Monday, 16 May 2011

I go, you activate

When Mantic Games released its Kings of War rules there were complaints from some quarters about its use of the IGOUGO turn sequence. The phrase, an abbreviation of "I go, you go" refers to a game in which one player takes a turn moving, shooting and fighting with their miniatures and then the other player does the same. This is contrasted with something that might be called "alternating activation" in which one player chooses a miniature and does something with it, then the other player, then back to the first and so on until the turn is over.*

IGOUGO has been criticised for being unrealistic as it does not allow players to respond to their opponents actions and because the 'passive player' has to wait for long periods of time before being able to do anything. These long waiting periods can make IGOUGO seem dull or jerky in contrast to AA's fluidity or dynamism. There is even a tendency to regard IGOUGO as slightly old fashion or out of date, a complaint that was leveled at Kings of War and at each edition of Warhammer that continues to use it. When Privateer Press announced their new big battle supplement for War Machine, stating that it would use AA, many applauded it as a step forward. As though the move represented a progressive shift, instead of a simple rules choice.

Alternating activation often goes along with the abandonment the of traditional turn sequence. Specific movement, shooting and fighting phases are usually lost in favour of allowing units to move, shoot and fight when they are activated, before another model does the same. One notable exception was Rackham's Confrontation, which used AA in its movement phase, before having separate shooting and close combat phases afterwards.

AA is very common for skirmish games, possibly because the quick back and forth between players better mirrors a dual or brawl than the careful maneuvering the characterises a big battle. There are, however, some big battle games that use this approach. Games Workshop's Epic Armageddon is one example and soon War Machine will follow. However, one aspect of large scale battles that is not easily modeled by AA is co-ordinated attacks.

In a game that uses IGOUGO game, with the turn divided into stages, it is easy to have one unit or miniature attack another and then be joined by a supporting ally. The actual combat resolution doesn't happen until later allowing multiple units to join the attack. This is much more difficult to model in AA. If one unit or character activates at a time, with no separate phases, then one unit completes its attack before another can join. It is possible to have combat engagements last over several activations, but this requires the initial attacker to survive the first attack.

Imagine a situation in which two weak units attack a stronger one. In IGOUGO they can both engage and the combat is worked out in one go. In AA, the first unit has two attack and survive a potential counter attack before its ally joins it.

There are ways around this problem. Malifaux has a companion rule that allows some groups of models to activate together, for example. However, these are generally compromises or fudges that work around the natural flow of the rules and arguably undermine the fluidity of Alternating Activation.

The point is that AA feels more fluid and sometimes more real, because the way the miniatures or units activate feels closer to simultaneous. However, the fact that allies cannot easily act in concert undermines that by demonstrating that it is still turn-based. Wargaming is necessarily a fudge that does its best to simulate the effect of real warfare whilst allowing players to actually play a game. Ultimately, Alternating Activation is as much a compromise as IGOUGO, they just have different strengths. Alternating Activation simulates the back and forth of combat, IGOUGO is better for co-ordinating strategies and careful maneuvering.

*This is a slight simplification as many games that use some variation of AA have a mechanism that allows one player to activate two or more miniatures or units in sequence. Broadly we are talking about a system in which one player gets to activate some, but not all, of their models and then the other does.

Monday, 9 May 2011

Game Retrospective - Space Marine

My very first set of wargame miniatures for anything at all was a set of 6mm Ork Raiders purchased from Games Workshop mail order (as it was known back then) in 1990. I was attracted by the promise of hundreds of Orks and dozens of battlewagons and hadn't fully realised the implications of the scale. When they arrived I was slightly disappointed by their small size, but I quickly forgot this when I lined them up in ranks on the table (not very Orky, but I was new to the game).

Games Workshop players with long memories may remember that before Lord of the Rings came along, there was another 'third core game'. A 6mm battle game set in Warhammer 40,000 universe, it went by different names, but generally referred to as Epic, a term used by Games Workshop to describe scale in a canny piece of marketing. The first edition consisted of two games Adeptus Titanicus, a game of giant robot Titans and Space Marine which introduced infantry and tanks. But the version of the game that made the most impression on me was the second edition.



