Episode 30

[iframe style=”border:none” src=”//html5-player.libsyn.com/embed/episode/id/6561666/height/100/width/480/thumbnail/no/render-playlist/no/theme/legacy/tdest_id/326082″ height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

It’s time for Episode 30 of the MBS podcast! This episode, Greg and Andy interview the “Two Johns,” the fine gentlemen behind Topside Minis, and discuss all of the neat things they have planned over the next year. Later, Greg and Andy review World of Warships Blitz, the mobile version of the World of Warships game for Mac/PC.

TSM Update Interview: 52 Min

WoWS Blitz Review: 1hr 34 Min

Links Discussed:

https://wowsblitz.com/

http://topsideminis.com/

Hurricane Season Scenario 1

Checkout the Latest Episode of the MBS Podcast!

Posted in Podcast | 3 Comments

Summary from the 4 May Warcradle Q&A

Summary from the 4 May Warcradle Q&A

Introduction

Warcradle held a Q&A session today via Facebook and Twitch, where they put out all kinds of new information and some new renders as well. You can find the original video here, and below I’ve summarized the notes I took during the session. Note that these are my notes, and not a direct transcription of what was said during the Q&A; as such, don’t take everything I’ve said below as 100% gospel truth! At the end of the post, you can also find the renders that they put up on screen during the discussion. I haven’t included the WWX renders, as I forgot to screen-shot them! Anyway, here is what I took down:

Continue reading

Posted in Dystopian Age, Dystopian Wars | Tagged , , | 2 Comments

Hurricane Season Scenario 1

Hurricane Season Scenario 1

DSC02830_edited

Prologue

South Atlantic, off the Cape of Good Hope

INBS Kaga, Flagship of the Blazing Sun Carribean Strike Force

The waters off the Cape of Good Hope were an expanse of storm-tossed deep blue, domed with an oppressive grey overcast, broken by occasional banks of mist and intermittent squalls of rain. Through this maelstrom, the enormous bulk of the Kaga, a Kiyohime-class assault carrier of the Imperial Blazing Sun Navy, pounded inexorably eastward.

From the Kaga’s flag bridge, Admiral of the Sword Tanouchi Hiroshi surveyed the scene around him, watching as the frigates serving as the close escort for his flagship struggled to maintain formation as they bobbed like corks in the heavy seas.

“This weather will be the death of us all,” he muttered.

His mood was as dark as the weather; these storms were greatly slowing the progress of his Carribean Strike Force. The last reports from the Shinobi agents  operating in the Falklands indicated that a sizable American task force had departed there recently, and thanks to the weather-induced delay Tanouchi’s van was now in danger of being intercepted by the Federated States Navy before breaking out into the Atlantic.

Those fears were confirmed moments later, when a lookout reported the distinctive shape of an FSN battleship on the horizon through a small break in the squalls. Turning to his aide, Tanouchi remarked, “It appears we will have to fight our way past the FSN after all. Signal all ships in the task force. Action Stations! For the Empress!”

FSS Portsmouth, Flagship of South Atlantic Task Force “Liberty’s Shield” (self-identified as Squall’s Stormriders

The warning Claxons rang out and Admiral MacCannon stormed to the bridge to see what or whom interrupted his morning coffee.  He raised his Busshell Monocular and saw the hazy outline of the Blazing Sun Assault Carrier on the horizon.

“So that’s what a Kiyohime looks like; about as large as Danny described, and I thought that was just another fish story…”

Radio Officer Johnson snapped him out of his internal dialog: “Admiral, priority message received from Commander Wales.” Danny spoke quickly, his voice nervous, but determined: “Sir, I think we have another problem, Kaiju spotted off of our fore-starboard, and I told you the Kiyohimes were impressive…”

Matthias activated fleet-wide comms channels to steel his men for the bloody task ahead: “Well lads, I suppose the Crown agents hadn’t what did they call it?  ‘Lost the plot’ with their intel.  The Empire is pushing north with their Prussian allies and they’ve brought some new toys.”  He paused, summoning his courage before continuing: “We may not be pretty, but the FSA has always had it where it counts.  BATTLESTATIONS!  Let’s show the Empress how we do it in the Atlantic!”

