The Impossibility of Clear Communication

Writing on the internet is fraught with confusion and misunderstandings, all the more so because I am expressing opinions. Over the weekend I posted my Dreadfleet review 2 to BoardgameGeek. If you don’t know this site and are at all interested in board games you really should go and have a look. It has a data base of over 50,000 games and is the reference site for board games on the net. I thought that I would add my review to the corpus of reference material there because it would temper the shallow glosses I’d so far read. How silly of me.

I have to admit that I was warned against doing so. I will refrain from using the same descriptor of the posting community that I was given, but suffice to say that it was not complementary. Me being me, decided to give them the benefit of the doubt and ploughed on regardless. If you’re interested in following the whole thread it starts here, but I have picked out the nub of the problem below.

The review itself is the same as the one here on Quirkworthy, sans photos, so you’ve probably read it already. There was some debate about individual bits of rules, which was fine. Then we had (and I’m excerpting bits of longer comments):

Poster A: “My main problem with your review is that I don’t believe it to be representative of the true quality of the game (for most players) as well as the slight hinting (which is possibly just me being over-sensitive) that anyone enjoying it is, well, a bit simple.”

Is my review representative for most players? I’m honestly not sure how you could ever test that empirically. Without a possibility of an exacting analysis, I work on the assumption that most people want to have a game in which they can feel their choices and those of their opponent make the difference between winning and losing more often than not. The review basically says that DF is too random to allow this, hence my conclusion.

But everyone who enjoys it is a bit simple? Not what I was saying at all. So I wrote back:

“I don’t mean to suggest that enjoying this makes you simple (as in stupid or foolish). If pushed, I might say it made you less critical than I, or less demanding, or less competitive, but then I often think that it would make life a lot easier to be so, so that’s far from being an insult.”

I know that I am competitive and that I can’t help myself looking at the odds and looking critically at a game’s mechanics. It’s just how my brain works. I also know that this sometimes gets in the way of my enjoying games, which would be more fun if I could turn off the critical and analytical bits of my brain. I have had many discussions with gaming friends over the years on just these topics. Someone else piled in though:

Poster B: “Is this really an even handed thing to say? People who disagree with you can only reasonably do so because they have lower expectations? I’m actually having trouble finding how that doesn’t insult everyone who disagrees with you.”

Being less critical, demanding or competitive seem suddenly to be interpreted as being retarded. Personally, I am less critical of what brand of baked beans I buy than what kind of game I buy. Am I selectively retarded? The accusation is nonsensical, and seeking to find insult where there is none. It also seems deeply ironic because, as I replied:

“the comments you decide were insulting were actually coined by a good friend of mine of himself when we were discussing why he liked some games and I wasn’t so keen. I’m fairly sure he wasn’t insulting himself, nor was that how I intended it here.”

As usual I find myself beset by an inability to communicate (or perhaps by Trolls) whenever I venture out from the calm waters of the Quirk. Perhaps I should confine myself to these shores.

On the other hand, perhaps I really am a rude and curmudgeonly old man, whose arrogant ramblings are universally insulting. Perhaps. But if so, quite a few people still come to read them, and so I shall continue to write my thoughts on gaming as they come to me, and review games as I see them, and try not to worry about whether or not I am repeating what is safe or popular to say. If a game needs panning then it shall be panned; if paeans need singing in its praise, then you’ll hear my atonal croak in their honour.

As always, polite and well-argued comments are very welcome, especially if they have a new angle to illuminate the debate. However, please do try to assume that I’m not out to get everyone. It’ll make life ever so much simpler.

Posted in Random Thoughts | 80 Comments

Dreadfleet Review 2 – More Ships, More Battles

Please can I have my money back?

Those of you that know my writings will be aware that I tend, if anything, to be too even-handed in my approach to reviews, even if I am occasionally a bit blunt. If something is good then I’ll be the first to say it, as I will if there is a flaw. However, I always try to see behind the result to work out the why of the journey, if I can, as well as the what of the result. I don’t write stuff to bash GW or anyone else just because. However, having already posted my initial thoughts, I feel obliged to explain my subsequent ones.

