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?) 🙂

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 🙂

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 🙂

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 🙂

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 😉

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

Posted in Events, Tabletop gaming | 17 Comments

Dreadfleet – a Few Photos

I seem to have acquired a copy of Dreadfleet, and thought you might like to see some photos of the sprues close up. There’s already a bunch of pictures on GW’s own site showing the whole sprues, so I’ll try not to repeat all that. Photos are intentionally left larger than usual because the detail is the point. More commentary when I’m less asleep 🙂

Firstly, the box is big and (4 inches) deep, very full and fairly heavy. You aren’t buying a load of air.

First out is the deep sprue of islands, and it wouldn’t be GW if some of them weren’t made of giant skulls 🙂Others include this very nice fortress.

The ruler you can see at the top of the shot above comes in three bits and clips together. The odd flat bit in the lower right looks like the back of a turning widgets for sailing round corners.

Then we get into the ships. The sails all have raised detail to help you paint the fancy designs.

More sail details.

This is what happens when you turn a mechanical kraken inside out.

And some nice detail on the inside of the Dwarf ship.

Ghostly apparitions rising from the waves. There are a bunch of these little pieces that presumably complement the ships in some way. I’ll find out when I read the rules, no doubt. Look cool though.

And a splendid ghost ship.

Each ship comes with a specially made base covered in yet more detail.

And now, as I’ve taken all the plastics out of the box, I can finally get some help from my beautiful assistant, Mojo. He thinks there’s something lurking under this sheet of card, and as it happens he’s right.

The sea mat comes in its own bag and is very thin. This shouldn’t harm its usability and it might even help it stay uncreased.

Finally we have the rulebook, cards and a handy bag of ziplocks to keep the bits in. Always a good idea.

As a picture is worth a thousand words this post has already been very long, so I’ll leave you there. A quick first look, and it’s looking pretty good so far.

Posted in Board Gaming, Dreadfleet, Tabletop gaming | 15 Comments

Bushido – Revised Rules

I’ve just noticed that the Bushido Quick Start rules have been updated to address the many niggling issues with the first version. At a glance they seem to have sorted the obvious errors, and it looks vastly improved now. If you haven’t seen it then you should check it out. The pdf is free to download. Proxy some figures and give it a whirl!

Bushido is something I’m looking forward to playing a lot more. I’ve had a couple of games so far and was running a mate through the basics yesterday and he seems convinced too. It’s a small skirmish game with a fantasy Oriental setting that mixes mostly Japanese and a little Chinese folklore. They’ve got some lovely models and as it plays on a very small (2 foot square) table you can afford to go to town on the scenery too. You could, for example, get something from Oshiro. I haven’t seen their models up close, but they look pretty online and they’re on my (endless) shopping list 🙂

I’ll do a proper review in due course. This is really just a huzzah! that they’ve updated the rules, which was my only real gripe.

 

Posted in Tabletop gaming | 8 Comments

Whistling a Happy Tune…

Today I have a question rather than a vast screed for you to wade through. Do you listen to music while you game, and if so what is it?

When I play games I like to do so with a soundtrack. If the game is of a particular historical period then I’ll try to find something appropriate, and this is pretty easy for the last century. Before that you have to look about a bit more, though there are increasing numbers of little groups playing period pieces with period instruments who are worth looking out for.

I remember being given a tape to review once. It was music specifically written to role-play to (in 2 volumes). I never did write the review, but I did listen to it a few times. It was very strange. You’d hear the first few lines, but then the next thing you’d notice was the tape machine clicking off half an hour later. It was so perfect as background music that it was completely unnoticeable. I could never decide whether that was good or bad, but I didn’t really see much point in it.

So what do you listen to? Does it depend on where you are, what you’re playing or who you’re with?

I’m not thinking of starting a gamers’ record label here, just curious.

Posted in Random Thoughts | 37 Comments

Tabletop Wargaming is a Nice, Inexpensive Hobby

I always start with the assumption that everyone has a hobby. It doesn’t matter what it is, but it’s there. maybe you collect ceramic thimbles, perhaps you race dogs, fly model planes, follow your football team around the country: the details are unimportant (for this). Everyone has a hobby.