He closed the link and turned towards Johnson: “Hank, call in the Vikings…we have some new toys too.”

Introduction

Andy: Matt and I managed to get in our first game in our play-through of the Hurricane Season campaign missions! This first mission was an interesting scenario. As the Blazing Sun player, my goal was to try to get my commodore’s model into an exit zone on Matt’s side of the board. The deployment for this scenario required both of us to divide our fleets into two naval elements and one aerial element. All of our naval elements would start the game on the table, while my aerial unit would drive on Turn 1. Matt’s aerial forces would arrive on turn 2. On top of all this, there were special weather rules in effect! Conditions could either be Fair, a Storm, or a Tempest, and were rolled for at the end of each turn. In a Storm, movement is reduced by 1″, and attacks at Range Band 4 are half strength. In a Tempest, movement is reduced by 1,” small and medium vessles have to use the medium and large turning templates respectively, and models using the Large template have to spend 2″ of their move to transit 1″ around the template. Finally, we are using the Campaign Points system for scoring as detailed in the Hurricane Season book, rather than Victory Points. Continue reading

Posted in Battle Report, Campaign, Dystopian Age, Dystopian Wars | Tagged , , , , , , | 1 Comment

Revisiting Hurricane Season

Revisiting Hurricane Season

This is the first of what will probably become a series of posts on me and my friend Matt’s play-through of Hurricane Season, the first campaign book for Dystopian Wars that came out way back in 2012. I have to say, I’m really excited to be getting into this campaign! Matt and I are not going to be playing it exactly as laid out in the book, though; we are going to be making some tweaks to help the campaign conform better to our model collections, and to work better with DW 2.5. Before we get into that, though, a quick history lesson might be in order!

019

Continue reading

Posted in Campaign, Dystopian Wars | Tagged , , , , , | Leave a comment

Episode 29

episode29[iframe style=”border:none” src=”//html5-player.libsyn.com/embed/episode/id/6450413/height/100/width/480/thumbnail/no/render-playlist/no/theme/legacy/tdest_id/326082″ height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

In Episode 29 of the MBS podcast, Greg and Andy are updating a couple of topics they last examined a year ago! First, the do an update on “Class B” games, and add a couple to the list as well. Later, they go back to the movies to discuss 4 new naval-themed films.

Class B Game Update: 45 Min

Naval Movies Pt. 2: 1hr 33 Min

Links Discussed:

Aeronef

Conn..Sonar!

The Final Countdown

Crimson Tide

The Enemy Below

Star Trek II: The Wrath of Khan

2018 MBS Painting Contest
Checkout the Latest Episode of the MBS Podcast!

Posted in Podcast | 1 Comment

Ruckdog’s Report Episode 6

Ruckdog's Report Episode 6

rr06

[iframe style=”border:none” src=”//html5-player.libsyn.com/embed/episode/id/6406978/height/100/width/480/thumbnail/no/render-playlist/no/theme/legacy/tdest_id/326082″ height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

Dale is back on Ruckdog’s Report to discuss The Expanse, an awesome book and TV series! They first do a spoiler-free discussion of the setting as a whole, and why you might want to check it out if you haven’t yet. After a spoiler warning, they then discuss the impending Season 3 of the TV show, and how it might adapt some of the events from the books. Finally, after yet another spoiler warning, they have a no-holds barred discussion of everything, up to and including the most recent book, Persepolis Rising!

http://www.syfy.com/theexpanse

http://the-expanse.com/
Checkout the Latest Episode of the MBS Podcast!

Posted in Podcast | Leave a comment

Speeding up the Spartan Engine, Part 2

imageedit_6_9426372647

Introduction

Last week, I took a look at the idea that games based on the Spartan Engine, especially Dystopian Wars (DW) and Firestorm Armada (FSA), take too long to play. I’m not going to repeat myself too much in this post, so please take a look at last week’s post before reading this one if you haven’t yet. To summarize, I concluded that DW and FSA should probably be about 33% shorter; so, if an “average” game takes about 3 hours, it would be better for it to last more like 2 hours. I stopped short last week of getting into specific changes that could be made to the Spartan Engine to reduce play time, so that is going to be my focus this time around. The approach I’m going to be taking is more of a brainstorming list; I would not expect all (or perhaps even most) of the changes I’m proposing to appear in a single game. Indeed, if all of the suggestions I’m about to make were implemented at once, I think the result would probably be a game that is a little too simplified to satisfy fans of the existing game (like me!). In line with my post on the Spartan Engine, I’ll be talking about proposals for the Core Rules, followed by some ideas on changes to the various modules. Along the way, I want to share some of my thoughts on exactly what makes games of DW or FSA take so long. Continue reading