My initial review of Dreadfleet was based on a single play of the first game (as I said at the time), and there I gave the game the benefit of the doubt. Have a look at that and my earlier posts about the contents for a fuller picture. Today I played against another of my regular opponents, Bob, and we had a couple of games. The second was the largest you can have with 5 ships each. Although I would normally want to play rather more than 3 times before giving a proper verdict, the rules for DF are very simple and I feel I’ve learned all I need to know. And had all I can stand.

Sad as it is to say, I think Dreadfleet is the worst game that Games Workshop have ever made. Bar none. I’m not talking about the components here (which are fine), or the price (which is high), I’m talking about the playing experience (which is the worst).

The worst? Really? Worst by Phil? Worst this year? Nope. Worst ever. I’m trying to think of something that comes, as a whole package, further down the list than this, and am failing.

Worse than Combat Cards?

Worse than the Troll games?

Worse than Kerrunch! and SpaceFleet?

Yup, yup, yup.

Combat Cards are (effectively) GW’s take on Top Trumps. A tried and tested forumla that was enormously popular for the reason that it was full of numbers and stats so kids could be the best; it was easily portable and quick to play (you could even stop in the middle, stick it in your pocket and finish it later) so you could play it in break at school or in the car on the way home. It filled a similar niche to the handhelds you see now (DS, etc).

Troll games were trite children’s games, and never pretended otherwise. They had cartoony art in bright colours and a tape of silly songs, all of which was bang on for the market it was aimed at. Playing these games with young children was actually quite entertaining because they were entertained.

Kerrunch and Space Fleet share the odd mechanic of rolling dice in the box lid, but they were still real games where you made actual decisions that had an impact on the game.

Dreadfleet, on the other hand, is a bloated monster of a game that has to breathe in to fit on a 6×4 table. Our game with 5 ships a side took almost 4 hours, and I don’t think it would be much faster with more practice (it was my third game and Bob’s second, and the rules just aren’t that hard to remember). Bob said afterwards that he’d “lost interest about half way through and the rest of it was just a tedious run through to finish the game”. He was not alone. I felt utterly drained and demoralised by the whole thing.

Bob actually won both games (though I think we felt more like winners when we could stop and do something – anything – else). He said there was “nothing I like less than a hollow victory” and both of them had been that. In the first game we went from me winning by a good margin, to me losing on the turn of a card. We were both surprised. Neither of us felt that we’d had anything to do with the victory or loss: it had just happened. And that’s the key failing for me: the game is random to the point of farce.

Now let me just say that I don’t mind randomness in games, nor the use of either cards, nor buckets of dice: they all have their place. However, here the design compounds randomness on top of randomness until you, as a player, have so little input in terms of meaningful choice, that you may as well not be there. The best example of this was Bob turning over a Fate card in the second game that allowed me to put 14 Damage cards on various ships (12 on Bob’s and 2 on mine). This crippled 2 ships and damaged 2 more. It could easily have sunk a couple had the random damage cards been different. Spiralling randomness.

If the game was that random and lasted 30-45 minutes then we’d be fine. Silly randomness is fine in contained bursts and as a “filler” game. Not for something that takes several hours. I had hoped that there would be less randomness and more planning or tactical options with more ships, but if there was it certainly didn’t feel like it.

It is a real shame, and a badly missed opportunity. Despite thinking that the ships would have been much better if they were proper fleets rather than a mish-mash, they are undeniably nice models. They would paint up brilliantly, and even without it they look grand on the “seascape” (mat). Sadly, for me and everyone else I have spoken to personally, the rules let the whole thing down.

Perhaps the core of the problem is that the game seems to have no idea who it’s aiming at. It’s not a kids game because the models are too fiddly and delicate and the art too “arty” and grim. OK, so maybe it’s aimed at the older gamers who may have left the core games and are playing the likes of Space Hulk, Bloodbowl and Necromunda. I doubt this is the case, but if it is then it’s a big miss. The rules make Snap! look deep and tactical.

Which leaves us with the core audience of current GW fans. These are early teens boys who are into 40K or Warhammer (presumably more the latter). Perhaps this level of randomness is what they’re after. Leave your brain in a jar and just roll some dice. That is what I am told 8th edition Warhammer has done, so perhaps this is the coming thing and I’m just too much of a dinosaur to notice. Foolish me wants a game where I get to make tactical decisions: where I make the difference between winning and losing. Apparently that was so last year.

