It would be cool to have all the heros from the games. All 3 presets of the Vault Dweller. The Chosen One, The Lone Wanderer. The Courier and Nate/Nora. Also Fallout 3 Dogmeat
Digclaw wrote: It would be cool to have all the heros from the games. All 3 presets of the Vault Dweller. The Chosen One, The Lone Wanderer. The Courier and Nate/Nora. Also Fallout 3 Dogmeat
It sounds like if the game is popular enough that could happen. It has been mentioned that this game will start with the Fallout 4 characters, but characters from other games may be coming down the pipe. Probably through expansions, etc.
Ideally for me, they would treat each game iteration as an expansion with its own minis, cards, scenarios, terrain, etc. That way Modiphius has a lot of content to churn out for the foreseeable future and keep old and new fans of the franchise happy.
Hey folks, I run the un-official Fallout Wasteland Warfare information blog that is updated often.
It collects all the latest news and information into one place, so feel free to check it out!
Peace!
I'm hoping the Fallout stuff is less expensive than the Star Trek minis they have on pre-order right now. I must admit to a little sticker shock when I saw those.
To be honest, I think £40 for 8 licensed IP resin minis is pretty fair, I'd not be averse to paying that for a similar amount of Fallout minis, especially given that there'll be cards and such included.
Paradigm wrote: To be honest, I think £40 for 8 licensed IP resin minis is pretty fair, I'd not be averse to paying that for a similar amount of Fallout minis, especially given that there'll be cards and such included.
The Romulans and Klingons got increased to 10 as well I think. Not too bad a price honestly.
For me? Sticker shock when it came to the Borg cube. That's a bit of an initial investment...
But I agree, around 50€ for eight or ten resin models isn't too bad once you figure in that there's a license fee involved. It's tough to jump right to a bigger game, sure, but starting out with one of those and possibly another one for expansion isn't so terrible in my opinion. So if this is what they are aiming for for Fallout, I won't be upset.
overtyrant wrote: No idea how to link their latest newsletter from my phone to here but it has more pics of Super Mutants.
I hope this works...
Newsletter text (you're just going to have to imagine that the last lines go with a picture below - they are in order):
Spoiler:
Hey mutants! We've been so busy with our Star Trek Adventures RPG Pre-Order launch this week we figured it was time for a big reveal! Tonight we're got some Super Mutants fresh from the wasteland!
Thanks to your survey replies we're focusing on one two-player starter set containing all the rules you'll need and then various army boxes that kickstart your factions. Each box will come with around 8-10 figures along with their stat cards and more (see below). There will be unit and character expansions for each faction, as well as scenic sets including resin rusted cars, turrets, vending machines and much more. We've also teamed up with the guys at Battlesystems to make an incredible Red Rocket set as the first of several scenic buildings featuring clip together buildings and resin scenic parts.
The two player starter box is going to contain a mix of Super Mutants and Survivors - I've mentioned Sole Survivor, Preston Garvey and Dogmeat in some interviews and there will be more - which we're firming up this week. The idea with this set is it will give you some solo and two player missions to learn the rules starting with just the sole survivor as they find new friends and gear in the wasteland before building up to some cool missions using the contents of the set. You'll get a taste of Crew & Settlement advancement, solo play as well as the Wasteland Event deck we've been talking off and with each set you buy you'll gain the solo activation cards for the figures in those respective boxes as well as new gear and Wasteland Encounters to spice up gameplay. Regardless of which factions you then collect the starter set can also form the basis for your first AI forces, and neutral characters that will be thrown up by scenarios or encounters so it will be a great starting point.
In early 2018 we'll have a Campaign box which introduces the base building (and base defence), the full advancement rules, detailed campaign rules, mass battle rules, advanced solo play and much more.
[Picture commentary starts here]
Now let's check out those Super Mutants. First up the Brute! I just played a game versus this guy with my Raiders. He was a character with what we currently called a Heroic card which gives access to more options. He ended up scoring some special effects with a hammer attack knocking one of my poor Raider scum back 4inches. It was hilarious (well not for the Raider!)
Here's one of the generic Super Mutants - this one for a melee focused unit (or the beauty is you give him a Heroic card and suddenly he's your main dude).
Another generic Super Mutant from the original preview but seen up close.
This guy means business - he could be a tooled up ranged character or part of a ranged unit
This here is aviator head (you've seen him before in the line up but here he is again up close. He's currently the leader of the Super Mutant set, but again you can choose who you want to lead your motley crew. Maybe he's just a grunt with two guns!
What Super Mutant crew would be complete without some err nice doggies....these Super Mutant Hounds are fast, mean as hell and can tie down your enemies best units.
Yeah nice... doggie... ok you can stop eating the sofa now...
Yep. Full information from the video on the last page:
Pre-orders starting in late July (or early August at the latest.
Release planned for November.
There may, maybe, possibly, with a big question mark, be advance copies available at Spiel in Essen.
I believe I read somewhere that Modiphius will start demoing Fallout at shows around the pre-order date, but I can't find that information anymore.
I wonder when the Suicider will show up. Been curious how this game will treat mini Nukes in general, and the Super Mutant Suicider and Fatman weapon specifically.
I'm quite happy with the Supermutants, too. But, those are still renders, right? I want to see actual models, damn it!
If I had to speculate:
I assume the really heavy stuff will not be found in faction starters but instead the miniature boosters so as not to flood the game with weapons that are overkill when used on normal people. We know big stuff is coming. Liberty Prime is confirmed and there has to be means to take care of it, or a Behemoth, or whatever. I expect WMDs to be take that role, or at least be the option that really shines when used thus.
I hope the suicider is not a direct adaptation from Fallout 4 because all you need is a bomb disposal dog to take a suicider out of the game. I hope the mutant player will have a bit of control over who the suicider charges and when he detonates.
I assume the really heavy stuff will not be found in faction starters but instead the miniature boosters so as not to flood the game with weapons that are overkill when used on normal people. We know big stuff is coming. Liberty Prime is confirmed and there has to be means to take care of it, or a Behemoth, or whatever. I expect WMDs to be take that role, or at least be the option that really shines when used thus.
I hope the suicider is not a direct adaptation from Fallout 4 because all you need is a bomb disposal dog to take a suicider out of the game. I hope the mutant player will have a bit of control over who the suicider charges and when he detonates.
I think you are right regarding the heavier stuff being saved for expansions/boosters.
Regarding the Suicider, it seems like random event cards are a thing in this game. I recall a write up where I think it was Institute Gen 1 synths appeared and caused a ruckus in the middle of a game. Maybe the Suicider will be treated like that? A random event for Super Mutant players?
Or perhaps if the mini nuke is treated as actual gear the weapon will have a turn to activate (and beep) before the bomb goes off. That would give the opposing player a chance to down the Suicider, while the Mutant player tries to run it forward.
I dunno, just speculating myself, but that is half the fun right?
Has there been any indication of 1) whether VATS will be in the game and 2) how it will be handled? I don't think I've reading anything about VATS. Seems like a tough mechanic to incorporate into a tabletop game that isn't just a targeting bonus or something.
I seem to remember a mention of VATS as well. Not sure, though.
As for it being a tough mechanic to incorporate, I don't know. It could be as simple as using your regular Perception to shoot normally or use a VATS shot at a higher difficulty to place a special effect on the target. Could be an announced hit to cripple a leg or try to disarm the target, or make use of them flashy cards that seem to be all the rage* to get a randomly determined effect.
It might also be just a hero thing. Random grunt shoots like everyone else (badly) while Mister Vault Dweller with his fancy arm computer gets more options to befit his status as savior of the wasteland.
*While I'm generally very optimistic about Fallout, I'm just not a card man. I prefer to have all the nice rules in an orderly, well written book. All in one place. That's probably not something I can look forward to, though.
DarkTraveler777 wrote: I dunno, just speculating myself, but that is half the fun right?
Sure is.
Although I wouldn't mind if Modiphius dropped some info instead. You know, just to keep rampant speculation in check. All in the name of keeping the facts straight. No selfish intent here. Nope. None at all...
Yeah, technically VATS is tied to a Pip-Boy. But I have trust issues and believe it when I see it.
More seriously, though, it's all speculation. My issue, if you want to call it that, with VATS is that it never seemed like a plausible system to me. Best way I can explain it is I use the Pip-Boy to scan the oncoming Super Mutant, get a calculation where I can do most damage or have the highest chance to hit, then I take my trusty shotgun and shoot the tree next to the mutant. All while the Super Mutant is running at me to hit me with a stick. There's a reason all of that happens in slo-mo or stopped time. It's just not a realistic way of handling targeting in combat.
Add to that that the video games are single player games focused on one very specific character while a wargame necessarily puts different groups and different players in the respective protagonist role.
As such I'm not going to rule out that special targeting is restricted to only one model of a single faction. I mean, I'm not saying it won't turn out like that. Just that I don't see enough gameplay information to assume so with any degree of certainty at this point.
