Showing posts with label Mantic. Show all posts
Showing posts with label Mantic. Show all posts

Saturday, 7 September 2013

Kings of War Kickstarter - the end and a review

My final Mantic Games Kings of War Kickstarter box has arrived, leaving me in a position to evaluate the campaign as a whole. I haven't opened everything or assembled anything yet so I am in a better position to judge some things rather than better than others, but my current position is summarised below.

Very Good
Gargoyles
Trolls (I know some people don't like the stumpy legs, but I like my Trolls to look odd an misshapen)
Ogres
Obsidian Golems
Goblin Mincer
The heroes, with one notable exception
Goblin Fleabag Riders



Good
Elf Palace Guard
Mummies
Cat Cavalry
Abyssal Dwarf Infernal Guard
Orc Chariot/Fight Wagon
Werewolves (Unfairly maligned, in my opinion. Probably because of the sample paint job in which the furry areas and fleshy areas are painted in different colours. Painted in one unified colour they look much better)

Okay
Mounted Paladins
Foot Paladins

Flawed
Battle Sisters
Mikayel (Twighlight Kin Hero)

Is that supposed to be a rocking horse?

Um...
Men at Arms

Reserving Judgement (Mantic haven't put out any pictures of these yet and they come in too many pieces to easily evaluate)
Dwarf Badger Riders
Elf Cavalry
Twilight Kin Cavalry

The Basilean Men-At-Arms are not good, to put it mildly. There's been a lot of criticism of the faces, which look a bit wrong, but to my eye they just look ugly. That's not necessarily a problem, in an army full of shining paladins, warrior nuns and angels, making the rank and file look a bit lumpen seems fair enough.

But there's a lot more wrong, both in sculpting and production. The arms and legs look too long for the bodies. On the face of it this is a sculpting problem, but it could be that they were sculpted for resin plastic, which shrinks a lot more in production than hard plastic. If that's the case, the conversion process for hard plastic hasn't been done very well. Then there's the plastic itself, which looks cheap and shiny and tends to obscure detail, particularly on the chainmail. And then there's hands and weapons are separate components, which means they don't look like they have a proper grip on their weapons. On the positive side, the weapons are very nice pieces that will be useful as spare parts.

Beyond sculpting and production, there seem have been problems at the concept stage. We get five bodies, one running, two advancing, one standing and fighting and one stock still. This makes it impossible to assemble a single box into a regiment that looks coherent. Mantic haven't bothered, their sample units use either the standing and advancing or the fighting and running bodies. Also, other than the weapons, we get no spare parts. There's enough for five models with nothing left over, which, frankly, feels a bit stingy.

The final, and most egregious, problem is that they're just too big. They stand taller than Games Workshop's Empire soldiers, while most of Mantic's models are smaller and less 'heroically' scaled.

Compared to Mantic's early plastics these are very poor. There earliest, the Elves and Skeltons combined good detail, casting and a wealth of extra pieces. They weren't quite at Games Workshop's standards but more than justified the price. Later sets, the Dwarfs and Orcs reduced the number of figures and parts, but were still well cast. The casting quality of the goblins is, to be generous, variable (and to be less generous, crap), but at least the sculpting was good.

Until the goblins, Mantic always used Renedra. I'm not sure why they stopped, if it was an issue of cost, time, Renedra are, apparently, snowed under with work from Warlord, Perry and Gripping Beast among others and responsible for much of the wargaming industries non-Games Workshop plastic, or something else. But Mantic's post-Renedra efforts haven't been promising, and leave me slightly worried about Deadzone and its plastic buildings. I don't blame Mantic for sending a team out to China.

Mantic do seem to have noticed the problems, even if they're are not quite acknowledging them openly. The final overview update to the Kickstarter from Ronnie Renton includes this rather telling paragraph:
We used a new process from the one with which we made Goblin plastic sprue, and I think the Men at arms are a big step up in quality from those. While I think they meet the reasonable price for a good number of army figures, I am still not happy that these are at the level I want to see our hard plastic figures. We are still working on this. Until we can find a method that takes the details back to those we have had in the past we will not stop. Every time we learn more and we get better, but we are not there yet, and I thank you for your patience.
Translated from marketing speak, I think that reads "our Men-at-Arms were crap, we don't want to make that mistake again."

Given that Mantic started off trying to compete with Games Workshop producing hard plastic, fantasy miniatures, it's troubling that this is the area where they appear to be struggling. On the plus side, the resin-plastic models have generally improved over time and their prices still give Games Workshop a run for their money, particularly when you take advantage of the larger horde and army boxes.

