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Deadzone
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Author: Tubes [ 27 Apr 2013 05:43 am ]
Post subject: Deadzone

Just a quick link to the Kickstarter. It explains the factions, ruleset etc better than I could explain…

http://www.kickstarter.com/projects/174 … board-game


Author: snailracer [ 27 Apr 2013 04:17 pm ]
Post subject: Re: Deadzone

Looks good. Just wish I had money to spend as the kickstarter seems to be the best way to get a good deal. Just bought wedding rings today with the proceeds of my last ebay flurry so any hope of leftover monies has vanished. More listings tomorrow then :)


Author: BrizzleRob [ 27 Apr 2013 05:29 pm ]
Post subject: Re: Deadzone

Not prepared to exchange personalised, hand painted, miniatures with your vows?


Author: snailracer [ 27 Apr 2013 05:59 pm ]
Post subject: Re: Deadzone

Do you want to witness a wedding or a lynching? I might just about get away with lego cufflinks!


Author: Tubes [ 28 Apr 2013 09:50 am ]
Post subject: Re: Deadzone

Lego cufflinks – I’ll have to try that sometime. Or just go for a nice set of polished up nut & bolt cufflinks (very engineering). Maybe even some rivet cufflinks…

Anyhow thread drift. Jake (Deadzone’s designer) now has a Deadzone rules FAQ on his blog. It isn’t really populated yet but he as alluded to the beta of the rules being released end of next week. Should be interesting to see how it works.

He did mention at the bottom about using the gridded table mat or not. He says you could use tape measures if you wish but it would obviously take longer. I think with the terrain I’ve knocked up that we sould still use a grid based system… Just have to wait for the rule set.


Author: snailracer [ 04 May 2013 08:43 am ]
Post subject: Re: Deadzone

Got an email this morning with a link to the rules alpha. Looks very interesting. Not sure about the way movement works but I guess I’d need to play a game or two before passing judgement.


Author: Tubes [ 04 May 2013 10:28 am ]
Post subject: Re: Deadzone

I was going to post a link this morning but if you already have an Alpha version of the rules I won’t (if anyone else wants a copy just shout).

I only managed to read a couple of the pages last night before falling asleep – not an indictment of the rule set, but the length of my day ;)

I’ll have a look through in a bit. I am really looking forward to it as it is:
Skirmish
Each team/faction has their own tailored missions – they pick one randomly & it’s secret to the opponent, so every game is different & objectives played in secret
Gang/team progression
Quick & intending to be simple (but detailed sufficiently)


Author: BrizzleRob [ 22 May 2013 07:58 pm ]
Post subject: Re: Deadzone

I’m holding an Early Bird! Strike Team ($140) which I’m looking to give up this weekend. Anyone here want it, so we’ll co-ordinate the ‘exchange’?

Image


Author: snailracer [ 22 May 2013 08:36 pm ]
Post subject: Re: Deadzone

Are you giving up on dead zone? Or upgrading?


Author: BrizzleRob [ 22 May 2013 09:03 pm ]
Post subject: Re: Deadzone

Tubes has the same pledge. No point us having two of the same.


Author: DOOM [ 22 May 2013 09:09 pm ]
Post subject: Re: Deadzone

we’ve also got a terrain pledge, so with one game and extra terrain that should be plenty of stuff.


Author: BrizzleRob [ 23 May 2013 06:25 am ]
Post subject: Re: Deadzone

I know what you mean, but it fits my personal spec of being a fast pick up and play game. I believe beta rules are due today, which will have an alternative turn sequence and (I think, from rumours) progression rules.

On the plus side, Mantic seem to be making efforts now to drive this KS as far as it goes before the end. Lots of addition content (much ‘free’) already laid out.


Author: snailracer [ 23 May 2013 06:38 am ]
Post subject: Re: Deadzone

So is that basically 100 shiny english pounds for all that stuff? It seems pretty good value. My only worry is laying out money I dont really have on something I probably havent got time for and will struggle to find time to play let alone paint.

When do you need to know by?


Author: BrizzleRob [ 23 May 2013 07:29 am ]
Post subject: Re: Deadzone

I can hold it right up until the day before the end if you want. There are 10 days left. Lets say give me an answer by a week Friday.


Author: snailracer [ 24 May 2013 06:15 am ]
Post subject: Re: Deadzone

I will count my pennies over the weekend and let you know


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http://wargamers.freeforums.org/
Deadzone
http://wargamers.freeforums.org/deadzone-t566-15.html
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Author: snailracer [ 28 May 2013 08:18 pm ]
Post subject: Re: Deadzone

the beta rules are out and look good. It’s shaping up to be a decent fast paced game, as it should as its similar to db.

I won’t be purchasing but I look forward to playing


Author: BrizzleRob [ 02 Jun 2013 08:44 pm ]
Post subject: Re: Deadzone

Well the KS has surprised me. I didn’t think Mantic had played the campaign as well as they could have done. Nevertheless the $1.1M+ is a very heathy result.


Author: Tubes [ 17 May 2014 09:10 am ]
Post subject: Re: Deadzone

We popped our DZ cherry last night. Snailracer was infected and strove to spread the Plauge… while BrizzleRob was the Enforcers charged with containing the outbreak.