There's also nothing to stop a Raider from shooting up a Vault Dweller, taking his Pip-Boy and living happily in slow motion ever after.
VATS is definitely tied to the pip-boy... even thought FO4 has its VATS tutorial before the scene where you actually get one, but that's just Bethesda being Bethesda.
I could see scavenged pip-boys being a piece of rare but purchasable gear for some factions to enable more widespread use of the VATS mechanic outside of the survivor/vault factions. Like you say, all you need to do is kill a Vault dweller or even just find a Vault full of dead ones and you've got Raiders or whoever with access to all the fun stuff a pip-boy does.
Has there been any indication of 1) whether VATS will be in the game and 2) how it will be handled? I don't think I've reading anything about VATS. Seems like a tough mechanic to incorporate into a tabletop game that isn't just a targeting bonus or something.
So VATS is in there, essentially you can assign a Heroic card (name may change) to any of your solo minis or units of minis. That gives them access to advanced rules - part of which is the VATS dice which they roll at the beginning of their turn. This can give them one or two extra actions in their turn (representing the ability to slow mo and get more out of your turn, more shots etc. It is somewhat abstracted since we expect you'll be controlling multiple units and heroes
Aeneades wrote:Sounds like New Vegas is not included initially just the main series but they have option of expanding licence if there is the demand.
It is for the moment but it's not a complete no.
I'm flying to see Bethesda to demo the game tomorrow and will be discussing FNV and other stuff :-)
According to the guy who posted a link to his blog further up on the page, "Fallout New Vegas is not currently being considered for the game".
I think the conservative way of looking at it is that we know Modiphius starts on the East Coast Fallouts with Fallout 4 content being the first to be released and with Fallout 3 stuff already being considered or worked on. That's a lot of material to work with and to release before there is any need for further games to draw from. So I think as long as we are purely on the East Coast, there's no reason to expect anything from New Vegas.
If they expand to games beyond Fallout 3 and 4, New Vegas might be considered (because why not? If they draw on Fallout 1 and 2, they'll have many factions also present in New Vegas, so it's not like they couldn't tap into the popularity of that game).
Also nice, according to that blog:
Chris will be taking a trip to the Bethesda Offices to give them a demonstration of the game, which is now in its 13th build.
He has said that, “Once we get feedback from the team there we will start sharing a lot more.”
That's supposed to happen tomorrow (as I understand it). So hopefully more info forthcoming in the near future.
Edit: Someone's been honing his ninja skills. More importantly, someone had S.P.E.C.I.A.L. points to spare on Agility. Who does that?
I understand starting with 4 and working your way back, and to an extent I can even understand wanting to not promise anything on the miniature front for new vegas, but please at least give us the rules for new vegas stuff.
That is a huge chunk of the franchise world to be missing from the only true blood fallout game.
I've been distracted by 8th Edition, but I'm still really excited about this.
It would be cool if they had some sort of ammunition scarcity built into the game. It wasn't really that big of a deal for the common weapons in the Fallout computer games, but it would be neat if rare weapons or shooting on full-auto had the risk of running out of ammunition. Maybe that would be too fiddly to keep track of.
I understand starting with 4 and working your way back, and to an extent I can even understand wanting to not promise anything on the miniature front for new vegas, but please at least give us the rules for new vegas stuff.
That is a huge chunk of the franchise world to be missing from the only true blood fallout game.
It sounds like you just might need to bide your time..
Hopefully the community for this game will really take off (it certainly has as a good chance I think), and other supplements will be forthcoming.
Dakka Flakka Flame wrote: I've been distracted by 8th Edition, but I'm still really excited about this.
It would be cool if they had some sort of ammunition scarcity built into the game. It wasn't really that big of a deal for the common weapons in the Fallout computer games, but it would be neat if rare weapons or shooting on full-auto had the risk of running out of ammunition. Maybe that would be too fiddly to keep track of.
Like in Necromunda? I like that. I consistently only bring a single shotgun shell for my double barreled shotgun.
In all seriousness, despite my misfortunes it's a good idea to have limits on ammo. It something I'd like to see because it adds to that post-apocalyptic feel. I always carry backup guns in Fallout games because of the risk of running out of ammo.
They could easily adopt the ammo situation from Fallout 4. I liked that. Aimed single shots don't drain your ammo quicker than you can replenish, semi-auto has a low chance of doing that and going full auto... well, you don't go full auto. Trust me. I go full auto all the time and I tell you, you don't go full auto.
Implementation can't be a problem if you go about it that way. Even Necromunda had a choice of single shot or sustained fire for sustained fire weapons. I wouldn't consider something like that fiddly, just a tactical choice. Can I get away with restraining myself and keep shooting longer or do I need that firepower right now and run the risk of running out of ammo? Even with a larger model count, Fallout seems small enough that it can support more detailed rules. I've played my first games of 40k 8th ed and to me there is clearly such a thing as too "streamlined". Now don't get me wrong, I like 8th ed well enough for a large scale army game, but if I can get a better detailed skirmish game, that'll always be my choice. I want tactical options on the tabletop. Otherwise the game is just pushing models forward and rolling dice.
I was scheduled to try out this game at Origins but Modiphius was a no-show. Needless to say I was peeved, especially since I made sure to get there early on the first day to make the game. Does anyone have any info on why they missed all of their scheduled runnings at Origins with no warning?
Swabby wrote: While I totally understand that it is frustrating I also appreciate their cautious approach to showing the game off if it isn't ready
I can understand that, but it seems that they did not tell the convention that they were cancelling their events, so no one had any idea what was going on. It is especially frustrating because it means that those of us who missed our chance to try it out at Origins won't be able to get into a game at Gencon, since the events are all booked solid.
Has there been any indication of 1) whether VATS will be in the game and 2) how it will be handled? I don't think I've reading anything about VATS. Seems like a tough mechanic to incorporate into a tabletop game that isn't just a targeting bonus or something.
So VATS is in there, essentially you can assign a Heroic card (name may change) to any of your solo minis or units of minis. That gives them access to advanced rules - part of which is the VATS dice which they roll at the beginning of their turn. This can give them one or two extra actions in their turn (representing the ability to slow mo and get more out of your turn, more shots etc. It is somewhat abstracted since we expect you'll be controlling multiple units and heroes
Aeneades wrote:Sounds like New Vegas is not included initially just the main series but they have option of expanding licence if there is the demand.
It is for the moment but it's not a complete no.
I'm flying to see Bethesda to demo the game tomorrow and will be discussing FNV and other stuff :-)
Love the sound of that mechanic, may I suggest action boy cards (a perk from all the fallout games http://fallout.wikia.com/wiki/Action_Boy). Hope the demo game went down well I am really looking forward to this game.
Dakka Flakka Flame wrote: I've been distracted by 8th Edition, but I'm still really excited about this.
It would be cool if they had some sort of ammunition scarcity built into the game. It wasn't really that big of a deal for the common weapons in the Fallout computer games, but it would be neat if rare weapons or shooting on full-auto had the risk of running out of ammunition. Maybe that would be too fiddly to keep track of.
Like in Necromunda? I like that. I consistently only bring a single shotgun shell for my double barreled shotgun.
In all seriousness, despite my misfortunes it's a good idea to have limits on ammo. It something I'd like to see because it adds to that post-apocalyptic feel. I always carry backup guns in Fallout games because of the risk of running out of ammo.
They could easily adopt the ammo situation from Fallout 4. I liked that. Aimed single shots don't drain your ammo quicker than you can replenish, semi-auto has a low chance of doing that and going full auto... well, you don't go full auto. Trust me. I go full auto all the time and I tell you, you don't go full auto.
Implementation can't be a problem if you go about it that way. Even Necromunda had a choice of single shot or sustained fire for sustained fire weapons. I wouldn't consider something like that fiddly, just a tactical choice. Can I get away with restraining myself and keep shooting longer or do I need that firepower right now and run the risk of running out of ammo? Even with a larger model count, Fallout seems small enough that it can support more detailed rules. I've played my first games of 40k 8th ed and to me there is clearly such a thing as too "streamlined". Now don't get me wrong, I like 8th ed well enough for a large scale army game, but if I can get a better detailed skirmish game, that'll always be my choice. I want tactical options on the tabletop. Otherwise the game is just pushing models forward and rolling dice.
I haven't played Necromunda or SW:A yet, but that sounds like a pretty cool way to do it. No need for book keeping. Maybe a roll for certain rare weapons like plasma rifles and gauss rifles as well? Since it's a small game it might not be too hard to keep individual track of things like missiles, grenades and mines.
MODIPHIUS Sorry it was cancelled as the game wasn't ready for public view yet we will be at gen con
Reading between the lines could that mean that Bethesda hasn't signed off on certain aspects of the game/models?
It's a week later and it's been awfully quiet. Kinda suggest that, doesn't it?
