Clear Base Technology

Well it looks like clear bases are go for the next stage.

I’ve been playing about with a set of clear acrylic bases I got from those nice folk at Fenris Games. Now they normally sell these as 2mm thicknesses, but as you know I want the bases to do the best job they can of disappearing into the scenery, so I asked for some thinner versions as well, just to see what they looked like and how strong they were. No point in having thin and unobtrusive bases if they snap all the time.

But they don’t.

I’ve tried to snap them and haven’t been able to do so with my bare hands. Didn’t even stay bent. I assume I could with some tools, but that’s not what I’m expecting them to resist so I didn’t bother trying. Why waste bases just to prove something I don’t need to know (and can guess anyway)?

I also assume that larger bases will be more prone to bending or snapping, so we’ll have to see how they hold up when I get some. Currently I have up to 25mm round and square, and that’s fine for most armies including the Orcs. It’s just what happens with big monsters and chariots and the like.

So, after some tinkering I’ve decided to go for 1mm clear acrylic as a baseline and see where we get to. I’ll be ordering some big bases too.

And just for amusement value, here are a few photos I took while I was messing about with them on my desk. They illustrate the point of the clear bases rather nicely.

First, on green.

Clear base on green

As you can see, I’ve deliberately not zoomed in. After all, the impression I’m after is when the army is on the tabletop, not on the end of your nose. Here we have a model with a flocked green base. Looks OK on a flocked bit of scenery. The clear base looks fine too. Even here I’d say it’s less obtrusive than the normal base because of the edge. Whatever colour you paint it it’s unlikely to blend in well (unless your tabletop is a flat colour too).

Clear base on grey

When the fighting moves to the ruined temple, the clear base still looks great! The green base, on the other hand looks rather out of place.

Clear base on board

Even down the dungeon the clear base is doing fine – showing off all the fancy art it’s standing on. Again, no matter how nicely you’ve modelled your green base, it’s going to look wrong here. The same is true for any opaque modelled base: it looks wrong in any but a very specific setting. In fact, the fancier your base the narrower the setting it fits with.

My thinking isn’t that modelling is bad, far from it. Instead, I’d suggest spending the time modelling a really nice set of terrain and then letting every model benefit from standing by it on a clear base.

Well, it’s a theory.

Posted in Painting & Modelling | 26 Comments

Spam, Spam, Spam

It’s amazing really, how obvious it is to everyone else that I am in urgent need of more tramodol, viagra, Louis Vuitton bags, Russian brides, anti-ageing everything, and any number of fake Rolexes. Judging by the spam, I really need an armful of those.

I was especially impressed by the spam from “internet marketing attorney” which was 11,111 words long. Honest. I wonder if that was deliberate.

As you may have gathered, I’ve just been wading through the spam filter on WordPress to see if it had caught any real comments by mistake (it hadn’t). It does happen, though only rarely. Perhaps half a dozen ever, that I’m aware of. On the other side of the balance, I just went through over 800 bits of genuine spam that it had caught before they got posted, so I’m fairly impressed by its efficiency.

One thing that did surprise me though was a single piece of 40K-specific spam. Not advertising 40K, but a whole post probably ripped from BoLS or Warseer about artificer armour and how it should be best used. And, unusually for spam, it was written coherently and by a native English speaker (hence my suspicion it was just cut & pasted). I suppose that every niche will get its own spam in time.

I remember the good old days before gaming spam…

Posted in Random Thoughts | 3 Comments

One More For The Road

The last of these Trollslaying sonnets isn’t a sonnet at all, though it is still about Slayers. Having done the previous two in one form, I thought I’d try something different and went back to a style that is reminiscent of the sort of thing you often get from Victorian poets. In common with the practice of that period, it is intended to be read aloud in your drawing room to entertain the family. However, it does not need accompaniment from the pianoforte, and the waving of arms is optional.

