Mars Attacks Playtests

MA_2013_LOGO_horizontal-jakeBeen playing quite a bit of MA of late, working through the core system and tinkering with a card deck as an option if the Kickstarter goes nicely. All the previous games I’ve done with Mantic have gone bonkers on KS, which has been lovely. However, it does mean you need to think a long way ahead, just in case things take off again, hence the cards and a whole raft of other options 🙂

This is an early game. As you can see we’re using Deadzone scenery and an Antenociti car. The humans are represented by Corporation grunts and the Martians are early resin test pieces. The mat is an test print and should be reasonably close (though without the printing error that left a white line on the near edge).

MA6

A few sessions later we had some resin test copies of the walls in and freshly painted. They give a great idea of what the final battlefield will look like. Exactly how many walls you’ll get is unclear as Stew’s not yet finalised what we can squeeze onto a sprue. We also keep asking him to do new stuff that would add even more character to the battlefield, like street furniture. No idea what or how much of that we’ll get in the end, but it’s always worth throwing ideas at him 😉

MA5

Because it looked pretty, and because I had them to hand, I stuck some of the painted samples of the Martians and a couple of heroes among the buildings for a brief photo-op. All of these are masters and early versions, but I think that the final product will look very similar. Looking pretty shiny to me. Stew still hasn’t given in to my nagging for some Martians of my own.

MA3

After our little photo shoot we had a couple of games. Here Ronnie checks a line of sight. As you can see, to save chipping the paint on the nice studio paint jobs, we’ve reverted to using the unpainted Martians. We’ve added a couple of Antenociti cars again. Also, we pinched a couple of trees from the photography room and they add a lovely splash of colour to the overall appearance.

You can see that these test walls are only one-sided with the back left black. While it does give an appropriately burnt out feel, the final version will be fully detailed on both sides of each piece. You can still paint it flame-grilled if you like, or you can go to town on the detail. Your choice.

MA2

The game’s coming together nicely with some classic moments already. After much carnage all round and something of a see-saw struggle, this particular scrap came down to a final all-or nothing charge from Stew. The winner of the fight would tip the scales of victory enough to win the game. Couldn’t get much closer than that!

Posted in Mars Attacks! | 21 Comments

Coming Up…

A few bits and bobs to come over the next few days.

Deadzone: Blaze Away that can cause damage and a slight change to campaigns.

God of Battles: a report on the tournament and details of the campaign day I’ll be running next time.

Mrs Attacks: some playtest photos.

Posted in Random Thoughts | 11 Comments

DreadBall – Threatening & Gotcha!

Since the DB3 rules have come out on pdf there has been discussion over whether there is  a mistake in the Threatening rules on page 31.  I’ve spent some time trying to get to the bottom of this and here’s the answer:

Yes, page 31 is in error. It should read “or -2 with Gotcha!“, not -3.

Apologies for this mistake. It seems to have snuck in during proofreading. Someone asked the question whether the -2 in my original text was right or whether it should be -3. Unfortunately this was read as a change to make rather than something to check, so it was altered.

We’ll obviously be looking at how we can avoid this sort of thing happening again.

Posted in DreadBall - The Futuristic Sports Game | 20 Comments

Deadzone Campaign Rules

My recent lack of posts has been largely down to sorting through all the comments and feedback for Deadzone and incorporating it into the final version of the rules. I’d like to say a big thank you to everyone who helped with that – it’s all been very useful

The book is in layout now and about the only bit you guys never saw is the campaign rules. Well here you go 😉

I’ve made some departures from what might be considered the normal campaign process you usually see in skirmish games, but don’t panic. It’s still pretty straightforward. These spins are aimed at making it easier for the organiser to join in, allowing people to join in part way through and avoiding the massive disparity between veteran and green strike teams on the tabletop.

One of the main differences is that there is a two level “army”: the strike force and the strike team. The strike force is the whole pool of resources you have to draw on. Think of these as the men and equipment back at base. The strike team is the subset of men you send on a given mission, ie play a game with. This key idea gains most of the benefits mentioned above.

I’ll come back and talk more about the why’s and wherefores later. For now, have a look at the rules and let me know what you think.

DZ campaign rules public

Posted in Deadzone | 64 Comments

Spending More Money ;)

Color Warz splashJust backed another intriguing looking French game on Kickstarter. This one’s called Color Warz: Dark Threat. Apart from anything else it’s got (yet another) set of counters for the Heroes of Normandie I’ve also got coming 😉

It’s a fresh and slightly tongue-in-cheek twist on the tired fantasy skirmish background we’ve all see many times before, and though it’s a board game there are options for some very nice models sculpted by the likes of Rémy Tremblay, Stéphane Nguyen, Valentin Zak and Gael Goumon.

