When getting used to a new set of rules, the first few games tend to be a pretty uneven affair, characterised by a lot of flicking back and forth through rulebooks and checking stats. I'll admit that these early games are not always a lot of fun to play; I'm far too busy trying to keep track of the rules to think about tactics and victory or defeat all to often depends on whether you got the rules right.
It's for this reason I find myself gravitating back to Warhammer so often. It's not that I think it's the best set of rules, it isn't, but for most of the 1990s it was, for me, literally the only game in town. I have played it so much over the years that the fundamentals are second nature and when new editions come along, I just have to be on the look out for the changes.
This is why I think Mantic have been very smart with Warpath and Kings of War. Here we have two examples of a set of rules that are designed to be easy to learn and play at the exclusion of all else. This can lead to some odd quirks. Nevertheless, I am more willing to play these two than a number of games I have previously played more, simply because I know I am not going to have to look very much up and I can concentrate on the business of actually playing.
The trend in Fantasy and Sci-Fi gaming in recent years has been towards smaller scale skirmish games. This has the advantage that I can build a usable force more quickly and cheaply, even when individual models cost more than Games Workshop (at least until the advent of Finecast). If you I need five to ten models a side, you're much less likely to baulk at paying £10 a model. And you can focus more time and effort painting individual models and still get them painted more quickly. I have a larger proportion of my Anima Tactics models painted than I ever have with Games Workshop.
The drawback is it does tend to split my collection across lots of different games. Money and time I would have spent building up one army, ends up diffused across multiple gangs, crews or factions. And this means more rules to learn. Unsurprisingly, I find myself gravitating towards the systems where the rules are easiest to learn.
I have all but abandoned Malifaux, largely because it combines an unusual random mechanism, based around playing cards, with a large number of special rules for most models and a complicated abbreviation system for keeping track of them. Then there's Bushido, a game I like and really want to play more, but which, unfortunately, has one mechanism for activation (two short or one long action per turn), one for special abilities (points that are accumulated turn by turn, but which can be stored across multiple turns) and another for combat (a pool of combat dice that have to be divided between attack and defence and which can be sacrificed to produce additional effects).
One of the things I have always liked about Anima Tactics is that it has very few mechanisms to control things. Activation is based on action points that are renewed at the start of the turn, special abilities are mostly special actions that work in the same way and most effects are resolved by rolling a d10 adding a stat and modifiers and comparing it to a target number or the opposing players roll. Dreadball, and soon Deadzone, use a similar mechanism of rolling multiple dice, trying to equal or exceed a target number and counting the number of successful rolls. Even the badly presented Infinity rules, have the advantage of a single dice mechanism which covers most situations.
I wonder how often 'ease of learning' is factored into rules design? I know Jake Thornton has said he favours rules that are quick to learn but with plenty of tactical depth. But with some designers it feels like depth is being confused with complexity. I also wonder if my experience with Warhammer tells us anything. When your playing the same game day after day it becomes second nature and it's all to easy to forget how baffling it can appear to outsiders.
Showing posts with label Warpath. Show all posts
Showing posts with label Warpath. Show all posts
Tuesday, 18 June 2013
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.
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.
Tuesday, 6 March 2012
Warpath - Taking the Plunge
So I have finally taken the plunge and grabbed a copy of Fate of the Forgestar. Or, more accurately, split the cost and contents with MLB with him taking the Marauders and myself the Forge Fathers. I wrote a little while back that the contents of Warpath's starter box failed to inspire me, but a 40% reduction to £30 from Dark Sphere overcame that objection rather comfortably. Whether the reduction indicates the inevitable failure of the game, Mantic as a company and possibly the entire wargaming industry or whether Dark Sphere simply picked up a few too many starter boxes remains to be seen. But for £15, I felt it was worth a punt.
In terms of sheer numbers, MLB has done rather better than I have. He got 40 Marauders and a Raptor, for my 20 Forge Fathers and a Heavy Hailstorm cannon. That said, five of my twenty are veterans made from plastic-resin and in points terms we are pretty close to even. I have also benefitted from a bonus five forge fathers thrown in. Actually there are six, but as you can only use squads of five and there are only enough bases for five I give Mantic props for not advertising six.
The plastic troops are rather better than I expected. Much has been made of Mantic reusing their fantasy sculpts, but it works better than might be expected. In the case of the Forge Fathers its barely noticable, with only the backs and legs and optional heads coming straight from Kings of War. The legs integrate nicely with the stylised armour and the addition of some goggles take off the fantasy edge of the bonus heads. That said, that half the squad have cloaks is a little odd. They have also inherited a problem from the Fantasy dwarves, the pieces don't quite fit together properly meaning you either have to file down the backs or put up with a small gap between pieces.
The Marauders have proven a lot better than expected. It helps to see both types of sprue, the one with two bodies and the one with three. They are clearly intended to work in combination as the two body sprue comes with a number of spare heads, weapons and accessories that help customise the rest. With a little imagination and effort you can easily put together a good variety of decent looking poses.
