Showing posts with label post-apocalyptic. Show all posts
Showing posts with label post-apocalyptic. Show all posts

Wednesday, August 24, 2011

Wastelands Meltdown: Post-apocalyptic miniatures gaming goodness


Though this blog went totally silent through much of the summer, plenty of gaming was going on. Actually, I rediscovered Magic and have been enjoying the heck of out that game lately. I also took a break from miniatures for a few months ... until GenCon, that is. That got me revved up again, as it always does.

Anyway, on to the substance of this blog post. Last weekend I went to Karl's house to play Wastelands Meltdown, the latest iteration of quick-play post-apocalyptic skirmish rules. We've enjoyed Wastelands v1.2, but this edition promised some upgrades and clarifications.

Of course, the rules took a backseat to the spectacle of gaming on Karl's excellent desert table. We set up a quick scenario — a supply stop for one of my wastelands traders, who was escorted by several heavily armed mercenaries. Karl's raiders (each outfitted with a souped-up mutant vehicle) were split into two groups, which both entered opposite table corners to ambush my merchant and his retinue.

Here's my setup in the center of the battlefield. Karl's terrain looked just smashing when we got it all out on the table.



Karl's objective was to disable 2 of the 3 vehicles that I had clustered around my trading post in the center of the table. My goal was to break Karl's warband by inflicting enough casualties. Here's the table before the game started; Karl's forces will arrive on the top left and top right of the board.


The game was a bit of a bloodbath for Karl. In a foolhardy attempt to try out the vehicle rules (including accelerating and colliding) we both drove our two heavily armed trucks directly at each other, building up quite a head of steam before slamming into each other on one flank of the table. My truck was beefier so I survived; Karl's truck exploded and incinerated most of his survivors, though one chaingunner piled out unscathed.



After that it was just wetwork by my power armored infantry. I had two on the table, and they were the toughest single figures in the game. Of course, they cost about double the points of a typical wasteland raider.

A few highlights from the end of the game follow, with photos.

Karl's truck rammed (and killed) my mercenary commander.


As part of the escape, this gnarly cargo hauler motored up and over a small ridge before running down some hapless wastelands raiders.


Bill the Tracker, armed with his hunting rifle, seized the high ground and spent the entire game taking potshots on any raider brave enough to venture close enough to his position.


Sunday, November 7, 2010

Battle report for Wastelands, the post-apocalyptic skirmish game


My regular wargaming group got together last week to try out Wastelands, a skirmish miniatures game set in a post-apocalyptic world. The rules are philosophically similar to Song of Blades & Heroes — meaning they're simple, customizable and packed with RPG-like flavor — so we knew this would be an easy game to pick up and play. Plus, the game is generic enough to support all manner of post-apocalyptic scenarios and factions: Road Warrior-style highway raiders, Terminator machines, 40k-style shock troopers and everything in between. Games generally include anywhere from 3 to 10 figures, plus maybe a vehicle or two.

Karl, one of the players in the group, had a fantastic desert board set up at his place, and we were able to get in two games, each lasting just over an hour or so. Each game was a three-way slugfest; we avoided crafting a specific scenario because we really just wanted to see how the game would play.


The games were a lot of fun, but the suggested point value for each team (300 points) offered some wildly disparate teams. For example, 300 points got 6 Mad Max-style gangers, or 3 tricked-out shock trooper commandos, or 3 nomadic survivors plus a rustbucket police cruiser.

The 3 armored shock troopers proved to be the most potent fighting force on the board that evening, owing mostly to their bitchin' body armor. They didn't have numerical superiority, but they were able to walk all over the nomadic survivors and the Terminator-style robot infantry, as seen in these photos.


We all agreed that, despite the prowess of the shock troopers, it's just not that much fun to have a team consisting of only 3 guys, so we are definitely going to raise the point cap a bit higher next time we play, maybe up to 500 points or so. I mean, the point of playing miniatures wargames is to get fun toys on the table, right?


Also, the lone vehicle didn't really perform as we hoped it would. I didn't buy a gun for it, so all it was able to do was lurch back and forth, attempting to ram various enemies. It looked cool on the table, but it ultimately killed no one and was itself destroyed piecemeal in both games. I think the game will play much better with several vehicles zipping around on the board, rather than one big moving target that everyone shoots at each turn.


