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Made in us
Infiltrating Broodlord




Lake County, Illinois

Osprey posted on their blog a list of their wargaming releases planned for next year:

https://ospreypublishing.com/blog/Wargames_The_Big_Reveal/

Here are some interesting examples:
Horizon Wars: 6mm Hard Science-Fiction Wargames (Apr 2016)
Bolt Action: Konflikt ’47 (Jul 2016)
Frostgrave: Forgotten Pacts (Nov 2016)
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

there are some interesting tidbits in there!

Fantasy Roman Empire Skirmish?

Hard Sci-fi epic?

Cartoon Necromunda?

Some very interesting games...
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

How is Horizon Wars different from Tomorrows War (which I believe they also published)?

Poseidons Warriors sounds cool, as does Broken Legions.

Cant wait for Bolt Action Konflikt 47.

Rogue Stars looks like an alternative ruleset to try my very large collection of infinity figures with if I want some variety.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Thermo-Optical Tuareg





California

Rogue Stars certainly has my interest. Some of those sound pretty cool, like the Roman Empire fantasy skirmish game.

   
Made in ca
Dakka Veteran





Rogue Stars totally looks like Infinity crashed into 40K. Depends on the rules, but I'll probably pick it up. Looks to be in the long line of Song of Blades and Fistful of Kung Fu. Want to see how that big robot in the background works out with that motley crew in front of it.

Iain.
   
Made in gb
Calculating Commissar






Reading, Berks

I like the sound of Chosen Men.

I suspect En Garde! will cause some bouts of fury in my sword group though

   
Made in us
Infiltrating Broodlord




Lake County, Illinois

From Osprey message boards:

"Konflikt ’47 ... definitely falls into that really popular ‘weird war’ genre (albeit with a grounding in science instead of the occult), rather than the more serious ‘what if the war continued?’ approach."

I wonder if Warlord Games will be doing miniatures for Konflikt 47.
   
Made in gb
Battlefortress Driver with Krusha Wheel





Brum

Albino Squirrel wrote:

I wonder if Warlord Games will be doing miniatures for Konflikt 47.


I think it will be another company, there was some concepts or something similar floating about a few months ago but they were by someone else.

Its Clockwork Goblin

This message was edited 1 time. Last update was at 2015/09/16 19:51:00


My PLog

Curently: DZC

Set phasers to malkie! 
   
Made in gb
Fixture of Dakka






chaos0xomega wrote:
How is Horizon Wars different from Tomorrows War (which I believe they also published)?


Bigger scale conflicts, probably; it does say 6mm, after all. Epic, to Tomorrow's War's 40k.
   
Made in gb
Calculating Commissar






Reading, Berks

 Silent Puffin? wrote:
Albino Squirrel wrote:

I wonder if Warlord Games will be doing miniatures for Konflikt 47.



Clockwork Goblin were sharing the Warlord stand at Salute this year. I think there was talk of them working in partnership for it, though that may be Warlord dealing with the book and figure distribution... who knows. I guess we will find out in April/May next year

   
Made in us
Winged Kroot Vulture






Never played anything from Osprey.

Is it a universal system (with variations due to what era it is based in)?
Is the system any good?

I'm back! 
   
Made in gb
Dakka Veteran




Lincoln, UK

They produce a range of self-contained wargames in their typical book size - 64 page softcovers, and sizeable chunks of the books are taken up with lots of lovely Osprey illustrations. Usual cost is £12 for the printed version and £5-6 for the Kindle format e-book, although Frostgrave is hardback and £15. From the page count, you can guess that they're no super-detailed, heavy games - you'll read one in an hour or two easily.

Several of them are a lot of fun though. Definitely worth a look.

No common rule system between their games yet, although Dragon Rampant,the fantasy version of Lion Rampant medieval skirmish, is coming out in December.

Of Gods and Mortals uses the Song of Blades and Heroes engine.