As for the rest, the resin plastic is solid, free of flash and mold lines and sticks comfortably with super glue. On the down side, not all pieces fit together as well as I would like; the raptor is going to need some filing work and the veterans heat cannon cables do not in any sense join up with their back packs.
We haven't had a chance to try the rules yet (we only got them last Saturday) but they seem refreshingly straight forward. There is something rather appealing about the idea of a game we can get through in an hour or so without masses or page flipping and cross referencing. I am very much in favour of Mantic's commitment to getting everything into as few pages as possible. The presence of vehicles and multiple weapon types within a squad add a little complication over Kings of War, but nothing particularly confusing.
Also in Mantic's favour is the inclusion of a double sided scenario sheet designed to use the models in the box and with summary rules for all of them. Something that Games Workshop pointedly failed to include in Isle of Blood. The sheet does call the set Fate of the StarForge on a couple of ocassions and, less forgivably, fails to include the rules for the Anti-Tank gun on the Marauder Raptor, but, overall, it is a highly welcome inclusion and ensure that the set can function as complete game. That said, any truly new players are going to need to invest in some dice pretty soon, the box comes with ten but the Heavy Hail storm cannon alone rolls 16 for each shot. This is a definitely a "buckets of dice" game.
I am certainly looking forward to getting everything assembled and painted and giving it go. Is it worth fifty quid? Based on what I've seen so far, probably. Is it worth thirty? Most certainly.
A big stack of semi-assembled Mantic goodies
In terms of sheer numbers, MLB has done rather better than I have. He got 40 Marauders and a Raptor, for my 20 Forge Fathers and a Heavy Hailstorm cannon. That said, five of my twenty are veterans made from plastic-resin and in points terms we are pretty close to even. I have also benefitted from a bonus five forge fathers thrown in. Actually there are six, but as you can only use squads of five and there are only enough bases for five I give Mantic props for not advertising six.
The plastic troops are rather better than I expected. Much has been made of Mantic reusing their fantasy sculpts, but it works better than might be expected. In the case of the Forge Fathers its barely noticable, with only the backs and legs and optional heads coming straight from Kings of War. The legs integrate nicely with the stylised armour and the addition of some goggles take off the fantasy edge of the bonus heads. That said, that half the squad have cloaks is a little odd. They have also inherited a problem from the Fantasy dwarves, the pieces don't quite fit together properly meaning you either have to file down the backs or put up with a small gap between pieces.
The Marauders have proven a lot better than expected. It helps to see both types of sprue, the one with two bodies and the one with three. They are clearly intended to work in combination as the two body sprue comes with a number of spare heads, weapons and accessories that help customise the rest. With a little imagination and effort you can easily put together a good variety of decent looking poses.
As for the rest, the resin plastic is solid, free of flash and mold lines and sticks comfortably with super glue. On the down side, not all pieces fit together as well as I would like; the raptor is going to need some filing work and the veterans heat cannon cables do not in any sense join up with their back packs.
We haven't had a chance to try the rules yet (we only got them last Saturday) but they seem refreshingly straight forward. There is something rather appealing about the idea of a game we can get through in an hour or so without masses or page flipping and cross referencing. I am very much in favour of Mantic's commitment to getting everything into as few pages as possible. The presence of vehicles and multiple weapon types within a squad add a little complication over Kings of War, but nothing particularly confusing.
Also in Mantic's favour is the inclusion of a double sided scenario sheet designed to use the models in the box and with summary rules for all of them. Something that Games Workshop pointedly failed to include in Isle of Blood. The sheet does call the set Fate of the StarForge on a couple of ocassions and, less forgivably, fails to include the rules for the Anti-Tank gun on the Marauder Raptor, but, overall, it is a highly welcome inclusion and ensure that the set can function as complete game. That said, any truly new players are going to need to invest in some dice pretty soon, the box comes with ten but the Heavy Hail storm cannon alone rolls 16 for each shot. This is a definitely a "buckets of dice" game.
I am certainly looking forward to getting everything assembled and painted and giving it go. Is it worth fifty quid? Based on what I've seen so far, probably. Is it worth thirty? Most certainly.
Friday, 11 November 2011
Underwhelmed by Warpath
So after months of build up Mantic has finally released Warpath. One thing you can't say is that they've failed to generate sufficient buzz. The release strategy has a been a master piece of slowly released data. You might quibble over the final product, but not with the way the release has been managed. And yet I find myself unlikely to start on Warpath any time soon.
Regular readers of this blog (I think there may actually be some now) may have realised that I have a fair bit of time for Mantic. I applaud their ambition and am glad to see a company attempt to take on Games Workshop at their own game (in more ways than one). I have generally found their miniatures to be well sculpted and good value. In spite of this I have not invested in Kings of War, at least not yet.
The reason for this had little to do with the quality or value of the product and more that it felt like more of the same. After nearly twenty years of Warhammer, I don't have much enthusiasm for starting on another army of generic fantasy types, however, cheap or well sculpted. So far I have acquired Dwarf Kings hold and left it at that.