Everyone also has a limited amount of money to fund this hobby, once they’ve paid the bills and accounted for the boring stuff we all have to. In one sense, whether a hobby is expensive or not is really just comparing what your budget is to what you need/want to pursue it. When a gamer (someone who has this hobby) says it’s too expensive, they mean they want to buy stuff they can’t afford. When a parent says their child’s hobby is expensive it’s the same thing: cost exceeds budget. But is gaming expensive when compared to other hobbies? I don’t think so.

What do we compare it to? Well what constitutes a hobby varies depending on who you ask, but fishing generally comes out near or at the top, and I think we can agree that this fits the bill. Going out to the theatre might be a different kind of hobby we could look at.

Theatre-going is relatively simple, so I’ll look at that first. Going to a performance that lasts an evening costs quite a bit. You’ve got to get there, buy the ticket, maybe buy a programme, some refreshments, and so on. Using the local theatres as a reference point, this could come to £30 without trying hard (£20 for a ticket, £5 for travel/parking and £5 for programme and/or refreshments). I’ve deliberately erred on the side of inexpensive here, though you could, of course, cut even more corners. When you’ve finished, you have nothing left except possibly a programme for the bookshelf. So, £30 for an evening’s entertainment.

With fishing I’m on slightly shakier ground as I don’t know all the costs, but I’ve looked at some local shops so let’s make a start. You need the tackle. A rod for £100+, reel at £50+, net, chair, bait box, hooks, bait… the list is not short. I suppose a stick, some string and a bent pin are the minimum requirement, but nobody seems to struggle along with that. I used to walk along the canal to work. On a saturday morning there were often fishing competitions, with a chap every few yards. Each had a chair that made Captain Kirk’s command throne look like a wobbly stool. Not only were these grand seats comfy, they had all manner of boxes with compartments that folded out, and popped up, containing wriggly things in every colour of the rainbow. Beside them were (typically) a collection of several rods and several more nets, with a trolley to get it all back to the car. The fellow himself was invariably wearing attire that told the others he knew what he was about. I’m told that fishing also needs licenses and suchlike paid-for permissions, adding to the expense. Whilst there may be a few who make do with the bent pin on some string I mentioned earlier, it seems that most of the fishermen I’ve seen on the canal would get little change from £500 for their kit, and many have spent a great deal more. A single reel or rod can cost that much on its own.

In some ways (none of which are illustrated above) fishing seems like gaming. There is a high initial investment, and then a continual trickle of expense, but in the main you could sail along and game or fish for years with what you had. Of course, anyone who can buy new toys for themselves will generally do so, but you don’t have to.

Comparing gaming to either of these makes me think that gaming is pretty reasonable. A Dystopian War starter fleet and rule book will cost you £45, and you’ll get more than one evening’s entertainment from it and even if you don’t then you have a tangible object you could stick on Ebay and get half your money back. This makes gaming look pretty cheap compared to going to the theatre.

A new 40K army, bought from scratch, will cost a lot more. The most common army is Space Marines. Let’s say the Black Reach box and a Battleforce for about £100 (a bit more if you buy it direct, less if you raid Ebay). Then there are paints, glue and various tools, so let’s say another £50 to give you a nice little starter force. At £150 it has to be 5 evenings’ entertainment to equal theatres, and this sounds like no problem. It’ll probably be many more, even if you don’t count the modelling and painting (which you should). So even “expensive” GW games are not that pricey. How this compares to fishing depends on how much time you spend, but one day a week would be about the most an average fisherman would make at a guess, and probably not all year round. Gaming might be an evening or sometimes two a week, but it’s all year round. I would estimate a similar average of time spent between the two. Going back to the costs then, I’d say that gaming doesn’t come pout badly against fishing.

Of course, all this is fraught with generalisations, but you can see what I mean. Much as we might like to complain about the costs of this model or that game, in the end we get many hours of fun from a relatively small outlay.

Posted in Random Thoughts, The Business of Games | 49 Comments