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 🙂

 

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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

200 Emails In A Day… Catching Up With Deadzone

I was out all day yesterday at Foundry, talking to people about God of Battles and helping people play their first games. To be honest it’s so easy to play that after an initial brief and a couple of turns I can wander off and see what everyone else its up to. Will Hannah was there too, painting gladiators and answering queries on fancy brushwork. He had some very nice models on his desk.

So now I come back to my own desk and look at my inbox it’s all rather full. Seems like people have been commenting loads on the Deadzone threads and I’ll be catching up with all that this morning. This afternoon I’ll be trying a variant turn sequence to see how that feels in practice.

If you haven’t seen the FaceBook group called COntainment Protocol you might want to scoot over ther. A number of people have made themselves playtest boards and some of them are rather striking.

See you in the comments 😉

Posted in Deadzone | 7 Comments

Deadzone Alpha – I’m Listening…

Wow! What a busy day.

Yesterday Quirkworthy had the most page views it’s ever had in one day, which is very heartening. I thought the Alpha might get some interest, but this was wonderful. Thanks to everyone who’s already commented and especially the super keen folks who’ve had the game on the table already and found the time to come back and let me know they enjoyed it. All in only a couple of hours. Outstanding!

Naturally there are some people that DZ doesn’t suit and that’s fair enough. One size does not fit all in the gaming world. Mind you, I’d love to be able to encompass more folk in the Deadzone fold, and we’ll see how I do if I get round to adding all the play format variants I’d like to. There’s actually quite a list now: current 2-player version, experience based campaign, narrative campaign, solo, multi-player (with more than one per side playing cooperatively), multi-mat, etc.

Anyway, just a few ideas 😉

 

All Shiny?

Pretty much. The Alpha is, obviously, very much a WIP and I’ve asked for comments and feedback so critique is a good thing. Please keep those comments coming. It all helps to make the end result more robust.

Anyway, when I say I want feedback and I’m listening that’s because I do and I am. From reading comments on the Kickstarter, Quirkworthy and a few other places (though not all, I’m sure) here’s what I’m hearing:

1) Most folk understand that it’s a WIP and that there’s lots more to come. The general vibe seems very positive. Thank you 🙂

2) There are a handful of bits I missed off cards or in qualifying rules (Interrupt Actions on cards, overwatch being knocked off by Pinning). I’ll add these to the FAQ and/or do an update for the Alpha next week when I’m back in the office. WOn’t be monday though as I’m down in rainy Essex with the Beasts of War.

3) Explaining the moving about and throwing grenades in 3D needs more diagrams. Yup.

4) LOS is still much discussed. I’ve been chipping in here and there and have thought a lot more about it and considered the suggestions made. I’m writing another post revisiting that topic in more detail. Might go up tomorrow.

5) Some people want more detail and others think the complexity level is just fine as it is. I think I can add more grit and detail without significant complexity or extra rules. Let me explain. The Alpha is the bulk of the rules footprint. Some of it needs to be explained more fully – the core is there though. So if, say, 85% of the core rules are present it’s not going to get over-complex as a system, keeping those who like this level of detail happy. However, within those mechanics I’ll be adding a lot more options. Instead of 5 stat cards you’ll have two, three or four dozen. Still not sure how many. This won’t add to the game’s complexity in terms of rules as you already know how to read a stat card. A few elements need the full version to replace the Alpha, for example missions. The Alpha version is very close to the full version in terms of rules, but is restricted to one mission. The major addition is the number of possible missions each faction will have – but mechanically it’s only slightly different from what you have seen. Each faction will eventually have 8-12 missions or so. Again, you learn to read one mission card and you can read them all. Specific play formats such as solo or campaign are easily ignored if you don’t want to play them so the people that want simple can play the game in the normal 2 player format and those who want the extra options can dig in. Like I said, I think I can have my cake and eat it 🙂

6) Turn sequence and the possibility of alternate activations is the only really chewy rules question I can see. As I’ve said, i-go-u-go is not my favourite mechanic, but using that as a basis has worked pretty well and does tick pretty much all the boxes. Specifically, the current Alpha system does a number of good things. It’s…

  • Fast
  • Interactive (opposed rolls, overwatch)
  • Works well for coordinated small unit tactics, fire and movement, overwatch and suppression

It also avoids:

  • the “cheerleader” problem
  • staccato turns where coordinated plans are broken up into single models.

So the current system isn’t at all bad. However, I do agree that alternative action systems have a lot of good things about them. You can tell I like them because I’ve used them in several games I’ve designed…

The first version of DZ I put on the table had alternate actions, and though it worked to play out a game it was more gamey and far less able to show off small unit tactics. I’m very keen to include those in DZ and so I had a fiddle about with some parameters and tried a number of variant systems. The only ones that worked at all well to do everything I wanted required a major abstraction at the heart of the turn mechanic and it just felt wrong and randomly imposed to make things work (which is exactly what it was).

