Deadzone – Grenades in 3D

Grenades are a lot of fun in Deadzone, but the way they work in 3D is not very well explained in the Alpha. So, here I am to expand on that.

Firstly, a general note on 3D LOS. When attacking an square that is on a higher level with area fire you count as being able to see that square if you can see the edge or the corner of the floor.  Assuming, of course, that there isn’t a solid wall blocking that side.

In terms of grenades, the Alpha already explains how to resolve explosions in 2D. Let’s add the third dimension.

grenade scatter

This diagram is a side-on view of a grenade exploding on top of a single level block (B). Yes, it’s not a pretty sight, but them’s the dangers of dealing with Alphas 😉

The effect it has on adjacent squares (really cubes as we’re talking 3D) is as follows:

A: No effect. Grenades explode sideways and up, but not down. As the grenade will be lying on the floor, the blast will be blocked from damaging either square marked A.

B: No effect. If there was a hole in this square then there should be a chance of it falling through the hole (for the Alpha ignore this chance). If it does not then it can be assumed to be too far away for the blast to go down in much the same manner squares A are protected.

C: These adjacent squares on the same level as the explosion take the normal effect from the blast as adjacent squares.

D: If we assume that these squares are open on the side facing the explosion and that they are one level higher then they too are adjacent and subject to the normal rule for blast effecting adjacent squares. Remember though that as any potential targets will be higher than the source of the attack they will count as being in cover and so will get an extra dice.

Posted in Deadzone | 14 Comments

A Brief Interlude

I’ve been mostly taking a break from Deadzone today, looking instead at the tiles for DKH 4. Of course, “looking at the tiles” means working out what’s in the rooms which means knowing what the scenarios are which means basically deciding rather a lot more than just how many squares big the space needs to be.

I’m quite excited about revisiting the first of the board games Mantic ever did and giving it the treatment that was simply impossible the first time round. And I get to do my alternate style of play too 😉

Looking forward to having the space for more background and story, and some between-dngeon amusements too.

 

Posted in Dwarf King's Hold | 15 Comments

So What’s Happened To Eternal Battle?

In a word, Deadzone.

Whilst my normal state is to be working on 2, 3 or more games at once, designing both EB and DZ at the same time was getting a bit confusing as they are so similar in many ways. In the end it seemed like a better idea to put EB to one side while I concentrated on DZ and put all the skirmishy goodness I could think of into that. When that’s done then I can turn my attention back to EB.

Dwarf King’s Hold and DreadBall can both work in parallel with Eternal Battle without confusion as can the other projects I’ve got lined up. Different scale, style, subject or target audience all make sufficient difference that they can easily be kept apart.

So Eternal Battle isn’t forgotten, just on pause while Deadzone is allowed to run free for a bit 🙂

Posted in Eternal Battle | 7 Comments

Dead Brain Zone

What a hectic day!

Back from the Mantic Open Day and a lot of talking to excited people about Deadzone, DreadBall, Dwarf King’s Hold and Pandora. Every game has its fans and every fan has a question.

I do enjoy these events, and it’s always good to get a chance to see what people are up to, which games they are enjoying, what they’ve found tricky or confusing and so on. Listening to feedback is what helps me to do things better next time. At least I can try 😉

The DreadBall tournament went well with games running nicely in the hour slots and a great deal of cheering at the end for the winners. Hardly any questions is always a nice thing for me to hear from the ref, and being told that the same team is both unwinnable with and against suggests that it’s not badly balanced either. Season 2’s bogeys seem to be the Judwan at present, though I think it’s early days and things will settle down.

Of course, the big focus for me was Deadzone, and that went down well with demos running all day and many questions in the seminars. It was great to talk to lots of people who’d not only read the Alpha but had played it and had comments and suggestions. All good stuff.

Now if you’ll excuse me, I need to take my brain out and rest it somewhere soft and quiet for an hour or three. Might need it in the morning…

Posted in Events | 3 Comments

Mantic Open Day 2013

Well it’s that time of year again, and tomorrow is the 2013 Mantic Open Day. This year we’re in a new venue a short distance from Mantic HQ so we should have a bit more space to sprawl. I think we’re going to need it.

This year is going to be bigger and better than ever with demo games of Kings of War (huge participation game), Warpath, pandora, DKH, Dreadball (including the Manticbowl tournament) and a new thing called Deadzone all going on. There will be painting demos and advice from Golem Studios (who paint Mantic’s studio miniatures), displays of unreleased models and seminars in which you can ask Ronnie awkward questions 🙂

They also tell me that there will be zombies lurking in the corners. Real ones, apparently.

Naturally I’ll be there as (I think) will Alessio. I expect I’ll be answering a question or two about DreadBall and probably many more on Deadzone. Ronnie will doubtless blurt out secrets left and right in the seminars and we’ll be left denying everything or wondering why we didn’t. All adds to the fun 😉

If you’re near Notts you might want to pop along. You can get tickets on the door if you like and from what I’m told the goody bag alone will be worth more than the cost.

See you there 🙂

 

Posted in Events | Leave a comment

Suppression In Deadzone

The scale of Aggression mentioned in the Alpha rules includes Berserk at the top, but it omits the equivalent at the other end: Suppression.

This follows from Pinned and is an even less happy state. Mechanically it works identically, being another step along the Aggression continuum. However, because Pinned can be removed in a single short action it is a very temporary effect. This is a good modelling of real reactions to enemy fire: targets are only impressed for very slightly longer than you are actually shooting at them. It takes more effort to persuade them to keep their heads down longer.

