Deadzone Designer’s Notes – Solo Rules

Of all the facets of Deadzone, probably the most challenging in design terms is the solo rules. Actually I should be a bit more specific. There are going to be two versions of solo Deadzone, and what I’m referring to here is the “full” version. The solo zombie thing is lots of fun, but also lots easier to design.

The “full” solo rules are what you need when you want to play a classic 2-player game and only have one player to hand. They are a set of rules that attempt to replicate the decisions your normal opponent would make. Except we all know that you can’t reduce the skill, cunning and silliness of real humans to a simple set of rules in a book. No, we needs cards too.

The solo rules will use a set of cards (we’re calling them an AI deck) as a quick and simple mechanism to generate tactical choices by your imaginary opponent. A card deck allows me to include a lot of sophisticated numerical shenanigans without a lot of rules in your face. Flipping a card for a decision is also a very simple and familiar kind of mechanic that won’t intrude too much into the rest of the game. What the cards have on them is the nifty part.

 

Challenges

The rules need to differentiate between a number of mutable things. Firstly, different models need to behave differently. No point in having snipers running into melee. Secondly, different factions need to behave differently. Real players wouldn’t play Plague and Enforcers the same way so neither should the AI. Thirdly, the AI should respond to differing threats with appropriate responses.

Now I’ve seen all of these elements done badly, sometimes all in one game though the usual problem is ignoring one or more of them. I don’t think I’ve ever seen them all done well in one place.

One of the biggest challenges is predictability. The fewer of these elements you include, the more predictable the AI becomes, and the more the game becomes a case of playing the AI rather than the actual battle. Even with all these elements in place it would be good to have a random seed somewhere in the equation to make the opponent a bit less predictable. What we’re after is an enemy that behaves in character, but not always in exactly the same way. That also allows us to replay the game as many times as we like without it repeating itself.

Video games are an interesting place to look for AI ideas as they frequently use AI systems for single player games. Most of them are surprisingly unsophisticated. A lot of the time you’ve got so much else happening (images, sounds, movement) on screen that you don’t notice the lack of smarts in the AI. On the tabletop it’s another story: you can’t hide behind the shiny special effects. If I want the solo game to be good then it needs clever AI.

Possible Solutions

The AI deck and rules are, in effect, a decision engine. They are there to replace the human opponent with as close a facsimile as possible. That’s a complex process and could easily be a faff to work out in game, so my aim is to pre-calculate as much of this thinking as possible. When it comes to an in-game decision all you should do is turn over a card or two.

To go back to the challenges, the first and second can be dealt with by categorising the models. We already have the idea of leaders, specialists and troopers for building the force. The solo rules just need this broken down one step further into preference for shooting, fighting or support. A shooting specialist can therefore be made to behave differently from a shooting trooper, and that level of subtlety is a good thing. Faction can also be taken into account in a similar way.

The ability to assess threat comes down to a set of rules and priorities which I’m working on now. Streamlining these will be key. However, streamlining them too far makes them fairly pointless and I’ve seen it taken way too far way too often. Often it’s a rigid rule as well, which again makes it predictable, and predictable is both dull and easily defeated. Easily defeated tends to mean “not played again”, and it’s pointless working on rules that are unlikely to be used. Dealing with perceived threats need not be baroque, but it does need to be variable.

Random seeds can be included in the breakdown of responses by each of the model types. The nice thing about a deck of cards is that you can build this sort of complex variation into it whilst having no impact at all on the slickness of the rules in play – one of the reasons I like cards.

Of course, once the AI has made the decision you need a set of rules about how this is implemented, though here you have an ally: yourself. I think it’s safe to assume that you’re going to win a solo game, so the reason of playing is a pure attempt to have fun rather than polish your ego with resounding victories. For this reason we can actually enlist the player as an aid to help us with some of the options if not the decisions themselves.

