Secret Poetry

Well that was a pleasant surprise.

My normal morning trawl through the emails included one that tells me I’ve won the haiku competition on TGN. Cool.

The winning haiku was one of three I entered. My entry in total read:

Are you sufficiently zen to read this? Well, if you’re sitting comfortably on your tatami mat, with your green tea to hand in its raku bowl, and the blossom falling gently on the moss garden outside, then I’ll begin.

Colour going dry
Cannot re-blend luck and skill
Wet palette saves day

Or

Paint, pigment, powder
Alchemist blend of magic
Petite masterpiece

Or

Lonely years of paint
Completed finery wins
The proud father smiles

It was the middle one that won. A fun little task.

Secret Weapon isn’t a company I’ve dealt with before, mainly because they seem to focus primarily on their resin bases range (something I’m not much interested in) and are in the US. However, among the scenery details I can easily source locally there are some intriguing bits of their own that I can’t easily get in Blighty.

Oddly, this is not the first or even the second time I’ve written game-related poetry. Somewhere I’ve got a bunch on sonnets about Trollslayers…

Don’t ask.

Posted in Random Thoughts | 8 Comments

I Am Weak

It was going to be goblins. Lots of them. I’d got piles of the little fellers piled up ready, then this nice chap in a snazzy brown outfit came and delivered a box.

Sedition Wars arrives

It’s shiny and it’s new.

It’s not my fault.

Posted in Random Thoughts | 30 Comments

Lost Patrol: New Rules – Scout Snipers

Lost Patrol logo on white bigger

When I designed Lost Patrol I was limited to the models that were available. This means that the Space Marine Scout squad in the box used the sprue of models that was around at the time. This included a sergeant and a heavy trooper, but no sniper.

Everyone knows that the snipers are the coolest of the Scouts, and I had a nice, simple way of adding them into the game, so here I am.

 

Adding A Sniper

At the beginning of a game, the Scout player can choose to swap the heavy bolter Scout for a sniper instead. This means that you will need to find a Scout sniper model. I just bought one on Ebay as I particularly wanted a pose from the old metal range. If you already have a Space Marine army then you’ve probably got some anyway.

 

In Game

The Scout Sniper rules are very simple and barely change the core rules. The sniper…

  • moves and fights in ambushes like other Scouts.
  • can shoot at any hex he can see other than the hex he is standing on (which he cannot shoot at). This includes hexes that contain other Scouts.
  • gets 1 dice per shoot action and kills a Lurker on a 2+.

 

Tactical Implications

It’s nice to finally be able to kill Lurkers reliably! Unfortunately, this might be a bit of a trap. The objective is not to kill Lurkers – there are an infinite number of them anyway, and only 5 Scouts. You need to be getting away.

SMSniperScoutsBy taking the sniper you gain the ability to kill at a distance, and fairly reliably take 2 counters off a stack each turn. There are times when this can be vital, especially if you can remove the last one of a stack so that it cannot be grown. You can, at times, blast a clear path for others to exploit.

On the other hand, you lose the ability to influence ambushes at a distance, and as ambush is often where the game is won and lost this may be more important.

But shootin’ stuff is fun!

Overall the sniper is an interesting variation rather than a major alteration of power between the forces. Using the sniper rather than the heavy weapons Scout requires an adjustment of tactics on both sides, and adding fun tactical variations is most of the point here (the other bit is finding excuses to use cool models).

Posted in Lost Patrol | 6 Comments

Sunday Support

Changing to this new (for me) discipline of posting specific topics on specific days is taking some getting used to, but I am getting there. Of course, this doesn’t mean that you guys necessarily get what you were expecting each time 🙂

Today, for example, is Sunday, so I am uploading some support for one of my games. Sunday Support. See – this one actually alliterates.

You’re probably expecting pdfs for the DreadBall FAQ (not yet – still collating) or perhaps something more for God of Battles. Well that’s had support articles already this week, so it’s the turn of Lost Patrol.

Yes, I know that there aren’t lots of copies about and that you can’t get it any more. I like it though, and have been playing quite a bit of late. If I could/can persuade someone to rerelease it I would/will. I think it’s a fun little game.

Posted in Random Thoughts | 27 Comments

God of Battles Designer’s Notes: Which Armies to Include?

GoB_LOGO on white webWell I could just list what’s in the book, but you know I won’t do that. Instead, before I get to the details of each individual army, I’d like to talk a bit about the overall philosophy I adopted for choosing the forces to go into this project.