Because Pinned isn’t long-term it makes it hard to stop enemy attacks and makes Breaking Away a problem unless you have friends nearby to help out and shoot the enemy while you bug out. I rather like the fact that this encourages teamwork among your forces, but it needs to be possible to discourage attackers more thoroughly.

If you’re interested, try using Suppressed as the next step down from Pinned. As you’re only allowed to Get Mean once per turn this makes it work very differently in practice.

Give Suppressed models a -2 in melee and otherwise treat it as Pinned. It’s a tiny change in rules, but adds rather more to the tactics.

Let me know how you get on 🙂

Posted in Deadzone | 25 Comments

Deadzone Force Selection

Something I haven’t talked about yet is how to select a force. In the Alpha rules you’re given a fixed set of models on each side to get you going quickly. In the full rules you will be picking a force from your collection of models, and you may decide to take different combinations of models against different opponents or in different scenarios. The basic principles are as follows:

Each type of model is represented by a specific card that shows its stats, equipment and skills. You’ve already seen mock-ups of these. The final version of the card will also show whether that model is classed as a leader, specialist or trooper and how many points it is worth. More powerful models cost more points as you’d expect.

The scenario you are playing will give you a maximum budget of points to spend on your force. The total value of all the models in your force cannot add up to more than the budget for that scenario.

In addition, there is a simple structure to follow. After all, the forces in the Deadzone are either military organisations or style themselves that way. The structure is based on who is leading the force:

  • If you take no leaders then you are allowed a maximum of one of each type of specialist and two of each type of trooper.
  • Each normal leader allows you to take up to two of each type of specialist and six of each type of trooper.
  • Each leader with the Elite skill allows you to take up to four of each type of specialist and four of each type of trooper.
  • Each leader with the Legion skill allows you to take up to four of each type of specialist and eight of each type of trooper.

This simple and open system allows you a great deal of flexibility, but still stops silly armies of nothing but snipers or engineers.

Whilst this system is very straightforward, I also intend to list example forces in the rules, and the narrative campaign will include the historical units that fought in it. Not everyone enjoys building armies, and having sample forces to get you started makes it easier to get over that initial hurdle of picking an army when you haven’t played and don’t know what anything does.

To make real sense of this you also need to know which models will be in which category. The first 4 factions look like this:

 

Enforcers

  • Leader: Captain
  • Specialists: Sniper, Engineer (with sentry gun), Missile Launcher
  • Troopers: Tac, Assault

 

Plague

  • Leader: Stage 1A
  • Specialists: Stage 2A, Stage 3A with HMG
  • Troopers: Stage 3A, dogs (Stage 3D)

 

Rebs

  • Leader: Commander
  • Specialists: Grogan Heavy, Teraton, Drone
  • Troopers: Human, Sorok, Yndij

 

Marauder

  • Leader: Captain
  • Specialists: Sniper, Exo suits, Maw Beasts
  • Troopers: Commandos

 

Overall, this should allow you to take a wide variety of models based on what looks cool or what you think works well in the game. Whilst not wanting to get in the way of you guys having fun and collecting whatever you please, it’s only sensible to include a few limitations on the specialists particularly as they are likely to be the ones that will cause trouble if someone maxes out on one kind. That’s what usually causes trouble in other games. Let’s see if we can avoid that here 🙂

Posted in Deadzone | 72 Comments

Oh My…

Many, many comments and emails to answer…

Another day not at my desk till gone 10pm. Lots got done, but not in the way of writing answers I’m afraid. I’ll get onto that first thing tomorrow.

Tomorrow is also looking like being exciting as the Mantic crew are off on the start of their big terrain extravaganza. You’ll have seen the teaser video by now, and the full thing is coming. I found it a bit mesmerising, watching the pieces assemble themselves into different buildings. A moment of rather self consciously geekish pleasure 😉

Oh, one question I’ve been asked is whether the buildings need to be glued together or not. That depends on what you’re doing with them. They’re designed so that you can assemble enough buildings to play Deadzone on a normal sized gaming mat without using glue. Of course, if you dismantle them into their constituent parts every time then that will take a while, and more time to set up next time. Personally I’m planning on gluing together a series of subassemblies so that I’ve got half a dozen small structures and then a bunch of smaller bits that will let me put them together in different ways. That should make setting up and taking down a much faster process without making much difference to the overall versatility of the set. Of course, if you’re using the terrain for games of Warpath, Infinity, or whatever then you might want to make far larger and more complex structures, and they might want gluing.

Hope that makes sense.

Posted in Deadzone, Random Thoughts | 4 Comments

Beasts

I’m down with the Beasts of War today after far too early a start so I’m afraid that you won’t see much in the way of comments from me today.

We’ll be recording some videos I daresay, but I’m not sure exactly what. Mind you, if I had to guess I’d expect Deadzone to be mentioned, at least in passing…

Posted in Random Thoughts | 6 Comments

I Think We Have A Winner

Tried out the variant turn sequence I was talking about and it works very nicely. It retains the ability to act as co-ordinated groups whilst adding to the interactivity of the turns and also scaling better across different sized games. I think it’s a bit of a win/win.

The only fly in the ointment is that it requires counters to mark what has and has not yet activated in the turn, but that’s a small price to pay for the benefits.

I’m going to keep the details under my hat for a day or two while I test them again and write up a bit more of the linking mechanics (as this is all integrated with the command system you haven’t seen yet).

More mid-week when I’m back from visiting the Beasts of War.

Posted in Deadzone | 39 Comments