 

Not a Sonnet

As he fights the largest monsters with a deathsong on his lips
I might well forgive you thinking it’s his doom
But in fact it is the beasties who have really had their chips
And in bloody piles soon lie about the room

Whether fighting warty Trolls or Ogres, Dragons large or small
Or a something from the dark unholy realms
He is ever in the battle, just a tattoo on his chest
Not believing much in armour, shields or helms

One might ask oneself a question, and that question would be “Why?”
Is this stalwart Dwarf a victim of the moons?
No, he’s haunted by his honour and he’s sworn an oath to die
And though deeply in disgrace he ain’t no loon

Was it something very sordid? Was it really rather rude?
is the memory one that will not go away?
Well he’s looking at me strangely and his axe is rather huge
And I really think he doesn’t want to say

So he’ll shorten all the Trollkin in the mountains by a head
And he’ll trim the Giant’s haircut at the knees
And the great big ugly monsters had just better all watch out
Cos a Slayer’s on the prowl and he ain’t pleased

 

 

 

Posted in Random Thoughts | 2 Comments

The Song of Felix

Here’s the second sonnet on trollslaying. This one is from the viewpoint of the human, Felix Jaegar of Gotrek & Felix fame. If you don’t know the story, basically he got very drunk with a dwarf in a bar one night, and swore an oath to document his adventures. Only later did he realise that Gotrek was a Slayer and so the job was an extremely dangerous one. True to his word though, he traipses round with Gotrek, getting into scrapes and writing the story of the most famous Slayer in the Warhammer world.

And don’t worry, there’s only one more of these to come 😉

 

The Song of Felix Jaegar

A trail of broken bodies on the floor
And also several well-drained casks of beer
No glint of gold lies lurking in the gore
It seems to me a Slayer has been here

I follow signs of carnage through the door
And do my best to trample down my fear
When sounds of victims adding to the score
With curdled screams of death assault my ear

Wherever axe meets fang or tooth or claw
Whenever bloody Death begins to cheer
A Slayer’s in the midst, you can be sure
And foolish me is standing far too near

A promise is a promise, that’s no lie
I’ll sing the song of Gotrek till I die

 

Posted in Random Thoughts | Leave a comment

Trollslaying Sonnet

Back when I was talking haikus, I mentioned that I had written some sonnets about Trollslayers. I did say don’t ask, but some of you insisted so here’s the first of them for your amusement:

Trollslayer

A silver glitter arcs across the gloom
The answer rains in blood across the floor
And every fighter struggling in the room
Is spattered with the ichor and the gore

He does not quail to enter in the tomb
Or flee in terror from the Dragon’s roar
To fight the largest monsters is his doom
And none but Death is there to keep the score

He’s fighting not for clan or hearth or home
But purging stains his honour can’t ignore
And though the love of kinfolk in him blooms
He’ll never more see welcome at their door

The bravest of them all who stands so fast
Fears every shameful breath except his last

 

Posted in Random Thoughts | 5 Comments

Orc Warlords Army Diary – Part 3: Tiny Steps Forwards

I was supposed to get some painting done for today’s post, and failed in that. I actually got the stuff out, and then thought that with a new airbrush due to arrive tomorrow it would be a bit pointless trying to work out how to paint the Orcs with a brush when the whole idea was to use the fancy new toys.

So I put them away again.

I have made a little progress though, working out what needs converting among the orcs and ordering (or trying to order) some Red Box goblins. They’ve got a KickStarter up for just those models in plastic, and though it’s a good deal I’m hoping that I’ll be finished well before the September delivery date, so I’ve gone for the metal ones. No reply from the local stockist to 3 emails though 😦

Oh, and I’ve got some procreate too so I can try that instead of green stuff.