Moving rapidly to a tangent, this is the first Kickstarter I have seen through to the end, so what can we learn about Kickstarter (and crowd-funding in general) from it?

I have written before about how the relationship between wargames companies and their customers can be weirdly personal and how this can be both a blessing and a curse for both parties. Kickstarter intensifies this relationship.

Backers or Pledgers (not customers note) have to offer money for a product largely sight unseen, which may never be delivered based, substantially, on the company's prior reputation. In return they get a bundle of freebies, exclusives, the promise of getting things before anyone else and a sense of personal involvement with the company thanks to some direct communication. Mantic, in particular, have been very good at communication, responding to comments and incorporating requests into their plan.

The drawback is the sense of entitlement this breeds. Pledgers feel special and that means they expect special treatment and woe betide the company that does something to upset that. Delays rapidly lead to grumbling and Mantic found themselves the subject of serious hostility with their Dreadball Kickstarter when a few copies of the game found their way into the shops before all pledgers had gotten their copies.

Speaking of delays, the other problem with Kickstarter seems to be an obsession with delivery dates. Much of the complaints surrounding Kickstarter in general relate to delays and slipped delivery dates. It's not surprising, Kickstarter already feels less real and concrete than a proper purchase and it feels like a short step from delayed shipment to no shipment to company skipped town with all your money. The consequence is that many companies are obsessed with not missing their deadlines.

Ronnie Renton referred to CNN's article listing Mantic as a successful Kickstarter as a proud moment. But it's significant that this article is all about delivering on time. Part of Mantic's delivery slipped back to August and they felt the need to add extra models to the earlier shipment by way of compensation.

If you look at my list above, its worth noting that its the Bassileans who are slipping into the Okay and Flawed categories and the worst of the bunch is also Bassilean. I wonder if this was because they were rushed out to meet a deadline and suffered as a consequence. The men-at-arms really aren't good enough and, given more time, might Mantic have gone back to the drawing board? I don't know, but I can't imagine rushing is good for the models or for customer satisfaction.

As crowd funding matures, and feels a bit less ephemeral, maybe the focus will shift. Backers may stop worrying about whether their rewards will show up at all, and more about what  state their in when they arrive.

On the other hand, given how strongly gamers can feel about games companies, and given how a Kickstarter tends to intensify those feelings, if gamers find more to complain about than just delivery dates, we could end up with a very bitter and angry community.

Wednesday, 3 July 2013

Double Duty

Do you use the same miniatures for more than one game?

Obviously there are some companies who have actively used a range of miniatures as for more than one game. Rackham did it with Confrontation and Ragnarok, Games Workshop with Mordheim and Warhammer and soon Mantic with Deadzone and Warpath, to name but three. Not to mention the venerable history of borrowing models from a tabletop army to use in a Dungeon Crawl board game (Advanced HeroQuest, Warhammer Quest, Dwarf King's hold and so on).

But what about using the same, or almost the same, army for two different table top games. Mantic started out making models that were blatantly usable in Warhammer and Avatars of War have done the same, but now they have their own games would you still use the models for Warhammer?

I have to admit I have always felt a bit funny about this. I can't pretend its rational, but somehow I feel as though each army should be tailored for a particular fantasy world. I don't like the idea that my Mantic Undead should have a kind of cross dimensional existence in both the Warhammer and Mantic worlds. Weirdly, the rule even applies to games that aren't associated with a particular range of miniatures. I have been looking at Song of Blades and Heroes lately, but even there I think I would have to use a specific set of models for the game. It makes no sense, and its costing me money and shelf space.

Strangely, this self-imposed rule doesn't apply, or at least doesn't apply as strongly, to historical games. I have now issue with the idea of using my Normans and Saxons for Clash of Empires or Hail Caesar, or my (very slowly) developing Samurai army for Taiko or Osprey's forthcoming Ronin. Maybe, because historical miniatures represent actual people, they cannot be coupled to a rules set in the way that an invented fantasy or sci-fi range can?

Maybe there's hope for me in this direction. Just recently, I tried playing Kings of War using my Normans as a human kingdom, and now I have ordered a bunch of Mantic's Ogres to bulk them out in fantasy gaming only. The big test will be if I ever use them for Warhammer.

Saturday, 22 December 2012

Dreadball Unboxed

So my copy of Dreadball turned up on Monday. I have to admit I wasn't expecting this. I did get in on the Dreadball Kickstarter, but only at the last minute and missed out on the December release pledges. Consequently, I wasn't expecting it to show up until January, making its arrival something of a pre-Christmas treat.