Firstly, this is a commercial project. It’s Foundry’s game, so needs to help support their rather large range of fantasy figures. Some of these figures have been around for many years – fantasy is nothing new for Foundry. Other armies had been sculpted but were not released when I started to write this. All of these existing races had to be included. However, the brief allowed me a great deal of freedom to leave models out if they weren’t needed, or add things in (that could be sculpted and added to the ranges) if they would be characterful and fun. In addition I had to come up with at least one entirely new army that they would sculpt to my specifications. How cool is that?

The challenge here was that they wanted 10 armies in the book. That’s quite a lot.

On top of Foundry’s brief, I added some notions of my own.

  • Every army would have to look and play differently. Obviously with this many forces there would be similarities (there aren’t 10 radically different tactical styles to pick from).
  • Story was going to be important. In the end there are something like 20-25,000 words of background in the book, mostly in the army list sections. The histories of the various forces are interwoven and to get the whole picture you have to read them all.
  • I wanted to bring together other elements to add depth of character to each army, not just a colour scheme. Each army worships its own gods so gets its own set of miracles to call on. They all come from different places so they all have their own terrain tables. You get the idea.
  • Character is achieved by cool miniatures as well as text, so I built in as many opportunities for fun little projects as I could. Each army gets a camp and a baggage train for free, so there’s no excuse. These are great opportunities to show your army’s character. They are occupied by camp followers and sutlers who are also good for character and offer a chance to use those cool non-combatabt models which Foundry do so well. Every unit has a leader model who is critical for the game rules. He also dies last. This means that he is well worth the effort to model and paint distinctively as you know he’s important and will be on the table for ages.
  • For the armies, I wanted a range of different races from the familiar to the unheard of. Even in the familiar armies I would add a little spin so that things were a bit more interesting.

 

Types of Troops

God of Battles includes formed and loose troops of a wide variety of types. Perhaps the single most unusual facet of this overall mix is the rarity of cavalry. Several armies have none. There wasn’t really one reason why I did this, though it is a nice point of difference. It’s also worth considering that things are always more scary if they aren’t familiar, and the rare cavalry units, especially the heavies, are fearsome indeed when they do make an appearance. Even light cavalry are worrisome to face, not least because they can do their (historically) favourite trick of running round your flanks and sacking your camp – and that’s worth victory points!

Of course, in terms of rules it doesn’t matter whether you’re foot or cavalry in GoB. There’s no mechanical difference.

 

So Which Armies Made It?

I’d rather you worked out some of the more obscure links yourself so I won’t describe the background in detail. However, the following should give you enough of an idea to start cogitating on. I’ll use the formal army titles.