 

Playing With Myself

The best part of developing solo rules is that they are a doddle to test. Any time you need to try something out you’ve got a ready group, just waiting to go. Compare that with trying to road test 6 player DreadBall and you’ll see what I mean. How easy is it to arrange a 6 player (not 5 or 7) game of anything. By that measure, solo rules should be the most refined ones going.

Naturally I will still get other folk to play them as well, and already have a number of volunteers lined up. It’s funny how many solo gamers creep out of the woodwork as soon as you mention there are rules to be had. As a group it appears that solo gamers have long been starved of attention and it’s obvious why when you look at the problem of designing the rules. Getting solo rules right is not easy to do and often avoided because of that. I’m just banking on me being more stubborn than it is difficult 😉

Posted in Deadzone, Game Design Theory | 23 Comments

Caution… Overtaking…

I’ve said a few times that I’m not good at guessing how well these things will do, but I do have one reference point: DreadBall. As I write this, Deadzone has just slid past the final total for DreadBall and still has a couple of days left to go, so that’s very cheering. Thanks to all of you who’ve made that possible 🙂

For you guys, the deals are getting even better and all four faction boosters should be achieved well before the end. That gives you some great bargains to pick from.

Even so, if you’re a regular (and if you’re not then why not subscribe?) you’ll know that for me it’s all about the game – so how’s that coming along?

Very nicely thank you 😉

I’m writing up some notes on the solo rules to explain a bit on how that’s developing, there are some stat lines and faction combat styles to mention and you never know what else I’ll find lurking on my desktop before the weekend is out. I suspect I’ll be doing more than one post a day.

Posted in Deadzone | 7 Comments

Just In Case You Forgot

GoB_LOGO on white webWhat with all the Deadzone around here, it would be easy to forget that I’ve worked on a few other games recently. One of those is a fantasy game called God of Battles, and this saturday is the latest in our series of meetings at Foundry HQ in Nottingham to run some demos and play some games. These are a regular first-saturday-of-the-month event if you fancy adding future meetings to your diaries.

Like last time Will Hannah will be at Foundry at the same time to answer any painting questions and show off his latest paint jobs. Last month he was in the middle of a set of very nice looking gladiators. They’re probably all finished by now and he’ll be onto something new.

WILL_PAINTING

Last, but not least, we’ve joined by a another gaming club who’ve just moved venue to the Foundry site. This means that we should be rather busier than usual, which should all add to the fun. I don’t know what they’re playing, though I’m sure they’d be happy to see more gamers too.

GOD_OF_BATTLESIf you are in the area and fancy popping along for a chat a demo or a game with your own army then please do. It’s free and there’s always tea and biccies on hand 😉

 

deadzone-logo-white

And let’s not forget Deadzone either. That Kickstarter ends at midnight on sunday (UK time) and it’s bound to get pretty frantic before that happens. What will get unlocked? How many more scenarios will I get to write in the campaign? We’ll just have to wait and see 😉

It’s going to be an exciting weekend!

Posted in Deadzone, Events, God of Battles | 17 Comments

Deadzone Designer’s Notes – Super Size Me!

Ever since we announced that we were working on Deadzone people have been asking whether they could play on a bigger battlefield. Sure you can, we said, why not?

Deadzone is designed around a single battle mat that is 2 foot square. It’s a claustrophobic combat arena with no room to hide and no time to mess about. However, as I said the other day, there are many modes in which you can play the game and the classic game is just one of them. Each format has its devotees and no one size fits all (which is why DZ comes in several sizes).

Some people will be quite happy playing the classic 2-player game on a single mat and that’s great. Others will find that too small and want the wider expanses of several times that area. Still others will only ever play solo, or as a multi-player club game. All of these options are equally valid and all allow you to tailor Deadzone to the gaming experience that best suits you and your friends.