Lastly, Wastelands had its share of inconsistencies and muddled rules. We ended up houseruling more than a few key things over the course of two games. This wasn't a big deal, and I understand that Wastelands is a DIY release that probably didn't benefit from an outside editor, but it's worth mentioning. I'm sure we'll codify our Wastelands notes in some sort of house rules addendum that we can all share.

Monday, September 22, 2008

Review: Hot War

Last week I spent most of a three-hour plane trip reading Hot War, the spiritual successor to the very excellent Cold City by Contested Ground Studios.

Set in Berlin just after WWII, Cold City’s crowning achievement was a spate of innovative “trust” mechanics that realistically modeled the intrigue and conspiracy surrounding American, German, French, British and Soviet operatives as they investigated horrific Cthulhu-esque monsters and dark occult happenings in the shattered urban cityscape.

Hot War took Cold City’s setting — teetering, as it were, on the brink of out-and-out war — and advanced it to its logical conclusion. But the war that Hot War chronicles involves more than simply atom bombs; this conflict also makes ample use of the so-called “twisted technology” that both sides were voraciously developing as a deterrent to traditional nuclear arms. So Hot War’s London was scourged with hellish mutants, otherworldly creatures yanked to Earth from alternate realities, and crude Soviet cyborgs powered by arcane technologies.

The result is an apocalypse, which creator Malcolm Craig chronicles through a chapter’s worth of diary entries, official memos and propaganda posters (including one shown here). This sets the scene for the game setting: a ruined London struggling to survive amid dwindling resources, even as the terrifying leftovers of the botched Soviet invasion stalk the landscape, menacing the cowed population with indirect terror.

In place of a trust mechanic, Hot War has each player describe two agendas: one representing their player’s personal motivations (ex: “Find out where my sister went after the war”) and another representing a missive handed down from whatever branch of the government they work for (ex: “Find the mole who’s selling Navy secrets”). This is especially important because the UK’s fragmented military factions are a source of great drama in the game; each branch is vying with the others for manpower and resources, which leads to intense behind-the-scenes struggles.

The agendas are rated in terms of how long it will take to accomplish them and given a die bonus that can be employed on all dice rolls associated with them. Longer agendas give fewer dice — but they can be used more frequently. Once they’ve been roleplayed out to their conclusion, agendas are fulfilled in some way and the player makes a new one — very similar to Burning Wheel’s belief mechanic, though Hot War’s agendas appear much more actionable on first brush.

The game revolves around encounters, not tasks, so there’s no “rolling to hit” in this game. Rather, players assemble a die pool for a particular encounter, adding in one die for various relevant abilities (a mechanic that’s gotten a lot of mileage lately in indie games). Then players roll the dice pool, determine a winner, and narrate the outcome of the encounter. It’s graceful, sure, but there’s a distinctive lack of crunch. Character equipment and environmental effects are all boiled down to a series of pluses or minuses applied to the die pool.

A very cool aspect of Hot War is that players can take over narration duties at various times during the game. Whenever a player wins a particular conflict scene, he or she gets to dictate the outcome (within reason, of course). The same goes for agendas: When they’re fulfilled, the player describes the outcome and its effect on the game. This is great, but it demands a very mature, involved group of players, since they’ll each serve as GM for about 20% of the game.

Hot War is among the most satisfying post-apocalyptic games I’ve read in a long time. It’s not campy; it’s stark and hopeless. While reading the description of the war itself (told via diary entries and government posters) I kept thinking about Threads, the made-for-BBC documentary that presented a similarly unflinching look at nuclear war and the immediate aftermath. Imagine my surprise, then, to see Threads listed as one of a number of film and TV shows that served as Malcolm’s inspiration for the game.

Up next: An actual play review, to be completed as soon as I can manage to assemble a group.

Wednesday, August 13, 2008

The shape of things to come

Back in 1995, I really didn’t have much of an idea what roleplaying actually was. I was 13 and had recently purchased my first Magic: The Gathering deck; I was utterly smitten by the brightly colored illustrations and the sparse, detail-soaked lines of flavor text on each card. Magic was a smashing success for me and my friends, but D&D was a nebulous concept — I knew older players enjoyed this game, and that (like Magic) it drew on Tolkien-inspired fantasy tropes. But as far as the mechanics and rules went, I knew only that it involved creating a character with stats describing how well he would perform in a given scenario, then rolling dice when those scenarios came up in the game (this, I hazarded, was the province of the gamemaster, a term that quickly joined my lexicon as I endeavored to learn more about RPGs).