Warpath, however, was of greater interest. I have been a Warhammer 40,000 player in the past, but not with anything like the same dedication. I have one fully painted army and a few scraps of others. Also, Warhammer 40,000 is a much more distinctive setting and, while they share the same Fantasy in Space, concept Warpath does seem to be aiming for a different style. What we know of their humans is that they represent ruthless capitalists rather than excessively gothic, bigoted, religious fanatics. So, initial impressions were good.
I have not been put off, as some people had, by the discovery that the Orx sprues are essentially Orc sprues with different arms. This isn't exactly a selling point, especially as the Orcs sprue offers only three different bodies, but isn't a deal breaker either.
When Mantic first started out, they released their first miniatures with no game of any kind. Kings of War had a logo and that was that. The miniatures were co-opted for Warhammer, mostly, and any other game players liked. The releases trickled out steadily, Undead followed Elves, and then Dwarves. It wasn't until the last release that we saw any game rules at all. By this point all the major armies had several plastic boxes. When the Kings of War starter set appeared, it came with two substantial armies and was followed by army boxes that put Games Workshop's battalions to shame.
In contrast, with Warpath the rules were out months before the models. We know that eight armies are planned and we have a good sense of what's going in them. The first of the Forge Fathers and Marauders have been released, but so far there isn't much. It's at this point that Mantic have put out a starter box and two starter armies.
Compare and contrast the Kings of War dwarf army box with the Warpath Forge Fathers box. The former has 85 infantry figures and 2 artillery pieces, the latter 30 figures and 2 artillery pieces (admittedly, huge artillery pieces). The former is a really stunning amount of figures for the price, the latter is a decent deal. The story is the same with the Marauders. The Orcs get 84 figures, the Orx get 50 and 2 vehicles.
A good part of the reason for this is the inclusion of resin-plastic figures in the Warpath boxes. While the small number of releases so far mean would mean that including more plastic would mean much less variety. But the contrast is still striking and presents a very different idea of the game. Both are meant to be based around big armies, but while Kings of War makes a big army look achievable, for Warpath it much more of a challenge.
Putting it simply, I was expecting to be wowed by Mantics Warpath starter sets. So far I haven't been wowed. They look like decent value, but that's all. And to really grab me from the word go Warpath needed to be more than decent.
Regular readers of this blog (I think there may actually be some now) may have realised that I have a fair bit of time for Mantic. I applaud their ambition and am glad to see a company attempt to take on Games Workshop at their own game (in more ways than one). I have generally found their miniatures to be well sculpted and good value. In spite of this I have not invested in Kings of War, at least not yet.
The reason for this had little to do with the quality or value of the product and more that it felt like more of the same. After nearly twenty years of Warhammer, I don't have much enthusiasm for starting on another army of generic fantasy types, however, cheap or well sculpted. So far I have acquired Dwarf Kings hold and left it at that.
Warpath, however, was of greater interest. I have been a Warhammer 40,000 player in the past, but not with anything like the same dedication. I have one fully painted army and a few scraps of others. Also, Warhammer 40,000 is a much more distinctive setting and, while they share the same Fantasy in Space, concept Warpath does seem to be aiming for a different style. What we know of their humans is that they represent ruthless capitalists rather than excessively gothic, bigoted, religious fanatics. So, initial impressions were good.
I have not been put off, as some people had, by the discovery that the Orx sprues are essentially Orc sprues with different arms. This isn't exactly a selling point, especially as the Orcs sprue offers only three different bodies, but isn't a deal breaker either.
When Mantic first started out, they released their first miniatures with no game of any kind. Kings of War had a logo and that was that. The miniatures were co-opted for Warhammer, mostly, and any other game players liked. The releases trickled out steadily, Undead followed Elves, and then Dwarves. It wasn't until the last release that we saw any game rules at all. By this point all the major armies had several plastic boxes. When the Kings of War starter set appeared, it came with two substantial armies and was followed by army boxes that put Games Workshop's battalions to shame.
In contrast, with Warpath the rules were out months before the models. We know that eight armies are planned and we have a good sense of what's going in them. The first of the Forge Fathers and Marauders have been released, but so far there isn't much. It's at this point that Mantic have put out a starter box and two starter armies.
Compare and contrast the Kings of War dwarf army box with the Warpath Forge Fathers box. The former has 85 infantry figures and 2 artillery pieces, the latter 30 figures and 2 artillery pieces (admittedly, huge artillery pieces). The former is a really stunning amount of figures for the price, the latter is a decent deal. The story is the same with the Marauders. The Orcs get 84 figures, the Orx get 50 and 2 vehicles.
A good part of the reason for this is the inclusion of resin-plastic figures in the Warpath boxes. While the small number of releases so far mean would mean that including more plastic would mean much less variety. But the contrast is still striking and presents a very different idea of the game. Both are meant to be based around big armies, but while Kings of War makes a big army look achievable, for Warpath it much more of a challenge.
Putting it simply, I was expecting to be wowed by Mantics Warpath starter sets. So far I haven't been wowed. They look like decent value, but that's all. And to really grab me from the word go Warpath needed to be more than decent.
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