One thing that I didn’t do before, but which I can do now, is to tell you about the army composition. Now the God of Battles rules are public I don’t have to keep things under my hat any more 🙂

So, the 24 point Orc Warlords force I’ve gone for is as follows:

Main Force Units

  • 2 x war orcs @ 6 points each = 12 points
  • 2 x goblin rabble @ 3 points each = 6 points
  • 2 x goblin pests @ 3 points each = 6 points

Total = 24 points

Command & Support

  • 1 x greenskin shaman @ 17 points
  • 1 x goblin wolf chariot @ 6 points

Total = 23 points

Total models = 57 + 1 chariot

So I have 1 point unused from C&S, but that’s not a worry.

In The Mix

I’ve tried exactly this force out once recently, and it did well on the tabletop. That was something of a (re)training scrap as neither of us had played in ages, and my opponent never very much. It was fun though, and worked much as I recalled: fast and bloody.

This force is also a good core army with a lot of solid, simple units and none of the fancy stuff from the main force (ironskins, wolf riders, raptor riders). That means that I’ve got a firm foundation of battle-worthy units to build on if I want to expand the army to 36 points or more later.

The C&S selection is a little harder to be certain about, and some orclings and bolt throwers are tempting. The great thing is that it’s only a handful of models to tinker with the army like that. Once you’ve got a core force painted then adding extras or variant army builds is (as I designed it to be) relatively inexpensive in both money and time.

Of course, as I really want to keep the shaman in the mix I’m going to have to expand the army size if I want to give him a bodyguard of nutters or include a mountain troll. They’re both too good and too many points to squeeze everything into just 24. Again, this decision making requirement is all part of the design 🙂

Posted in Painting & Modelling | 13 Comments

A Different Kind of Magazine

Continue-masthead-rounded-cuts2

These days a shiny new KickStarter campaign appears over the horizon every few days – or at least it seems so. There are a plethora of worthy projects clamouring for your attention and it can be easy to miss out on some of the cool ones.

continue pages 2Today I’d like to point out one project that I think you might want to have a look at: Continue magazine. I’ll let them tell you about why this is a different kind of gaming magazine, and only add the thought that I think they’re right. Continue is gorgeous to look at and is indeed full of a kind of article we see all too few of. They’ve got some examples on the site for you to see for yourself.

Anyway, let them explain.

Continue pages

 

 

Posted in Random Thoughts | 4 Comments

DreadBall Results Tracker

DB logoHere’s something to stir debate.

A tech-savvy DB fan called Alex has set up this elegant online database to track and collate results of DB games worldwide.

It’s a simple, 3 step process:

  1. Play your game.
  2. Input your results.*
  3. Ponder over the collated data.

DB database collated

This is potentially really useful for me, and interesting to you. If you play a game then I’d urge you to add the data here. The more we can collect, the more useful it will be.

I’ll be coming back to this when it’s got some more results. Intriguing stuff though, and great work Alex!

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*if you are playing in a league I’d suggest that your league sponsor inputs the results. This way we avoid duplicate entries for the same game which will skew the results.

 

 

Posted in DreadBall - The Futuristic Sports Game | 20 Comments

God of Battles Designer’s Notes: Basing

GoB_LOGO on white webOccasionally, even designers of fantasy games have to face up to reality.

Nice as it might be to imagine everyone dropping their current game system and flocking to your latest work of (undoubted) genius, in the real world this probably won’t happen. Some will be intrigued, others may dabble and a few will take to it entirely. This is simply the way of things and applies to everything, not just games.

This being the case, I thought that it seemed like a really dumb idea to try to enforce a new and rigid basing policy on people. And what is the need anyway? The more I considered this the less important I thought the basing was. In the end God of Battles has such a freeform and open system that pretty much any basing system can be used.

This doesn’t mean that there isn’t an ideal basing method. Far from it. It just means that you don’t have to feel like you have to rebase anything to play.

The Ideal

As a statement of basic principles let me first say that I think bases are mainly there for two purposes: (1) to stop the model falling over, and (2) to look good. I am personally experimenting with using clear bases on my new orc warlords army, which takes care of 2. For the rest, the bases just have to be big enough to keep the model upright. How big that is really depends on the make, type and pose of each model. There is no reason why every model has to use the same base size, even within the same unit (though variations may make ranking up Formed models more of a fiddle).

