Campaign Day

Well time does fly when you’re having fun, and I must have been really enjoying myself lately as the last month has roared past.

It seems like only a couple of days since I was talking about a God of Battles tournament coming up, and now we’re a month later and I’ve still not properly discussed my plans for a Campaign day on the 5th of October. Best do that now 😉

GOD_OF_BATTLESAs regular readers will know, we have a God of Battles day over at Foundry on the first saturday of each month. I’ve told all the regulars that the next one will be a campaign day, but what exactly does that entail? Well, the basics are you guys coming along (ideally with your army) and playing a bunch of games. There’s an overall story that’s woven around these battles and each series of wins and losses will impact both the overall direction of the plot and the next games. Victors may have extra gold to hire mercenaries or bribe opponents, losers may have to resort to assassination to win fights. That sort of thing.

The games themselves will be normal battles with a spin. This will be a  mixture of bespoke things for the day plus bits of a campaign system I am writing for GoB. Seemed like an ideal time to try some bits out on live victims playtesters.

As always, taking part is free – all you have to do is get yourself to the Foundry site.

If you’d like to come along you don’t need to be familiar with the rules. I’m quite happy to show new players the ropes as we go along.

 

Your Help

What would be really useful is for you to let me know if you are planning to come and what army you will be bringing (if any). This lets me set up the story to best fit the forces we have, which will be most entertaining.

The more folk we get, the more anarchic and fun it’s likely to be, so if you’ve got the time to spare do consider popping along.

Any questions or thoughts, let me know here or in email.

Posted in God of Battles | 26 Comments

The Future Of DreadBall

We spent some hours yesterday talking about the next steps for DreadBall and I managed to sneak a quick photo of Ronnie’s explanation of his vision. I don’t want you to get too excited yet, but I couldn’t keep this to myself.

DB future

I can’t say any more. A picture’s worth a thousand words so I may already have revealed too much.

Posted in DreadBall - The Futuristic Sports Game | 37 Comments

Deadzone Campaigns Again

A couple of tweaks in this section. Firstly, the strike force goes up to 140 points rather than 100. This gives a great deal more soak to the force and more choice to the player. Coupled with a change in the casualties (below) this will greatly reduce the likelihood of having to get green recruits from High Command to fill the ranks.

I’ve looked at the costs for improving models and they are already on the low side compared to the amount charged to models in their initial form. As the synergy of the extra stats and abilities is already an uncosted bonus for veteran models, I don’t feel that I can reduce these costs any further and pretend to stay balanced. As I said the other day, worth looking at again, but on closer inspection not a good idea to change it.

I have made some slight changes to the way casualties are dealt with that makes it a bit simpler and also removes some of the absenteeism. The easiest way to explain is to show you the whole section:

 

Resolve Casualties

Models that were killed during the battle are removed from the roster unless you bought a resurrect model upgrade for them. You need to buy one such upgrade per model and may choose to resurrect some and not others. If you want to resurrect a model you must do so immediately after the battle in which they were killed. If you cannot afford to pay at that time they are removed from the roster permanently.

Models that are resurrected must roll one dice on the complications table below and apply that result.

Complications Table

Dice roll Result

1

Bleeder: Despite every effort, the model cannot be saved and dies permanently on the operating table. Remove the model from your roster and bury them with full military honours.

2

Brain damage: -1 Command value. The model’s cost is reduced by 1 point.

3

Impaired reflexes: -1 Survive. The model’s cost is reduced by 1 point.

4

Blurred vision: -1 Shoot. The model’s cost is reduced by 1 point.

5

Muscle wasting: -1 Fight. The model’s cost is reduced by 1 point.

6-7

Smooth operation: No complications. The model returns to active duty immediately.

8

Surgical genius: the model is not only returned to active duty immediately, but they also retain any experience earned in this battle.

Injured models will recover on their own given the normal medical attention available. However, this will take some time and they will be absent for a single battle. If you do not buy emergency medical care for a model then mark them as absent for the next battle. You need to buy one such upgrade per model and may choose to treat some and not others.

Models that receive emergency medical aid are not marked absent and may fight in the next battle.

Reductions in Shoot, Fight and Survive game values make the number rise by 1. So, a 3+ becomes a 4+, a 4+ becomes a 5+, and so on. If the model already has a game value of 7+ and is reduced further then they fall into a coma and cannot be revived. Treat this as a roll of a 1 instead

Reductions in Command value move down the hierarchy listed on page XXXX. If the model has a 1/1 command and is reduced further then they fall into a coma and cannot be revived. Treat this as a roll of a 1 instead.

 

Posted in Deadzone | 46 Comments

Blaze Away Damage In Deadzone

As we’ve talked about before, it makes some sense that damage should be possible with Blaze Away attacks. I’ve tried a number of solutions to this and had abandoned all of them for various reasons. The main problems were that it was making BA a better option than Shooting in so many cases that it was clearly going to create an imbalance in weapons use.

There are a lot of different model types in Deadzone, and in several cases the main difference is the weapon the model carries. Now there’s simply no point in going to the trouble of making all these models and writing all these stat lines if we then introduce a rule that makes one type flat out better than the rest. That would be silly.

The force selection process is very open to allow you to pick what you like from the models you have, but the flip side of this is that the balance must be pretty good. If one type is better all round then that’s all anyone will use. We’re aiming here for a selection of differently armed troopers, each of which has their own niche. Whilst you may have a favourite, they should all have a situation when they are the best at what needs to be done.

Anyway…

After I posted this there were several rather disappointed comments, so I went back to have one final look. Now there are several ways this could be done, but I really didn’t want to stick in a completely new mechanic that had nothing to do with the rest of the way the game worked. Then I had a new idea and this is what I’ve gone with.

When someone uses Blaze Away to attack they may cause damage to their target. Work out the attack as before with the addition of a triples result that drops the target 3 steps of Aggression. If the target’s Aggression is reduced to Suppressed and it still has steps left to drop then it takes those additional steps in potential damage instead.

For example, a Pinned target that is doubled would lose 2 steps of Aggression. One takes it to Suppressed and the other becomes potential damage. If it had been tripled it would have taken 2 points of potential damage.

This fits the damage process into the existing drop in Aggression and allows AP cards to be used with Blaze Away. It also gives you more reason to stack supports onto a single BA attack. All in all I think it works very smoothly to introduce the possibility of damage without making it overpowering or requiring radical changes in mechanics.

So I’m quite pleased. Hope you like it too.

Posted in Deadzone | 38 Comments

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.

Posted in God of Battles | Leave a comment