Showing posts with label Miniature Wargames. Show all posts
Showing posts with label Miniature Wargames. Show all posts

Friday, April 03, 2020

A New Edition of H.G. Wells' Classic LITTLE WARS is on the Way from Peter Dennis' Paperboys Line of Books

Peter Dennis is republishing H.G. Well's seminal LITTLE WARS rules as a part of his "Paperboys" line of game books. Like other books in the series, this includes pages and pages of wonderful illustrations meant to be copied and cut out to make armies of paper men. I own most of the books in the series, but have only done a little bit of construction using his English Civil War book.

It's a marvelous series.

This book contains a reprint of H.G. Well's book LITTLE WARS which is a cornerstone of the modern wargaming hobby. Whether you play Warhammer or Bolt Action, you owe a debt of gratitude to Wells. You can see some elements of modern game rules in Wells' simple rules set in a lot of places, but the resolution of combat isn't one of them. Wells' rules are based on the use of a pea shooting toy cannon.

This book looks fantastic and I cannot wait for mine to arrive via Amazon.



Friday, October 18, 2019

The H.G. Wells Inspired TRIPODS AND TRIPLANES by Ares Games Looks Like a Good Time



The Wings of Glory pre-painted miniatures wargame has been the go-to game for those who want a simple and visually appealing introduction to simulations of WW I dogfights. I first encountered the game when Fantasy Flight Games held the license to produce the game in the United States. The first edition of the game lacked the beautiful pre-painted biplane and triplane miniatures that followed, but the mechanics and components were sound and appealing. Now that my daughters are older, I'm planning on breaking out my relatively large (and far too neglected) collection of miniatures and movement cards to play the original game. My hope is that I will be able to use it as a gateway game for Richthofen's War.

One of the reasons my interest in the game was rekindled was Ares production of an H.G. Wells inspired version called Tripods & Triplanes which simulates the fictional combat between brave pilots and the sinister machines of an invading Martian army. This particular combination sparked my interest for two reasons. The first, and most obvious one, is that I've long been a fan of H.G. Wells and the War of the Worlds storyline is rich for simulation in games. Not to mention the fact that H.G. Wells is one of the founders of the miniatures gaming hobby. As significant as that reason was, it was the fact that this setting will partially save my daughters from having me interrupt game play in order to force them to watch my favorite WW I movies or from being required to listen to me guide them through several Google searches to learn about the historic aces who participated in the Great War. Don't get me wrong they'll still have to suffer through those "learning experiences," it's just that these experiences are less likely to interrupt game play now.

The staff over at Wargames Illustrated have put together a wonderful unboxing video of Tripods & Triplanes that shows how nice the components are. The reviewer commented that he wished it had included a playmat in addition to the terrain pieces. I agree that would have been nice, but I've still got my beautiful playmats for the base game.

I can't wait to play this game and I love the design of the Tripods.



Friday, October 04, 2019

JUDGE DREDD: HELTER SKELTER Looks Fantastic!!!





The folks over at Wargames Illustrated have produced an unboxing video for the upcoming Osprey Wargame Judge Dredd: Helter Skelter. We are very excited about this miniatures skirmish game. It's based on Martin Wallace's excellent Wildlands game engine which will likely make it a great introduction to the table top wargaming hobby.



Wildlands features beautifully sculpted miniatures that have a coat of wash on them to bring out the sculpting details enough that non-hobbyists can play the game straight out of the box. Using wash instead of pre-painting provides enough detail to make the game look beautiful while allowing experienced hobbyists to paint the figures to their own tastes.

If you'd like to get a glimpse of how the Wildlands system works, the fine people at Watch It Played have done an excellent tutorial on the rules.



We'll definitely be reviewing it when it's released.

Tuesday, April 23, 2019

STAR EAGLES: Reflections on Kickstarter Project Expectations



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When Kickstarter launched a decade ago, on April 28th, 2009, it helped to create a new kind of business model that allowed businesses and individuals to raise capital for projects in a new way. No longer did creators have to rely on loans, credit cards, and families when attempting to fulfill their dreams of being a toy maker, an inventor, a novelist, a game designer, or a host of other dream jobs. Instead, they could market their ideas to the "crowd" in the hopes that enough people would be interested in the project that they would contribute money to the creator. People could microfund or contribute large sums and support creators in their projects.

Kickstarter is now a vital revenue stream for small and medium scale creators to launch businesses or business projects, but the supporters have evolved as the platform has evolved and not always for the best. Because of the quality and success of a number of excellent Kickstarter projects, the games of Monte Cook Games starting with Numenera or the Battletech video game come quickly to mind, some people have come to believe that all projects should be as professional as these and that backing a project is more like being a pre-ordering customer than being a dream fulfilling patron. To be fair, there are huge projects like Critical Role's recent animated series project that make the patronage component very clear, but as much as I love Cool Mini or Not their highly professional projects have muddied that water somewhat.

