tag:blogger.com,1999:blog-83940749632154628222024-03-15T18:09:29.689-07:00Delta Vector28mm/15mm Miniatures Gaming
Game Design; In-depth Rules Reviews; Game Discussion Google GroupevilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger656125tag:blogger.com,1999:blog-8394074963215462822.post-81670182056081293122024-02-20T01:55:00.000-08:002024-02-20T01:55:01.999-08:00Reasons to Avoid Games/When to Abandon a Project<p>This blog originally started as a place to stick rules reviews as I was "the guy with all the rules" and I got tired of repeating myself explaining what they were like. I did quite a few reviews - about ~150 or so I'd say. As my aim was saving my mates money, I tended to be more critical than say youtubers who may have partners/sponsors/freebies (or just are more charitable folk). </p><p>As I've sorted my shed (and cleared ~800 of my mini paint backlog) I've noticed a lot of games I've barely played, or minis I'm reluctant to paint, or projects I've abandoned. </p><p>I've made an excel page with column tickboxes for minis/gaming projects:<br /><i><b>Have I bought all the minis needed to play? Have I painted the minis? Have I got terrain? Have I got rules I enjoy? Have I played the game? What is the cost to complete this project?<br /></b></i></p><p>The stage I get "stuck" in various projects is quite telling. It shows where the 'barriers' are.<br /></p><p>I've been thinking about things that instantly turn me off a game. These are preferences, which will vary. What is a turn-off to me, may be a selling point to someone else. For example, <i>En garde</i> was too slow for me - while recognizing it as a good game for <i>others</i>. My younger self would have quite enjoyed it.</p><p><i><b>So this post is about spotting projects likely to fail early, before we waste too much $ or time. Or identifying minis and half completed projects that need to be sold on. What are my "barriers?" </b></i><br /></p><p><b>The Minis</b></p><p>Now, the toys are probably the real reason we wargame. Some minis are tied strongly to their fluff/background/IP though; there is no rule saying you MUST use x models for y rules - though many companies would like it to be that way. However some people just feel they 'must' use the 'official' minis and it pains them to do otherwise. Or they just like the convenience - you don't even need to deliberate over a paint scheme - you're told how and there are tutorials showing you precisely how. <span style="font-size: x-small;">I feel that's about as fun as doing those colouring-in books designed for adults....</span> </p><p>This could be the design or quality. I love <i>Battletech </i>but my models look like they've been carved from a bar of soap and aren't much fun to paint or play with. I like the steampunk-with-magic aesthetic and chunky easy-to-paint models of <i>Warmachine</i> which I bought despite hating the rules (also due to its popularity). I like the<i> idea</i> of a post-apocalytic wargames, but dislike the gimp suit/bondage/grimy/spikes/leather design aesthetic that tend to be attached to many such products. </p><p>Resin models can be very hit or miss - if a miniature line is 100% resin I will simply avoid it, both for sculpt quality and fragility as a gaming piece. If I'm scared to drybrush a model because I'll break it - it's worthless. Metal or plastic is far superior unless it's only for display. I love my Black Scorpion pirates and cowboys, and would love to add to my collections - if only they still cast in metal. I like <i>Carnevale's</i> sculpts but won't be buying their dodgy resin unless on a vast discount.<br /></p><p>I find painting MESBG soothing; they are simple and realistically proportioned (no potato heads, banana fists or bulging boobs/biceps) without being as small and fiddly as <i>Infinity</i> - which are far better sculpts but also stressful to paint/game with. <br /></p><p>There is a certain size, for me, where models become meaningless, uninteresting Risk pieces. I like the <i>idea </i>(and cost) of 1:300 tanks but they are just too tiny. 1:600 scale is OK for a modern jet, but a WW2 fighter is too tiny (a F-15 is the same size as a B-17, btw!). I think the <i>Cruel Seas</i> rules are meh but the Warlord's upscaled 1:300 coastal forces are way cooler than the minute 1:1200 ones I previously owned.</p><p><i><b>Are the minis nice quality and attractive? Are they fun/easy to paint? Do you need an official line of minis? Do you like scratch building/proxying? Do you even have rules for these minis?</b></i><br /></p><p><b>The Lore/Background</b></p><p>"Lore" ties in with miniatures as the shiny, initial attractor. The
rules might be amazing (or suck) but most times you wouldn't even open
the rules unless you saw cool minis or pictures.</p><p>I'm not interested in Napoleonics a la Waterloo. It's just red shirt guys in rows, shooting at identical blue or white shirt guys. The wargaming aspect tends towards mass battle games, which means I'm going to hate painting minis which are just hitpoints of a larger whole. </p><p>French Indian Wars? Fighting skirmishes in primeval forests, with canoes, Indian ambushes and remote forts in the wilderness - I'm all for it. <span style="font-size: x-small;">(OK, I did add dinosaurs to my French Indian Wars, so sue me)</span> I like the Mordhiem gritty lore and background - but Age of Sigmar leaves me cold. </p><p>In a recent design post, I discussed how too much lore can stifle creativity. You don't <i>need</i> much - I know someone who who did not read <i>any</i> of <i>Carnevale's</i> 150 pages of lore, yet is making their own Venice-with-assassins-pirates-magic based on a 30 second flick through the cover art and a quick look at some of my half-painted minis. I'm not interested in <i>Star Wars</i> as I feel I "have" to paint minis and create forces/scenarios a particular way because of the exhaustively detailed background which I already know "too much" about thanks to my kids. It can kinda pigeonhole your minis. A storm trooper tends to be viewed by others as a storm trooper, even if he battles medieval knights and dinosaurs...<br /></p><p>Basically - even if the game and minis are great, I'm just never going to paint 100 Napoleonics. It's just not 'my thing.' That project with 1:300 interwar tanks? Should probably be bequeathed to my son who likes hordes of little vehicles. I'll probably never start <i>Warcrow</i> as it's just another generic fantasy elves/humans/dwarves. I also don't need too much background info. If I know all 22 Space Marine legions, how can I create my own? I would be fine with say:</p><p><i>"It's 1947 and WW2 has continued on. Britain has warlocks, Germany has vampires and zombies, Russia has mutants, USA has aliens and robots." </i> ..and a bunch of art and minis and I'd be set.<br /></p><p><i><b>Do you need detailed lore? Is the background the sort of thing you like? Is there too much lore?</b></i><br /></p><p><b>Initial Impressions</b></p><p>I've found in both wargames and PC games, if I don't enjoy the rules/game the first few times, I seldom suddenly change my mind. Sometimes folk say "you just need to play it 4-5 times, then the rules will 'click.' Nah. It's a sunk cost fallacy. I don't owe them more of my time. If you went on a few dates and found the person unpleasant each time,
you don't 'owe' it to them to go on half a dozen more dates. It's like when you have to play 200hours to Level 75 before a MMO is 'fun.' </p><p>Nah. I already bought the rules/minis. I've got limited hobby time. In PC games, reinstalling a game is the press of a button. I tend to reinstall and try PC games once a year or so, to see if my initial impressions were wrong. (I think I've changed my mind about 5% of the time, and it usually because another better game was sidelining a merely good game at the time). Retrying a wargame, however, takes a bit more effort. It's OK not to like things others like. Sometimes a thing is fun for others, just not for you. And that's OK. No one needs to be offended on the designers behalf. <br /></p><p><b>The Rules</b><br /></p><p>Kinda a big one. Some games just seem unintuitive or unenjoyable. I remember the edition-but-last (2018?) of <i>Kill Team</i> having an insane amount of rolls and re-rolls to resolve combat. It just seemed clunky, and had odd inconsistent choices like alternate models moving, but an entire force shooting, then the other force shooting (or the other way round). </p><p>Other times they trigger pet peeves. There's the western game where you place a card next to models you activate. I don't care how 'western' the playing card is, it's a bunch of cards laying about cluttering my table. Or the infamous hitpoints. Nothing like a human with 20 hitpoints who loses 19 hitpoints to a series of axe blows then dies to a 1hp rabbit bite the next turn. Unnecessary recording AND a little odd. <span style="font-size: x-small;">(Any clutter and recording tends to get a sceptical look).</span><br /></p><p>Ore even the gameplay not matching the 'feel' of the game - a zooming jet dogfight where you laboriously record moves and consult maneuver charts. </p><p>If the models and terrain (cool toys) are the graphics, the rules are the interface, the mechanics, the game engine, the controls (to use PC gaming terms). A game can have poor graphics and still be fun (I mean, popular boardgames often have rather lame 'graphics' and toys.) But if the game itself (rules) are unfun.... the models will quickly become shelf queens for display only. Or - if you are lucky - they can be co opted for a better game.</p><p><b><i>Do you have to fight the rules to have fun? Do you play </i>in spite<i> of the rules?</i></b><br /></p><p><b>Cost (Time/$$$)</b></p><p>I have a short attention span, and while I enjoy painting, a project that requires a complete new table of terrain (even if it's free, converted pizza boxes) is investing a few afternoons of my limited free time. Likewise, if a game requires 100 minis per side, it's more of a time investment than one that is 10 minis per side. This goes double (literally) if you are painting/supplying both sides in a newish/indie game (you are the local 'early adopter'). </p><p>I tend to avoid rank and file games for that reason - you are painting 100 minis just to get 5 units. Basically you are paying/painting glorified hit markers that look cool. In contrast; a skirmish game you paint 5 minis and get 5 independently maneuvering units. And can be playing that afternoon, not next month. In my dotage, I'm not even so keen on 40K-ish scale games anymore (you know, 5-10 minis clumped together in a loose unit, ~30-40 models and a few vehicles). There's a few games (SLUDGE, that Weird War I one that just came out) I've recently looked at and gone 'cool theme, but I'm not painting 100 minis on the off chance I'd like it.'</p><p>Likewise terrain - if I have to spend two weekends making terrain, it's also a potential barrier to play. My lack of appealing sci fi terrain is hampering a few projects at the moment.<br /></p><p>Then there is literal cost. I'm pretty certain I'd both like to paint (and play) GW's sadly defunct <i>Titanicus</i>. The rules and gameplay looked like something I'd enjoy, and the minis are epic. But I just can't shell out $150-200 for a single model. $300 for a starter box is a lot to 'test the waters.' A $90 rulebook is a lot for something I don't even know I'll like. <i>Warhammer Total War</i> on PC cost me $25. Dozens of armies. A campaign. Don't even need an opponent. I wonder how Old World will stack up to that?</p><p>I'd like to support smaller boutique creators but base cost+P&P is often prohibitive. A copy of the <i>Spectre</i> rules would cost me $50+$50 P&P, with individual resin-printed minis that make GW look benevolent. Whilst I get why they are that way, PDFs seem to be insanely overpriced as 'limited print runs' and 'economy of scale' don't seem to apply. I remember paying $35 for a <i>Killwager </i>PDF then discovering I needed a $25 army book to play. Wtf. It's a fricking electronic file - using GW tactics.</p><p><b><i>How much time and money to get going in the game? What is the time/$ "investment"?</i></b></p><p><b><i>Obviously this is toys we're talking about, and <u>very</u> subjective - but it can be compared to other wargames (maybe even boardgames, PC games) ....I ask myself: "</i></b><i>Is Titanicus really worth $500 that could be spent trying 3 other wargames.... or 10 $50 PC games??</i><br /></p><p>I'm trying to kinda 'codify' my thoughts as to how avoid getting bogged in needless projects - how to best spend my gaming time/$$$ - and when to move on. I now even have a 'projected projects' Excel sheet with potential buy-in and time costs, and similarity to other games I like/have played, and even things like if models can be used for other projects (i.e. my recent pack of 60 Victrix vikings are used as Dunlendings<i> and</i> to battle ice zombies in the Second Ice Age). I don't think I've randomly bought a mini in years.<br /></p><p><i><b>When do you know when to cut your losses?</b></i></p><p><i><b>How do you know when a game is not for you?</b></i></p><p><i><b>Do you have a 'system?' or is it just impulse buy?<br /></b></i></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com30tag:blogger.com,1999:blog-8394074963215462822.post-44662497924496719262024-01-25T17:15:00.000-08:002024-01-25T17:15:58.069-08:00Game Design #104: Start Small, Keep it Tight<p>I often try indie games and wonder "my goodness, how much has this been playtested?"<br /></p><p><i>Logically, the answer will be "not much." </i></p><p>I mean, do you really think 'part time designer dad' has playtested each of the 70 special rules in his game? How many campaigns would he have played through from start to finish? </p><p>In fact, how many games has he played, period - with a circle outside (even inside) of his/her own group of friends who may already have a shared expectation/knowledge of the game. In some cases, I'd be surprised if it was more than half a dozen.<br /></p><p><b>Keep it tight. Stay focussed. Start small, expand <i>later. <br /></i></b></p><p><b><i>Example: Necropolis.</i></b> It's a game where undead battle in spooky locales. It has a clear size limit (1-8 models) it has a clear theme. It plays on a small board. It has only ~5? warband types - which draw from the same ~10 base archtypes. The factions share similar traits, but just have access to different ones. There are 3 schools of magic, with 5 spells each. </p><p>There is plenty of variety available, but the rules are pretty focussed and specific. It would be possible to to playtest quite a big range of combinations, given the small scale, 8-a-side nature of games. It's available from a Discord which by its nature tends to encourage chat/communication amongst players/testers. <br /></p><p>You could see it expanding in the future, with extra spells, warbands and character archetypes, but it can build on a small, established, well-tested base. (I have no idea if it has, but it <i>could</i>)<br /></p><p>It does not attempt to be a mass battle game and a skirmish game at the same time. It does not attempt to bridge genres. It just does one thing. Small scale, undead skirmish. It does not have 101 unique special rules for each mini and faction. Instead, all factions <i>share</i> a <i>limited</i> pool of special rules; with differentiation/flavour given by <i>denying</i> factions access to certain magic - not inventing their own unique special rules in an appendix somewhere.</p><p>It uses archetypes with examples of the minis you could use i.e. a "Revenant" might be a dessicated knight, a barrow monarch, a spectral martyr - it uses <i>less/shared rules</i> to cover <i>multiple ideas/concepts</i>.</p><p>The rules are pretty chaotically laid out, so the actual rules - about ~10 pages of 'how to play' are scattered through the book; but the whole shebang (campaign rules, traits, spells, etc) comes to ~50 pages. So it's not too onerous to have skim through to see if you want to try it.<br /></p><p>While Necropolis, thematic as it is, isn't my 'thing' <span style="font-size: x-small;">(also ugh, hitpoints)</span> I'd be confident that if/when it released it, at least <i>could</i> have been properly tested. It seems to have started with a reasonable scope/clear focus. I'd say this is a good example of a narrow, limited focus which is eminently 'testable.'<br /></p><p><b>Campaigns are <strike>hard </strike>impossible? to balance.</b> There are so many branching variables. I've spent a few blog posts agonizing over how to prevent things 'snowballing' i.e. the inevitable increasing gap between winner and losers. But I think I've ceased to care as much, as long as it isn't egregrious. I mean, a campaign that penalizes losers and rewards winners will naturally increase the gap between the have and have nots, but excessive penalties/rewards should be obvious just by reading the rules. <span style="font-size: x-small;">I.e. I recall in MESBG's Battle Companies, hobbit warbands get a 6-point hobbit as a casualty replacement, when the army of the dead warbands get a 12-point replacement. Wow, I wonder how that will go over a long campaign, when one warband gets a stream of reinforcements twice as good as a rival?</span><br /></p><p> But I reckon 90% of issues can be solved with having a clear campaign length (5-6 games), avoiding excessive penalties/punishments for win vs loss, and just not playing with assholes. The main issue with campaigns is:<br /><br /><i><b>Campaigns make is more obvious who players 'are'. It magnifies their personalities. <br /></b></i></p><p>A competitive jerk who camps all game hiding and sniping your men and not trying for the objective? He may be glossed over if it is a one-off game - but if everyone has to play him over dozens of games, as he uses campaign bonuses to min-max his army to make his camping strat even more unpleasant? <i>Yeah. </i></p><p>A player who likes fluff and background will certainly take the opportunity to lovingly individualise, kitbash and customize each of his models and give them their own backstory for the campaign. Again, may not matter as much in a one-off game (and he probably won't go to the same effort): but in a campaign, lovingly kitbashed Wizard Uhtred the One Legged can be sniped by the competitive asshole in Turn 1 and he is gone for the rest of the campaign.<i> Ouch.</i><br /></p><p><b>Start small, start simple<br /></b></p><p>A bit like background fluff, an indie game designer may be best served <b>keeping things minimal.</b> Tossing every cool idea/army/special rule in <i>at the start </i>makes things very difficult to playtest. </p><p>I do science with teenagers and we always start with very simple experiments and change only one variable at a time.<b> Start simple, add minimal extras.</b> Make sure the core works. I know there are all these cool ideas, factions, weapons you have - but do we need them all right from the start? Make sure infantry rules work first, <i>then</i> add vehicles.<b> Avoid adding 'all the things.'</b><br /></p><p>Tangentially, <b>a very dense complex 'alpha' rulebook makes it less likely a playtester will bother to meaningfully engage with the rules.</b> Speaking personally, I'm far more willing to try a simple alpha concept of 10 pages, than a 120-page magnum opus which has never actually been tested. Why should I spend hours reading something you probably haven't even tested properly yourself? It's like a little kid handing in a story they wrote but haven't even proofread themselves to see if it makes sense.<br /></p><p><b>Stay focussed</b><br /></p><p>Keep the game focussed. Was the sci fi space hulk game <i>meant</i> to have vehicles? Was the game originally <i>meant</i> to have 30 per side? Or did you originally intend for it to be only 10v10? Do you <i>need</i> to start with all 10 factions? Or can you start with 2-3, playtest them, and gradually add the others in later when you know the game works? <br /></p><p><b>Limit rules exceptions. </b></p><p>Avoid bloated lists of traits and special rules. Use shared special rules, archetypes and stats. Have one rule do several jobs i.e. a single "blast" rule can cover an ice blast, fire blast, lightning blast - as long as the <i>effects </i>are similar. Use a "one handed weapon" rather than swords vs axes vs maces. Limit the exceptions. Make 'learning' the rules easy. Detail (if needed) can be added <i>later. </i> I'm not saying rules can't be complex, or have many weapons/traits/factions etc. I'm just saying they should be avoided<i> at the start. <br /></i></p><p>It's also very easy to fall down the rabbit hole of 'rivet counting' weapons, traits etc. Once when working on an aerial wargame, I spent <i>hours</i> researching and "statting up" missiles - <i>when my core initiative and movement systems had not even been decided.</i> I had this big list of weapons, traits and special rules and I hadn't even fully decided how the core game should play! Or tested the core mechanics! Was it <i>fun</i> to create and research? Yep. Was it a good use of my time. Nope.<br /></p><p>Campaigns are going to be nearly impossible to playtest thoroughly. Unless you have a dedicated group, it may even be impossible. I'd suggest campaigns need to be limited to a set amount of games and check you've avoided penalizing losers/rewarding winners too much (see: widening gap between said winners and losers) but the fun of a campaign is probably more dependent on the player personalities.</p><p><b>Do I need this rule/trait/faction -<i> right now</i>?</b><br /></p><p>Like a lot of background fluff - with special rules, weapon lists, traits (aka rules exceptions or extra rules) is it <i>needed yet </i>(if at all) or it it just the designer enjoying exercising his creativity in an undisciplined manner? </p><p>If you are working on homebrew rules, here's a few <i>unpleasant?</i> questions:<br /></p><p>1. How much complexity/factions/traits/special rules/gear have you already added? Are they needed? How much had you written before you even<i> tried</i> to playtest your rules?<br /></p><p>2. When did you <i>last</i> playtest your rules? How much more 'stuff' will you add in before you decide to do so again? (Will you change so many variables that it's impossible to compare old vs new versions?)<br /></p><p>3. If you handed your rules to someone, would they <i>want </i>to read them? I.e. 20 pages vs 120 pages. How big an effort would an outside playtester have to make to even <i>read</i> your rules?<br /></p><p>4. How much time do you spend on 'creating' weapons/traits/special rules vs 'testing' core gameplay? Have you minimized the 'rules exceptions?' (see #3). </p><p>5. Are you drifting away/expanding from your core focus? (i.e. such as adding vehicles into a space hulk dungeoncrawler). Is there anything you can prune out?<br /></p><p>If you just want to 'create' rules and don't want to play (playtest) your own rules, why would anyone <i>else </i>want to playtest or play them? <b><br /></b></p><p><b><i>Start small. Test, expand.</i></b></p><p><i><span style="font-size: x-small;">(Note: this was written under the influence of COVID so the logic may be foggier than usual...) </span></i><br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com37tag:blogger.com,1999:blog-8394074963215462822.post-17379942761268761982023-12-20T06:43:00.000-08:002023-12-20T06:43:04.687-08:00Game Design #103: Worldbuilding<p>There's a lot of differing opinion on how much fluff, background and world building a wargame must do.</p><p>Few people are attracted to a game based on mechanics (the how); usually, they are attracted to the game by the background/world/miniatures (what, why). Often we play a game despite the rules - or merely put up with them. So we could argue background/world/aesthetic is more important than mechanics in attracting players.</p><p>There is a huge range of personal opinion here: some will prefer "just the rules, ma'am" and no more than a paragraph or two orientating them to the wargame world; others love deep background narrative and lore to drive their games. The most popular wargame (40K) makes it hard to suggest that innovative rule mechanics matter more than shiny toys and cool lore. </p><p>Now we've established lore and world building will be very subjective, but are usually very important....<br /></p><p><b><i><u>My shower thought I am exploring is: How much worldbuilding is too much?</u></i></b><br /></p><p>I am a huge reader; my personal man cave has many thousands of books, and my kids are huge readers too. I often read them "older" books and we like to discuss elements of the text. My kids like Brandon Sanderson, and while I don't enjoy his writing style, I do admire his worldbuilding, which tends to be consistent to its own internal logic and he seems to recognise his own enthusiasm for worldbuilding and make an effort to reign himself in. <span style="font-size: x-small;">In contrast to say the magic of <i>Harry Potter</i> (which I'm reading to my 8 year old) which has no logic to it whatsoever. </span><br /></p><p>However, thinking about this question (in context of books) lead to a second question:</p><p><b><i>Is the worldbuilding for the readers (aka player's) benefit, or the writers benefit (aka game designers)? </i></b><br /></p><p>World building seems pretty self indulgent. The minute you have your own languages, and whole pages of maps, and your own encyclopedia - that's too far. Maybe when you're a legend like Tolkien who pretty much invented the genre and it's published after he dies due to the demands of fans... then OK.</p><p>A lot of time in books, world building is an excuse for a writer to waffle on, to create for his own enjoyment, oblivious to the eye-rolls of his readers. </p><p><b><i>Can there be too much world building?</i></b></p><p>I find <i>Star
Wars</i> guilty of this. Everything has a name. Everything is explained in
detail. Everything has its own Wookiepedia article. The more TV shows
and movies they churn out exploring every last detail or every
character, the less magic there is, for me anyway. Half the shows premises<i> "What did Obi Wan do between Clone Wars and New Hope"</i> answered questions no one really cared about to ask. </p><p>Background and aesthetic (cool lore, cool minis) is supposed to stimulate your wargaming. But can worldbuilding be harmful to creativity and imagination?<br /></p><p>Googling around I found this wonderful quote by a sci fi editor:</p><p><i><span style="color: #404040;">Every moment of a science fiction story must represent the triumph of writing over worldbuilding.<br />
<br />
Worldbuilding is dull. Worldbuilding literalises the urge to invent.
Worldbuilding gives an unneccessary permission for acts of writing
(indeed, for acts of reading). Worldbuilding numbs the reader’s ability
to fulfil their part of the bargain, because it believes that it has to
do everything around here if anything is going to get done.<br />
<br />
Above all, worldbuilding is not technically neccessary. It is the great
clomping foot of nerdism. It is the attempt to exhaustively survey a
place that isn’t there. A good writer would never try to do that, even
with a place that is there. It isn’t possible, & if it was the
results wouldn’t be readable: they would constitute not a book but the
biggest library ever built, a hallowed place of dedication &
lifelong study. This gives us a clue to the psychological type of the
worldbuilder & the worldbuilder’s victim, & makes us very
afraid.<br />
<br />
<i>When I use the term “worldbuilding fiction”<b> </b>I refer to immersive
fiction, in any medium, in which an attempt is made to rationalise the
fiction by exhaustive grounding, or by making it “logical in its own
terms”, so that it becomes less an act of imagination than the
literalisation of one. Representational techniques are used to validate
the invention, with the idea of providing a secondary creation for the
reader to “inhabit”; but also, in a sense, as an excuse or alibi for the
act of making things up, as if to legitimise an otherwise questionable
activity. This kind of worldbuilding actually undercuts the best and
most exciting aspects of fantastic fiction, subordinating the
uncontrolled, the intuitive & the authentically imaginative to the
explicable; and replacing psychological, poetic & emotional logic
with the rationality of the fake.</i><br />
<br />