Also released as Space Marine (GW knew what its audience liked even then), it was a game of infantry companies, tank divisions and vast war machines like the Titans. Infantry were mounted five to a base and tanks appeared in squadrons of three or more. The appeal of Epic to a teenager in the 1990s was obvious and diverse. For a start, infantry was produced entirely in plastic at a time when vast majority of models were metal. Getting hundreds of models for the cost of a couple of weeks pocket money was hugely tempting. Then there was scale. Warhammer 40,000 might see one or two tanks a side, in Epic there would be dozens and even the smallest game was huge in scope.

Second edition Epic had deceptively simple rules. It used an alternating activation system, still unusual in GW games, with players moving and shooting with whole formations at a time. Troops profile and weapons were all recorded on one stat line. Shooting generally consisted of a roll to hit and, if opponent was lucky, they got a saving throw modified by attackers weapon. Most infantry got none. Some weapons, referred to as Barrage weapons, used templates. The whole formations barrage points were totaled up and the higher the score more templates used and the more damage done. For close combat, every model had a close assault factor (CAF). Each player rolled 2 dice added CAF and highest score won. The only additional complication was war machines, such as Titans, which used a targetting grid and damage charts depending on where you hit.

The games other innovation was order counters. Players placed them face down next to formations at start of turn. They were fairly basic with only three different types: First Fire, Charge and Advance. The choice of order determined the actions available to the formation. First Fire allowed units to shoot with increased effectiveness but prevented them moving. Charge meant you couldn't shoot, but moved fast and could enter close combat. Advance was a compromise with normal movement and shooting. The orders did not have a huge impact on the units behavior, but failing to place them prevented the unit moving and left them shooting with reduced effect. This forced the player to pay attention to his units and what he intended to with them at the start of the turn.

My favourite feature of Space Marine was its army selection system which used army cards instead of an army list. Players selected army cards, paid their points and received the units listed on the card. There were three main types of card, Company, Support and Special. The core of your army would be company cards, representing large formation such as a Space Marine company or an Ork horde, usually consisting of several squads and some kind of command unit or units. For each company card you took you could have up to five support cars, generally a single squad or one large tank. You could have one special card for each company, these would be characters and big stuff like Titans. All points costs were divisible by fifty, so totalling up your points was quick and simple.

Army cards also showed the break point, how many units had to be destroyed to force the formation to fall back, and victory points, the number of victory points your opponent got when you did it. This Neatly combined moral and victory rules with the army lists.

There were some variation in the use of Army Cards for different armies. Ork support cards added to their company formations making for vast mega formations with massive break points worth large amounts of victory points. This made Ork army powerful and durable, but few in number and prone to sudden collapse. Chaos replaced all cards with Greater Daemon and Minion cards. Each Greater Daemon had to have 3-5 minion cards. This added some character to the army while still keeping the lists straight forward and largely consistent.

So in principle a straight-forward and simple game, but in practice this was not quite true. Three main supplements were produced to accompany the game - Armies of the Imperium, Renegades and Warlords, each with the rules and cards for two armies. Each expansion introduced new troop types and almost all of them had special rules unique to them, even if it was as simple as restricting the units choice of orders. Some of these were a lot of fun such as the Ork Dragster, which featured a force field that bounced enemy attacks in a random direction and Eldar Wave Serpents which used a special template for shoving enemy units out of the way. The upshot of this was a game that was quirky and characterful but became bogged down in special rule interactions and the need to reference different books.

After all the supplements and models had been released, Space Marine plodded on two or three years supported in White Dwarf with one or two articles a month. It was very much the third game, but still one of Games Workshop's big three. This was to change with the release of Titan Legions.


Titan Legions had been intended to be a fourth supplement, but was delayed time and again, swelling up with new rules as it did so until it became an entirely new game. Andy Chambers, in his designers notes, lamented that focus of Epic had shifted from Titans to infantry and tanks. Titan Legions was attempt to address the balance. The game was not a new edition, but an expansion of the existing rules with some tightening up and the introduction of some new unit types. It introduced titan companies, large formations of three titans that acted as company cards and reintroduced the Knights, one man Titans that had been around in Epic first edition.