So, what’s the difference with larger games (apart from the obvious)? Well mostly it’s the implications of that extra space and larger forces which makes the game different. To recap on the modes I mentioned before, there were two specifically for larger games:

  • Multi-mat Games. Two-player games with more than one mat as a battlefield. Playing lengthways down a two-mat battlefield gives a different type of game as there is a longer approach/position phase, plus long ranged weapons play more of a role. It’s possible to use light vehicles as there is enough space and ground to cover.
  • Multi-player Games. Usually on more than one mat, but possible to play on a single one. These games pit teams of players against other teams of players – in effect taking a large two-player game and breaking each side down into sub-commands. Introduces an element of co-op play into Deadzone. Naturally I’ve slightly spun this by saying that even though each side shares a common goal they also retain separate missions for the sub-commands.

One thing that a few of you have asked is whether you can combine X and Y modes. Well, yes. That’s why I included the final paragraph on that post which says you can do just that. As far as possible all of these models will be compatible with each other. Some will require more thinking than others to fit together neatly, but when it comes to things like multi player games on multiple mats it should be easy.

Anyway, let’s have a think about each of these in a bit more detail.

 

Multi-Mat Games

The deep battlefield is the key feature here. It adds several turns of approach movement that allows forces to disperse into a more considered defensive perimeter or offensive pattern. This includes using the third dimension as well, so snipers can climb up to vantage points and so on.

This extra time removes some of the urgency and pressure on the player that is typical in a classic game where the enemy is pretty much in your face from round 1. Whether this is a good idea or not is a matter of taste, but it’s an interesting change of pace. Rest assured though, things still get hectic once the forces close in…

The other thing that deep battlefields do is allow longer ranged weaponry to shine a bit more. So mortars and heavy machine guns will come into play as may light vehicles. Things that take time to position and deploy correctly such as sentry guns are easier to use here too, and can be integrated more easily into an overall plan. Overall the extra time shifts the balance slightly towards the heavier weapons.

Talking about coherence, the depth can also be a bit of a trap for the unwary. It is tempting to get your assault troops out in front and leave lines of supporting troops far behind. Indeed, this may be a good plan. Remember though that success in Deadzone relies heavily on your ability to use your forces as a team rather than as a collection of individuals. No matter how well trained an individual model is there are something s they can’t do alone. Some elements of the game are designed specifically to encourage teamwork and, in fact, to be hard to do at all well without it.

Other things such as missions remain as normal. However, you’ll be surprised how different the whole thing feels with just the simple addition of some more space to move through.

 

Multi-Player Games

As well as giving two players a deeper battlefield to fight over, a larger game can involve more than two players. The dynamic for this is independent of the number of mats used, though obviously the more players you have the more mats and models you’ll probably want.

The intention here is to provide a way of playing games with all your mates at once rather than just one. Whilst you could play a free-for-all the two sided game makes more sense in terms of background. Even if there are three or more forces vying for an objective, it’s likely that one will allow the other two to maul each other first before weighing in to claim the prize. At least, that makes military sense to me. A true three-way meeting engagement is a rare thing indeed! So, two sides with several players per side seems to be the way forward.

Having decided that sharing sides between players was the thing to do, we then have to find a way to make that (a) fun and (b) slick to play.

Fun often comes from choice and conflict – having to pick between many options with limited resources. It’s balancing the risk and accepting the challenge of outthinking or outguessing your opponents. This requires there to be choices, and a common issue with co-operative play is a diminishment of hard choices. In other words, when you’re playing on the same side and are entirely trustworthy and reliable there’s a lot less challenge. So let’s make people less reliable 🙂

A simple way to do that is to retain a secret mission for every player and make that a big part of winning the game. Having a public mission for the players on a single side to share between them is another good idea as this gives them a reason to work together to an extent. What we’re after is a tension between working together and working on their own as this is more fun than either end of the spectrum.

The bit I haven’t finalised yet is how to balance the points from the combined and individual mission and exactly when is bets to end a game. That’ll be obvious when I’ve played some more games.

 

Mix It All Together…

And what have you got?