~ M. John Harrison</span></i></p><p><b><i>Most wargame fluff is badly written</i></b>. Usually by enthusiastic amateurs. So yeah, we don't want to give a bad writer <i>"unecessary permission to write."</i> Probably the only wargame-related books I've not minded were by Dan Abnett - which were fun - but only 'decent.' <i>Harsh reality:</i> Most wargaming background lore is just an excuse for an author to subject us to their bad writing. <br /></p><p><b><i>Too much background removes the players ability to invent.</i></b> If all 21 space marine legions have their entire history, heraldy and paint schemes - then it may constrain my creativity in making my own custom legion. It undercuts creativity. I enjoy MESBG but (because of the strong lore) I tend to feel compelled to either follow the movies or the official GW schemes - everyone <i>knows</i> what Gandalf and Aragon look like. It's why I'm unenthusiastic about <i>Star Wars</i> minis. Whereas I've never got into the <i>Warmachine</i>, or <i>Confrontation</i> much so my minis tend to be whatever the heck I think looks cool. Way more creative and fun. <br /></p><p><b><i>Is worldbuilding technically necessary in <u>wargames?</u> To what degree? What is </i>needed?</b><br /></p><p>I'd say that RPGs, specifically, <i>need</i> world-building. In order to roleplay as an elven sorceress in Middleheim is; you need to know about elves, sorceresses and Middlehiem in general in order to properly inhabit your role. Like a method actor, the more you understand your role, the better you can play it. So players books exhaustively explaining every aspect of the RPG "world" seem quite sensible.<br /></p><p>But a wargame is not quite the same. You are a commander, a general, a squad leader. You may need to know <b>why</b> you are fighting - although "cost wargs are cool" is all the reason my son needs - and that's fine. You probably need to know <b>what tactics work best</b> - what actions you take (input) will get the best result (output). <b><i>But how much more do you need?</i></b><br /></p><p>If the game is about WW2 <i>and the game mechanics accurately represent this genre</i> (this is where mechanics matter - it's called metaphor) you may not need much "how." Cos most people (especially the average wargamer) will have a fair idea of who is fighting who in WW2, and why. And they probably have a fair idea of what tactics will work, too. You probably don't need a lot of background if the topic is familiar and the metaphor <span style="font-size: x-small;">(game mechanics/results match theme)</span> works.<br /></p><p>For more fantastical settings, you probably need more orientation/background; but what is actually <i>needed</i>? We know Cygnar and Khador are fighting. Do we <i>need</i> a series of maps of their countries topography? Are we <i>'exhaustively surveying a place that does not exist?'</i> Do I really <i>need</i> a list of all engine brand-names in Battletech to have fun firing lasers at giant robots? It's indulgence on the part of the rules writer. Do they think their game universe is worth "<i>dedication and lifelong study?</i>" The <i>Infinity</i> guys <span style="font-size: x-small;">(who admittedly are RPG fans first and foremost)</span> are making a fantasy game (Warcrow). They obviously are passionate nerds but reading their design posts made me roll my eyes so hard I'm crosseyed. I really need to know the <a href="https://warcrow.com/blog/customs-and-traditions">Inauguration of New Doctors for the Hegenomy of Embersig</a>? To play a game where warbands hack each other up? This is <i>The Great Clumping Foot of Nerdism.</i> <span style="font-size: x-small;">(Bonus irony points for them going to all this hassle, explaining their onerous worldbuilding - yet churning out mostly generic elf, dwarf, human factions)</span><br /></p><p><b>Show Don't Tell - how do you do it for Wargames?<br /></b></p><p>My daughter loves to write stories and has a great descriptive vocab and solid dialogue (for a kid.) However she loves to describe names, friends, places in exhaustive detail. When she shares her story:<br /></p><p><i>"Excellent expressive words here, good dialogue here... but..." </i>I pause.<i><br /></i></p><p><i>"Show, don't tell?" </i>she finishes.</p><p><i><a href="https://ttcombat.com/collections/carnevale">Carnevale</a></i> did a great job drawing an atmospheric, menacing Venice with Cthulhu, mad scientists and vampires, and heretic witch hunters. It did that <i>well</i>. It inspired me to paint many miniatures, and create custom warbands and terrain - it got me playing - success! ....But took <b>150 pages</b> to do that. </p><p><i>Turnip 28</i> (Napoleonic horror with root vegetables - yes you heard correctly) rules were found on a <a href="https://www.patreon.com/Turnip28">free patreon</a> after reading a <a href="https://www.goonhammer.com/turnip28-interview-with-max-fitzgerald/">Goonhamer article</a>. I visited his <a href="https://www.artstation.com/maxstaxidermia">artstation</a> and found some more pics on another <a href="https://gardensofhecate.com/projects-gallery/miniature/turnip-28">website</a>. I probably viewed a few dozen pics all told, and read a few pages of text.<br /></p><p>I'd say they created comparable <i>atmosphere</i>. Even if <i>Carnevale</i> did a better job, it took 20x more effort to get a similar result. 150 pages of background reading? Placed <i>before</i> the <i>actual rules</i>?<br /></p><p><b>Show Don't tell </b>means avoiding description (lots of exposition), you don't tell the reader outright, but allow readers to infer. You allow them to paint a picture <i>using their imagination</i>.</p><p>"Did you sleep last night? You look shot." <-show, infer, appeal to senses<br /></p><p>Fred was tired. <- tell. <br /></p><p>So how do we do this in a wargame?</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWcLhgyTgJOBpiOCKXqTstAXmiK9eY-Lp7cSDcvPVDvv7ZJP1_n5po-03DcKvkgAOkNkqMhOX0g0QhQ80asUQO0-lrqT5dkPxCg5UEn2kKh1qI-0ZxuJh6ZFYIE_c4ur74ORdPyAofqAx8Pyr_oHjzLK9x2CWiVYkxDpengEElYvPLAuSH0FEwTduNgm0/s4080/IMG_20231121_085032.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWcLhgyTgJOBpiOCKXqTstAXmiK9eY-Lp7cSDcvPVDvv7ZJP1_n5po-03DcKvkgAOkNkqMhOX0g0QhQ80asUQO0-lrqT5dkPxCg5UEn2kKh1qI-0ZxuJh6ZFYIE_c4ur74ORdPyAofqAx8Pyr_oHjzLK9x2CWiVYkxDpengEElYvPLAuSH0FEwTduNgm0/s320/IMG_20231121_085032.jpg" width="241" /></a> </div><div class="separator" style="clear: both; text-align: center;"><i>I liked this pic from Carnevale. They didn't need to <b>tell</b> me there's some weird, unpleasant shit in the sewers and waters of Venice.<b><br /></b></i></div><p>The <i>tell</i> you need to avoid is obvious. Pages and pages detailing each and every last detail of each faction, technology, map, magic system. Anything more than a paragraph, that is not directly linked to playing the game (actual rules) I'd scrutinize very closely.<br /></p><p>You can infer a lot from just the names and types of gear. "Flechette gun" vs "shotgun" I infer the game is sci fi. "Uplink node" vs "Sacred Crucible" gives you an idea of the genre without even looking at the cover. Renaming of stats into "Bashin" Shootin" "Guts" in custom way (much as it annoy me) can transmit info of the game theme (is this an orc game?)<b>. </b>This is an example of how little things can transmit a 'feel.'<b> </b><span style="font-size: x-small;">(Aside: I wonder why rulebooks don't include more comic-styling, text
boxes etc (which would allow more links to visuals) vs uninterrupted
walls of text *cough* En Garde! *cough*)</span><b> </b></p><p>For authors, to "show not tell," writers recommend appealling to senses (describe what the character sees, tastes, hears, smells etc) - <b>in wargames, it's obviously all about what you see.<br /></b></p><p>In a wargame, the "show" is obviously a focus on art, minis and style. It doesn't have to be done with elaborate artbooks (<i>Infinity</i>) or glossy magazines <i>(40K</i>) or amazing tabletop displays. Cool eye candy minis help - but are not essential. <br /></p><p>Take "<a href="https://www.wargamevault.com/product/359157/Space-Weirdos">Space Weirdos</a>" and <a href="https://www.forbiddenpsalm.com/forbidden-psalm">Forbidden Psalm</a>. I bet people have bought those books and built warbands and played - purely on some hipster artstyle and font that gave them a 'vibe.' I personally found neither the vibe nor gameplay of either appealed; but they are a great example of showing not telling - <i>maximum 'feel' with minimum effort</i>.</p><p><b><i>What are some of the tools (usually visual) that a rules writer has to engage readers in his background/world </i>without<i> reams of text? How do you 'show' and not 'tell?'</i></b></p><p>It's late, and I haven't really got a final conclusion here; everyone is going to have their own opinion on what is enough or too much background/lore/fluff.<b> </b>I guess I can do a <b>TL:DR </b>looking over all my current thoughts<b>:<br /></b></p><p>-World building/lore/shiny is probably the main hook into a game/reason to play; more than mechanics/rules; it's very important<br /></p><p>-While lore/background is a main stimulus to players; too much world building can<i> harm</i> imagination/creativity; when the map is filled in, you can't imagine what might be in the blank spot<br /></p><p>-World building is often self indulgent, unnecessary, and (in wargames) nearly always badly written: for the writers benefit, not the reader</p><p>-While RPGs might need detailed background info, wargames will need a lot less<br /></p><p>-Show Don't Tell: convey the background/lore with as little text as possible (explore methods?)<br /></p><p>-Pictures (artwork/visual elements/minis etc) do say 1000 words</p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com40tag:blogger.com,1999:blog-8394074963215462822.post-20027484731214341632023-12-19T05:07:00.000-08:002023-12-19T05:07:51.916-08:00MDF Terrain - Stage 1 (Organising)<p>I am working on both sci fi and Japanese terrain to finish two projects. I opted against the pizza box technique for the sci fi as I thought the walkways, piping and grates etc would be too fiddly.</p><p>So I bought my first laser cut mdf terrain <span style="font-size: x-small;">(TTC cos its cheap and I'm poor)</span>. This will speed things up, right? Sweet summer child. </p><p>An hour or so later:</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihxgw7DOLOJoZLGPISxwG_pHLkwR-N7FBUMt3b6OMphP27ZkOjRLrLxrNZ3ruolQ7KM6slQJLeSwV7bHzOawNZtH1PEhqdLCc73Oe-8zUeQOBh0kYUp2R5DEE0_a9Dt3vXIvrYozO_E9C07FIJpVjVy4-Y8FcwYjRj1eSKVdUvrkCAy2JEq2ic1vbwmGk/s4080/IMG_20231219_135701.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihxgw7DOLOJoZLGPISxwG_pHLkwR-N7FBUMt3b6OMphP27ZkOjRLrLxrNZ3ruolQ7KM6slQJLeSwV7bHzOawNZtH1PEhqdLCc73Oe-8zUeQOBh0kYUp2R5DEE0_a9Dt3vXIvrYozO_E9C07FIJpVjVy4-Y8FcwYjRj1eSKVdUvrkCAy2JEq2ic1vbwmGk/s320/IMG_20231219_135701.jpg" width="241" /></a></div>Are we there yet?<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMKc9I8vvNcyoMQpGMy9L9q75cuCdxt7gviyUXLd-vD9_c9Cf7dHW_eRbcaozK4C1l_N89xXTYc0HVqUzbtEfssMyXgcnMJzG5JWvaoDkhOKIoXTsISWHHY8jPoSs8CNAjUjFliwf2b-KVrKztjO8Z9TTcGvdufklQtTLD6mwssEgfFkHkZhHDkW5LF6c/s4080/IMG_20231219_152658.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMKc9I8vvNcyoMQpGMy9L9q75cuCdxt7gviyUXLd-vD9_c9Cf7dHW_eRbcaozK4C1l_N89xXTYc0HVqUzbtEfssMyXgcnMJzG5JWvaoDkhOKIoXTsISWHHY8jPoSs8CNAjUjFliwf2b-KVrKztjO8Z9TTcGvdufklQtTLD6mwssEgfFkHkZhHDkW5LF6c/s320/IMG_20231219_152658.jpg" width="320" /></a></div><p>I then read the box time estimate. The diagram is either "set aside an afternoon" or "you're in for the long haul." Lucky I'm on holidays or there would have been swearwords. You do get a lot of stuff for $30USD/$50AUD.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMdSD0cT4gsfXW6liq6CLiGxGQtStvhzOohiiFbc15IYA8_1l_ZT5-fucAQRK9xPhHVP-EXys3mf6BcZIdlnr40Vs_IKFit5CShNv_CjFW5yyWnv2NirhsgHfslf3BIfnkeFnszMfdRU_5_sL1-3nKAWESqgkgzPjtajmTAYalmCGAju-przXuu6nPMJI/s3997/IMG_20231219_162115.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2571" data-original-width="3997" height="206" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMdSD0cT4gsfXW6liq6CLiGxGQtStvhzOohiiFbc15IYA8_1l_ZT5-fucAQRK9xPhHVP-EXys3mf6BcZIdlnr40Vs_IKFit5CShNv_CjFW5yyWnv2NirhsgHfslf3BIfnkeFnszMfdRU_5_sL1-3nKAWESqgkgzPjtajmTAYalmCGAju-przXuu6nPMJI/s320/IMG_20231219_162115.jpg" width="320" /></a></div><p>I used the bits of MDG sprue to decorate my Tohaa bases. That takes my Infinity painted minis count to <i><b>40</b></i> for the week and ticks off another faction. Mercs, Ariadna, Aleph, Yu Jing, Tohaa all finalized. Pan O, Haqq, and Nomads still to go. This burst of painting is sponsored by <i>Zone Raiders</i> as I finally have sci fi rules I can play with my kid. The game is also responsible for my terrain purchase, as my usual stuff lacks the verticality needed for the game where wall running, power jumps and grappling is commonplace. <br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8C0E9Sn1_f33hO2Ei6WnWdmFWpMZj78NYf675Ott_tthEYG7qwNLZNyzEjpKJAq5qWqz1eEEE9SwKa5ffbmhkRSJ_ZFwB69YzbMxWLU2olJp2ihlRhzKP8GPDx6frGxDOaQnbRfWAc4EwjADsQdW_ycqoiCBIZWQ1edGq1TTCFVOMlRJnB5EmfBaTMEE/s4073/IMG_20231219_222536.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2200" data-original-width="4073" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8C0E9Sn1_f33hO2Ei6WnWdmFWpMZj78NYf675Ott_tthEYG7qwNLZNyzEjpKJAq5qWqz1eEEE9SwKa5ffbmhkRSJ_ZFwB69YzbMxWLU2olJp2ihlRhzKP8GPDx6frGxDOaQnbRfWAc4EwjADsQdW_ycqoiCBIZWQ1edGq1TTCFVOMlRJnB5EmfBaTMEE/s320/IMG_20231219_222536.jpg" width="320" /></a></div><p>I can pretty these bases up with washes, highlights and maybe some wire pipes, but they look serviceable with just a gunmetal basecoat. Waste not want not!<br /></p><p>I'm also mentally preparing myself for superhero gaming as my kids, after years of being indifferent to Marvel etc, are suddenly "into" superhero stuff. Luckily I have a secret stash of rebased Heroclix so this may not be as wallet-damaging as you'd expect...<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com10tag:blogger.com,1999:blog-8394074963215462822.post-14431834230878742072023-12-18T00:00:00.000-08:002023-12-18T00:38:39.342-08:00En Garde! Rules Review<p>These rules were a purchase to encourage myself to finish my pike and shot 28mm project. I remember testing <i>Ronin</i> and being fairly impressed at a game that tried to make melee a bit more interesting; adding decisions and resource management into the process. <i>En Garde!</i> is very similar, pretty much v2 (but less shooting than <i>Ronin</i>, from my recollection). But have my tastes changed?<br /></p><p><b>The Shiny<br /></b></p><p>It's an Osprey Blue Book with all that entails. ~60 pages long, most of it rules. Just enough art - the minis shown are a bit chubby (we can charitably call them 'characterful')- are there any good musketeer lines? and some Osprey art. I didn't have any trouble using the book. I reckon most folk who read this blog have an Osprey book by now, anyway. It doesn't hook you in and sell you a cool game universe like <i>Zone Raiders </i>or <i>Carnevale</i>, or <i>Gamma Wolves </i>- but<i> Zona Alpha</i> did better, with a similar layout. </p><p>Not great, not terrible.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHDBvXaPGh5YfxITmzdJfhRqymP6EZU81KwkLM2hIbvxZF4cMZH7ZO9i0kRthLHPUGeBuIzNMMYLSwaeJayC8v24L9oE1dm-sQEBls9xlTXHeLSnuZIqDthTmexFDPPcQ_Nmh0of2S5vygvl5_64CKCpqx1f416uwUQm-VLmP3yaeO5xVqHBaTUGrEs-c/s3380/IMG_20231218_173732.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3380" data-original-width="2545" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHDBvXaPGh5YfxITmzdJfhRqymP6EZU81KwkLM2hIbvxZF4cMZH7ZO9i0kRthLHPUGeBuIzNMMYLSwaeJayC8v24L9oE1dm-sQEBls9xlTXHeLSnuZIqDthTmexFDPPcQ_Nmh0of2S5vygvl5_64CKCpqx1f416uwUQm-VLmP3yaeO5xVqHBaTUGrEs-c/s320/IMG_20231218_173732.jpg" width="241" /></a></div><p><b>Overhead (What you need to know/have to play)</b></p><p>You throw 2D6, and will need a few counters (reload, combat pool tokens, wounds etc - about a dozen or so each), Models are classed Rank 1 (wimps ) to Rank 5 (OP hero) - each with a combat pool corresponding to the rank. There is Move, Initiative, Fight, Shoot, Armour stats and some special rules.</p><p>Overhead is pretty simple - you don't need a lot of kit, and there's not a lot of stats or special rules to memorize, but games will have tokens scattered about.</p><p><b>Activation & Movement</b></p><p>Players alternate moving models until all have moved, then alternate shooting until all have shot, then come to the combat phase which is a bit trickier. </p><p>I quite like the activation - players can skip movement in favour of reloading, or hiding, or aiming, or giving an order (leaders can do a joint move with nearby allies). Lots of decisions. They also have a facing which is a good way to add tactics (rather than the 'everyone sees 360 noscope' of many games). You can jump and climb and fall and all that skirmish-y stuff you'd need in a swashbuckling game.<br /></p><p>There are lots of decisions here and it is simple yet interactive. I like it a lot.</p><p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWy6pVS7JzQmObf32dLG1HJ2Hzz-QEstvFcOPH63X-snX_l86Ig2nY6rQwu_zVIvT2sBcTtFqQt64S_jl3Nh1vvch5mORLlKcH_nMi9_Kf9Yt9q-h3v3u-Q5k1dC2hO71D9yWArjaW0TYLGyVzN9Lwm6CaXIw5LNpTMyiFdLsc70SNcXoIrMtpJfNkTIk/s3024/IMG_20231218_173745.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2787" data-original-width="3024" height="295" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWy6pVS7JzQmObf32dLG1HJ2Hzz-QEstvFcOPH63X-snX_l86Ig2nY6rQwu_zVIvT2sBcTtFqQt64S_jl3Nh1vvch5mORLlKcH_nMi9_Kf9Yt9q-h3v3u-Q5k1dC2hO71D9yWArjaW0TYLGyVzN9Lwm6CaXIw5LNpTMyiFdLsc70SNcXoIrMtpJfNkTIk/s320/IMG_20231218_173745.jpg" width="320" /></a></div><i>The minis in the book could charitably be described as 'characterful' - are there any <b>good </b>musketeer/swashbuckling miniature lines?</i><br /><p></p><p><b>Combat</b></p><p>Ok,this is where I nope out. <i>Hitpoints? I hear you ask</i>. No. This is a game where the mechanics (resolution) of combat is simply so convoluted and slow, my 2023 self is simply not interested. <br /></p><p>Shooting. You roll (<b>add</b>) 2d6. <b>Add</b> your Shoot. Then <b>add or subtract</b> up to 13(!) modifiers, some of which rely on you <b>tracking</b> if you have moved or aimed this turn. Then <b>subtract 6</b>. If the score is 1 or more, you <i>may</i> have wounded them. <i>But wait</i> - you now need to use this number for the <b>wound table.</b> To do this you take the number, then <b>add</b> your weapon strength and <b>subtract</b> target armour, then consult the wound table*. *<span style="font-size: x-small;">I don't mind stun/light/grievous/kill wounds, but even this is not
straightforward; needing differing amounts of stuns/wounds before you go
'up a level.' </span></p><p><i>Phew.</i> A few things to do there. But that's EASY compared to melee combat.....</p><p>Now I applaud any attempt to make melee meaningful, beyond just pushing models together and rolling dice til someone loses. <i>Ronin</i> and <i>En Garde!</i> use "combat points" a resource you can allocate to attack or defence. Better troops have more combat points. I'll do my best to explain, but the examples and explanations in the book took up several pages of dense text, so not sure if I can do this in a few paragraphs. Here goes:<br /></p><p>The players secretly draw counters equal to the combat pool (total) of the models in melee, assigning them to attack or defence <span style="font-size: x-small;">(I used black or white Go counters for <i>Ronin</i>)</span>. They then reveal them to each other. Each model in the combat then rolls for initiative<span style="font-size: x-small;"> (d6+stat+modifiers)</span>. Models can opt to attack or pass <span style="font-size: x-small;">(in order of best->worse initiative)</span>, rolling off in case of draws. This is the rough <i>combat sequence</i>.</p><p>However there's also a fair bit involved in actually <i>making</i> an attack <i>(attack resolution)</i>. Pick the attacker, remove an attack counter from the pool. Defender declares Ploys. Attacker declares Ploys. Attacker rolls 2d6 + Fight +/- any modifiers (usually to do with weapon type or wounds), then Defender rolls 1d6 + Fight +/- modifiers. Subtract the Defence total from the Attack total. Just like shooting, if you get a 1+, you may have caused a wound. You then add any weapon modifiers and deduct defence, and voila! You have resolved a <i>single attack</i>. In only 8-9 steps! <br /></p><p>Ploys are things like parrys, feints, ripostes or powerful blows - which allow you to modify rolls or even regain attack/defence tokens. <span style="font-size: x-small;">(Cool, but other games do similar stuff, much faster)</span><br /></p><p>I love the <i>idea</i> of the resource management (do I go all out attack? defend? balance?), the hidden counters, picking ploys - it's just the resolution is so bloody convoluted I'm not actually interested in playing. The mechanics are getting in the way of the game. The rulebook <i>example</i><span style="font-size: x-small;"> (between three models)</span> goes for a whole page - hundreds of words of dense text. To call it a RPG-lite is unfair to many RPGs which do combat much more efficiently.</p><p>Morale tests are triggered if 25% of the warband suffer a wound (or the just leader) in any given turn*; then you test in a way about as complex as you'd expect <span style="font-size: x-small;">(*I'm curious: if a 10-man warband loses only 1-2 guys each turn; could they all die without ever needing a morale test?)</span> <span style="font-size: x-small;">Maybe I'm reading it wrong, exhausted from the preceding pages</span>. There's plenty of modifiers, and there's different states (Wavering and Routing) which have different effects. Removing stun tokens is different again.</p><p>The combat<i> ideas</i> are good, but there's so many steps - so much adding, subtracting, modifiers. I could completely resolve a fight between 3 guys in ME:SBG in the time it takes to just allocate attack counters or roll for initiative in En Garde! - and there'd <i>still</i> be another 7-8 steps to go. It's just not worth it. Not only are the mechanics clunky, the extra tactics and options it gives are not worth the time. I'm sure the process could be streamlined but if I pay for rules I'd like them to work 'out of the box.' The 20-model 'cap' is very optimistic. I'm a bit sad - I <i>wanted</i> to like these rules.<br /></p><p><b>Chrome (Gear, Special Rules, Scenarios, Campaigns)<br /></b></p><p>There is a sensible weapon and armour list which covers major types used (you could probably use <i>En Garde</i> to play <i>Ronin'</i>s Japanese period). The ~20 special rules are also reasonable. There are extras rules for mounted combat and cannon. There are sample warbands - from landsknechts to aztecs, conquistadors, ottomans - even the musketeers: and 5 scenarios. Enough to get by, but not lavish <span style="font-size: x-small;">(probably as expected in a limited size book)</span>. There is some 'campaign rules' but they are very very limited - a paragraph or so of how to level up - nothing like the full-fledged Mordhiemesque campaigns of <i>Burrows and Badgers</i> or <i>Zone Raiders</i>. I did like how some extra rules for magic and monsters were included - you could have a witch hunter, a mage, a werewolf, a witch etc.</p><p>The best bit is there is a point system allowing you to build a model <i>from scratch.</i> I do like this. It means you can fill the gaps yourself, if you think the warband or unit lists are lacking. It's great.<br /></p><p>I'd label this "competent but unspectacular." It's does the job, but doesn't really sell me on the setting and the campaign is a token gesture. Although the 'create stats for your own mini' building system is pretty sweet. More rules should do this.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidyaZaTRYARG5A3s0-d284OMjZAd18f_ZM37hB_1NIZWbdMP4UQlLkgV4knleOnYH08-5VC6QFhm-z50odwAqrMEhgUAvf1qZLrnKH1nqobQ9rGeeDJvD647t9gV8uqGWz5v62uDQap4ErfvnsfIbffVQfq5rQjMb7CjDRh0WpdEmkGa7UBXY1h-8N_6A/s3369/IMG_20231218_173909.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2533" data-original-width="3369" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidyaZaTRYARG5A3s0-d284OMjZAd18f_ZM37hB_1NIZWbdMP4UQlLkgV4knleOnYH08-5VC6QFhm-z50odwAqrMEhgUAvf1qZLrnKH1nqobQ9rGeeDJvD647t9gV8uqGWz5v62uDQap4ErfvnsfIbffVQfq5rQjMb7CjDRh0WpdEmkGa7UBXY1h-8N_6A/s320/IMG_20231218_173909.jpg" width="320" /></a></div><p><b style="color: red;">Recommended: Not for me, thanks.</b></p><p><i>En Garde!</i> does a lot of things right. The activation and move sequences are good; interactive with lots of decisions. The special rules and gear lists are sensible and clear. I love the points system allowing you to make units from scratch - true freedom! I applaud the<i> idea </i>of making melee a series of decisions - something more than just deciding to push models together. But after seeing these mechanics? If that's what it takes to add depth to melee, I'm cool with just pushing models together and chucking dice, and doing it 10x faster. The mechanics get in the way of me playing. It makes a sword-fight <i>slow.</i><br /></p><p><i>Not sure if you will like it?</i> Read the above section on combat. If you think it sounds cool and cinematic, like the idea of secretly assigning attack and defence points - and you aren't bothered by the processes involved - then grab this game. I recall playtesting its predecessor <i>Ronin</i> and finding it interesting but slow: 10 years later, I am less tolerant of multiple steps, modifiers and math. Others may disagree - I'd say the general vibe on the net about <i>Ronin</i> and <i>En garde!</i> is positive.<br /></p><p>Admittedly this game has inspired some more game design musings <span style="font-size: x-small;">(melee)/(elements of a game that are dealbreakers)</span> and it has inspired me to rework on my own homebrew <i>Middlehiem</i> rules and experiment with melee stances. So I am getting <i>some</i> use out of the rules...<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com26tag:blogger.com,1999:blog-8394074963215462822.post-18285703116253984602023-12-14T14:08:00.000-08:002023-12-14T14:16:53.417-08:00Game Design #102: Game Feel (Reloaded)<p> My last post on 'game feel' was, on reading it again, a bit of a mess. I didn't orientate folk, link my points, or summarize it properly. Although the comments as usual were interesting and useful I don't think I was clear at all. So rather than add to the wall of text I'm back to attack the topic differently..</p><p style="text-align: center;"><b><u>Game Feel: Intangible Feeling based on Tangible Elements<br /></u></b></p><p><b><i>Game Feel </i></b>is an <i><b>intangible </b></i>sensation when interacting with videogames. They use words like "immersive world" and "weighty gunplay." I'm relating this theory to tabletop wargames.<br /></p><p>Game feel is made up of several <b><i>tangible</i></b> elements, such as:</p><p><b>input</b> (how you control the game; i.e. moves you can make, dice, templates, measuring/movement rulers, available choices)<br /></p><p><b>response</b> (how game <i>responds</i> to your actions i.e. lethality of shooting) <br /></p><p><b>aesthetics</b> (visual details - like cool minis and terrain)</p><p><b>metaphor</b> (how game <i>mechanics suit the theme</i>; i.e. Infinity has lethal sci fi shootouts, MESBG has strong focus on heroic actions)</p><p><b>A game should be fun and engaging <i>even if some elements are removed.</i></b> I.e. I used to play <i>Battlefleet Gothic </i>and <i>Blood Bowl </i>with tokens not minis and had fun - I felt like I was steering a slow ponderous spaceship or footy team regardless - so they had good game feel even when you remove the aesthetic element. A game should be fun if you just plonk down the minis and fight a 1-off game without a fancy narrative campaign to "carry" it.</p><p>I'd say <i>game feel</i> is something which can be <i>somewhat</i> objective "<i>Infinity</i>
is lethal shooting, reactive and reliant on cover - about making the
best of bad choices" which we can probably agree on, but is ultimately
mostly opinion: "<i>Warmaster</i> is the only game that makes me <i>feel </i>like a general"</p><p><b>TL:DR </b>The main point I am making is: we can have <i>intangible feelings</i> about a game as to how immersive, engaging and satisfying it is, but these intangibles are made up of several rather more concrete game <i>elements</i>. The exact categories don't interest me that much. </p><p style="text-align: center;"><b><u>Point 1: Design Elements - We have Preferences</u></b><br /></p><p>So games are made up of several <i>design elements </i>which combine to give this rather intangible, vague game feel.<i><br /></i></p><p>-They can be <i>physical</i> (the minis, terrain, even the dice you use - in the last post I described the <i>feel</i> of 'swingy d20s, sterile d10s, satisfying buckets of d6s, weird d4 non-dice)</p><p>-They can be <i>game mechanics</i> (aka rules) such as saving throws, or reaction mechanics.</p><p>We as gamers can have strong obvious preferences towards these. While it can be hard to define and explain your feelings towards a game (which can be a bit vague and will differ from person to person) we can usually easily explain WHY we don't like particular mechanics or physical elements;<br />"The minis suck" "I hate using d20s and rolling low" "Saving throws add drama" "IGOUGO seems silly sitting around while the enemy flawlessly executes their moves".<br /></p><p><b>TL:DR</b> While overall game feel is a bit vague and intangible, the individual physical elements (dice, minis etc) and non-physical elements aka game mechanics (be it activation, rolling high vs low, etc) are much easier to explain. We usually have clear preferences.</p><p style="text-align: center;"><b><u>Point 2: Our Preferences in Game Elements are not Always Best Practice</u></b></p><p><i>We sometimes conflate "I like this" with "this is the best" - or worse - "this is the only way."</i> I hate recording in games such as tracking hitpoints or writing orders. But sometimes it may be a good choice. Reaction mechanics may be cool but they don't belong in every game. Sometimes we need to use a d10, d12 or bigger, not a d6: even if we don't like the other dice. Napoleonics are boring and samey for some; others hate anything sci fi. Sometimes rolling low is the only way to guarantee a consistent dice mechanic across a game. Not every game can be made without measurements. Games don't need to reinvent the wheel with unique mechanics to be fun/tactically interesting. </p><p>Some design elements <i><b>are</b></i> objective: lots of special rules/rules exceptions or modifiers <i>are </i>harder to remember than a few. Limiting models to 180 vision <i>does</i> mean more decisions than allowing models 360 vision at all times. But most are <i>preferences.</i> <br /></p><p>I enjoy saving throws but usually they are kinda a repetitious, needless extra roll which can "undo" damage. Why roll for damage if you're going to roll another, extra roll to undo it? Saving throws are objectively, needless extra rolls which slow the game (and probably frustrate some!)<br /></p><p><b>TL:DR</b> We often have strong preferences in game elements - what we enjoy. However they are in most cases subjective and are not the best - or only - solution available.<br /></p><p style="text-align: center;"><b> <u>Point 3: Game Feel can be greater or less than the sum of their parts</u></b><br /></p><p>I enjoy MESBG although I feel its game mechanics are in general, distinctly average - aka 20 year old streamlined 40K:</p><p>Strong <i><b>aesthetic</b></i> and lore</p><p>Average (simple) <b><i>input</i> </b>- 6" moves, 24" shooting, roll high on d6 - vanilla as it gets<br /></p><p><b><i>Output</i></b> centres on heroic actions and melee for decisive action</p><p>Good <i><b>metaphor</b></i> - game emphasizes heroic combat of movies</p><p>So the game is mechanically unremarkable but has very good metaphor - matching gameplay to strong aesthetic/lore.</p><p>Infinity the Game has strong aesthetic and metaphor - with very complex input (vertical learning curve) and output that emphasizes either (a) stay in cover (b) use a cool gadget (c) die fast. </p><p>Again, the elements don't have to follow videogame 'game-feel' convention - but I'm using them for consistency. I also really like the term 'metaphor' - how the gameplay of a game matches its theme/fluff. I've actually identified metaphor <a href="https://deltavector.blogspot.com/2023/10/game-design-98-importance-of-aesthetics.html">recently</a> without having a word for it. <br /></p><p><b>Sometimes a game can be very strong in one or two elements which overrides deficiencies elsewhere. <br /></b></p><p>40K/Warhammer has a very strong <i>aesthetic</i> - visuals, lore etc. I think 40K has pretty weak metaphor in parts - space marines are just +1 humans <span style="font-size: x-small;">where in the lore they are terrifying one-man armies who can throw a grenade so hard it will cause more damage than the explosion itself</span>, and the input/output gameplay is pretty meh in terms of tactics etc. <br /></p><p>In fact I'd say aesthetic is VERY important (see link above) - there seems to be an <a href="https://deltavector.blogspot.com/2023/07/game-design-96-minimalist-indie-rules.html">increase in games </a>that recognize this - very strong lore, a cool campaign, amazing kitbashed grimdark minis - but not much actual <i>gameplay</i> attached? I.e. super-simple, almost nonexistent 'rules' but strong aesthetic. <span style="font-size: x-small;">I remember one post I pretty much describe the rules of <i>The Doomed</i> to someone in comments and they think I'm winding them up. </span><span style="font-size: small;">I think an interesting test of "is this a good game or is it just relying on the theme/aesthetic/fluff" is <i>would you play the game with just tokens rather than minis?