Sunday, October 7, 2012

Kickstart my Cyber Heart 2.0


As some of you may already know, I have the honor to be the Line Developer for the Interface Zero Savage Worlds setting. We are getting ready to launch our Kickstarter for the 2nd Edition of the core book. This has been an exciting and crazy ride so far and we have not even hit the point of launching it yet [coming soon - stay tuned!]. We are currently in development of the 2.0 rules which will streamline the system in ways we never thought about or considered in the first edition of the game. We are using [with permission] the Archetype rules from Jason L Blair’s amazing “Streets of Bedlam” setting. We are looking at streamlining the Cyberwear from a pick-a-part system to a series of packages and have already made the Hacking rules as streamlined as any I have ever used in a Cyberpunk setting. [IZ Hacking 2.0] We are streamlining the character creation rules in other ways as well and are really excited and thankful for the fans who have played and supported the game so far. We have listened to the requests for simpler and FFF style rules and we are doing what we can to comply.

We are also not going to leave you with just a reboot to the system, but are expanding the coverage to include areas of the world that were not touched on in the first edition. We are also advancing the story line and moving the setting a few years forward so we can visit issues that have taken place in the world of IZ. I am very pleased to be able to tell you all about this and set it up for you to know what we need and where we would love to see this setting go. We will be working to make 2.0 happen even if the KS fails, but if we succeed we will be able to complete the work on this new book faster and get this great product into production much faster! Some of the stretch goals are going to be fun and amazing. You can expect to see dice, custom bennies and maybe even some miniatures or Golemech Showdown rules if we manage to pull it all off. So, who has tried IZ and what do you want to see from the setting/rules?


Tuesday, May 15, 2012

Portable Warfare Miniature Bag

So having just recently gotten into Dust Warfare from Fantasy Flight games and with the fact I am going to Gen Con this year to play in the Dust Warfare Tournament, I was looking for a new bag to tote my miniatures around in.  Then I remembered I had gotten and done a review on a product from a company called "Portable Warfare" and had liked the bag, but had since sold off the miniatures I originally had in the case.

I pulled the bag out, dusted it off and found that it is perfect for hauling my Dust miniatures around in and thought I would re-visit this great product.  The bag is called "The Sergeant" and I assume this will be to designate it from later products.

First, the bag measures 11" Deep [including front pockets] x 14" Wide and 12" Tall.  It has a secure and strong shoulder strap that can be removed and can be used to link more than one bag together [one on top of the other].  It has lots of pouches and pockets that hold all the dice, tape measures and other bits and bobs you may need to bring along.





The trays are what make it quite unique, in that they are made with a stiffer blue colored foam on the bottom of the tray that not only holds the tray together, but doesn't bend like some other trays I have tried.  The trays do not come with a custom design option, but have a really good set of pluck foam that can be made to fit any size you need.  The company makes trays in a 1", 1.5", 2", 2.5", 3" and 4" thickness that are 7.5" x 13".  As you can see from the photos, I have fit a lot of figures and even my Medium Walkers into these trays and have not even used one of my 1.5"" and one of the 1" trays.  This means I have a space for up to 32 more infantry and even have the room for one more light walker.  Now, I may need to order some new trays for my SSU figures, but I am good with that as the company offers tray individually as well as a few configurations when you buy the bag.  The bag comes in Gun Metal Grey, Army Green, Chaos Pink and Tactical Orange!

They have also started making a new product called "The APC " which is a low cost miniature storage solution, that is customizable and easy to store.


You can reach the company at the Portable Warfare website.

Pinnacle Entertainment announces New Deadlands Noir!





New Orleans, 1935. Whoever called this the Big Easy sure got that one wrong. Things are tough all over. Honest work is hard to find, and even dishonest jobs are getting scarce. The one thing that’s not in short supply is trouble. From shady thugs to crooked cops to Mafia soldiers, there’s plenty of characters out there looking to give an honest Joe a hard time.
And that’s not the worst of it.


There are stories going round about things that go bump in the night. Things you wouldn’t want to meet in a dark alley on a darker night. And those stories aren’t just coming from rummies or saps who read that Epitaph rag.


Still, there are a few heroes left in the concrete jungle. Steely-eyed private dicks, fast-talking grifters, wild-eyed inventors, and shadowy houngans still struggle against the encroaching darkness. With enough moxie—and more than a little luck—they might just be enough to turn the tide.