Like most of the different modes these two can be combined quite successfully. In this case you end up with increasingly large battlefields and games with anything up to 6 or more players involved. I’ve not played a game this large yet, though I see no reason it wouldn’t work. It will take a bit longer to play because you’re adding so many more models and players, but that’s to be expected and in some ways is part of the fun. Once you’ve gone to all the trouble to get everyone in the same place at the same time you want to make the most of it!

This is the first and most straightforward of the multi-player and multi-mat options I’ve been working on. In due course I’ll get to more free-for-alls and other more complex narrative multi-player battles. Rare they may be, but not unheard of, and in the context of a good story and an exciting campaign I think they could really shine.

Posted in Deadzone, Game Design Theory | 17 Comments

Deadzone – Actually Playing For Once

Well, not so much playing as teaching other people how to.

Just finished a session with a couple of mates who’d not played DZ before. What was fun was watching them learn and play it as a game rather than what I normally do which is playtest stuff. There’s more difference than people often realise.

Although playtesting is naturally trying to get the best game to play, its main function is to make the game work rather than to be an entertainment. That means that it is often interrupted to take notes, to change things or to reset and try things again – all of which gets in the way of it being as fun as it might otherwise be. It is, at the end of the day, work not play.

Teaching the gamers tonight wasn’t aimed at anything other than showing them the ropes, and then letting them strangle each other with them. Whilst I did make a few notes  on some further refinements, and while it was a training game, they both quickly got the idea of the tactics and were already having fun doing naughty combos with cards and models by half way through the battle.

The stage 2s did their usual work of mangling the unwary, and the Enforcers replied with their usual shooting efficiency. Grenades seemed to be a popular choice and I think they must have found them all. There were a few close calls and some being blasted off roofs and so on, but it was the one that landed perfectly at the feet of an Enforcer (and then obliterated him) which was most impressive.

In the end the proof of the pudding was in the cheeriness of both victor and vanquished at the end of the battle. Now, they said, they just have to decide which faction(s) to collect…

Posted in Deadzone | 11 Comments

Deadzone Designer’s Notes – Classic Campaigns

I defined Classic Campaigns in yesterday’s post about Modes of Play. Today I thought I’d talk some more about the details of what I have in mind.

The central (but not only) feature of campaigns is that a player’s force of men and aliens develops over the course of several games instead of starting afresh each time. 

 

Experience

Experience is the key. Individual troopers that survive a battle can gain new skills and boost their stats as a result of their combat experience. This tells a great story, generates characters that are special to you, and gives you another layer of reasons for tactical decisions. Do you send forward the rookie trooper or the veteran? The vet might be better at getting the job done, but he’s an old comrade and you wouldn’t want to see him get hurt…

Deadzone feels like it could do with a tiny bit more detail in the experience system than usual. For this reason I’m experimenting with experience tickboxes per stat so that a model who uses mostly shooting gets experience in shooting stats/skills rather than melee ones. It’s a little more work to track, but in this case I think the system is easy enough to make the results worthwhile. 

When a model has earned enough experience to get a bonus they roll on a stat-specific table to get something appropriate. At least a few of the factions will need specific tables for themselves, and it might be worth doing them for all of them. However, the important thing is to allow a difference when it is needed (Plague, for example) rather than to do it by rote. A human rebel and a marauder getting better in shooting are probably not a great deal different.

 

New Toys

As a player’s force gets more experienced they will get access to a wider variety of equipment.  This is another way of rewarding an experienced force and giving players something extra to look forward to. New kit can be issued to existing models in replacement for their original weapons and gear. 

 

New Troops

Units that fight will take losses, and unlike a DreadBall team which would have to buy them, the military units in Deadzone will have replacements issued automatically by their parent formations. This avoids the need for dealing with money per se, though a unit will have other resources to manage instead.