In Her Majesty's Name uses a modified version of the In the Emperor's Name rules, and does have two supplements.

Other than that, the other ones I have (Frostgrave, Lion Rampant, Dux Bellorum) all have original rules.



   
Made in us
Experienced Saurus Scar-Veteran





California the Southern

Rogue Stars looks to actually be written by Andrea Sfiligoi, the man behind Song of Blades and Heroes.

I wonder if it will use the same engine or be something new altogether?

I'll have to bug Andrea about it when the Hammer & Forge campaign is done.

Poorly lit photos of my ever- growing collection of completely unrelated models!

http://www.dakkadakka.com/dakkaforum/posts/list/0/627383.page#7436324.html
Watch and listen to me ramble about these minis before ruining them with paint!
https://www.youtube.com/channel/UCmCB2mWIxhYF8Q36d2Am_2A 
   
Made in us
Swamp Troll




San Diego

 AndrewGPaul wrote:
chaos0xomega wrote:
How is Horizon Wars different from Tomorrows War (which I believe they also published)?


Bigger scale conflicts, probably; it does say 6mm, after all. Epic, to Tomorrow's War's 40k.


I had thought TW was intended for 15mm primarily?

Black Ops is on pre-order on Amazon and it's got a reduced price right now. I just locked mine in for $9.87
I'm looking through the other pre-orders from Osprey to see if any of them are marked down too.

   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

 Silent Puffin? wrote:
Albino Squirrel wrote:

I wonder if Warlord Games will be doing miniatures for Konflikt 47.


I think it will be another company, there was some concepts or something similar floating about a few months ago but they were by someone else.

Its Clockwork Goblin


From what I recall, Konflikt 47 is the name of Warlords upcoming Weird War Bolt Action game.

I had thought TW was intended for 15mm primarily?
f

It was billed as a scale-neutral system, recommended for anything from 15mm - 50mm+ but usable at 6mm as well IIRC.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
[MOD]
Solahma






RVA

According to Amazon, Horizon Wars will be a 96-page HC by Robey Jenkins and illustrated by Jessada Sutthi.

Robey Jenkins is the fellow who started Precinct Omega/One Pound Wargames. Here is a dated description of Horizon Wars:
HorizonWar is a three-volume set of games from One Pound Wargames that allows you to play battles in the 6-10mm scale with a fast, intuitive and customizable system. Volume 1, MechaWar, is a mech-combat skirmish game. Volume 2, AirFrame, takes to the skies for high-adrenaline air-to-air combat. Volume 3, BattleGroup, will introduce the rest of the group forces of infantry, armour, artillery and special forces. All three sets are fully compatible and Precinct Omega is constantly releasing new, free DLC for HorizonWar.

http://www.tabletopgamingnews.com/win-a-fully-painted-6mm-army-for-battlegroup-from-one-pound-wargames/

MechaWar had already been released:
MechaWar is the first title from the One Pound Wargames imprint of Precinct Omega Publishing. The game gives complete rules for building your forces of mighty mech walkers and pitting them in intense tactical combat against your opponent.

Use simple resource allocation to build and customize your force of mechs in minutes.
Play on any flat surface with a few pieces of terrain and any collection of mecha miniatures.
Skirmish-style action with alternating activation, each mech operating independently.
Intuitive combat uses dice to generate both range and accuracy for shooting as well as to resist and repair damage.
Manage your actions to pursue your objective or react dynamically to your opponent's manoeuvres.
Works for scales from 6mm to 15mm.
Includes advanced rules to customize your mechs as engineer, minelayer, commander or assault mechs.
Includes three starting scenarios.

https://boardgamegeek.com/boardgame/127760/mechawar

Bit of a review here:
I was listening to episode 99 of Meeples & Miniatures and the guest on the show (Robey Jenkins) mentioned he was working on a line of rules that were playable in under an hour and easy on the wallet. The first in the series is Mechawar, so I headed over to the Precinct Omega website and noticed it was only a single pound to buy them. After I paid, I got an email with a password and logged into the site and downloaded the rules.