The rule to decide who had won this scenario was simple: Get as many ships off the table as you could, then roll a dice. In our case, after 4 hours of play, we rolled a single D6 to decide the game. On a 1-2 I would win; on a 3+ it would go Bob’s way. Did that make it all feel worth the effort? I’ll let you guess.

I could have bought a gorgeous 28mm Pirate ship from Ainsty (like the one above) with this money. I could have bought a couple of well designed and entertaining Euro games, or a sizable Epic army or two starter fleets and the rules for any of Spartan’s games, or any one of a wide number of entertaining models and games. But I didn’t; I bought Dreadfulfleet. Whatever you do, avoid making the same mistake as I did.

If you want a game that poses a series of interesting tactical challenges, keeps you on the edge of your seat with excitement and allows you to engage in a cunning battle of wits with your opponent, buy something else.

Pros: the ships and mat are pretty.

Cons: everything else.

Posted in Dreadfleet, Tabletop gaming | 112 Comments

Sarissa Precision Old West Jail Review

Get Out Of Jail Free

So I go into my study this morning, all ready to post something up here, and what do I find? That Frontlinegamer has beaten me to it! Ah well, great minds think alike, as they say (and fools seldom differ). It was, I suppose, inevitable. I spent a large part of saturday wandering round the Derby convention with Jody (who is the Clark Kent  incarnation of Frontlinegamer), and we visited most of the same stands. The Sarissa Precision stand was one of the highlights for both of us, and though Jody knew of them before it was all new and shiny for me. Smelled nice too, of wood and ash; the smell you get when you start to lay a new wood fire and disturb the ashes of the old.

Still, I’d been very organised and had even put out the lovely little jail ready, so I shall not be swayed from my course. Do, however, have a look at Frontlinegamer too, as he’s got more of their buildings as well.

Sarissa Precision make a variety of laser cut buildings in a growing selection of ranges and scales. They started with Old West, and the jail was the one that particularly caught my eye. They have most of an Old West town already in their range (have a look at this), and the bits they were planning to finish it off were a barn/livery stable and railroad station (with cunning round water tower). I think it looks really good indeed. Of course, they say Old West, but you could use it for ACW as well, Jody was touting his for Malifaux, and you might even be able to squeeze one in a pirate game if you tried.

The buildings come in a choice of scales, which mainly means different door sizes, so you can scale the buildings to fit the look of “true” 25mm figures or the heroic 28s depending on your manufacturer of choice and basing style (the one I have here is labelled “Heroic”). That seems a pretty good idea to me, and something I’ve not seen as well developed elsewhere. Given the variance in size of models it’s a pragmatic approach that leaves gamers with enough choice to find the perfect fit for them.

The building is like a miniature piece of flat-pack furniture, so if you’ve ever built anything from IKEA then you’re laughing. Here are all the bits laid out. I’ve left a couple upside down so you can see what they look like on both sides.

As you can see, there is an instruction sheet included. This is excellent, with very clear illustrations and a picture of the finished article on the other side. If the standard of the rest of their range matches this then it’s going to be really easy to assemble even the bigger buildings. The jail, however, is only little, and took me perhaps 3 minutes to assemble without glue or tools. Very easy indeed. You should be careful of putting too much pressure on the cell bar pieces before they are in place, though I never felt that they were going to break (I’m just advising caution). Speaking of the bars, they’re nice and delicate as you can see in this shot of Sheriff Justice P. Goodbody talking to a local troublemaker.

The roof is designed to be left loose so that it lifts off and you can get inside. The rest of the jail could be glued to make it a little more solid, although it is designed in such a way as to not need glue. The chaps I spoke to on the stand at Derby suggested that you could actually leave them unglued and then dismantle the buildings after play so that they packed away into a small space for storage or portage.

From the front you can see the relative size of the models. These are Old West Foundry models, which are a little smaller than their new ones. Still very usable pieces though, with lots of character. You can see how much difference your basing technique will have on size of model compared to the doorways. Incidentally, the doors are held in place by a handful of tags which are sturdy enough to keep them in position, but which offer the option of clipping them out if you choose. Naturally I’d want a fully functional, opening door, really, and I’ll have to decide if that’s practical. I’m sure someone will work out how to magnetize them. People seem to magnetize everything these days.