Now I for one am not going to be upset if they try to get it right before they try to get it ready, but you know how it is. I'm getting jittery. Where's my fix?
Although I believe we are talking about the rules here. I seem to remember reading Bethesda signed off on most of the models and only asked for some improvements on, I believe, the Sentry Bot. It makes you wonder how much those guys know about tabletop rules and how exact they want to translate video game rules into tabletop rules. That could be a pretty sticky point. I mentioned this before, but with its long history of focusing on single player protagonist point of view, any tabletop adaptation will have to deal with the shift in perspective and how some things cannot be implemented faithfully.
Dakka Flakka Flame wrote: I've been distracted by 8th Edition, but I'm still really excited about this.
It would be cool if they had some sort of ammunition scarcity built into the game. It wasn't really that big of a deal for the common weapons in the Fallout computer games, but it would be neat if rare weapons or shooting on full-auto had the risk of running out of ammunition. Maybe that would be too fiddly to keep track of.
Like in Necromunda? I like that. I consistently only bring a single shotgun shell for my double barreled shotgun.
In all seriousness, despite my misfortunes it's a good idea to have limits on ammo. It something I'd like to see because it adds to that post-apocalyptic feel. I always carry backup guns in Fallout games because of the risk of running out of ammo.
They could easily adopt the ammo situation from Fallout 4. I liked that. Aimed single shots don't drain your ammo quicker than you can replenish, semi-auto has a low chance of doing that and going full auto... well, you don't go full auto. Trust me. I go full auto all the time and I tell you, you don't go full auto.
Implementation can't be a problem if you go about it that way. Even Necromunda had a choice of single shot or sustained fire for sustained fire weapons. I wouldn't consider something like that fiddly, just a tactical choice. Can I get away with restraining myself and keep shooting longer or do I need that firepower right now and run the risk of running out of ammo? Even with a larger model count, Fallout seems small enough that it can support more detailed rules. I've played my first games of 40k 8th ed and to me there is clearly such a thing as too "streamlined". Now don't get me wrong, I like 8th ed well enough for a large scale army game, but if I can get a better detailed skirmish game, that'll always be my choice. I want tactical options on the tabletop. Otherwise the game is just pushing models forward and rolling dice.
I haven't played Necromunda or SW:A yet, but that sounds like a pretty cool way to do it. No need for book keeping. Maybe a roll for certain rare weapons like plasma rifles and gauss rifles as well? Since it's a small game it might not be too hard to keep individual track of things like missiles, grenades and mines.
Bookkeeping is something I'm of two minds about. I like to keep it minimal, not the least to keep the tabletop clean of tokens to get a better visual impression. But i do appreciate all those little rules that bring a game and the game pieces to life. I wouldn't want to miss wound count to represent a character getting closer to death with every hit but in the end pulling through after all. Or running out of ammo. Or a fatman leaving a radiation source at ground zero.
It's a balancing act, and a pretty hard one at that as far as I'm concerned.
It's another reason why I'd like to finally get a thorough preview from Modiphius. I do have high hopes for this game. I want it to be good and I want it to take off. But the wait is killing me. So much could go wrong...
For reasons that are probably not on topic, for me this would have been the perfect time to really get the hype train going, is all I'm saying. Choo choo!
I've just joined Modiphius as their shiny new Wargames Manager (following on from recent work with Warcradle on Wild West Exodus).
Chris and I are talking about how we will be putting information and teasers about the game out, so you will start to see things soon (soooonnnn!) appreciate you are hungry for information, and we are really keen to show off all the cool sculpts and give an overview of the game soon along with game play discussion.
We are thinking about some video content, podcasts as well as blog posts and the like, but let us know what you want to see, and hopefully we can open those vault doors soon.
I'll be running the structured demos at GenCon, and we will have demo pods on the stand, so hopefully we will see some of you there.
While I don't particularly care for podcasts, I'm cool with whatever channel you are choosing as long as information becomes available at all. But could you please consider that no matter how you release new information, that if it's concerning models you'll additionally provide pictures of them? Video stills never give as good an impression as a proper photograph.
Also mandatory are we there yet, are we there yet,are we there yet...
While I don't particularly care for podcasts, I'm cool with whatever channel you are choosing as long as information becomes available at all. But could you please consider that no matter how you release new information, that if it's concerning models you'll additionally provide pictures of them? Video stills never give as good an impression as a proper photograph.
Also mandatory are we there yet, are we there yet,are we there yet...
Not there quite yet but trust me, as a minis guy, you will be seeing a lot more of the minis coming out from us.
I'm here to make sure our figures take front and centre stage for Fallout, as well as the other miniatures focused games in development. My minis background is what got me the job
We have a new photographer on board too ,and we will all be working together to present some great shots, dioramas and scenes of everything mini related. I wish I could show stuff already, but sadly you will have to be a little more patient. Once I have permission to reveal, rest assure I will.
Please, please, please avoid Beasts of War ... their format is honestly terrible. If you have the capacity, in-house video is probably best. If not, try working with a content producer like Ash Barker (Guerrilla Miniatures Gaming on YT) who knows how to convey the actual fun in miniatures gaming ... and can explain rules accurately and concisely with no "love the sound of my own voice" factor.
Manchu wrote: Please, please, please avoid Beasts of War ... their format is honestly terrible. If you have the capacity, in-house video is probably best. If not, try working with a content producer like Ash Barker (Guerrilla Miniatures Gaming on YT) who knows how to convey the actual fun in miniatures gaming ... and can explain rules accurately and concisely with no "love the sound of my own voice" factor.
Well, one of my tasks is to identify examples of strong presentation of hobby/battle reports, so it looks like you have given me a rabbit hole to go diving down.
We are hoping to start generating in house content, including podcasts,videos and the like in the very near future.
Ash has absolutely mastered the art and science of filming miniatures gaming. You won't go wrong reaching out to him. I've spent (too) many dollars after seeing him demo a game on his channel.
Manchu wrote: Ash has absolutely mastered the art and science of filming miniatures gaming. You won't go wrong reaching out to him. I've spent (too) many dollars after seeing him demo a game on his channel.
He does excellent work, though I do wish he would slow it down a bit.
Do you know what would be really fantastic? Not forcing folk to watch marketing videos to glean the one sentence of new info or see the one new picture on offer.
By all means make them, some folk enjoy watching them evidently, but for people who can't, don't like to, or just read quicker than someone talking it would be nice if Mophidius became one of the few companies that bothers to also provide transcripts or at least comprehensive text summaries that also include the pics.
Podcasts are a great format for discussion, but personally I think they're trash for conveying specific information because I don't want to listen to 30+ minutes of random people blethering on at each other when I could have just read a single paragraph.
Yodhrin wrote: Do you know what would be really fantastic? Not forcing folk to watch marketing videos to glean the one sentence of new info or see the one new picture on offer.
By all means make them, some folk enjoy watching them evidently, but for people who can't, don't like to, or just read quicker than someone talking it would be nice if Mophidius became one of the few companies that bothers to also provide transcripts or at least comprehensive text summaries that also include the pics.
Podcasts are a great format for discussion, but personally I think they're trash for conveying specific information because I don't want to listen to 30+ minutes of random people blethering on at each other when I could have just read a single paragraph.
I can certainly feed that back.
I don't think there is the intent to deliberately hide info away from people, so I will certainly push for getting a cliff notes version of anything in easy to read places such as forums and Facebook as well as the website etc.
Echoing some of Yodhrin's comments, this is why I warn against Beasts of War. It's not just them or their particular style (although I think they are pretty dire, despite their slick graphics) but rather the whole amateur chat show mentality, which is also a huge problem with podcasts. Concision, clarity, accuracy - that's the backbone. But of course you also need some energy, which is what Ash does so well. As far as rendering info down to text, that happens in forum threads like this one. But if you disseminate the info in a clear way at the outset, you can prevent some of the noise that creeps into the signal as posters spread the word.
Yep, what the others said. A video is nice to hear the enthusiasm, or watch a demonstration (if done well). But sometimes just a very brief summary of what is new regarding rules, models and suchlike is more useful to hook people
Pacific wrote: On the other hand, I would say BoW has probably got a fair amount of traffic, and the format means you are pushed towards the latest updates/videos.
Although I agree some of their videos of new games are a bit wishy-washy and can go on forever, it probably reaches quite a lot of people
So..I guess perhaps try and reach out to as many sources as possible, and do it in as many different ways as possible!
Best advice.
Beasts of War does have a big signal, but as others have noted there are other problems with that channel.
They will cover it as news regardless. My point is, avoid partnering with them for marketing the line (which is what, for example, 4Ground have done with Fabled Realms).
Manchu wrote: They will cover it as news regardless. My point is, avoid partnering with them for marketing the line (which is what, for example, 4Ground have done with Fabled Realms).