The PDF is 21 pages. It is spartan in appearance, but clear. There are some mecha illustrations which are cool. I think the rules are clear enough given their simplicity.

It's a very simple system-- I can see how you'd easily be able to play a large game within an hour. You alternate activating mechs and there is also reactions.

Each mech only has 5 stats. It's mass, it's firepower, how hard it is to hit, how hard it is to damage and how fast it is.

When you activate something you can choose to shoot, move and shoot with half dice, run, charge or repair. When you react, you can shoot, move, move & shoot, and in some instances, counter charge a mech that tries to slam into one of your mechs by charging it. Though you can only react once per turn with each mech.

The game actually uses twelve sided dice. Though there's a simple mod to use d6s if you don't like d12s.

All various weapons a mech might have are abstracted together as a single firepower stat. You roll that many d12s and your target number is the range to your attacker plus the stat that reflects how hard they are to hit. But you get to add the dice together and as many times as you meet the target, that's how many hits you score. The stat that reflects how difficult it is to hurt the target mech is then rolled, and each number that matches one of your attack dice numbers removes that die. So if you rolled 5, 7, 11, 8, 8, 1 and the opponent got a 3, 4, 4, 8, you lose one of the eights.

When you take damage, you lose points off those stats. The owner of the mech chooses, unless a critical hit is rolled (you do damage and one of your dice is a 12) then the critical hit goes where the attacker wants (likely the stat that gets the mech closer to destroyed).

Close combat is ridiculously dangerous to both sides. Both sides roll their mass in d12s and pick the highest, with the other side taking half the result rounded up.

All in all, it looks like it works. The alternating activations plus reactions beyond just defensive fire will probably produce some very tactical play as you need to both worry about where your opponent is and what they might attempt to do and what they might do during their reaction.

The designers notes talk about non-mech miniatures and give a sample statline for a main battle tank, and the author mentioned in the interview that the next game will be Aeroframe, which will be a atmospheric air combat game compatible with Mechawar. Sometime after that will be a third game that will be about tanks, infantry and the like, also compatible. I like the idea of stand alone games that can work with one another, but don't require one another. And if I end up getting all three it'll cost me £3.00
http://theminiaturespage.com/boards/msg.mv?id=291135

This message was edited 2 times. Last update was at 2015/09/17 18:34:45


   
Made in us
Swamp Troll




San Diego

chaos0xomega wrote:


It was billed as a scale-neutral system, recommended for anything from 15mm - 50mm+ but usable at 6mm as well IIRC.


I'm not sure where my copy has run off to, but I think in the intro they mention it's optimized for 15mm for the sizes of table and everything else that they use but yeah you're right they do say you can use whatever scale, it's one of the reasons I was looking at it. I am curious as to the intended scales of the other releases (will have to re-read and see if I missed something).

OT: If you look at Black Ops on Amazon they actually do have a few pages of preview. I'm giving it a quick read through and it seems like it's geared towards Infinity and Necromunda type crowds. Of note, it uses the playing card activation system .. which.. I can't remember where that comes from but I have seen that before in a 15mm game (or..maybe it was Bolt Action). Facing seems to be very important too. The stat line kinda reminds me of 40k. They list Black Ops as any scale where you can determine facing but the rules are written for 28mm models on 20mm square bases.

A lot of this seems very familiar to me from the old 3rd edition sentry scenarios for 40k and a few other things I've run across.

There are optional rules for Civilians, Vehicles, Multiplayer, and "Neutrals".

One thing I find interesting is that they deal with noise and there is definitely a focus on stealth. That could be neat.

   
Made in us
[MOD]
Solahma






RVA

IIRC TW is not "optimized" (not sure what this means) for any scale. The pics throughout the book are all -- so far as I remember -- 15mm and mostly Khurasan. I haven't looked at TW for a few years but I cannot recall any reason why it would not work at 6mm or 25/28mm.