</i> </span><span style="font-size: x-small;">(i.e. if you removed the aesthetic element, would the game itself still be fun?) </span><span style="font-size: small;"><i>Is this game fun </i>without <i>the campaign?</i><i><br /></i></span></p><p><b>Other times, a game has great game-feel (to us) while using mechanics we personally dislike.</b> Perhaps the mechanics merely "do the job" - contributing suitably to the overall feel of the game even if we don't enjoy them/think them optimal. Or perhaps they just don't 'get in the way' of us enjoying other, stronger aspects of the game such as the aesthetics.<br /></p><p><b>TL:DR</b> Sometimes game can be more than the some of its parts - probably because a strength in one area compensating for other elements. Or while we may personally dislike a game element, it still 'does its job' in contributing to the overall 'game feel.' You can enjoy a game which is universally recognized as "clunky" or has individual mechanics you dislike. 'Game feel' can transcend individual elements.<br /></p><p style="text-align: center;"><b><i>SUMMARY</i></b></p><p>1. Games can have a 'feel' which is fairly <i>intangible</i> - satisfaction, immersion can be quite <i>subjective. "I felt like a general" "The game feels like a fast paced shootout where you watch angles" </i>If you can remove elements and it is still good (say playing with tokens rather than minis) it has good 'game feel.'<br /></p><p>2. This hard-to-define 'feeling' is created by several elements (input/output/aesthetic/metaphor etc*). *<span style="font-size: x-small;">The individual definitions don't matter as I stole them from videogame design.</span><br /></p><p>3. We have clear preferences on individual physical elements (dice, minis etc) and game mechanics</p><p>4. Sometimes these preferences are not most efficient or most tactical. Or the only option. <span style="font-size: x-small;">"I like this best"</span> is fine - <span style="font-size: x-small;">"This is the best and only solution"</span> - less fine.<br /></p><p>5. Sometimes a game 'feels' great despite defying our preferences or even objective analysis . Perhaps it is so strong in one area (aesthetics, lore, for example) it glosses over weakness.</p><p style="text-align: center;"><b><u>Identifying game feel and elements</u></b><br /></p><p><i> Where I am going next?: </i>Some games have a strong "game feel" but dated mechanics, or maybe a poor link between lore and gameplay. There seems to be a strong nostalgic push back towards <i>Necromunda</i>, <i>Mordhiem</i>, <i>Battlefleet Gothic</i> etc - even in my out of the way part of the world. I reckon every game designer has started with 'making a better 40K.' If we can identify:</p><p>a) games we like (do they have elements that we dislike? i..e games we like "in spite" of x and y)<br /></p><p>b) what is the 'game feel' we enjoyed<br /></p><p>c) what are the individual elements that contribute to game feel</p><p>d) are there poor mechanics/game elements we can 'swap out' with better</p><p>...then we can replicate (or even improve) the game-feel of favourite games, transfer the game-feel of one game to another, or even align game-feel more with the lore/enhance realism (aka improve metaphor).</p><p>Last post I asked "what games do you enjoy - why?" which was pretty vague. If you think about a favourite game in terms of points a) to d) it may be a bit easier....<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com47tag:blogger.com,1999:blog-8394074963215462822.post-20524254959877108752023-12-12T02:41:00.000-08:002023-12-18T00:17:24.638-08:00Game Design #102: Game Feel<p> In videogames there is something called <i>gamefeel </i>or <i>game juice</i> - the intangible 'feel' when interacting with videogames. It's a mix of control response, visuals, and sound - kinda perceptual feedback. It's the sense of immersion, control, satisfaction in a game. All pretty intangible. (Worth a google if it sounds interesting)</p><p><b><i>Note: I feel the following post is rather poorly explained without a good orientation, linking and labelling key points, or conclusion. For a more coherent attempt on this topic, see <a href="https://deltavector.blogspot.com/2023/12/game-design-102-game-feel-reloaded.html">here.</a></i></b><br /></p><p>I tend to like to pry apart wargame mechanisms. I know what I like, which colours my opinions (and conclusions), but I am interested in X + Y = XY - coming to conclusions like <i>"reaction mechanics increase engagement, but increase complexity (more "if-then") and can actually slow the pace of the game."</i> I may LIKE reactions (my preferences) but they are not always the best solution if you want to keep things simple and snappy. Generally, I explore things you can check, or debate.</p><p>But gaming with my 8 year old has me thinking about intangibles. Preferences. </p><p>My wee lad likes chugging lots of dice. I tend to regard big piles of dice with suspicion - a bit of a chore. Was there a more efficient way to do this? But he says: "lots of dice - w000t - this is gonna be epic!" For him, there's something about the <i>feel</i> of flinging handfuls of dice.<br /></p><p><b>Take dice types.</b> For example, I dislike d20s. They seem so swingy, so tiny, so hard to read. I get WHY they can be used (lots of variables in a single roll, convenient 5% increments, good for say fantasy where stats can vary vastly) but I just don't like the feel of using them. I can acknowledge they may be the best option in many games, but I just don't like the<i> feel</i> of using them.</p><p>I like d10s a bit more. Easier to use, nice 10% increments, a nice middle ground. <i>My opinion:</i> More games should use d10s. But I find myself thinking in % in a more clinical math-y way when I use them. <br /></p><p>I like a nice handful of d6s. They're familiar, friendly, cube-y. There's something when you see snake eyes (1s) or box cars (6s) that evokes a feeling of thrill/dread that a 0 or a 9 on a d10 just... <i>doesn't</i>. Likewise I don't enjoy games where rolling low is good. Especially on d6s. I just have a weird moment when I see the dreaded '1' and then realise "oh - that's good - I succeeded? Riiight."<br /></p><p>d4s are just crap. Little pointy pyramids. They aren't <i>dice </i>but bunches of numbers painted on triangles<i>.</i><br /></p><p>These are my <i>feelings</i> about dice. Objectively, there are games/mechanics when using each dice may be best practice - but I'd prefer never to have to use d4s - ever.</p><p>I also dislike adding dice together (2d6). In fact any major adding or subtracting kinda pulls me out of the game while I 'math.' </p><p>I'm not a fan of the rather common 2d6: it's worse, as it creates a bell curve of results, which if rolling to beat a target number, kinda goes 3%, 8%, 17%, 27%, 41%, 58%, 72%, 83% etc - rather than a smooth 10%, 20%, 30% etc - where modifiers can push you past a certain break point i.e. the difference between a 2 and a 4 (+2 modifier) is 15%; the same +2 gap on a 6 would make a 31% swing. A +2 bonus has a variable value. That would be fine if the game was <i>designed</i> around a bell curve (like Fudge dice) but sometimes 2d6 are a carry over from when d10 were not invented and it's an unwanted side effect.... <span style="font-size: x-small;">(*cough* Battletech Alpha Strike *cough*) </span><span style="font-size: small;"> </span><span style="font-size: x-small;">...at which point I'd say it is objectively bad.</span></p><p><span style="font-size: small;">But these are preferences. What I think <i>'feels right.' </i></span><br /></p><p>I'm not just talking about physical interactions and dice. This includes <b>mechanics. </b></p><p style="text-align: center;"><b> </b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3LHgJkS9ApfJbITmZmrjuAuQvFdHtt-L917AN49nm5tSefBv5wL2EZ3KIZWdBC69dOBdaJBsSS-ESYOHOoCr84841yUAKtJ9qFVN5H-dzQSixGHoCIl9sZSGpMMUm_pNJZgOQVOwlkjYOoZwoGP_gW9lXTTrBrzLsbuxM9s0PMRCNFB7BxZNzp_3iOlw/s4080/IMG_20231212_162223.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3LHgJkS9ApfJbITmZmrjuAuQvFdHtt-L917AN49nm5tSefBv5wL2EZ3KIZWdBC69dOBdaJBsSS-ESYOHOoCr84841yUAKtJ9qFVN5H-dzQSixGHoCIl9sZSGpMMUm_pNJZgOQVOwlkjYOoZwoGP_gW9lXTTrBrzLsbuxM9s0PMRCNFB7BxZNzp_3iOlw/s320/IMG_20231212_162223.jpg" width="241" /></a></p><p><i>My son tosses dice haphazardly. A dice box is $30+. So I made my own using a $3 wooden picture frame. My daughter: "Why is the blade broken?" My son: "Umm - it's Isilduir's sword, the one they reforged?" ...I have amended my Will accordingly. </i><br /></p><p></p><p></p><p></p><p></p><p>My guilty admission:<br /><b>Saving throws </b>are usually, objectively, a <i>needless</i> extra roll. Clunky, bad design. </p><p>You know the pattern: #1 attacker roll to hit #2 attacker roll to see if damage; #3 defender roll to save. I'd say <i>objectively</i> this is clumsy design. Why do an extra step? It's like #2 and #3 are kinda duplicating each other. Why roll to do damage, when you then roll again and undo it?</p><p>I'd say extra saving throws are generally a sign there's something wrong with step #2 (doing damage) - perhaps there's not enough variables on the dice - you should be using d10s not d6s, for example. <br /></p><p> However I love the <i>feel </i>of a saving throw - it has drama. To pick up the dice and deny your opponent with a '6' and see the anguish on their face is pretty funny. The tense feeling you have when your opponent picks up the dice - DID you kill his hero or is he about to Houdini? I <i>feel </i>kinda gives the player being attacked a sense of agency.<span style="font-size: x-small;"> (Note: it would be objectively more streamlined if you could allow the opponent to roll the damage dice from #2 and skip #3 - similar effect, without an extra roll).</span> However many players will hate saving throws, and I totally understand - logically, they're probably correct to want them gone!<br /></p><p>With saving throws, I have the guilty feel when I read a Lee Childs novel or watch something like <i>The Meg</i>. I feel I'm losing brain cells when I do it - but it's kinda fun.</p><p><b>I hate things that drag me out the the game</b>. If I have to stop to look up a rule, or consult a chart, or (duh duh dah) tick off hitpoints<i> (<- you all knew this was coming) </i>it kinda kills the flow. Chatting with opponents, commiserating over dice rolls - fine. Expected of a social game involving chance. Paging frantically through a rulebook to look up an obscure special rule? I curse the game designer. This actually links with videogame <i>gamefeel</i> - immersion - akin to having to pause and check a menu every few minutes, or having an obtrusive HUD or annoying cringe voice over. I'd argue this can be <i>objectively</i> bad, if it was avoidable by the game designer. </p><p>Anything that drags me away from the table, my toys, or makes me do maths/writing <i>feels</i> like work.<br /></p><p><b>Hopefully you have an idea of what I am trying to describe. The <i>feel </i>of the game. </b></p><p>It's not something tangible.<b><br /></b></p><p>We're largely talking about <i>preferences</i> here (which we can measure) - or perhaps the conjunction of a range of preferences and mechanics that makes a game<i> 'feel' </i>right for you. Sometimes a game has a good feel but the mechanics run contrary to your preferences. Why is that?<br /></p><p>There are lots of elements that contribute to the overall feel of a game. It could be anything from the dice you use (buckets), immersive mechanics that 'get' the spirit of the genre (reactive shootouts in a modern firefight, grinding Greek shieldwalls), flowing gameplay, or even a favourite mechanic (like saving throws) that you might say is <i>objectively</i> bad.<br /></p><p><b>Q1: What is a game you enjoy - that you really 'feel' immersed in? That 'hits the spot'?</b></p><p><i>Now, because I can't resist analyzing... can we quantify <b>why</b>? </i></p><p><b>Q2: What elements of the game make it so? </b></p><p>For example, blog readers will know I enjoy ME:SBG. This is a good example as it's nothing impressive. No mechanics stand out. It does nothing innovative. It's a 20-year-old, streamlined 40K-esque game with a more interactive activation, individual minis moving rather than squads, and a resource management system for heroes (might/will/fate) grafted on top. </p><p>I like it because it is simple <span style="font-size: xx-small;">(I preferred the even leaner LotR:SBG)</span> but has 'just enough' depth - there's decisions but not the relentlessness/lethality of say <i>Infinity</i>. It allows you to play scenes from the books and movies, emphasizing cinematic, heroic deeds which even non-gamer Tolkienites can appreciate. There are few 'gotcha' rules and you can usually guess what a mini is capable of. It has a point system so you can balance your own homebrew scenarios. It handles a wide range of 10-40 minis easily - sitting flexibly in a weird spot between true skirmish (Necromunda) and platoon-ish games (40K). As a bonus, you can use the rules to play ancients, medieval and even pike/musket with little adjustment and you actually use shieldwalls etc. Official GW support is 'barely there' but there is a vast supply of 3D printing to fill every gap; and it's probably good in a way, as we've had 2(?) editions in 20 years which means no perennial arms race.</p><p>Is it a good game? Eh. I'd say it is <i>objectively</i> more streamlined and balanced than say 40K, and has more strategy, decision points, balance and less 'gotcha' moments. But it isn't really an <i>amazing</i> game. I could say there are, objectively, better mechanics for most areas - and the methods aren't consistent. However, it has the right 'feel', it's fun and its simple old-school mechanics combine fine to do the job. For me, it's greater than the sum of its parts. Maybe it's nostalgia? </p><p>The <i>game-feel</i> is good, although the individual elements do not necessarily align to my <i>preferences.</i><br /></p><p>----<br /></p><p>Sometimes I think we conflate with what we <b><i>like</i></b> with what is <b><i>most logical</i></b> or <b><i>best practice</i></b>. Just because you hate stats doesn't mean a game with one stat and many hundred special rules is objectively simpler/better. Just because you might hate hitpoints doesn't mean there isn't a place for them. I like reactions, but not every game benefits from them (most, arguably, don't). I like new fresh mechanics but I acknowledge most folk prefer familiar ones - they are easier to learn. I think activation is one of the most important aspects of the game. Many people don't care. Some people hate having <i>any</i> morale rules. What we <i>like</i> isn't always the most efficient/innovative/simple/tactical option etc. And that's OK.</p><p>When I dig into games, I tend to view 'best' as the smooth, consistent rules with a good balance of decisions for the player. But best is <i>actually</i> the most fun. So...<br /></p><p><b>What are your favourite games? Why?</b><br /></p><p>This is more about what you <i>like</i>. What has a good <i>game feel</i>? What games are immersive? And what elements do you think makes it that way? Also: Does it have flaws? Is the game good <i>despite </i>itself? </p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com22tag:blogger.com,1999:blog-8394074963215462822.post-69870465881728443602023-12-11T07:11:00.000-08:002023-12-11T07:11:20.615-08:00Hit or Miss: 2023 Edition<p>I'm going to briefly summarise some of my best/worst 2023 purchases and projects, for the amusement/as a warning to others. Let's play <i>hit or miss.</i></p><p><b>Carnevale Starter Box: Hit</b></p><p>The rules had hitpoints (boo) and I didn't love the resin the minis were made of but its enjoyable fluff and background (all 150 pages!) prompted me to paint all my pirates and a bunch of random cultists. Also I played the heck out of the included Venice card terrain, and I plan to paint even more pike/muskets to use on said terrain, before the years end.</p><p><b>Ragnarok Rulebook: Miss</b></p><p>Vikings hunting god-fragments to give them powers sounded epic. Just a bit clunky and bland, with a single warband of generic vikings to play as. The most interesting thing was the monsters but they were a pain to source given how unenthusiastic I was about actually playing.</p><p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8fD4cng6m1vkW__qj8DnRJhZHf7QUpBC4Hlp1H-akuf9kurW40GkNJesjBXClcpDGsbKmSE8opCyxnVeXt7rmHzFGoomVt4iHAsv4u0G6Z6qAs3RPUS46orv2J_Fok8k6FYiNftUT6oVouDgfjimxmzyCHDrGRWHZd4sJTaZeWP3eSVCmI3oueUO2m_U/s2877/IMG_20231211_205847.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1289" data-original-width="2877" height="143" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8fD4cng6m1vkW__qj8DnRJhZHf7QUpBC4Hlp1H-akuf9kurW40GkNJesjBXClcpDGsbKmSE8opCyxnVeXt7rmHzFGoomVt4iHAsv4u0G6Z6qAs3RPUS46orv2J_Fok8k6FYiNftUT6oVouDgfjimxmzyCHDrGRWHZd4sJTaZeWP3eSVCmI3oueUO2m_U/s320/IMG_20231211_205847.jpg" width="320" /></a></div><i>These Infinity </i>Combined Army <i>will be used with simpler Zone Raiders rules, which will be much simpler to teach/play...</i><br /><p></p><p><b>15mm WW2 Tanks: Hit</b></p><p>The tanks were fun to make and easy to paint. I made my own dieselpunk setting and rules where roaming tank pirates raid fortified villages, and mutants, scarred by gas, roam the post-WW1-apocalypse-landscape. Me and the wee lad had fun poring through tank reference books and visiting the Cairns Tank Museum. I doubled down on this (I now have ~50 tanks) when my plan to play Battletech fell through.<br /></p><p><b>Middle Earth:SBG : Hit</b></p><p>My most played game, I taught a few people to play as it is a good intro game with familiar lore and simple enough mechanics. Also read Hobbit and LotR to my kids and watched both movies. My kid (who seldom watches TV or movies) now quotes Gollum to the bemusement of his friends. Discovered resin printing which can make a $80 GW model look lame - for only $10.<br /></p><p><b>Gaslands: Hit</b></p><p>The rules are quite gluggy but still cinematic; I've played only a few games but my son and I had lots of fun kitbashing cars. My son is still collecting cars and visiting my old Ender 3 filament printer... <br /></p><p><b>Zone Raiders: Hit</b></p><p>Motivated me to start painting my ~80 undercoated <i>Infinity</i> and will serve as a "gateway" ruleset to sci fi and campaign games. Far simpler than <i>Infinity </i>and its learning <strike>cliff </strike>curve, less 1980s than <i>Necromunda</i>....<br /></p><p><b>The Dump Shop/Thrift/Charity Shops: Hit</b></p><p>I have acquired a shed TV, a DVD player, and 100s of DVDs (the latter often for cents each) which I use to curate old war movies for my son (check if suitable) and inspire my painting - i.e. I watch period-appropriate movies when painting i.e. <i>Pirates of the Carribean</i>, <i>Master and Commander, Black Sails</i> when painting pirates, for example. I can do ~8-12 minis per movie depending on how complex they are...<br />Also scored lots of plastic castles and a table full of castle terrain for only a few dollars. Watching <i>Last of the Mohicans</i> on my $30 thrift shop TV reignited my French Indian dino wars painting...</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA4tUEQJ2mCcI-miC9BUeWiSps-vuLG3ND1NYW9uWgaY-Ctia9KBWe9C664chXlQFEID8Es0n_WjD0USz-UyCvZpx1iFcMdEWrhXMzYbBNDU0vp4K6QAuUwkI1kHXLijlY-aBtlpR7AT8-wpbAY-WC6e5pSfwBnflg33q3-1ZZsXvUpXnrsFiFYESPjSI/s3117/IMG_20231211_205806.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1580" data-original-width="3117" height="162" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA4tUEQJ2mCcI-miC9BUeWiSps-vuLG3ND1NYW9uWgaY-Ctia9KBWe9C664chXlQFEID8Es0n_WjD0USz-UyCvZpx1iFcMdEWrhXMzYbBNDU0vp4K6QAuUwkI1kHXLijlY-aBtlpR7AT8-wpbAY-WC6e5pSfwBnflg33q3-1ZZsXvUpXnrsFiFYESPjSI/s320/IMG_20231211_205806.jpg" width="320" /></a></div><i>I used an Excel spreadsheet to catalogue my man cave and identify what elements I am missing (rules/terrain/minis) to finish projects or resurrect unused minis... I now need more sci fi terrain...</i><br /><p><b>3D Filament Printing: Miss?</b><br /></p><p>I'm not sure. I dislike the hassle of 3D printing and wouldn't recommend: but it <i>did</i> help me complete <i>Cruel Seas</i> and <i>Gaslands</i> projects I otherwise would not have. My friends all have much newer 3D filament printers and they swear by them... *looks around for wife* maybe I just need to upgrade... but as it is it is a pain in the bum and a time sink...<br /></p><p><b>Cruel Seas (WW2 coastal forces): Miss</b></p><p>The PT boats are snazzy but the Warlord rules are far worse than I recall and the prohibitive costs make further collecting unfeasible. Kinda on hold until I sort better rules.<br /></p><p><b>Burrows and Badgers: Miss</b></p><p>Expensive boutique models and hitpoints (boo) contributed to my non-playing this rather charming and otherwise decent set of campaign rules of warring woodland animals *cough* Redwall *cough*. </p><p><b>Battletech: Miss</b></p><p>Models are cool designs but kinda low grade plastic. The OG rules are hideously clunky and dated and the Alpha Strike rules need too many house rules to be playable. Was expecting to play this lots with my lad but we opted to play mech games on the PC instead...</p><p><b>Homebrew Modern Jet Rules: Miss</b></p><p>Still haven't solved the riddle of how to abstract air combat enough to play fast while retaining the energy management/maneuver/detection/pilot factor/plane performance interactions. It's not impossible but certainly pulls in a lot of different directions. I think I'm stuck on activation mechanics at the moment - I'm struggling to find something chaotic yet favours better pilots with more energy... </p><p><b>Blog Consistency: Hit</b></p><p>I've tried to post each month (traditionally I have gaps and bursts of energy aligning with holidays) and have had my 3rd most prolific year (now 13 years - originally this was just a repository of rules reviews as I got sick of answering everyones questions - I still own a vast rules library...)</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMrRnj_QPbOOfS_ADCZZ8UAK_d_h-tVkKLfc8q0pSnqttD33EcJhWpB-lZhcHigMCoBGRJjlpa1uqgRYf7AOgE_tPQ2oa5chRlFq7IlmeohDwUOsx9IQCbb_aXUIPKS0XuVCS9-s_U6QydSRZYlm3ruOfkjtbw8aaQ0UDjSxjlbtpTkke31nXAmP9ZgaA/s1172/IMG_20231211_210244.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1172" data-original-width="962" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMrRnj_QPbOOfS_ADCZZ8UAK_d_h-tVkKLfc8q0pSnqttD33EcJhWpB-lZhcHigMCoBGRJjlpa1uqgRYf7AOgE_tPQ2oa5chRlFq7IlmeohDwUOsx9IQCbb_aXUIPKS0XuVCS9-s_U6QydSRZYlm3ruOfkjtbw8aaQ0UDjSxjlbtpTkke31nXAmP9ZgaA/w138-h168/IMG_20231211_210244.jpg" width="138" /></a></div><i>I've painted 27 Infinity this week. That's 27 more than the last 10 years... Yu Jing, Combined Army, Ariadna are finally finished, now embarking on Mercs/Haqq/Nomads/PanO/Tohaa...</i><br /><p><b>Homebrew Sci Fi Horror Rules: Miss</b></p><p>Kinda made a decent modern skirmish shooter but the interactions and reactions kinda sidelined the horror aspect and I've revised and simplified a few times...</p><p><b>Terrain Built: Hit</b></p><p>My 'no pizza unless you use the box for terrain' has resulted in a few tables worth of terrain, which has in turn prompted more mini playing and painting. Terrain plays a strong but kinda unnoticed role in motivating you.<br /></p><p><b>The Excel Spreadsheet: Hit</b></p><p>I colour-coded all my toys into "complete projects" or "incomplete" based on a) do I have minis painted b) do I have terrain c) do I have rules? ...and set about highlighting then remedying any gaps. Having clear ideas of what I need to finish projects did wonders for my work rate - (I have painted ~450+ MESBG minis and ~400 other minis in 2024) and my games played. Everything has been sorted into small tackle boxes with an orange sticker denoting incomplete/unpainted boxes. The average gamer has 100-500 incomplete minis<i> but my mum always said I was above average ;-)</i></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com2tag:blogger.com,1999:blog-8394074963215462822.post-39110265874197802002023-12-09T21:07:00.000-08:002023-12-09T21:13:35.908-08:00Zone Raiders Rules Review<p><i><b>Alternative title:</b> Infinity is far too complex, Necromunda is too clunky and dated....</i></p><p>These rules were purchased as a result of seeing my <i>Infinity</i> models going unused for years. <i>Infinity</i> itself is excellent and the models superb, but the learning curve is almost vertical, with fairly complex gameplay and extreme special rules. It's a game I'd like to play, but don't feel like teaching to others. So...</p><p>...<i>Zone Raiders</i>?</p><p>Fast-paced modern gameplay, campaign rules and a setting cool enough inspire you to play?<br /></p><p><b>The Shiny</b></p><p>I had to get a pdf which I printed in B&W. A nice hardcover is $78AUD (OK) but +$89 P&P (not OK), so not many options there. Bit sad I missed out, as I suspect it is quality. The illustrations and pics of models looked good on the pdf. I found it pretty easy to find info just flicking through the book - it is very easy to read and very well laid out. </p><p>The background and world building is excellent. Megastrata - world of metal and gigantic machines, where unknowable and alien AI rearrange whole sections of the planet. Automated technology has gone wild, with sentient machines prowling the Dark Zones. Survivors hunt for food and resources. It kinda reminds me of Netflix's <i>Blame</i>! but you can easily link it to both <i>Necromunda</i> (underhive vibe) and <i>Infinity</i> (tech) which is surprising as they seem opposite ends of the sci fi spectrum.<br /></p><p>The setting info is engaging, inspiring and intertwined a page or two at a time through its layout, but is never obtrusive. It's there to help drive the game, not dominate it (<i>cough</i> Carnevale <span style="font-size: x-small;">150-pages-of-fuff-before-you-get-to-the-rules</span> <i>cough</i>.) It's about ~30 pages of core rules, ~40 of gear/weapons/campaigns, and ~50 pages of factions and optional rules.<br /></p><p>Overall, I found this rulebook excellent in layout, easy to use, and good but 'balanced' use of background. A good role model in how a rulebook should look. It feels far more professional and proofed than many <i>Osprey</i> rules I've used. I struggled with using <i>Gaslands</i>, but this was a breeze to use.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl9fU88d0Xd-VaYi42JctQKNS27zXQ08s_G5LMlytwpmlkIlQ_7lvbmGlxDJfTL_bEzF_5FyzzO_jZYIJ1cgEDyZxIm4a_bK2aqP6To1vOyGWdm4BKR2_4ZT_IUv_nQhu_7UVHkM7608xsuGsrPOwksrLh3TMr08uxbbrvKLuQXx7RyPmWeFTL9xoSFWc/s2404/IMG_20231210_144419.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1721" data-original-width="2404" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl9fU88d0Xd-VaYi42JctQKNS27zXQ08s_G5LMlytwpmlkIlQ_7lvbmGlxDJfTL_bEzF_5FyzzO_jZYIJ1cgEDyZxIm4a_bK2aqP6To1vOyGWdm4BKR2_4ZT_IUv_nQhu_7UVHkM7608xsuGsrPOwksrLh3TMr08uxbbrvKLuQXx7RyPmWeFTL9xoSFWc/s320/IMG_20231210_144419.jpg" width="320" /></a></div><i>If nothing else, the rules have inspired me to paint Infinity models which have sat dormant for 10 years....</i><br /><p><b>Overhead (aka Barrier to Entry)</b></p><p>How complex are the rules? What stuff do I need to play? It uses a d20 (probably as a nod to <i>Infinity</i> as a d10 would also work). You roll equal or below your stat to succeed i.e. if you have Shooting 11 you need an 11 or lower on a d20 to hit. No opposed rolls or fancy stuff. Stats are sensible: <b>Speed, Shooting, Melee, Defence, Survival</b> (resist damage and radiation etc), <b>Aptitude</b> (training+awareness, initiative - kinda troop quality). It meets my criteria of "must be able to easily teach to others."<br /></p><p>While it is not as brutally lethal as <i>Infinity</i> it is a game designed around lots of terrain and <i>vertical </i>terrain at that. A few pieces of 40K corner ruins won't cut it. Grappling hooks and servo-assisted legs are common gear; making wall-running and giant leaps are a regular part of the game and giving a bit of a <i>Titanfall</i> vibe. There are also some special terrain pieces (hazard zones, sentry guns, fabricators, cyro-chambers - that you don't <i>need</i> but are technically part of the game). </p><p>There will also be a significant amount of tokens - wounds, downed, armour fail, no ammo, marked, overwatch, suppression, hunker down - which will a) need to be made and b) clutter the table.<br /></p><p><i><b>TL:DR </b>- Rules are simple, logical and easy to learn, but there are significant terrain requirements, and plenty of tokens laying about.</i><br /></p><p><b> Actions/Initiative/Movement</b></p><p>It's "alternate activation plus"; basically players take turns activating their minis. Sometimes models can act together and you usually have a few "command points" to allow for an extra action; force an injured model to act or allow you to move two models in a row. <br /></p><p>Models get the usual two actions, but Zone Raiders is interesting in its strong emphasis on mobility (wall run, grapple, super leap) as well as reloading - firing single shots is fine, but a burst of gunfire usually requires a reload.</p><p><b>TL:DR</b> - <i>Simple standard alternative activation, with command points and mobility skills elevating it above the norm</i></p><p><b></b></p><div class="separator" style="clear: both; text-align: center;"><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4HkTPUbUdRLX8PDKVXBkAGSoqLmsWL0Q6XQlT_W2eQVnT8ERpBznIol72b3l9JRqD9MHC0QKGHqT3X1bmb-ytyt7cUC-6vB3TJEyGQ96gXnlJbG1mHIaTegRe-fVFVbiQywKPOYAFu4HXaHefFFqUgeIMmbfgrCIzcsi6FERd-B6nQoGMqviWB34F6ZU/s3024/IMG_20231210_144805.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1150" data-original-width="3024" height="122" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4HkTPUbUdRLX8PDKVXBkAGSoqLmsWL0Q6XQlT_W2eQVnT8ERpBznIol72b3l9JRqD9MHC0QKGHqT3X1bmb-ytyt7cUC-6vB3TJEyGQ96gXnlJbG1mHIaTegRe-fVFVbiQywKPOYAFu4HXaHefFFqUgeIMmbfgrCIzcsi6FERd-B6nQoGMqviWB34F6ZU/s320/IMG_20231210_144805.jpg" width="320" /></a></b></div><i>My 2013 self said: "I don't have skill to do justice to the sculpts<b>, </b>plus I'd like scenic bases" </i><p></p><p><i>My 2023 self said: "I don't have the skill or the bases, but the whole faction will be table-ready tomorrow."<b><br /></b></i></p><p><b>Combat</b></p><p>Simply roll under your shoot/melee stat on d20 to hit (low rolls=good), then defender rolls under his defence to block. There are a decent amount of modifiers but range bands are "point blank" "effective" and "further than effective" meaning their is no complex<i> Infinity</i> range bands to track. </p><p>Once injured, there is an extra step where you roll against your Survival. A fail = model dies. A pass = model is wounded. A model can have two wounds - each wound means a player must dice against their aptitude or lose an action. I like this as they are not 'meaningless' hitpoints - a badly wounded model with two wounds might not move at all if he fails two rolls. </p><p>There is suppressive fire (which places a big 'to hit' penalty on the suppressed mini) and players may opt to Hunker down (and get a major bonus to avoiding fire). There also is the ammo factor - many heavy weapons only have 1-2 shots before reloading and spraying bursts of automatic fire emptying magazines (risk vs reward). </p><p>In melee if an attacker misses the defender may disengage and get a free