Apart from that, this is the way I would recommend you base things if you are doing it purely for GoB. Assume, to start with, that all models are based individually.

Formed units: as the unit needs to rank up, the obvious thing to do is base them on squares. This also makes it simple to work out the 90 degree arcs (front, flanks, rear) when you need to.

Loose units: as the models never rank up, I’d suggest putting them on round bases. This acts as a visual reminder of their 360 front arc, but is at least partly due to a personal preference for round bases on skirmishing units. It’s also useful because this is different from the Formed ones and makes them stand apart. Great for sorting the models out quickly when it comes to packing away.

Multiple bases: these are only really useful for Formed units where you could include some 2, 3 or 4 model bases for speed of movement, casualty removal or to make a cool looking mini-diorama. Even here they are not necessary if you have a movement tray for the unit.

Base sizes: in some ways you might think that I have been a little foolish here in assuming that people are going to behave like grown ups. By not listing exact required base sizes am I not leaving all this open to being horribly exploited? Well, perhaps not as much as you’d think.

To start with the real extremes of two foot wide bases are just stupid and anyone who expects a game with that sort of nonsense would be in for a nasty shock round here. Normal social graces should ensure that this sort of nonsense stays in the scope of amusing “what if’s”.

On a more practical scale, what if people just push things slightly? Well I don’t think that matters either. For the sake of argument, let’s assume that the norm is the old Warhammer standbys as that’s what most people will be familiar with: 20mm squares for humans and 25mm for bigger things like orcs. If that is what works for the rules as is, what happens if I was to put my humans on 30mm bases? 40? Does the game creak? Actually, no. For Loose units this makes no real difference at all. For Formed units, when you weigh up the pros and cons, I think that it’s more of a problem than a help.

On the positive front it allows you to cover more of the tabletop, which reduces your flanks. It gives Formed units a wider Threat Area, and so you can potentially control your foe a little better. So there would be a few benefits. The downsides are more problematical.

Bigger Formed units still have no more movement or manoeuvrability – they just get in the way of everyone more. This is probably more of a problem for your own side than the enemy (who tend to go through your troops rather than round them).

Bigger Formed units have no more combat power, but now have to hold a greater area of the battle line simply because of their size. In effect, this just weakens your line, allowing the enemy to more easily focus several of their units onto one of yours. If you want to do the same thing back then focussing two of your bloated units on his normal sized ones becomes very hard.

When I was playtesting with various army basing systems I learned to instinctively go for the smaller bases when I had the choice. Is that a problem? Well if we assume that you’ve got to fit a model on the base then again, not really. You can only squeeze a 28mm model down so much. Of course, if you wanted to play this with 10mm models then you’d need to think about this a bit, but I don’t intend to and this isn’t really what GoB is for. That’s something for people to house rule if they want to play with other scales.

Many & Various

During playtesting we used all manner of armies and models pinched from a wide mixture of fantasy and historical armies – many for different games with different basing conventions.

Formed units are uncaring as long as they can all huddle together. Skirmishers looked like they might have more trouble, but in the event we used units with models based on 4 figure stands, other times they were in twos, singles or whatever. As long as you can tell where the Leader is then it doesn’t really matter.

It’s actually quite liberating to be able to forget about basing from a rules viewpoint. Build your models from a “what looks best” perspective and they’ll work fine.

Posted in Uncategorized | 6 Comments

God of Battles Designer’s Notes: What’s the Difference?

This article is sparked by a response to a comment Minitrol made on another GoB article. Rather than try to fit this whole ramble in the comments I thought I’d give myself a little more space, and make it easier for other people who might be interested to find it later.

So what’s it all about? Let’s start with Minitrol’s comment. It reads:

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“I’ll admit I am slightly cautious about buying another Foundry release there seemed little love for Tribes of Legend – is the intent for it to be a one off or will there be more support? I really tried to drum up interest last time but it was a damp squid (tee hee).