   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Tomorrow's War has been written with a flexible scale in mind, ranging from 15mm to 28mm.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Swamp Troll




San Diego

 Manchu wrote:
IIRC TW is not "optimized" (not sure what this means) for any scale. The pics throughout the book are all -- so far as I remember -- 15mm and mostly Khurasan. I haven't looked at TW for a few years but I cannot recall any reason why it would not work at 6mm or 25/28mm.


When I say optimized, I mean the scenarios which call for specific placement, specific forces, and specific gaming sizes are all intended for 15mm. When you change the sizes of the miniatures and bases then suddenly the scenario that was intended for a 4'x4' is no longer balanced. As far as I know, TW is meant to be played with the specific forces and scenarios listed in that book, at least that's how we've perceived it. I vaguely recall that there was a forum for expanding all of that and basically house rules for doing points-based forces but straight outta the book I had understood it to be a pretty rigid system.

In contrast, from what I can see of Black Ops.. it looks like it's a lot more open-ended, at least from what I can see in the preview pages on Amazon. I didn't see pages about force selection though so I dunno for sure.

From what I've seen of the other Osprey releases it looks kinda like they're trying to provide alternatives for all the past and present tabletop games that have gathered followings, which to me is a good thing

   
Made in us
[MOD]
Solahma






RVA

Pretty sure you are misremembering. Just generally, balance has nothing to do with scale. But more specifically, TW includes published factions only as examples. There are even suggestions about how to build custom forces. I particularly remember the aliens section as I bought TW intended to do something with Colonial Marines and xenomorphs.

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

 Manchu wrote:
 Kid_Kyoto wrote:
And I want a sci-fi version of Frostgrave.
Dunno how much like Frostgrave it will be but Osprey is releasing this:
Spoiler:
As for sci fi riffs on Frost Grave, I can imagine a game in which a bunch of robots take the field with their operator.


Andrea is the man behind Ganesha Games. While I enjoy most the Ganesha Games line up, I hope this is a bit more detailed like Frostgrave.

   
Made in us
Swamp Troll




San Diego

 Manchu wrote:
Pretty sure you are misremembering. Just generally, balance has nothing to do with scale. But more specifically, TW includes published factions only as examples. There are even suggestions about how to build custom forces. I particularly remember the aliens section as I bought TW intended to do something with Colonial Marines and xenomorphs.


You're probably right, I still can't figure out where the movers put the stack of books that was in. I had just tried out 5150 (not a fan) and read through TW. I saw it mention building forces for other factions but I don't remember being able to find where it told you how. I'm almost done unpacking my office. There's a few other places/boxes I might find it but that was one of the things that turned me off to that system. I feel like it also wanted you to use your guys on bases but that was a soft suggestion. I was holding off on ordering Black Ops because of some of the things I saw in TW. It's one of the reasons I was following Frostgrave so closely.


Automatically Appended Next Post:
EDIT: Wow 2016 for Rogue Stars...... eesh, that's a long wait

This message was edited 1 time. Last update was at 2015/09/17 20:11:58


   
Made in us
[MOD]
Solahma






RVA

I read the review of Black Ops in the most recent WS&S and found out it uses card-driven unit activation. I will give Black ops a chance but I am really skeptical of that mechanic and have not liked it in other games.


Automatically Appended Next Post:
FYI everything on that list is for 2016. Black Ops and Honours of War look to be the last releases for 2015.

This message was edited 1 time. Last update was at 2015/09/17 20:16:37


   
Made in us
Swamp Troll




San Diego

 Manchu wrote:
I read the review of Black Ops in the most recent WS&S and found out it uses card-driven unit activation. I will give Black ops a chance but I am really skeptical of that mechanic and have not liked it in other games.