This military background can be used as a mechanical means to avoid some of the disparity between winners and losers and mitigate some of the normal campaign problems of what happens when a player loses badly and has filled a lot of body bags. How do you allow them to compete next time? The fact that you usually have to buy replacements means that games can be quite lopsided, and so some sort of handicap system is required. I doubt that Deadzone will be able to avoid this entirely, though the automatic replacement system will make it less of an issue. Needing something less extreme will make it easier to balance the handicap system too.

 

Campaigns Overall

This form of classic campaign is a fun way to play Deadzone in a club environment or among a group of friends. What I’m focussing on in the rules is ways to enhance the individuality of the troopers as they get better and to allow the units to behave a little more like military formations, focussing on the mission, their training and equipment rather than managing cash. The fact that this quickly starts to generate real characters within the factions just adds to the fun and the storytelling among the players afterwards. 

I’m still working on the metagame mechanic for this style of campaign, and how you win overall. Using the DreadBall structure would work but is very abstract and rather artificial for a military operation. I’m currently thinking of a system that is tied in with the handicap system so that beating a force that is much weaker than you is worth less than one that is your equal or better. This would mean that you would have to beat a lower ranked force much more completely to get the same benefit. Still, it’s not right yet. More to tinker with there…

Posted in Deadzone, Game Design Theory | 41 Comments

Deadzone Designer’s Notes – Modes Of Play

As Deadzone has evolved it has become more of a family of games than a single thing. Or, perhaps a better way to describe it, Deadzone is a game that can be played in a number of different modes, several of which spin it off into what could have been separate games in their own right. Some of these have been explained in detail, others only mentioned in passing. I thought it might be interesting to look at why we’ve taken this approach and where it might be going.

Why?

Designing a game that suits a wide variety of different gaming groups and styles is rather more complex than designing a game that focusses solely on one. However, it’s obvious from the feedback from you guys that there is an interest in a variety of gaming styles. I’m also keen to design games that offer a lot of play value for their cost because that’s what I want when I’m buying. Squashing as much fun as possible into a game seems like a good idea to me 🙂

It is, as I keep being reminded, not the easiest way of going about things, but as long as I’ve got the opportunity I reckon it’s worth putting in the effort to make my games as good and as versatile as they can be. Hats off to Ronnie and the Mantic crew for backing me up in this and having faith. More nervous souls might have blinked…

Even so, boldness alone cannot do it all. Sometimes it’s simply not practical to fit everything into one package as my vision for what it could be is bigger than that. This is what happened with Dwarf King’s Hold. Deadzone too looks likely to spread well beyond its original spec as a simple 2 player game, and that’s fine by me. If someone is happy just playing that original version then none of the additions cause any problems – it’s still a solid core. I just think it can go into so many other interesting places at the same time.

What?

So what are these different modes?

  • The Classic Game. Two-player, single mat, one-off battle. Two players play the game and then pack the armies back into the box. The game takes an hour or so. You might play a couple of games in a session, but there is no link between the battles and no experience gained by individual troopers. Things like different missions, variable terrain set ups, zombies, random items and so on all add to the replayability of this mode as no two games ever need to be the same.
  • Classic Campaigns. These are made up of a series of classic games. The history of a force carries over between games with individual troopers gaining new skills and equipment, or being injured or killed. Typically these campaigns would involve many more players than would take part in a single battle, with opponents swapping around  and fighting in different combinations over a period of weeks. Individual battles are often the same as a classic game and it is the rules that govern the developing history of the forces which give this mode its character.
  • Narrative Campaigns. These are similar to classic campaigns in that a force will develop and retain a history. However, they differ because the individual games are scenario based and tell a more developed story. This story dictates and often limits the options for reinforcements, equipment and so on, as well as including a number of campaign specific scenarios and missions. The results of one battle will dictate the next scenario, and in this way a single narrative campaign can be played through more than once with different results. Typically this would be played through by a small number of players, often only two, and sometimes in a single session or long weekend.
  • Solo Zombie Hunts. The zombie rules can also be used as a full enemy to give a solo game against a massed horde. I’m developing a small solo campaign for this mode which will be playable through in an afternoon. Fun and a bit lighter in some ways as nobody really takes zombie games too seriously 😉
  • Multi-mat Games. Two-player games with more than one mat as a battlefield. Playing lengthways down a two-mat battlefield gives a different type of game as there is a longer approach/position phase, plus long ranged weapons play more of a role. It’s possible to use light vehicles as there is enough space and ground to cover.
  • Multi-player Games. Usually on more than one mat, but possible to play on a single one. These games pit teams of players against other teams of players – in effect taking a large two-player game and breaking each side down into sub-commands. Introduces an element of co-op play into Deadzone. Naturally I’ve slightly spun this by saying that even though each side shares a common goal they also retain separate missions for the sub-commands.
  • Solo Games. Probably the most difficult to do well. An AI system plays your opponent so that you are, in effect, playing a normal two-player game against an invisible friend. At least, that’s the aim. Of course, it won’t be exactly the same as playing against a real person, but at least you always have an opponent!