I like the sound of the rules but forgive me for saying I am not yet seeing anything different that God of Battles offers that couldn’t be supplied via Kings of War or Hordes of the Things or even Realm FW which is free…

Don’t get me wrong I am all for rules sets that allow me to use my existing miniatures (that was my primary focus for 2012!) but could you provide a bit more info on what makes this set unique or what you feel makes it ideal. You have mentioned this was the rule set you were writing more for your self so why is that?

Thanks Jake I am a fan of nearly everything you write – hopefully some buzz does build and we get some other views as well!”

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He makes a few points that I’d like to drag out and look at more closely:

  1. Support for games – how much is enough?
  2. What are the major differences between GoB and WFB, KOW, etc?
  3. What makes God of Battles “ideal”?

I’ll take them one at a time. Oh, and before you imagine that I’m having a go at Minitrol, this is not intended to be critical of him. He’s the messenger, and I don’t shoot them 😉

Support

The idea that games must have a constant flow of extras in order to be worth playing is an attitude I come across increasingly and was simply not around when I was a kid. These days it seems that games must bombard the individual with a constant stream of expansions and add-ons otherwise it is somehow not worth playing.

Why?

Is this simply the result of years of brainwashing by companies that must get the customer to buy something every month? GW’s cycle of replacing its core games, army books and ranges is the best known example of this, but it is not the needs of the game that drives it, but the needs of the balance sheet.

Let’s look at a few other games. DBA is a good example of a brilliant game that has not felt the need for a slew of additions over the years. It works as is so why clutter it up with extras? It has been given new editions as the game required rather than to a set timetable for releases.

When was the last major update for Chess? Aren’t they overdue for a new Black Army Book? I mean, white has all the advantages, what with going first and all. Clearly broken… yet people still play it.

My question, I suppose, is this: if a game is complete, and the model range is all there waiting, what else do you want? What else does the game actually need? Surely you just get on and play it. Why must it be continually fiddled with? Very, very often this commercially-driven flurry of expansions will make the game itself (as a playing experience) worse rather than better. As an extreme example of this ridiculous behaviour I was told by another designer of a time they were asked by a publisher to produce an expansion for a new game. He said there was no need as the game was designed to be complete as it was, but that he’d be happy to design another game if they wanted. No thanks, said the publisher, who then cut the original game in half so that they could release part of it as an “expansion” later, releasing the first half of the game in a state that essentially didn’t work and made little sense.

Personally, I think some games need expansions and others don’t. As I’ve said before, I see my own designs as a whole. Depending on how big that whole is, they might need to be chopped into 2 or 3 parts to be viable commercial products. DreadBall is a good example of my vision of the whole game being bigger than a single boxed set, hence Season 2, Ultimate and Xtreme. Other games, like Tribes of Legend, are complete as they stand. You can always add things if you have to, but what I’m talking about here is the natural size of the piece.

Now there is a big difference between this way of expanding a game (where all the expansions are part of the overall design from the outset) and the one that GW, Privateer and others seem to be using which is that you simply go round forever, doing new editions and replacing things in sequence so that you always have something new and shiny to sell. If that works for them, then that’s cool. I just don’t think it should be seen as a requirement because when you come at things from a stance of wanting the best game rather than steady products then it isn’t all that helpful.

My thinking is that there are always more cool games to make, and that you can easily maintain a series of shiny new toys by producing new things instead of unnecessarily faffing about with the old. For Mantic I have done DKH, DKH2, DKH3, PP, DreadBall, Season 2 and more is in the pipeline. We haven’t simply revised the first thing we thought of, nor is there any need to.

So what am I saying? It’s simple: GoB will have all the support it needs. ToL was supported by Foundry producing a complete range of models for every army and game in that set (the book has 3 games in it). As far as I’m aware there was nothing outstanding – in fact they made more things for several armies than were even listed. I don’t really see what support they were failing to provide.