I don't want to go into the rules right now. For a start, I have only played one demo game. Plus they have already been available in digital form since November and much of the details were all over the Internet before that. Not to mention the designer's copious blog posts going into detail not just about the rules but also almost every design decision that went into creating them. Frankly, I don't feel I have a lot to add to that.

On the other hand, I do have some comments about the actual package.

Previous Mantic board games, Dwarf King's hold and Project Pandora, although decent enough games, were somewhat lacking in quality. Strong box and component art clashed with cheap and rather rough looking cardboard pieces, while the rules manuals were functional rather than striking. This criticism was pretty much accepted by Mantic at their open day back in September and they have taken serious steps to address it here.

Dreadball comes in a large squarish box made from thick card cardboard. Opening it up reveals the rule book, a general leaflet about Dreadball and its forth coming releases and a second leaflet to store your Mantic points, something that has been a long time coming. Mine also came with a rather nice art print of the box cover, though I suspect this won't be a standard feature. The rule book is a similarly high quality product, full colour and perfect bound on glossy paper. It has the look of a book that Mantic could sell separately in a pinch.


Hiding under the rules is the board. Mantic have offered two custom boards, but I stuck with the one in the box and have to say I'm happy. Mantic have maintained the high quality component art of their previous board games, but have mounted it on thick paper wrapped card, for a feel that is far closer to a traditional board game. There is a touch of sagging around the fold in the centre, and the print quality is not as strong as the rule book, but it is still of decent quality.



I speculated a little while back as to whether Dreadball would follow the packaging conventions of a board game or a wargame. I was surprised to find Mantic went with board game. Under the board is a moulded plastic tray with separate spaces for counters and dice, roster sheets and miniatures. I wouldn't have expected this from Games Workshop, so Mantic have done a very nice job here. The cards and roster sheets maintain the high production standards of the box, board and manual.



I think Mantic have been quite canny here. Although to my mind, Dreadball is essentially a wargame, it has been packaged such that it wouldn't look out of place alongside board games. It could sit comfortably in a shop that focuses on board games, or in Smiths or Waterstones, both of which have been expanding their board games selection recently. Dreadball could easily be Mantic's "gateway drug" for new players.


In their own sections of the tray were four bags of models. The largest was the official models included in the base set, in addition to those I also had the Forge Father team, that I had added to my pledge, another bag containing two samples each of Forge Fathers and Veer-myn and  a final bag of MVPs and limited editions. Unfortunately, it was the models that let the package down slightly.

The Human and Marauder Teams included in the box


The models are all resin-plastic (or restic or sprueless plastic or however Mantic is marketing it this week). Generally I have had a pretty good experience with this stuff. It doesn't hold detail quite as well as Games Workshop's Finecast or, for that matter, conventional resin, but it does a good job and has none of the problems of the other materials; no bubbles, air holes or nasty bits of sprue, and little flash or mould lines. It's also a lot more durable. It has shown a marked tendency to warp, but if you put it in some hot water it will soften enough to be bent back in to position.

 MVPs


The problem with the models is that they come in multiple pieces, usually with separate heads often arms and in some cases legs. Unfortunately, the box comes with no instructions on how to assemble them or even explaining that you need super glue and that conventional polystyrene cement won't work. On the plus side the pieces go together well and only minimal clean up was needed.

 Forge Father Team

The rest of the game is packaged like a board game, but having miniatures that need a considerable amount of assembly and prep works against that. It doesn't help that page 7 of the rule book actively encourages you to learn the rules by playing a game and muddling through. This isn't really practical when you have 20+ models to prep and assemble. Without this issue I could see Dreadball being opened Christmas morning and game being played by mid afternoon or at least Boxing day. Perhaps Mantic should have included some counters to represent the players so at least you could get in a game straight away.

It's a shame, because the models look very nice and I certainly have plenty of them, but, unfortunately, they work against the style of the rest of the package. So, high quality components, well packaged, addressing many of the faults with previous Mantic releases, but, sadly, not quite perfect.

Wednesday, 12 September 2012

Does everyone have to have a Kickstarter now?

The news is out that Wyrd games is planning a Malifaux RPG Kickstarter. This following Kickstarters from McVey studios, Soda Pops miniatures, Reaper, Mongoose and Mantic who are now on their second. It's starting to feel like Kickstarter is the thing all the cool miniature companies just have to have.