Right, but this isn't a two-bit operation like most gaming companies with little to no marketing budgets. Modiphius likely has the resources to market through a number of different content providers so it doesn't seem like a zero sum game to me.
Ignoring Beasts of War would be doing a disservice to Modiphus' marketing, regardless of how crap BoW is in terms of providing good content. BoW are shiny and have a big signal, so I think what others are saying is that Modiphius should absolutely seek out alternate marketing, but shouldn't ignore BoW outright because they are still a major presence in the gaming news apparatus.
Swabby wrote: While I totally understand that it is frustrating I also appreciate their cautious approach to showing the game off if it isn't ready
I can understand that, but it seems that they did not tell the convention that they were cancelling their events, so no one had any idea what was going on. It is especially frustrating because it means that those of us who missed our chance to try it out at Origins won't be able to get into a game at Gencon, since the events are all booked solid.
We did actually inform the convention but it seems they didn't do anything to advise people who had purchased event tickets - something we have no access or control over so apologies if you were left hanging like that. The issue is the event had to be booked in way ahead of time to have a chance of getting it listed. In the end we just couldn't get things to a level we were happy with so decided to pull the events rather than give a poor experience to people.
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endtransmission wrote:Are there any plans to run betas with gaming clubs via the Silvershield program?
Yes we'll be rolling out an organised demo programme and Jon's putting that together next - we've had some people get in touch and we'll be recruiting many more.
Bethesda Update
I've been backed up since I got back from Bethesda but it was a great trip - seriously mad two days there and back. I was still getting over jet lag in the US by the time I was back here lol. So we had 4 of the major design team there and we ran through a game of Super Mutants vs the Brotherhood with each running a character and a unit. They're actually all tabletop gamers - a couple are massively in to their miniatures so they had a lot of very relevant questions and comments and it was all really great feedback. I was really pleased that they picked up on and liked a lot of the elements we put in the rules based on core concepts from Fallout.
Overall they loved the game and gave great feedback. We're now in the next playtest stage before locking down a lot of elements for production and working with Bethesda on this stage to make sure they're 100% happy with the various design elements.
We're going to start unveiling more about the game soon so bear with us.
It will be nice to get news in a variety of formats, but I might be one of the few who actually likes podcasts. I spend a lot of time commuting and doing mindless chores like weeding and hauling water to the animals, and podcasts are a good way to multi-task.
Dakka Flakka Flame wrote: It will be nice to get news in a variety of formats, but I might be one of the few who actually likes podcasts. I spend a lot of time commuting and doing mindless chores like weeding and hauling water to the animals, and podcasts are a good way to multi-task.
Oh I really enjoy podcasts, I just don't want them to be my primary source for news and new info. If they want to do a podcast where they go over new info in more detail, or discuss new model images with the sculptors or concept artists to get their insights, or get on Fallout videogame designers or writers to discuss the world or mechanics and how they're translating those to the tabletop etc, that's wonderful and I'd very probably listen to those.
However, I'm entirely disinterested in a 30+ minute "podcast" that amounts to people enthusiastically cooing over what would amount to a paragraph of text and couple of images if it were on a website, and which aren't on a website so you have to endure the marketing faux-enthusiasm in order to get new info.
Sadly when companies do podcasts related to their own product the latter is far more common than the former.
But seriously, I do. One roving murderbot, one for the Brotherhood of Steel, one for mercs and a couple of spikes, skulls and dead bodies for a raidered up murderbot.
But seriously, I do. One roving murderbot, one for the Brotherhood of Steel, one for mercs and a couple of spikes, skulls and dead bodies for a raidered up murderbot.
Oh boy...
What about Captain Ironsides? Gotta have a Captain Ironsides.
I... don't care for pre-war fashion, actually. I don't like hats on robots. I wouldn't wear revolutionary costumes to save my life. There is nothing more pointless than a laser musket.
Hey, that's a good point. I wonder if anybody asked for character X in a Grognak costume in the survey. Could be Pretty good, too, along the lines of Vault Dwellers. All you need is a Grognak body (or two, male and female) and a head swap and you're set.
You know, for people who like comics and/or Piper...
If I remember correctly, it has been suggested that Garvey might be in the starter set. If that's true, I'll use him as decoration for Raider scenery. Maybe he'll even be alive Fury Road style. Hmm...
I wasn't super into the Revolutionary War stuff, but I did love that Minuteman General's outfit.
One think that I thought was interesting was all the Halloween themed stuff in Fallout 4. It makes perfect sense, with The Great War happening in late October. That said, I hope the Halloween element isn't too strong in subsequent games. It would be cool if it was present, and can lead to some interesting items and post-war sub-cultures and whatnot, but I think there can also be too much of it.
That Sentry Bot looks beastly! I like it!
It got me thinking about Protectrons, and depending on how the models turn out they might be fun to do LED projects on.
ETA: I liked Fallout Tactics for what it was. When I first started playing it I didn't realize that it could be switched from real time to turn based, and pretty much everyone on my team was an Ian.
Halloween stuff was a nice touch most of the time, but it stood out in places and I would have preferred if there were a greater variety of decorations in the game. I do like that Diamond City gets redecorated on Halloween and guards get a line of text acknowledging what day it is. That was nice, especially since I didn't pay attention to the time myself and walked into Diamond City completely unaware that this was a thing.
While I'm bad with electricity myself, I could see Protectrons being suitably for LED conversion. The model got bulked up from Fallout 3 to Fallout 4, so compared to a normal human there might be enough room in there. You should consider a red LED for the Sentry Bot first, though. Come one. They have big red searchlights!
The other Sole Survivor who'll be coming in the 2-player starter:
Funny enough, that loadout of leather armour over a Vault Suit, long shotgun and 10mm matches up with one of my old characters quite nicely, I'll just need to slap a silencer on the pistol and it's a perfect match.
A few bits from the attached design notes: - measuring sticks instead of tapes, X-wing style - initially there will be 2 sets of rules for the Sole Survivor, one fresh from the Vault with basic gear (in the starter set) and a more experienced version (included in the Nate/Dogmeat/Codsworth box). - Nate and Nora are interchangeable rules-wise, so you can use either with either set of stats - First wave of minis are being printed and mastered, pending approval by Bethesda painted minis and battle reports will be coming shortly.
The description of how the measuring sticks work from the blog is the first bit of this game that I'm not so happy with. I'm not sure how laying down two different colored sticks end to end for long range shots is supposed to somehow be easier and more intuitive than pulling a tape measure out to an indicated number.
It seems to me like the color-coding and necessity of extra fiddly-bits is going to end up being more confusing than just listing a few extra numbers on the stat card that they claim they want to avoid. If there are already numbers (for the SPECIAL stats) then adding a completely separate color-code system for range ADDS complexity, not reduces it.
Adding a measuring stick is pretty common these days, quite a lot of games do it (not just X-wing, previous copies of Warhammer, Battlefleet, FoW and all sorts).
Just means that you can take a box round to a mates house, open it and start playing, and you don't have to go out and buy a tape measure.
Does it say whether there are range bands on the sticks (a la X-Wing) or is just cm/inches marked on the sticks?
+EDIT+ That Wasteland survivor looks fantastic by the way!
It's all 'short/medium/long' range rather than measurements, hence the X-wing comparison. Though what I don't get is why they're designed to be placed end to end to determine the range rather than just denoting which part of, say, the Medium stick also constitutes Short range. That seems a less clunky/accident-prone way of doing it.
Paradigm wrote: It's all 'short/medium/long' range rather than measurements, hence the X-wing comparison. Though what I don't get is why they're designed to be placed end to end to determine the range rather than just denoting which part of, say, the Medium stick also constitutes Short range. That seems a less clunky/accident-prone way of doing it.
I'm assuming so you can have different combinations, for example one gun might have red/yellow bands while another might have red/blue bands.
Yeah, I'm fine with how X-Wing does it, because that's just a custom ruler. Ditto SAGA measuring sticks, because that's just 3 custom rulers and you only ever use one at a time.
What the blog post describes, though, is just color-coding move/charge/weapon ranges. In the example they give, the shotgun has a red short range and a blue long range. For short range shots, you use the red stick. So far, so good. For long range shots, you lay the red and blue sticks end-to-end. That's...not simplified or convenient. That's more complicated than just giving two numerical ranges you can measure out to on a tape measure or ruler or single measuring stick.
I like this idea. Something like S+M for shotguns, S+L for pistols, and M+L for rifles.
Miniatures gaming/board gaming cross over products are ditching tape measures for custom components. Customers expect to be able to play out of the box. Custom components also support the perception of value/brand strength.
Paradigm wrote: It's all 'short/medium/long' range rather than measurements, hence the X-wing comparison. Though what I don't get is why they're designed to be placed end to end to determine the range rather than just denoting which part of, say, the Medium stick also constitutes Short range. That seems a less clunky/accident-prone way of doing it.