None of this is to say that Kickstarter is "only for the small." Indeed, the platform was designed for projects of all sizes and scopes. It was meant to be used by businesses big and small as a means to fund projects that might not otherwise be funded.

And that gets to the crux of the platform. It's for projects big and small that might not otherwise be possible. It is a project enabling platform and not a pre-order system. A perfect example of the kind of small project that Kickstarter was created to enable is the Star Eagles project by Ganesha Games


Star Eagles is a science fiction action game of futuristic space fighter combat using highly detailed 1/285 scale miniature spaceships

Ganesha Games is the kind of one man shop game company that could not have existed before the internet made international communication fast and easy, changes in global banking allowed for the instant sale of international products possible, and batch print on demand services enabled the cheap printing and shipping of rulebooks. The company is currently based out of a flat in Italy and is run by the one man game designing machine Andrea Sfiligoi. They haven't hit the big time, but they make excellent game mechanics and their designs have an excellent reputation. Andrea's Song of Blades and Heroes has inspired an entire community of spinoffs and even resulted in a couple of rule books using the basic mechanics published by Osprey Publishing, a major publisher in the wargaming community.

Andrea managed to build his successful business for years without a Kickstarter, but eventually ran a project called Star Eagles in May of 2017. My guess, I haven't asked him, is that Andrea saw that there was an opportunity to grow his small company into a medium sized company and if this is the case the Star Eagles seemed a good candidate. Star Eagles is a 1/285th scale game of tactical star ship battles that uses a version of the Song of Blades and Heroes system modified by Damon Richardson to be a perfect fit for tactical space battles. The project sought a modest budget of $16,000 with which Andrea would publish a paperback version of the rulebook, tactical movement templates, condition markers, and both resin and metal miniature space ships for use with the game. It was pretty ambitious and it's clear from the marketing material that Andrea had plans for the project should it succeed at a much higher level than initially asked. For example, you can see the proposed game box Andrea hoped to manufacture if the project managed to benefit from economies of scale.

Star Eagles Game Box Concept
Good news for backers was that the project received enough funding to be fulfilled as promised, but the bad news for backers was that it didn't succeed at a level high enough for Ganesha Games to benefit from economies of scale and transform the company from a small to a medium sized gaming company. The project received $26,688 in pledges from 330 backers, of which about 10% would have to go to Kickstarter corporation and whomever processed the payments. That left Andrea with about $24,000 to manufacture the project, but there were some additional complications. First the 330 backers were divided into 11 categories and each of the categories were promised different packages of material ranging from only the pdf of the rules to full sets of minis, templates, dice, etc. All of this from a one man shop with no ability to benefit from economies of scale.

So...how did they do?

There have been some backers who have complained, but from my perspective I think they did an exceptional job. Given that the scale of the project pretty much meant that some of the items, the resin minis, effectively had to be molded by hand, I am really impressed. I imagine the molds were based on 3D printed models based on Damon's computer designs, but the molds likely had to be hand pressed by the production company. Let me walk you through my package, which was the "Two Squadron Starter Package."

Let's start with the quality of shipping. The fulfillment company was Alternative Armies in Scotland and as you can see, the box had a bit of a rough trip.

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Rough as that box looks, it's actually one of the better looking boxes I've had shipped from the U.K. Some day I'll discuss just how brutal GamesQuest shipments have been for my merchandise. Regardless, it's not the exterior that matters, it's whether what was inside survived intact and Alternative Armies wrapped the items up securely.

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Layer upon layer of bubble wrap protected the items inside and they were a sight to behold.

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From my initial glance, it looked like everything was in the package and a later inventory showed that everything was there. While there were some small issues with the "color" of the resin casts, they were fully able to be assembled and had nice detail that will look very good when painted. Of course, "when painted" is a loaded term for miniature gamers as that might be never.

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The shot below gives a good sense of what the ships will look like when assembled.

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And a wide variety of ships were provided to allow for a good gaming experience.

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Close up, you can see some nice details and you can see how some thought went into making assembly easy for hobbyists.

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As nice as the resin figures where, it was with the metal figures that the set really showed its quality. These casts were fully complete and didn't require any assembly.

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They also featured some pretty cool designs. 

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If I did have one small complaint, it would be that the bases were of the same resin as the miniatures rather than the clear plastic shown in the initial Kickstarter. It's not a deal breaker, and these will look good painted, but they would have had more utility as clear plastic. That aside, the ability to set the dice in the bases is a nice modification.

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The cards were of good cardstock and had good illustrations of the ships and all of the statistics you need for play.

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 A real strong point was in the templates. It's likely that these were done by Litko Plastics, since Ganesha has some templates available from that supplier, and they always do good work. Many of these templates work for all Song of Blades and Heroes based games.

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The turning template is really well designed and intuitive.