Once you’ve dropped the roof back on you can position models up there. You even have a ladder in the kit for them to get up there with. The whole building kit has been carefully thought through, and it shows.

And once they’re up there they can pull it up so the can’t be got at đŸ™‚

Obviously these buildings are supposed to be painted, and I’ll get round to that. Not sure what the best approach is as this is my first HDF building. I don’t want to use so much water that it warps. Mind you, on the plus side, the building is pretty sturdy once it’s assembled, and if glued it will be even more so. Unless I stick it under the tap I doubt that I’ll have much problem with warpage.

I was going to sign off there, but then I heard sounds of raised voices coming from the jailhouse. It was hard to make out, though it seemed to be grim threats and pithy one-liners…

I crept closer and peered through the window. It was Sherriff Justice P. Goodbody, talking to his “guest”. There was an air of palpable tension (and clichĂ©s) in the air.

The I saw the troublemaker had a six-shooter – it was a jail break!

OK Sheriff. Go fer yer guns!

 

Posted in ACW, Old West, Terrain | 14 Comments

New Toys and Some Notes

Got a nice package from Forge World this morning. It was quicker than expected as I’d only ordered it on saturday and was told that the staff were mostly at the Games Day in Australia, so that’s good đŸ™‚

Other than that, just a quick post to say that I’ve not been able to organise a Dreadfleet scrap till saturday, but that we should be able to go through a few battles then. Just what it needs: a proper thrashing. Once that’s done I can tell you what I think of it with all the ships on the high seas at once, and the game in full effect. That review should be up on saturday or sunday depending on how long it gets.

Also, a warning that I’m going to be gradually shuffling things about. The way I was intending to do reviews hasn’t turned out to be what I’ve done. The ones I’ve written (posted or otherwise) are generally very long, so I’m going to reorganise things round here to accommodate that. Instead of posting separate articles as I’d planned, I’ll post them all as blog entries and then have index pages that let you find them easier once they’ve fallen off the front page. Tags are OK, but don’t allow me to comment on the relative value of posts. I would like Quirkworthy to be usable as a reference and resource for gamers as it builds up, and don’t see why old content should die (as old blog posts tend to). That was why I was doing separate articles, but I think this new approach will work better.

Posted in Random Thoughts | 8 Comments

Derby World Wargames – Games and Goodies

I thought that the Derby show this year was the best it’s been for some time. It had loads of interesting games to look at as well as a huge and varied selection of traders. I know a fair amount about gaming, but still managed to stumble on some new (to me) and really cool companies and products to expand my gaming horizons with. I’ll be looking at a couple of them and reviewing samples of their fine wares as soon as I can get them all written up. For the moment I’ll just show you the pile of swag I came back with.

Now, on with the games! Being overexcited I forgot to take notes, so the details of what’s going on may be fuzzy, but hopefully the pictures are sharp (see what I did there?) đŸ™‚

It’s an English convention, so there’s an English Civil War game (or three). There are also other periods such as this particularly pretty battle of Sedgemoor from the Monmouth Rebellion. It developed over two days and the fog (I think that’s what it was) in the background had gone on day 2. One army is deployed behind it and the other is marching into position from the bottom left corner of the picture above, and the top right of the one below. It was nice to see them deploy from march column as it’s something you see so rarely in games.

This is what they’re defending: a beautifully modelled town with a camp of scruffy soldiers on the outside (their tents are nice and clean though).

On a completely different scale of both table and model we had Baccus demoing a 6mm game. ACW I believe. Unfortunately he is conducting the cardinal sin of having rubbish obscuring an otherwise nice display.

And to show that it wasn’t all historical, here’s a fantasy skirmish demo. Their tagline made me smile đŸ™‚

It wouldn’t be a convention without Lutzen in one form or other. This is the 30YW version, all ready to kick off.

WWII was being re-fought in the open desert…

…and the clutter of NW Europe. This was a particularly nice table. Sadly a lot of my pictures came out blurry.

I did, however, stop trembling for this one. Very evocative.

Good grief! This post is going to be vast. Still loads more games to go. This was an enormous Celts vs Roman game of Hail Caesar by the Warlord Games chaps.

