total remaining on the battlefield wins the battle.

 

Building Armies

With the information above, you can see what sort of combinations you can get on the tabletop. On a single mat you could have a couple of saucers flying over a ground wave of two squads backed up by a robot. Or, you could have two robots, four saucers and forget the ground forces! Hmm, maybe that’s a bit excessive. Maybe…

On the bigger board you’ve got room to really indulge your megalomanic fantasies. You can happily have General Tor leading three robots, three saucers and fifty Martian infantry. Now that really does look like an invasion!

On the human side you’ll be wanting a fair amount of infantry and those missiles are great for taking out the big things. At the same time, your heroes are where you have an edge, and even though they’re small they can turn the tide on a flank, which can then domino through the rest of a battle. Trucks can be mobile cover as well as mobile pill boxes, so don’t forget to take a couple. however, if you want elites who have actually been waiting for the martians invasion (and preparing and training and… ) then the Novas Virae are on hand. They’re much pricier than your normal infantry, but they are good.

Both sides have a number of approaches they can adopt, and if you play the same opponents regularly you can have fun trying to second guess what style of army they’ll be fielding this time. You could also play “winner stays on” and not allow the winner of the previous game to change their force. That way you can test out tactics and get to know both how your force works and how your enemy responds.

Posted in Mars Attacks! | 22 Comments

A New Mars Attacks Scenario

Now you’ve got the Heroics rules and a couple of Heroes, here’s a sticky situation  for them to try and get out of.

Oh, and here’s another Hero before we start:

 

Tench-hut!

The Sarge is a veteran of more wars than you can count.

His stats are:

  • Shoot: 4+
  • Fight: 4+
  • Survive: 6+
  • Range: 6
  • Heroics: 2
  • Notes: Brave, Follow Me!

Heroic Ability: Follow Me!

The model is a born leader, or someone with unquestioned authority over the troops.

Complete the model’s activation as normal. Then, if you want to trigger this ability, nominate up to four other unactivated models on the same side no more than 2 squares away. One at a time, these models are now activated. Complete each model’s activation before moving on to the next. As usual, all models are marked as activated once they have completed their actions.

As these additional activations are all triggered by the original model’s ability, they only count as a single model for purposes of working out what that player can do this Turn.

 

How Are You Feeling?

The latest version of the Brave ability goes like this. Note that this isn’t a Heroic ability so it doesn’t cost anything to use it.

Brave

The model has a strong sense of duty and honour. They feel it is their duty to protect the weaker civilians from danger.

A model with this ability will dive in front of the enemy fire to save civilians. If a square containing more than one model is the target of any attack, a Brave model must be targeted if possible. This applies to both shooting and fighting. If more than one Brave model is a possible target then the owner of the Brave models may choose which one leaps in to save the civilians. Obviously, if the shooting model cannot see any Brave models then it cannot target them.

Attacks that hit all models within a square at the same time (such as artillery) are not affected.

 

Scenario 3: Protect And Serve

In this scenario, Eva and Troy are surprised by a large Martian attack. Will the brave counterattack by hopelessly outnumbered soldiers buy them enough time to get to safety?

  • Decide who will play the noble defenders of Humanity, and who will play the dastardly Martian menace.
  • Set out your scenery to provide an even mix of high and low cover across the board. Use street furniture, rubble or roadblocks to provide some cover in the roadways.
  • The heavy black line under the blue square shows where you should place the most intact wall you have.

  Scenario map

  • Shuffle the 10 Critter and Alien Secret counters face down. Then, using one dice for rows and another for columns, randomly place 8 of them, one at a time, on the board (see page 9). Put the remaining 2 counters to one side.
  • Shuffle the cards and deal 4 to each player face down. The remaining cards are placed face down beside the board as a draw deck within easy reach of both players. The players may look at their own cards at any time but not their opponent’s.
  • The Martian player places 16 Martian grunts anywhere in the red deployment zone.
  • The Human player places Eva and Troy in the blue square.
  • The Human player places 6 soldiers plus the Sergeant anywhere in the green deployment zone.
  • The Martian player takes the first Turn.
  • VPs are awarded for:
    • Humans only – Moving Eva or Troy off the board via a numbered square (+VPs equal to the number of the square the model moves off from – see the map).
    • Humans onlyAlien Secrets (+1 VP per counter, not counting the first).
    • Martians only – Killing Eva or Troy (+4 VPs each).
    • Martians only- Killing the Sergeant (+1 VP).
    • Martians onlyCritters (+1 VP per counter, not counting the first).
Posted in Mars Attacks! | 9 Comments

Mars Attacks – Some Heroes

Stats for a couple of Heroes. I’ll put up a scenario for them tomorrow. However, before we get to their stats, you need the proper rules for Heroics.

Heroics

Heroes do heroic things, but even heroes have limits. To keep our Heroes suitably dramatic (but not overpowered), each one has a number of points to spend on Heroics. Each point of Heroics can be spent on a number of different options that varies depending on the individual hero. Use the Heroics counters to keep track of the amount left to each Hero. This limit is for a single battle, and will be renewed at the start of the next game.

Heroics are used in three ways:

1)   To avoid damage. Whenever a hero is “killed” by an attack from any source, they automatically spend a point of Heroics to ignore the damage completely. This happens immediately. If the hero has no points left to spend then they are killed. If you can think of any suitably heroic last words that would help them rest easy.

2)   To get more done in their Turn. In addition to taking a Turn in the same way as a Soldier, a Hero can spend up to one point of Heroics to either:

  1. Move one extra square.
  2. Shoot an enemy model.
  3. Fight an enemy model that is in the same square.

This is in addition to any movement, shooting or fighting already done by the Hero in their Turn. This may be used at either the start of their Turn or at the end, but not in the middle.

3)   Use a Heroic ability. If the Hero has an Heroic ability then they may trigger it at the cost of a point of Heroics. See the list of Heroic abilities for individual effects. When this point is spent depends on the ability. Each time a model uses one of these abilities it costs that model a point of Heroics.

 

Protect And Serve

Eva painted model

First up, Eva. Greenville’s 5-0 in person.

Her stats are:

  • Shoot: 3+
  • Fight: 4+
  • Survive: 5+
  • Range: 3
  • Heroics: 4
  • Notes: Authority

Heroic Ability: Authority

The model is in control!

A model with this ability may take the first Turn in a Round for their side, regardless of which side would normally start. This model must be the first to act in this first Turn. Other than that, the Turn is completed as normal.

If both players want to use this ability then the model belonging to the side that would normally go first in a Round gets the first Turn. Both models would pay a point of Heroics in this situation.

 

Teenage Angst

Then we have Eva’s favourite perp, the wayward teenager Troy. Yeah, whatever.

Troy B&WHis stats are:

  • Shoot: 4+
  • Fight: 6+
  • Survive: 5+
  • Range: 6
  • Heroics: 3
  • Notes: Too Many Late Nights

Heroic Ability: Too Many Late Nights

The model has spent thousands of hours playing online games as a deadly assassin, and understands the cunning involved in the perfect hit.

A model with this ability gets a free move of one square if it fails to kills its target with a shooting attack. The “duck back” move must be taken immediately or it will be lost.

 

Posted in Mars Attacks! | 23 Comments

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 🙂

Posted in Mars Attacks! | Leave a comment

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