So far so good, but more was to come. As with all Games Workshop games of the period, Titan Legions came in a big box with lots of new plastic miniatures. These included the massive Emperor Class Imperator Titan and the Ork Mega Gargant. These cost as much as a small army (the Imperator was 2250 points) and brought in whole new level of Complexity to game. Each one had two card templates, one a hugely complicated damage location chart plus damage tables and second to track crew, damage and effects of weapons.

This was point where complexity of second edition Epic reached critical mass. It didn't help that only Orks and Imperials had access to Titans in this class, leaving other armies looking underpowered. Then Introduction of new army, Tyranid, with a whole new set of, hexagonal, army cards complicated matters further. There was still a lot of fun to be had with the game, but without self limiting their army lists players could become horribly bogged down in special rules.

The game had become unwieldy. But at the same time the universe described by Epic had diverged from its Warhammer 40,000 parent. Both were supposed to be set in the same universe, but armies and models often bore little relationship to one another, many Epic miniatures had been designed based on a much earlier edition of the game. A new edition was inevitable, and most players accepted it, but when it happened it was not well handled

For a start, Games Workshop took 2nd edition Epic off the shelves months before the release of 3rd edition. When 3rd edition did come they rebooted the whole range with almost entirely new models. These were some of the most spectacularly detailed sculpts they ever produced, but they were expensive, the first range cast entirely in lead free white metal. They also changed the packaging, the late 2nd edition blisters had contained pictures of the painted models, the new packs looked like a collection of semi-identifiable blobs. Then there was the infantry. Epic Infantry had traditional been based on 20x20mm squares in a cross pattern, like the 5 on a six sided dice. Now they were based in a line on 40x10mm strips. There was no strict requirement to re-base, bu the alternative was to have an inconsistently based army or use nothing but old style infantry. The decision added an unnecessary complication for existing players.

Finally the rules. After the over-complication of second edition, third's simplification was welcome. And the rules contained a lot of new ideas to like. The concept of blast markers was introduced. These markers were placed on formations when they suffered casualties, but also when they came under fire at all and reflected the suppressing effects of fire. A formation was broken when it had more blast markers than units. Plus the markers in the box were card explosions which had the effect of making the unit look as if it were truly under fire.

But the new rules also dramatically changed way units worked. What had been quirky and grungy, became abstract. Most infantry in any one army were the same except for one or two simple special generic special rules. Units were now abstracted into formations which fought as a collected group. For example, shooting was carried out by totalling up the fire power values of an entire formation and cross referencing on a table to find how many dice to roll.

As unit rules got simpler and more abstract army lists got more complicated. Instead of the elegant card system, formations became hugely complex custom creations. Army lists had multiple types with multiple options that could be built up from scratch. The idea was to create a number of custom formations and record them on the supplied record sheets. But this required considerable advance work and could be baffling to new players.

Although embraced by many, particularly games designers, third edition was such a radical shift from its predecessor and from other Games Workshop games that it is hardly surprising that it was never fully accepted. It received far less White Dwarf coverage than second edition and ultimately shuffled off into the wilderness as a never well supported 'Specialist Game.'

The story of 4th edition Epic, also known as Epic Armageddon, is a little better known. A strong rules set developed by Jervis Johnson, the original designer of first edition, was boosted by considerable assistance from online play testers. It was a synthesis of the strongest elements of 2nd and 3rd simplifying formations and giving units individual stats, but keeping blast markers. The new edition warmly received by the player community, but just as it was taking off Games Workshop hit major financial difficulties and the game was all but abandoned, with only the Imperial, Orks and Eldar armies released. Since then, a dedicated group of online fans have updated rules and produced new army lists, while the models are still available from the Games Workshop website (for now at least). But essentially Epic Armageddon feels like a half-finished game.

Although in many ways Fourth edition is the best and most elegant Epic rule set, I will always have a special fondness for the second edition. It was the version of the game I first built armies for and played the most. But more than that, it was the version of the game that could stand proudly as the third Games Workshop core game.

