Tuesday, 25 February 2014

Mantic Games Newsletter - Time to Play Ball.

Apparently Mantic Games have some kind of Kickstarter on at the moment...

...there's some events news as well...

Like Time to play ball! on Facebook

Adepticon, Salute and the DreadBall National Finals are all around the corner!

Event Tickets and Pre-release Scenery at Adepticon!

Adepticon is coming 3rd-6th April with the Clash of Kings Kings of War Tournament 2014,DreadBall Tournament and a big Deadzone game all on the cards!
 

Not only that but we’re going to have the first of our Scenery Sets at Adepticon as a special release. Oh yes, you will be able to pop over to the Mantic Retail Stand and pick up a huge box of scenery, available 3-4 weeks ahead of release date, packed full of Fortifications, Landing Pad and Defense Line sprues!

Our fully modular hard plastic scenery is ideal for all skirmish or mass battle sci-fi gaming systems and we heartedly recommend coming over to the stand and having a look – if you want to pre-order your scenery set and collect it at the show, you can do so via our “Pick up your Scenery at Adepticon” product now on the website!

You can reserve other products by including the Pick up at Adepticon in your basket when you checkout. Orders must be placed before the 24th March to be eligible.

DreadBall Xtreme is on Kickstarter!

The DreadBall Xtreme Kickstarter funded in a little over 30 minutes. We’ve broken through a load of stretch goals, including unlocking the Kovossian Mutants Plague Team, which you can pick FREE with a pledge of RageRampage or Uproar.
 

Video: Kickstarter Video
Video: 5 Ways Xtreme is more violent than DreadBall
Video: Ronnie explains Frenzy!

We really appreciate the support we’ve been given so far and hope that you’ll join us for the journey and help make the remaining teams a possibility.

Calling all DreadBall Players

The DreadBall UK National Final is being held at Sanctuary Gaming Centre on the 9th March where you can play against the best DreadBall coaches in the country, as well as members of the Mantic Staff, as we take to the pitch and play ball!
 

Our DreadBall tournaments are great fun for veteran coaches and newcomers alike – so don’t be discouraged if you don’t think you can win!

Tickets are limited to 40 people and over half have already gone. Find out all of the information on the Mantic Games website!

Forge World Newsletter #388

Sorry this one is a bit late...
Dreadclaws are cooler than Drop Pods and Tyranids are better than the internet has led you to believe...

The Anvillus pattern Dreadclaw Drop Pod is a more sophisticated development of the Legion Drop Pod which, unlike its standard counterpart, is capable of fully powered flight and can be used both as a boarding craft in void battles and as an orbital assault lander. Up until the early days of the Horus Heresy it was used predominantly by the Sons of Horus Legion, with whom it was most associated, but its use was spreading to other Legions, particularly to carry Terminator squads and Contemptor Dreadnoughts into the thick of battle. Then, as Mankind's civil war escalated, demand for these powerful and highly effective war machines outstripped supply, even though their bellicose machine spirits were deemed by some to become treacherous and unstable after extended use. In the aftermath of the cataclysmic war of the Horus Heresy, the various Dreadclaw patterns fell out of use by the Imperium, but were retained in the Traitor Legions' arsenals as they fled towards the Eye of Terror, and can still be seen today at the forefront of many Chaos Space Marine assaults.
The Anvillus pattern Dreadclaw Drop Pod, designed by Phil Stutcinskas, is a complete resin and plastic kit, and is available to pre-order now. This model will be despatched from Friday 28th February.
Full rules for the Anvillus pattern Dreadclaw Drop Pod can be found in the forthcoming The Horus Heresy Book Three – Extermination, but until then you can use the rules for the Dreadclaw Drop Pod in The Horus Heresy Book One – Betrayal or the rules for the Chaos Space Marine Dreadclaw in Imperial Armour: Aeronautica.


Devourers are powerful Tyranid symbiote weapons developed by the Hive Mind to combat attacks by enemy hordes and light vehicles. They fling worm-like parasites that burrow into their victim’s flesh and eat their way through its nervous system to the brain. Those devourers wielded by larger Tyranids teem with hives of brainleech worms, a more aggressive and voracious form of this already highly destructive weapon.
The latest addition to our Tyranids range is a set of twin-linked devourer arms, designed by Keith Robertson, for use with Tyranid Monstrous Creatures such as Hive Tyrants and the Carnifex. This resin upgrade set is available to pre-order now and will be despatched from Friday 28th February
The rules for devourers can be found in Codex: Tyranids.