  • Battle Host of Quithnilian: this is the most formal and old fashioned of the elf armies, under the Emperor Quithnilian IV. Their armies are exceptionally well trained, at least the elves in them are. Most of Quithnilian’s soldiers are actually human vassals, organised in their traditional formations and used as cannon fodder by the elves: “if ten humans die instead of a single elf then the trade is well made”.
  • Sea Elves: this is an odd army as it exists partly between dimensions. Like their Imperial cousins, the Sea Elves bring many subjects and allies to war. Unlike their cousins, none of them are human. The Sea Elf Marines and the elite of Shushain’s Chosen are well trained and deadly. Unfortunately they are not plentiful. Armies often include units of Merfolk to bulk them out, and then there’s the Ambassadors of the Deep (one of my favourite units in the game).
  • The Godless Horde: in a world where the gods walk the battlefields dispensing blessings and curses, who but a fool would deny their existence? Well, this lot would. The Godless are regarded by most as entirely insane, and that’s about right. Insane, that is, in a particularly nasty and vindictive way. In fairness, it’s not really their fault, but that is little solace to their many victims. This is an elite army with the most expensive units in the game. They’re worth it. Godless armies will usually be outnumbered, though they can always bulk out their forces with the deranged remnants of their unspeakable tortures.
  • Norse Dwarfs: one of the more “normal” armies is the Norse Dwarfs. Basically, these are short, fat Vikings (with crossbows). They have no steam or gunpowder technology, and a grand total of zero war engines. However, they can sometimes persuade fire drakes to accompany the army. Oh, and the sky god they worship gives them one of the nastiest miracles in the game: Skies Fall.
  • Orc Warlords: professional brigands and bullies, as you’d expect. This includes goblins, orclings, wolf riders and lanky trolls. The army is surprisingly flexible with a wide variety of options available, though units of War Orcs are always a good standby. Goblins don’t turn up in massive units. Instead they are in relatively normal sized units – you can just have loads of them. I like this as a way to model the force gradually running off rather than a huge number either being OK or leaving a huge gap – it’s less binary. I envisage goblins as having a vast spectrum of abilities and bravery so having large tides of them moving at once feels wrong.
  • Mercenaries: this army is centred around the “Free” Cities – free, that is, from the meddling of the Elves. Their lands have been encroached upon by Quithnilian’s armies, and so they have turned to professional soldiering to both defend themselves and earn a crust. Foundry have long had orcs, dwarfs, ogres and humans all dressed in the same Renaissance finery of slashed doublets and be-ribboned hose, and this army is designed to include them all. In the background, this finery has become the symbol of the resistance to Elf dominion, contrasting as it does with the practical and rather dour equipment of Quithnilian’s vassal troops. The army has loads of choices and though the core is often humans it doesn’t have to be. This army is also the only one with black powder weapons as it is an invention of the Free Cities. There’s a reason why the Elves don’t want to use it.
  • Blood Gorged: these are beastmen. They live in the forest and over their short lives strive mainly to reach that pitch of perfect battle which forces a physical change from youngling to brute. They have little patience for subtlety and are a scary army to fight against. The Blood Gorged ability lets them save trophies from early kills to trade in for extra attacks later in the battle. If there’s anyone left to attack.
  • Lords of Undeath: a boney undead army. There are (shock, horror!) no zombies here, nor vampires. Instead there are a variety of grades of desiccated or picked-clean dead, resurrected with more or less care and skill. The trick to remember is that it takes more effort to raise someone with their memories and skill intact. You can’t train the undead, so if you want decent fighters you’ve got to find dead ones and carefully raise them up. Of course, any fool can raise the dregs if all you want is a big horde…
  • The Thousand Tribes: the Southlands are, predictably, far to the south. Here the sun shines and men dress like Conan. And why not? Actually it’s somewhat more African than that, but let’s not split hairs. Like the Mercenary army this offers a huge choice of tribes to fight with. Not quite a thousand, but a lot. This includes the second most expensive cavalry unit – Bison riders. In fact they have an unusual number of mounted options including pygmies on terror birds who are rather fun.
  •  T’lekkan Empires: the most bizarre looking of the armies is perhaps the T’lekkan. These insect warriors are literally bred for battle and have various troop types who are designed for specific tasks. They can take their Queen to the battlefield to inspire the army, but it is a risk. Luckily they can also take the behemoth to protect her.  As you might imagine, he is quite big.
Posted in God of Battles | 21 Comments

Dropzone Commander Review: Shaltari Tribes Starter Army Unboxing

Shaltari box

The Starter Armies are the smallest of the 3 sizes of pre-packaged army boxes for Dropzone Commander and all come with pretty similar sorts of things in. They also all weigh in at a little over 500 points, which is the smallest battle size listed in the rules. So they’ve thought about that, which is good.

Shaltari open box

When you open the box you see a half size tray in the blue foam that will be familiar to anyone with a Kaiser Rushforth figure case. It’s designed to protect the unbuilt contents of the starter set and doesn’t look like it will be an especially suitable shape to keep them in once the models are assembled (which is why I have another dozen cases). What it might be useful for is storing the dice, cards and so on for the game, and it will fit neatly into the figure case…

Nice idea, and very good quality packaging. Nothing had been damaged at all. The foam has done its job then.

The contents consist of some metal infantry at the top left, flying stands on the top right, a deck of cards on the left and the large section with all the resin parts for your army in ziplock bags.

Shaltari inf

I’ve shown you the front and back of both infantry strips and bases. These figures are perfectly cast and well detailed. I’m very happy to see that they come in a variety of poses. I think they’re pretty good. The bases are nice and thin. A couple are ever so slightly warped, but nothing a bit of warm water shouldn’t fix. They have recesses for the round bases of individual figures, which should make assembly pretty simple. All in all, the infantry look top notch.

Shaltari flying stands

It’s hard to get especially excited about flying bases from any company. These seem robust enough though. The white is a backing sheet that should be removed. A clever idea is the little widgets that are soft and so can be glued onto the underside of the aircraft models and then pushed onto (and taken off) the flying stand stem as needed. This thoughtful touch means that the model can be removed from the stand for transport and should help them get to and from battles safely.