short move away which was interesting and a simple way to add a
decision. Some powerful weapon hits can push models back which could
lead to some cinematic falls. </p><p>There is <b>no conventional morale </b>but there is <i>Extraction</i> (call escape vehicle, preplanned escape tunnel etc) where models can place an AoE template, and any model in the template (Extraction Zone) can spend an action to leave the battle - with any loot they gained. A force with less than 50% of its men may <i>choose</i> to "bug out" but they loose any loot, and enemies within 8" can force a roll to see if they are wounded. I.e. its better to leave at your own terms...<br /></p><p><b>TL:DR</b> - <i>Simple mechanics, with injury rules, and some extras like reloading/suppression/hunkering. Clever extraction/bug out rules means there is no forced morale but players will probably choose to leave when it is advantageous. </i>Downside:<i> This game <u>will</u> have tokens.</i></p><p><b> Terrain, Missions</b></p><p>There are ~10 missions (good) but many centre on a special piece/s of terrain (say sentry guns) which means you have to source them (bad). Terrain is pretty important, and quite interesting with various hazards, low vis, as well as jump plates, vast chasms, ducts that allow you to teleport between them, explosive drums, zip lines, drop platforms etc. Some terrain may even summon AI enemies to the battlefield. <br /></p><p>The terrain requirements will be a barrier to entry to some, but add a lot to the game. If you already have lots of <i>Infinity</i> or <i>Necromunda</i> terrain you will be OK - but if you only have a few 40K corner ruins..</p><p><b>TL:DR</b> <i>Plenty of missions, and interactive terrain and random events add lots of interest but could be a pain to source. </i></p><p><b>Weapons & Gear, Campaign<br /></b></p><p>There is plenty of weapons and gear - and - even better - assigned a points cost to allow you to balance forces. The stats are simple: An automatic carbine/SMG has <span style="font-size: x-small;">(effective)</span>Range 12, Strength 0, Ammo: Auto, and the Rapid Weapon, Burst special rule which means it can move and shoot easily, and fire two shots (at same or nearby target) at the cost of needing to reload. </p><p>My criticism is the naming "Pneumatic jezzail" and "Mag driver" is not obvious what it is and sometimes they are weapons unique to the setting. I'd rather weapons linked more obviously to archetypes. I suspect the game is strongly aimed at the <i>Blame!</i> universe with the penumatic guns etc.<br /></p><p>Most armour gives you a super leap, wallrunning or grappling. Gear is thorough and I like the "battery" a token that allows you to boost a piece of powered gear or give a free action with that gear. There is also rare artifact weaponry and gear made from lost tech.</p><p>This was sensible and not overwhelming with 6-12 choices in each category BUT most weapons are designed for the in-game setting; i.e. <i>it allows you to adapt your models to the setting - it's not a completely generic toolbox allowing you to, say, play 40K with different rules.</i><br /></p><p>There are casualty tables, advancement, and team "doctorines" - special rules that allows a team extra loot, better new recruits, biotech augmentation, easier access to artifacts etc. These are proper campaign rules a la <i>Necromunda</i>, not the normal campaign-lite that is in a paragraph of an Osprey book. There are underdog bonuses for balance and rules for competitive play.</p><p>There are also rules for co-op missions which will be great for newcomers; using simple patrol/alert/hunt rules similar to old <i>Kill Team</i> (or<i> Black Ops</i>) stealth missions and a separate hostile Marauder faction. There's 6 specific co-op missions so this is far from an afterthought.<br /></p><p><b>Factions</b></p><p>Warbands and factions fit "archetypes" you can fit existing models to. Warbands kinda fit the <i>Necromunda </i>template - leaders, gangers, juves, specialists etc.<br /></p><p>The factions are obvious stereotypes. There are technomads who wander scavenging for parts and food. Zone stalkers who stealthily explore ruins for relics. Reclaimers are more heavily equipped "government forces" such as they are. Morlocks are mutant hybrids. Atropics are true alien beings of melded tech and flesh. Nthgens are synthetic replicants who are lesser copies of the leader (like Frostgrave wizard/apprentice). Exanthrope posthumans (space marines?) enhanced by nanotech. You can easily figure out common miniature lines to adapt.</p><p>There are also AI controlled creatures who act according to a series of priorities in-game including harvesters, flying reapers and behemoths.</p><p>In addition there are rules for <i>vectors</i> - aka mech suits - allowing you to use Infinity TAGs, dreadnoughts, Tau Battlesuits etc as well as the possibility of 'dataplane manifestation' aka cyber attacks in the virtual world using incorporeal avatars 'data shadows.'</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-t-y9v-exEZU5a39n58Iv5_oDAYmHzbH7hrJJapiKq1Kw1UnErgDs1GrMEsq_Xx0ZsZCORgwwQFO0wKp-emmSWTFdoOYxOF22zWxKQ3hFH8UokN4X8s6O2I-2Vmq3Xd7SxFPRBxuTF23jiDmgYOEORVtXVxWCnBlrglxU51rYGV7nLSUhqQeckd3s2FM/s2605/IMG_20231210_144645.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1451" data-original-width="2605" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-t-y9v-exEZU5a39n58Iv5_oDAYmHzbH7hrJJapiKq1Kw1UnErgDs1GrMEsq_Xx0ZsZCORgwwQFO0wKp-emmSWTFdoOYxOF22zWxKQ3hFH8UokN4X8s6O2I-2Vmq3Xd7SxFPRBxuTF23jiDmgYOEORVtXVxWCnBlrglxU51rYGV7nLSUhqQeckd3s2FM/s320/IMG_20231210_144645.jpg" width="320" /></a></div><i>My 2023 </i>Infinity<i> painted count now stands at ....17. Let's see how many get done by year's end...</i><br /><p><b>TL:DR</b></p><p>This appeals to me as it hits the sweet spot of fast play/simplicity vs depth/decisions; <b>far simpler and more accessible than <i>Infinity </i>and far more modern and less clunky than </b><i><b>Necromunda</b>. </i>It's also better than the obvious alternatives<i> - <a href="https://deltavector.blogspot.com/2021/07/realitys-edge-rules-review.html">Reality's Edge</a> </i>is much clunkier<i> </i>- <span style="font-size: x-small;">hitpoints and 80 pages of special rules</span><i> - </i>and<i> Rogue Stars </i><span style="font-size: x-small;">(one-stat-that-does-everything but a thesaurus-ful of special rules each mini)</span> stretches the SoBH engine in weird directions.<i><br /></i></p><p><i>Zone Raiders</i> was quite similar to my own homebrew attempts to simplify <i>Infinity</i> for my son and wargaming newcomers, so I'm delighted to avoid having to reinvent the wheel.</p><p>The rules are <i>evolution not a revolution</i> - adding slight improvements or twists to conventional mechanics - command points to alternate activation, vertical manuevers, reloading to add risk vs reward to burst fire, extraction rules removing forced morale checks.... </p><p><b>Positive</b><br /></p><p>(+) It's simple, and easy to teach, and the rulebook is easy to use. Free <a href="https://zoneraiders.com/">sample rules</a> here.</p><p>(+) Strong and interesting background, reminiscent of <i>Blame!</i> anime but takes elements from many genres<br /></p><p>(+) Can easily be adapted to use existing models (<i>Infinity, Necromunda</i> etc) - even mechs!<br /></p><p>(+) There is a proper campaign system <span style="font-size: x-small;">(not a brief paragraph as an afterthought at the end of the book)</span></p><p>(+) Co-op and AI rules; including purpose-built scenarios</p><p><b>Negative</b><br /></p><p>(-) Weapons and gear are focussed on the 'megacity' setting; it's not a completely generic toolkit to allow you to play other backgrounds of your choice; i.e. while you can easily adapt your 40K or <i>Infinity</i> minis to <i>Zone Raiders</i> setting, you can't as easily use <i>Zone Raiders</i> to play a <i>40K </i>or <i>Infinity </i>setting<i>.</i><br /></p><p>(-) You will need lots of terrain (vertical as well), and there will be some tokens messing up the table. Lucky I have lots of spare pizza boxes...<br /></p><p>(-) Hardcopy rules are<i> not</i> cheap<br /></p><p><b style="color: #04ff00;">Recommended: Yes. Finally inspired to finish my Infinity and Tau minis... </b></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com15tag:blogger.com,1999:blog-8394074963215462822.post-38891257434380234992023-12-07T18:16:00.000-08:002023-12-07T18:16:56.932-08:00There is but one Lord of the Ring...<p><i><b> ...and he does not share power!</b></i></p><p>I was momentarily disrupted in my quest to work through my unpainted pile, thanks to the arrival of some 3D print lads.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmrrUzYBjl6Vx6bhycafZ2qaM2Fz0ABtT70DX_Ec0niuaevkxczl5EYZEd4Xnbl_tf3PxuZNbF9SBdUD4UNiHYuN_5vi79BrvHztCYYWdWkUuVRBSdmOAPeLTKDRjBUz7UREwEnDhN0WcUSV3S9Q2APxiNOj6AULiKIxQvAqzFcYbsxwkTeKyDxphQc7c/s1526/IMG_20231208_105223.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1526" data-original-width="943" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmrrUzYBjl6Vx6bhycafZ2qaM2Fz0ABtT70DX_Ec0niuaevkxczl5EYZEd4Xnbl_tf3PxuZNbF9SBdUD4UNiHYuN_5vi79BrvHztCYYWdWkUuVRBSdmOAPeLTKDRjBUz7UREwEnDhN0WcUSV3S9Q2APxiNOj6AULiKIxQvAqzFcYbsxwkTeKyDxphQc7c/s320/IMG_20231208_105223.jpg" width="198" /></a></div>$10 for a 3D print sure beats $78 from Gee-Dub. I dislike resin but in a model this large it's sturdy enough. <p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvJ9AfOx4mSahsk_ojQkt4P47_GmRxsu_pcMIS0gdDWMg-YbY-Ng-zDrWHjjV7chtNwD4FGHhzKBMCbEUKus7xzmt_8ZHz2D8OPyr10BqLfJ8yE1xq7VhyphenhyphenBT5Qga9WvtjJpI2h05K4N_luuQWXdckMNlZNr1bo-coK74jQSDC-ydUp4AaIX6qjCPYdq6w/s1620/IMG_20231208_105250.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1620" data-original-width="1441" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvJ9AfOx4mSahsk_ojQkt4P47_GmRxsu_pcMIS0gdDWMg-YbY-Ng-zDrWHjjV7chtNwD4FGHhzKBMCbEUKus7xzmt_8ZHz2D8OPyr10BqLfJ8yE1xq7VhyphenhyphenBT5Qga9WvtjJpI2h05K4N_luuQWXdckMNlZNr1bo-coK74jQSDC-ydUp4AaIX6qjCPYdq6w/s320/IMG_20231208_105250.jpg" width="285" /></a></div>$15 not $84. The mace is cool but a bit iffy - fragile. I glued the mace head to the base to strengthen it. Oh well, if it breaks <i>I can buy 5 more and still have saved money.</i>..<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSyvZQCJtJcZcMgD6XCado9GU1EnF-yVCdO5GmyXV8s9iCMKLHFZPy6Wz5ANNvq0vMHpxb4JHdcMeuwIHEJInozaYIPHCGc8D3pAgPsbLNCdcmfsBfhefkmw7WedCatcqXSKEzSNzsuCcJfJcRe17UQmQmmANORr81UE5UhD9cEUiuwKlu2hPzTmppurY/s2476/IMG_20231208_105429.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1151" data-original-width="2476" height="149" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSyvZQCJtJcZcMgD6XCado9GU1EnF-yVCdO5GmyXV8s9iCMKLHFZPy6Wz5ANNvq0vMHpxb4JHdcMeuwIHEJInozaYIPHCGc8D3pAgPsbLNCdcmfsBfhefkmw7WedCatcqXSKEzSNzsuCcJfJcRe17UQmQmmANORr81UE5UhD9cEUiuwKlu2hPzTmppurY/s320/IMG_20231208_105429.jpg" width="320" /></a></div><p>I can upgrade my scratch-built goblin drum, and get a 'non essential but cool' dwarf unit. I must say I really hate the changes with MESBG (a ruleset which has pretty much had 2 editions in 20 years). </p><p>Dwarves got kinda screwed when they were split up into two sub-factions and then Iron Hills (Hobbit) powercept them with more flexible/better in pretty much every way. <br /></p><p>While MESBG is one of the few GW games I recommend, unfortunately GW doesn't release many new models (or even base 'core' models) but they ARE now releasing these 'supplements' with 'legendary legions' - usually OP sub factions which you need the <strike>codex</strike> supplement to play. <br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqron7_YLkqOj_e3GS6F-zgwjJ2unKoIHPjwWW670eECvooPppPObZ3lxViCgcyghdHcZsvvwtm5_boHeNnnDRvbtb2TgYz-Jk09X4qb2ABGmU1Q_najdnewLzEUtoKCB_VfIGqg3TcCbGjv_WMIxb5AAOhUXgdmhKskN_LC2lbrkCUdPGQlYRWTdk_bw/s3636/IMG_20231208_105512.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1691" data-original-width="3636" height="149" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqron7_YLkqOj_e3GS6F-zgwjJ2unKoIHPjwWW670eECvooPppPObZ3lxViCgcyghdHcZsvvwtm5_boHeNnnDRvbtb2TgYz-Jk09X4qb2ABGmU1Q_najdnewLzEUtoKCB_VfIGqg3TcCbGjv_WMIxb5AAOhUXgdmhKskN_LC2lbrkCUdPGQlYRWTdk_bw/s320/IMG_20231208_105512.jpg" width="320" /></a></div><p>A few barrow-wights... my son likes Angmar and its mix of ghosts and monsters....</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVIWXzh3XrNO-gKnJnMAUTJyVVOdGrzloEKHCpvP9Pmd0iCOZunZk-rSaoXA90FhxjUh0l6zf9D_AvICTZ68a0ebu5ooZPpK-DXZc6y729cGwLzHtua3wa00lG8dmbknVgZhyphenhyphenxB070vMP1mdA_Qrct_vbJKru3p2exgnJIim4t38tUdM-mWvjzFEtE1UQ/s3601/IMG_20231208_105627.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2712" data-original-width="3601" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVIWXzh3XrNO-gKnJnMAUTJyVVOdGrzloEKHCpvP9Pmd0iCOZunZk-rSaoXA90FhxjUh0l6zf9D_AvICTZ68a0ebu5ooZPpK-DXZc6y729cGwLzHtua3wa00lG8dmbknVgZhyphenhyphenxB070vMP1mdA_Qrct_vbJKru3p2exgnJIim4t38tUdM-mWvjzFEtE1UQ/s320/IMG_20231208_105627.jpg" width="320" /></a></div><p>He also loves wargs, so I boosted my warg pack. $4 for a warg chieftain, $1.50 per warg? That's an easy impulse purchase... Also the relatively solid sculpts are good in resin, compared to the more obviously flimsy wights. But the 3D company sent me double the wights for the same price so *shrugs* who cares?</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEdkAJ5vTADnDkg2x-XF9TicXG_npTvocnSYJjY9z0SUgT9BLRN_aLuRjnz6NQyvjTreiw_XftrZJ5XbPM0uM955eBz14H5gwDPIT_G25l3l_tzBEMcGavRN29X_eCidNE7j3LVfX7G2hQota-j8oDTk0QzmUUP-ZNe6wEwW5FOtNWqLy25rrC9N8GCrU/s2960/IMG_20231208_105744.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2267" data-original-width="2960" height="245" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEdkAJ5vTADnDkg2x-XF9TicXG_npTvocnSYJjY9z0SUgT9BLRN_aLuRjnz6NQyvjTreiw_XftrZJ5XbPM0uM955eBz14H5gwDPIT_G25l3l_tzBEMcGavRN29X_eCidNE7j3LVfX7G2hQota-j8oDTk0QzmUUP-ZNe6wEwW5FOtNWqLy25rrC9N8GCrU/s320/IMG_20231208_105744.jpg" width="320" /></a></div><p>I wanted a mounted Elrond (mounted heroes are always better), but at $84 for an official model that was a hard no. $12, on the other hand...</p><p>While the official GW support and pricing is pretty crap for MESBG, the mix of secondhand ebay minis for base units, and 3D printing heroes/specialists means I can collect without selling any kidneys...<br /></p><p>One of my self-imposed rules is "before buying any new models, have to have painted double that from the existing pile" and "all new buys must be painted in a week." Well I finished these with 5 days to spare and since my <i>fortnight </i>model count is 205 (now 226) I'm Ok with buying new toys as I know they will be quickly table-ready. I also know they will get "table time."<br /></p><p>LotR "painted" count for the entire year is 466, as I continue to slowly build balanced forces for <i>all</i> the LotR factions (not the Hobbit, that movie is not canon!. Only Dunland remains though I need to paint some of my existing vikings before I buy more (I want wilder and more varied Victrix, not the sensible-but-bland Warlord ones I have already)....<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com3tag:blogger.com,1999:blog-8394074963215462822.post-42563591766630577402023-12-05T22:17:00.000-08:002023-12-05T22:21:14.700-08:00Game Design #101: Overload - Pushing the Rules Past Breaking Point<p>Wargamers like to add more toys. But the rules don't always support <i>that many</i> on the table at the same time. They are trying to do too much with the rules. The rules start limp along, as they get overburdened.<br /></p><p>However some rules are designed overloaded, out of the gate. Born with a limp, so to speak.<br /></p><p><i>How do we know when the rules are overloaded? </i><br /></p><p>....Does your game drag on? Do you often forget to activate units (or can't remember what is supposed to occur next). Do you find yourself wandering off while someone is taking their turn? Are there big pauses while actions/moves are resolved? <span style="font-size: x-small;">....Obviously, some of these could be attributed to middle age....</span></p><p><i>How do we avoid overloading/bogging a game - and what design elements need to be considered? <br /></i></p><p><b>Now you can't stop players from using more miniatures than intended. That's unsolvable.</b></p><p><i>But what we can consider is if the game is overloaded for what we intend to use it for: i.e. you can make a game that is already overloaded at a "normal" size game: by choosing the wrong mechanics and mechanisms.</i></p><p><b>How can we avoid designing a game that is overloaded by default? </b><br /></p><p>Although I haven't kept up with 40K, my original copy was a quasi-RPG (Rogue Trader) which slowly evolved into a platoon+ game. The original game was at <i>Warmachine</i> scale - heck it had more in common with <i>Necromunda</i> than modern 40K. However as the game added more and more toys, it retained many mechanics which did not fit its new role/mini count. There were various attempts to streamline it, but it really needed a more significant revision (<i>Starship Troopers</i> points to what it could have been). <i>Warmachine</i> worked well at around original box set level but the mechanics bogged as they increased the game size.</p><p>Sometimes a game is already overloaded, at it intended "troop level." It's already bogged down. <br /></p><p><b>There are a few linked concepts - </b><b><i>level</i> of control<i> (what should you the player directly micromanage) </i>and </b><b><i>abstraction</i> (<i>what to detail, what to ignore</i>).</b></p><p>If you are controlling a tabletop platoon (3-4 squads, + vehicles) you are the <i>platoon commander.</i> You should be moving/activating squads and fire teams, <b><u>not</u></b> individual soldiers. Grouping minis in some sort of forced coherency (the classic "everyone in the squad must be 2" from each other etc) in fire teams or squads is logical AND keeps play moving along <span style="font-size: x-small;">(not need to track if Fred from Delta squad has activated - he moves with his squad).</span> The level of control is only 1-2 steps down. If you are a platoon commander, you should be able to command squads; or at best, fire teams/specialist squads. <i>Not</i> micromanaging each and every individual soldier.<br /></p><p>If you are playing a skirmish game with ~4-8 soldiers, it is likely you may individually direct soldiers. Maneuvering each mini independently makes sense. Moving them as a single unit would restrict maneuver. Think about real life soldiers and the level of control - how many elements (be it squads, fire teams, or even battalions) is a leader expected to control?</p><p>There's a few PC games that suffer from this. <i>Men at War: Assault Squad</i> has you playing as a platoon commander, yet you can (and should) set the stance for each soldier, throw individual grenades... basically you can directly control ~30+ individual guys, as they scatter around like lemmings. If the total men was capped at 8-12, it would work fine. As it is, it is micromanagement hell. </p><p>The Total War series caps your army at ~12-16 or so units at a time. As they have a predictable and mostly static front line, in reality you are only micro-ing 4-6 units, and your attention is only in 1-2 places at a time - most of which you can see on your screen. This works. In contrast, WW2 epic <i>Steel Division</i> could have 30, 40, 50 units scattered all over the map. It's much easier to forget you have that tank in the corner of the map....</p><p>So the level of command/amount of units has a <i>historical aspect </i>(i.e. if you are a company commander, you will not be directing the exact location of each and every grunt under your command) and a <i>practical aspect</i> (how many units can you the gamer effectively control) which <i>should</i> roughly align anyway...</p><p>It should be obvious when, for example you need to move/activate models as a squad, and when to move them individually.</p><p>Likewise, the level of abstraction should be evident: if you are a platoon commander, you don't need to track if Private Parts had his morning coffee so is +1 to his individual "to hit" roll. Instead you might simultaneously roll a handful of firepower dice for the whole squad, adding or removing dice at various ranges. If you are playing a quasi RPG game with 4 elite operators, then individual modifiers probably <i>should</i> be significant. I'd say it's possible to abstract to <i>oversimplification</i> - say a fire team level skirmish game where everyone succeeds at everything on a 3+ (hero), 4+ (regular), 5+ (newb), with no measuring or no modifiers... and lose too much tactical choice/naunce. It's taking platoon+ level abstraction, simplifying/abstracting it <i>even more</i> - and applying it to a RPG...<br /></p><p><b>The problem for a game designer is what mechanics handle miniatures best at that scale - and how it aligns with the level of control.<br /></b></p><p>The dreaded IGOUGO <i>technically</i> handles large groups of units better than alternate activation. You can just activate your units left to right until you've done 'em all. With alternate activation, with too many units you may forget who has already activated as you go back and forth taking turns activating dozens of units. However - too many units in IGOUGO can lead to boredom - as the non-active player will sit for ages, passively awaiting their turn. </p><p>Obviously, tracking/recording can cap units. If each soldier has 10 hit points - then where do all the unit cards go to record these? Could you have 30 models, each with its own card? </p><p>Detailed/unique rules can cap units. If each model has its own special rules, there will be a lot of flicking through rule books - slowing the game to a crawl. </p><p>Many modifiers can cap a game. If you have to remember 101 modifiers of +/-1 every time a model (or group of models) shoots or melees or whatever, it can slow things down. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5wBZ4GG4enZQbSH-PK9hQtxVWdlAQ8RZFtIqu1EZnEbHkHytu_ueXOOoP2zWAoPT76pBb2OMJ2aCkbPR1gZ3oMq-_IOSEnRUyhnOwiA-FoXN1mi1xkAUOuQj4r1Kp0pve56GRqN79BnOKk7BaVuXD1EAZUesDhusBNHxZwhvbvqt64w9qB6bOJrZOOyA/s829/Screenshot%202023-12-06%20at%2014-21-47%20Gaslands-Refuelled-QuickRefCard%20-%20Gaslands-Refuelled-QuickRefCard.pdf.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="829" data-original-width="333" height="511" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5wBZ4GG4enZQbSH-PK9hQtxVWdlAQ8RZFtIqu1EZnEbHkHytu_ueXOOoP2zWAoPT76pBb2OMJ2aCkbPR1gZ3oMq-_IOSEnRUyhnOwiA-FoXN1mi1xkAUOuQj4r1Kp0pve56GRqN79BnOKk7BaVuXD1EAZUesDhusBNHxZwhvbvqt64w9qB6bOJrZOOyA/w206-h511/Screenshot%202023-12-06%20at%2014-21-47%20Gaslands-Refuelled-QuickRefCard%20-%20Gaslands-Refuelled-QuickRefCard.pdf.png" width="206" /></a></div><i>Gaslands</i> has <b>lots</b> of "steps" in a turn. This slows a game which is supposed to be about frantic car combat and limits the amount of cars/players/special gear (rules) you can use. My solution is to have only 3-4 players, with very simple cars. 8 players, even with one vehicle each, is already 'overloaded'. There's a lot going on.<p></p><p><i>Gaslands</i> actually prompted this post, as players said it was "fun, but just a <i>bit much</i>" and naturally I want to question "OK, why? What is it exactly that is the issue?" <br /></p><p>Even physically moving lots of models can slow things - which is why mass battle games tend to base many minis on a single base - you might have 6-12 minis which only need to be picked up/activated/attack once. Rolling lots of dice (lots of "steps" to mechanics) can slow things - roll to hit, roll to beat armour, roll to wound, roll for cover save - all this slows things down. We could call all of this "action resolution" - once you the gamer make a decision - how long does it take (moving models, chugging dice) to carry it out/determine the results. Even <i>how</i> you roll matters - take <i>Warmachine </i>- roll 2d6, add the together, then compare to a defence factor and note the difference - a bit clunky, a few steps - yeah fine for a RPG or small skirmish game but not so cool if you have lots of big 10-men squads against each other.<br /></p><p>This is obviously not an exhaustive list of all factors, but gives you an idea of what you need to consider when 'scaling' a set of rules to the amount of minis intended to play it. <br /></p><p><i><b>In short, you need to choose game activation/mechanics appropriate to the scale and amount of units you are intending the rules to handle.</b></i><br /></p><p><b>The Hard Cap.<i> </i></b><i>Infinity</i><b><i> </i></b>is a pretty detailed skirmish game. It has many special rules (100+), and complex reactions where one or more minis can react to (interrupt) an active mini. It is a game that has all the traits to swiftly bog down and is hard capped at 15 miniatures - which is already probably too many. <span style="font-size: small;">Unfortunately.... each mini brings a valuable "order" (activation) so more minis is better - a bit of a problem. Given the complexity, the game <i>should</i> be played with far smaller forces; and indeed the designers have made a simplified version (Code One) in recognition of this and seem to be slowly trimming rules bloat). <i>War Cry</i> also has a 15-mini hard cap. It has hitpoints (boo) to track, but compensates by a much, much simpler ruleset and less special rules - so should play much easier with less "load". Hard caps on max units show the designer recognizes when the rules "break down." I haven't played the new <i>Kill Team</i>, but given it ALSO uses hitpoints AND has more special rules AND a large hard cap (20) I am confident it is a much slower, gluggier game than War Cry - probably already overloaded "out of the gate" and would probably take ~double the time to play.<br /></span></p><p><b>This begs the question: <i>How long should a game last? </i></b></p><p>This is akin to asking how long is a ball of string. I will note - I think we are seeing a shift towards shorter (45-60 minute) wargames over the traditional "all afternoon" affairs. Some games lend themselves to short format - its wise if a campaign skirmish game lasts only 45-60min so you can squeeze in multiple games in an evening - as campaigns are notorious for petering out after only a few meet-ups. I think this depends on the genre of game you are aiming for, but it's a question you should ask yourself.</p><p><b>Middle Earth: SBG - Example</b></p><p>MESBG <span style="font-size: x-small;">(the best rules GW has ever made) </span>as it seems to break a key concept. Models move and fire <i>individually </i>yet the game handles ~30-40 comfortably <span style="font-size: x-small;">(and only starts to overload at ~50+ which is mostly due to physically positioning all those models - and positioning matters)<i>.</i></span></p><p><i>So why does it work this way? <br /></i></p><p>The melee centric nature of the rules, and how models touching each other's base can give bonuses in fights. This tends to create natural "shieldwalls" - lines of minis moving together. Each army has several heroes who act as "leaders" allowing models in range of them bonuses/activation benefits which again tends to create unofficial, <b>organic "squads</b>." </p><p><b>Activation sequence is simple</b> and <i>somewhat</i> interactive - Side A moves, Side B moves all, Side A shoots all, Side B shoots all, Both Melee. This gives the management benefit of IGOUGO with less waiting around and more interaction.<br /></p><p><b>Mechanics are very simple.</b> Shooting is 3+, 4+ or 5+ to hit <span style="font-size: x-small;">(depending on who is shooting)</span> with no modifiers. Just a "cover save" of 4+ if needed. Melee is highest dice wins, with better Fight stats breaking ties (and extra dice from each ally supporting). A potential slow down is the Wound chart (compare Strength vs Defence on a chart) but it tends to be swiftly memorized and not needed in-game. <b>Special rules are minor or rare. </b>The only hitpoints are 2-3 wounds owned by a few heroes or monsters each side; so there is little tracking. Most special rules or recording is thus restricted to 3-4 heroes<b> - </b>not the other 30 regular guys.<b><br /></b></p><p>So you can see although having 30-40 models moving individually seems a lot <span style="font-size: x-small;">(and wrong - it's a platoon level game acting like a skirmish game)</span> due to ticking most of the boxes for simplicity/smooth play, it is physically placing each model which is causing the most major slow down. If you placed the models on trays and moved them en-masse, you could probably handle even more (actually there is a OOP spin-off, <i>War of the Ring</i>, which does just that, and simplifies things even more).</p><p><b>TL:DR</b></p><p>Gamers often "overload" rules by using far more minis than the game was designed for. Unavoidable.</p><p>However, some games use the wrong mechanics, and are "overloaded" <i>even using their intended forces.</i></p><p>Historical level of command can help give you an idea of what to abstract/how to activate/group miniatures - the right level of simplification/abstraction.<br /></p><p>Choosing the right game mechanics is important - activation, grouping of minis, resolution time/complexity of movement/attacks, amount of special rules/modifiers - all need to match the scale and intended play time/speed.</p><p><i>Can you think of some rules that are 'overloaded?' for the size they are intended to be played at?</i></p><p><i>What element/s of the game is causing the overload?</i><br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com17tag:blogger.com,1999:blog-8394074963215462822.post-47428767830335587712023-12-05T16:34:00.000-08:002023-12-05T16:34:57.432-08:00Cruel Seas: "It's a wrap"<p> Another project bites the dust.</p><p>I'm now rummaging through my shed, updating my spreadsheet and looking for 'low hanging fruit - tasks that can be completed relatively quickly i.e. 12 Heavy Gears get painting priority over my ~100 Warlord pike and shot.... </p><p>I've painted at least ~700-800 minis this year (admittedly to merely 'acceptable tabletop' standard) with 205 in the last fortnight alone. About 600 yet to go in my unpainted lead mountain....<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj70Y9Pe0mJT_BecFRVQCI2Fghbxl0M2mObECN8YrTZodg_7EUp859ypqjxnIM5HBHKydb1F6hPxmrGmVy-wczrxtfHGhsns9MXCT24GPyo1qNPIg1oCX9b9ueKD8qThFfBQwn-OYsz2WNcCdDCQVopaeRM-btMih8ygmgShPVI_bY83eB6pMuOMgQnO7s/s4070/IMG_20231206_083131.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1527" data-original-width="4070" height="120" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj70Y9Pe0mJT_BecFRVQCI2Fghbxl0M2mObECN8YrTZodg_7EUp859ypqjxnIM5HBHKydb1F6hPxmrGmVy-wczrxtfHGhsns9MXCT24GPyo1qNPIg1oCX9b9ueKD8qThFfBQwn-OYsz2WNcCdDCQVopaeRM-btMih8ygmgShPVI_bY83eB6pMuOMgQnO7s/s320/IMG_20231206_083131.jpg" width="320" /></a></div><p><i>Raumsboote</i> - a kinda minesweeper/patrol boat. I'll come back and tidy the camo later - but the main thing is it is playable.