I'm assuming so you can have different combinations, for example one gun might have red/yellow bands while another might have red/blue bands.
That would make sense and mimic how some of the weapons behave in the game, especially with mods added that reduce range or impact speed etc.
So either a tape measure and some numbers or fiddling with at least four different rulers that you then have to combine to get longer ranges? Yeah, that's the opposite of simple and user friendly. Especially once you add intervening models and terrain.
I hope the fine folks at Modiphius at least had the good sense to cut their rulers to whole numbers in inches or centimeters to make conversion easy.
You know what would be even better than random symbols to help color blind people? Replace them with the actual length of the respective ruler. That helps everyone. Oh, just in case you think I'm kidding or making fun of some people, I'm all for helping people with, what's the euphemism these days, physical barriers? Some of us have notable tremors to put up with, so fiddling with some rulers is not something I'm looking forward to.
On a more positive note, I have nothing against including those rulers per se. It's great for people who like that system. It's great for newcomers who don't own a tape measure. But I fail to see the use of bogus symbols to denote their function in addition to their color when instead you could add useful information that does exactly the same job and then some.
Hopefully the chap reading this from Modiphius will clarify at some point! It's far from a deal breaker, but would be nice to know.
Am definitely looking forward though to something that can just be pre-ordered for the shorter term, rather than a Kickstarter. It's essentially impossible to maintain a level of excitement for 12-18 months after the end of a KS until you get your hands on the stuff
Agreed on both points. No single thing is a deal breaker for me, except bad models or horrible pricing, neither of which I am worried about. I'm in it for the models most of all anyway. But I wouldn't mind having a good ruleset out of the box on top of that.
The way my projects move, I can't really get excited about kickstarters because I have so many ideas and by the time they fulfill (if they do...), I've moved on to something else. The time until the release for Fallout is bad enough. Good thing I have thematically fitting projects to tide me over, especially post-apocalyptic scenery.
Psychopomp wrote:
The description of how the measuring sticks work from the blog is the first bit of this game that I'm not so happy with. I'm not sure how laying down two different colored sticks end to end for long range shots is supposed to somehow be easier and more intuitive than pulling a tape measure out to an indicated number.
It seems to me like the color-coding and necessity of extra fiddly-bits is going to end up being more confusing than just listing a few extra numbers on the stat card that they claim they want to avoid. If there are already numbers (for the SPECIAL stats) then adding a completely separate color-code system for range ADDS complexity, not reduces it.
The range sticks will have inch increments on them and they are 2inch different in length to each other so it will be easy just to use a tape measure if you prefer. The point though is once you start thinking in colours it's very quick to measure distances and ranges, it's one less number that has to pass through your mind which over longer games does have an impact.
For people just wanting to check distances with a tape measure it's going to be simple as each stick is a set length in inches and will be marked. I'm an old school wargame so trust me when I say I want to make this accessible to everyone. The goal with this is to speed the basic tasks up so you can have more fun games.
Paradigm wrote:It's all 'short/medium/long' range rather than measurements, hence the X-wing comparison. Though what I don't get is why they're designed to be placed end to end to determine the range rather than just denoting which part of, say, the Medium stick also constitutes Short range. That seems a less clunky/accident-prone way of doing it.
This means colour coding ranges is easy - but nothing stops you from just measuring the distance with a tape measure but having tried it I'll take quick colour references anytime.
Nostromodamus wrote:
Paradigm wrote: It's all 'short/medium/long' range rather than measurements, hence the X-wing comparison. Though what I don't get is why they're designed to be placed end to end to determine the range rather than just denoting which part of, say, the Medium stick also constitutes Short range. That seems a less clunky/accident-prone way of doing it.
I'm assuming so you can have different combinations, for example one gun might have red/yellow bands while another might have red/blue bands.
Yes exactly - Fallout has wonderful combinations of weapons and this will let us have lots of quick easy combos.
Dakka Flakka Flame wrote:The Nora model looks rad.
Is the pre-order still planned for later this month?
shooting procedure:-
1: nominate shooter
2: nominate target
3: lay down short range measuring stick
4: lay down medium range measuring stick
5: lay down long range measuring stick
6a: discover target is out of range - move on to another model OR
6b: determine penalties/bonuses to hit and make attack
something like that?
what about:-
- models on high terrain?
- low-level intervening terrain that gets in they way of the measuring sticks?
shooting procedure:-
1: nominate shooter
2: nominate target
3: lay down short range measuring stick
4: lay down medium range measuring stick
5: lay down long range measuring stick
6a: discover target is out of range - move on to another model OR
6b: determine penalties/bonuses to hit and make attack
something like that?
what about:-
- models on high terrain?
- low-level intervening terrain that gets in they way of the measuring sticks?
Pretty much correct on the shooting, but there is no long range, and you tend not to need to lay the sticks down unless its a really close measurement. Usually, you can see if a shot is short range or long range using only one stick, and the game is quite up close and personal so its pretty obvious where a shot lies at the moment.
We are pretty deep in play testing (obviously) and I can honestly say that the sticks are not a huge issue, beyond some back and forth on movement. Of course, we are also testing with using a tape measure to see what difference it makes, I favour the sticks currently, while our new playtester reached straight for the tape measure.
For models on high terrain you would currently measure base to base, taking the diagonal in to account.
For low level intervening terrain, you would measure this in the same way as if you used a tape measure, both would run the risk of being blocked by intervening terrain and you would approach it sensibly.
Its interesting that the sticks have proved slightly divisive, we started using pre set measuring sticks in set divisions for Warmachine a few years ago and it massively sped up certain aspects of the game. But, its likely you can use the tape measure instead of the pre set rods if that's your thing, like I say, the new playtester immediately started doing exactly that and it hasn't lead to any major issue so far (beyond the one or two things we immediately highlight for review).
Thanks for the response. I always look askance at games that employ some custom measurement system. (I really like SAGA, but come on - what's with the stupid sticks). The most intuitive way to measure something is to use an internationally recognized, well established method of measuring. Something that'll appear on school rulers for example.
JonWebb wrote: Its interesting that the sticks have proved slightly divisive...
I'll give up my tape measure when you pry it from my cold, dead hands.
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MarkNorfolk wrote: Thanks for the response. I always look askance at games that employ some custom measurement system. (I really like SAGA, but come on - what's with the stupid sticks). The most intuitive way to measure something is to use an internationally recognized, well established method of measuring. Something that'll appear on school rulers for example.
+1
Science! and international standards over gimmicks all the way.
I still really like custom dice, especially for symbol matching/canceling type mechanics. FO seems more of a numbers game than a symbols game, however, so maybe custom dice would stick out a bit here.
Agreed. But it does open further retail opportunities with those deluxe acrylic sticks that you must have. Official ones only allowed, of course.
I am being tongue-in-cheek here, mostly. Modiphius have put out some good stuff. They brought out the Thunderbirds co-operative board game which gives them loads of goodwill from me.
And there are worse games companies to copy than Fantasy Flight Games.
the biggest issue I've had with tape measures is people using huge joinery ones with the metal tape which the flail all over the table with putting the minis and scenery at risk.....
another plus point for nice short custom measuring sticks
MarkNorfolk wrote: Agreed. But it does open further retail opportunities with those deluxe acrylic sticks that you must have. Official ones only allowed, of course.
I am being tongue-in-cheek here, mostly. Modiphius have put out some good stuff. They brought out the Thunderbirds co-operative board game which gives them loads of goodwill from me.
And there are worse games companies to copy than Fantasy Flight Games.
Except for that awful version of WFRP they put out - otherwise known as Custom Components Akimbo!
That one was too component heavy - even for me! FYIFFG also printed a leaner version.
Low model count miniatures games trend to component-heavy because they also trend to granular. You get tokens for being wounded, aiming, lying prone, being stunned, being hidden, having been activated this turn, etc etc etc. Some people hate this and think it clutters up the play space but I am all for it - remembering all the presently relevant conditions of a given warband member is no fun ... and it's even less fun to give up tactical advantage because you don't recall what's up with a certain figure. I guess a rule set could also "give" on the granularity but TBH these kind of games really want gritty details. That's especially true in a skrimish game emulating an exploration-focused CRPG.
It goes both ways, too. Tokens next to a model also inform your opponent about the status of a model and being on the same page makes games much smoother. I'm all for tokens, in moderation.
Speaking of tokens, I hope there are radiation sources in the game. Both as environmental hazards as well as addable through nuka grenades or fatman hits and the like.
Alpharius wrote: Of all the things that are done in the name of 'speeding things up', I don't think I've ever come across the 'tape measure' as being a time sink.
I don't think anyone is saying tape measures are a time sink, rather that once you get used to the color coded range sticks it becomes faster to pick up on the visual cues of the sticks rather than measuring with a traditional tape ruler.
Geifer wrote: It goes both ways, too. Tokens next to a model also inform your opponent about the status of a model and being on the same page makes games much smoother. I'm all for tokens, in moderation.