Shaltari cards

The 40 cards were wrapped, and in perfect condition (not always the case when card components get packed with miniatures). They are reasonable quality, though will probably still get sleeved because that’s what you do with cards you want to keep using.

Now we get to the meat of the set – the models.

Shaltari tomahawk tanks

These are Tomahawk tanks, the one on the right being upside down to show the detail on the underside. There’s a lot of detail all over these models.

Shaltari kukri AA

Kukri AA tanks have the same chassis as the Tomahawks, which makes sense. Again the one on the right is inverted.

Shaltari terragates

Now we start getting to the increasingly odd looking models. Especially when they’re in bits. These are Haven terragates. The Shaltari have a fondness for teleporting about the place, and this is one of their smaller efforts. The set on the right is inverted. As you can see, no part is too obscure or well concealed to escape the detail that romps over every surface.

Shaltari Eden gates

Laying these Eden gates out next to each other makes them look smaller on the page than they really are. These are the biggest things in the set. Upside-down on the right as usual, and covered with detail on every surface. Clearly the Shaltari have something against things being flat.

Quality Control

As I said earlier, DzC isn’t a cheap game even though I don’t think that it’s nearly as outrageous as some folk seem to think. They are also very clearly setting out their stall to sell a premium product and are proud of their quality. This combination means that we should expect nothing but the best. So what do we get?

Like any resin casting there are bits of flash from where the parts of the mould met. I actually find this slightly reassuring as it means that the resin has reached the areas it should, and in sufficient quantity. Models always need cleaning, and these are no exception. That said, the flashing was minimal and very fine.

Shaltari bubbles 1Bubbles are another unavoidable issue that resin is prone to. These models are perhaps not the very best resins I’ve ever seen, but they are definitely some of the better ones. There are a tiny handful of bubbles over the whole set, concentrated on one tomahawk turret. The vast majority of models have none.

Shaltari bubbles 2Looking closely it seems that this particular casting of the turret was not fed quite enough resin and the resulting lack hasn’t been enough to force all the air out (bubbles in the turret rear) or fully form the gun tip where the mould block is on the other examples.

I checked the other examples to see if this was a weakness of the design and they are all fine, so it looks like a one-off error.

The final quality issue stems in part from their habit of putting detail on every surface, regardless of whether you will ever see it or not when it’s assembled.

Shaltari infilled detailHere you can see the undersides of a couple of models. On the right you can see that the detail is filling in. If this was going to be obvious then I’d be wanting another as this will be a right old pain to fix and be obvious when it’s painted. However, as it’s underneath then there’s nothing to fret about. It won’t be visible anyway. On most models there would be no detail here in the first place.

Conclusion

Overall the feeling I get is that Hawk have thought carefully about this product, and added some elegant touches in an effort to provide a product that gives the gamer the best they can offer.

I’ve spoken to them about their policy on replacing miscasts and they said that they were happy to and always looked to see if they could improve and avoid them in future. It’s certainly the right attitude to have.

In this case I’ve looked closely at the quality issues not because there were loads of problems, but because they are sold as quality products. Do they hold up? On the whole I think they do. The models are cleanly cast with almost no bubbling and little flash or warping. A few models will need a bit of hot water to set them straight, but nothing major. To put this in perspective, the same problems occur with Forge World resins, and I’ve even had to get replacement parts from Smart Max. All of the issues mentioned here should be easily fixable as part of the process of normal preparation.

Overall this is a very good looking product.

Posted in Review | 20 Comments

God of Battles Designer’s Notes: Picking An Army

GoB_LOGO on white web

The GoB rule book includes 10 full army lists to choose from. In fact, that’s the bulk of the page count.

These lists are a mixture of the familiar and the unusual with some features common to most wargame rules and a few that you might not have seen before.

Overall, choosing an army follows the familiar concept of agreeing on a set number of points for a game with your opponent and then using the army lists as a shopping list to pick what you want up to that value. For God of Battles a small game is 24 points, an average one 36 and a large one 48 or more.

So far we’re on safe ground.

Cloven in Twain*

The first unusual feature comes when you look at the army lists themselves: each is split into two parts. The first part is called the Main Force, and is just that. This part lists units of infantry and cavalry and provides the bulk of the models in an army. It is what makes the army look like an army when you lay it out on the tabletop.

The second part of each army list is called Command & Support. This includes all the bells and whistles that add “chrome” to the army and give it more character as well as offering a lot more to think about during the battle. It has the army’s characters, bodyguard unit, war engines, monsters, and any character or unit enhancements that may be available. Some of the items bought from the C&S section add or modify a unit bought from the Main Force section whilst others are units in their own right.