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrHItJXaopTO_7W-CbbrHMm0VBBv_E9QvZ9cxbr5turllya4xvKszMmKq5WjVLwZ8bcl6wSqgoxd2IHp-oew8dqlx6uRNaxO77QDd2R4mpw1MGUrA7d9VLfvyHROETqSp-QskOjXMQJHDEFG98bNs8uv-hCTTA6a8QOviYCfZVXytBCyjgjphUKTJCMEU/s3776/IMG_20231206_083000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2414" data-original-width="3776" height="205" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrHItJXaopTO_7W-CbbrHMm0VBBv_E9QvZ9cxbr5turllya4xvKszMmKq5WjVLwZ8bcl6wSqgoxd2IHp-oew8dqlx6uRNaxO77QDd2R4mpw1MGUrA7d9VLfvyHROETqSp-QskOjXMQJHDEFG98bNs8uv-hCTTA6a8QOviYCfZVXytBCyjgjphUKTJCMEU/s320/IMG_20231206_083000.jpg" width="320" /></a></div><p><i>Fairmile D's</i> - my favourite WW2 naval vessel. Pity it would cost me $120+ for another pair... the pricing on <i>Cruel Seas</i> makes GW look like a thrift shop.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVihyXAjvbHvpV_gWcDoypzS3n9QFGY04Qj-eou5V40ncQCznw6BPho25JY_YszhBu2az1wl2RMQRvj3ysSuSKs43-AelFPXt8C577G0CZ3re0g72qdhf4HH0mXJt90U_C618LNiGt1FOSPBrN4ygdUSOVEtNXSPLdlwoMiAtV7w70II26zXwE2i1orUY/s3693/IMG_20231206_083237.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2213" data-original-width="3693" height="192" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVihyXAjvbHvpV_gWcDoypzS3n9QFGY04Qj-eou5V40ncQCznw6BPho25JY_YszhBu2az1wl2RMQRvj3ysSuSKs43-AelFPXt8C577G0CZ3re0g72qdhf4HH0mXJt90U_C618LNiGt1FOSPBrN4ygdUSOVEtNXSPLdlwoMiAtV7w70II26zXwE2i1orUY/s320/IMG_20231206_083237.jpg" width="320" /></a></div><p>Some Higgins and Elco PT boats to co-operate with the British. I left off the masts as they are stupidly bulky but will probably replace them with a pin - <i>later.</i> My over-riding mantra is "is it table-ready - <i>now</i>?" - I often come back and pretty up bases and add details in later on.</p><p><b><i>My 2023 focus was on making playable, self-contained projects - painted minis, suitable terrain, fun rules - and clearing the lead mountain of unpainted minis, which stood at 1200+</i></b></p><p><b><i><br />A few self-imposed rules:<br /></i></b></p><p>1. No new minis until you have painted DOUBLE that in old, existing minis</p><p>2. New minis must be painted within a fortnight. If you can't, you bought too many.<br /></p><p>3. No new projects/genres until you have completed ALL minis from another project/genre (preferably similar). Purchases should preferably complete an existing project or a game you play a lot (MESBG etc)<br /></p><p>4. A dozen minis per week (steady progress, but not a punishing chore)</p><p>5. Tabletop standard - basing can be basic, you can always come back to mini later if not 100% satisfied.</p><p><i><span style="font-size: x-small;"> "Can I play with this mini, does it look cool on the table yet?" not "Is it perfect" Is it a playable toy or a Golden Demon winner?<br /></span></i></p><p>6. If you buy pizza, you have to build terrain with the boxes </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEGd8a0UfBbg8NTeUF98rqIk1ajTaMxcrxGR5NPqpX7xeKOPMXmsDFKFdIs4RnIYO8LGbLiGaiHsjT7GsW9GGRTcdjIubMg6Za8CxwrembPvmzn30el535BSodx2IxaQHy0aY6UMtCH5KFWSEBwF8kPhiN3_ILuaNRp41vua5jXrdfhqYjdO3OQVufbGw/s2048/1081442319169579688.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEGd8a0UfBbg8NTeUF98rqIk1ajTaMxcrxGR5NPqpX7xeKOPMXmsDFKFdIs4RnIYO8LGbLiGaiHsjT7GsW9GGRTcdjIubMg6Za8CxwrembPvmzn30el535BSodx2IxaQHy0aY6UMtCH5KFWSEBwF8kPhiN3_ILuaNRp41vua5jXrdfhqYjdO3OQVufbGw/s320/1081442319169579688.jpg" width="240" /></a></div><i>A suicidal ram in a recent Death Race game. Both cars exploded.... This is a game that is amazingly cinematic but kinda slow; 3-4 people with a simple car each is what I'd recommend. Go to <a href="https://gaslands.com/wp-content/uploads/Gaslands-Refuelled-QuickRefCard.pdf">page 3 </a>and have a look at the "steps" a player makes in a turn. Despite my caveats, I strongly recommend the game for the cheap fun it'll inspire collecting and kitbashing Hot Wheels.</i><br /><p style="text-align: center;"><i><b>A few things I've found helped in my painting marathon:</b></i></p><p>Swap painting locations - I have 3 painting 'spots' and a moveable paint tray</p><p>Swap paint projects (1800s Venice -> <i>Death Race</i> car wars -> PT boats). Try new paints and brushes.<br /></p><p>Excel spreadsheet to monitor finished/unfinished minis (look at this BEFORE ordering any new toys)</p><p>A brief painting session each night after my kids are asleep</p><p>Cutting down on layers <span style="font-size: x-small;">(i.e. why paint a leg seven times? Undercoat->wash->highlight->tidy/detail if needed.) </span><br /></p><p>Watch topical DVDs (Battle of Britain prior to <i>Blood Red Skies</i>, etc)</p><p>Ensure you play game/s with completed projects<br /></p><p>Recording progress<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com6tag:blogger.com,1999:blog-8394074963215462822.post-47885298692659740272023-12-04T19:21:00.000-08:002023-12-04T19:24:37.013-08:00Coastal Forces/Cruel Seas 1:300<p>I've recently got into my coastal forces after rebooting my old Ender 3. I simply never bothered to finish my coastal project as it was unaffordable. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-1V4AptDYGVtIl4yDeWtc4eLlUtgSmmz4tW8o91hR7alWv5V2-1eZCiby7BvAktYA4kCIxA-_7qwdxbfoDeux3g8F-MV8tBdL1C2BjKv9i5OpDE5WnIf58bs9pfBKu0EhPpsp0-SSjJfwKjSn0eGWkrPddBgpRk0Q2o5V-Vycm-g0yLKmb5UrW7fFlTw/s4080/IMG_20231204_155609.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2117" data-original-width="4080" height="166" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-1V4AptDYGVtIl4yDeWtc4eLlUtgSmmz4tW8o91hR7alWv5V2-1eZCiby7BvAktYA4kCIxA-_7qwdxbfoDeux3g8F-MV8tBdL1C2BjKv9i5OpDE5WnIf58bs9pfBKu0EhPpsp0-SSjJfwKjSn0eGWkrPddBgpRk0Q2o5V-Vycm-g0yLKmb5UrW7fFlTw/s320/IMG_20231204_155609.jpg" width="320" /></a></div> <p></p><p>These 3D printed freighters would 'only' cost me $56 in Australia. $200+ for basically glorified objective markers. That's a lot for a niche ruleset. (With not very good rules!)<br /></p><p>But when I say "only" - it's because they seem cheap compared to Warlord's other offerings. I'm curious how Warlord's business model works. How much for this model, do you think? (IG Vostroyan for scale)?:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdJjGWeV4LDjX6hB7HVKyuh9E7L4W73i36kW9LIKbaTcRz3Wh74jZZe94B_FKmu8PLJS-uhsgxp3aBE0tBCnmVma0THBUGc_xF5vmcKivLNbcFdoFF_xhcFyPKWrn87UmbvifjWK5Of-M9O-7zzfuVXv7cRgjhReNfWrcKuqxCH3zYbNJz_v0Szp7GjzU/s3063/IMG_20231205_120134.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2015" data-original-width="3063" height="211" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdJjGWeV4LDjX6hB7HVKyuh9E7L4W73i36kW9LIKbaTcRz3Wh74jZZe94B_FKmu8PLJS-uhsgxp3aBE0tBCnmVma0THBUGc_xF5vmcKivLNbcFdoFF_xhcFyPKWrn87UmbvifjWK5Of-M9O-7zzfuVXv7cRgjhReNfWrcKuqxCH3zYbNJz_v0Szp7GjzU/s320/IMG_20231205_120134.jpg" width="320" /></a></div><p>If your guess was $62USD a pair ($31USD ea), then well done. In Australian dollarbucks, that's $46 each. <b><u>Not</u></b> including P&P (+$25 USD/$37AUD). If I just wanted a box, that's $129 for a pair.<br /></p><p>It's just resin, with a few metal guns. Can anyone say "3D Printing" with me?<br /></p><p>Hmmm. What about four, similar sized <i>Kriegfishcutters</i>? $112 USD a box <span style="font-size: x-small;">(on sale! usually $125)</span> or $169+AUD. That's not counting postage to Australia - another $20 on top with the discount rate. $~200 for four glorified fishing boats. Games Workshop Space Marines - the poster child for overpriced - sell at $76 for 10. </p><p><b><i>Who is buying these? </i></b>Is it like those videogaming companies where they target 'whales' - guys who think nothing on dropping $500 on a bunch of toy ships? It's not even like there is a big resale market. I.e. you can at least expect to move your 40K minis on, secondhand. And can you expect someone else will have a fleet locally - or do you need to buy two sides?<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfHnkGzPc51rvxWgjiwnF-JdNdNyDhA4AMnpX-o0059hJQ181zQEuReZjLKeZHvblhySoJugBSqxue7KTegzBYWV-hXM9UPgJARz1e4eY7mB0lFaN8pX4dUbsF9jH21usugTKRlXdxpByaJr_VxptKxO9Bvr9fMtR3y38p1YihQCUckULegdAavoTdlnM/s3667/IMG_20231204_155652.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1998" data-original-width="3667" height="174" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfHnkGzPc51rvxWgjiwnF-JdNdNyDhA4AMnpX-o0059hJQ181zQEuReZjLKeZHvblhySoJugBSqxue7KTegzBYWV-hXM9UPgJARz1e4eY7mB0lFaN8pX4dUbsF9jH21usugTKRlXdxpByaJr_VxptKxO9Bvr9fMtR3y38p1YihQCUckULegdAavoTdlnM/s320/IMG_20231204_155652.jpg" width="320" /></a></div><p><i>Another 18 minis painted makes 195 this last fortnight. On holidays, I am energetically excising my pile of shame.</i><br /></p><p>I do like the 1/300 <i>Cruel Seas </i>scale as it makes the toys a decent size. I had some 1/600 and 1/1200 coastal forces but they were just to tiny. It seems weird to downsize a warship to something you can sneeze off the table. The visible crew are also pretty cool. </p><p>Less impressed with Warlord going 1/200 for their <i>Blood Red Skies</i> planes - it does not match the coastal forces scale and seems to have everything to do with avoiding competing the the vastly cheaper 1/300 from other companies<span style="font-size: x-small;"> (I'm talking $2ea metal vs $10-$30ea plastic). </span><span style="font-size: small;">That's another baffling game. I suspect they want to make it more about selling cardboard cards (like <i>X Wing</i>) than minis.<br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkFtVQSP0AMP4lRwoSySfu8N3OLRKRzICF7pUGyd9SSmrWeTL74EpiP5nYq5vTBbNEDJjushMwWDvPeR3Lq5BrsfdYkWwJXVwmJ3hluG9hZWPYxY9nteFqVPL4SGnEDLwB_6HnEvzcBrllGdxpxmlZU8VNLrM1sggqrUMu8ff2O8NwImVdxWnt8tKcSKQ/s3474/IMG_20231205_093332.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2377" data-original-width="3474" height="219" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkFtVQSP0AMP4lRwoSySfu8N3OLRKRzICF7pUGyd9SSmrWeTL74EpiP5nYq5vTBbNEDJjushMwWDvPeR3Lq5BrsfdYkWwJXVwmJ3hluG9hZWPYxY9nteFqVPL4SGnEDLwB_6HnEvzcBrllGdxpxmlZU8VNLrM1sggqrUMu8ff2O8NwImVdxWnt8tKcSKQ/s320/IMG_20231205_093332.jpg" width="320" /></a></div><p>My personal theory is that the golden age of wargaming has already passed. It's like how streaming services have fragmented content so much (then increased their prices) it's barely worth subscribing to any. </p><p>10-15 years back, "B tier" wargames like <i>X-Wing,</i> <i>Warmachine, Infinity, Malifaux </i>all seemed to be common, and GW's monopoly seemed to be over. The first two were, for a few years, even more popular than 40K. Heck I even remember <i>Dystopian Wars</i> in my tiny Aussie country town. You could get playing one of these B-tier games for radically cheaper than 40K - testing out new games was viable AND you could find opponents. GW actually had to make some changes.<br /></p><p>Now, these B-tier companies have all jacked up their prices. <i>Mantic</i> (classic budget GW) pricing is even comparable to <i>GW</i> in some offerings for much nastier sculpts. To compound this, are so many more new games - choices that compete for your cash. The player base will fragment even further. The "B tier" games seem to be getting rarer. If you have to supply
both sides to try/get interest in a rare game, pricing matters even
more. It's a Catch-22.<br /></p><p>Now it seems like it is either (a) 40K/AoS if you want to play someone else or (b) just do your own thing with mates.</p><p>Why pay top dollar for some boutique wargame when you can buy a $50 box of <i>Wargames Atlantic</i> sci fi and download free OnePage Rules and off you go? Why lock yourself into someone else's system?<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijWsK0XyaUW1RQxLodO91aC9O_9POl7KLidLntwPmFlTmKmEBiapA1JXxTSqy0MdLCHjJRmk0ndagVuQ48FLs3Z51-QVGAewRQXznPmMHnr30g8a3M0z4MURCFbkCJnYnptsb_2p2KhT1yeuYzAH1IOa3GjQ43WYBw_i6JIM0j5Ee8JXbk3_EL-tFaWzQ/s3922/IMG_20231205_093555.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2312" data-original-width="3922" height="189" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijWsK0XyaUW1RQxLodO91aC9O_9POl7KLidLntwPmFlTmKmEBiapA1JXxTSqy0MdLCHjJRmk0ndagVuQ48FLs3Z51-QVGAewRQXznPmMHnr30g8a3M0z4MURCFbkCJnYnptsb_2p2KhT1yeuYzAH1IOa3GjQ43WYBw_i6JIM0j5Ee8JXbk3_EL-tFaWzQ/s320/IMG_20231205_093555.jpg" width="320" /></a></div><i>Warlord's pricing meant my Cruel Seas lay incomplete for years. Until 3D printing offered a solution....</i><br /><p></p><p>The players who aren't bothered with needing a local club are I suspect are fragmenting into increasingly niche games. This drains players/$$$ - primarily B-tier games, pushing these semi-popular games into the niche spot as well. I don't even hear about <i>Warmachin</i>e or <i>X-Wing</i> any more. <br /></p><p>I don't think 3D printing will ever threaten GW but I DO think it may kill off some smaller companies. Why <i>would</i> I pay $55+ for a resin model from Warlord when I can get one of better quality for $10-$15 from a 3D print company. I don't even need to own a printer. Many good ship STL's are free or at most $4ea.</p><p>Eh, a bit of a rant but I've been thinking about pricing etc a bit lately as some friends have recently got interested in wargaming/miniatures and looking at it through a newcomers eyes - the pricing can be insane. How can you recommend miniature gaming in good faith when a drug habit would be cheaper...</p><p>Yet the variation is huge too - you've still got companies like <i>Victrix</i> selling excellent 28mm plastics for $1.50ea... <br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com6tag:blogger.com,1999:blog-8394074963215462822.post-60346224541702348062023-12-02T06:35:00.000-08:002023-12-02T06:35:57.464-08:00Gaslands Project Done... Moving On to Cruel Seas...<p> In the past fortnight I have 'finalised' a few projects:<br /></p><p>French Indian Wars (~50 minis painted) <i>Carnevale</i> (15), Pirates for <i>Legends of the High Seas </i>(~20), <i>Blood Red Skies</i> (6); remaining Warmachine & Empire of the Dead (~15) and Weird West (~10) - a decent chunk of models, but more importantly, finalizing half a dozen projects so they go into the 'outbox.'</p><p>Add to the done pile: <i>Gaslands.</i> I had a pile of ~20 Hot Wheels drilled apart for a year (you drill out the rivet so you can lift the roof off). They are now neatly completed and boxed up, along with templates and some very dodgy home made dice, ready for a game...<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV4cqPKNuiNz7CDgyYpoWAwgi5ljCkWYZ8g-n7VOYnJVAW3tz57IXej3FcSBY20VLNf5cab9MbL87NaYpI1PSIwNzw5fA3n4Bs9BpN6rFs13_tN_ttq_-rWNvH1qZTiFpSl15UZSLN4kUTCSyNfICzDJt1nzQ5SggZy-ruB-JzlgVvAttofMugb9J18YY/s3678/IMG_20231201_185416.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1995" data-original-width="3678" height="174" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV4cqPKNuiNz7CDgyYpoWAwgi5ljCkWYZ8g-n7VOYnJVAW3tz57IXej3FcSBY20VLNf5cab9MbL87NaYpI1PSIwNzw5fA3n4Bs9BpN6rFs13_tN_ttq_-rWNvH1qZTiFpSl15UZSLN4kUTCSyNfICzDJt1nzQ5SggZy-ruB-JzlgVvAttofMugb9J18YY/s320/IMG_20231201_185416.jpg" width="320" /></a></div><br /> My wee lad is sad to see this phase end - he loved debating weapon loadouts and industriously supervised the 3D printer which ran continuously for a few days, providing dozens of weapons and attachments (he insists on blood spattered rams... ...8 year olds are vicious). He collected the leftover weapon spares and has outfitted another bunch of cars himself...<p></p><p>We will probably do terrain (12x12 squares with tracks that connect and can be rearranged) but that's an outside thing. And at 36d and 90% humidity it ain't happening... <br /></p><p>We've 'driven' the cars around a bit using the <i>Gaslands</i> rules and templates and it was cinematic and fun (slides, skids, and flips) but kinda slow (even with one car each). There are 'kids rules' <a href="https://gaslands.com/gaslands-kids-mode-beta/">downloads</a> which we may try but it seems a bit <i>too</i> stripped back and random.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP47aMwtqf5GUlG8AwukcLUzop-U8s1H_uELr4c3jXDkBfFWeccjwadvVljrwh6jLqlR0pU3SkJbT4ApcPmndV2Bq_SeUj6B4XzWEDg4b6jbHV_1Fh6juSVjQ5hvjgn7O-qgXx_UaMfB2iY-GWBCtE5aidq_wDgyffJNsS9Vil3Z-poqmqy9CbbcD2LPs/s3840/IMG_20231202_111715.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2351" data-original-width="3840" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP47aMwtqf5GUlG8AwukcLUzop-U8s1H_uELr4c3jXDkBfFWeccjwadvVljrwh6jLqlR0pU3SkJbT4ApcPmndV2Bq_SeUj6B4XzWEDg4b6jbHV_1Fh6juSVjQ5hvjgn7O-qgXx_UaMfB2iY-GWBCtE5aidq_wDgyffJNsS9Vil3Z-poqmqy9CbbcD2LPs/s320/IMG_20231202_111715.jpg" width="320" /></a></div><p>I finished my final weird west minis - arcanists/aka EotD gentleman, as well as some random minis which lay loose in a box... That's 177 in the 'tableready' pile in a week...<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVQ_jnUi2fgyd7jLHAkx87mqwUhYMjET_Ymqvx5fSwA6g1rqxRZthZ7VXg1GJFsyul08maqoKdzP-4cr0gKgu41MyaWsk4AVMuq_hsjlDuCTm-tCsgGEww_IIUIxLTtZ5jY1_sCS4gnY0nhD2-9H1b8KgXnHuDgq36zLzVxSxTBRzQLi50FZ3M1bFtOOs/s2681/IMG_20231202_111548.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1418" data-original-width="2681" height="169" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVQ_jnUi2fgyd7jLHAkx87mqwUhYMjET_Ymqvx5fSwA6g1rqxRZthZ7VXg1GJFsyul08maqoKdzP-4cr0gKgu41MyaWsk4AVMuq_hsjlDuCTm-tCsgGEww_IIUIxLTtZ5jY1_sCS4gnY0nhD2-9H1b8KgXnHuDgq36zLzVxSxTBRzQLi50FZ3M1bFtOOs/s320/IMG_20231202_111548.jpg" width="320" /></a></div><p>Next up is probably <i>Cruel Seas</i>. My printed ships are pretty meh but I'll take free vs $58 any day of the week. I'm trying merchants first as they are relatively low detail, but may try some Siebel ferries, F-lighters, etc. I am dubious the detailed weapon mounts will work well on more complex models like minesweepers and corvettes.... I bought some 1:300 model railway men as I doubt the ability of the printer to do anything close to that size.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8oYH8ei1KEBa3QxDGckTS92WaWt5-gwaglFxd83XB6ntzuT9jVgkXL1F-6ulWf3CTDuGE_xWrzJ6wCkeJK9pkZnHQAoISepDvWDQM8unCqeZsO_UJ1Wu0kJsnrRHV846xlQtx8Ln3Gh6FHvqxNadxPPFdVciS_XT1hZ1eaDw-XgRj_sKk2OUsh2cTjWo/s4080/IMG_20231130_133225.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1343" data-original-width="4080" height="105" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8oYH8ei1KEBa3QxDGckTS92WaWt5-gwaglFxd83XB6ntzuT9jVgkXL1F-6ulWf3CTDuGE_xWrzJ6wCkeJK9pkZnHQAoISepDvWDQM8unCqeZsO_UJ1Wu0kJsnrRHV846xlQtx8Ln3Gh6FHvqxNadxPPFdVciS_XT1hZ1eaDw-XgRj_sKk2OUsh2cTjWo/s320/IMG_20231130_133225.jpg" width="320" /></a></div><p>The <i>Cruel Sea</i>s rules themselves are pretty dodgy and have a real 'untested beta' feel to them. I'll probably use my old <i>Schnell Rules for Schnelleboot</i> as I'm not paying $18+ for a pdf for newer coastal forces rules. I just resent paying the same for a digital file as I would for a proper book. I've got a <a href="https://deltavector.blogspot.com/2013/03/schnell-rules-for-schnellboot-hunters.html">few rules</a> from back in the day.</p><p>However I doubt I'll be able to resist adding my own twist to vanilla WW2 coastal forces... Perhaps it is dark, demon-haunted seas, patrolled by megaladons, kraken and vicious pteradons. And definitely pirates. <br /></p><p>Also sitting on my table is the vikings vs zombies ice world project I am starting... ..when you have minis leftover from an aborted project - what do you do? Create a new project!<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com8tag:blogger.com,1999:blog-8394074963215462822.post-63616605821207172922023-11-29T22:58:00.000-08:002023-11-30T03:17:51.583-08:00Unfinished Projects = 3D Print Solutions?<p> I have a lot of unfinished projects. Many need MORE purchases to complete them. By complete I mean enough table-ready miniatures for two dies, rules I enjoy, suitable terrain etc.</p><p>I decided to tackle two projects with my old Ender 3 - <b><i>Cruel Seas</i> </b>and<b> <i>Gaslands</i>.</b></p><p>While neither ruleset is particularly appealing, (a) I can find some Manley rules for the PT Boats and (b) my son likes cars and machine guns so it is fun to do together.</p><p>I'm not super interested in 3D printing - it's kind a hobby in itself. I just want stuff, I don't want to become a 3D print guru, but unfortunately my cheap ass bought the ultimate DIY customisable <span style="font-size: x-small;">(re: stuff around with it a lot)</span> old school printer which is mostly disused, as (a) I'd rather make terrain faster with cardboard i.e. I'd barely print a wall in the time I'd make a complete table full of pizza box terrain, and (b) filament printers are crap for miniatures. </p><p>But.... a cargo ship is kinda low on fiddly bits, right? <br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvDslA7nRxNI6n7_8THW1K8d-IClz_Z5EMbKSdGdfuPfSVAkH3RPIXkh0vyrlFkzRNDYZtmox-8ZSWELcMJhmkrPqZgH9ZO2QRxxet2Hhc_vBJZ9a-8oIakvPOOCn6BDkX3YN-DVLrI_C_V0HJGWwHWvwLleCW0iVM1VUAsYjbiIt4UQAZaODxNwv92K0/s4080/IMG_20231130_133225.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1343" data-original-width="4080" height="105" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvDslA7nRxNI6n7_8THW1K8d-IClz_Z5EMbKSdGdfuPfSVAkH3RPIXkh0vyrlFkzRNDYZtmox-8ZSWELcMJhmkrPqZgH9ZO2QRxxet2Hhc_vBJZ9a-8oIakvPOOCn6BDkX3YN-DVLrI_C_V0HJGWwHWvwLleCW0iVM1VUAsYjbiIt4UQAZaODxNwv92K0/s320/IMG_20231130_133225.jpg" width="320" /></a></div>While far from great, the official ones cost $58 in Australia; ~$200 for a convoy... The whole <i>printer </i>cost me about that.... Due to a 50% off sale I have a decent amount of strike craft, but the merchantmen and escorts were a bit much.... Hopefully with a few of these I can tick off <i>Cruel Seas</i>....<br /><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisp4jD_7Pm1EuCYqOH5Nxp3qqnwIwcW8-KzvhYlMI1z6-DDsIST5Hz0umsxjVwDXeTDoMguiLPJ6iu7OtW4UHElt6Cc6XMF9tuqrc7hNbqP6N8q9tmtGY1PJtuHpKPMGGhOW4HTm625z7TokOsZc3DLBm9K3utfobXIwX28EqS1MxYBCRePoMFh1CF_pY/s4080/IMG_20231130_145426.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisp4jD_7Pm1EuCYqOH5Nxp3qqnwIwcW8-KzvhYlMI1z6-DDsIST5Hz0umsxjVwDXeTDoMguiLPJ6iu7OtW4UHElt6Cc6XMF9tuqrc7hNbqP6N8q9tmtGY1PJtuHpKPMGGhOW4HTm625z7TokOsZc3DLBm9K3utfobXIwX28EqS1MxYBCRePoMFh1CF_pY/s320/IMG_20231130_145426.jpg" width="320" /></a></div><p>My 8-year-old loves printing off machine guns and rams for his Match Box and basically ran the printer all day yesterday... Again this was financially motivated. A box of official <i>Gaslands </i> 'bits' from North Star cost $22+ in Australia. Crazy. <br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaOk3CEwi3VgB7qaJN_NUTFQK7pb_VnAC1p2pPv2yn9elEqQh9fqh8E7M_cQ-ggJLcuL3wlCDV3cLPBHvXGOVaCty3LnmhxZ01NU2F0eixydgOj0xolO3POZZ5VnA1nd4hDQwQE_tzPh0ak_66IH2uNSHr2UW0hPd_gOQR66mnJKoXSkJkkilSNsgZSHU/s4080/IMG_20231130_133204.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1746" data-original-width="4080" height="137" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaOk3CEwi3VgB7qaJN_NUTFQK7pb_VnAC1p2pPv2yn9elEqQh9fqh8E7M_cQ-ggJLcuL3wlCDV3cLPBHvXGOVaCty3LnmhxZ01NU2F0eixydgOj0xolO3POZZ5VnA1nd4hDQwQE_tzPh0ak_66IH2uNSHr2UW0hPd_gOQR66mnJKoXSkJkkilSNsgZSHU/s320/IMG_20231130_133204.jpg" width="320" /></a></div><p>Wee lad then visited his sandpit, and armed with a hammer (and a bit of help with dad's bolt cutters) made me some 'wrecks' for terrain. We plan to make a modular track from MDF 12x12" squares.</p><p> EDIT: The girls of the family were off at dance, so wee lad and I played a quick MESBG game and painted a few of the cars...</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_yi0aF2Qh_qEkG3Ky-otM8sbmW9sRbYoxt2sVWU8yTDFaQ06wczqdQ-O-AgrWhgcuuV8rpFIUkgSojwzZPWGyowC4nHcZvATA_DSn6s7GW4MLAtc9BM01udI48CKCrVSvMvF7YIrs4MokzjukI1l2iUkuA8WHzh6lnVB7_Zl6Io0HpntUFR8XR7SBjOE/s4080/IMG_20231130_210918.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2395" data-original-width="4080" height="188" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_yi0aF2Qh_qEkG3Ky-otM8sbmW9sRbYoxt2sVWU8yTDFaQ06wczqdQ-O-AgrWhgcuuV8rpFIUkgSojwzZPWGyowC4nHcZvATA_DSn6s7GW4MLAtc9BM01udI48CKCrVSvMvF7YIrs4MokzjukI1l2iUkuA8WHzh6lnVB7_Zl6Io0HpntUFR8XR7SBjOE/s320/IMG_20231130_210918.jpg" width="320" /></a></div><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbXbmVjfFhCCJCHjZw7Y_OpOMB-rA8Hv9opF0YNLpmC1AKs913o2JmLj9jJjjqNspyuuv-pRDbXz2INnf1fOp18Acj4ZgAEfttrIwVbm__PKvco8FEE5A465dE5H1hI3E95pSRYj0rT5axItcf6Nillc3z-53U9J_y9anqbj3l-nccGRArFyMAIpJBQW4/s4080/IMG_20231130_211135.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2354" data-original-width="4080" height="185" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbXbmVjfFhCCJCHjZw7Y_OpOMB-rA8Hv9opF0YNLpmC1AKs913o2JmLj9jJjjqNspyuuv-pRDbXz2INnf1fOp18Acj4ZgAEfttrIwVbm__PKvco8FEE5A465dE5H1hI3E95pSRYj0rT5axItcf6Nillc3z-53U9J_y9anqbj3l-nccGRArFyMAIpJBQW4/s320/IMG_20231130_211135.jpg" width="320" /></a></div>A bit rough but I'll still claim them as "painted" and table worthy. <p>While <i>Gaslands</i> itself is a tad gluggy, it certainly is an inspirational set of rules, merely from the fun of kitbashing cars.... <br /></p><p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicrDBdhJ7KOTlWaUSZ84qzqk5ZUawswJfORL6GdAfEx3n3DmXKCPPc5wgGG-0szDEoNNfLh70XyzKSNBSOWoCr_jFV-RfrMSHUh3xDcExjOog4BF_WrG5CUt1DnBW5SRcP0ivHZxxwb5AWkeYAuwLR6HqUds07R3vBPdlKoCVGtN35Xz0tf4WRCCSLqj4/s4080/IMG_20231128_105315.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="206" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicrDBdhJ7KOTlWaUSZ84qzqk5ZUawswJfORL6GdAfEx3n3DmXKCPPc5wgGG-0szDEoNNfLh70XyzKSNBSOWoCr_jFV-RfrMSHUh3xDcExjOog4BF_WrG5CUt1DnBW5SRcP0ivHZxxwb5AWkeYAuwLR6HqUds07R3vBPdlKoCVGtN35Xz0tf4WRCCSLqj4/w274-h206/IMG_20231128_105315.jpg" width="274" /></a></div><p>Levelling a printer and ironing out the kinks (it's sat disused for about a year) was fun.... :-/ I'm not keen on the 3D print 'hobby' but if it allows me to finish off projects, I suppose it is worth it. <br /></p><p>However it will allow me (unless it screws me around) to wrap up another two unfinished projects for a few dollars of filament. <br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTeWy5_mfHYz_EgZEbkjX4LDPP3i2EvN0mOsPRjpMWG5XXEqvfgYwrTAGePKZnrJOs2DIWEHIsdgh9tP0mTjcIMMZPtnswAJEIwtij50_cNSNID_JCtanbE-dDuFKq9cyZ-rzzAfWIvdYCqSQpVZwmt0ICm7qjh9BgTusTa2G_U3W7XQh7io4vT0ysMAc/s4080/IMG_20231130_133030.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2019" data-original-width="4080" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTeWy5_mfHYz_EgZEbkjX4LDPP3i2EvN0mOsPRjpMWG5XXEqvfgYwrTAGePKZnrJOs2DIWEHIsdgh9tP0mTjcIMMZPtnswAJEIwtij50_cNSNID_JCtanbE-dDuFKq9cyZ-rzzAfWIvdYCqSQpVZwmt0ICm7qjh9BgTusTa2G_U3W7XQh7io4vT0ysMAc/s320/IMG_20231130_133030.jpg" width="320" /></a></div><p>Some quick Warmachine zombies (low hanging fruit) to keep the painting ticking over... 154 non-LoTR so far the last week. I'm trying to tidy up my massive pile of unpainted minis, knowing if my projects ever fail to materialise the wee lad will be keen on a donation....</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhQtmxF-DnkPb6r7d66NKUFNRi6vJT40PfEhSy4DVDyXJW1krHJLfiMeikvQ2f2a12kD_Kcs6N6H0I0AE3uQo59p8MeuCpho69SQsuKsJ57OfcCBcfycsayD6-bdkdmmE24Y3jeSKaNKSzK3KdGjnGjzL1Lju6Xu56TxnF0NrwdIchTH3RW_FLB_MHS3k/s4080/IMG_20231129_204254.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhQtmxF-DnkPb6r7d66NKUFNRi6vJT40PfEhSy4DVDyXJW1krHJLfiMeikvQ2f2a12kD_Kcs6N6H0I0AE3uQo59p8MeuCpho69SQsuKsJ57OfcCBcfycsayD6-bdkdmmE24Y3jeSKaNKSzK3KdGjnGjzL1Lju6Xu56TxnF0NrwdIchTH3RW_FLB_MHS3k/s320/IMG_20231129_204254.jpg" width="320" /></a></div>My <i>Carnevale</i> terrain got another MESBG game. This time some elves defended an incursion by Easterlings.... I'm certainly getting value out of my purchase even if I never actually play <i>Carnevale. </i>Additionally, it has inspired me to paint ~40 pirates as it provided the terrain - the missing link - to make them game-ready....<br /><p></p><p>So step one is to use what other options (like 3D printer) to solve miniature/terrain issues... which hopefully solves two projects....<br /></p><p>...but I now have <i>another</i> idea... <br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com22tag:blogger.com,1999:blog-8394074963215462822.post-69265161620741543472023-11-26T22:47:00.000-08:002023-11-26T22:47:34.296-08:00Pirates, Vampires & Indians<p> I've now fully painted my French-Indian Dinosaur War models and now have done my final Black Scorpion pirate. I can either order more, or start a new project as this 'closes off' two projects. I class these as "suitable painted minis+terrain+rules" - i.e. I can play a game whenever I want.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieSYJTsztSa9JQhmVXGFDJqBqzi4OUfOVMtTwZe5LgZVRpCUBJS5g9H_pXMtqAdP3OudlnMrslq_8m7iCNlaj4gDVv5vc8pZYWwnwA68E0DBdSx1EAoeRBQnU9MqfPYyw10nlGLLzTZQsH-woQlM1SzfdMIM0JO_GzLlyUA9N0cjudzV2RPHgo2lWVvT8/s3704/IMG_20231126_215321.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2328" data-original-width="3704" height="201" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieSYJTsztSa9JQhmVXGFDJqBqzi4OUfOVMtTwZe5LgZVRpCUBJS5g9H_pXMtqAdP3OudlnMrslq_8m7iCNlaj4gDVv5vc8pZYWwnwA68E0DBdSx1EAoeRBQnU9MqfPYyw10nlGLLzTZQsH-woQlM1SzfdMIM0JO_GzLlyUA9N0cjudzV2RPHgo2lWVvT8/s320/IMG_20231126_215321.jpg" width="320" /></a></div><i>The bats are based for LotR (Moria goblins needed a bat swarm) so count as LotR #446 for the year. The rest are more Black Scorpion pirates. I love the sculpts but apparently they switched to resin (boo hiss) otherwise I'd definitely get more.</i><br /><p>I am doing up <i>Gaslands</i> cars as well, mostly due to my blu-ray box set of <i>Death Race</i> (more entertaining movies than <i>Mad Max</i>, so sue me!). I always found the rules surprisingly gluggy; kinda the thing that would be good at a convention or club game with several players and a simple car each, but definietly slower and denser than you'd expect. It's a set of 'kitbash excuse' rules I reckon you'd spend far more time converting cars than playing. I'm making a race track and digging in my son's sandpit for ruined cars (which I'll further mangle as scatter terrain/burned out wrecks). </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7jp2a6SWdO9yXEbx3BwtFWeODXz9MYn4RUh_qEI7sqSXW4ZQ5CXSnTeNEHKapTluIEy_dZxdCFnnvzNJ11jO-y9wT2ZjDayMwVq_uR2N1NitLYYw7UBa7Ghc096AhRdbBx20F_GpJ6uvq9ZI-SKGqhhR-Mq7XQLzaSwqG36UYvl8tV70ZHR9OyUdtJ90/s4045/IMG_20231127_135512.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1882" data-original-width="4045" height="149" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7jp2a6SWdO9yXEbx3BwtFWeODXz9MYn4RUh_qEI7sqSXW4ZQ5CXSnTeNEHKapTluIEy_dZxdCFnnvzNJ11jO-y9wT2ZjDayMwVq_uR2N1NitLYYw7UBa7Ghc096AhRdbBx20F_GpJ6uvq9ZI-SKGqhhR-Mq7XQLzaSwqG36UYvl8tV70ZHR9OyUdtJ90/s320/IMG_20231127_135512.jpg" width="320" /></a></div><p><i>The vamps in the foreground are Westwind <a href="https://www.westwindproductions.co.uk/index.php?route=product/category&path=65">Empire of the Dead</a>. A game that kinda appeared then vanished. Does anyone still play it?</i><br /></p><p>EotD vampires will do double duty in my own <i>Carnevale-esque</i> Venice game <span style="font-size: x-small;">(I'm using MESBG Legend Of rules and have my own factions and critters such as lizardmen and ghouls)</span> as well as Weird West. I actually have a huge Weird West collection which I seldom use - I really need to dig them out and rebase/tidy up chipped paint etc. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEix1xJWMKyeWYxdrVj44IT9LFKLE7BpX0G7llzm-Lsf5y4giW2vk2G5nQgpn4HL9eUL-Vo9mZ5OgVlpuYjRnsLvpyUkjTd9yAow1vhaB2efT2q2L1-yRSdGtj-Lfg1GlUS60p3JEwKYECyc_Gh1mfdr4H3ao29RpR85r6u39qhIPA_QKkv2XJi4Y2l5H60/s4080/IMG_20231126_130849.