Agreed. Warmachine made me appreciate having tokens on a game table, mainly for the reason you state above. It is really easy to forget what conditions your own army is working through, but remembering all the effects on your opponent's army can be down right tedious. Some well placed markers free up those brain cells for better things - like playing the game!
Manchu wrote:
Low model count miniatures games trend to component-heavy because they also trend to granular. You get tokens for being wounded, aiming, lying prone, being stunned, being hidden, having been activated this turn, etc etc etc. Some people hate this and think it clutters up the play space but I am all for it - remembering all the presently relevant conditions of a given warband member is no fun ... and it's even less fun to give up tactical advantage because you don't recall what's up with a certain figure. I guess a rule set could also "give" on the granularity but TBH these kind of games really want gritty details. That's especially true in a skrimish game emulating an exploration-focused CRPG.
Agree 100%. When you ask people what they like about games like Necromunda, Infinity etc. it's quite often the actions of individuals.. crawling behind cover while wounded, someone being stunned/hacked.
Geifer wrote:
Speaking of tokens, I hope there are radiation sources in the game. Both as environmental hazards as well as addable through nuka grenades or fatman hits and the like.
Absolutely! I would be very surprised indeed if Radiation didn't feature - would be a bonus for some factions that thrive on it (Supermutants, Ghouls etc.) and a penalty for others.
MarkNorfolk wrote:Thanks for the response. I always look askance at games that employ some custom measurement system. (I really like SAGA, but come on - what's with the stupid sticks). The most intuitive way to measure something is to use an internationally recognized, well established method of measuring. Something that'll appear on school rulers for example.
To a lot of people (me included) think the sticks are actually a really great part of SAGA! And part of that game being so intuitive and well designed.
I have some special edition ones with scenes from the Bayeux Tapestry on them, which I'm quite proud of
Alpharius wrote: Of all the things that are done in the name of 'speeding things up', I don't think I've ever come across the 'tape measure' as being a time sink.
I don't think anyone is saying tape measures are a time sink, rather that once you get used to the color coded range sticks it becomes faster to pick up on the visual cues of the sticks rather than measuring with a traditional tape ruler.
See to me, that reeks of the same arguments used in favour of non-qwerty keyboard layouts. Yes, after you learn it and acclimate to it it can be faster, until you go back to using a qwerty board at work, or a friend's, or a cafe, and your brain immediately reverts to the mode of thought you've spent years and decades building up neural pathways for and you lose that extra efficiency when you try going back to non-qwerty.
A lot of us have been playing wargames for years and decades using basic, easy, commonplace distance measurements and a simple tape measure(or, in our more exotic moments, a MK1 12" Whippy Stick), and will be continuing to do so on the regular even after picking up F:WW - I guarantee that any efficiency benefit you'll get from "learning" the game's own system will vanish after you go and play a couple of other, normal games.
Alpharius wrote: Of all the things that are done in the name of 'speeding things up', I don't think I've ever come across the 'tape measure' as being a time sink.
I don't think anyone is saying tape measures are a time sink, rather that once you get used to the color coded range sticks it becomes faster to pick up on the visual cues of the sticks rather than measuring with a traditional tape ruler.
See to me, that reeks of the same arguments used in favour of non-qwerty keyboard layouts. Yes, after you learn it and acclimate to it it can be faster, until you go back to using a qwerty board at work, or a friend's, or a cafe, and your brain immediately reverts to the mode of thought you've spent years and decades building up neural pathways for and you lose that extra efficiency when you try going back to non-qwerty.
A lot of us have been playing wargames for years and decades using basic, easy, commonplace distance measurements and a simple tape measure(or, in our more exotic moments, a MK1 12" Whippy Stick), and will be continuing to do so on the regular even after picking up F:WW - I guarantee that any efficiency benefit you'll get from "learning" the game's own system will vanish after you go and play a couple of other, normal games.
Standards are standards for a reason.
So why are so many components across various technologies color coded for ease if color coding doesn't act as a short-hand visual cue for humans?
Anyway, use your fething tape measure. No one cares. The color sticks are there for those who aren't so... enamored with their measuring tape.
I don't think it is about efficiency one way or the other. Rather, it seems to me it is about product experience. A related concept would be "immersion" (in its simplest meaning). Using game-specific components tends to heighten the particularity of the experience of playing that game. Playing X-Wing feels a certain way, for example, that is nothing like playing 40k. Right now there are a large amount of low model count miniatures games, and playing all of them with pipped d6s and tape measures can feel a bit samey. Including things like color-coded range sticks, especially when they have mechanical impact, can make the game feel a bit more characterful.
Manchu wrote: I don't think it is about efficiency one way or the other. Rather, it seems to me it is about product experience. A related concept would be "immersion" (in its simplest meaning). Using game-specific components tends to heighten the particularity of the experience of playing that game. Playing X-Wing feels a certain way, for example, that is nothing like playing 40k. Right now there are a large amount of low model count miniatures games, and playing all of them with pipped d6s and tape measures can feel a bit samey. Including things like color-coded range sticks, especially when they have mechanical impact, can make the game feel a bit more characterful.
That's a very good point!
I enjoy Dark Age, and that game certainly uses a fair amount of tokens to represent all of the various status and effect states.
DeepWars also uses 'short', 'medium' and 'long' measuring sticks too - and I'm a fan of that there, so I'm sure it will all be OK here.
Really enjoying the conversation on the rulers folks, its all good stuff (especially as everyone is playing nice ) and I will be feeding it back to people this week as we talk over the play test sessions we are smashing out before launch.
Radiation??? Well, it seems pretty Fallout right? Can't say any more than that or Chris might lock me in a vault somewhere.
Plus, I'm pretty sure he is going to be doing a number of the rules blogs over the next few weeks so I don't want to steal his thunder on the mechanics of the game.
Geifer wrote:
Speaking of tokens, I hope there are radiation sources in the game. Both as environmental hazards as well as addable through nuka grenades or fatman hits and the like.
Absolutely! I would be very surprised indeed if Radiation didn't feature - would be a bonus for some factions that thrive on it (Supermutants, Ghouls etc.) and a penalty for others.
This is one of my favorite things, asymmetrical environmental threat . I love terrain interaction and considering Fallout will have settlement defense, I have high hopes for a wider range of options than the usual "this thing provides cover, that thing slows models down). If the terrain in question benefits you, you can use it to your advantage. If it's detrimental, you may have to decide whether the risk of going through it is worth the reward.
Eh, it's late and I'm probably not making much sense. I'm looking forward to more rule blogs, especially the ones after we get the basics out of the way. Could be some really funky stuff.
Alpharius wrote: Of all the things that are done in the name of 'speeding things up', I don't think I've ever come across the 'tape measure' as being a time sink.
I don't think anyone is saying tape measures are a time sink, rather that once you get used to the color coded range sticks it becomes faster to pick up on the visual cues of the sticks rather than measuring with a traditional tape ruler.
See to me, that reeks of the same arguments used in favour of non-qwerty keyboard layouts. Yes, after you learn it and acclimate to it it can be faster, until you go back to using a qwerty board at work, or a friend's, or a cafe, and your brain immediately reverts to the mode of thought you've spent years and decades building up neural pathways for and you lose that extra efficiency when you try going back to non-qwerty.
A lot of us have been playing wargames for years and decades using basic, easy, commonplace distance measurements and a simple tape measure(or, in our more exotic moments, a MK1 12" Whippy Stick), and will be continuing to do so on the regular even after picking up F:WW - I guarantee that any efficiency benefit you'll get from "learning" the game's own system will vanish after you go and play a couple of other, normal games.
Standards are standards for a reason.
You are trying awfully hard to be annoyed by this incredibly minor thing.
Personally, I like what I've heard so far and will reserve final judgement until I see it in action.
Looking forward to bearing more about the rules and seeing some physical models...
A lot of us have been playing wargames for years and decades using basic, easy, commonplace distance measurements and a simple tape measure(or, in our more exotic moments, a MK1 12" Whippy Stick).
You say that, but I know make 40k gamers in my area actually use the old whipper sticks cut to different weapon and movement ranges and it has made games more interesting... so I am interested to see it appear here too
Alpharius wrote: Of all the things that are done in the name of 'speeding things up', I don't think I've ever come across the 'tape measure' as being a time sink.
I don't think anyone is saying tape measures are a time sink, rather that once you get used to the color coded range sticks it becomes faster to pick up on the visual cues of the sticks rather than measuring with a traditional tape ruler.
See to me, that reeks of the same arguments used in favour of non-qwerty keyboard layouts. Yes, after you learn it and acclimate to it it can be faster, until you go back to using a qwerty board at work, or a friend's, or a cafe, and your brain immediately reverts to the mode of thought you've spent years and decades building up neural pathways for and you lose that extra efficiency when you try going back to non-qwerty.