 

Color Warz 3Looks very nice and I’d recommend having a look just for the amusing video and background. Also, if you’re quick, they’ve got some excellent “first 48 hours” deals with a free copy of their previous game thrown in too.

And in case you were wondering, I’ve never met any of these chaps and have nothing to do with it other than backing their project.

Just thought I’d share 😉

Posted in Kickstarter | 3 Comments

Fun & Frolics

A brief note between deadlines to say a big thank you to the brave souls who came for yesterday’s God of Battles tournament. I enjoyed myself immensely and though it had the perfect atmosphere of competitive fun. I took loads of photos and I’ll post a proper report in a couple of days (when DZ is less in my face).

Thanks are also due to Foundry for being excellent hosts, as ever. In fact they excelled themselves this time, providing a prize for the winner and a free blister to everyone who came (as well as the usual coffee and tea on tap). Very generous of them.

Congratulations to Sam who came top with his Thousand Tribe force. He won all three games in fine style and is threatening to come back next time with Blood Gorged.

Speaking of next time, we’ll be back at Foundry the first saturday of next month (5th october), as usual. This time I want to run a mini campaign day with an overarching story directing the forces on either side. As always, this will be free to join in and you’re welcome to come along even if you’ve never played before. More on how this will work later.

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Big Day Tomorrow

Well, I say big. It’s probably the same size as other saturdays in reality, it’s just that we’ve got a God of Battles tournament at Foundry, which is quite exciting.

I’ve got no idea how many will make it and have planned a very flexible approach accordingly. Could be loads, might be just me. You never know. In essence what I’m after is simply a fun day for people where they get to play lots of games and the tournament is just a way of adding a framework and structure to that.

God of Battles isn’t really designed as a tournament system, so running this is a bit of a strange thing to do. However, it’s a toe in the water at running events and is really a test bed for the idea of running campaign days. That’s my real aim. I think they’re far more interesting, but they’re also a huge amount more work to set up, so I didn’t want to start out with one and then have nobody turn up. Hence the tournament, which is much simpler to arrange.

If you’re interested in coming along then it’s all free. All you need to do is pop along to Foundry tomorrow with your army. Don’t worry if you’ve never played God of Battles before, as long as you have a 28mm scale fantasy army we can fit you in. The rules contain 10 army lists, some of which are very flexible. One or other of them can be used to proxy anything.

I’ll be on hand to teach you how to play if you don’t already know, and if we have several neophytes I’ll make sure they’re paired off against each other at the start so that you’re learning together. Whatever happens, it’s an excuse for a few games in a friendly environment and there are even some prizes.

I’m looking forward to it and hope to see some new faces 🙂

Oh yes, details…

Gaming starts at 10am. Please bring a 24 point (main force plus command & support) force with whatever you need in the way of counters, cards and so on if appropriate. The only additional tournament restriction on forces is no Behemoths. Other than that, just use the normal rules from the book (or bring a selection of units if you don’t have it and want to give it a try). See you there.

Posted in God of Battles | 1 Comment

A Final Change

It’s amazing how excitable people can become over a single roll of the dice.

In response to the many comments about the new ball launch rules I’ve talked to Mantic and they’ve kindly agreed to delay the book slightly to make a final change. The new rule will be as follows.

S3 launching the ball v3

Posted in DreadBall - The Futuristic Sports Game | 30 Comments

Launching Notes

Well that seems to have caused quite a stir!

I’m disappointed that a lot of the comments on yesterday’s post about the new rules for launching the ball are rather negative. Rather than say the same thing to each comment I thought I’d post some of the rationale behind it here, in one go.

Firstly, why make the change?

Well, because you guys said it needed to be done. Sometimes in words, sometimes in actions, the driver was the DreadBall community.

Whilst I was personally quite happy with the original rules, they were increasingly used in one of two problematic ways. Some Coaches were standing a good Striker where they could intercept a newly-launched ball and then by scoring once they could catch the newly-launched ball and score again before their opponent had a chance to do anything. Rinse and repeat a couple of times and you have a landslide. All entirely legal, but not much fun for either player.

The other problem was pushing your opponent into the same position, but making sure it was one of their players who had little chance of catching the ball, thus causing the end of their Rush as soon as a new ball was launched. More un-fun landslide potential.

Now I’ve been told by quite a few Coaches that they simply wouldn’t stand for this sort of nonsense in their group, but you can’t rely on the social dynamics of groups to fix loopholes. After all, both of these manoeuvres were entirely within the rules as they stood.