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 Overall, I think that this is an excellent project from a small company. I wish they had been more successful as I would have liked to see what they could have done benefiting from economies of scale, but this is a yeoman's effort and is exactly what Kickstarter was designed to allow.
 

Friday, May 12, 2017

Daleks Battle Cybermen in Doctor Who: Exterminate Miniatures Game Starter Set



In 2015, Warlord Games announced that they had acquired a license to produce games and game related material for the Doctor Who television show. Warlord Games is one of the premiere miniature gaming companies in the market today with a catalog that features some of the best games on the market including: Bolt Action!, Beyond the Gates of Antares, Konflict '47, and a long list of rules sets for various historical and fictional settings.

Warlord Games was founded in 2007 when company founders, John Stallard and Paul Sawyer who had experience working for Games Workshop, decided to create a new miniatures company that offered high quality plastic miniatures for overlooked genres. Their first product was a set of 28mm plastic Roman Legionnaires, which was successful enough for the company to continue and grow. And grow they have. In the decade since their founding, Warlord Games has expanded into creating rules for almost every historical era and two fictional settings. They produce high quality rules and high quality miniatures for gaming and have a focus on creating affordable games.  This focus has inspired them to create a line of print and play paper wargames as well as their miniatures games.



Doctor Who: Exterminate is Warlord Games first major game license release, though Warlord Games will be releasing products for 2000AD properties in the near future. The Doctor Who: Exterminate starter set retails for £35.00 and includes two factions (Daleks and Cybermen) as well as rules for using the Doctor and Companions in play. Miniatures sets for the 10th and 12th Doctor, as well as a number of other factions, can be purchased separately. It should be noted that the rules needed to play the Doctor or alternate factions are included in the base boxed set and only the miniatures need to be purchased separately.

I'm looking forward to seeing how this game plays, but I doubt that it will be displacing 7TV as my "go to" game for 60s, 70s, and 80s BBC/ITV science fiction and espionage game play. That's the great thing about products like this though, you buy them for the parts you want (either miniatures or rules) and use other systems for the parts you don't. 

It's a nice looking set, and I'll likely be pre-ordering it when it comes available in the US store or I decide I'm willing to pay exorbitant international shipping.

Wednesday, April 12, 2017

Star Eagles Highlights Flexibility of Ganesha Games "Song of" Miniatures Rules



Ganesha Games recently launched a Kickstarter project for their upcoming space fighter miniatures combat game Star Eagles, and it looks like a winner. The game is designed by Damon Richardson and aims to be a quick to play and deep simulation of desperate starship dogfights in the deeps of space between the forces of ConStar and the S'Sekai. Watching the how to play video Damon put out to promote the project, one thing stand out very quickly. Like many Ganesha produced miniatures games, Star Eagles uses the very flexible Song of Blades and Heroes fantasy skirmish rules as its foundation.  Song designer Andrea Sfiligoi has already demonstrated the flexibility of the Song system in a variety of genres in his work for Osprey Publishing, but this is the first time that framework has been used for spacecraft battle simulation.



One of the key innovations of the Song system is how it simulates who has the "initiative" in combat situations. Damon's video highlights this innovation in the how to video, but it deserves highlighting that the system forces players to choose between being aggressive which may cause them to lose the initiative before they desire or to play more cautiously which may result in them not achieving as much as they'd like during their turns. It's a great way to reflect how certain strategic choices can affect later tactical decisions. This isn't to say that Damon's game is a reprint of Song, like most games that use that system as a foundation there are significant differences, rather this is mentioned to praise Damon for selecting a system that better emulates the chaos of a dogfight than a standard igo-ugo system would.

There are a couple of additional things worth mentioning with regard to Star Eagles. The first is that this is a project that demonstrates how exciting the times we live in with regard to gaming really are. While Kickstarter is used by bigger companies to mitigate risk by combining market research and capital for projects, and in my opinion this happens to often, this is a case where it is being used as it should be. This is a small company creating a product that could not otherwise be produced at the high level of quality they are planning, and by small I mean REALLY small since most game companies are small in any comparison with the corporate world. Addition to being  a small company, this is an international endeavor where the designer and the publisher are on different continents working together to create a product to be sold around the world. Damon Richardson, who was a fine Forgotten Realms DM in his youth, lives in Reno, NV while Andrea Sfiligoi of Ganesha Games is located in Italy. This is something I would not have imagined possible as a child, but is something that happens with relative frequency in the modern gaming market. Exciting times indeed.

Check out the Kickstarter and back it if the theme interests you.


Monday, August 04, 2014

Mantic Games Launches New Dungeon Crawl Game on Kickstarter



Mantic Games was created in 2008 by Ronnie Renton who used his experience as former Global Marketing Director for Games Workshop to create a company dedicated to bringing gamers the best in fantasy and sci-fi miniatures and games at affordable prices. Where Games Workshop recently seems to have shifted its focus into intellectual property development and high end exclusive hobby products, Mantic is very much about getting gamers playable games on a reasonable budget.