When you’re choosing an army you get a fixed number of points to spend. In God of Battles, you spend this twice – once on each list. So, a 24 point army really consists of 24 points of Main Force plus 24 points of Command & Support. Note that you cannot swap points between sections – each total is dedicated to a specific part of the list.

I chose this structure for a number of reasons.

  1. It forces people to build proper looking forces rather than just picking 10 cannons and a wizard, or whatever nonsense the internet tells you is unbeatable this week. It controls the cheese.
  2. I can play the game with armies that have been chosen from the Main Force alone. This allows for easier training games, quick and dirty games when time is short and so on. The split very simply separates off the core of an army from all the extras, with all the additional choices and rules (and therefore time to play) they entail.
  3. It helps you to focus when picking a army. The process of building the shape of the army as a whole and the process of adding the fine tuning and the frills are conveniently separated.
  4. It means that I can have a reasonably balanced way of building an army with no further restrictions (other than occasional things being unique). Again: a simple rule with a lot of useful implications.

Point Values

I might talk about how the points are arrived at in more detail another time. For now, what I wanted to say about point values is that they are carefully balanced against the overall army sizes. Unless you’re playing a vast game (60+ points) you won’t be able to take everything you want. That is very much part of the plan.

Being able to take everything you want in an army is dull, unchallenging and uninteresting. For me, both the skill and the entertainment of the army building phase (something I greatly enjoy) is based on having to make tough decisions about what to take and what to leave out precisely because you cannot have it all.

It’s also why I am very strict on the points value being a fixed and immutable limit. If you pick a 24 point game and then “let people off” with a couple of points then you’ve just taken away all the challenge and allowed their laziness to win. Don’t let them off, instead show them how to finesse the army. Look harder. Try more options. That way you’ll learn more about both your own decision making as well as the army. In any case, God of Battles plays so quickly that you should be able to get a couple of games in an evening, so why not try out both army builds you were considering?

In order to give you a frame of reference, individual Main Force units vary from 2 to 16 points with most costing 4-6. Units with a cost of 10+ are unusual and tend to have a major impact on the battle, one way or another. You can see from this that most armies will have 4 or 5 units of troops to move about in a 24 point battle – not counting whatever they get off Command & Support.

Army Size

God of Battles armies are relatively small compared to, say, Warhammer forces. I’ve done this for a couple of reasons.

Firstly, needing to collect vast armies is a massive hurdle to getting new gamers to play, which is a Bad Thing in my book. It’s also a huge barrier to getting armies from the fevered mind of the general and onto the tabletop. I daresay that I’m not the only one who’s had their plans thwarted by the time or expense associated with collecting a vast new force. 24 points is an ideal size battle for a 4×4 table and is a great place to start. Obviously there are a lot of variations between the 10 armies, but 50 models would be a reasonable ball park figure for a 24 point army. My orc army has lots of goblins in it and comes to 57 foot figures and a chariot. If I’d chosen all orc units instead of goblins I could have done it with 24 fewer models.

Secondly, I want some space to manoeuvre. Too many games I see are shoulder to shoulder units across a battlefield with no space to move. All you can do is roll forwards and all semblance of tactics and thought go out the window. Having a lower model count allows some space to move in, and some flanks to protect and exploit. It adds loads more game play and is a real world example of less (units) being more (fun).

Thirdly, I wanted it to be easier to add to an army. Once you’ve built your core 24 point force, you can expand it to 36 or 48 by adding new units, or simply include some extra units so you can try different 24 point builds. By making units relatively small (6-16 models) you can get the fun and excitement of the new tactical challenge a new unit gives you without it costing as much or taking as long to get it on the table.

Fixed Units… Sort Of

One thing that is bound to cause some initial upset is fixed units. When you look at the various units in both sections of the army list you’ll find that they have a fixed number of figures in them. If you take a unit of nymphs there will be 8 of them. I can see people deciding against this as a terrible affront to their choice. Well I’d say give it a try first. I think it’s a really good plan.

To start with, the units aren’t entirely fixed. You’ve got to pick which of the standard bearer, musician or marksman model(s) you want in each. You can add characters to units (in fact you have to), and these characters can have various bits of extra kit and affect the unit in different ways. Most armies include a number of unit enhancements which can be added to units to make them tougher, fightier and so on. Layering several of these choices onto the same unit can make a huge difference, so they’re not quite as immutable as all that.