So I either sat on the rules as they were or did something to improve them. I opted for change.

The core problem as I saw it was one of predictability. You knew the ball would be in a certain place, so putting a model in front of that would basically guarantee the result. So, I made it unpredictable. Of course, people will still push opponents into the line of fire, but it will no longer cause the end of a Rush or a landslide. One injury more or less in a DreadBall match is hardly a major concern.

Then, if the ball is launched with extra force to get to this position of being uncatchable on launch, the subsequent scatter follows naturally. The momentum has to go somewhere.

Now, the naysayers seem to think that this is disasterous. Well all I can say is that it hasn’t seemed so when I’ve played it. Either way, the possibility of a model dropping a catch and ending a Rush from this scatter is rare and also unpredictable (thereby fixing the original problem). In order to drop a catch a player has to be (a) in a position the ball can scatter to, (b) the player has to be facing the right way, (c) they have to be the right kind of player, (d) they have to fail their catch.

So, if we use Line’s percentages as a starting point (http://www.lines42.de/Material/DreadballLaunchProbabilities.pdf) and imagine that our player is in one of the few “worst case” 11% hexes, that’s a mere 1 in 9 chance of the ball getting to them. But it’s rather less than that chance of a dropped catch. He’s still got to be the right kind of player, the ball still has to get to him without stopping at or bouncing off someone else first, the player still has to be facing the right direction and they still have to fail their catch. So decidedly less than 1 in 9 at the end of the day, and that’s a worst case. If you actually try to avoid the problem then you can make it drop into the 1 in 1000s.

So why is this perceived as a problem?

Sensible readers may chose to stop here. The following is a mini-rant that can be happily ignored for the purposes of the new launch rules 😉

 

line

 

So why is this perceived as a problem?

Well, I’d guess that people don’t like change for a start. I’d also say that there is a strange double-think among many gamers that goes on about chance. Some kinds of random are seen as acceptable, and others are an issue. If I fail a dice roll on a 1 in 9 chance then that’s acceptable. I’m not happy, but hey, them’s dice. If the ball scatters onto me from a launch (another dice-driven process) then it’s somehow worse. I have no answer for why that should be, but I’ve seen, read and heard it expressed many times. It also happens when the same dice odds are translated to cards. This seems like another example.

Is that wrong? No, not at all. People can like and dislike what they want, and I’d always encourage people to house rule what they felt would give them a better game among their friends. However, I’d also always encourage gamers to try a game a few times as written before they decide to change it. I’m talking in general here, about all games, not just mine. When I review stuff I always play it repeatedly using the rules as I understand them. Very often I can see what they were trying to do after a couple of games, and that may well not have been obvious on a first reading. Only when I feel that I have a solid grasp of how the game is supposed to work will I then start to mess with it. My Dreadfleet variation was an example. I tried that game several more times than I really felt it warranted, straight out of the box, just to make sure I wasn’t missing anything. Only when I’d played against several different opponents did I try some changes. Partly this is out of respect for the designer because I know from experience how much effort these things take and how much trial, error and consideration one line of rules can represent. However, it’s also a selfish wish not to short change myself. I assume that the designer wanted the best game possible (until proven otherwise). I also assume that they’ve played a lot more than I have and so can see the meta game better. For example, I played Chaos in the Old World the other day. Several aspects seemed a bit random and odd on first explanation, but you hang in there and it all falls into place. I still don’t have a proper grasp of all the rules after a single game and some still seem a little out of balance, but after one play I’ll assume that it’s my lack of understanding rather than a squiffy game and carry on as written when I play it again.

All of which is a bit of a side rant I hadn’t meant to get into. Ignore that if you will – it’s just my approach and you may have another. At the end of the day, it’s your time playing your game and you should do whatever you need to to maximise that enjoyment. Few of us get the amount of gaming time we’d like, so it makes sense to up the quality of that limited time whenever we can with whatever means we have available.

Happy gaming 🙂

Posted in DreadBall - The Futuristic Sports Game, Random Thoughts | 48 Comments

DreadBall – New Rules For Launching The Ball

These rules are coming out in Season 3, but as I said earlier this week I’d post up a set for you to read in advance.

Here they are as a pdf. I’m afraid you’ll have to do without the fancy diagram for the moment. I’m sure you’ll find them straightforward enough. Basically it just says that you can’t catch it till it scatters, and so players that are in the way get hit instead.

S3 launching the ball v2

Posted in DreadBall - The Futuristic Sports Game | 46 Comments