For all the latest news about which shows Forge World will be attending, check out our Events page.

Forge World Event Reservations

The best way of ensuring that you get what you want at an event that Forge World is attending is to place a reservation. To find out how to make a reservation click here.

A Load of Balls...

Though I'm not a massive fan of real life sports, I've always had a soft spot for ones of the board game variety...unfortunately most of them were crap...then I was introduced to Blood Bowl by a fellow hobbyist and enjoyed it greatly but I'm one of those hobbyists who gets distracted by other things unless there's a consistent flow of new models, rules supplements, etc.


So Blood Bowl (though excellent in many respects) lost my interest due to Games Workshops abandonment of it and my lack of interest in most sports returned...

I was amazed that full contact underwear chess never really caught on...
Fortunately, Mantic Games then gave us Dreadball...


...it was different enough from Blood Bowl to have it's own character but shared it's general appeal in the areas of maiming your opponents and occasionally remembering there was a ball somewhere that we were meant to be doing something with. They've recently started a new Kickstarter in the form of Dreadball Xtreme but by a strange coincidence of timing they're not the only company Kickstarting a game involving balls..

Here's the three I'm looking at currently...

Dreadball Xtreme.



The Dreadball Xtreme Kickstarter page can be found here.

Guild Ball.


The Guild Ball Kickstarter page can be found here.

Slaughterball.


The Slaughterball Kickstarter page can be found here.

I'm already pledged in quite a big way to Mantic Games's Dreadball Xtreme and in a lesser manner to Guild Ball but all three have features in them that make them worth having a look at. In any Kickstarter certain things leap out at you and I must admit the style of Guild Ball has certain appeals and in particular this team of morticians made me pay attention.


Thoughts and comments are (as usual) most welcome.

Monday, 24 February 2014

An Introduction to...Malifaux


Name - Malifaux 2nd Edition
Manufacturer - Wyrd Games
Type - Tabletop Miniatures Skirmish Game.
No. of Players - 2 (More players are possible but the game is designed for 2)
Age Range - 14+. The rule-set is moderately easy to learn. The models are multi-piece and contain some quite small parts.
Rulebook - 284 pages, Full colour. Purchased separately from starter sets and models. A smaller A3, 120 page version of the book is also available minus the background material.


What You Need to Start.
A rulebook*, two starter sets (one each), two Fate Decks (one each) a measuring tape* and a playing area of at least 3' x 3' with something to use as terrain...unless your happy for the guy with the most shooty force to win...

* One each would be better though.

Extras Needed - The starter sets come with stat and upgrade cards for the included models. Additional starter sets and crew expansions are entirely up to you.
Area Needed -  3' by 3'**

** A 'sidebar' area is useful for dead models, stat cards and whatever your having as refreshments while you play...

Time Needed - A starter set game can be done in an hour or two depending on experience. The first couple of games will need a bit more time allocated to them as is to be expected when learning.

Initial Costs.
The full rulebook costs around £25.50 with the smaller one costing around £10, starter sets for each faction range from £25 to around the £31.50 mark and include stat cards and appropriate upgrade cards. If your not using two packs of 'normal' playing cards then you'll need a Fate Deck per player at £4.55 each. Therefore if you don't mind sharing a rulebook, two of you can get started for £70 to £80. This presumes access to basic war-gaming gear such as measuring tapes and a playing area and terrain for it. If your starting from scratch then the price obviously increases.


 A few of the many starter sets currently available.

For the starting player I'd recommend using the basic version of the official Fate Decks as they're by far the most user friendly to start the game with though you can save yourself about £10 if you already have two normal decks of cards complete with Jokers...However I honestly wouldn't if it was me...

Mantic Games do a modular building scenery set at a very reasonable price if your looking for buildings for a gaming table for around the £20-25 mark though they're not very 'Steampunk'. Micro Art Studio and Terraclips do more appropriate buildings and board sets respectively. Trees, Hills and the like are available from pretty much every hobby store on the planet and price and quality vary too wildly for me to give you an estimate of their cost I'm afraid.

The above costs are courtesy of my FLGS Titan Games so may vary based on your location.

Models require assembly, some preparation and painting so you can also add basic hobbying tools (cutters, a scalpel, files and glue), a can of undercoat and some paints to those costs if your new to the hobby.

Expansions - There are no expansions available for M2E yet though there are a number of crew expansions boxes should you need some more cannon fodder.