And another angle.

Warlord were also showcasing their Bolt Action WWII range with the complete opposite size of game.

Lest you think that SF was completely abandoned, here is a futuristic scrap. These chaps made all the models themselves in 3D and then had them 3D printed. Sounds like it’s a bit pricy at the moment, but it’s the coming thing. Give it a decade…

Aren’t you a bit small for a stormtrooper? More 6mm battles. I really liked the look of this game, in part because the units themselves looked so good. No tiny regiments of 5 models here…

…as you can see below. I do like the tiny model scales for that bird’s eye view of battle and the sense of masses of troops.

And here is another vast 6mm battle, this time I think it’s Towton. Now that looks like a real battle! Vast units.

Enough of the 6mm stuff. I know it’s not everyone’s cup of tea (though you can’t deny the grand sweep of battle it allows). There were more games there, and even ones I took decent photos of, but I think you get the idea. Loads of stuff going on. Actually, before I finish, there was one last game that particularly caught my eye as innovative:

I think this was the Society of Ancients being entertainingly crazy again (they do it so well). The game centred on a Carthaginian elephant, and the Roman velites that were attacking it circled round it. Looked fun, and reminded me of those games where you are all the crew of a WWII bomber and everything revolves around that as you do your mission.

So there you have it: games at Derby World Wargames 2011. There was lots more, and some will turn up with the reviews of their products, but before I go I have to show you one of my personal favourite bits. Ainsty have new pirate ships and they are lovely.

I left these ship photos bigger so you can see them up close.

Anyone for pirates?

Posted in Events, Pirates, Tabletop gaming | 16 Comments

Dreadfleet Review – First Game

Well I’ve given you my initial impressions on opening the box, and gone through building the ships. What happened when I got it on the table?

This is a review of the game rules and gameplay based on a single game of the first scenario which just uses one ship per side (though they are the flagships and there are also auxiliaries – small ships and monsters). I’ve arranged another game with all 10 ships in a few days and I’ll write that up too. Most of Dreadfleet’s scenarios play with more than one ship a side, so this was just to go through the rules and get our heads round it. Oh, and rather than stop when we should have done (when one ship has 8 damage on it) we carried on till one sank. Just call us bloodthirsty lunatics.

Components

The ships are the best bit, I think. The seascape is nice too and may see service elsewhere. However, I’m not sure how well it will do with heavier vessels such as Spartan’s resin ships or my old metal historical ones. The seascape is very thin and light, and rucks up easily if its snagged.

I had a problem with my rulebook’s binding breaking (so it’s been replaced), but other than that it’s a pretty volume. I personally like a lot of John Blanche’s art, and this book has loads of it in. It’s very colourful and the rules are laid out well. Each rule section is kept to a spread or two; each ship and captain is described on a single spread; each scenario is on a single spread. There is an index as well as a contents age, so finding stuff was pretty easy during play. The rules are written clearly enough for the most part. About half the book is rules and half background.

The turning widget does its job, and the ruler is useful too. The design allows it to be fixed at 45 degrees t give arcs as well as distance, which is very helpful and a nice touch. The dice are off white (apart from one red) and felt slightly cheaper than their normal fare, though they are just D6 after all so that’s hardly a problem.

There are several decks of cards as well as a card for each ship and a card for each order (for each player). Apart from orders and ship cards, the cards are quite small, though not overly so. My only quibble with the cards is that they feel a little thin. Given the amount of punishment they take in a game I’m not sure how long they will last.

Quick Run Through of the Rules

Dreadfleet’s rules are fairly simple and there’s nothing particularly innovative to amaze or confuse. This is not a bad thing, just a thing. The game uses several decks of cards as well as dice and is very random. This is a style of game design that evens the playing field so that less skilled players can beat highly proficient players just by being lucky. Whilst this is always possible in theory, the closer to the lucky end of the luck-skill scale you go the less advantage a skilled player has. If you want a serious game then this is bad. If you want a silly and unpredictable game, or feel like giving your 10 year old a chance without deliberately throwing the game, then it’s all good.

The turn is split into several phases:

Status: effects that are still in play (mostly Fate cards) are rolled for. Most turns had one or more random effects to roll for.