Deadlands: Noir is set in the world of Pinnacle Entertainment’s award-winning Deadlands universe. It includes new Edges, Hindrances, and powers, as well as new rules for handling detective work, the state of the Union and the CSA in the Depression-era, a complete Plot Point campaign, and of course, more monsters and ghouls than you can shake a smoking .45 automatic at.


Check out the Kickstarter!!!

Friday, May 4, 2012

Dropzone Commander Infantry

Here are a few shots of some of the 10mm Infantry from Hawk Wargames Dropzone Commander.




Sunday, April 29, 2012

More Dropzone Commander Pics

Neptune Medium Class Drop Ship
So this is the Neptune Class Medium Dropship.  It is able to carry walkers as in the second Photo...
Pretty cool and they said in an interview on Beasts of War that it can easily be set up with magnets so they are removable.

Saturday, April 28, 2012

Hawk who?


Ok, so there was a really huge surprise company that came out of left field at Salute in the UK.  The company is called Hawk Wargaming and they are prepping for their first miniature game release.  A 10mm Sci-fi wargame they are calling "Dropzone Commander".  Check out these great figures they have been showing sneak-peeks of on their website and Facebook page.

You can get a little more info from their Facebook page HERE and see some more of their minis at their main website HERE.  There is not a lot of information on the game yet, but the miniatures are stunning and the game goes on pre-order on 06/01/12...

Friday, April 27, 2012

A Dust Warfare Battle Report

A view from Turn 1
So my friend John and I had our first full blown test game last night.  This is going to be a report of how the setup played out, what scenario we used and how the system flowed.  I am also including our force lists below so you all can see what we did.  I do have to apologize about the odd colored table cover, as we were playing at my home since I am recovering from surgery from earlier this week and I could not find my green or brown battle mat and I wanted to avoid having the wife kill me for damaging her dining room table.

All that said, I played Allies and John played the Axis.  We decided to go for a 150 point battle as this would limit us to 1 Platoon and would likely prevent us from bringing any Heavy Walkers into the game [not that either of us didn't consider it for a second or 2].

John's List

John's Walkers Advance
John went with a Blutkreuz Platoon.  They have a few nice abilities, such as the ability to automatically assign a new Unit Leader with out a "Regroup" order during the Command Phase.  Also, the Strumpioniere has an ability that allows the platoon to take a Sniper or Observer Team outside of the normal Support choices.  John, knowing he was only going to be taking 3 sections [1 Command, 1st and 2nd] took the Platoon Upgrade "Extra Panzer Support" so he could field an additional Light Walker in the platoon.  Here is how his list broke down:
  • Command Section [Mandatory]:  Strumpioniere Unit [25 AP]
  • 1st Section [Mandatory]: Heavy Flak Grenadiers [26 AP] - this was an illegal choice and we did not catch it until the game was over
  • 2nd Section: Heavy Flak Grenadiers [26 AP]
  • Support Unit 1: "Hans" Light walker [25 AP]
  • Platoon Upgrade: Extra Panzer Support [10 AP]
  • Support Unit 2: "Hans Light walker [25AP]
  • Special Support Unit [Command unit special ability]: Sniper Grenadier Team [12 AP]
Total: 149 AP

Gobbo's List

I decided to go with a Hero for my Command section instead of a unit, as I wanted to use the Elite Platoon, but don't currently have the Heavy Ranger Command Squad.  I decided not to take a platoon upgrade and went with the following:
  • Command Section [Mandatory]: Rhino [22 AP]
  • 1st Section [Mandatory]: Heavy Ranger Tank Hunter Squad [35 AP]
  • 2nd Section: Heavy Ranger Assault Squad [28 AP]
  • 3rd Section: Combat Ranger Squad w/upgrade to 2nd Bazooka [20 AP]
  • Support Unit 1: M2-C "Ponder" Medium Walker [40 AP]
Total: 145 AP

Pinned down by Suppression

The Scenario

We decided to use the Battle Builder to make our scenario and we rolled off and I rolled lowest and had to allocate one of my Scenario Points first.  I placed my first choice in Objective, which brought us to the "Eliminate the Enemy" objective.  john then placed his 1st point in Conditions, which took us to "None".  I placed my 2nd point into Deployment for the"Force Collision" deployment option.  John supprised me and placed his last point into Conditions again, this made it "Off-Target Shelling".  So the final scenario was:
  • Objective: Eliminate the Enemy [1 Superiority Point per unit eliminated]
  • Deployment: Force Collision [24" quarter circle deployment on opposite table corners]
  • Battlefield Conditions: Off Target Shelling [Units do not remove suppression markers in the End Phase]
Terrain was placed and we used "Competitive Terrain Placement" rules and deployed per the rules.  The game clock was set to 5 turns and the game was afoot! 