For anyone not in the know, Kickstarter is a website that allows companies (not necessarily miniature companies) to gather donations to put towards a specified project. In return for these pledges they offer contributors a reward. In most cases this will be a copy of one or more of the funded projects, though all kinds of rewards are on offer.

Given that I contributed a not insubstantial sum to the Mantic Kings of War Kickstarter (enough to get my name in the rulebook) I can't oppose the concept in principal. At it's best its a smart way for a company to crowd source its funding and to gauge whether a project is worth pursuing before committing any money. It can also be good for the customer, though its worth be careful. Its all to easy to get carried away in the momentum and fail to realise that the rewards aren't much more than exactly what the company will be selling in a few months time.

What I do wonder, however, is whether Kickstarter is strictly a good idea for every company. Most of the established companies have declared their Kickstarter goal to grow their gaming system and release models earlier than they would otherwise be able. This sounds great in principle, but I question whether it is always a good idea for the company.

I have written before about the difficulties faced by established miniature companies, like Games Workshop and Privateer Press, before. Essentially the dilemma is whether to keep growing the game in order to maintain the interest of the existing fan base at the risk of losing new players, or move in the other direction and endlessly re-release in order and rely on high player turnover. A more rapid release schedule could simply exacerbate the problem. The more you release  the harder it is for a new player to find a way into the system, Warmachine and Hordes are all but impenetrable to new players, and the more you risk losing casual players who can't keep up.

As the game grows only the truly dedicated can keep up, and these are exactly the sort of people likely to contribute to a Kickstarter campaign. This could fuel a kind of positive feedback in which the most dedicated, even fanatical, fans drive the development of the game. This could  lead to a distorted picture of the popularity of the project. What happens when the audience for a Kickstarter is the same size as the contributors?

At least Wyrd are focusing their Kickstarter on a new game, the Malifaux RPG. But I do wonder just how much Malifaux do people want? There are already three main rulebooks for the miniature game with a forth on route and a handful of new releases every month. With this rate of growth it becomes harder and harder to find an entry point. Ultimately, will Kickstarter provide a boost for these companies or just allow them to grow faster than is wise?

Tuesday, 20 March 2012

The Joy of Simplicity

Last weekend MLB and I had plans to get in a game of Warhammer 8th edition. We wanted a rematch of the game between my Greenskins and his Ogres that we played at Christmas. Him to test out his 16th birthday present, the Blood Sail pirates, me to erase the stain on my honour caused by my previous ignominious defeat. In the end we found ourselves with less time than we had expected and the game was put on hold until Easter. Ultimately we ended up playing Dwarf King's Hold in front of the TV.

DKH is by no means as straightforward as Warpath and Kings of War, it has a few quirky features that take some getting used to, but it is in keeping with Mantic's preference for straightforward fuss-free game play.

There's no getting around the fact that we have a hobby with a complicated infrastructure. After the assembling, painting and scenery building there is the simple practical concern of setting up and putting away. I am one of the fortunate who can maintain a hobby room with a permanent gaming table. In my younger days getting in a game meant squeezing onto the dining room table, or clearing a substantial patch of floor. When you combine this with a less that straightforward set of rules, the game can start to feel more like work than fun.

This is why I question Games Workshop's choice to push bigger and bigger armies. It makes sense as a marketing strategy to get your players to buy as much as possible, but if the net effect is to make playing the game increasingly a chore, it can only be counter-productive in the long run.

Of course Mantic have also pushed the big army concept, but are at least attempting to marry it to a simpler, quicker, more straight-forward set of rules. But, as I wrote in my last post, one of the most refreshing things about Warpath was how quick it was to get through a game with the models in the box. MLB and I took no more than an hour. Double or triple the number of models and we are still talking about a game we can get through comfortably in an afternoon, even with setup and pack up time.

Rules complexity isn't solely about length. I wrote at length about the poor presentation of the Infinity rules, but once you get your head around the unusual turn structure it actually isn't that difficult to play. Though I would recommend producing a summary sheet with your models profiles for quick reference. What slows down Warhammer is the sheer number of special rules and exceptions of which you have to keep track.

I suspect part of the problem is trying to scale up a game that works better with smaller numbers. Warhammer 3rd edition has proven ideal for skirmish games between Chaos Warbands, but I expect it would be horribly cumbersome at the 3,000 point level recommended by Warhammer armies.

All of the above is really a round about way of saying that in my old age I increasingly appreciate simple and stream-lined rules. If nothing else, Mantic is good at providing a wargame experience with a minimum of fuss.