Sunday, 1 May 2011

Totally addicted to base

When a player of predominantly Fantasy or Sci-Fi games shifts their attention to historical gaming they quickly become familiar with the question of basing. For the fantasy and sci-fi gamer this largely a non-issue as most miniatures are tied to a specific game and come supplied with the appropriate sized round, square or even hexagonal base. In the case of Malifaux and War Machine base size is even part of the miniatures stat line. For more generic miniatures it is more open, but for the most part fantasy gets square and sci-fi gets round.*

It can come as something of a shock to open up your first box of insanely cheap historical plastics and find either no bases or a sheet of bases of mixed sizes and shapes. This is certainly a hidden cost for the historical gamer, though still a very small one given the price difference between fantasy and historical miniatures.

The problem stems from a lack of consistency in how different rule sets expect models to be based. This isn't simply a question of size and shape, but also the number of models assigned to each base. This is usually a question of the smallest game element that can be removed at a time. For Warhammer (Ancient Battles or English Civil War) single models can be removed, and so models often need to be based singly. The DBM/Fields of Glory family uses 'elements' bases with consistent widths (40mm or 60mm depending on scale) and varying depth with 2 or more miniatures on each depending on type. For Impetus a unit is a single element and some spectacular examples of diorama style unit basing can be found with a bit of googling. Scale also plays a part, 6 or 10mm models are usually multi-based, for 15mm and larger it can vary considerably.

Of course it isn't even that simple. The requirements of moving dozens or hundreds of models around a table mean that many players prefer to multi-base their models regardless of scale. There is a long and venerable tradition of placing 4 28mm models on a square base and then marking them with dice as casualties are removed or keeping a small pool of single based models to show them.

Different rule sets tend to emphasise different aspects of basing. For Warhammer, each individual has a consistently sized base (20x20mm for infantry, 2x50mm for cavalry) with units varying in width and depth depending on the number of models. For the DBM family, base width is consistent, and depth and the number of figures varies according to type.

In practice, the rules may not always be as strict as they seem at first. Field of Glory lists the number of figures to a base as a maximum, so in principle you can line up 3 20x20mm based figures and call it an element. This works fine if you keep track of what element is what and don't lose track of which figures go together. The problem, is that in FOG and DBM the number of figures on a base is often used as determinant of type. The only difference between regular and irregular infantry may be that the former has four models per base and the latter three. This is not an insurmountable problem, but does add an additional complication if you figures aren't based according to the regulations as you have to find another way to record the different types.

With a number of new historical rule sets coming onto the market at pretty much the same time, all are vying for the attention of existing gamers. Basing is an issue, as no player wants to have to re-base their armies to play a new game and it seems to have become compulsory to advertise your game as having no rigid basing rules even if this is not strictly the case.

Clash of Empires, for instance, is keen to emphasise that its basing standards are only recommendations. The problem is that, like Warhammer, the number of attacks a unit makes against its enemy is determined by the number of models in contact. This puts models on larger bases (or at least ones with wider base space per model) at a significant disadvantage. Fortunately, the rules do have a way around the problem.

Working out how many models may fight can become a bit confusing, especially when two opposing player use different base sizes for their miniatures. If in doubt, refer back to the recommended base sizes, remembering to apply the concept that models in corner to corner contact will fight. For example, a unit of cavalry 6-wide has a frontage of 150mm and is fighting a unit of infantry. Just divide the cavalry's frontage by the opponent's individual base size (discarding any remainder) and add 2 to determine the number of models in contact. (Clash of Empires, p56)
I particularly like the use of the word 'just.' This is certainly perfectly doable, but it is not trivial, particularly in the middle of a game. Nor is it indicative of a game where "the base sizes are not critical to game play."(Clash of Empires, p8). The problem is that, as much as the rule writers may want basing not to matter, when the position of a model relative to its opponent has an impact on game play it does matter like it or not.

Of all the new rule sets, Hail Caesar probably has the best claim to be able to say that basing is not really important, because its smallest element is the unit. That is to say, individual models are not removed as casualties, casualties are recorded but the unit is destroyed in one go. The number of dice rolled by a unit in combat is determined by unit type and starting size, not by models in contact.