Fate: both players draw and immediately resolve a Fate card. More random stuff, some of which was extremely potent. This also changes the wind direction and strength.

Action: players take turns doing stuff with their ships, one at a time. I use a ship, you use a ship, I use a ship, etc.

End: check to see if anybody’s won.

 

 

Status phases at the start of the game are quick, and as the game goes on more and more cards build up that need to be checked every turn. This is often roll a dice to see if it happens or goes away, then resolve the effect or not depending on the roll.

Fate phases produce random events that do things to one of the ships, usually bad, but occasionally useful.

The End phase is a nothing of a phase.

The Action phase is where the game really happens. When it’s your turn you pick a ship and then do the following steps in order:

Orders: the big ships with named captains (5 on each side) can try to issue an order. Make a command check (beat a score on 1D6) to do the order. 3 of the 5 modify movement; one is Repair; the last is sort of overwatch (get to shoot back if you are attacked).

Movement: Move and turn. If the wind is in your face you go slower, if behind you then it’s a boost. Turning is only allowed after a straight move of a set distance or more depending on your ship type. All normal stuff for naval games.

Broadside: a 90 degree arc to either flank, so pretty generous shooting opportunities. You can even carry on doing this whilst boarding people. Each ship has a Broadside value. Roll this number of dice and try to get 4+, 5+ or 6 depending on range (in 6 inch bands). A ship’s first broadside in the game gets it +1, and raking a ship (firing longways down it) gets a +1. That’s it for modifiers apart from odd things on Fate cards. If you hit the the target gets to roll for its armour save. Any unsaved hits get you a damage card to resolve. Damage cards are usually just a single loss of crew, speed, hull strength or some more problematical special or status effect. cards sit under the ship until it is repaired or the ship sinks.

Boarding: if you touch an enemy ship your movement stops and you have to fight a boarding action. A turn of boarding starts with a duel between captains. They roll their Swashbuckling number of dice, aiming for a 5+ on each to get a number of victories. The captain with the most victories wounds his opponent. In a draw both are wounded. Penalties apply to each step and after 4 wounds a captain retires to his bunk. His ship continues but he is no longer in play.

Once the captains have had their fun the crew have a go. This is the same process as with captains, but they use the remaining crew as a number of dice to roll and the loser takes the difference in damage for the ship, not just 1.

How Our Game Went

In the first scenario you start in opposite corners of the table with all the islands in the middle (in the way). I drew a Fate card that put a sea monster on the table, and I chose to place it directly in front of his ship. This meant that he couldn’t avoid hitting it. As he was playing Count Noctilis, he is able to control monsters in stead of using an order, so he tried this. When he passed the test he didn’t have to fight it, but after my turn we realised that he couldn’t do anything with the monster. The little ships and all monsters count as “auxiliaries”. This is a sub-type of warship that is the same as the big ones with a few exceptions. One of these stops it breaking off from such collisions. I re-read the rules several times looking for a way out, but it seems pretty clear. The sea monster couldn’t move, and the Reaver couldn’t sail through it. The Reaver could have tried to break off, but I’d just have moved the thing in again as I’d have got to act with it. In the end he got rid of it by fighting boarding actions against it. The I picked another monster on a Fate card and did exactly the same thing with that too, just before the first one died. Seemed rude not to.

While he was thrashing about with the sea monsters, having moved all of 1 inch in several turns, I had to sail across the whole board to get him in range. Sympathy please, gentlemen.

In the photo below my ship is just visible on the far left. The Reaver is off shot to the right.

Anyway, after I sailed across the whole board, we ended up fighting the battle pretty much in the corner where he started. I managed to open up with a raking shot and did some more damage to add to the lumps bitten out of him by the monsters. As he killed the second one and finally looked like making headway towards me the honours were not at all even. As you can see, he’s got 7 damage cards and I’ve got none. In the scenario you’re supposed to end when one ship has 8. I had taken some damage from all the fate cards that were thrown at me, but I’d been able to save or repair all of it. The Reaver, on the other hand, was holed below the waterliine and on fire.