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1528" data-original-width="4080" height="120" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEix1xJWMKyeWYxdrVj44IT9LFKLE7BpX0G7llzm-Lsf5y4giW2vk2G5nQgpn4HL9eUL-Vo9mZ5OgVlpuYjRnsLvpyUkjTd9yAow1vhaB2efT2q2L1-yRSdGtj-Lfg1GlUS60p3JEwKYECyc_Gh1mfdr4H3ao29RpR85r6u39qhIPA_QKkv2XJi4Y2l5H60/s320/IMG_20231126_130849.jpg" width="320" /></a></div><p></p><p style="text-align: center;"><i>The Indians I think are Conquest(?) minis sold by Warlord. </i><br /></p><p> I painted my French Indian War natives with a 50/50 of blue/red accessories, so I can split them into British/French allies OR combine them together into as big war party. I really need to do proper foliage basing but my main aim is to get them painted and back out to the shed where I can tidy them up at my leisure. Unfortunately in Australia Warlord prices are similar to GW.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZV286AU370ZICk-Fx639fmMb8hs6BBgb1EvQ_6LNvybuKobmBUoPyf6zi9A48ERc4UB3rHQW88xBESwxuY_Ey6dDfWEFQ8VTakYPPwi6v5UulltxA5f1gr2Sq2fqvRJ3LLOXKz7LtGNmS0Ii9LKXsrqr3UPl7AJKnmB6vGtyfKt0sVbJXChsChupmBVc/s4080/IMG_20231126_130651.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZV286AU370ZICk-Fx639fmMb8hs6BBgb1EvQ_6LNvybuKobmBUoPyf6zi9A48ERc4UB3rHQW88xBESwxuY_Ey6dDfWEFQ8VTakYPPwi6v5UulltxA5f1gr2Sq2fqvRJ3LLOXKz7LtGNmS0Ii9LKXsrqr3UPl7AJKnmB6vGtyfKt0sVbJXChsChupmBVc/s320/IMG_20231126_130651.jpg" width="320" /></a></div>These settlers are in town for the shopping, but they actually live in log cabins in the dark forests, to be stalked by <i>velociraptors</i> incited by the French. In<i> Last of the Mohicans</i>, I remember watching the Indians getting ready to ambush the British column and thinking "What if it was velocirators".... ...as you do. Because adding dinosaurs to any genre improves it automatically. Fact.<br /><p>Including some hastily painted 1:200 planes for a playtest, that's 53 more minis over two days, which combine with 77 done previous means I've painted 130 non-MESBG for the week, and have now closed off 3 projects (<i>pirates, FIW:dino, and Blood Red Skies</i>). </p><p>I've also bought <i>En Garde</i> to give myself another pirate rules option. <i>Thanks to mum - apparently 40+ is not too old for the birthday money.</i> I've just ordered some more 3D print LotR to fill gaps in my collection, but after 445+ painted this year (and 330+ last year) I'm very confident they will not linger long in the unpainted pile. I dislike resin but it makes minis affordable I otherwise would not bother with at all - i..e $1.50 per warg rather than $6ea makes it possible to afford a 'pack.' $12 for Glorfindel is a reasonable impulse purchase; rather than a $74 investment. It's fair to say 3D printing has re-ignited my LotR enthusiasm and made collecting well-developed factions <i>feasible. </i> <br /></p><p>Multipurpose = Best. I'm also trying to build/buy <b>dual role rules/terrain/minis</b> (such as <i>En Garde</i>) which serve for multiple genres (I.e rules work for pirates or ECW witch hunting). For example, I'm eyeing Fireforge undead peasants which would do duties in a few games. Victrix vikings for SAGA or Ragnarok or MESBG. My pizza box ruined town terrain is used for medieval to muskets. 15mm terrain has to work for mecha and WW2 tanks. Etc etc. <br /></p><p><br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com5tag:blogger.com,1999:blog-8394074963215462822.post-62701204711639384962023-11-23T23:27:00.000-08:002023-11-23T23:29:41.673-08:00Carnevale, Pirates & Wound Tokens<p>I've finished my <i>Carnevale</i> starter. The minis are nice and characterful even if the resin is meh. It does atmosphere so well.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMC_gjgUjKdkRNszNYWwUklTP4Jy55of1sNss9CokKldkb5IHWIFRz9GLD2w1Uu0r9E8vXNv67egY6WbZMl97PZXt1U-fGxNbSs4lGX5RexRqtTa2n-NbzhX8LSXJHQNLpmsQXz3E248SCEQbDwkX5zVuXHkikVebn54Erbf9_HBLE2e4nt9ZubDRV7-U/s4080/IMG_20231124_160403.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMC_gjgUjKdkRNszNYWwUklTP4Jy55of1sNss9CokKldkb5IHWIFRz9GLD2w1Uu0r9E8vXNv67egY6WbZMl97PZXt1U-fGxNbSs4lGX5RexRqtTa2n-NbzhX8LSXJHQNLpmsQXz3E248SCEQbDwkX5zVuXHkikVebn54Erbf9_HBLE2e4nt9ZubDRV7-U/s320/IMG_20231124_160403.jpg" width="320" /></a></div><p></p><p>In my Venice, there are <i>also </i>undead pirates seeking a cursed map and Royal Navy shore parties chasing <i>them</i>.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1O2vPo96HYINahyphenhyphen-vLVW4OlmP2iYlgJDbNDdqPvYAarN25UsP2SU6z0kTjUgquWsSsPtfOlTbI1rl9y0E8xhw-9jBvIcQrSwpjVvHOdqs_o8zGwV_CeOVIYiaKm0KVz4EFGAADQ7l0Q_WIF0MJcYYkTAcx-xurSBoYUTIz1NyD4bGFBTA6oqbnDJEqhQ/s4080/IMG_20231124_160626.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1O2vPo96HYINahyphenhyphen-vLVW4OlmP2iYlgJDbNDdqPvYAarN25UsP2SU6z0kTjUgquWsSsPtfOlTbI1rl9y0E8xhw-9jBvIcQrSwpjVvHOdqs_o8zGwV_CeOVIYiaKm0KVz4EFGAADQ7l0Q_WIF0MJcYYkTAcx-xurSBoYUTIz1NyD4bGFBTA6oqbnDJEqhQ/s320/IMG_20231124_160626.jpg" width="320" /></a></div><p></p><p>Also, just plain pirates. Pirates, like dinosaurs, robots and ninjas, are automatically cool and always enhance any game you add them to.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhijS7AEa_u76zU6kGBWvSegw9O0dDFZftpMzmVXnR_J0B__GtxSPF0Ekgd__I2DxaLOtYjb3Q5VIUM8OtON7yDBUuJbA39NC63ojgyuEOQnCq1_3HBiDHp1HTI6qNXvqeo8CFz7aSAc2FT7XSSlfTAz4tJZRr_lvBb9yeoYSUjriOIxwG2wG-xBXy5VdY/s4080/IMG_20231124_160814.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhijS7AEa_u76zU6kGBWvSegw9O0dDFZftpMzmVXnR_J0B__GtxSPF0Ekgd__I2DxaLOtYjb3Q5VIUM8OtON7yDBUuJbA39NC63ojgyuEOQnCq1_3HBiDHp1HTI6qNXvqeo8CFz7aSAc2FT7XSSlfTAz4tJZRr_lvBb9yeoYSUjriOIxwG2wG-xBXy5VdY/s320/IMG_20231124_160814.jpg" width="320" /></a></div><p></p><p>Since I'm out of LotR minis to paint, I may as well record my 'other' column. Including 31 today and 46 the other day, I'm making brisk inroads into my pile of shame. I think I only have 8 pirates to go and I can order more if I want... <span style="font-size: x-small;">(The 30 or so I did for my son don't count against my own pile unfortunately)</span><br /></p><p>Since I've done my <i>Carnevale</i> project, I can also start a <i>new</i> project (that's another self imposed rule - no new games/projects til an existing one is finished). I keep eyeing off BFG 3D prints but I kinda feel I should have ALL my <i>Dropfleet</i> ships done first as it's kinda the same genre.... </p><p>I'm also plan to retest <i>Blood Red Skie</i>s and if it is a success I'm buying some $2 metal 1:300 planes (vs Warlord's 6 for $60 plastics).</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFDf7kUtekSs8-ND6x223iu80aw1Pv94tsuxTd-eZgod7V0u4g8ABqbCNL6Qr2lWW2cWB8wxzVCOKULvjm9NOm3w7ZHojZ8OavdU_cWpQW5hlqPbwNYq_fzqfekrvx_lExwRWOzY2z1wEd2EcOgGU6q54ey6uRnexJa50f5vx9KXzPg4a0b_dlo7GrcfE/s4080/IMG_20231124_164048.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFDf7kUtekSs8-ND6x223iu80aw1Pv94tsuxTd-eZgod7V0u4g8ABqbCNL6Qr2lWW2cWB8wxzVCOKULvjm9NOm3w7ZHojZ8OavdU_cWpQW5hlqPbwNYq_fzqfekrvx_lExwRWOzY2z1wEd2EcOgGU6q54ey6uRnexJa50f5vx9KXzPg4a0b_dlo7GrcfE/s320/IMG_20231124_164048.jpg" width="320" /></a></div><p>Also, since I've been talking a bit about Hitpoints in my last few game reviews, I thought I'd show how I represent a 'wound' - a clear plastic token with a bit of red paint on it. You can do a dozen in 30 seconds and the counters are the sort you buy a bag for $5 or so off Amazon/Ebay.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSkOFFOOt4sj6Rt0Hq3EYegmEXsxA_DtInSv_-BmE-HOASB7GLzTYh5Ky2t2mxJnqLI4E8YVkekB6cjMa1M8gClo1jP0HaWgesNeHArIuW1uWF14dBJZdme4rBJdQm159lSeSOdX9EL4HM5Q2djTf44JKpTjv6fCZwYEm07iU0vCXJHOsU0bxp-ExbU38/s2864/IMG_20231124_164119.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2070" data-original-width="2864" height="231" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSkOFFOOt4sj6Rt0Hq3EYegmEXsxA_DtInSv_-BmE-HOASB7GLzTYh5Ky2t2mxJnqLI4E8YVkekB6cjMa1M8gClo1jP0HaWgesNeHArIuW1uWF14dBJZdme4rBJdQm159lSeSOdX9EL4HM5Q2djTf44JKpTjv6fCZwYEm07iU0vCXJHOsU0bxp-ExbU38/s320/IMG_20231124_164119.jpg" width="320" /></a></div><p> It's pretty unobtrusive from a distance. Along with tipping a model on its side for knocked down/stunned, a wound or two is about the limit of my tolerance for tokens as I hate the mess. As you know, my tolerance for hitpoints is 0 (unless it is something like a warship - which would be expected to absorb dozens of hits and slowly lose hull integrity/sink). <br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzFNWA_6VJqPd4sh2-TPdmp5xkXVyZ0sRtTxf2TDZkM36F7m7kR3x7Crvz1iR3TIGDElbKxe19Q9CUjPxFw7i0XPK4DEIoeQKd3u806RT0J4orGQm6lAarv7BBO2KSJvB2plaXwYj54oUld6MO-Rg58TV0V67uJ5iZKjSnBA2sc422eve8RZ05S893KSg/s4080/IMG_20231123_152619.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzFNWA_6VJqPd4sh2-TPdmp5xkXVyZ0sRtTxf2TDZkM36F7m7kR3x7Crvz1iR3TIGDElbKxe19Q9CUjPxFw7i0XPK4DEIoeQKd3u806RT0J4orGQm6lAarv7BBO2KSJvB2plaXwYj54oUld6MO-Rg58TV0V67uJ5iZKjSnBA2sc422eve8RZ05S893KSg/s320/IMG_20231123_152619.jpg" width="320" /></a></div><p>The <i>Carnevale</i> table has already had a workout when a force of Corsairs landed attempting to seize the Arkenstone of all Pirates but the men of Gondor thwarted them by tossing it in a canal, largely thanks to hideous dice rolling from the normally lethal Corsair arbalesters...</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_0kWtT1gSLXw6b-s2ogH0zKijbvN7BStX7z78586CgGjIS7OwsKOkjAlai40sfHRXkN-dQKtmXdj8kYM-yDCrwWK-e2hUCYB0nCLn1MA0-l05wk8dYRi4XDgGr9TGmZ-WnoRMtrYcFVVX-m6OFvJ0kiNEPimYvyW4_vSqEQpXkOtzlEZqpKovqqu370o/s4080/IMG_20231121_170621.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_0kWtT1gSLXw6b-s2ogH0zKijbvN7BStX7z78586CgGjIS7OwsKOkjAlai40sfHRXkN-dQKtmXdj8kYM-yDCrwWK-e2hUCYB0nCLn1MA0-l05wk8dYRi4XDgGr9TGmZ-WnoRMtrYcFVVX-m6OFvJ0kiNEPimYvyW4_vSqEQpXkOtzlEZqpKovqqu370o/s320/IMG_20231121_170621.jpg" width="320" /></a></div> <p></p><p>And nearby, my <a href="https://deltavector.blogspot.com/2023/07/pizza-box-challenge-cheap-medieval.html">pizza-table</a> still has an ongoing game with my son (who likes Angmar cos wargs, trolls AND spirits). I always spot him a much bigger force then aim to let him win while making his life difficult. He lost a lot of Wargs impetuouisly charging into my reliable Rangers, thanks to his head canon which says they are much awesomer than they are in-game. <br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBt9RLZ4T1xp6qcajWfyRkutCabZwbOuNzr-3fzpJmMz3DSCx7un9Qz5BR8cBXMggGhqXo-xHVk0J0dFJOgVAFmDKuxUNtg3ufsiSGaMzUH13GI5JdvHAOc481HcU0W-EdhaMhJOdJi0VgB_PPKMiHM-f7YlikeDk9Uq8C4n0y5qJz7I6S1N5ieT9eKgw/s4080/IMG_20231121_173918.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBt9RLZ4T1xp6qcajWfyRkutCabZwbOuNzr-3fzpJmMz3DSCx7un9Qz5BR8cBXMggGhqXo-xHVk0J0dFJOgVAFmDKuxUNtg3ufsiSGaMzUH13GI5JdvHAOc481HcU0W-EdhaMhJOdJi0VgB_PPKMiHM-f7YlikeDk9Uq8C4n0y5qJz7I6S1N5ieT9eKgw/s320/IMG_20231121_173918.jpg" width="320" /></a></div><p>Finally, I got some cool birthday loot. My family never gets me minis as they know they may violate the special budget spreadsheet. So....</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb2BELO9ZL79cBQvb7zEm3pC7tzxAxFmeFX4P7Bawu9Qp3ojbIhu3NrNPevVwK9nkhjKodv_W4kJII4tYnmcSWaUP2TPdGWCnxwDDZRDn21MpmTRmgGR0Hp3sVyPuIiluAUQHKh-zlKH3uUG4fOXQQiqoeXhwWc3J1p8ZF8Xvq8Tm2RI0s1kG7df4EYJQ/s4080/IMG_20231124_160259.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb2BELO9ZL79cBQvb7zEm3pC7tzxAxFmeFX4P7Bawu9Qp3ojbIhu3NrNPevVwK9nkhjKodv_W4kJII4tYnmcSWaUP2TPdGWCnxwDDZRDn21MpmTRmgGR0Hp3sVyPuIiluAUQHKh-zlKH3uUG4fOXQQiqoeXhwWc3J1p8ZF8Xvq8Tm2RI0s1kG7df4EYJQ/s320/IMG_20231124_160259.jpg" width="320" /></a></div><p>I enjoyed Tenet but I may actually understand it when I rewatch it. Death Race is a guilty pleasure (plus I am dusting off Gaslands and just home made some Shift dice as my son is interested, so I need it for research purposes!). LoTR needs no explanation. </p><p>I did order a copy of Osprey's <i>En Garde!</i> as I liked <i>Ronin</i> and I need some more rules for pirates (currently using <i>Legends of the High Seas</i>)... <br /></p><p>Also the wife got me some specialty coffee. I may whinge about Aussie postage and 'Australia tax' on minis etc - but I admit our coffee is some of the best anywhere thanks to Greek and Italian migrants. Actually Starbucks et al has never taken off here (and many of the existing ones have shut down as we actually know what good coffee is...)<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com8tag:blogger.com,1999:blog-8394074963215462822.post-68374231573964053062023-11-22T06:24:00.000-08:002023-11-22T06:24:58.797-08:00Burrows & Badgers: Rules Discussion<p>Or: Episode #2 of "Games I don't play cos of Hit Points."<br /></p><p>Like <i>Carnevale</i>, this is an atmospheric game with solid rules and a <a href="https://www.oathswornminiatures.co.uk/c/4553237/1/burrows-badgers.html">good miniature line</a>. Likewise, this is more opinion than careful playthrough; as I mostly chugged dice and decided against buying the minis.</p><p>Now, the minis are kinda the whole point. This is a game of warbands of anthropomorphic animals. This is for everyone who liked <i>Redwall</i> as a kid. Plucky mice, mighty badgers, sinister foxes, wicked weasels - wielding a range of weapons, going on missions in a <i>Mordhiem</i>-esque campaign.</p><p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWaCUKpDD20BjHw8geOlYoyGuGJiN74lMws2LbR6qMk8QkzmlCUY8xtJCGOp98G8LLB1kf-WGPwvDnIF4ysmEulQd2sqN-MHiPf30QZiJdjaj3mjwTjjKm1wtSEr-7TLuJsRiRSLqT49GvUuM76yNOEdpTSPHsHGSkbW2_qlcUy9O2lPWTIft_D4U3PTs/s4080/IMG_20231122_172808.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="239" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWaCUKpDD20BjHw8geOlYoyGuGJiN74lMws2LbR6qMk8QkzmlCUY8xtJCGOp98G8LLB1kf-WGPwvDnIF4ysmEulQd2sqN-MHiPf30QZiJdjaj3mjwTjjKm1wtSEr-7TLuJsRiRSLqT49GvUuM76yNOEdpTSPHsHGSkbW2_qlcUy9O2lPWTIft_D4U3PTs/w180-h239/IMG_20231122_172808.jpg" width="180" /></a></div><p></p><p><b>Setting & Fluff</b><br /></p><p>While it won't be for everyone, the setting is easy to connect to. The animals are statted as you'd expect if you are familiar with <i>Mouse Guard </i>or <i>Redwall</i>. The minis are characterful. If it's the sort of thing that appeals to you you'll probably be adding minis to the shopping cart already. The rules work competently and logically. There is far less fluff than <i>Carnevale</i> but it is very clear what the game universe is. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrnqK4LRt5q-Adxd_fjwf0qMQGAwIu9Ns_9INPu6kh35mbJg02mD9i_KesjymxuSPWvGFXYWi5ZdUBA7btYp1M_-kvpYskYB_1fT2rzgAHj2ZlBmwnnKupcw79HilEXc4GBngvieJaoJmZVjTA83XJi8LFKq5RalN8Lrf0SlYsutxRpoZOcAsWU1-nmEE/s4080/IMG_20231122_172822.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrnqK4LRt5q-Adxd_fjwf0qMQGAwIu9Ns_9INPu6kh35mbJg02mD9i_KesjymxuSPWvGFXYWi5ZdUBA7btYp1M_-kvpYskYB_1fT2rzgAHj2ZlBmwnnKupcw79HilEXc4GBngvieJaoJmZVjTA83XJi8LFKq5RalN8Lrf0SlYsutxRpoZOcAsWU1-nmEE/s320/IMG_20231122_172822.jpg" width="320" /></a></div><p><b>Overhead & Rules<br /></b></p><p>A bunch of d4s to d12s are needed aka D&D dice. Each model rolls a dice appropriate to their stat. I.e. a Mouse with d6 Ranged stat rolls against a Weasel's Nimbleness of d8 to score a hit. It's usually an opposed roll, highest wins but sometimes it is to beat a static number i.e. roll 3 to unlock a chest. It's simple and consistent. The dice 'explode' if you roll a maximum i.e. a 4 on a d4, or a 8 on a d8. This means weak minis like mice have MORE chance of pulling off an unexpected feat. Normally I dislike exploding dice but it seems suited to the theme.</p><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMoJobAvnd00JCutQ8cmucVTxUzs4G6RjeDWGbLdDHL-0mMVs70nzDCHuAamX22t6NYq9ys_uE5OD8zVvdtBfsWGrHQPYUGz09FBD4AucwOeKnE47RAdx3YVFxUT3v524J1ZQBbvj2NYyP1mDe_tbbrtEkfFKM2OKosWP5Jz3kqp9axBUbuaS7ko1uUY8/s4080/IMG_20231122_172909.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMoJobAvnd00JCutQ8cmucVTxUzs4G6RjeDWGbLdDHL-0mMVs70nzDCHuAamX22t6NYq9ys_uE5OD8zVvdtBfsWGrHQPYUGz09FBD4AucwOeKnE47RAdx3YVFxUT3v524J1ZQBbvj2NYyP1mDe_tbbrtEkfFKM2OKosWP5Jz3kqp9axBUbuaS7ko1uUY8/s320/IMG_20231122_172909.jpg" width="241" /></a></div><p style="text-align: center;"><i>I'm usually pro stats, but this may be a little over the top...</i><br /></p><p>There are a lot of stats for each animal profile - 9 of them - which is very much bucking the trend. (Move, Strike, Block, Ranged, Nimbleness, Concealment, Awareness, Fortitude, Presence) and usually an innate skill, like a Flying. Although I'm not on the 'one stat for everything' bandwagon, a few probably could be condensed together to be honest. <br /></p><p>Turn sequence is the usual alternate activation (like Chess). Industry standard at this point. You can hide, climb, jump etc - all the usual typical of skirmish wargames. Fighting and shooting (and magic) is just rolling dice against each other - i.e. an attacker will roll its Strike dice against the defenders Block dice. Once you've lost the usual 50% of models you test for each mini to see if it routs each turn - typical fare. <br /></p><p>The ~30 pages of rules are familiar, clean and consistent. Very easy to grasp. However (<i>ominous: duh duh duh</i>) <b>each model has 16 hit points</b> which you need to chip away at. Only every 4th hitpoint actually has an <i>effect</i> (-1 modifier to rolls). I only figured this out from reading the unit profiles as it wasn't clear in the book. Many people won't mind this, but blog regulars will know this is an instant deal-breaker for me. <br /></p><p>There seems to be a focus on hiding (suiting a game of small woodland animals) and there is a cool thing called 'heroic sacrifice' where your wound penalties become bonuses but you go out of action for the rest of the game after your heroic feat. Not sure how often you'd use it but it was a cool concept. Also, some magic spells require ingredients to boost or even cast the spell which is something I don't think I've seen before in a wargame.<br /></p><p>Although the rules are easy enough, the rulebook was a little hard to use and needs a few illustrations to break up the text and make finding things easier.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDQFWHIsSnzBcIAtLRxc4efoOHr7fJNAqWjoXYAE9YJ0rdDyzjCK9ag1koWNG0nKsEqEz1fQs4SqeeOuy21jZB0q9yVxnSIrZy9a3tQQ4fxonCTtp1emKnBkNWHllcWRYvL1t0nL_nwbWWzHd392bqWH_Wp9iYNGR1W3fRkgY3nysR71c340u9sGjUPj8/s4080/IMG_20231122_172942.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDQFWHIsSnzBcIAtLRxc4efoOHr7fJNAqWjoXYAE9YJ0rdDyzjCK9ag1koWNG0nKsEqEz1fQs4SqeeOuy21jZB0q9yVxnSIrZy9a3tQQ4fxonCTtp1emKnBkNWHllcWRYvL1t0nL_nwbWWzHd392bqWH_Wp9iYNGR1W3fRkgY3nysR71c340u9sGjUPj8/s320/IMG_20231122_172942.jpg" width="320" /></a></div><p></p><p><b>Mordhiem for Furries</b></p><p>The remaining ~90 pages are campaign orientated. This is NOT a lite, token campaign but is full featured. You can upgrade your den and gain bonuses. You can be aligned to one of several factions (Royalist, Rogues, Freebeasts, Wildbeasts). There is ~36 spells to learn from six schools of magic.<span style="font-size: x-small;"> (6 spells each school, convenient for d6 random rolls). </span></p><p>The equipment list is thorough yet sensible with generic bows, thrown weapons, muskets, one handed weapons, polearms etc. Armour and equipment is also <i>detailed just enough</i> yet kept simple. The skills/abilities list is a bit gluggier - there's about 70 of them which waaay too much. Everything else has so far has been in the sweet spot of 'just enough detail, yet simple.' </p><p>There is very detailed injury tables (~20 results), and there is jobs your gang members can do "Wanderings" kinda random events you roll for between games to gain money, random gear and various advantages. The den upgrade choices are likewise very detailed. You can trade/buy gear and must pay upkeep depending on the size of your model (badgers eat more than shrews, naturally!). </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIg7TS1IHpJ__ImEIu-XgFujdeNnnN7wmeK5sbms-nyTeAegIaBlGnbXXDxA4TRf3b3xwuyRyN76EWbbbNGraWuAqIefQnMD2FZeUJrxU6yAP1dgvpoYArT3tICqd9K6bnpjW2xkvp1ZCckt7X2BvjLlVDf6krEEryb69He9grLPwITnMgec87xNmOAT8/s3999/IMG_20231122_173119.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3999" data-original-width="2452" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIg7TS1IHpJ__ImEIu-XgFujdeNnnN7wmeK5sbms-nyTeAegIaBlGnbXXDxA4TRf3b3xwuyRyN76EWbbbNGraWuAqIefQnMD2FZeUJrxU6yAP1dgvpoYArT3tICqd9K6bnpjW2xkvp1ZCckt7X2BvjLlVDf6krEEryb69He9grLPwITnMgec87xNmOAT8/s320/IMG_20231122_173119.jpg" width="196" /></a></div><p></p><p>Warbands also get Fate Points allowing them to add an extra dice to a roll, and choose the best one. This works both in-game and on the campaign rolls (could be handy with avoiding injuries!). There is also an attempt to rate/balance warbands. There are 8 scenarios and ~20 secondary objectives to add flavour and variety. <br /></p><p>This is one of the most thorough, detailed campaign systems I have ever seen. It's not complicated, but there is a LOT you can do. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirQNCX0WHQCauIMZkd7SVHdvbitcyE9cxMUTJjiHn0E53ZdOrx3eJBQchlXIoXfzDPCrXPdyFQRVqBEeH6oHqfBcRUckjuPF8HKUV-AAyrXT4cBzoE-Jx2xuXs1UpjBdw3WOugOTIe2EJRcjIEkgu15y1sqQ2ixNnkm63yXXB18Stratf2cFgG5aTLjuI/s4080/IMG_20231122_173027.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirQNCX0WHQCauIMZkd7SVHdvbitcyE9cxMUTJjiHn0E53ZdOrx3eJBQchlXIoXfzDPCrXPdyFQRVqBEeH6oHqfBcRUckjuPF8HKUV-AAyrXT4cBzoE-Jx2xuXs1UpjBdw3WOugOTIe2EJRcjIEkgu15y1sqQ2ixNnkm63yXXB18Stratf2cFgG5aTLjuI/s320/IMG_20231122_173027.jpg" width="320" /></a></div><br /><p></p><p><b>TL:DR</b></p><p>A logical, simple, consistent set of rules which I'll personally avoid due to everyone in the warband getting 16 hitpoints to record (o joy!). Otherwise, strikes a really good balance of simplicity/complexity with 'just enough' detail. The skills were the only other area I went "OK that's a bit too much." It is the sort of game that might appeal to non-wargamers and is actually a decent entry point to wargaming. It's simple, but you could adapt it into a RPG with little effort. <br /></p><p>A very strong, fully-featured campaign. This is not the usual 'lite campaign tossed in as an afterthought" but Mordhiem/Necromunda+. It's not super complex but there is a <b>lot</b> going on. There are characterful minis and a clear, familiar setting.</p><p>A solid set of rules and an excellent campaign. <br /></p><p>---------------------------------- <br /></p><p><b>Random shower thought: Postage (I'm Australian btw) is now making GW look cheap compared to other manufacturers.<br /></b></p><p><span style="font-size: x-small;">If I have to pay $30 P&P on top of a $60 order of cute but clunky animal minis (Oathsworn) that turns a $6 mini into a $9 mini. That's the same as GW - for a worse sculpt! Kinda kills the impulse purchase.<br /></span></p><span style="font-size: x-small;">The other day Warlord wanted a minimum $150 order to reduce postage to more reasonable $18 - otherwise I could pay $40 P&P on a $40 order, for example! That doubles the cost per mini. GW would do $85 for free, and $10 for under that. I found it ironic I was looking at Kill Team and War Cry as I couldn't justify a Warlord order at 50% off!</span><p><br /></p><br />evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com9tag:blogger.com,1999:blog-8394074963215462822.post-88575336600803678122023-11-20T16:49:00.000-08:002023-11-20T16:49:48.390-08:00Carnevale Fluff/Rules Discussion<p><span style="font-size: x-small;"><b>Disclaimer: </b>This is less a review than a read through with a bit of dice throwing to test mechanics so has less depth than my usual reviews. I'd like to talk about it though as it meshes well with some of my recent game design musings on fluff, depth etc.</span></p><p style="text-align: left;"><span style="font-size: x-small;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: x-small;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOvQ6VCaz2E1MaXZk3Eux5EyPXm-WNFhZx0ZgxEqUa7KjSLRb8m8HzSP6JYCzjC9JzMo4Expk9IEKn2NRSYa0DS2LqWevJ01ca4io12TOQOfsseQpr3l9h-XdKS8Ks9LCglMXPTUIgfWEctrPGWazBxsafcPQNC2HWP2VbbIMm-92AAbYGxh-O78mMhGU/s4080/IMG_20231121_084956.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOvQ6VCaz2E1MaXZk3Eux5EyPXm-WNFhZx0ZgxEqUa7KjSLRb8m8HzSP6JYCzjC9JzMo4Expk9IEKn2NRSYa0DS2LqWevJ01ca4io12TOQOfsseQpr3l9h-XdKS8Ks9LCglMXPTUIgfWEctrPGWazBxsafcPQNC2HWP2VbbIMm-92AAbYGxh-O78mMhGU/s320/IMG_20231121_084956.jpg" width="241" /></a></span></div><span style="font-size: small;"><i>The rules are glossy, beautifully presented and full of interesting gaming inspiration.</i></span><br /><p></p><p><b>Fluff: </b>I've been thinking about the importance of <a href="https://deltavector.blogspot.com/2023/10/game-design-98-importance-of-aesthetics.html">aesthetic/background</a> and <i>Carnevale</i> delivers this in spades. 150+ pages of it before you even get to the rules themselves. <br /></p><p><b>But is it good? <u><i>Yes.</i></u></b> It is a <b>self-contained and distinct setting</b> - Lovecraftian Venice meets Assassin's Creed - delivering the strong atmosphere games like <i>Mordhiem</i> did so well. The factions are distinct yet familiar - Cthulhu Deep Ones/hybrids, vampires, mad scientists, inquisitor/crusaders, thieves guild, patricians and rogue mages. </p><p>The <b>setting is easy to connect to</b> - the archetypes are familiar and although the setting is unique, it is easy to grasp what each faction's motivations and playstyle is at a glance.<br /></p><p>The <b>rules themselves link well to the setting</b>. Swimming (and drowning) and rooftop parkour figure distinctly in the rules and are important tactically. The rules fit the setting well.</p><p>The <b>minis</b> are also attractive and thematic (though I'm not a fan of the <a href="https://deltavector.blogspot.com/2023/11/carnevale-unboxing.html">resin</a>). <br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLvsfc98q8ImkMLOnHK8Pa18cK_s0_wLb5sb8Ju_vbrXjqxtiKSmlzq1aozyI3BkxOyuXMWBYVPl5lZ0kd37NpfvoAQif2AKR4gTh-PMiTdy7iLMwBgtCRfZqRLqoiOO2NEQWS5Mg7K0q7hB_m_TCSowZUlpCggJVnayMLXmjVC83a41L7OiSUqRNn92E/s4080/IMG_20231121_085032.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="177" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLvsfc98q8ImkMLOnHK8Pa18cK_s0_wLb5sb8Ju_vbrXjqxtiKSmlzq1aozyI3BkxOyuXMWBYVPl5lZ0kd37NpfvoAQif2AKR4gTh-PMiTdy7iLMwBgtCRfZqRLqoiOO2NEQWS5Mg7K0q7hB_m_TCSowZUlpCggJVnayMLXmjVC83a41L7OiSUqRNn92E/w133-h177/IMG_20231121_085032.jpg" width="133" /></a></div><p></p><p><b>Elevator Pitch:</b> Basically, a magical rift appears in the sky, triggering shenanigans. The masked, debauched Patricians battle the Thieves Guild aka 'good mafia'. The Rashaar (Cthulhu) maintain a benevolent cult giving alms while secretly summoning monsters to snack on folk. The scientists mix magic and medicine, experimenting on human and monster alike.The Vatrican inquistors use dubious methods to 'purge' who they deem unholy. Dracula and his vampires take on the attributes of their prey. The (imo) least interesting faction is a grab bag of mages etc "The Gifted."</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyPlQJrD2W2y8u9iNLSW1xoLoiAjDq8b2ogsp_Pxu0ImmVa0lTYncvOqP2bpXplYE179ngmoIqp1gvjApkNIJXRH2JAc7p4NwBKa4n3RkCPsjljYIp001OM8fxRCkk35JVBoO8MLK5Guw7QIbgKxbL6yyLqMR6n06Z5pbmFInUGslisTUWjOBWfBoSl-o/s4080/IMG_20231121_085023.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyPlQJrD2W2y8u9iNLSW1xoLoiAjDq8b2ogsp_Pxu0ImmVa0lTYncvOqP2bpXplYE179ngmoIqp1gvjApkNIJXRH2JAc7p4NwBKa4n3RkCPsjljYIp001OM8fxRCkk35JVBoO8MLK5Guw7QIbgKxbL6yyLqMR6n06Z5pbmFInUGslisTUWjOBWfBoSl-o/s320/IMG_20231121_085023.jpg" width="320" /></a></div><i>The pictures of gaming boards are very interesting. You actually get a decent cardboard terrain setup in the starter box.</i><br /><p></p><p>You could use <i>Carnevale</i> as a RPG guide. It's <i>very</i> in depth. It paints an engaging picture, with a unique world with familiar (accessible) elements. I mean - Venetian Assassins vs Cthulu - it kinda sells itself. Oh, and it has a campaign - <i>a la Mordhiem</i>.<br /></p><p><b>What about the rules?</b></p><p>Overhead is not vast - characters have Life (hitpoints), Movement, Dexterity (agility/dodge), Attack, Protection and Mind stats on a card. They also have 2-3 special rules. Pretty fair for a game with say ~6 minis per side. </p><p>The game uses multiple d10, with rolls of 7+ being successes (called "Aces" for no discernible reason). One of the dice is designated a destiny dice and rolls critical successes/fails on a '1' or '10.' Opposed rolls just compare successes. In attack rolls, the success is equal to the target dexterity instead of being 7+.</p><p>Characters have Will which you can 'spend' to get a 3rd action, or add extra dice to rolls. Leaders get Command which they can spend to likewise boost nearby allies or allow them to move out of sequence. Basically, it's like Might from MESBG was turned into two separate resources for no reason - I presume both are similarly finite.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjoeHFKVByxQkJXZ2Krg4NcEQGsLMmS42e-M6UeRxTuD7qK4yKifWM0Ad0vtGlP-t_9I3J3NaA8WcS5kBQrITfPKm0W7Yh2Ry3AR1rdYLglPeP-rt0Of0z-i-P5Fjw5_-fKhZxGj9PcLJoJsnD9zW2Fy5EBJ3dakZK9HQLNotnENI05ncClFMEj0oQwhw/s2812/IMG_20231121_085400.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2812" data-original-width="2255" height="219" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjoeHFKVByxQkJXZ2Krg4NcEQGsLMmS42e-M6UeRxTuD7qK4yKifWM0Ad0vtGlP-t_9I3J3NaA8WcS5kBQrITfPKm0W7Yh2Ry3AR1rdYLglPeP-rt0Of0z-i-P5Fjw5_-fKhZxGj9PcLJoJsnD9zW2Fy5EBJ3dakZK9HQLNotnENI05ncClFMEj0oQwhw/w176-h219/IMG_20231121_085400.jpg" width="176" /></a></div><p></p><p>The now-standard alternate activation makes its expected appearance, with a limited overwatch 'hold' action. There are rules for swimming and a cool 'double jump' mechanic where you get a free 2nd jump off an object allowing you to say cross a canal by leaping onto a gondola or a lamppost then jumping to the next object. You can attempt a 'controlled landing' to jump from higher objects - it fits the <i>Assassin's Creed vibe.</i> There are rules for grappling (throw off roofs); drowning (hold 'em under, fishfolk!) and diving into water off buildings. You can row gondolas. Magic is a thing but does not seem dominant from my limited experimenting. </p><p>There's nothing wrong with the rules per se - I just hate hitpoints (~12 human, ~20 for a monster). <span style="font-size: x-small;">It's a human, not a 20,000 ton battleship ffs. Why the recording?</span> They also offer some decent tactical choices and while reasonably straightforward don't attempt to be the 'superlite' rule which are trendy atm. They're actually got some nuance and <b>fit the theme well</b> with lots of acrobatics and canal swims - not just generic "unlimited move, unlimited shoot, if you need to do <i>anything</i>, roll a 4+ on a d6 and you do it".<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3zhuNQtnOlZ1X7dlnSX5O-MJJccL6KqoVXe5wDkdjTWuyHdwGJhfQfUe4Llxqt7D5bQ9Uy6qJwfoqc-QWqWgheuPv71-XXTc8IPqIDxw1lXnguqBdUd6DB4voCvpW-nCWcRHgA41TafA7721Olwbt-pEMr7l7f5qnLJ0KeLOi63qO_eLTbWAIcXc8IMs/s4080/IMG_20231121_081353.