I've been a fan of Mantic's Dwarf King's Hold games designed by Jake Thornton who has previously worked on a number of GW products like Circle of Blood and  the Dark Shadows campaign as well as several Warhammer army books back in the day. I find that the price to miniatures ratio in Mantic's products place them in the more affordable side of the hobby, but by no means are the games inexpensive. The rules to their games are simple, but I have always hoped they would beef them up a little and create a more comprehensive dungeon crawl game. My hope - one that they hint might be fulfilled in the Kickstarter video - is that Dungeon Saga, the sequel line to Dwarf King's Hold, will have those rules.



The new Dungeon Saga: The Dwarf King's Quest game that Mantic is launching on Kickstarter has only one pledge level and at $100.00 it comes in as one of the more expensive products Mantic has released to date. That's a similar price to Mantic's Mars Attacks game, but Mars Attacks comes with 39 miniatures, terrain, etc. where Dungeon Saga currently has 22 on offer. That number is likely to increase as stretch goals are reached and more people back the project. If the Mars Attacks Kickstarter that Mantic ran last year is any indication, then Mantic will end up providing a great deal of value to backers by the end of the project.

What is certain is that I will be backing this latest project by Mantic and I look forward to seeing what comes next.


Monday, July 07, 2014

Dungeons and Dragons: 5th Edition and "Zones of Control"

Back in 2012, I wrote a blog post discussing how every edition of Dungeons & Dragons had miniature use as a part of its default mechanics assumptions.

Let me repeat that in clearer language. Every edition of Dungeons & Dragons is a miniatures based tactical role playing game.

As I wrote in the earlier post, this doesn't mean that those playing without miniatures were "playing the game wrong." I've played in at least one adventure in every edition of D&D and there are plenty of rules my gaming groups have either ignored or added to make our own experience more fun. Here are just a few ways my groups have modified game play:

1) None of the 1st Edition AD&D campaigns I've played in has ever used the Weapon Speed Factors or the Modifications for Armor Class.
2) I've played in 1st Edition games that used "Spell Points" for spell casters.
3) As a Game Master, I've disallowed non-Lawful Good Paladins in 3.x and 4e.
4) I had a DM who used Arduin's Damage System in his AD&D Campaign.
5) I've never used the initiative system from Eldritch Wizardry.
6) I give every race a second wind as a minor action (Dwarves get it as a free action) to speed up play.
7) One campaign I played in had us set our miniatures on the play mat in "Marching Order." No matter the shape of the room our characters were attacked based on that formation in Bard's Tale-esque fashion. We could have been in the center of a room 100' x 100' and all of the melee attacks would have been targeted at either the front row or the back row without anyone attacking our Magic Users in the middle.

Every one of the games I played with these groups was fun and thus none of these groups was playing "wrong." None of these groups played games to the rules as written either. No one - with the exception of organized play - should play to the rules as written. Role playing games are written to be adapted to play for your local gaming group. There are two key elements that allow for this without "breaking" the game. First, there are no winners and losers in D&D. The only way to win is to have fun and changing the rules for your local group is one way to create fun. Some changes are fun for a short time before they create more boredom than fun - in general - so there is room for advice regarding power scaling and Monte Haul campaigns, but the aim is to maximize fun. Second, most role playing games - excepting a couple of innovative Indie games - have a Game Master who moderates the game and who has absolute authority in rules interpretation in the local gaming group. So long as the Game Master is fair and focuses on keeping the game entertaining for the players in his or her group, then what rules are included or left out don't matter much.

Man...that's a lot of prefatory information. You can read the older post to see how each edition of D&D has implemented the use of what are called "Zones of Control" or "ZoCs" in great detail in the older post. The short version is this:

Original Edition (Chainmail): Once engaged in melee a unit was stuck until death or a failed morale check.

Original Edition (Alternate Combat): Not locked in combat, but adds "flanking" rules in Greyhawk Supplement. Swords & Spells supplement adds attacks of opportunity.

D&D Basic (Holmes): Attack of Opportunity against those leaving combat.

D&D Basic (Moldvay): Adds "Defensive Withdrawal" similar to "5 foot move" or "shift" in later editions.

1st Edition AD&D: Attack of Opportunity for withdrawal and Rear Attack Rules (Page 69 & 70 of DMG)



2nd Edition AD&D: Similar to 1st (Pages 81 to 84 of Revised DMG)

3rd Edition D&D: See image below.


3.5 Edition D&D: See image below.


Pathfinder: See image below.


4th Edition D&D: See image below.