We carried on after the point we should have stopped as we were learning, and putting the ships away doesn’t teach you much about the game. I pulled across his bows, firing more raking shots down the length of the Reaver, but mainly because I’d drawn a fate card that allowed me to turn the little cog auxilliary I carried into a bomb ship! That sounded too good to be true, so I weighed anchor to launch it safely. Then the Reaver rammed into my side, and we were off on a Boarding frenzy. For a number of reasons, we never managed to disentangle ourselves.

To start with we were happy fighting, and by the time we wanted to break free we were too scuppered to make it work. At this point the Reaver got pretty lucky and managed to avoid almost all of the extra damage it should have taken from the waterline damage and fires. My ship, on the other hand, was taking damage like it was going out of fashion. I was, at several points, a single card away from sinking. As the fight went on, both captains went out of action. Then, finally, I managed to sink the Reaver. We were both very battered. So battered, in fact, that when the Reaver finally went down the two ships had something like 33 of the 55 available damage cards between them. I do wonder whether there are enough for the other 8 ships in the game. The final state of the ships was as follows:

Thoughts

Pro: it was fairly entertaining.

Pro: I think the ship models are nice and will paint up well.

Pro: everything you need to play is in the box. We used nothing else and were fine. Even the plastic ruler did the job.

Con: The game is a massive space hog. The boards the seascape is laid out on are 6×4 foot exactly. You can see that there’s not much room left and this was with only 2 of the 10 ships. We both thought that all 10 ships were going to be a bit cramped. Nor can you push the edge of the map off to make more card space as you need the yellow edge to track the wind direction.

Con: the wind moved about so much that you couldn’t really plan your movements with any confidence. Again, the random nature of the game.

Con: the random events will become repetitive fairly quickly. The card decks are fairly small and cycle quickly. You draw so many you’ll see all the cards again and again.

Con: the cards are not terribly sturdy and I question whether they’ll stand up to repeated play. The rules require you to go through the decks repeatedly. Much shuffling is needed; more with more ships.

Note: In case anyone has not realised, this is a miniatures game, not a board game. It just happens to come in a box.

Note: random, random, random. Whilst skill will still come through, you will find yourself winning and losing through blind luck more than you may be used to. Whether this is a good thing or a bad one depends on your preference.

Note: mind the mat rucking up. I assembled everything with clippers alone to see if I could. Before my bigger game I want to clean up the underneath of the bases so that the tiny, sharp little remainders don’t catch on the fabric and drag it along (as it did occasionally this time).

Summary

At present, it seems to me like an OK game, but not a great one. I’m not convinced it is worth the price. I was going to get a second copy to keep for trading, but I’ve cancelled this. It is not a sufficiently good game to be tempting collectors with in the future.

I’m not yet convinced that it’s worth the effort of painting the models. There’s lots to do and as they’re all different it’ll take longer than painting coherent fleets. However, it would look loads better with painted fleets and they would be fun to do. After we’ve played a game or two at the full size (if we can fit it on the table) then I’ll decide. I expect I will probably keep it for the moment and see if I get more use out of it.

Posted in Dreadfleet | 46 Comments

Dreadfleet Rulebook – Binding Problems

The Dreadfleet rulebook is section stitched and perfect bound, which is an entirely reasonable way to produce it. Stitching the sections is much better than not and is normal for GW (which is a good thing).

Unfortunately my copy of the DF rulebook was starting to come apart after a quick skim through the rules (which is about half the book). Not good. It’s hard to really see on the photo, but the first section has cracked away from the rest. I thought, if this is what happens after an hour or less reading, how many bits would it be in after a couple of games flicking back and forth to find stuff?

I hope that the rest of you don’t have this issue. However, if you do then do what I did and just take it back in to your nearest GW store. They were almost as unhappy as I was about it and immediately opened another box and swapped mine for a new one. I’m hoping this was a fluke as it doesn’t reflect well on a £70 product.

So, a fair result in the end. Well, let’s hope it’s the end.

Posted in Dreadfleet | 25 Comments

Dreadfleet – Building the Ships

Well here they are: all 10 ships assembled in a push-fit manner. No glue used at all. There is one bit I haven’t assembled as I’m not sure I’ll be able to get it apart again to clean and assemble it properly. Still, it would go together if I wasn’t bothered about that. My choice, not the kit’s fault.

So how was the assembly process? On the whole, not too bad. There are only a couple of pitfalls to avoid.