What you can’t do is faff about with adding a single model here, changing swords for short spears there. That’s all nonsense. You’re a general for crying out loud! You should be worrying about whether you need more cavalry or more elite regiments; whether the priest will be more useful than a really big cannon, and so on. I want to take you back to commanding an army, not piddling about finding a lost farthing in the accounts. A general needs to know whether that unit is city state pike or ogre gunners, not whether Jenkins has tied his laces properly or Hobart is wrapped up warm (his mother did ask). Deal in the big picture, the sweep of the battle, the army as a whole. That’s the general’s job – he has flunkies for the details.

Extras

One final quick thought about armies. I want my army to have loads of character and individuality to it. With this in mind, every army also gets a Camp and a Baggage Train for free together with 2 units: one of camp followers and one of sutlers who guard these areas. These are great modelling projects and ideal opportunities to use some of the brilliant models available which look cool and amusing but which have no real place in line of battle. I’m thinking here of things like Foundry’s vignette of goblins torturing a dwarf (by shaving off his beard). Character and fun.

I would also encourage you to collect scenery specifically for your army. When you set up a game in GoB you work out who is attacker and who is defender. The battle is then fought in the defender’s land, using the terrain table for that army (every army has their own) to generate the battlefield. Each terrain table adds more character to a force, and if everyone collects the terrain for their own army (their home turf, if you will) then you always have what’s needed whenever two armies meet 🙂

Only The Start

There’s lots more I could say, but I’ll pause here for the moment. There may be questions or comments. What do you guys think?

line

* It’s very unlikely I’ll be using this schlock piece of hack fantasy prose seriously, so I thought I’d leave it here, where it can’t do any harm.

Posted in God of Battles | 22 Comments

The Post of Christmas Yet To Come

Yesterday should have been an army building post, and I bumped it in favour of the GoB announcement because that underpins a lot of what I want to say about the army. Now I can talk about it properly, I’m going to go back and do a more detailed look at what I’ve picked for the Orc Warlords army next (which bumps the goblin discussion and test model bits in turn), but before I do that I need to explain a bit more about army selection in general for God of Battles. That’s a general article which people should find useful regardless of which army they want to play, and so it needs to be taken out of the army diary. That’s what will come later today, when I’ve done some more real work 😉

Posted in God of Battles, Random Thoughts | Leave a comment

God of Battles Official Release Date!

GoB_LOGO on white webLike it says in the title, God of Battles finally has a date set for its official release: the 1st of March 2013.

A handful of copies have snuck out already, and there’s even a review of the book online (though he hadn’t played the game when he wrote it). For most people, however, it’s been unavailable. But there’s not long to wait now.

To celebrate this momentous event, there will be an event at Foundry HQ on the 1st and 2nd of March. I’ll be there on both days to talk to anyone who will listen about GoB and run folk through the rules. Most of the demo armies seem to have gone walkabout with the change in management at Foundry last year, but I’m sure we’ll find something to use.

Anyway, just me doing my happy dance 🙂

Posted in God of Battles | 22 Comments

A First for DreadBall?

DB logo

Well I had an interesting chat with Ronnie at Mantic today about all sorts of upcoming gaming excitements – more of which soon enough. One tidbit I can discuss is the rather jolly news that DreadBall has now sold more copies of the game to trade customers than it did on KickStarter.

This is important for a number of reasons. Obviously more sales are always good, but it’s much, much more than boring numbers. We’ve been looking at KS a lot lately, and we reckon that this is not a common feat. It’s impossible to be sure, but I’d guess that the bulk of most KS-backed games goes to the KS pledgers. How many KS games have a life beyond that? Second print runs? Third?

Ronnie and I always thought of the KickStarter as only the beginning for DreadBall, and the great thing about these sales figures is that they are proving just that: the game’s got legs (and it’s running for the Strike Zone).

As I said at the time and in several interviews since, the best bit for me about the KickStarter was the creation of a vibrant community from day 1, and this is, I think, a major factor behind the ever increasing numbers of tournaments, painted teams and excited fans I see around the net and in person. There is a busy Facebook group, a rapidly filling diary of events and that’s before Season 2 is even out. The fans (that’s you), make DreadBall what it is.

So I’d like to say a hearty thank you to all the DreadBall playtesters, Coaches and fans of every shape and hue out there. It’s crazy, it’s exciting and it’s been a wild ride so far – but we’ve only just begun!

Posted in DreadBall - The Futuristic Sports Game | 14 Comments