Only a matter of time!
I will not go into the blow by blow of the game.  At the end of Turn 5, John had lost his 2 "Hans" and one unit of Heavy Flack Grenadiers.  I had lost Rhino and the Heavy Ranger Assault Squad he was attached too, my Combat Ranger Squad and my Heavy Ranger Tank Hunter Squad [with only one man left] was retreating off the battlefield.  So the game was a tie [we didn't bother to figure out the tie breaker].  John was declared the winner, as all I had left was my Pounder on the table.

All in all, the game played very smooth and we really enjoyed ourselves.  We can not wait to play again in a larger capacity.  The game would have been much harder for me had I not had cover on 2 of my units for most of the game and had John's Sniper failed to hit several times [even having to roll 'blanks' to hit].  Also, had Rhino been a solo Hero, it would have given John one more point and given him the win.

I have to say the rule that surprised me the most was the Cover rule.  Back in playtest Cover worked as it does in Tactics [Roll one die per wound, soft cover eliminates one per hit, hard cover eliminates one per blank] and I thought the new rule was going to suck, but the one auto wound remover for the unit in soft cover and 2 in hard really made it hard to take some troops out!

I cannot wait to give this game another go!  

Wednesday, April 25, 2012

Dust Warfare: A Review

This is the description directly from the Fantasy Flight Games website:

"Another Earth. A different 1947. The Second World War has raged for nearly a decade and its grip has spread to every continent on the planet. Entire nations have been stamped out, whole peoples subjugated, and great cities beaten flat by the titanic conflicts unleashed across the globe. Three monolithic power blocs have emerged from the threats, machinations, diplomacy, and outright conquests perpetrated by the major nations’ strife. For some, that victory means conquest, glory, and world domination; for others, freedom – but few now talk of simple peace. This is the world of Dust."


 Light Assault Walker ''Honey''
Dust Warfare is a full on miniature wargame, set in the world of Paolo Parente's world of Dust.  Designed by Andy Chambers and Mack Martin, this alternate World War II game adds in a touch of the science fiction element.  With various sized walkers that replace traditional tanks, Laser Grenadiers, Zombies and phaser weapons, this game steps froward from the Dust Tactics board game in so many ways!  

Going Off the Grid

 “Ryu” schwer Panzer KampfLaĆ¼fer III-A (j)
While some were never upset with the idea of it being a miniatures board game, I know many who were waiting for this version of the game, as they didn't have the satisfaction brought about from the hobby elements of a true wargame.  The cards used in games of Tactics are not used in Warfare.  Instead, each unit has an entry in the book that has all its relevant information at your finger tips.  The stats are also slightly different for some weapons, but that is out of a need to make them more playable in this new system.  The addition of ranges to the weapons and movement for units enhances the game play in many ways.  It allows for more tactical play and also allows for creative and stunning terrain elements to be added to your table.  The terrain rules are quite unique in the fact that one piece of terrain may cause issues for a walker, but still be cause a troop to have no restrictions at all and vice-versa.  It also means that scenarios can be flexible and story driven without sacrificing fun or smooth game play.  These new rules were designed with organized play in mind as well.  The tournament and campaign systems are set up to help organizers and players make each event a unique and rewarding series of games for the players involved.  The Battle Builder for tournament play is a great addition to the system and something that as a playtester for Dust, I did not get to see until the rules came out.  It is an awesome way for you to be able to look at your opponents list and them bid Scenario points towards the upcoming game to try and give themselves some advantage in terrain, objectives, or battlefield conditions.  Each player has a limited amount of Scenario Points [2] to spend on these and a roll of 5 dice determines who has to start allocating their points first.  These will be used in tournaments and can be used for pick up games as well.

Changes To the Tactics Rules

Axis Zombies
Dust Warfare uses the same core mechanics for "hitting" and "damage", as well as actions, but that is about where they similarities end.  Cover, saves, and reaction all work very different in this game.  It is all a smooth transition and after a game or 2 you will not notice the changes that much [to be honest, I like these rules much better].  The rules are simple and easier to use and make the play move faster than in Tactics.  Reaction, for example, you do not have to roll to try and react, you just get a reaction marker that removes an action from the unit.  So, you can not react if you have already received a reaction marker this turn.   They have also added rules for Suppression, this can affect your units actions as well as being a way of keeping track of if a unit is in retreat or not.