Hail Caesar does use unit width and depth to determine unit size, a rather abstract concept defined as standard, large, small and tiny. The width is imprecise and the number of models that should fill that width is up to the players to determine, and need not strictly be consistent. If one player wants their models mounted on 25x25mm bases and the other by 20x20mm bases it doesn't matter as long as all standard sized units have roughly the same width. Having said that, if you have you Roman Legionnaires based to Field of Glory standard you will need 12 Legionnaires to fill the width that a Warhammer-based army can fill with 9, which means FOG players are going to have to have rather more models to field the same sized army as their opponent.

Of course you could fix the number of models and fudge the difference between unit widths as long as it isn't too crazy. You would have to ensure that a particularly wide unit didn't get attacked in the front by two enemy units that were meant to be the same size as it. The bigger problem is terrain. A smaller unit is simply easy to manoeuvre through narrow gaps than a bigger one. To keep things fair players would have to look at gaps between scenery or at area terrain (such as woods) and decide in advance whether they are wide enough for a standard sized unit.

Most of these problems only really exist if players are following different basing standards. If bases are consistent then it rarely matters if they are 5mm wider than the rule book recommends. But these small issues can add up and armies based in a way inconsistent with the guide lines in the rule book invariably add an unwelcome obstacle to the smooth running of a game. Basing is an issue for historical gamers that rarely exists in fantasy and sci-fi gaming. And, unfortunately, rules writers can't simply stop it being an issue by declaring that it isn't on the back of the rule book.

*Hordes of the Things is the major exception to the Sci-Fi and Fantasy basing rules, following a similar system to DBA and DBM, but it is unusual in this respect.

Monday, 25 April 2011

Marketing matters

Since acquiring the Helldorado game system, Cipher Studios seems to have been a bit overloaded and haven't been releasing their Anima Tactics figures at the usual pace. Previously they had put out two or three figures a month, but in the last month this has slipped. The lack of figures and announcements of new figures has lead to much wailing and gnashing of teeth in the Anima fan community.This was relieved somewhat by the recent announcement of two new figures on Cipher's blog and forums.

Personally I was glad of the break. I already have plenty of other models to paint and no shortage of Anima Tactics figures to game with. What I did find interesting was how little time it took before vocal members of the message board community started worrying that the game was and before long no-one will play it. The ironic twist was that similar complaints have been made about Cipher's handling of Helldorado, with delays to the release of English rulebook being accused of doing untold harm to the game (despite English rules still available here).

I kind of get that people are worried about investing in a game that isn't going to last. It can be a pain having a box full of models and no-one to play against. But the speed of reaction seems excessive. Anima Tactics has plenty of models for all factions even Black Sun, the most recently released. There's plenty to keep the game going without a constant schedule of releases. It seems that a few too many sudden deaths of different games have left wargamers a little jumpy to see the least. Though it may also be that wargamers are a little too trained to believe marketing.

For a time, during Warhammer 6th and 7th edition, Games Workshop tried to release all models for an army at same time as they released the army book, with maybe a couple of special characters left out. Given that their previous schedule had consisted of releasing models whenever they felt like it and that some units never appeared, this was a huge improvement. Fast forward a few years and the strategy changed, they would release some models with the army book and then wait to release more a few months later. This was spun as 'not waiting for a new army book before releasing new models', but it really meant not supplying all the models at the same time as the book.

What surprised me was level of enthusiasm for this plan from gamers.

"Hooray I don't have to wait for new army book for new models!" They cried.

"All they're doing is stagger releasing, not supplying anything new," I felt like yelling.

Plus, if all the models from the book are available, why does it matter if there aren't any more releases? You can still buy them six months later. It's as though people had thought that they couldn't buy a model more than a month old.

Privateer Press got much praise for the release of a cheap rule book for War Machine with rules for all models and factions. But then they followed it up with a new book, which cost more, and had more rules for all factions. Then again. And again. By time of the new edition, you needed five books for full rules for each faction. But again, several gamers seemed happy about this. "

"Yay, new releases, I don't have to wait ages for new models."

"But you still have the same number of models. And now you have to buy five rule books."