Not being satisfied with that I went back to the drawing board and started from a different direction, ending up with the system we have now.

Currently, one of the few mechanical bits that isn’t in the Alpha is the command system. I’ve been working on this for a while and what struck me as we were preparing the Alpha was that I could use this to solve the problem I had with the original alternative action system. At least, I think I can. I’ll not have a chance to get it on the table till tomorrow at the earliest (out all day today at Foundry teaching folk God of Battles).

You can be sure that I’ll let you know how it goes once I’ve kicked it about on the tabletop. If it does work and is better then I see no reason to stick with Plan A. We shall see…

 

My Homework

So I’ve got a few bits and bobs to add to my pile of homework. For your part, please keep those comments coming. I’ll be back this evening.

Thanks again.

Posted in Random Thoughts | 23 Comments

Deadzone Alpha Rules

deadzone-logo-whiteThe Deadzone Alpha rules are going up today and this post is here for your comments and feedback.

 

The rules are a work in progress and I’ve got a few specific questions that I’d like to ask your views on, but for the first day or two I expect I’ll mostly be fielding questions about how things work and just making sure that you guys have understood my intent. Some of the wording needs to be tightened up and there is a set of diagrams about how things work in 3D which we haven’t done yet because we haven’t got the proper buildings. I’m working on some roughs for those at the moment.

Mostly this is an abbreviated doc that aims to get the core concepts and mechanics into your hands so that you can kick it about on the tabletop and get the feel for the game.

These rules will evolve over the life of the Kickstarter and beyond, and I will be collating comments and either putting up amendment files or doing another version of this Alpha (or Beta when we get there, hopefully around the end of the KS). This is something of an organic process and we’ll just have to see where it takes us 🙂

Welcome on board. It’s going to be a wild ride!

 

Posted in Random Thoughts | 320 Comments

Deadzone Designer’s Notes: Shooting And Cover

Like the talking head says, there are two kinds of gunfire in Deadzone: Shooting and Blazing Away.

Shooting is what you always see in games: an effort to kill the enemy.

Blazing Away is not about killing – it’s about suppressing the enemy and making them stay put while your team mates do something naughty.

This is a distinction made by all modern military doctrines and has been so for the last century at the very least. There is no expectation of this changing any time soon, and so it seemed fitting to include it in Deadzone.

The choice of which to use is based on the player’s assessment of the tactical situation on the board at the time. Does he need to kill or would pinning be better? It’s usually easier to pin than kill, but sometimes slowing them down is not good enough. Also, sometimes an opportunity is too good to ignore.

The effects are very different. Shooting will ping off their armour or it will wound or kill the target. Blazing Away, on the other hand, cannot damage a target at all. It will only ever pin them down.

 

Interacting With Cover

Which brings me to one of the more unusual features of Deadzone: realistic modifiers from cover.

In most games, cover does one thing to combat: it reduces the chances of shooting doing harm to the target. However, in most games they do not have any form of suppression as a tactical choice for the combatants and cover works differently with suppression.

If I am trying to shoot you in the head with a carefully aimed shot, then having something  sturdy to hide behind will reduce my chances of hurting you. Absolutely. That’s what happens in every game and is not in dispute. Happens in DZ too.

However, cover does something else when you’re trying to suppress the target with a Blaze Away action: it makes it easier.

Wait a second. Did Jake just say that being in cover makes it easier to pin me down? Yes he did, and that’s exactly what real combatants have found to be the case since at least the American Civil War. A problem faced by commanders in that conflict and much discussed at the time was how to get men moving again once they had taken cover and started to fire back, ie once they were in cover they were more easily kept suppressed. It was one of the root causes of the slaughter in WWI when commanders forbade the use of cover as they feared that this would guarantee the stalling of an attack: once suppressed and in cover they would not be able to get them out again. It is well documented in every conflict since and it makes perfect sense when you think about it.

People don’t much like being shot at. If the object of Blazing Away is to reduce someones Aggression and cause them to hug the ground and stay in place (which it is), then it’s much easier to persuade the person who is already in a good bit of cover to remain where he is than the unlucky chap standing in the open. If I fire at two people, one in the open and one in cover, the guy in the open is likely to move (to get better cover) whilst the one already in cover is likely to stay where he is.

This means that cover is always a modifier to the target’s roll. Against shooting it makes it easier to resist the attack, but against suppressive fire (Blaze Away) it makes it more likely he will fail and be pinned down.

This is one of those rules that makes perfect sense when it’s been explained, but when you first see it can appear a little odd. Works really nicely though.

Posted in Deadzone, Game Design Theory | 17 Comments