Army Points [AP]

Fury of Ivan
Each unit is worth a set number of AP and players agree upon a number of AP to play before selection their forces.  The game has three different point ranges; Small [200 AP or less], Medium, also called a Tournament Engagement [between 201-400 AP] and Large [401 AP or more].  Players must choose at least one platoon, but may opt to add an additional platoon structure for each 150 AP [or part there of].  So in a 200 point game a player may opt to make one platoon or can have 2, keeping in mind that each platoon mush have at least a Command section and a mandatory 1st Section choice for each one.  Each platoon may also take up to 1 Hero for each 150 AP [or part there of] allowed.  Some Heroes also have a Special ability called Leadership that allows them to be the Command Section of your platoon.  If you use them in this manner, they count as the Command Section, but also count toward the number of Heroes you can take. 

Wrap Up

The dynamic way you build a force and the scenarios you can play with these rules make the system and exciting and fresh new game.  I for one can not wait to face an opponent with an all Zombie and Axis Ape army just to see what they can do!!!

Thursday, April 19, 2012

Dust Warfare Prototype...

Paolo Parente talked about this new toy on the Dust Tactics Fans Facebook site.  

"We talked about an Axis Heavy Artillery Walker a few weeks ago...Here is the painted prototype model, soon to be released in the D48 model-kit and Deluxe version... l really, really like it... :-)"


Streets of Bedlam Cover Art leaked...


Monday, April 16, 2012

Dust Warfare Arrives!!!

So, Dust Warfare comes out this week and I thought I would share a few things I know about the system.  I was on the playtest team and got to see the action early on.
 It looks like there have been some changes to the game since then, but this is a series of links to the sneak-peek pages released so far by Fantasy Flight Games.





But first a Video over view of the game!

A look at Platoon Lists:
http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Previews/DWF01-prev-88.pdf

Scenarios:
http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Previews/Dust%20Warfare%20Preview%202/DWF01-prev-64.pdf

The Command Phase:
http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Previews/Dust%20Warfare%20Preview%203/DWF01-prev-30.pdf

Unit Phase:
http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Previews/Dust%20Warfare%20Preview%204/DWF01-prev-32.pdf



Sunday, April 1, 2012

Roleplay DNA Podcast Episode Zero!

I would like to welcome you all to the first episode [Episode Zero] of the new Roleplaying podcast called "RoleplayDNA: Mapping the Genome of Gaminng!"

http://www.roleplaydna.com/

Please listen and feel free to comment!

Tuesday, March 13, 2012

Mobile Frame Zero: Rapid Attack!





Giant robots! LEGO®! Strategy and tactics!

Mobile Frame Zero: Rapid Attack is the tenth anniversary edition of Vincent Baker's Mechaton. Build yourself a company of robots called mobile frames out of LEGO, give yourself some objectives to defend, lay out a table with a few friends, and fight! We're making sure you've got all the parts we've got so you can have the most fun you can with the game. You'll get play instructions, building instructions, even instructions for how to make your own setting. Because, just like a LEGO set, building what's on the front of the box is fun, but building your own thing is where it really catches fire. So that's what we want you to do! Build robots, play with our setting, sure! If you're into VOTOMS, Dougram, Macross, or Gasaraki, then we want to play with you! We've put a lot of love and care into the designs and the setting and we're excited to see what people do with them. But then check out the advice on building a setting and house rules, too, and go to town!
Image-98130-full

 

Sunday, February 26, 2012

MERCS Adventure

I posted about MERCS Miniatures Skirmish game in the past and even picked up some miniatures as well as the rule book back a year or so ago.  I have not had a chance to get them ready to play, but I now have friends who are interested in the game and we have started putting together some Megacon forces.

I will be adding several posts over the next few months to chronicle our adventures into this endeavor.  I plan to post assembly pictures, painting steps and basing, as well as game plays, terrain building and use of 3D terrain in games.  I will be reviewing the book in detail and adding information on new factions as well as FAQ information.  I also plan to put up information as I work to become a Black Op for the company and get the game going in the Denver area.

Please feel free to comment below and let me know what you think as well as letting me know if you play and what you think of the game.  Look me up on the MERCS official forums, I am Gobbo there and if your in the Denver area, please let me know so we can get together and play!

Sunday, January 8, 2012

Happy New year! An interview with Eloy Lasanta



Happy New Year one and all.  I am hoping I find you all well and that your new year is turning out like mine has so far!  I am back to playing Airsoft and I am starting a new diet that will hopefully drop me a few pounds!  