Posted in Dystopian Age, Dystopian Wars, Space Naval Gaming | Tagged , | 1 Comment

Episode 28

episode28

[iframe style=”border:none” src=”//html5-player.libsyn.com/embed/episode/id/6332875/height/100/width/480/thumbnail/no/render-playlist/no/theme/legacy/tdest_id/326082″ height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

For this month’s episode of the MBS Podcast, Greg and Andy take their first ever in-depth look at a video game, BSG Deadlock from Slitherine Games. Later, they discuss the ways that stealth mechanics work in various naval games.

BSG Deadlock Reveiw: 36 Min

Stealth in Naval Games: 1hr 13 Min

Links Discussed:

BSG Deadlock

2018 MBS Painting Contest
Checkout the Latest Episode of the MBS Podcast!

Posted in Podcast | 1 Comment

Speeding up the Spartan Engine, Pt. 1

Speeding up the Spartan Engine, Pt. 1

imageedit_6_9426372647For all of its many virtues, a commonly heard complaint is that games based on the Spartan Engine take too long to play, especially Firestorm Armada (FSA) and Dystopian Wars (DW). This is not a universally heard complaint, to be sure. There are plenty of gamers who are no doubt happy with the play length for DW and FSA as-is. However, there was apparently enough demand for a “fast play” version of these games that Spartan decided to release Firestorm Taskforce (TF) and Dystopian Wars Fleet Action (FA), which were designed to allow gamers to play a game in their respective universes in less time than their “parent” games. Now, as it turns out, both TF and FA have some issues of their own, which Greg and I discussed a while back on the MBS podcast, but that doesn’t change the fact that Spartan apparently got enough feedback that its games were taking too long to play that they felt compelled to develop a new product to try and address the issue.

How Long does it take to play FSA and DW?

This seems like a reasonable question to ask at the outset. The problem is that when evaluating game length there is very little to go on other than anecdotal evidence, which is heavily influenced by personal perception. That being said, here are a few things I’ve noticed over the years.

  • Familiarity with the rules drives gameplay length more for FSA and DW than with some other games. Obviously, with any game system the better the players know it the faster they will be able to play. However, the improvement seems to be more dramatic than usual for Spartan Engine games, perhaps due to the notorious layout issues of Spartan’s rulebooks.
  • Given “normal” scenarios, most games of FSA or DW are pretty much decided by the end of turn 3. Turn 4 and later are usually only an exercise in “mopping up,” and tend to go much quicker due to the fact there is less for both players to do since so many models tend to be destroyed by then.
  • In a tournament setting, a two hour round is generally sufficient for two players with a reasonable understanding of the rules to complete at least 3 turns (and hence reach a reasonable conclusion) assuming the points level is somewhere around 800-1000 points, but is generally not enough time to play a game to full completion.
  • The time it takes to play a game of FSA or DW is directly proportional not just to the points level of the game, but also to the number of activations in each player’s force. In my experience, it is actually possible to play a 1200 point game in about the same amount of time as an 800 point game, provided the 1200 point forces are large/massive model heavy (which means that the overall number of activations is largely the same).
  • It seems that DW typically takes longer to play than FSA at a given points level.

The net total of my experience is that given a basic scenario, a moderate points level, and players with a decent understanding of the rules, playing a game of FSA or DW through to conclusion (at least turn 5) will generally take around three hours. Of course, games can easily run longer if being played with larger forces, or if one or both of the players are less familiar with the rules, but in general I think that three hours is a reasonable working number for the length of an “average” game of FSA or DW. Certainly, that’s about the minimum amount of time I set aside when I’m planning a game session with someone. I have heard that some groups have been able to drop their play time to less than two hours with sufficient repetition, but I suspect that groups with that level of familiarity with the rules and unit stats are more the exception than the rule.

How Long is Too Long?