If I can remember what system it was that used cards, I'm pretty sure someone had made dice to use in place of the cards (if that sounds better at all). I'll be trying to hunt this down anyway but if you want I can shoot you a PM when I find it. I think it was basically a suit dice and a 12 sider with face value but I might be off again..

EDIT: Ah crap.. I hadn't seen that the others were 2016 too.. arg. There's a lot of stuff coming out though on the website.. I'm not sure how much of it is wargame material. Things like Bug Hunts and Dino Hunt.. Bug Hunts sounds like it's Space-Hulk(ish) while I can't tell with Dinosaur Hunter if it's just a sci-fi take on a dinosaur picture book or an actual skirmish game (would be kinda fun). In November War of the Worlds is released and it's written by Mike Brunton who is a game designer... but it doesn't identify itself as a game. Heck, on the 20th The Headless Horseman is released and it's written by Mark Latham. It sounds like a skirmish game but I can't get the viewer to load the preview.

EDIT: Haha... wow, that's ironic.. Gruntz is what I was trying to think of.. and that's Harold's baby. I hope I caught that before he saw that I didn't know that I'm asking now to see if there was something they use instead for people who don't like that approach.

This message was edited 2 times. Last update was at 2015/09/17 20:48:19


   
Made in us
[MOD]
Solahma






RVA

Dice and cards are not necessarily interchangeable. The probability of drawing a certain card from a deck changes as cards other than the one in question are drawn while the probability of rolling a certain result on a die remains the same across rolls. For activation purposes, dice are usually used to "test for" activating a unit chosen by the player while cards are usually drawn to see which unit or type of unit may (automatically) activate. I'll have to go back to the WS&S review for a better sense of what's up with Black Ops but IIRC it was draw to see which unit type activates. My reservation with that is, it takes a pretty important decision out of the player's hands. I like the Bolt Action gimmick the best, where who gets to activate a unit is randomized but the players get to choose which unit activates.

Muskets and Tomahawks (French & Indian War skirmish) also has a neat activation system, also using cards, where each unit has four actions but their actions are divided over multiple cards. So a regular unit has two cards in the activation deck, each allowing that unit to perform to actions on its activation. There are, by contrast, four Indian cards in the deck and each allows Indian units to perform only one action. So Indian units will activate twice as many times as Regular units per turn but only get to do half as many things per activation.

I hope Black Ops isn't just "card = type" ... I feel like that takes control out of the player's hands without giving anything interest back in return.
 MLaw wrote:
I'm not sure how much of it is wargame material. Things like Bug Hunts and Dino Hunt.
Neither of those is a wargame rule set and neither is the Headless Horseman book. Osprey has been doing some fantastical books (see also: various mythology books, Nazi occult book, book about Atlantean warfare, Cthulhu v US government, etc). They're okay but of limited use to miniatures gamers, except maybe as inspiration.

This message was edited 2 times. Last update was at 2015/09/17 20:41:32


   
Made in us
Swamp Troll




San Diego

 Manchu wrote:
Dice and cards are not necessarily interchangeable. The probability of drawing a certain card from a deck changes as cards other than the one in question are drawn while the probability of rolling a certain result on a die remains the same across rolls. For activation purposes, dice are usually used to "test for" activating a unit chosen by the player while cards are usually drawn to see which unit or type of unit may (automatically) activate. I'll have to go back to the WS&S review for a better sense of what's up with Black Ops but IIRC it was draw to see which unit type activates. My reservation with that is, it takes a pretty important decision out of the player's hands. I like the Bolt Action gimmick the best, where who gets to activate a unit is randomized but the player's get to choose which unit activates.

Muskets and Tomahawks (French & Indian War skirmish) also has a neat activation system, also using cards, where each unit has four actions but their actions are divided over multiple cards. So a regular unit has two cards in the activation deck, each allowing that unit to perform to actions on its activation. There are, by contrast, four Indian cards in the deck and each allows Indian units to perform only one action. So Indian units will activate twice as many times as Regular units per turn but only get to do half as many things per activation.