Today is the start of my new year of blogging and I have a special treat for you all!  Today I got the chance to chat with my friend Eloy Lasanta from Third Eye Games.  http://www.thirdeyegames.net

Gobbo: Who are you and what is your gamer cred?

Eloy:  I'm Eloy Lasanta and I'm the owner of Third Eye Games, but I have also freelanced with Vajra Enterprises and Paradigm Concepts as well. I've been playing games from the age of 13, so almost 20 years, and I'm a bit of a system whore. I love to try out as many new games as possible, just gobbling them all up as I come across them. I am known as the RPG motivator, because i'm behind the idea that anyone with the right diligence can create a game and get it out to the masses. I field tons of e-mails from prospective publishers/writers looking for advice and I love to help them out. 

Gobbo: How long have you been making games?

Eloy:  I launched Third Eye Games officially just over 3 years ago, but I have been writing for games since i began playing. My groups used to write up all kinds of additions to our games to enhance our play, where i wrote up adventures, amazing NPCs, new mechanics and other such gaming tools. That made it easy to roll into co-authoring a game called KidWorld and then also working on some supplemental material for Witch-Hunter: The Invisible World. 

Gobbo: What is Third Eye Games and what inspired you to make titles like Apocalypse Prevention Inc., Wu Xing and Part Time Gods?

Eloy: Third Eye Games is my brainchild. It came partly from my frustration with some of the things that came along with freelancing (i.e. long waits for feedback - if you got any at all, the uncertainty of landing jobs, having to deal with getting paid, etc.), but ultimately was because I wanted an unfettered and unaltered vision for my own worlds. 

To talk about the inspirations behind my 3 current gamelines would be quite the mouthful. All three games were concocted around the same time, but were at different stages of development (some were just more complete ideas than the others). Apocalypse Prevention, Inc. was the first gameline, taking my love of the supernatural quirkiness of Buffy and Hellboy and mixing it with a cool, detective Men In Black vibe to it. It deserved to be the flagship game for Third Eye Games. Wu Xing: The Ninja Crusade came out of my love for ninja anime like Ninja Scroll and Naruto and how over-the-top is all is. It took a long time to get it just right due to the complex setting that I wanted to create for it, one that I hoped would be unmatched by other games in the same genre. Part-Time Gods, my game of modern day divinity, was born for my fandom to Neil Gaiman, but i drew from a lot of other sources as well - like comics and the TV show Dead Like Me. All three have done quite well in the market. :-)

Gobbo: So what is Sinister?

Eloy: What is Sinister? Well, it's my take on the monster hunting/capture/collecting genre, turning this well-known idea into full-fledged tabletop RPG. While I have seen other attempts at this, none of them have really hit the mark as far as I'm concerned... so i'm giving it my own shot. Instead of developing it in private, however, i've invited the fans to coming along for the ride. Posting my thoughts, concepts and mechanics to my blog for everyone to see and comment on is giving me an even closer connection with the fans and will (hopefully) churn out the best game possible. 

Gobbo: What can you tell us about Sinister that the Fans do not yet know?

Eloy: Something that the fans don't already know? Hard to say, really. Whenever i come up with a new concept I put it up on the blog for everyone to see. I will say that the combat is being specifically tailored for Sinister and is currently a nice mixture of elements from the Classic DGS an the new DGS-Lite. I hope to be able to unveil this new combat system to the fans soon, but I obviously need to make sure it actually works. lol. 

Gobbo: Is there anything you can tell gamer fans that can help us break into the industry?

Eloy:  I will say that Open Calls are uber-important, but the ability to communicate is crucial. If you respond to an open call with enthusiasm and a knowledge of the gamelines that are in question, then you'll no doubt at least be considered. With a good follow-up email, you may be able to land a job. Meeting with the developers at cons for lunch or even just a chat can cement you in their minds and make it almost impossible for them to say no. Of course, this all has to be backed up by talent as well, so you must practice, practice, practice your writing skills. Just when you think you are good enough, you need to find new ways to advance. Get opinions on your work from people that aren't your friends... that one is a big eye-opener for me. But like i said before, i'm always open to discuss publishing/freelancing with fans and those interested in getting into publishing. 

Gobbo: Thank you so much Eloy for allowing me to interview you for my blog.  I really loved when you let me give away a copy of Wu Xing on the site last year!  You games are great and we love them here.

Eloy: Thanks for the having me for the interview, Lee

Eloy will be here in Denver CO at Genghis Con XXXIIFebruary 17th - 20th.  If you are in the area, sign up and try one of his great games!  You can get more information on Sinister at Eloy's blog:  http://eloythesaint.com/category/sinister/