Now that I’ve established my rough metric for how long a game of FSA or DW will take to play, the next question to address is if that play length is excessive or not. And here, we’re taking a hard turn into the realm of the subjective! One gamer’s reasonable game length is another’s death slog. The challenge here is that one of the trends in the larger miniature gaming industry over the last 5 or so years has been towards smaller model counts and shorter game lengths. Fantasy Flight’s X-wing, for example, is both wildly popular and can be played in well under an hour. There have been a rise of skirmish games, such as Malifaux and Guild Ball that tend to feature similar play lengths. During the same time, there has also been an explosion in the popularity of board games, many of which have playtimes of two hours or less. At least superficially, then, there seems to be a big market in shorter-form games, which seems to have been the original target of FA and TF. That doesn’t mean that there is no market for longer-form miniatures games, though. Warhammer 40k, for example, seems to be as popular as ever (perhaps more than ever, since the changes Games Workshop has made in its business practices and the release of 8th Edition) despite having a play time of 2-3 hours for average sized games. Fantasy Flight’s Star Wars Armada, their capital ship Star Wars game, has a dedicated following and takes around 2 hours to play from what I gather.

There is certainly room out there for a FSA or DW game that takes 3 hours to play. Dedicated DW or FSA players (of which I consider myself to be one) will probably have no problem budgeting that amount of time to their games. I do perceive a problem, though, when it comes to those gamers for who FSA and DW occupy the “Secondary Game” space. That is, from my experience folks that primarily play one of the more popular miniatures games, like 40k or Warmachine, will often have forces for other miniature games in their collections that they can pull out on occasion for a change of pace. In this context, longer play times might very well be a detriment, as those gamers might be less inclined to pick up DW or FSA if they are looking for something that is simpler or takes less time to play than their main games. For that reason, I think 3 hours might be a bit too long, and it is worth looking at ways to reduce the play time of FSA and DW.

So, three hours is too long, but how much of a reduction is desirable? On the extreme end, we could try and take the play time of FSA and DW all the way down to less than an hour, to compete in the skirmish game market. This is the approach Spartan took with FA and TF, and while there were some flaws in their execution the overall result of their efforts were games that largely achieved their play time objectives. I generally like the systems, but I don’t think they represent a good way forward for the “mainline” FSA and DW rule sets; FA and TF just deviate too far from the core Spartan Engine to have the same feel and appeal as their parent games for my taste. Another downside is that FA and TF are so different from DW and FSA, respectively, that they do not serve as a good gateway or introduction to them. My own assessment is that trying to take the play time of FSA and DW down too far will result in too many undesirable compromises in their gameplay.
That’s not to say that no reductions can be made; to the contrary, I do think that a shorter play time of around two hours would pay some significant dividends and could perhaps be achieved without severely compromising the overall feel of the game play. At that game length, I think FSA and DW would gain more appeal as secondary games, thus expanding the potential pool of players.

Conclusion

Game length is definitely one of those topics where Your Mileage May Very, so I appreciate my readers sticking with this post all the way to this point! To recap, my estimation is that the “average” game of FSA or DW takes about three hours to play, and that game length limits the appeal of these games to gamers who are looking for a supplement to the “primary” game that they play. I also assess that trying to get FSA and DW play time down to X-wing levels would probably result in a compromised experience, though getting the playtime down to about 2 is probably achievable.

Of course, this brings us to the question of what, exactly, can be done to reduce the playtime of games based on the Spartan Engine, but that will have to wait until part 2. Until next time…

Posted in Dystopian Age, Dystopian Wars, Space Naval Gaming | Tagged , , , | 1 Comment

Ruckdog’s Report Episode 5

rr05

[iframe style=”border:none” src=”//html5-player.libsyn.com/embed/episode/id/6304218/height/100/width/480/thumbnail/no/render-playlist/no/theme/legacy/tdest_id/326082″ height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

Andy is back with Ruckdog’s Report #5! The big discussion point this time around is on the trend of digital rule books. Do they make gaming experiences better?

Pictures of Andy’s Ice Maiden:
http://www.manbattlestations.com/forum/index.php?topic=1920

YouTube Video version:

Checkout the Latest Episode of the MBS Podcast!

Posted in Podcast | Leave a comment