A lot of us have been playing wargames for years and decades using basic, easy, commonplace distance measurements and a simple tape measure(or, in our more exotic moments, a MK1 12" Whippy Stick), and will be continuing to do so on the regular even after picking up F:WW - I guarantee that any efficiency benefit you'll get from "learning" the game's own system will vanish after you go and play a couple of other, normal games.
Standards are standards for a reason.
You are trying awfully hard to be annoyed by this incredibly minor thing.
Personally, I like what I've heard so far and will reserve final judgement until I see it in action.
Looking forward to bearing more about the rules and seeing some physical models...
~Eric
And you're trying awfully hard to read a level of emotion into my post that simply isn't there, I assume because that lets you drift casually past the argument made without actually addressing it.
Nostromodamus wrote: Nuke-apoc Terrain interaction like This is Not a Test would be great!
Speaking of Atom, I really hope his Children get faction rules at some point. They are my favorite.
Well, they should. Children of Atom were really fleshed out in Fallout 4 (and Far Harbor) and as opponents they have a pretty unique approach in that they are the only faction that uses strong radiation attacks. Even Glowing Ones can't match them.
My guess is they don't make a good faction for Wasteland Warfare initially because they deviate from the baseline so much. As in, wastelanders, Brotherhood and Super Mutants are pretty much militant dudes with guns whereas Children are a cult (so potentially different morale) and radiation weaponry.
They should make a nice addition eventually, though. I actually named them in the survey as a faction I'd like to see.
I think we may see Raiders and Ghouls (in whatever shape they may come) before Children of Atom, though, just to cover the big, omnipresent factions/encounters in Fallout 4 first.
I wonder if we'll get Nuka World gang models. That would inject some diversity into the Raider lineup that looks pretty samey in the base game.
Dakka Flakka Flame wrote: I'm excited to hear about how radiation will be implemented. I need to start modeling some raised highways.
I wonder if Ghouls and similar wasteland denizens (Rad-scorpions etc.) will occupy some random encounter slot (NPC-type thing?) during the games? I know This is Not a Test has got something similar, think it would be a nice idea for an optional extra.
i.e. Dizzi Wascal the raider scout is trying to work his way around the flank of some settlers defending a wagon train, then suddenly hear's a snuffling, turns around and a Yao Guia is sniffing his food bag
Geifer, really great points on why Children of Atom would be a great expansion as opposed to launch faction.
Along those same lines, I hope non-feral ghouls appear sooner rather than later. It would be cool and tactically interesting to have characters that could benefot from or at least ignore radiation hazards. (Although I reckon this will also apply to super mutants.)
Yeah, it would be good to have access to Ghoul bits. I mean, they're just people. Could be wastelanders, could be Raiders. Just to be able to customize your models if you want Ghoul representation.
I don't know if the non-feral variety has any more to offer. Although there is room to make them their own faction. Fallout 3 set a precedence for Ghoul revolutionaries (some Roy guy at Tenpenny's) baiting Ferals to fight for them. Kind of like Necromunda Scavvies and Plague Zombies. But that's pretty specific.
I'm more intrigued by the possibility of playing non-factional forces. I have no idea if this is even going to be a thing, but since Modiphius is initially leaning so strongly on Fallout 4 and there's a confirmed settlement defense scenario, it would stand to reason that Ferals (being one of the regular opponents during settlement defense in Fallout 4) can be controlled by a player instead of relying solely on AI cards. Would be neat to have a "force of nature" option and might even be able to be incorporated into campaign play where normal gangs try to make a living and rise to the top, Ferals could be the roving zombie horde that devours everything in its path, if it's successful. Kind of a spoiler faction.
Definitely agreed on different models gaining different benefits from various kinds of terrain. This could be a really interesting part of gameplay.
Edit: Also fully agree with Pacific. I said it before, but it's really great having an option for something nasty to pop up and go "boo!" in the middle of the game if it happens rarely enough not to derail the game all the time. Usually results in some very memorable stories.
Geifer wrote: since Modiphius is initially leaning so strongly on Fallout 4 and there's a confirmed settlement defense scenario, it would stand to reason that Ferals (being one of the regular opponents during settlement defense in Fallout 4) can be controlled by a player instead of relying solely on AI cards. Would be neat to have a "force of nature" option and might even be able to be incorporated into campaign play where normal gangs try to make a living and rise to the top, Ferals could be the roving zombie horde that devours everything in its path, if it's successful. Kind of a spoiler faction.
I would love an army build like that. Especially if it could incorporate some of the other wasteland creatures in it like Radscorpions, Deathclaws and Yao Guai.
An option to build a force that would allow a player to throw everything the wastes offer at an opposing settlement or crew would be a lot of fun.
I think you'd have to have those as a kind of gamesmaster controlled element, or with rules for random involvement, rather than them being a standard faction. Having Kim the Yao Guai with his Rad-scorpion pals, Stingy McStingface and Pointy Pete, attacking a settlement to steal their pork'n'beans and copy of Grognak the Barbarian wouldn't really fit
Although like you say there should be room for some kind of scenario of fighting wasteland denizens, with a bestiary in the rulebook that gives you rules for all of them. Blood Eagle and This is Not a Test do this and think it works pretty well.
Not that they are even remotely comparable, but Arena Rex did this well.
They have beasts in that game that can be part of your cohort of gladiators (but you don't have as much control over them as a regular gladiator model) or they can be living hazards in the arena that are kinda on auto pilot and attack both sides equally.
However, they released a character that could command beasts as if they were regular gladiators making an entirely new type of cohort (army) viable.
All you'd need is some sort of Alpha creature with command characteristics that leads a pack of other creatures to make the "wasteland army" work.
Again, without knowing how the game works this is all fanciful wish listing, but it could be done. I hope it is done. I want a horde of wasteland creepy-crawlies to throw at my opponent.
Geifer wrote:It goes both ways, too. Tokens next to a model also inform your opponent about the status of a model and being on the same page makes games much smoother. I'm all for tokens, in moderation.
Speaking of tokens, I hope there are radiation sources in the game. Both as environmental hazards as well as addable through nuka grenades or fatman hits and the like.
I'll sneak out some news here that yes radiation plays a part - both as weapons, armour has different levels of radiation protection and as terrain. For example a group of spilled radioactive waste barrels would have a line of sight attack on nearby characters so it becomes a bigger hazard and we can dial that risk up or down. Of course Supermutants and the Institute won't mind so much...
Pacific wrote:Raised highways.. very nice idea! I wonder if Ghouls and similar wasteland denizens (Rad-scorpions etc.) will occupy some random encounter slot (NPC-type thing?) during the games? I know This is Not a Test has got something similar, think it would be a nice idea for an optional extra.
i.e. Dizzi Wascal the raider scout is trying to work his way around the flank of some settlers defending a wagon train, then suddenly hear's a snuffling, turns around and a Yao Guia is sniffing his food bag
Yes we have feral ghouls (just submitted the sculpts actually) Rad Scorpions (big and nasty) and others as potential wasteland encounters. We'll be aiming to release several creature sets at launch with regular monthly releases to flesh out your own wasteland. We'll talk about how wasteland encounters work more soon.
Pacific wrote:Raised highways.. very nice idea! I wonder if Ghouls and similar wasteland denizens (Rad-scorpions etc.) will occupy some random encounter slot (NPC-type thing?) during the games? I know This is Not a Test has got something similar, think it would be a nice idea for an optional extra.
i.e. Dizzi Wascal the raider scout is trying to work his way around the flank of some settlers defending a wagon train, then suddenly hear's a snuffling, turns around and a Yao Guia is sniffing his food bag
Yes we have feral ghouls (just submitted the sculpts actually) Rad Scorpions (big and nasty) and others as potential wasteland encounters. We'll be aiming to release several creature sets at launch with regular monthly releases to flesh out your own wasteland. We'll talk about how wasteland encounters work more soon.
Brilliant, thanks!
Will be great to see miniatures for the humble Mole Rat and Rad-Roach (although know you would have to be careful about different versions of these..)
Manchu wrote: That's awesome news! I am really looking forward to elements of exploration in this game so environmental effects are absolutely welcome.
Me too. It's possibly a vain hope, but what I like about skirmish games is that their size allows for pretty detailed rules. With the teaser on radiation and how there are encounters, solo and AI rules, Wasteland Warfare could have a real RPG-lite feel. I am hoping they favor customizability over set equipment options (which stands to reason considering customization is a thing in the video games, what with them being RPGs).
So for someone whose been sort of keeping tabs on this, but a little unclear on a few things, would anyone mind posting a recap of what has been announced/confirmed since the OP is not being updated?
From my understanding without reading through 15 pages of posts, we have 3-4 factions initially? A box set with 2 factions and separate boxes for the other factions? Will there be a bundle to buy all the things? Anything else people should know about?