Each of these editions demonstrates the influence of tactical wargames on the combat systems of each edition. It should also be noted that each edition of the game adds new layers of complexity regarding what affects whether you are in a Zone of Control and whether you are flanking an opponent. Pathfinder, 3rd Edition, 3.x, and 4th edition all have creatures with reach that expands their Zones of Control and each of those games has specific rules regarding how conditions influence your ability to flank other combatants. If you read the earlier article and examine the pages of the 1st Edition DMG you will see that there are rules similar to those implemented by later editions, but you will also wish that the earlier edition had created cool graphic representations like those of later editions.

5th edition (in the Basic Rules) takes a big step away from the trend and is even more abstract than the earliest editions of the game with regard to flanking. I would argue that 5th edition is the first edition with takes "no position" with regard to miniatures and carefully crafts descriptions so that combat can be run either way without house rules or dropping rules -- though it does still refer to "squares" from time to time. The new edition still includes Opportunity Attacks - a firm Zone of Control concept - as described on page 74. But instead of listing a specific amount of distance moved as in Moldvay, 1st AD&D, and later editions it merely lists the need to use the "Disengage" action. The Disengage action can be used with a tactical map, but doesn't require one as it is more narrative in its description than the older "Defensive Withdrawal."  The Rogue class on page 27 hints at the flanking rules for 5th edition which does not seem to entail a good deal of examining to see if combatants align properly on opposite sides of an opponent in a way that require illustration. Under Sneak Attack, the Basic rules state that you can deal extra damage if you have advantage OR "if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the die roll." That's a pretty big shift toward simplicity and away from map use. While it could be argued that the 5 foot rule implies the use of maps, one could easily assume that a creature engaged in melee has an enemy within  feet. If this replaces needing opposite sides for advantage, this is a boon for mapless gaming. It is easily adaptable regardless. So what does this make 5th edition's Zone of Control rules based on the Basic Set?

5th Edition D&D: Attacks of Opportunity (strong ZoC) and potentially with Flanking if another enemy of the target is within 5 feet of it. 

Wednesday, April 13, 2011

37th Annual Origins Award Nominees Announced

The Academy of Adventure Gaming Arts and Design Announces 37th Annual Origins Awards Nominees

COLUMBUS, OH (April 13, 2011) The Academy of Adventure Gaming Arts and Design is proud to announce the nominees for the 37th Annual Origins Awards.

The Origins Awards are presented annually by the Academy of Adventure Gaming Arts and Design to recognize outstanding achievement in design and production of games and game related products.

The nominees were voted on by hobby game retailers at the GAMA Trade Show in March 2011 from a short list in each category determined by a jury of hobby game professionals and knowledgeable enthusiasts. The winner of each category will be determined by the votes of attendees at the Origins Game Fair in Columbus OH, June 22nd-26th. The winners will be announced and the coveted Calliope statues presented at the Origins Awards Ceremony on the evening of Saturday June 25th. Submitted games that were not nominated will be available to play in the Open Gaming Area at the Origins Game Fair.

In the next couple of days, I'll be providing descriptions and reviews of the products that received nominations this year as well as making some comments regarding those who opted not to submit their products for consideration. For example...Black Gate Magazine has published media tie-in stories and regularly publishes reviews. Why didn't they submit for game related publication? Let the retailers decide if you warrant a nomination, but submit for goodness' sake.

This year's nominees are quite strong. For the first time ever, I think that every nominee in the best RPG category deserves to win an award. As I wrote earlier, there will be more praise lavished upon the nominees in the days to come. For now, let's just have a look at that list.

BEST ROLEPLAYING GAME

DC Adventures - Green Ronin Publishing
Designer: Steve Kenson

Dragon Age, Set 1 - Green Ronin Publishing
Designer: Chris Pramas

The Dresden Files RPG: Your Story - Evil Hat Productions
Designers: Leonard Balsera, Jim Butcher, Genevieve Cogman, Robert Donoghue, Fred Hicks, Kenneth Hite, Ryan Macklin, Chad Underkoffler, Clark Valentine

Fiasco - Bully Pulpit Games
Designer: Jason Morningstar

Gamma World RPG - Wizards of the Coast
Designers: Rich Baker, Bruce Cordell

BEST ROLEPLAYING SUPPLEMENT

A Song of Ice and Fire Campaign Guide (A Song of Ice and Fire RPG) - Green Ronin Publishing
Designers: David Chart, Joshua Frost, Brian Kirby, Jon Leitheusser, Anthony Pryor, Robert J. Schwalb, Owen K.C. Stephens

Our World (The Dresden Files RPG) - Evil Hat Productions
Designers: Leonard Balsera, Jim Butcher, Genevieve Cogman, Robert Donoghue, Fred Hicks, Kenneth Hite, Ryan Macklin, Chad Underkoffler, Clark Valentine

Advanced Player's Guide (Pathfinder RPG) - Paizo Publishing
Designers: Judy Bauer, Jason Bulmahn, Christopher Carey, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K. Reynolds, F. Wesley Schneider, Owen K.C. Stephens, Lisa Stevens, James L. Sutter, Russ Taylor, Vic Wertz