I’ve described these as separate modes, but you can actually combine several of them very successfully. For example, a classic campaign could include multi-mat and multi-player games as part of it.

Posted in Deadzone, Game Design Theory | 21 Comments

Deadzone – Zombie Infestation!

argh-zombies-sml

The zombies are coming.

As if Deadzone wasn’t a dangerous enough place already, it looks like there’s a zombie infestation too. That’s really going to drop the property values.

Don’t worry though, they’re not at all smart and can easily be killed by ranged weapons. Assuming, of course, that you have enough time to get them all before they arrive at your position and start eating you. Still, it could be worse. There could be dozens of them. Oh, wait…

 

Dead in Deadzone

Zombies in Deadzone aren’t your traditional animated corpses. Really they should be called “zombies” because that’s just a nickname. However, they behave so similarly to the monsters from the old fashioned horror vids that most Corporation citizens wouldn’t argue about the niceties of the details. They shamble about in the tattered remains of their clothing, drooling, raving and attacking people (then eating them). Zombies seems pretty fair.

What they really are is the in-betweenies of the Plague infections. When Stage 2 Plague beasts fail to kill their victims outright then the survivors are usually infected anyway. Many more of them will die from this mutagen – the transformation is not kind. The “lucky” ones will survive the change to become Stage 3 Plague creatures and will romp off to join the merry band of mutants, ransacking the burning remnants of the civilisation they helped to build. Those that do not die, but fail to entirely survive the transformation, are left with pain, fury and mush for brains. These are the “zombies”.

They are far too stupid to be commanded in battle in any normal fashion and will merrily attack anyone from any faction. For this reason they are just as much trouble for the Plague that spawned them as for the Enforcers or Forge Fathers.

I’ve not finalised the rules yet, but the general idea is to have them bimble about the battlefield in large numbers, causing trouble for both sides. It’s an AI system, but given that the zombies have only the barest minimum of “I” in the first place the simplified version in the game won’t be terribly smart. And that suits them just perfectly 🙂

 

Dead Good

What is particularly good news about these zombies (apart from the cool rules and campaign) is the new models being planned. The concepts at the top of this page are what Mantic are aiming for, and I think they look pretty good. They will be moulded in hard plastic rather than resin-plastic, which is also good (it’s my favourite modelling medium), and the plan is to make them so that they are interchangeable with the existing Mantic zombies and ghouls from the Kings of War range. By mixing and matching between these sprues you’ll be able to build a great mix of poses and gear for a really shambolic and random zombie horde.

Posted in Deadzone | 24 Comments

Deadzone Beta – New Turn Sequence

Part of the job of the Beta is to draw out the elements of the rules which cause the most confusion so that we can clarify the relevant parts. Whilst it would be nice to have examples and tactical hints and tips for every single section it’s not really practical (it would triple the size of the book). So, the Beta focusses on the rules bit of the rules and when folks find something tricky I know to expand on that in the final version.