It wasn't so bad for players who had followed the game from the start, but it was pretty off-putting for new players or those who had lost track to be confronted by so many expansions. And before someone points out that under the new edition, Privateer Press have separate army books for each faction, they have admitted this is only a stop gap to get old models working with the new rules. The rules for every faction books have started up again.

I get that all gamers have an interest in their preferred game doing well. But it seems to have reached a stage where gamers confuse what is good for the game with what is good for them personally. Yes I want my games to do well, but I also want it to cost me as little as possible and to not have to spend out money every month on new models just to keep up. Also, new releases are not always a good thing, sometimes it can be nice to switch projects and not have a huge backlog of models and supplements to catch up with when you return to an old game.

So, in conclusion, I can live without new Anima Tactics figures for a month or so, don't care exactly when Games Workshop releases new models and would be more inclined to play War Machine if I didn't have to buy every supplement book to keep up.

Sunday, 17 April 2011

The big Salute Review 2011

After all the months of build up the big event, Salute, has been and gone. Very much the biggest event in the wargaming calendar, with so many traders and games that putting together a coherent summary is a near impossible task. While the South London Warlords always have a theme (this year the American Civil War) it is always very loosely applied. There is little sense of unity and no prevailing impression. Also, I am a long way from being a professional photographer and others will provide better photo summaries, such as Joe Dever.

Most people approach Salute with a particular focus, whether it is shopping, gaming or even trying to record the event. But focusing on one tends to be detrimental to others. You can't spend all your time shopping and get a good sense of the games. I was buying this year and so didn't spend as much time gaming as I might have liked.

With all that in mind, I won't try to describe the show as a whole, but will will try to convey a few key impressions.

2011 seems to be the year when every company is legally obliged to release a set of Ancients rules. At Salute Hail Caesar from Warlord went head to head with Great Escape Game's Clash of Empires, while Scarab miniatures were demoing War and Conquest. I had already preordered Clash of Empires. Hail Caesar intrigued, particularly due to its lack of army lists and Rick Priestly's writing, but it seems better suited to very large armies and large tables.

Both seemed to be doing well. COE was probably helped by being available from a good number of traders. I got mine from Gripping Beast as they were handing out a free diorama of a Roman Centurion fighting a Dacian soldier and they were running very short by the end of the show. For Hail Caesar you seemed to have to go the source, but Warlord apparently ran out by the end of the show.


Swayed by Conquest Game's and Gripping Beasts's plastics, I had decided to build armies of Saxons and Normans. This also had the advantage that they would be usable in Gripping Beast's and Tomahawk's forthcoming Saga rules for Dark Age skirmishes. The game was being demoed at Salute and has an intriguing set of rules involving special Saga dice that determine permissable based on a battle board that is specific to the forces being used. It also apparently designed to scale up to bigger games.



Also being demoed was Mantic Games Dwarf Kings Hold, a new dungeon crawl game that uses their existing plastic Undead and Dwarves, although the version on display was a touch different than usual, using three ups for a giant sized game. The game itself uses a counter-based activation system. Dwarves get four counters a turn, the Undead start with three but only get one new one a turn. However, the Undead counters allow up to four skeletons to be activated at once. The effect is that the Dwarves generally have more options, but the Undead are better positioned to plan ahead, and have to use superior numbers to bring down the dwarves who hit harder. I have to say I was pretty terrible as the Undead, getting comprehensively smashed by my little brother, but it was an enjoyably straight forward and quick playing experience, unlike some dungeon crawl games I have played. I could see it as a good way to end a gaming session or fill in a bit of spare time.


I always like to watch the Doctor Who games that Crooked Dice put on. The rules are unofficial and so free to download with most of the miniatures being improvised or unofficial look alikes. Crooked dice's game mixed their own models with Heresy's and Haslefree's to create what would have been the most convaluted episodes ever, with Daleks, the Master, Autons and Gas Mask children taking on the Doctor, the Time Agents and Winston Churchill.


Meanwhile, at pride of place at the front of the hall the Daleks were invading the Tomb of the Cybermen, in a large scale participation game with custom rules and figures made from, sadly out of production, die cast figures.