Sixth World Almanac (Shadowrun RPG)- Catalyst Game Labs
Designers: Jason Hardy, John Heifers, John Dunn

Sunward: The Inner System (Eclipse Phase RPG) - Posthuman Studios
Designers: Rob Boyle, Brian Cross, Adam Jury

BEST BOARD GAME

Castle Ravenloft - Wizards of the Coast
Designer: Bill Slaviciek, Mike Mearls

Defenders of the Realm - Eagle Games
Designer: Richard Launius

Fresco - Queen Games
Designer: Wolfgang Panning, Marco Ruskowski, Marcel Süßelbeck

Lords of Vegas - Mayfair Games
Designer: James Ernest, Mike Selinker

Nuns on the Run - Mayfair Games
Designer: Fréderic Moyersoen

BEST TRADITIONAL CARD GAME

Ascension: Chronicle of the Godslayer - Gary Games
Designer: Justin Gary

Back to the Future: The Card Game - Looney Labs, Inc.
Designer: Andrew Looney

Hecho - Glowfly Games
Designers: Brian Knudsen, Brent Knudsen

Hex Hex XL - Smirk & Dagger Games
Designers: Curt Covert, Justin Brunetto

Railways of the World: The Card Game - Eagle Games
Designer: James Eastham, Steve Ellis

BEST FAMILY, PARTY, OR CHILDREN'S GAME

Ligretto Dice - Playroom Entertainment
Designers: Inka Brand, Markus Brand

Telestrations - USAopoly, Inc.
Designer: USAopoly

Wits and Wagers Family Edition - North Star Games
Designer: Dominic Crapuchettes

Word on the Street Junior - Out of the Box Publishing
Designer: Jack Degnan

Zombie Dice - Steve Jackson Games
Designer: Steve Jackson

BEST GAMING ACCESSORY

Color Primer: Dragon Red - The Army Painter
Designer: Bo Penstoft, Jonas Faering

Adventurers Tiles - Battle Bunker Games
Designer: Tony Ironmonger, Daniel Hinkle

Battlefield XP Swamp Tufts - The Army Painter
Designer: Bo Penstoft, Jonas Faering

Cthulhu Dice Bag - Steve Jackson Games
Designer: Alex Fernandez

BattleTech Hex Pack: Lakes & Rivers - Catalyst Game Labs
Designer: Randall N. Bills

BEST MINIATURES RULES

Adventures in the Lost Lands - Two Hour Wargames
Designer: Ed Teixeira

BattleTech Technical Readout: 3085 - Catalyst Game Labs
Designer: Joel Bancroft-Conners

DC HeroClix Blackest Knight Starter Game - WizKids/NECA
Designers: Eric Engelhard, Jake Theis, Norman Barth, Drew Nolosco

Hordes: Primal MK2 - Privateer Press
Designer: Matt Wilson

MERCS Games Rule - MERCS Miniatures, LLC
Designer: Brian Shotton

BEST HISTORICAL BOARD GAME

Warlords of Europe - GameBuilders
Designers: Ken Griffin, Kyle Battle, Russ Rupe

Conflict of Heroes: Price of Honour Poland 1939 - Academy Games
Designer: Uwe Eickect

Catan Histories - Settlers of America: Trails to Rails - Mayfair Games
Designer: Klaus Teuber

Panzer General: Allied Assault - Petroglyph Games, Inc.
Designers: Chuck Kroegel, George Chastain

BEST GAME-RELATED PUBLICATION

No Quarter Magazine - Privateer Press
Editors: Matt Wilson, Aeryn Rudel, Privateer Press

Hamlet's Hit Points - Gameplaywright
Author: Robin Laws

Family Games: The 100 Best - Green Ronin Publishing
Editor: James Lowder

Shadowrun: Spells and Chrome - Catalyst Game Labs
Editor: John Helfers

World at War: Revelation - Lock ‘n Load Publishing
Author: Mark H. Walker

Tuesday, September 07, 2010

Fantasy Flight Games' City of Thieves Board Game is Beautiful


One of the games that was an absolute "must buy" for me at Gen Con was Fantasy Flight Games' release of Dust Games' City of Thieves board game. From the first time I saw the advertisements online, I was hypnotized by the graphic presentation of the game. City of Thieves uses the art and setting from the Cadwallon setting originally published by Rackham Miniatures.

In essence, it is a game designed by a Hong Kong company, published by an American company, based on a product created by a French company. God I love this strange new world and all the fabulous things in it!

Fantasy Flight Games recently made a video overview of the game available and I thought that I'd share it with you while I was still playing the game for review. I hope to review the game next Monday, but in the meantime I plan on playing at least six runs of the game.