  • Be careful clipping stuff off the sprues. There are lots of connecting lugs and so on, and not all of them are obvious from both sides. If in doubt have a look at the other side before you snip. I made only one mistake but luckily it’s not really noticeable.
  • Some of the bits are quite delicate before they’re assembled. Once in place they’re usually OK, you just have to be a little careful when applying pressure to assemble them.
  • If you want to do a nice paint job on them you may want to paint some bits of them (especially the partly exposed interiors) before you put them together. If I decide to paint mine I will do so as several sub-assemblies (masts and sails, hull, and so on).

And a few suggestions that might make life easier if you’re not used to this sort of thing.

  • Use the sides of the box as reference. This is where the assembly diagrams are, and they do help. I also did this in front of a computer so I could use the 360 degree animated shots on the GW website (look in the slideshow of pictures under the box photo). Occasionally these were very useful to see exactly how a piece fitted.
  • Only clip off the bits you need for the ship you’re making at the moment. Each ship has a different code letter, and all the bits for each ship have a letter next to them on the sprue. Some of the bits for different ships look similar (masts and sails, for example) and though you can always work out which is which if you look closely it’s easier if you don’t have to.
  • Start with the simple ships and get the hang of the way they’ve designed them. The two flagships, the Araby one (with the fire and air djinn), the floating ghost ship, and that blasted Skaven dead fish thing were the ones I found most awkward. I ended up leaving the upper gun decks on the Skaven one loose as I can’t see how they’re supposed to stay in place without glue.
  • As with all modelling and painting, take it slowly and carefully and take a break if you get annoyed.

There are quite a few opportunities for swearage in assembling this without glue. This is especially true of the ships that have to balance several bits in place while pushing the two halves together. The Heldenhammer wins the prize for this, though it was a close run thing with the floaty undead ship. Note that this may not be as bad if you’re gluing them.

On the plus side, the models are nicely made and have clearly been thought about carefully. I was stopped from assembling things incorrectly a couple of times because of the way the pieces had been designed. They fit together nicely the right way and not at all the wrong way. Hat’s off to GW on that count.

The detail is very good and quite extensive. Lots to pick out with a paint brush. I particularly like the individual bases, many of which also have characterful little details on them. Sometimes this really lifts a model. The Dwarf ship, for example, looked rather lumpen and drab to me in the product shots, but when you see it for real there’s an airship hanger inside it, which is cool đŸ™‚

All told, it’s a very nice set of ships for the Warhammer High Seas (as they say).

Posted in Dreadfleet | 18 Comments

A Busy Day Of Gaming

After spending a couple of hours assembling ships for Dreadfleet, I had another trip to Derby for the second day of Derby World Wargames. I then rushed back just in time to have my first game of Dreadfleet. Been a busy day.

I’ll be posting up some comments on the assembly in a moment, then the event pics and finally a run through of the first game and my thoughts on that (or perhaps I’ll do the last two the other way round) in the next day or so. Suffice to say that DF is not without its issues, in both component quality and game terms.

Posted in Random Thoughts | 4 Comments

Derby World Wargames – Saturday

Another weekend, another event! This weekend it’s Derby World Wargames, at Derby University in the UK. This used to be called the Old Glory Nationals, and to veterans like me that’s what it’s still referred to as. In fact, as I never bought any models from Old Glory, when I use the phrase I tend to mean this event. Anyway, I’ve got a load of photos to sort through and will post a more organised commentary in a day or two. There’s not time tonight as I’ve got to assemble the ships and learn the rules for Dreadfleet. I’m playing it tomorrow. But back to the show…

We got there just before the traders were finished setting up so wandered about looking at the games. This one caught my eye: the raking light of the early morning sun catching the pennons of the lancers as they prepared for battle đŸ™‚

This is a 2 day event so if you have a chance to pop down tomorrow you could still attend. It’s been a great day today and the atmosphere has been very cheery and full of smiles. It’s quite a big event – the photo at the top shows less than a fifth of the floor area. There are loads of nice display games, a few intriguing participation games and loads and loads of traders, some with shiny new toys. More of that later đŸ˜‰

I also met up with Frontlinegamer – always good to put a face to a name.

Posted in Events, Tabletop gaming | 17 Comments