UPDATE I have since been informed that the models are not out of production, not sure why I got the from.


The last game I wanted to talk about was Cthuleudo, half Call of Cthulhu and half Cluedo and entirely mad. Apparently highly involved, it evidently went on for hour and a half. Even though I didn't get to play, the board was packed with detail, both ranging from Chulhu statues to hidden Daleks.

So Salute is over for another year and hopefully the miniatures acquired will last until the next one. I have stacks of new plastic Saxons and Normans to paint, not to mention Dr Who, Helldorado and Infinity all of which will have time for at a later date.

Monday, 11 April 2011

Fairy Meat - a retrospective

As it has been two months since my HeroQuest retrospective I think it's time for another, although this one is less a look at an old favourite and more a look at a game I never quite got around to playing.

Fairy Meat was produced by Kenzer & Co, a US company better known for their roleplaying products and probably best known for the long running RPG themed comic Knights of the Dinner Table. Fairy Meat represented a rare foray for them into wargaming. Written by Scott Leaton, it had one unique selling point: Fairy Meat was billed as a 1:1 scale wargame, that is to say the 'miniatures' were life size.

Themed around battling groups of fairies who would not only kill but eat one another to restore health, Fairy Meat had its tongue well and truly in its cheek from the front cover, depicting a classical fairy chewing on the arm of a rival (this particular fairy would suffer a number of grizzly fates on the covers of the subsequent supplement books). The tone continued with a byline that credited two fictional characters (from the KODT comic) and went on to list suggestions as to where to play the game ("A local forest preserve", "that filthy mess you call a bedroom") and where not to ("The middle of the road", "Prison(unless you're already there)"). Fairy Meat was not a game that could be taken very seriously.


The 32 page rulebook was printed in two tone colour with fairly cheap stapled binding, but it did come with a series of card inserts, including counters and record cards. It also included a set of cut out fairy stand ups and cardboard wings to stick to your existing miniatures, suggesting that Kenzer and Co did not initially intend to produce a range of miniatures of their own. The rules themselves contained a number of innovative ideas. Included using a deck of playing cards instead of dice and the idea that kill and life points (essentially attack and defence) doubled as wounds, with fairies converting each into 'meat' when injured, meaning that the fairy's fighting ability diminished as it was injured. It's most enjoyably quirky feature was the ability to regenerate life by eating other fairies. On death a fairy was replaced by their meat counters which could be collected and fought over by other fairies (friends or enemies).

The book was quickly followed by range of miniatures. The first batch of fairies were well enough sculpted and demonstrated a good range of the fairy weapons, but suffered from someone bland facial expressions and a lack of character. The second range of five were a substantial improvement with a quirky, cartoony appearance a range of gleeful facial expressions.

A much fun as the first book was, the real fun came with the first supplement, Clockwork Stomp. This introduced the Gnomes: Physically slow and lacking kill points (leaving them unable to fight hand to hand) Gnomes were rendered effective by their range of lethal hardware including the Torcheon (Flamethrower), Hand Cannon, Riddlegun and the legendary Chain Killer Auto Cannon. They could also be kitted out with bionic parts and be accompanied by cyborg clock fairies. And they were huge, more than twice the height of a fairy and considerably more bulky.

In common with a number of Kenzer and Co products (and to be fair those of many small publishers) there was a sense that you were paying a lot for relatively low production values. The rulebooks 32 pages cost me £16.99, back in 2000, more than the Malifaux rulebook today. The miniatures also seemed expensive in their day, fairies were £3 each and the Gnomes a hefty £16.99. Having said that, the latter weigh a ton being almost solid metal and it is inconceivable that they would cost so little today. They did, however, suffer badly from flash and some truly horrible mould lines and I had to do considerable work with greenstuff to fill some conspicuous gaps.

Kenzer and Co introduced the game with a promo comic strip in KODT that saw several of the regular characters playing the game. Having been a fanatical KODT fan for some time I snapped it up from my Friendly Local Game Shop along with the first batch of miniatures in spite of the expense. However, a lack of further support from the FLGS limited by options and the game languished for a while. was to pick it up again (from a different shop) after Kenzer released the excellent (and far better value) starter set which contained starter rules, two supplements (including Clockwork Stomp), the second batch of fairies and a bunch of extra counters.