Friday, May 28, 2010

Steve Jackson Games to Release OGRE 6th Edition Eventually


In 1977, Metagaming Concepts released the first game in their successful Microgames line of affordable war games -- it had a $2.95 cover price. The game had a reasonable print run of 8,000 copies and was a break out success that redefined the war gaming hobby by opening the door to new audiences of simulation game players. The game's second print run was 20,000. The game was among the first war games to have a science fiction theme, and it featured rules that were simple enough for someone who had never played a war game to pick up and play within minutes.

The game was titled OGRE and it was so successful a game that its sales fueled the development and growth of two hobby gaming corporations. The first company, Metagaming Concepts, fought hard to keep the intellectual property rights when the game's designer left the company to found his own company Steve Jackson Games. The lawsuit lasted for quite some time, but eventually the property followed its creator to its new home. By the time the game migrated over to Steve Jackson Games, it had sold approximately 70,000 copies (excluding the sales of its GEV expansion set).

It was the reliable sales of OGRE that provided the revenue which allowed Steve Jackson Games to publish their next runaway success -- a game so successful it made OGRE's sale look small by comparison. That game was Car Wars, but its story is a tale for another time. Today is a day to praise OGRE and to share our anticipation for the upcoming release of OGRE 6th Edition which should be released later this year.

The premise of OGRE is a simple one, but it is also one that captures the imagination. The OGRE referred to in the game is a cybernetic supertank that is attacking a human manned command center on a nuclear blasted battlefield. Inspired by Keith Laumer's Bolo series, Steve Jackson created a game where desperate -- and mortal -- defenders battle against the odds to preserve their fragile position against impossible odds. Though their forces significantly outnumber the OGRE, the supertank significantly outclasses them. The tone of the game can be readily seen in an article published in issue 9 of the venerable The Space Gamer magazine:

The command post was well guarded. It should have been. The hastily constructed, unlovely building was the nerve center for Paneuropean operations along a 700 kilometer section of front -- a front pressing steadily toward the largest Combine manufacturing center on the continent.

Therefore General DePaul had taken no chances. His command was located in the most defensible terrain available -- a battered chunk of gravel bounded on three sides by marsh and on the fourth by a river. The river was deep and wide; the swamp gluey and impassible. Nothing bigger than a rat could avoid detection by the icons scattered for 60 kilometers in every direction over land, swamp, and river surface. Even the air was finally secure; the enemy had expended at least 50 heavy missiles yesterday, leaving glowing holes over half the island, but none near the CP. The Combine's laser batteries had seen to that. Now that the jamscreen was up, nothing would get even that close. And scattered through the twilight were the bulky shapes of tanks and ground effect vehicles -- the elite 2033rd Armored, almost relaxed as they guarded a spot nothing could attack.

Inside the post, too, the mood was relaxed -- except at one monitor station, where a young lieutenant watched a computer map of the island. A light was blinking on the river. Orange: something was moving, out there where nothing should move. No heat. A stab at the keyboard called up a representation of the guardian unit...not that any should be out there, 30 kilometers away. None were. Whatever was out there was a stranger -- and it was actually in the river. A swimming animal? A man? Ridiculous.

The lieutenant spun a cursor, moving a dot of white light across the map and halting it on the orange spot with practiced ease. He hit another key, and an image appeared on the big screen...pitted ground, riverbank...and something else, something rising from the river like the conning tower of an old submarine, but he knew what it really was, he just couldn't place it...and then it moved. Not straight toward the camera icon, but almost. The lieutenant saw the "conning tower" cut a wake through the rushing water, bounce once, and begin to rise. A second before the whole shape was visible, he recognized it -- but for that second he was frozen. And so 30 men with their minds on other things were suddenly brought to heart-pounding alert, as the lieutenant's strangled gasp and the huge image on his screen gave the same warning...

OGRE!

Like the "Mayday!" on the Traveller role playing game box, this description has fired my imagination for years. The fear of the command post staff is palpable, but one can only truly understand their fear after playing the game. The OGRE is a killing machine that tears through defending infantry, ground effect vehicles, and heavy tanks alike. Sometimes one wonders if there is a way to stop the OGRE at all. Then one finds an "unbeatable" strategy that succeeds in defending a few command posts, only to find that the OGRE has adapted to the new strategies and once again exterminates those who stand in its way.

The original war game version of OGRE is a very strategically deep game, even more so when you add the Shockwave and GEV expansions, that has been printed in four "map and counter" editions and one Miniatures edition. The miniatures edition was printed in the 1990s and is a fun game, but I have always felt that it -- like the edition of Car Wars that came out at the beginning of this millennium -- was not the right direction for the game to go. I am certain the miniatures were profitable, and I believe that SJG should have made the miniatures game, but I think that SJG was wrong in thinking that the miniatures game had replaced the classic "map and counter" version of the game. It hadn't, not any more than Warhammer the role playing game replaced Warhammer the miniatures game. To be fair, SJG sold the games parallel in the 90s -- it wasn't until the early 00s that they marketed the miniatures game as a replacement. It just seems to me that OGRE's core strength is its accessibility, both in rules and in price point, and a miniatures game moves away from this strength.