The above is a small example of some of the crew expansions available.

A Brief Overview.
The rulebook itself is laid out well with each section in a logical order as well as having some fairly self explanatory diagrams in each section in order to further illustrate the rules discussed in that entry. There's artwork and small bits of background material throughout with some appropriate stories relating to each faction before their section in the book

For those of you not aware of the fact, Malifaux uses a deck of cards rather than dice which gives the system a unique feel. A standard 54 card deck (you need a Red and a Black Joker) can be used though you'll need to convert the playing card suits to the ones that Malifaux uses (there's a conversion chart in the rulebook for those people not using an 'official' Malifaux deck).


This is obviously a significant difference from most systems and is very different from how most game systems generate their random values but it's something you'll quickly get used to...flipping a '1' is exactly as annoying as rolling a '1' given the same 'trying to hit something' situation. The actual game mechanics are fairly simple and Malifaux 2nd Edition has made significant improvement in the rule-set.

Malifaux used the term 'soulstones' rather than 'points' but the basic effect is the same. First you select a faction, then a Master (or a Mistress I suppose as there are plenty of female bosses in Malifaux) and then you select models for your crew and each has a soulstone cost as do your upgrades. Any left over from your agreed upon game value (35 or 50 are common ones) can be used for various in-game effects though there is a limit to the number your allowed to keep (seven normally).

Each model has a number of 'Action Points' that can be spent on either generic Actions (Walk, Charge, etc.) or specific Attack or Tactical Actions from their stat card. Each action has a starting value to which the value of the card is added (Sh for shooting, Ml for Melee and Ca for casting) and in the case of spells and such there will be a target number (TN) to reach. These attacks are defended against by flipping a card and adding it to the value of either Defence (Df) or Willpower (WP) depending on the type of attack. Rather helpfully all these stats are included on the models card in the section appropriate for the ability.


The difference between your value and that of your opponent (if you equal or beat it, that is) decides how many cards you flip for damage and whether you pick the highest (a 'positive' flip) or the lowest (a 'negative' flip) and the value of the card will relate to either a Weak, Moderate or Severe set of damage from the attack or in some cases you'll simply have some condition inflicted upon you. This is the only aspect of the system that people have trouble with as it's quite different from the method used by most game systems but becomes second nature after a turn or two.

Certain models have access to upgrades that can be bought with your soulstone allowance that have a number of effects ranging from extra or alternate attacks through to alterations in models that can be taken by your crew and range from one to three soulstones depending on their effectiveness. Some are only usable by a certain model or model type or are limited in other respects.

The above upgrades (for example) can only be used by Seamus and 'Limited' means you can't have both...

As the first wave of Beta testing was very intensive system balance is spot-on and the models not covered in the first wave have just had their wave of beta testing completed. As certain models have synergy with one another your selection will have an impact on the effectiveness of your force but generally the deciding factor is player skill.

Considering the number of genres covered in the system the background actually manages to make this melting pot of steam-punk, cowboys, ninjas, horror and comedy gremlins seem entirely plausible. There are a number of decent background stories in the original four books for version 1.5 and this quality is continued in the new Malifaux 2nd Edition in which each of the factions gets an appropriate story at the start of the section and each unit entry gets a bit of history of it's own.

Resources.
There's a link here to a considerable body of resources, some tutorials can be found here and a large selection of unboxing articles to help you decide on crew selection can be found here.

Saturday, 22 February 2014

C.o.S.I.S. - A Project Completed - Sort Of.....

Firstly I should probably apologise for the spam of C.o.S.I.S. posts over the last week. Though the same in format they were (at least) different in content...

Same format...different content...
Unfortunately Blogger has some limitations which made this the only way that I could complete the encyclopaedia in the way that I wished to. There's a limit to the number of 'pages' that Blogger allocates which is unfortunately more than the twenty three that I (currently) required to get it done. Therefore the only way to subdivide the entries was to create a blog post for each one and link to it from a single page.

Though I knew this was going to be somewhat time intensive in the short term it has (hopefully) created a resource that is both useful to both existing (and undecided) fans of Mantic Games's Dreadball, Deadzone and now Dreadball Xtreme as well as being far more user friendly than the previous Deadzone Encyclopaedia versions. On a personal note it should also be easier for me to update with new Dreadball Xtreme info, the next wave of Deadzone reveals and the inevitable future releases and updates for things such as Warpath.