Still, I was bound and determined to venture further down the path. This was pre-Internet, mind you, but I was lucky enough to have a subscription to InQuest, which at the time was a rock-solid gaming mag that fanned the flames of Magic’s explosive popularity. I had no RPGs of my own, so I decided to create one based on Deathlands, a a post-apocalyptic pulp series I’d been reading voraciously. In retrospect, my bumbling attempt at creating a game was comical. Lacking solid knowledge of what RPGs actually were, I went ahead and crafted a hybrid roleplaying board game, where the players explored an intricately detailed map of the post-nuke United States, trading merchandise (Food, Ammo, Generators, etc) and dealing with roving bands of raiders. Most of the mechanics involved moving your little miniature down a road, entering a city and then rolling on a table to see what happened. I’m not sure exactly where a character’s stats factored in — again, I was operating with very little hard knowledge of RPG mechanics.

But it was fun, especially because I put a lot of effort into solitaire play so I could tool around in my trading caravan even when my friends weren’t visiting. Again, a lot of that was just me rolling dice and consulting random tables, but still — in my mind, I was roleplaying. It was cool!

I wish I still had that game, even just the crude map I sketched out, but it’s all lost to the sands of time. No matter: six months after my Deathlands foray, I stumbled across West End Games’ Star Wars Roleplaying Game, 2nd Edition, Revised & Expanded. And the rest, as they say, is history.

EDITED Oct 27, 2010 to add a photo dump from my recent post-apocalyptic miniatures painting. Recognize anybody?












Friday, August 1, 2008

From the shadows of a Cold City, a Hot War

Cold City is a lean, keen game about monster hunting in the ruins of postwar Berlin. The players are American, German and Russian agents motivated as much by their mutual distrust of each other than by the actual task at hand. It’s a fun premise, and the game system itself includes a robust trust mechanic to model those complex interpersonal relationships.

To me, Cold City seemed like a great one-off game, something that couldn’t really support campaign play. And although that hypothesis is still untested (I own the game but haven’t yet played it) the mythos got a little richer this summer with the release of Hot War.

Billed as the spiritual sequel to Cold City, Hot War imagines London 1960s as a tense, apocalyptic powderkeg of a city, strewn with scheming politicians, twisted science, demonic creatures and a healthy dose of paranoia. The review is on RPG.net; I don’t know much more, but I’m thoroughly interested in trying out this game.

Saturday, June 21, 2008

Found the treasure! Or, a visit to Half Price Books in Dallas

I've been an energetic patron of Half Price Books since my first visit in years past. It's a super cool store with a great mission, plus they invariably have a great selection of gaming books and graphic novels. Pricing is intuitive: Everything is half-off the cover price.

Well, I dropped into what I soon learned was the flagship store and corporate headquarters of Half Price Books today while in Dallas for business. Here's the setup: The day's work was finished, and I was cruising Park City in a rented Malibu. The auto powered its way over a hill - and then I saw it. A huge red sign looming over the freeway, inviting me in with promises of out-of-print books and CDs.

I stopped in and browsed for a goodly while. They had a ton of old D&D stuff, including a good half-dozen books with spine credit by Gary Gygax. Cool stuff - to bad it was sort of falling apart. The next shelf held a bevy of oddball games from the beginning of the 21st century, when the Grim Meathook Future started looking more and more likely and movies like The Matrix glamorized the idea of firing off thousands of bullets in a heavily populated city. Gritty, street-level urban games; I saw Underground, Heavy Gear and a glut of World of Darkness titles. Mmmm, darkness. I love a good dark game.

I ended up walking out with a barely used copy of the Tribe 8 core book. Tribe 8 has been my elusive quarry for many years: I've known about it for a good while, and I've sort of mentally reserved a space on my post-apocalyptic shelf for it. In the past, I kept running across the splat books, but never the real thing. Today it is mine! It actually wasn't marked with a price, and I was bracing myself to cough up $15 if the clerk decided it retailed for $30. But he surprised me with a svelte $5.98 price, which I paid gladly.

Next up for me: Gamma World, Darwin's World, All Flesh Must Be Eaten, Redline and Unhallowed Metropolis. And A|State is available on PDF now...