Now that Foundry has a new management I can’t say what they will offer in support of God of Battles. What I do know is that just as with Tribes of Legend they have made models of everything you need for all 10 armies, and if they aren’t out now then I’d expect them to be released over the coming months. Naturally, with that many armies there will be variants, vignettes and other things that can be added in due course, but these will be small in number when you compare that to the work they’ve already done.

Many months ago I discussed a possible additional book with the previous management, but have no idea whether that will still be on the cards. Even so it is far from essential. God of Battles was written to be a complete, stand-alone product and it needs no add-ons. An extra book would mainly focus on adding depth to the background in a campaign.

Of course, whatever Foundry choose to do, I will be providing support here for God of Battles in the form of continued articles and a FAQ. I’ll also be doing articles on building an army or two and if I happen to play a scenario that might be fun then, well, you get the idea.

What’s the Difference?

I can, and will, go on at length about this, but I expect you want a summary. Actually, I’ll start with the summary that Ben posted in response to Minitrol. He is comparing GoB to KOW having played both games:

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Both games are mass battle fantasy games and have some overlap in which armies they allow you to use (not a bad thing IMO). Both are unit-buy systems and utilise unit leaders for measuring distances and LoS (albeit in different ways) and both have streamlined movement and magic systems in comparison with WFB. Both games can also be played in a couple of hours or less. These are the similarities.

The primary difference between them as I see it is a fundamental difference in their approach to gameplay. KoW is an abstract system that provides its players with perfect information and is the nearest thing that a mass fantasy battle system gets to chess. GoB takes a more narrative approach and uses mechanics such as scenarios, strategems, alternate unit activation, weather, and the card-activated miracles system to achieve this. I certainly don’t see how anyone could play both games and conclude that the experience was the same. That said, given the overlap between some of the army lists you can easily play both games with the same army and get two entirely different playing experiences for the price of one. In that respect both systems are a bargain and I’d urge anyone playing KoW already to pick up GoB as you’ll likely be able to dive straight in.

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I’d quibble about a detail or two, but on the whole I think Ben’s pretty much on the money there. Much the same could be said for HOTT as that is also a perfect informaiton game. GoB is decidedly not.

I think I’ll leave it there for now.

A Personal View

Is God of Battles the ideal fantasy battle game? For me, yes it is. For you?

When I designed God of Battles I was given almost completely free reign to make the game I wanted. Foundry needed a fantasy game to support their ranges, and as long as they could use it to bring the ranges together and give them a home then they had no particular axe to grind about the mechanics. I wrote a brief and then a short piece about key concepts and they were sold. Part of this ended up at the start of the book, and it might help to quote some of it here. This was what I was thinking when I sat down to design it:

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“The key concepts that I wanted to focus on in God of Battles are:

  1. A simple set of rules that is easily memorable so that, during a game, players can get on with playing and not have to look anything up.
  2. Constantly evolving challenges that require interesting tactical decisions from both players throughout the game.
  3. The constant involvement of both players with minimal waiting between turns.
  4. Battlefields that are as characterful as the armies, and for them to be integral to the game instead of being an afterthought.”

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So that was the plan. Did I achieve that? I think I did. You need to try it out for yourself to know for sure. And I’d recommend trying it out, not just reading it. You really won’t see the excitement of the game and the challenge of the decisions on paper.

There’s lots more to why I like the game, though it all flows naturally from having the opportunity to design what I wanted. I like games to come to a natural end and not just stop because it’s turn 6, or we’ve had 90 minutes each. GoB does that. I like there to be an ebb and flow, for people to be able to outfox each other and for there to be a healthy lack of certainty – just like there is in real battle. GoB is like that. I like games that tell stories, and GoB does that too.

I suppose that one of the more telling facts is that of all the many, many projects I have pencilled in for my own self publishing efforts, a fantasy mass battle game is not one of them. I simply have no need.

Posted in God of Battles | 26 Comments