The board (fairly small) and not too many tokens.
Image

Aarrggghhhhh Plague infected dog raced around the flank and starts hassling the Enforcers. The blue tokens denote who has been activated.
Image

The big daddy Plague monster :twisted: slowly strolls up the street. I don’t think the Assault Enforcer has a chance…
Image

…Nope, he’s going to die.
Image

In the end the Enforcers were totally pinned down in the worst possible corner of the board for them. The sniper could not operate effectively or the enforcers get off the ground level to get away from sprinting gribblies! Obviously we learnt a lot about the rules and refinements. But at its heart it has relatively simple mechanics but a lot of strategic depth with your card deck, secret mission etc.

We may try Rebs vs Enforcers later this evening…


Author: DOOM [ 17 May 2014 09:15 pm ]
Post subject: Re: Deadzone

Looks amazing! Really excited about having a go sometime soon(ish)!

Will aim to get my gangers painted and ready for the summer. Maybe they’ll be suitable models for a reb gang?


Author: snailracer [ 18 May 2014 06:41 am ]
Post subject: Re: Deadzone

I enjoyed it but it was a lot more complicated to pick up than flames of war. I think this is mainly to do with FoW having a very familiar mechanic and DZ having a few very different mechanics to what we’re used to.

Rob and I both struggled with some of the more abstract rules, mainly because they work alongside ‘realistic’ rules. It is quite an abstract game. I think we both enjoyed it and once we had ironed out the rules it flowed quite well. I was helped by some very good dice rolling and a deployment that really didn’t favour rob.


Author: BrizzleRob [ 19 May 2014 05:41 am ]
Post subject: Re: Deadzone

Yes SnailRacer’s luck was bordering on unreasonable!

It’s probably fair to say the entire game is fairly abstract (to simplify) with the exception that a deliberately targeting ‘shoot’ action requires deliberate positioning of your guy and a true LoS to the target.

Cards make a welcome difference, trying to swing the game/fight in your favour.

We should try more. The plague seem awesome. The corporation are just reliable (a la space marines). The Rebs appear more of an uncertainty, requiring a careful touch.


Author: BrizzleRob [ 17 Jun 2014 07:37 pm ]
Post subject: Re: Deadzone

This thread on the Mantic forum may help clarify some of the confusion we’ve had with the mix of True Line of Sight for some shooting actions, and an abstract consideration of cover for other shooting actions.


Author: snailracer [ 17 Jun 2014 08:39 pm ]
Post subject: Re: Deadzone

It still seems slightly odd but I guess cubes need to be designated as having cover in them or not at the start of the game.

Where it gets odd for me would be a target mini stood IN FRONT of a barricade (in relation to the shooter) would give the shooter the +2 clear shot bonus (100% of mini seen) but also give the target the blaze away -1 in cover modifier as the cube contains cover!

I guess as a house rule we could say that anything in, or projecting into a cube counts as cover.

The other question is then how do walls work? Do they only give cover if the target mini could hide behind them in its cube (so a wall behind you is not cover but a wall alongside you can be cover if the shooters angle is such that you could hide…


Author: BrizzleRob [ 18 Jun 2014 09:00 pm ]
Post subject: Re: Deadzone

The thread appears quite clear on the ‘official’ position. Cover only comes from within the target’s cube (stuff in the vicinity the target might try and jump behind), whilst anything obstructing the shot in the other cubes between shooter and target affects whether there is a clear shot.

Seems more cut and dry, and I can kind of rationalise it.


Author: BrizzleRob [ 19 Oct 2014 07:02 pm ]
Post subject: Re: Deadzone

Zombies!!!

Tried the Zombie rules this afternoon with some impressively hopeless Enforcer close quarter fighting. Loved seeing the zombies shamble towards movement and sound, whilst SnailRacer attempted to work clear a free area to sneak a man off the board.

Will probably be the go-to Deadzone game mode for the near future; challenging, fun, non-competitive and allows us the fully learn the rules. Looking forward to trying the Contagion campaign and possible a multi-player (“co-operative”) zombie-fest.


Author: snailracer [ 20 Oct 2014 04:02 pm ]
Post subject: Re: Deadzone

I think playing through the scenarios in zombie mode would be a great afternoon/day of gaming.

Once we had learned the rules it flowed nicely despite my loss of two guys early on


Author: Tubes [ 23 Oct 2014 06:33 am ]
Post subject: Re: Deadzone

I’ve finally uploaded a few photos of the Zombie game.

Matt’s 4 man recon team preparing to extract…
Image

2 of the team made a dash down he ladder as the zombies emerge. 1 was swiftly eaten , while the other makes a desperate dash for it…
Image
He didn’t make it after 3 more zombies emerge before he can get away.

That left the sniper and trooper. They decide to take the other rout ever the walkway.
Image

The sniper draws the zombies away from the trooper’s escape route.
Image

The horde beneath the walkway grows but clears the way for the trooper to dash off the board.
Image

The zombie AI (or as they call it Artificial Stupidity) mechanics works quite well. However we think we May house rule that frag weapons attract the zombies towards the blast rather than the people so had thrown the grenade.


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