Amongst the useful feedback I received over the last week was an interesting point about updates. Basically it was pointed out to me that some people who check the main C.o.S.I.S. page periodically are unlikely to be able to find any new entries that have been entered especially considering the amount of information that it now contains. In order to rectify this I've added an update section to the very bottom that will detail new entries, updated ones or the odd entry here and there that acquires new pictures and this has been divided by date. Hopefully this means you'll have no issues in locating what's new since your last visit.

So here's a link to the new (and hopefully improved) Encyclopaedia or C.o.S.I.S. as it'll be called from now on...

C.o.S.I.S.

Any feedback, noted inaccuracies or relevant comments can be left either below or in the appropriate entry.

Enjoy...

...BUGGER..I've just got another Dreadball Xtreme update *Sigh*...

Council of Seven Information Services (C.o.S.I.S.) - Z

ACCESS GRANTED

Z

Zarathusa Kain, Zees, Zee Buccaneer, Z'zor.

KEY - Deadzone, Dreadball, Dreadball Xtreme.

Zarathusa Kain, Dr - Scientist Sponsor.


Project Kovoss was not an overnight success. The overall aim of the project was to fully understand the Plague and eventually render it controllable, but this proved more difficult than Kain ever imaged. There were countless setbacks, and on at least two occasions the virus – which seemed to have a sentience all of its own – somehow broke quarantines and almost began a full-scale outbreak. Thankfully, the research facility was guarded by elite Lu-Fan army troopers who were under strict shoot-first orders, and each instance was contained within well under an hour.

Kain’s first positive tests came three years after he first began work on Kovoss, when he successfully utilised Plague spores to ameliorate acceptance rates in a standard tissue graft. He followed this up by attempting a cross-species hybridisation, attempting to fuse alien body parts to a human subject. One tiny step at a time, his work progressed to the point where he could easily combine elements of multiple creatures, using the Plague’s mutagenic properties as a sort of glue to bind everything together. Once he was certain that he had neutralised its ability to self-propagate, he removed his subjects from their sealed environment and began to subject them to field tests.



Going undercover, Kain introduced his creations to the underground DreadBall scene as “Kovossian Mutants”, relying on the widespread ignorance of the Plague to ensure their true nature remained a secret. If the players sharing a pitch with the abominations knew what they really were, Kain would be strung up in seconds, but he sees this as a negligible risk; the crowds don’t care where the Kovossians really come from as long as they continue to display such obvious brutality and skill.

Zees.


Some Corporate sponsors haven’t got easy access to bizarre aliens or giant robots to form unusual teams, and everyone wants something weird to draw in the crowds. Farbiketek scientists began experimenting with retraining cerebrally enhanced clones mainly for their own amusement when a supply problem marooned them on Shebentor IV’s outer moon for over two years.


By the time the rescue team arrived they found two teams of highly trained clones playing DreadBall and nothing more than a few bones of the original scientists. Not one to miss out on a potential profit, the commander of the rescue mission kept the teams intact and ran a league of his own on the way back to base. The rest, as they say, is history…

Zee teams usually rely on weight of numbers to succeed, and their coaches know it! BioNod Industries has been struggling to keep up with orders for more clones. After all, you can never have too many Zees! Don’t be fooled by the fact that they’re genetically modified monkey clones – the Kolossals’ underhanded antics make for great entertainment, to the delight of their fans and the DGB alike!


Zee Buccaneer.


Zees love nothing more than “borrowing” valuables from anyone careless enough to let them. It’s no surprise that many of them are drawn to piracy; however, many find lack the patience to live in deep space, and drift into other pursuits such as zatjacking or playing in illegal sports games.

Z'zor.


Of the various alien races that grace the DreadBall pitches across the Corporation, the Z’zor are one of the most worrying to watch.


If normal insects look a bit odd and move a bit strangely, the Z’zor have all that in far more abundance than leaves most humans comfortable. They move wrong, their body language is wrong and they can stop so suddenly and so completely that you have to blink to check that you aren't looking at a still picture.



Once they get past the shock of seeing a bunch of six-foot-tall bugs playing DreadBall, fans go crazy for Z’zor teams. You haven’t lived until you've seen one of their Guards charge down a fleeing Striker!


Acknowledgements.
Gmorts Chaotica would like to thank James M Hewitt, Mantic Games, the Quirkworthy Blog, Titan Games and of course the Corporation for their invaluable assistance in the compiling of this encyclopaedia.
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