So, the first candidate for expanded explanations seems to be the new turn sequence. I’ll not worry about exactly what the models can do when they get a chance to act – we can look at that later. For now I’ll just focus on the sequence of play as a whole.

I’ll assume that you’ve looked briefly at the Beta and find it less than clear. See if this helps.

 

Rounds & Turns

Deadzone is played in Rounds. During a Round all the models on both sides get to move, shoot and generally do stuff.

Within a Round, players take Turns doing some stuff with some of their models until all of the models have had their chance to act.

For example, if I have models A, B , C and D in my force, and you have models 1, 2, 3, 4, 5 and 6 in yours, then a Round might go like this. 

  • Turn 1: I do stuff with A and B.
  • Turn 2: You do stuff with 1, 2 and 3. 
  • Turn 3: I do stuff with C.
  • Turn 4: You do stuff with 4.
  • Turn 5: I do stuff with D.
  • Turn 6: You do stuff with 5 and 6. 

At this point all the models on both sides have had a chance to do something and the Round ends. 

Note that the number of Turns within a Round is not fixed and doesn’t really matter. It’s as many as it needs to be and could vary from one Round to another if the players changed their tactics.

 

A Single Turn

When it comes to your Turn you must normally do stuff with some of your models. You must use at least one model and can choose to use more. The maximum you can use in a single Turn is equal to the Command Total of your Leader model. The Command Total is the two numbers of your Leader’s Command Value added together.

For example, an Enforcer Sergeant has a Command value of 2/2 and therefore has a Command Total of 4 (2 + 2).

 

Passing Your Turn

As it says above, when it comes to your Turn you must normally do stuff with some of your models. However, sometimes you can Pass the Turn right back to your opponent without doing anything.

Count the number of models on both sides that have not done anything yet this Round.

If you have fewer models than your opponent left to do stuff with this Round then you may choose to Pass.

If you have the same number or more models than your opponent left to do stuff with this Round then you may not Pass.

In the first example above, the red Turn 5 shows a point at which the army of letters could choose to Pass because when it comes to their Turn the only model they have left to do stuff with is D while the army of numbers has two models (5 and 6) left. 

 

And…

That’s it. What is really interesting is the implications.

Firstly, it allows your models to work as teams and support each other when you want them to. However, when you just want to bide your time you can hold back and just take Turns with a single model at a time.

Secondly, it gives more control to better commanders. By more control I mean that they can do stuff with more models at a time if they want to and can therefore do more to control the ebb and flow of the Round. Given the number of models you usually have relative to your Command Total you can choose when to surge forward only a few times in a Round before you run out. When you choose to do so, or if you choose to move as small teams or individuals for the whole time, is all part of the tactics.

Thirdly, because the ability to act within a Round is based on the Command Value of the current Leader it reacts to the changing situation on the battlefield. If a Leader is killed then their loss is immediately reflected in a reduced ability to control the ebb and flow of the battle.

Fourthly, it helps to give character to individual factions as the command structure of each is different. Some have Leaders who are well armoured and dangerous fighters who are happy leading from the front. Others have less combat-oriented models who are happier leading from the safety of an armoured bunker.

Fifthly, it adds another consideration to army building. Now you have to decide which type of leader you want. Adding a captain rather than a sergeant isn’t just about their fighting skill any more – it’s actually about their command ability too.

Posted in Deadzone | 32 Comments

Deadzone Beta Rules

The Beta rules for Deadzone will be available in a few hours so I’m putting this post up to collect any feedback and comments you may have.

There are a number of changes from the Alpha and a distance yet to go till we’re finished. However, this is a significant step forwards, with many small refinements to the core system, a new Command system and an altered turn mechanic that integrates with it.

I’ll be attempting to get some of the remaining goodies up before the Kickstarter ends with more missions and expanded army lists high on the agenda. As ever, subscribe to Quirkworthy or check back regularly for the latest info 🙂

 

Posted in Deadzone | 224 Comments