OGRE has been on hiatus for a few years as SJG has focused the majority of their efforts on the wildly successful Munchkin card game. SJG has a history of focusing like a laser on their most successful titles while leaving less attention for other products.

But this year seems to be the year that SJG, after two years of excellent non-Munchkin offerings, is resurrecting the OGRE. The sixth edition of the game has components that fall somewhere between the map and counter game of old and the more recent miniatures game. This edition will feature "chipboard" playing pieces that the players construct for use in play. This is an approach that takes advantage of the cost savings of a "printed" rather than a "cast" product line, while having greater aesthetic appeal than looking at square counters bearing numbers.

I think it is the right direction for the game, and I hope that it is a successful venture for Steve Jackson Games.

I know that I am eagerly awaiting this edition and will proudly place it next to my OGRE/GEV boxed set, OGRE mini-game, OGRE Book (first and second editions), and OGRE Deluxe Edition (non-miniature) versions of the game.

If all goes well, I should be able to purchase and play the game at this year's GENCON -- though they don't include OGRE in their list of official releases yet.

Friday, September 04, 2009

Hulu Recommendation Friday: Heavy Gear


In the spring of 1994, Dream Pod 9 released its popular Heavy Gear tactical miniatures game. The game featured a grim and gritty universe where giant humanoid shaped vehicles did battle on the battle scarred landscape of Nova Terra -- and throughout the galaxy. The game featured an easy to learn tactical game system that could be easily scaled to a companion role playing game, so players could use the same characters in both the rpg and the tactical miniatures game. The components were high quality, and the sourcebooks were -- and still are -- engaging.

Dream Pod 9, a company that started business as the creators of a licensed setting (Jovian Chronicles) for another company's role playing game (Mekton), emerged as a force of their own with the creation of Heavy Gear. Eventually, Dream Pod 9's Jovian Chronicles setting would be translated from the Mekton system into the DP9 in house Silhouette system. From small beginnings, the company became a gaming establishment whose product line diversified and whose IP became desirable commodities. Their Heavy Gear game has been licensed as video games and as an animated series. The company has also shown an ability to adapt to changing market forces and have released new editions of their game lines.

In 2001, Sony's 40 episode animated series based on the Heavy Gear IP was released worldwide -- though it seems that there was not much advertising in the American market for Heavy Gear gamers who might have wanted to watch the show. I know I certainly never saw any advertisements for the show, and I was actively looking.

The show had a similar animated style to Reboot, which should come as no surprise as both shows were produced by Canada's Mainframe Entertainment -- now Rainmaker Entertainment. Where the role playing and tactical Heavy Gear games featured a grim setting, the animated series toned down some of the darker elements and aimed a a younger audience. The gear battles at the beginning of the series take place in an arena in formalized, almost athletic, competitions. The show's tone was a far cry from the setting established in the games.

The original press release hints at what the initial concept for the show was intended to be. It appears that the initial concept was closer to the original IP than the end product. That release stated:

The animated series' storylines will focus on the soldiers who pilot the Heavy Gears combat machines, combining state-of-the-art storytelling with the fascination of heroic dogfighter pilots and the dynamics of Japanese mechanical warriors. It will also deliver a tremendously rich storyline that lies beneath the action of Heavy Gear: politics, love, religion and unexpected mysteries as well as unexpected enemies all play their part in the saga of Heavy Gear.


In the end, the show ended up focusing on a character named Marcus Steven Rover whose characterization is close to that of Luke Skywalker in the Star Wars films. Watch the opening episode with A New Hope in mind and you can see how being a Gear Pilot can be seen as analogous to going to the "Academy." The end product, as DP9's current site describes it is:

The Heavy Gear: the Animated Series followed the adventures of Marcus Steven Rover, a young Gear pilot just recruited into the Shadow Dragons, a special independent dueling squad of the Southern MILICIA. His team is pitted against the Vanguards of Justice, their counterparts from the Northern Guard. Both squads meet in a series of events and battles in the arena desert town of Trash City to determine who will take home the coveted Heavy Gear Championship cup and its associated glory. Major Alexander Wallis III, the leader of the Vanguards, will let his team do anything to secure a victory against the ragtag team of Southerners.


Gone are any mention of politics, love, or religion. All that remains is the quest for the cup and a battle against a team willing to cheat to win. As always, we are rooting for a "ragtag team" fighting against the odds.

Though the show abandoned a darker tone, which would have appealed more to the gamers who play the game, it is still an entertaining series. It just happens to be a series for a younger audience. One could look at it as a show you get your kids to watch to "prepare" them for shows like Robotech.

As always...click PLAY...then FULL SCREEN...and ENJOY.