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3zhuNQtnOlZ1X7dlnSX5O-MJJccL6KqoVXe5wDkdjTWuyHdwGJhfQfUe4Llxqt7D5bQ9Uy6qJwfoqc-QWqWgheuPv71-XXTc8IPqIDxw1lXnguqBdUd6DB4voCvpW-nCWcRHgA41TafA7721Olwbt-pEMr7l7f5qnLJ0KeLOi63qO_eLTbWAIcXc8IMs/s320/IMG_20231121_081353.jpg" width="320" /></a></div><i>The card terrain is decent. Pictured are some of my random painting tasks for the week (including, aptly, some fish-men cultists). Oh, and LoTR mini #445 for the year.</i><br /><p><b>I've never seen so many scenarios before... ....36! </b>They have primary and secondary <span style="font-size: x-small;">(also ~40 of these!)</span> objectives, and detailed setup rules. Again this adds to the RPG feel and there is obviously a lot of love lavished on the setting. Huge replayability and lots of ideas for other games.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg46FduB2pL8PcMbXFK-xPdjvYmfdtgy5O3doye1q82OzOBAhSPAbg1on0vN7XvTkeu1DPVCS1qvQw_ooyvvzjkHUCVcuJPuP6S9_b8ECS0LObzFTtqSjGLJyYPBfriSHrMTG1xsNmSfI8poYulNG4eRyf0eVn45Sbz5bslDceRzadHmeKW50Y82GL9-vk/s4080/IMG_20231121_084226.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2404" data-original-width="4080" height="189" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg46FduB2pL8PcMbXFK-xPdjvYmfdtgy5O3doye1q82OzOBAhSPAbg1on0vN7XvTkeu1DPVCS1qvQw_ooyvvzjkHUCVcuJPuP6S9_b8ECS0LObzFTtqSjGLJyYPBfriSHrMTG1xsNmSfI8poYulNG4eRyf0eVn45Sbz5bslDceRzadHmeKW50Y82GL9-vk/s320/IMG_20231121_084226.jpg" width="320" /></a></div><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrLJJT16ajPt3ICpZ20lpm_yqxNBFtYh2_tZ1O7WyVe2S_IFCiypLh5ph_2hOING8n-zZXjrmdzI2Mp9B0xfBOVx-3TiuoqYlB9aqb8ZA8iuItJh8_bsV2nLyrgRoJ-xmUqCTDwxPRVnCR3pU8ZPESdbTmaEtJTH1DAi8QCLwBFenq60UyMewPjdqAJQY/s3749/IMG_20231121_084458.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2472" data-original-width="3749" height="211" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrLJJT16ajPt3ICpZ20lpm_yqxNBFtYh2_tZ1O7WyVe2S_IFCiypLh5ph_2hOING8n-zZXjrmdzI2Mp9B0xfBOVx-3TiuoqYlB9aqb8ZA8iuItJh8_bsV2nLyrgRoJ-xmUqCTDwxPRVnCR3pU8ZPESdbTmaEtJTH1DAi8QCLwBFenq60UyMewPjdqAJQY/s320/IMG_20231121_084458.jpg" width="320" /></a></div><p><i>I painted 46 minis yesterday. Lots of white - blurgh! Basing and final touches will have to wait but I rate them functionally table-ready. These are for my French-Indian Dinosaur War game but I notice these also fit the Carnivale setting/era. Maybe not redcoats, but I'm definitely adding Black Scorpion undead pirates in my own Venice.</i><br /></p><p><b>Yes, there is campaign rules but they are less impressive.</b> Given the amount of fluff and scenarios there was less meat on the campaign rules than I expected. It's typical generic 'rules lite' of a page or so which ticks the boxes but seems more an afterthought compared to the care lavished elsewhere. You can gain XP, gold, choose new skills (could be abused, but some skills do cost more or less than others) and buy new characters. Functional, but it ain't <i>Mordhiem</i>. I get the feeling it was meant to be played as a series of linked 'historical' or 'narrative' scenarios without progression/xp - which was tacked on afterwards.<br /></p><p>Overall, while I don't particularly plan on playing <i>Carnevale</i> I regard the rules as a useful resource and inspiration and I'm happy with my starter box.<br /></p><p><b>TL:DR</b></p><p>+ Excellent fluff, truckloads of scenarios provides a useful gaming resource. Lovely rulebook.<br /></p><p>+ The rules are fine <span style="font-size: x-small;">(unless, like me, you hate recording/hitpoints)</span> and very thematic and cinematic</p><p>+ The starter box has lots of terrain which could be used for a range of projects</p><p> ~ Campaign is not super deep<br /></p><p>- The starter box minis look thematic but are annoying resin<br /></p><p><br /></p><br />evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com15tag:blogger.com,1999:blog-8394074963215462822.post-51650822817064667202023-11-18T08:23:00.000-08:002023-11-18T08:23:01.450-08:00Carnevale Unboxing<p> I received my 50% discount 'squashed packet' Carnivale box today from eBay. All contents were perfectly fine. Sweet! There was a lot of stuff packed in the box and I'm happy with my purchase although I am unlikely to play the rules themselves.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKHqduKz5iPcHBZ71o6v9viDDG29cY2Rkz0WSGTFiNfiT4u5CVnxOA0hIiCoVXCPBsuL8FQhpDD_4pNcj-xjSL2y1jRx16GYrJVDdDjPqaVPvwaRG7tHqH9UUFHme8kFCK1rUbGNPTv9mdDMPv4CRwEPX4XfTYQwVxBr49c59Q-qtGrh2WQWFOC34w-q4/s4080/IMG_20231111_120125.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKHqduKz5iPcHBZ71o6v9viDDG29cY2Rkz0WSGTFiNfiT4u5CVnxOA0hIiCoVXCPBsuL8FQhpDD_4pNcj-xjSL2y1jRx16GYrJVDdDjPqaVPvwaRG7tHqH9UUFHme8kFCK1rUbGNPTv9mdDMPv4CRwEPX4XfTYQwVxBr49c59Q-qtGrh2WQWFOC34w-q4/s320/IMG_20231111_120125.jpg" width="320" /></a></div><p>There is a complete table of colourful (albeit flimsy) cardboard terrain, as well as all rulers, dice, status counters etc. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZie9RxFUYFhi73c01aQelp7HlrmQCXfa3ytFkFRPWHGdzBFePc6YB4JcZPsMfy4CxU55ktlUYxpjhP37ZMs5t7UmdweWboSq5LoZ-8dWVPgLLtGxnc9EMpYFow9ZybXkNJC3mna7bKsVavFAOFYg6aFVDF6psCNJBZJ6SskexS0SwTLX1p9vQX6gQEFA/s4080/IMG_20231111_120135.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZie9RxFUYFhi73c01aQelp7HlrmQCXfa3ytFkFRPWHGdzBFePc6YB4JcZPsMfy4CxU55ktlUYxpjhP37ZMs5t7UmdweWboSq5LoZ-8dWVPgLLtGxnc9EMpYFow9ZybXkNJC3mna7bKsVavFAOFYg6aFVDF6psCNJBZJ6SskexS0SwTLX1p9vQX6gQEFA/s320/IMG_20231111_120135.jpg" width="241" /></a></div><div style="text-align: center;">So far, very impressed. <i>Unfortunately...</i></div><div style="text-align: center;"><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNUqc1SuF1WNwMrD2Py_LXdNK06Yc2RP06P7LllrNaTnCSfkZxG_MV1kKCLMiG2oEwg1Z-JJdYPWt4wGbdMUEKefS0vipiGg3PXwIcTJaBJvAFRr6tzPOL7FAhYMeovfTqlKmuGRt6V2_c_txlUF23BDyu3hzj4K5Sn_WJ4VlHCb76wMcEJqXuOnZfDh4/s4080/IMG_20231111_122540.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNUqc1SuF1WNwMrD2Py_LXdNK06Yc2RP06P7LllrNaTnCSfkZxG_MV1kKCLMiG2oEwg1Z-JJdYPWt4wGbdMUEKefS0vipiGg3PXwIcTJaBJvAFRr6tzPOL7FAhYMeovfTqlKmuGRt6V2_c_txlUF23BDyu3hzj4K5Sn_WJ4VlHCb76wMcEJqXuOnZfDh4/s320/IMG_20231111_122540.jpg" width="320" /></a> </div><div class="separator" style="clear: both; text-align: center;"> The ~16 minis (2 warbands) were good sculpts, but made from cheap, nasty resin.<i> </i></div><div class="separator" style="clear: both; text-align: center;"><i>(In the background is a fidget popper which makes a great paint mixing palette - you just wait til it dries and 'pop' the leftover paint into the bin.)</i></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEii8Bq5hyphenhyphenkZ0V_Iqx05T1ABiYpLFBwcU4RIo1L1oI_4vIu5zVgwk7oZupXiAF0IW6JCWASQwlr4pAs9YC4KtXtFcXL9vDgxvGqO-EE2cB49muMLnhylpOmtkICL6d3N0frznnQ-OPGwp5FrJLfO58nmZRPW90Et7jEx9GH9kJDXJTwTDRHKQifHTbVjv8o/s4080/IMG_20231111_120353.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEii8Bq5hyphenhyphenkZ0V_Iqx05T1ABiYpLFBwcU4RIo1L1oI_4vIu5zVgwk7oZupXiAF0IW6JCWASQwlr4pAs9YC4KtXtFcXL9vDgxvGqO-EE2cB49muMLnhylpOmtkICL6d3N0frznnQ-OPGwp5FrJLfO58nmZRPW90Et7jEx9GH9kJDXJTwTDRHKQifHTbVjv8o/s320/IMG_20231111_120353.jpg" width="320" /></a></div><div style="text-align: center;">Some horrific mould connections resulted in unsightly chunks = lots of trimming/filing...</div><div style="text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjctuPNc0ukWy2cUwS1Vil9bmetYj1LiWf_hxShCM3qPcJseuFB9hQJtuPUkkCAqk8MT4VRYbpS_VxJe5DzvQ8tmBFqSjNSdvbBC_wnjacqKyYWsCwxTBENRYWJZBPsHHWhI18tJDouCHWo2BqLfkI1RYMpkZRFMC01te_XPqRoGS-pt_TlI5dHXx1ftvs/s4080/IMG_20231111_114430.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjctuPNc0ukWy2cUwS1Vil9bmetYj1LiWf_hxShCM3qPcJseuFB9hQJtuPUkkCAqk8MT4VRYbpS_VxJe5DzvQ8tmBFqSjNSdvbBC_wnjacqKyYWsCwxTBENRYWJZBPsHHWhI18tJDouCHWo2BqLfkI1RYMpkZRFMC01te_XPqRoGS-pt_TlI5dHXx1ftvs/s320/IMG_20231111_114430.jpg" width="320" /></a></div><div style="text-align: center;">There were many breakages even when carefully clipping/cutting off residue. In addition the models do not slot into the 'slotta' base and are obviously intended to be placed on top of aftermarket cobblestone bases. Another $12 or so - no thanks!</div><div style="text-align: center;"> </div><div style="text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDAtNinBg2Bf_Vp2yWn0umPNDZ1UyN31nwpwKZ7nfCG98e3mbfqSglP4iSuDixqNY-mWkLjtLgqFqQBHoAzB_oBoqpveSz8l3NkTkwzsEkw0N2ShtZCfe0UZsycUKEmA8MM46QaY6G-RNRxKqz4LNOn2FHTL4GCT3iIcBRJ_x2yG3EmcWXFygK_dD6d3M/s4080/IMG_20231118_204146.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDAtNinBg2Bf_Vp2yWn0umPNDZ1UyN31nwpwKZ7nfCG98e3mbfqSglP4iSuDixqNY-mWkLjtLgqFqQBHoAzB_oBoqpveSz8l3NkTkwzsEkw0N2ShtZCfe0UZsycUKEmA8MM46QaY6G-RNRxKqz4LNOn2FHTL4GCT3iIcBRJ_x2yG3EmcWXFygK_dD6d3M/s320/IMG_20231118_204146.jpg" width="320" /></a></div></div><div style="text-align: left;">The <strike>Deep Ones</strike> Rashaar come with slaves - to be either meatshields or a nutritious snack!</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ1FICCFgEvuKxFtejVRh4E4gHFikeF2E4zzcjjRPLdgb965sns7gInAYHmEb7TMAqJmG4Zr0lWNJf7X7hOm4emItltlxCbc1MiMZwJOFfVvBcfMIQB7WL0KzQfM_b268fqaaggBv2hPx-0Lm06A9wN9LjD7jN5e-xv1MuGjozzkiqF2zxM9tgZH_Q55M/s4080/IMG_20231118_204242.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ1FICCFgEvuKxFtejVRh4E4gHFikeF2E4zzcjjRPLdgb965sns7gInAYHmEb7TMAqJmG4Zr0lWNJf7X7hOm4emItltlxCbc1MiMZwJOFfVvBcfMIQB7WL0KzQfM_b268fqaaggBv2hPx-0Lm06A9wN9LjD7jN5e-xv1MuGjozzkiqF2zxM9tgZH_Q55M/s320/IMG_20231118_204242.jpg" width="320" /></a></div></div><div style="text-align: left;">I actually found some extra small metal Deep Ones in my pulp mini box (Copplestone? Black Hat?) which I added to my warband. I'm not sure if they fit a 'stat profile' but I don't intend to use the rules.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">The rules seem quite decent but I'm not a fan of marking off hitpoints in human skirmish games, so it's an automatic non-starter for me. I will, however, have a leaf through the rules, chug the dice and test the mechanics and discuss them sometime. </div><div style="text-align: left;"> </div><div style="text-align: left;">Overall, I'm happy with the box. The rules have wonderful fluff that is worth discussing, there is lots of toys, terrain and accessories. It's just the minis - although they look good, they are not great quality. I had planned on getting more minis but I probably won't based on my experience with the starter box. <br /></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZcZy55i8KxyzEfoDUHXFDkX3uqFtsXdu6gBQfLN7XIHS_reCv3z8lCKGslQyqhanNWMNssimpMZ6iKkNMEkn3joPCTabXCNlMTJUZ11fe_BOuu6lzxylFRPxzjvVVHTfrBUyJRTSE1izbWaHGKpIMG8vTYSwDGF-KE32hCgBVujsLfuqMAP8V4yp0GUE/s4080/IMG_20231109_230510.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZcZy55i8KxyzEfoDUHXFDkX3uqFtsXdu6gBQfLN7XIHS_reCv3z8lCKGslQyqhanNWMNssimpMZ6iKkNMEkn3joPCTabXCNlMTJUZ11fe_BOuu6lzxylFRPxzjvVVHTfrBUyJRTSE1izbWaHGKpIMG8vTYSwDGF-KE32hCgBVujsLfuqMAP8V4yp0GUE/s320/IMG_20231109_230510.jpg" width="320" /></a></div>I also painted the Mumak crew, bringing my <b>LotR paint total </b>to<b> 444</b> for the year. As I have now 'cleared the deck' I am now free to order more LotR (according to my self imposed rules). </div><div> </div><div>If I start a new project (like Carnevale) I not only must paint the new minis within a month, but <b><i>also</i></b> paint an equivalent amount of random models from my pile of shame, so I always progress in my painted vs unpainted pile - I never go 'backwards'. It also encourages me to finish existing projects rather than start new ones (always my weakness).<br /></div><div></div><div></div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWDiPf1ltXJmZ4uxRSx1HfkujRaHiUiwHBgmNzG4FUbVfwM2c3k5TQRFadpobwTMn1hWg-7pNbLFqfY1jSOSDos_IlN_4_Zmi1I36jaaTjuvyaBjLmhT5ajydP-bj0t3YY7S9tj85d7skwa3_0f2s3C1Ia6hXLat_5VqdBJGNJUoohSIuhHcaYcCvW9w0/s4080/IMG_20231118_204337.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWDiPf1ltXJmZ4uxRSx1HfkujRaHiUiwHBgmNzG4FUbVfwM2c3k5TQRFadpobwTMn1hWg-7pNbLFqfY1jSOSDos_IlN_4_Zmi1I36jaaTjuvyaBjLmhT5ajydP-bj0t3YY7S9tj85d7skwa3_0f2s3C1Ia6hXLat_5VqdBJGNJUoohSIuhHcaYcCvW9w0/s320/IMG_20231118_204337.jpg" width="241" /></a></div>The EM4 terminators and Westwind wolves are not connected (but may make a cool game!) they are just generic useful units for other games...</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJSx6lMnE71ZY_oSARh7Waukr5vbVkzdIMOZj-fAJuU1WKdRKigpHcCTaY58aU4fYni29-YHImauzLLCVWQAZEfDWt4ywp5GVdkIgRlH967YucoNdMu-wh_AN2yHqMYFABJsVD-FnkSZFdK03ugp8QRVw1HbcS0aw2sFFhdgw98LJkCdKzNUuOOpiE21k/s4080/IMG_20231118_204412.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJSx6lMnE71ZY_oSARh7Waukr5vbVkzdIMOZj-fAJuU1WKdRKigpHcCTaY58aU4fYni29-YHImauzLLCVWQAZEfDWt4ywp5GVdkIgRlH967YucoNdMu-wh_AN2yHqMYFABJsVD-FnkSZFdK03ugp8QRVw1HbcS0aw2sFFhdgw98LJkCdKzNUuOOpiE21k/s320/IMG_20231118_204412.jpg" width="320" /></a></div> </div><div>Some random models I grabbed to get some quick runs on the board. Unfortunately my 8 year old asked for help to finish his models, so I did both Star Wars rebels...</div><div> </div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWhiI7de9wPssQCIp_2Xag58H-sxMXBx3HNRFwmHp_Xr5D0IwTzEUtnEyifv1KwbP4eC8zB1X_UkLnxoBVepKB0nLbJAjgqL4Ltulq5jfQin6qcbi_JzfcNsAPBc3BLBsLj3dMWzAIQhcjBF3xTVg4y9uw1whcWYSdoNZR5YhAEmfx7L4Sm8kHepYW6eA/s4080/IMG_20231118_125621.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWhiI7de9wPssQCIp_2Xag58H-sxMXBx3HNRFwmHp_Xr5D0IwTzEUtnEyifv1KwbP4eC8zB1X_UkLnxoBVepKB0nLbJAjgqL4Ltulq5jfQin6qcbi_JzfcNsAPBc3BLBsLj3dMWzAIQhcjBF3xTVg4y9uw1whcWYSdoNZR5YhAEmfx7L4Sm8kHepYW6eA/s320/IMG_20231118_125621.jpg" width="320" /></a></div><p>....and about 50 1:300 tiny Tumbling Dice WW2 planes which I found as part of my Excel inventory.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkUVFf-KwiKkCNnzxweRstZ3tU8Wo96mM3UiuRT6v3Na9WQHMQulGyzgA28z7A4EOQh7xqqIz_x-1yBXoFww3TY2diA0l0sgE7PxbotZyUmsPfikpDG8lUB2boQ6Qn0zojVYPfdTxfM5iwlz1BXIHL7zK37TfBeUM2f0XTwLXnJ3AdEfNZswawhSnusWM/s4080/IMG_20231113_144442.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkUVFf-KwiKkCNnzxweRstZ3tU8Wo96mM3UiuRT6v3Na9WQHMQulGyzgA28z7A4EOQh7xqqIz_x-1yBXoFww3TY2diA0l0sgE7PxbotZyUmsPfikpDG8lUB2boQ6Qn0zojVYPfdTxfM5iwlz1BXIHL7zK37TfBeUM2f0XTwLXnJ3AdEfNZswawhSnusWM/s320/IMG_20231113_144442.jpg" width="320" /></a></div><p style="text-align: center;">Italian and Soviets tangle around the Axis ocean airbase on a manmade atoll. </p><p>The wee lad often explains his rules to me "If they have a friend killed they hate the enemy and get an extra dice roll to kill them in revenge" and "Darth Vader, even if he loses, has to roll another 6 to die cos he's so powerful" "If the planes are dogfighting together the other planes get an extra move to help them join in." He loves hanging out in the shed and has actually two 4x3' gaming tables in his room. Risk men, plastic ants and dinosaurs, and Matchbox tanks currently duel each other on the other board.</p><p>I was going to test out the Carnevale rules but it's late so another post, perhaps. <br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com5tag:blogger.com,1999:blog-8394074963215462822.post-9225963807477279212023-11-07T15:36:00.001-08:002023-11-07T15:36:16.680-08:00It Still Only Counts as One! = MESBG Mumak<p> This purchase is 'wife approved' as I tend to energetically paint and use/display MESBG models.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbGGAFvm45kGTQKjeVM21xat59l-V15aET5GVzrVvpk4htrhsi1x7xPKWSPz9OEXtDvU5xqXqPRUAgH1QaNOgUD3YPsSI1XUYatO13RKRjfZExZJfGXy6JMvPrKk84AKh4j_6h_K2uXk-Wxkie5cZZuIqFrok2XkxgK89zoXffl3-sX-xeNJNj4VMLi08/s4080/IMG_20231108_081013.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbGGAFvm45kGTQKjeVM21xat59l-V15aET5GVzrVvpk4htrhsi1x7xPKWSPz9OEXtDvU5xqXqPRUAgH1QaNOgUD3YPsSI1XUYatO13RKRjfZExZJfGXy6JMvPrKk84AKh4j_6h_K2uXk-Wxkie5cZZuIqFrok2XkxgK89zoXffl3-sX-xeNJNj4VMLi08/s320/IMG_20231108_081013.jpg" width="320" /></a></div><p style="text-align: center;"> <i> It's darker than this IRL.</i></p><p>I saw a youtube post titled "Mumak painted in only 3 hours." Maybe noteworthy for <i>him</i>, but as a dad, that was all the time I was intending to paint it in anyway....</p><p>I took over 3 hours in the end, but that was mostly due to the base, which was pretty fiddly.</p><p> </p><p><b>==Recipe for those interested: (I tend to refuse to paint more than 3 layers...)==</b><br /></p><p><b>Basecoat:</b> Black Bunnings spray can all over<br /></p><p><b>Body:</b> Eshin (dark grey) drybrush, then Dawnstone (mid grey) drybrush</p><p><b>Howdah cloth:</b> Doombull brown (red brown) undercoat, then Khorne red, then "something scarlet" light drybrush/highlight</p><p><b>Wickerwork:</b> Rhinox (dark brown) undercoat, then Steel Legion Drab (pale brown) drybrush, then Ushabti bone drybrush</p><p><b>Wood Supports:</b> Rhinox (dark brown) undercoat, then Steel Legion Drab (pale brown) drybrush, Seraphim Sepia (yellow-brown) wash</p><p><b>Tusks:</b> Ushabti bone, with Agrax Earthshade (brown) wash near the base of the tusks<br /></p><p><b>Ropes</b>: Ushabti bone, Agrax Earthshade wash occasionally if I didn't show the gap between ropes</p><p><b>Scenic Base:</b> Lots of mucking about (tm)</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivdJ32x7XW9rWmk3xIwkfA81VeKF37ju1C9N6GognvjUa5eLBhnLWk-4vY6vFnI1JUmSNSRb1nMffPhTZ45jOXQHGnPJXWQyzMSvwtd_dK2Xd0jLy_MyyN5MSDdD5eZDJCpTlHc3Ej35X1qiIIiCfSpMfX_9WLKOD2LXStjyybT62FgCgqeOVto1nWVvg/s4080/IMG_20231108_080908.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivdJ32x7XW9rWmk3xIwkfA81VeKF37ju1C9N6GognvjUa5eLBhnLWk-4vY6vFnI1JUmSNSRb1nMffPhTZ45jOXQHGnPJXWQyzMSvwtd_dK2Xd0jLy_MyyN5MSDdD5eZDJCpTlHc3Ej35X1qiIIiCfSpMfX_9WLKOD2LXStjyybT62FgCgqeOVto1nWVvg/s320/IMG_20231108_080908.jpg" width="320" /></a></div><p>Painting the ropes took the longest time and the base was a pain in the
bum. I planned to do warpaint on its face and add grass tufts to the
base but I went over my time limit and stopped at 'table ready.' I also <i>may</i> do some home-made spikes/ropes on the tusks (with hairy string and spikes made from ends of cocktail skewers).</p><p>Imposing a time restriction (and accepting a little less polish) and a<i> 'can't buy new minis until last purchase is done</i>' has lead to incredible productivity. I've painted easily 650+ minis this year.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1XeV3PMNpNYvq5b0MT4_wrVMeP8vpcriUfKVSHblRDw8Nd77-jYBekMC1eKoqvjVw1ZVsUBM5pu3cJN9gdKOmfEqxH62FmhvGHejh9gqU80M8z0fyYZCFlUD2rDgM2nPOUarC8aPgVJeioujC6Av8hzA7pPAUip8JIVyeI2RW7vIx8YkVIf8uAMqdjAU/s4080/IMG_20231108_080847.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1XeV3PMNpNYvq5b0MT4_wrVMeP8vpcriUfKVSHblRDw8Nd77-jYBekMC1eKoqvjVw1ZVsUBM5pu3cJN9gdKOmfEqxH62FmhvGHejh9gqU80M8z0fyYZCFlUD2rDgM2nPOUarC8aPgVJeioujC6Av8hzA7pPAUip8JIVyeI2RW7vIx8YkVIf8uAMqdjAU/s320/IMG_20231108_080847.jpg" width="320" /></a> </div><div class="separator" style="clear: both; text-align: center;"><i>I guess it still counts as 1 mini painted though. My MESBG total is now 43<b><u>1</u></b> for 2023.</i></div><p>The random minis are for a game set up to play with my wee lad. He wanted to play "wargs and trolls."</p><p>He enjoys playing the <b>Third Age mod (free) to Medieval Total War 2. </b>I mention this in case anyone is interested as MTW2 costs about $10 and runs on a potato PC. It's basically big battle games (100s, 1000s of troops) in Middle Earth and a must-have for any LotR wargamer.</p><p>For a more personal game (where you fight as a character FPS style, but lead a warband of 30-100) I suggest <b>The Last Days</b> (again, a mod) for <b>Mount and Blade Warband</b>. It is cheap and will likewise run on a potato laptop.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoYTl7UGypSu2fK9jzgKzoKsbXx-lgdqKEYGwXskJ6XmzOQ3eVzb2ZMDxN4T0SUoTiwuFk9mbA9jK9RUeTLqLNcJVZEIxG96GwmFEsBbK2XtmfYCN64cY62ti_swh3z_BCzb01mkd7Ag07h7yUXZUqB_7cPhKFm-bbN1-PmfgSdDZN2ndVze7pPbmS7pg/s4080/IMG_20231108_081042.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoYTl7UGypSu2fK9jzgKzoKsbXx-lgdqKEYGwXskJ6XmzOQ3eVzb2ZMDxN4T0SUoTiwuFk9mbA9jK9RUeTLqLNcJVZEIxG96GwmFEsBbK2XtmfYCN64cY62ti_swh3z_BCzb01mkd7Ag07h7yUXZUqB_7cPhKFm-bbN1-PmfgSdDZN2ndVze7pPbmS7pg/s320/IMG_20231108_081042.jpg" width="241" /></a></div><p>I also shelled out for an <b>official army book</b>, tired of printing out my own lists. My son has spent ages looking through it, enjoying working out the values of characters and monsters. <br /></p><p>MESBG is lauded as being far more forgiving than 40K/AoS (or actually any other GW title) in not needing a library of rulebooks, supplements and codexes: <i>merely</i> needing a $90AUD rulebook and a $80 army book. It does have all the factions but man, $170 just to play the game <i>without even any minis</i>... ....and we call this "good." What's the strategy called - 'anchoring'? <br /></p><p>For less than the price of this rulebook; I just bought a discount ($70 down from $130) starter box of <a href="https://ttcombat.com/products/carnevale-2-player-starter-box">Carnevale.</a> </p><p><i>240 page rulebook. 2 warbands of minis. A full table of terrain. All the dice and bits. A gondola!</i><br /></p><p><b>Excel Sheet & The Dad Budget</b><br /></p><p>I've got an Excel list of every mini and project in my shed. I list if: </p><p>(a) do I need minis (b) do I need to paint minis I have (c) do I have rules.... ...and a note on 'how much' $$$ it will take to complete them, ranked by cost. </p><p>It helps when prioritizing purchases/spotting sales - i.e. BFG and Carnevale ranked in the $100-200 range, so when Carnevale dropped down into the sub-$100 bracket I pulled the trigger. I've also colour coded projects by time commitment. </p><p>This leads to wife approval (i.e. regular projects painted and bargain miniatures) which increases my budget (both shed time and $$$)!<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com5tag:blogger.com,1999:blog-8394074963215462822.post-46619987362252433572023-11-02T01:42:00.003-07:002023-11-02T02:51:48.089-07:00Project Progress and Random Rules Round Up #1<p> I have been cleaning out my shed and have made an excel table for myself about all existing minis and past/current/future projects.</p><p><i>1) Do I have minis for it? (if not, what is the 'buy in')</i></p><p><i>2) If (1) then have I painted enough minis to play? Do I need terrain? (<a href="https://deltavector.blogspot.com/2023/07/pizza-box-challenge-cheap-medieval.html">pizza time!</a>)<br /></i></p><p><i>3) Do I have a set of rules I'm willing to play (esp with kids)?</i></p><p>Basically 'where am I at?' with every mini box in my shed, and roughly pricing out unfinished/future projects.<br /></p><p>For example, I am eyeing off BFG & Mordhiem again. I lack the minis, but I have plenty of terrain, game mats, and even the old rules. </p><p>I have piles of weird west minis and terrain, but lack rules. My psychic dinosaur knights have minis, dinos but also lacks rules. This is my 'homebrew tinkering' space. Weird War II I has painted minis, terrain AND decent rules so it is good
to go. Ditto Battletech although the rules are not so great. Etc etc.<br /></p><p>Some projects I've identified that I may never finish. I've got lots of nice Perry Greeks but I'm not that interested in the era <span style="font-size: x-small;">(nor painting that much white/skintone!)</span> My 1:2400 Napoelonic ships are too hard to tell apart. My WW1 1:300 tanks are too tiny to be cool. With it now being OOP, I don't really want to keep collecting/painting my half-assembled <i>Imperialis Aeronautica.</i> <br /></p><p>Anyway, in search of 'better' rules I've been digging through my cupboard. Sometimes rules which weren't 'good at the time' suddenly appeal later on. Perhaps they were competing with other games, or my tastes may have changed. I'm not going to playtest them all again, but I am going to grab out random ones that catch my fancy and briefly discuss them. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiin_0qWC5Gv6316L6-3wYL3sZESwpzP-0HutfEKR_stSUUYHtC39b84HmshV_hK8thDVYT6L6eI2nfL6PrAWpkYFJB6VDgaeKWCEto_bXhQqkgr2lbK6I4LM1I9Z8CsDK6wd0BdXwaktHrZiO3PGCnx-z7nJLKjfe_EtslGYKLcKpFuKaYKrBD67SCCNg/s4080/IMG_20231102_184513.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiin_0qWC5Gv6316L6-3wYL3sZESwpzP-0HutfEKR_stSUUYHtC39b84HmshV_hK8thDVYT6L6eI2nfL6PrAWpkYFJB6VDgaeKWCEto_bXhQqkgr2lbK6I4LM1I9Z8CsDK6wd0BdXwaktHrZiO3PGCnx-z7nJLKjfe_EtslGYKLcKpFuKaYKrBD67SCCNg/s320/IMG_20231102_184513.jpg" width="320" /></a></div><p></p><p><b>Cruel Seas (Coastal Warfare, Warlord Games)<br /></b></p><p><b>In Print? Yes<br />Hit or Miss? Miss<br /></b></p><p>(-) I love coastal warfare and the minis are good (no regrets there) bu the rules are a mess. It's just clunky and uninspired, with dozens of hitpoints, many modifiers, gluggy and varied resolution methods. It just feels randomly slapped together. The rulebook itself is not that easy to use either. There's nothing really on detection which is a big deal as 90% of coastal actions took place at night and it kinda key to the whole tactics.<br /></p><p>(+) I like the 'wake' where the length of the wake behind the boat denotes speed.</p><p>(~) Shell splashes and spray around a boat gives a BONUS to fire - you'd think it would obscure the target. It's so weirdly implemented I'm not sure what the point is.</p><p>I'd use literally any other coastal rules I could find before this. I find this set of rules a really weird choiuce by Warlord. I love the idea of it but I can't see it being commercially viable. Faster, better rules and a series of real-life scenarios might have sold me more.</p><p> </p><p><b>Blood Red Skies (WW2 Dogfight, Warlord Games)</b></p><p><b>In Print? Yes</b></p><p><b>Hit or Miss? Miss</b></p><p>(+) This is kinda the abstract game I am looking for in aerial combat; the game is simple, plays fast and abtracts the minutiae of air combat with "advantage" abstracting height and energy. Three stats (agility, speed, firepower) and a couple of special traits for each plane keep it simple, and you can play handfuls of planes each quite quickly. I think there is probably a decent game hidden in there, and it eschews rivet counting for pew-pewing. It attempts something no other aerial game does.<br /></p><p>(~) The game relies on a hand of cards to give it any depth; it's just pretzels (without even beer) otherwise. The abstraction may be too jarring for some.<br /></p><p>(-) There is no detection mechanics. I'm not sure what the game is trying to be - a CCG? The pricing is baffling. Planes are $50AUD for 6 cheap plastic things <span style="font-size: x-small;">(similar price to a beautifully sculpted 10-man Necromunda warband) </span>or $30 for a single ace. Insane when you can get 1:300 metal minis in similar size for $2-3 each. Everything is cheap, plasticy and cardboardy. It's like a super simple, cut-budget X-Wing where they are actually selling you 'cards' for ridiculous prices. Heck even the cards are small and cheap looking.<br /></p><p>In addition, the 'rulebook' in the starter box is three pamphlets which does a terrible job of explaining the game. It's like buying a takeaway pizza where you just get the base, and having some cheap cheese slices tossed on top of the box without explanation. But you suspect - if you bought enough extra ingredients - the pizza <i>might </i>be a good snack with a movie. </p><p> </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvw5A7wYFb8j59EU40ylnEkFRYA6sAjoX1kAes2BRRz43RXyASkBkdl4pRl7ZByf8zasGPiUBFcpAYPBABTBM1pU528XqRw3faC6QaGvHaI1mLgjBB1Kr3WaIgTv9bKyM8j3rfbTW_-8e8iDO3ZlLupCdcOBVILtotkrhFhT8WVxmVVgtpYABMHx1Pbm0/s4080/IMG_20231102_162520.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvw5A7wYFb8j59EU40ylnEkFRYA6sAjoX1kAes2BRRz43RXyASkBkdl4pRl7ZByf8zasGPiUBFcpAYPBABTBM1pU528XqRw3faC6QaGvHaI1mLgjBB1Kr3WaIgTv9bKyM8j3rfbTW_-8e8iDO3ZlLupCdcOBVILtotkrhFhT8WVxmVVgtpYABMHx1Pbm0/s320/IMG_20231102_162520.jpg" width="320" /></a></div><i>The answer to "how many minis can Dad paint in an hour and a bit" - basically only basecoated Star Wars for my wee lad, who was <u>supposed</u> to paint them himself.... He's happy with them though...</i><br /><br /><p></p><p><b>Dracula's America (Weird West Skirmish, Osprey)</b></p><p><b>In Print: Yes<br />Hit or Miss? Meh...</b><br /></p><p>(+) You can activate 1 OR 2 models each activation (interesting). The campaign system is quite thorough and I think it would lend itself to be a good club campaign game. Shoving people off things is fun. It does what is says on the box.<br /></p><p>(~) It reminds me of a simpler, blander knock-off version of <i>Savage Worlds/Deadlands</i>. Very limited reaction mechanic. <br /></p><p>(-) It adds playing card activation 'just because <i>Deadlands</i>'. There is only a single stat which comes in only 3 levels (d6, d8, d10 - which are more tied to if a model is a hero or mook than anything else) so it relies on special rules to differentiate a fledgling vampire from a wild hog.</p><p>There's nothing really wrong with these rules - they were just a bit bland. Like volleyball - I would join in a game if asked but wouldn't be advocating it to my friends.</p><p> <br /></p><p> </p><p><b>Gladiator (Gladiator skirmish, Warhammer Historical)</b></p><p><b>In Print: No</b></p><p><b>Hit or Miss: Not sure. I can't recall my last playtest. </b></p><p>(+) It's a ME:SBG spin off with extra rules on top, such as kneeling, throwing nets and even cinematic hit locations and special hero moves. There are weird and wonderful weapons, chariots and even elephants and wild animals like crocodiles and lions! It's quite RPG ish - a list of gladiator names, a slave market and deep campaign options for running your own ludus. There's even chariot racing and naval battle rules.<br /></p><p>(~) I've never got into this merely due to gladiator models (to the extent the game requires) being pretty much restricted to Foundry or Eureka's boobiators back in the day. If someone did a plastic box set nowdays I'd probably dust this off. <br /></p><p>(-) While I like the rules themselves, I feel the ME:SBG sweet spot is ~30 models not ~4-5. While it will work fine, I'd probably go with a different system.<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com7tag:blogger.com,1999:blog-8394074963215462822.post-6239384144589113842023-10-30T05:17:00.001-07:002023-10-30T05:17:14.080-07:00Australian Armour & Artillery Museum<p>The younglings and myself visited Cairns the other week. It's ~1500km from us. For a frame of reference, think London to Moscow. Or New York to Florida. And we're in the<i> same state</i>. Not even at the extreme farthest ends of the state, either.<br /></p><p>Naturally we stopped at the tank museum.<br /></p><p>The girl (10) enjoyed it for about 10min. She spotted and identified all the <i>Girls Und Panzer</i> tanks so there's that I suppose. </p><p>The wee lad (8) enjoyed it for about 30 min. He identified a LOT of them actually (thanks to <i>War Thunder</i> and bedtime reading of WW2 weapon encyclopedias) especially the obvious ones - Stuarts, Grants, Lees, Shermans, Churchills, Stugs, Panthers and Tigers. Since his bedtime reading also involved snippets from <i>Tigers in the Mud</i> he was keen to check out the Tiger. The Tiger and the Panther were so big! Favourites included Firefly, Schimmenwagen and Kettenkrad (it's a <i>motorbike</i> tank dad - cool!). He was disappointed how cramped the Lee was inside - in his head canon it would be like mobile home due to its side doors. </p><p>Mum liked the misnamed Goliath RC tank. I was dragged away after a mere hour or so thanks to my cruel family. The kids had a ride in an APC with the sides cut away (I think it was a FV432) which they reckoned was like riding in an eggbeater. Apparently on museum anniversary day they fire up and drive around ~50 'exhibits!'