My first Gnome was another quick buy from the FLGS, but my second and third came, oddly, from a holiday in Washington DC, where I scooped them out of the Bargain bin of a game shop in Georgetown for $10 a piece, reasoning, correctly that I would never get another opportunity.

Unfortunately, models have languished unpainted ever since on my "plan to do something with eventually" list. Well I finally got round to it, painting up seven fairies and two Gnomes (almost). It's long overdue, but hopefully I will soon get a chance to put a sadly overlooked and refreshingly quirky game to the test.

Sadly, Kenzer and Co have long since stopped producing the miniatures and getting hold of them can be tough, but the rules are still available in PDF form both directly from Kenzer and Co and from RPG now, so if anyone fancies converting some miniatures and having a go they still can.

Sunday, 3 April 2011

Abandoning Metal

A few days ago another miniature company, Heresy miniatures, announced that it was putting up its prices. This is becoming all too common, particularly in the UK where the rising cost of metal has been accompanied by a hike in VAT which has hit particularly hard.

I have to give Heresy considerable credit for taking the time to fully explain the reasons for these increase and to note that the cost of metal used is at £23.75 per KG. The consequence of this was that much of the discussion on the miniature page was sympathetic, even supportive. It is worth noting, however, that Heresy are still trying to keep prices as low as possible understanding that there are limits to how much people will pay for a miniature no matter how justified. This lead one poster, by the name of JoeKGusher to speculate that there might come a point when we look back on this time as a golden age of miniature production as we play with paper chits.

It's a very strong statement, but it did lead me to think back on how miniature gaming has changed in the last few years, particularly when looking at Fantasy and Science Fiction. Games Workshop have always been in the business of selling large scale, mass-battle games, but if we look at the rest of the industry there appears to have been a shift. Five or Six years ago two of the biggest non-GW players were Rackham with Confrontation and Ragnarok and Privateer Press with War Machine. The former produced a skirmish game that was intended to provide a bridge to a larger scale game, the latter was designed to scale up to almost Warhammer size.

If we look today at the Fantasy and Science Fiction games being produced we find Malifaux, Anima Tactics, Helldorado, Infinity all skirmish games with no pretension at being anything bigger. Other than GW, the only company pushing a mass battle game is Mantic who are focused on ultra-cheap plastics. The new norm appears to be metals for skirmish games with no more than a dozen miniatures aside and plastic for mass battles with metal used for personalities and resin for big things.

We haven't quite gotten to that stage with Historical miniatures, but that is very much the direction of travel. More and more plastic historicals are being produced, and companies like Warlord are increasingly using metal only for specialists, characters and extra parts. It has always been cheaper to produce historical miniatures than fantasy and science fiction, which may support metal for a while longer, but if the price of metal continues to rise then plastic may be the only choice. Historical miniature companies are by no means immune to rising costs in any case and a number have put their prices up.

So the future of wargaming is looking to be plastics for mass battles and metals only for skirmishing and personalities. In a few years time it is likely that the bulk of most people's armies will be plastic.

UPDATE

Since I wrote the above, rumours have been all over the Internet about Games Workshop giving up on selling metal models. The details are unclear, and vary from a temporary hault in production, to switching to resin, to making metal miniatures available only through direct sales. Games Workshop have said, as yet, nothing.

If this any truth in this, I can't see them dropping all metal miniatures at a stroke or shifting to resin. There are too many armies that are dependent on metal miniatures, if only for characters, to make a dropping all metal are viable proposition. At the same time, GW's target market of young teenagers, many of whom will have never played a wargame before, makes a shift to a toxic substance that would require warning labels and leave their products unable to bare the European toy safety kite mark impractical.

If it does happen, I suspect the most likely result would be a shift to plastic/resin similar to the stuff that Mantic and Privateer Press use. This has the virtue of being cheaper than metal, but holds detail well and is not actually toxic.

Either way, this does seem to support my view that for mass battle games, metal may be dying off, though I am surprised to see it being apparently abandoned even for character models.