I hope Black Ops isn't just "card = type" ... I feel like that takes control out of the player's hands without giving anything interest back in return.


Automatically Appended Next Post:
 MLaw wrote:
I'm not sure how much of it is wargame material. Things like Bug Hunts and Dino Hunt.
Neither of those is a wargame rule set and neither is the Headless Horseman book. Osprey has been doing some fantastical books (see also: various mythology books, Nazi occult book, book about Atlantean warfare, Cthulhu v US government, etc). They're okay but of limited use to miniatures gamers, except maybe as inspiration.



Ah, they went out of their way to point out on two of those books that I mentioned that the author was a game designer so I thought perhaps they were some type of self-contained scenario with it's own internal mechanics (I have heard of historical and scenario based gamers doing this sort of thing). That's kind of a shame, All of those sound like things I would've given a shot

I'll drop a word in with some of the game design guys I chat with and see what they do with card activation. Harold from Clear Horizon will probably know where to point me if nothing else

EDIT: Gruntz was the game.. woops.. hopefully Harold doesn't see that I forgot that.. I'm asking now to see if they had any ideas for alternate methods.

This message was edited 1 time. Last update was at 2015/09/17 20:49:36


   
Made in gb
Battlefortress Driver with Krusha Wheel





Brum

chaos0xomega wrote:

From what I recall, Konflikt 47 is the name of Warlords upcoming Weird War Bolt Action game.


Konflict 47 is a 15mm game by Clockwork Goblin and apparently a forth coming BA supplement also by Clockwork Goblin. The link I posted earlier has some beta BA rules for Clockwork Goblins existing 28mm weird war 2 stuff; which is really nice incidentally, particularly their British heavy infantry.

My PLog

Curently: DZC

Set phasers to malkie! 
   
Made in us
Gun Mage





Rogue Stars sounds interesting and I would like to know more.

Also, it sounds like Frostgrave is a commercial success. I'm assuming that's why they have announced a bunch more stuff for it.
   
Made in us
Infiltrating Broodlord




Lake County, Illinois

There was a little info about Broken Legions and Chosen Men on Mark Latham's blog: http://thelostvictorian.blogspot.co.uk/2015/09/more-wargaming-forays.html

Next up, we have two games published by Osprey, due to hit the shelves in 2016 (announcement here). The first, and the one in the best shape currently, is Broken Legions, a game of fantastical skirmishes in the Roman Empire. The idea behind the game is that the Roman Empire teeters on a gladius-edge, and has sent out hard-bitten bands of legionnaires under the watchful eye of the Frumentarii (Roman secret service) to retrieve occult artefacts of great power. This, they believe, will stop ancient, foreign gods from threatening the supremacy of Rome, and secure Roman rule for a thousand years. Of course, the servants of those ancient gods aren’t best pleased, and so everyone from Egyptian cultists to druidic warbands are out to stop the Romans. There are even secret cults within Rome who believe that dabbling in the affairs of gods is unwise, and so they too oppose the legion.

This is a fantasy skirmish game, which has at its heart a granular D10 system, with a campaign play mode reminiscent of my old Legends of the Old West game. The faction-building rules are pretty freeing, drawing upon a wide range of ancients and fantasy ranges, and it occupies an ‘alternate history’ space, allowing you to field werewolves in your band of Germanic barbarians, and khopesh-wielding mummies with your Settites. Oh, and in some scenarios, you might encounter wandering monsters controlled by a simple ‘AI’ – anything from Minotaurs to flocks of Harpies.

The other game, which is farther off, is Chosen Men. No more details on this yet, save that it’s a Napoleonic skirmish game, where you control a small company of skirmishers, either operating under their own initiative, or fighting on the advance lines of a wider army, with various rules in place to represent the big battalions that are advancing ‘off-table’.

This message was edited 1 time. Last update was at 2015/09/18 20:40:04


 
   
 
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