</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipzIDXQKOfDm8hUTfHIPxQR3Q9BcMAmi1lbadk9kd5n-1cFY3DjnsuiINLsxXolSQBErKpsvAQQM7o2Y_s4iVD8-_1AFyNiiZLYpATSwY9q-vCF1p3QZpPDRptN5AxLHEIAlfX__dA1WqkICl1EFR2JA-uRrlsViIe4SOxG1w-eWDEp4bQpXW72MTqfN8/s4080/IMG_20231013_133936.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipzIDXQKOfDm8hUTfHIPxQR3Q9BcMAmi1lbadk9kd5n-1cFY3DjnsuiINLsxXolSQBErKpsvAQQM7o2Y_s4iVD8-_1AFyNiiZLYpATSwY9q-vCF1p3QZpPDRptN5AxLHEIAlfX__dA1WqkICl1EFR2JA-uRrlsViIe4SOxG1w-eWDEp4bQpXW72MTqfN8/s320/IMG_20231013_133936.jpg" width="320" /></a></div><p><i>The Su-152 proves size matters with a round the size of a softdrink bottle... </i><br /></p><p>Below are some photos. I've got photos of most of the tanks and APCs <b>so if you want a shot of a particular tank or tanks, shoot us a line in the comments.</b> The index of the exhibits is <a href="https://www.ausarmour.com/exhibits/">here.</a></p><p>Here is the 26min <a href="https://www.youtube.com/watch?v=XAQohemfGVI">walking tour</a>. They have a pretty interesting Youtube channel as they restore exhibits etc.<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPTIMDTNzSZNGha8GOZ-0S2Pi_0MHfNhUZKMSNmjSEJnKDIseh9O_8-h79R2DwzU2gAwECqhaxVVk6q8OQyx8yJamNQJ-LbTW38Hp7YM6AcSETSeODpz6sysj4Nbpf5RAPQjBBLHha-9yR-T9MdwYfq1k-zYhNvz_4PRmQO29_FANk6Lj0RJ-F7bA0vOI/s4080/IMG_20231013_134242.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPTIMDTNzSZNGha8GOZ-0S2Pi_0MHfNhUZKMSNmjSEJnKDIseh9O_8-h79R2DwzU2gAwECqhaxVVk6q8OQyx8yJamNQJ-LbTW38Hp7YM6AcSETSeODpz6sysj4Nbpf5RAPQjBBLHha-9yR-T9MdwYfq1k-zYhNvz_4PRmQO29_FANk6Lj0RJ-F7bA0vOI/s320/IMG_20231013_134242.jpg" width="320" /></a></div><p></p><p>We took lots of photos - as although the lad and I are painting up our 15mm WW2 tanks for a fantasy dieselpunk apocalypse wargame <span style="font-size: x-small;">(involving mutants, cannibals and savage monsters as well as tank pirates roaming a wasteland Europe - think <i>Mad Max</i> meets<i> Mortal Engines</i> meets<i> Fury</i>)</span> - we are painting them mostly 'proper' colours in case we want to use them for actual WW2 games. Once my bank balance recovers, I think some more 15mm tanks are in order...</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7ODobcZ6Au_rh6puSztoIlzbvPZbE0f7pc9mJHotCMoYyxTQzxGgik-oUyF36HySrEZIcvQhSo8bL70OMCxkzLN2clf8nsrkVwOCcKbboscn4jfKeeHEVLQCDqK85iSjIK-4U6FMhZCbNvPgZ1-bAxI4Qp8o9r_lItjDSuBTv5idiQZ5qpJs6tc2qGpI/s4080/IMG_20231013_140634.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7ODobcZ6Au_rh6puSztoIlzbvPZbE0f7pc9mJHotCMoYyxTQzxGgik-oUyF36HySrEZIcvQhSo8bL70OMCxkzLN2clf8nsrkVwOCcKbboscn4jfKeeHEVLQCDqK85iSjIK-4U6FMhZCbNvPgZ1-bAxI4Qp8o9r_lItjDSuBTv5idiQZ5qpJs6tc2qGpI/s320/IMG_20231013_140634.jpg" width="320" /></a></div><p><i>The wee lad was impressed by the size of the German heavies....</i></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuuKN3ZbcursECPdFpXgZiE_98bp0h0VU4FpbWFbuH7YUpj5iljvjE5AqU1jB5AZm12jBgHAN8KDjwGumpRA8n3RrJ_SmPmelpiQWS-RkX3XAbUwSVwvTOwEF4Oq-2lGthb9SJkMxxDQXKrvCkuGeEfAxFjlixUqavvUOExxNkgZ0xEYgMi0-x2cO8-cQ/s3264/IMG_20231013_135114_PORTRAIT.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2448" data-original-width="3264" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuuKN3ZbcursECPdFpXgZiE_98bp0h0VU4FpbWFbuH7YUpj5iljvjE5AqU1jB5AZm12jBgHAN8KDjwGumpRA8n3RrJ_SmPmelpiQWS-RkX3XAbUwSVwvTOwEF4Oq-2lGthb9SJkMxxDQXKrvCkuGeEfAxFjlixUqavvUOExxNkgZ0xEYgMi0-x2cO8-cQ/s320/IMG_20231013_135114_PORTRAIT.jpg" width="320" /></a></div><p><i>...but was most envious of the 'motorbike tank!'</i></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1v6GlE_WoHEgZcuus-ZoGIh-Ydh_MHuv4ryFxChbUjKcBJ0mIzrg1jLVOhczcdZrqVayYX4Py5tOCqp53co6wnkxsDfNUzSxtTA0bdi05tZ21q0OgN_3WMb4Xl-c-Re-mK9B-ADFOA4Q1HcxIs-8nZR93kioKuIFVPoU9WqSNScSDDV9LgFnaBMoOD-k/s4080/IMG_20231013_140036.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1v6GlE_WoHEgZcuus-ZoGIh-Ydh_MHuv4ryFxChbUjKcBJ0mIzrg1jLVOhczcdZrqVayYX4Py5tOCqp53co6wnkxsDfNUzSxtTA0bdi05tZ21q0OgN_3WMb4Xl-c-Re-mK9B-ADFOA4Q1HcxIs-8nZR93kioKuIFVPoU9WqSNScSDDV9LgFnaBMoOD-k/s320/IMG_20231013_140036.jpg" width="320" /></a></div><p> I was amused to see a<i> Bolt Action</i> display and hear employees discussing Wargaming (from World of Tanks). Obviously there is <i>quite </i>a bit of a crossover between tabletop wargamers/dad pc gamers/'old farts who like to look at tanks.'<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIV-rDdZm1VlVjJ4ZiwXxCofmqENvRORpsQnCpJ9YNvFr_27J4-BFIVgdThnBZlZdPq1I27Q7pQZOFLmEZNCQWUInwCpDHXPhBMvrgG_Jg710I-KUKOi1XaymAi5g68dqTmwMU6qER3bXi2Dmp1oU1zrPldBxHsr-iAMgLEOESvLeokTTcuc0zpQaWU_Q/s4080/IMG_20231013_144915.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIV-rDdZm1VlVjJ4ZiwXxCofmqENvRORpsQnCpJ9YNvFr_27J4-BFIVgdThnBZlZdPq1I27Q7pQZOFLmEZNCQWUInwCpDHXPhBMvrgG_Jg710I-KUKOi1XaymAi5g68dqTmwMU6qER3bXi2Dmp1oU1zrPldBxHsr-iAMgLEOESvLeokTTcuc0zpQaWU_Q/s320/IMG_20231013_144915.jpg" width="320" /></a></div><br /><p></p><p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgKAjPFHS7Z4zV6F9qmIvisNo15t2bkKZZRRXnXivPT5yh4OEB-AxFM6COk4fMECfqo7JWeTY2qlbsAW_SCrvGLm8xPYWadLtUCeU1yYn9J6tXwICwl8FtNugOY1GAzg5sytacfAxdeRdN1Br2rXLC2yBfcHPj87YXFIc68RB9L8LyXIj9g05i5qS3-e0/s4080/IMG_20231013_141657.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3072" data-original-width="4080" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgKAjPFHS7Z4zV6F9qmIvisNo15t2bkKZZRRXnXivPT5yh4OEB-AxFM6COk4fMECfqo7JWeTY2qlbsAW_SCrvGLm8xPYWadLtUCeU1yYn9J6tXwICwl8FtNugOY1GAzg5sytacfAxdeRdN1Br2rXLC2yBfcHPj87YXFIc68RB9L8LyXIj9g05i5qS3-e0/s320/IMG_20231013_141657.jpg" width="320" /></a></div>My daughter retreated to the small arms exhibits and underground firing range(!) as it was cooler downstairs... Your ticket works for 3 days but unfortunately I had to go to inland that day.<br /><p></p><p>It was an amazing museum and totally worth a visit -<i> if only</i> it wasn't 1500km away...</p><p><b>Weird fact: </b>There is a <i>free</i> tank exhibit in the Cairns botanic gardens. But - plot twist - it's <a href="https://www.tanksartscentre.com/">water storage tanks with art displays inside them</a>!</p><p>I reckon the Cairns council got visitor feedback <i>"The tank museum is awesome but we wish it was free and you could go inside the tanks</i>" ... and in typical city council/monkey paw style they misunderstood....<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com8tag:blogger.com,1999:blog-8394074963215462822.post-15817551327984198932023-10-24T18:46:00.002-07:002023-10-24T18:49:26.929-07:00Game Design #100: Rules Complexity vs Tactical Decisions and the "No Measuring" Wargames<p>I've been thinking about simplicity, abstraction and streamlining due to my own homebrew jet rules. I guess the question I've been asking is "where do I sit" and "is abstracting this a good tradeoff? Do I lose too much depth by doing x?"<br /></p><p>Personally, in my gaming preferences - I've decided <i>Infinity</i> was too complex, although it has many decisions and depth. I've decided <i>Song of Blades</i> was too shallow. I like <i>ME:SBG</i> level - while not great at anything, it is <i>just</i> simple enough and has <i>just</i> enough decisions/depth.<br /></p>It's certainly not a crusade to say "simplicity bad" (actually it's the opposite for me) but as usual, question <i>why</i> certain mechanics are used and what the implications are.<br /><p><b>The Rules Complexity (Mental Load) vs Player Decisions (Tactics/Depth)<br /></b></p><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyik8GiTKEk-cDRSVSsablrXu_CMUoMEqejvUOXP7stjSdhHg2Ems789T2yRqr7CHJOdcThSvGTfcPpx3lyce_rceWv1Odi04YlYj5WRwaPZXHQrPF4kQU6xoKvbbkW2jRosZF5cVn-znhJAvFiO8nK18-JhoD8FJw-BJAnvNG9vLo2QYSkf-hcRQ4c0I/s4080/IMG_20231025_111847%5B651%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4080" data-original-width="3072" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyik8GiTKEk-cDRSVSsablrXu_CMUoMEqejvUOXP7stjSdhHg2Ems789T2yRqr7CHJOdcThSvGTfcPpx3lyce_rceWv1Odi04YlYj5WRwaPZXHQrPF4kQU6xoKvbbkW2jRosZF5cVn-znhJAvFiO8nK18-JhoD8FJw-BJAnvNG9vLo2QYSkf-hcRQ4c0I/s320/IMG_20231025_111847%5B651%5D.jpg" width="241" /></a><i> <br /></i></div><div class="separator" style="clear: both; text-align: center;"><i>The board games are, obviously not directly comparable to the wargames, but are just to help make the graph axis make sense.</i><br /></div><p>Whenever I look at rules, my question was usually<i> 'is the complexity the extra rule/mechanic adds worth it? Does it bring enough new tactics to justify the mental effort?'</i> but lately has been <i>'does the simplification remove too much depth?' </i> </p><p>I.e where is the rulebook on the x & y axis? And which way is it moving?<br /></p><p>The complexity ("lots of rules") equates to mental load on the player. <i>Infinity</i> (100s of special rules) and <i>Warmachine</i> (lots of interacting special rules and potential 'gotchas' have a higher mental load than average. <i>Necromunda</i> has a higher rules complexity than <i>War Cry</i>. <i>Go</i> is much simpler than <i>Chess</i> but has similar high levels of decision making and tactics (and thus serves as my 'ideal').<br /></p><p><b>A good 'complexity' criteria is:</b> do players pick it up fast OR do you need to consult the rulebook a lot?<br /></p><p>Player decisions are <i>how often</i> and <i>how important</i> player decisions are in influencing the outcome. Are there opportunities for the player to impact the action through their decisions? (Tactics/Depth). Or is it just random dice rolling, where we could remove the terrain and miniatures altogether and get a similar, random result. </p><p><b>A good 'tactics' criteria is:</b> Do good players win consistently? Do positioning of units and player choices matter? Or does luck control the game?<br /></p><p>I <i>personally</i> prefer low complexity, high decisions - buuuut lots of decisions aren't <i>always</i> desirable either. I liked the movie<i> Inception</i> but I wouldn't want to watch it tired on Friday arvo after work. Sometimes high complexity seems needful or desirable - e.g. naval/age of sail gamers seem to require a certain amount of 'crunch.' So obviously personal preferences determine what we play.<br /></p><p> --------------------------------------------------------------------------------</p><p><b>No Measuring: Unlimited Movement/Shooting</b></p><p>I've been thinking about this lately as I work out what to abstract in my homebrew jet rules and it has popped up a few times lately on this blog, so I'd thought I'd share my musings.<br /></p><p>I've covered "single stat" mechanics ages ago <span style="font-size: x-small;">(and why they do not necessarily add simplicity, esp in genres requiring differentiation between units)</span>. I'd like to explore the concept of unlimited movement and firing ("look ma, no ruler!") and I'm going to go against the cool kids by questioning their value.<br /></p><p>The 'no measure' ideas has been around forever: first for me was <i>Crossfire </i>10-15 years back<i>. </i>No measuring tends to need a heavy investment in terrain to add tactical choices, and games do play differently, but there are other aspects to consider. <br /></p><p>No ruler <i>does</i> simplify and speed up things (good) - but it does not completely eliminate bending over the table checking LoS etc - and it may come at a cost. It's not an automatic improvement.<br /></p><p style="text-align: center;"><b><u>Unlimited Shooting vs No Measuring</u></b><br /></p><p><i>Unlimited</i> weapon range is not automatically a bad thing. It's logical, if weapon ranges exceed the table. A 28mm (1" tall) man with a modern rifle should be able to range very effectively across a 4' table <span style="font-size: x-small;">(which if viewed to scale is about 50-100m).</span> A company of 6mm musketeers might not. So the answer is "it depends." </p><p>No measuring <i>at all</i> is where I see some problems.<br /></p><p>Having unlimited range puts the onus on the importance of terrain to gain an advantage, vs say the 2' threat 'bubble' created by the generic 24" shooting range. <i>Removing the threat bubble does remove tactical choices.</i></p><p>Also, if you truly go 'no ruler/measureless' it can impact other things. From personal experience, it's difficult to shoot a pistol or bow at 25m (24") let alone 50m. <i>In both history - and even tv shows - range (measurement) has a major impact on lethality.</i> Musketeers might be able to hit targets at 100m - but <i>should</i> they be as effective as they are at 25m? How do you show this without measuring?<br /></p><p>If there is no measuring, <i>you may lose important differentiation</i> and tactics between weapon types. E.g. what stops a semiautomatic pistol outsniping a semiauto rifle across the table? What extra rules (complexity) will need to be put in place to prevent this?<br /></p><p>So while 'no measuring' does speed up play, there are gameplay disadvantages.<br /></p><p style="text-align: center;"><b><u>Unlimited Movement</u></b></p><p>This is usually not <i>truly</i> unlimited. If you could teleport <i>anywhere</i> on the board, you kinda remove the difference between melee and missile troops and make an argument for removing the board altogether!</p><p>Usually, 'measureless' movement means: you can move unlimited distance in a straight line until (a) you hit an obstacle/terrain (b) want to pivot (c) are interrupted by an opponent reacting - or some similar combination of the above.</p><p><b>The Danger of Doing too Much </b><br /></p><p>When a unit takes its 'turn' every other unit on the table is frozen in place while it does its business. This is usually bad. I've discussed this in posts about actions per turn. To recap:<br /></p><p><i><b>The more a unit does in its turn, the longer everyone else is effectively frozen and the less fluid and realistic a game is.</b></i> Basically: <i>we limit what a unit can do in its turn, otherwise it can rambo around the board killing everyone unopposed.</i> I.e. traditionally a unit might move 6", shoot 24" and roll a single dice with 5+ to kill. If we increase what a model can do - moving 48", shooting 48" and rolling 6 dice with 5+ to kill - a model might be able to wipe out multiple enemies in a single activation, without much way for the other player to prevent it. Even if this was 'realistic' <i>it is not fun for the inactive player.</i> <i>The active unit is unreasonably powerful. </i>Unlimited movement can obviously have this effect unless it is artificially constrained.</p><p><b>Unlimited movement abstracts the implicit time/ground scale, potentially to the ridiculous<i><br /></i></b></p><p>A unit's "turn" is a 'slice of time' - even if not explicitly stated. E.g. we can suppose a <i>Necromunda</i> turn is measured in a dozen<i> seconds</i> or less; while a Jutland-size WW1 naval battle may be measured in a dozen <i>minutes</i>. We can sense when a scale is "off" i.e. in Bolt Action 28mm WW2 rifles shooting only 24" where bullets cannot reach the length of a bridge. There is an implicit scale in all wargames, which is shown by what your minis can <i>do</i> in that timeframe and the <i>distances</i> involved. <i>Removing measurement messes with this implied scale.</i><br /></p><p>If a unit can move unlimited distance, we could now have a unit whizz across to the enemy baseline, getting behind all the enemies; while 30 opponents stand around doing nothing. Now typically 'unlimited' rules avoid this by making units move in a straight line, until they hit something. Or when they want to pivot and head a different direction.<i> The implied scale is thrown out the window. </i>It's like a man
sprinting 250m+, but in the same time another guy runs 25m until he hits
a waist high hurdle, and stops dead. Also in the same time, a second guy runs 50m, then turns
and stops dead. Simply turning 90d or vaulting a fence should not make
that much difference/take that much comparative effort. <i>Cinematic... ....or silly?</i><br /></p><p><b>Unlimited movement, like unlimited shooting, relies heavily on much carefully laid-out terrain to create tactics. </b></p><p>On a featureless board with unlimited movement, there is little difference between shooting and melee - you can either shoot or - equally easily - zoom across the board to melee them. A sword and a sniper rifle are the same. You may as well remove the board and minis altogether. A game with unlimited movement or shooting tends to <i>rely on the players to have (or be willing to make) significant terrain.</i></p><p><b>Reaction mechanics - adding complexity to solve a self-made problem?</b><br /></p><p>A common workaround to stop units zooming around unopposed<i> </i>are<i> </i>reaction mechanics. These allow non-active units to respond and 'interrupt' the active players by shooting or perhaps charging them. <i> However reaction units adds a whole new layer of rules, slows the game and detracts from the 'simpler + faster' </i>argument. It also feels like <i>it is fixing a self-created problem: </i>adding a reaction mechanic (complexity) to fix a problem created by the unlimited movement mechanic (attempted simplification).</p><p>Neither 'measureless' mechanics completely eradicate the need to stoop over tables with a ruler to check line of sight/if a move is straight - half the time all you are doing is eliminating the need to read the numbers on the ruler.</p><p><b>But.... measureless/unlimited range games play differently and I like it!</b> If this is the reason (or it pushes some desired aspect of gameplay) go for it! Removing measuring or movement does not make a bad game. It just makes it <i>different.</i> </p><p>However, my caution is removing measurement simply to 'streamline' and 'simplify' a game (or just cos it seems cool) may be false economy: losing too much in tactical depth/realism/gameplay - i.e. unintentionally moving the game down into the Yahtzee corner of my sketch above - or countering this by adding in extra mechanics like reactions and thus ending up in the same spot...<br /></p><p><b>TL:DR So... unlimited/measureless anything bad?</b></p><p>No. I'm not saying that at all. I've had fun playing many unlimited range/move rules. However from a game design sense I'd be wary of making them a core 'feature' of the game - although it may be a major selling point for some folk. I.e. I'd make it 'a' feature <span style="font-size: x-small;">(like in <i>Rogue Planet</i> which had an interesting resource pool as well<i>)</i></span> not 'the' feature.<br /></p><p>-I think unlimited range weapons make sense in modern+ settings, but it may be difficult to remove all reference to range (no measurement) without losing important depth or differentiation. </p><p>-Unlimited <i>movement</i> I am more ambivalent about - within a narrative RPG and similar it's fine, but in a <i>wargame</i> - and that's what we're discussing here - it makes a lot of tradeoffs for its benefits. </p><p>Again, it's not 'x mechanic is best' and 'only play x game, your choice in games suck' - game preference varies wildly - but rather from a design standpoint:</p><p> 'What should we abstract?'... ...'is x mechanic <i>really</i> that good?' </p><p>Is too much 'lost' in the simplification/abstraction? Are the benefits of adding complexity 'worth it?'<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com12tag:blogger.com,1999:blog-8394074963215462822.post-44192756328762753092023-10-22T01:53:00.003-07:002023-10-22T14:55:14.953-07:00Game Design #99: Campaigns, and Difficult vs Unsolvable vs Self-Imposed Issues<p><b>Campaign Issues </b><br /></p><p>In a game shop the other day, players were lamenting how in a game like <i>Mordhiem</i>, a 'competitive' player would camp in a tall building in a corner of the map all game - and how it made other players lose interest in the campaign. <br /></p><p>The question - <i>'how do we stop competitive <strike>assholes</strike> players wrecking a narrative campaign'</i> is impossible to solve, in game design sense. It's kinda an unsolvable issue. There is always a way to game the system - all rules have an optimal 'meta' way to play. It's difficult to stop people being jerks. The simple way is outside the scope of game design - i.e. refusing to play them. I'd class this as an <i>unsolvable issue.</i><br /></p><p>Another campaign issue that came up in conjunction with this was (<span style="font-size: x-small;">which added to the angst when a competitive kill-em-all/win-at-all-costs player meets a narrative 'fluff-orientated' player - whose minis are about backstory rather than meta) </span>is where models are both characters that individually progress <i>and </i>rules are WYSIWYG <i>and</i> there is permadeath or even long term injuries. </p><p>I.e. you have to lovingly scratch build unique models for your deeply characterful warband, but they can then die irretrievably/you never get to use them thanks to the above competitive player. Even 'upgrading' a model can be a pain if you have to glue on an arm between sessions. And if your game wasn't fun - even worse!<br /></p><p>This isn't an impossible to fix - but if a rulebook insists:</p><p>A) Models can die and miss out on the campaign permanently</p><p>B) Models have to be individualized (WYSIWYG) to precisely match their weapon/upgrades</p><p>then</p><p>C) You <i>are</i> going (at some stage) to be frustrated your custom mini died on turn 1 of its debut or be resigned to faffing around between games customizing/painting minis.</p><p>But - it's only an unsolvable issue if the rules <i>allows</i> it to be. What if....</p><p>Only 2-4 heroes per warband can advance in exp (like say <i>ME:SBG Battle Companies</i>) and they can only gain <i>improved</i> primary weapons (+1 flaming sword) rather than swapping to completely different weapons like a flail, or allowing them minor kit upgrades that does not need to be shown on the model (healing potion, throwing knife, climbing rope). You can sidestep WYSIWYG. What if heroes can never<i> die </i>(cinematic licence) but merely are at -1 to all stats next game?<br /></p><p>....Many 'impossible' problems are merely self-imposed by the rules designer.<br /></p><p><b>Impossible vs Difficult</b><br /></p><p>Another common issue - "How do we stop one warband from 'snowballing' in strength until it is unbeatable" is merely <i>difficult</i>. I've looked at this at length in a post elsewhere. A difficult issue is not mutually exclusive with the solution - but sometimes needs the question to be reframed.<br /></p><p>Currently, I am fiddling with my modern jet rules, trying to make a
squadron level ruleset that is simple and fast to play yet retains the
feel of air combat - which is a complex affair that requires tracking
quite a lot of elements in 3 dimensions. This has been going on for a few years and a few readers have opined this is an unsolvable issue - a fast playing jet wargame that retains the <i>feel </i>of air combat (energy, relative positioning, detection, endurance, etc).</p><p>But I think it is merely difficult not impossible. If you follow the 1970s Blue Max formula (as per CY6) it IS impossible. Common themes in an air combat genre:<br /></p><p>- "Gamer is the pilot" steering the plane very precisely in 3D space (an issue if more than one plane)<br /></p><p>- Pre plotted movement / recording / strict move sequence<br /></p><p>- Some sort of special template / hexes (sometimes for individual aircraft)<br /></p><p>- Very detailed aircraft/weapons</p><p>....ARE mutually exclusive to a fast playing game with 4-12 aircraft per side. It IS an impossible problem if I intend to follow traditional mechanics... <br /></p><p><b>Self Created Issues</b><br /></p><p>There is also <i>self imposed issues </i>- usually by slavishly following existing procedure or adhering to your own mental set of 'rules' or clinging to a favourite mechanic.<br /></p><p><i>"If it ain't broke don't fix it"</i> <- Familiar mechanics are good. Change for the sake of change is pointless</p><p>I find most card based systems or fancy dice mechanics fall in this category. Dice and cards are just a RNG - keep it simple and consistent. <br /></p><p><i><u>but........</u></i></p><p><i>"The Definition of Insanity"</i> <- ....is doing the same thing expecting a different outcome.</p><p>If I follow the same premise and mechanics of other air games where the player steers each plane precisely, then yes I <i>cannot</i> accomplish my idea of a fast, squadron level game where a player controls 4-12 aircraft. </p><p><i>"Kill your darlings" </i>-> in story writing, this is when you decide to get rid of an unnecessary storyline,
character, or sentences - cool ideas elements you may
have worked hard to create but that must be removed for the sake of your
overall story.</p><p>Sometimes that cool idea or mechanic is <a href="https://deltavector.blogspot.com/2016/08/game-design-70-wielding-axe-or-why.html">better off in another game</a>. Sometimes a pet theory or cool idea must be sacrificed for the greater whole. Just because something worked well elsewhere (Song of Stargrave Rampant) doesn't mean it is suited in this instance. It may be a great mechanic, just not in <i>this game.</i><br /></p><p><b>False/Needless Simplicity</b><br /></p><p>The lastest one I've considered is 'needless simplicity' or 'false simplicity.' Simplicity is good. But pursuing <i>simplicity at the expense of all other considerations can make a game worse</i>.<br /></p><p>- I've tried to make my homebrew space game completely recording-free YET use few tokens/table clutter. Sadly, it doesn't work with something is big and complex as a space ship. It's hard not to have lots of recording when giant vessels have many subsystems, shields and bulkheads to be nibbled away. I've had to move (unwillingly) to ship data cards - or have the tabletop covered in unsightly tokens. I had to abandon a tenet "no recording" (<i>simplicity</i>) as it was an impossible juxtaposition with "cool tabletop spectacle."<br /></p><p>-<i> Song of Blades and Heroes</i> was the frontrunner of the move away from stats-heavy wargames. <i>"One stat does <b>everything.</b>"</i> Unfortunately, to differentiate between units it needed 100s of special rules/traits/abilities - in the end MORE rules for a player to remember, not less. This is <i>false simplicity</i> - and was the subject of one of my <a href="https://deltavector.blogspot.com/2014/01/game-design-3-special-rules-stat-lines.html">first posts.</a><br /></p><p>- Recently, I was looking through <i>Grimlite/The Doomed</i> in my recent post on the indie<a href="https://deltavector.blogspot.com/2023/07/game-design-96-minimalist-indie-rules.html"> high fluff/low rules trend</a>, and I feel the designer locked in many self-imposed goals which (imo) were needless or contradictory to other aims i.e. super simple gameplay; yet focussed on unique monsters with many special rules (a bit like SoBH) or 'no recording' when the game is meant to be a campaign or sequence of 'hunts'. Some of these were needless simplicity. I.e. "no measuring" can speed up play at the detriment of other tactical choices; but measuring ranges are not usually a major hinderance to play (and exist in 99% of wargames) i.e. the gains are slight. I'd call these <i>self-imposed</i> issues.</p><p><b>Redefining the problem?</b></p><p>With air wargames, I deliberately ignored games like <i>Check Your Six</i> which are typical evolutions of the 1970s Blue Max genre. They work fine when 1 player controls 1 aircraft in a big club game; but what if a player wants to control a flight of 4, or even a squadron? Regardless, writing down orders and leafing through move templates seems the antithesis of a fast paced jet dogfight where seconds count.<br /></p><p>Instead I focussed on skirmish boardgames that handled similar amounts of minis. <i>Kill Team, Infinity,</i> even the much maligned <i>SoBH</i> - what level of detail did they use? What mechanics? And could they be used to give the <i>feel </i>of air combat?</p><p>At a core level, most air combat games are very detailed - the player very precisely micromanages headings, altitude, throttle speed of each plane which may have a specific set of moves allowed (rather like a knight in chess). That sort of details is more an RPG than a skirmish wargame where minis often have 360 (or at best 180d) facings and move freely anywhere within ~6".</p><p>1.Relative position/facing must matter</p><p>2.Relative energy (speed/height) must matter</p><p>3.Detection must matter (eyeball/radar)<br /></p><p>4.Pilot skill must matter</p><p>5.Aircraft and weapon performance will matter</p><p>6.Endurance must matter</p><p>X. Must play quickly at comparable speed (per mini) to <i>Kill Team, Infinity </i>etc <br /></p><p>So I feel free to borrow from and directly use mechanics from infantry skirmish games -<i> as long as all the above were very important considerations to the player every time they went to whoosh their toy aircraft about.</i> </p><p>I decided having a player micromanage precisely the exact speed, height, altitude of every plane - with or without templates - was an <i>impossible problem</i> if I ALSO intended to handle large quantities of aircraft, quickly and simply. </p><p>So instead I intend to sidestep the problem - by avoiding traditional mechanics and usual expectations <span style="font-size: x-small;">(the player flies the plane as if he is the pilot)</span> turning an impossible problem into a merely difficult one. I mean, it's quite logical anyways: if I am the flight commander I'm not individually and precisely flying each and every plane, more giving general directions for the pilots to carry out... "Break left" or "He's on your six - evade!" vs the traditional "I'm Speed 6 at Altitude 11, 5 hexes behind an opponent, and I can use templates A, B or C."</p><p>I am thus looking at games like <i>Infinity</i> or <i>Kill Team</i> and asking "can I use these proven mechanics which handle 4-12 minis to simulate the core aerial combat concepts I've listed" rather than attempting to streamline and speed up a detailed system intended for a single gamer to 'fly' a single miniature so it suits 4-12 minis. I'm using 'familiar' mechanics - just not ones familiar to the genre.</p><p>I still don't have the answers but I feel I've moved the design parameters from 'fundamentally unsolvable' to merely 'difficult.'<br /></p><p><b>TL:DR</b></p><p>Some game design problems are kinda unsolvable, such as competitive players ruining a narrative game. Or game design goals in a rulebook which are mutually exclusive. <br /></p><p>Others are merely difficult. <br /></p><p>Sometimes game design goals are contradictory - but are a self imposed problem created by the designer - perhaps clinging to familiar or pet mechanics or particular ideals.</p><p>Sometimes you may need to shift your own expectations or the parameters of the game; even abandon a game design goal for the good of the game...<br /></p>evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.com15