- There will be an unspecified number of factions, starting with one from Fallout 4 and later moving on to Fallout 3.
- Confirmed factions are: Survivors (Fallout 4 main character + NPCs such as Piper and Garvey), Brotherhood of Steel (including Liberty Prime), Super Mutants. I believe I also read a post about a play test with Raiders, but I'm not sure about this one.
- The first factions released are Survivors and Super Mutants in a 2-player starter set.
- The will be wasteland creatures. If they (also) fit into any factions is as of yet unknown.
Miniatures and rules releases:
- The aforementioned starter set has resin miniatures for both groups as well as rules (in which format exactly is currently unknown, but Modiphius has confirmed unit cards of some sort) and sturdy cardboard range rulers. This starter contains Nora (female Sole Survivor) and a version of Dogmeat.
- Nate (the male Sole Survivor) will be available in a separate set or booster.
- Modiphius considered a hard plastic version of the starter set to be released later on if demand was strong enough. No idea so far how that has turned out.
- There will be faction sets in the range of 7-9 models as well as smaller booster packs. It has been mentioned occasionally that Modiphius plans to release a faction a month, at least initially, but I am not certain if this is based in fact.
- Models come with scenic bases.
- There will be resin scenery pieces for small items such as cars and the Nuka Cola vending machine. There was also talk of smaller decorative items like bottles and the like.
- There will be large scenery pieces like a Red Rocket gas station made of cardboard (possibly with resin add-on details, not sure on this).
I- 'm not sure on the next one, but I believe there will be gaming mats themed to notable locations like Sanctuary Hills.
- First pre-orders start in early August according to the current schedule for a November release.
- There are supposed to be one or more pre-order bundles with savings according to early statements from Modiphius. No idea how that's going to look, but it might be helpful to look at the current Star Trek pre-order to get an idea.
Rules:
- The rules support solo play, one-off one-on-one games and campaign play.
- There is a deck of AI cards to facilitate solo play and in some way for use in random encounters with wasteland creatures.
- There is at least one scenario or game mode for base defense and, apparently in campaign mode, a player's settlement can be upgraded over time.
- Games are played using up to 30 models per side. Large scale games consist of a large number of grunts for speedy play, while small games use heroes (or may have a way of upgrading a grunt into a hero-like model with extra options)
- Radiation will be a factor as a damage type and environmental effect (which was explained to be a ranged LOS attack on this very page). Defensively, there is radiation protection on armor and immunity on some creatures.
- There will apparently be scenarios in the starter set that mirror the storyline of Fallout 4 to some degree.
Definitely looking forward to this. Would love to multiple 2 player sets to allow people to easily buy multiple factions. Brotherhood vs Raiders would be a great alternate starter.
No problem. I can't guarantee that it's close to complete. In fact, I'm absolutely sure it's not complete because I forgot the Institute as a confirmed faction. I mean, it's not like the Institute was mentioned on this very page...
As such, if there are more starters, I think pitting the Brotherhood against the Institute might be a more logical choice. It's not like the Brotherhood minds shooting up whoever they run across, but seeing how that's the main plot of Fallout 4...
I do hope for a speedy arrival of Raiders, though. Got to have them to be true post-apocalyptic!
Pacific wrote: Does anyone know any miniatures for one of these?
Would love to start getting some bits together for a conversion so I can make... SWAN !!!
I can't say I've ever seen a sizable swan miniature, let alone an actual swan boat.
I reckon your best bet is to search Amazon for swan and see if they have any appropriately sized toys or decorations (possibly even wedding cake toppers). You might even have to make a press mold because I doubt anything along those lines comes in separate parts.
Pacific wrote: Does anyone know any miniatures for one of these?
Would love to start getting some bits together for a conversion so I can make... SWAN !!!
I can't say I've ever seen a sizable swan miniature, let alone an actual swan boat.
I reckon your best bet is to search Amazon for swan and see if they have any appropriately sized toys or decorations (possibly even wedding cake toppers). You might even have to make a press mold because I doubt anything along those lines comes in separate parts.
I wonder one of these might work ? (probably the sort of thing you can pick up on ebay pretty cheap)
Pacific wrote: Does anyone know any miniatures for one of these?
Would love to start getting some bits together for a conversion so I can make... SWAN !!!
I can't say I've ever seen a sizable swan miniature, let alone an actual swan boat.
I reckon your best bet is to search Amazon for swan and see if they have any appropriately sized toys or decorations (possibly even wedding cake toppers). You might even have to make a press mold because I doubt anything along those lines comes in separate parts.
I wonder one of these might work ? (probably the sort of thing you can pick up on ebay pretty cheap)
The dimensions are a bit unfortunate. Assuming they are for the big swan boat, that would translate to around 7.5m in length in real life which is too much for a small boat. But going off of that, the medium swan could be a close enough fit.
I had the occasional look at various resin ogres and giants (I don't do metal if it can be helped at all) but never found one that would act as a good base model for a behemoth.
Obviously I'm hoping for Modiphius to rectify that.
Hopefully after a Mirelurk Queen. I want one of those even more.
Hey, I love the idea of SWAN, but it's a pretty small part of the Fallout games! And like you say there are so many other miniatures out there (sure there is something in the Mierce range) that would serve as a suitable base for a conversion.
I mean, Super Mutants are one of the very first factions and we know Modiphius does not shy away from making larger beasties, so a Behemoth is inevitable. Can't be that hard to convert one (or for Modiphius to actually release fitting parts) to Swan.
Honestly I'm not even sure anymore I remember Swan correctly. He's so shy and never popped up in my games except once. But whether he's a pretty small part, I don't know. Every NPC has a line talking up Boston Commons as if something really bad was going down there. I have a feeling Bethesda wanted Swan to be a bit memorable.
I agree! Just loved reading the pages of text that the person had written as they were starting to change, which culminated with "I AM SWAN". Definitely a touch of humour to the whole thing.
Have actually painted up one of Cousin Vinni's 'Apoc Ogre' miniatures. Along with the Post Apoc power armour miniatures he makes, are some really amazing sculpts. Hopefully they will scale well with the Modiphius miniatures!
DarkTraveler777 wrote: Kinda poor form to discuss unlicensed Fallout miniature designs in the thread meant for discussing the legitimately licensed game.
I guess, but what can you do but be realistic about it? Wargaming doesn't come into existence only with the release of Wasteland Warfare, nor people's love for Fallout. I've been working on Fallout themed models for a year and a half before Wasteland Warfare was even announced. Others for much longer than that. Pretending that this is not the case is a bit... I don't know, pretentious?
I expect to hand over a lot of money to Modiphius. I cut most of my hobby expenses to save up for the initial release once the game was announced. I expect great things from them, to be honest. If the renders translate into models even half as well as I hope, I'm in the camp of "one of everything, please". And eventually also "several of some".
I think this is the part companies should emphasize. Beating the competition by strength of their own product, not trying to quash their customers' enthusiasm with a stranglehold (that they don't necessarily even have) as a certain industry giant was prone to in the past. Calling out any one manufacturer of unlicensed Fallout models isn't going to do anything because Fallout is not that unique. It's a game about post-apocalyptic America. Post-apocalypse models are widely available, as are (potential) Americans. Competition simply exists.
But I trust that won't be a problem because Modiphius has a lot going for them. Commitment to the license will see their range of Fallout models be the most comprehensive around even in a short amount of time. Couple that with (potentially) quality sculpts, (potentially) good prices and a (hopefully good) game to drive sales and I am not worried about their competition one bit.
I think what they said about needing to use a d20 for rolls makes sense. If understand it right though they're talking about it not being a true d20 but rather a special* d20? Probably not a big deal, as if we lose the ones that come with the game we can probably just use a standard d20 and count certain numbers as others.
*Or more accurately a S.P.E.C.I.A.L. d20? Har har har.
Piper looks great too. Waiting now for the comment about 'tactical detritus' on the base!
I'm your Huckleberry.
It is just lazy design to put tactical detritus on figures. This particular figure looks like she tripped on hers... It also makes custom basing more of a chore. Especially if you want to use clear bases like I do.
Speaking of figures: Have we seen any yet? I would like to see a print or a cast or something. Hopefully soon.
shooting procedure:-
1: nominate shooter
2: nominate target
3: lay down short range measuring stick
4: lay down medium range measuring stick
5: lay down long range measuring stick
6a: discover target is out of range - move on to another model OR
6b: determine penalties/bonuses to hit and make attack
something like that?
what about:-
- models on high terrain?
- low-level intervening terrain that gets in they way of the measuring sticks?
Cheers
This would be more accurate for a typical shot:
shooting procedure:-
1: nominate shooter
2: nominate target
3: hold the short range measuring stick as if it was a measuring tape
4: determine penalties/bonuses to hit and make attack
5. roll skill dice and effect dice determined by your gear and weapon
OR
1: nominate shooter
2: nominate target
3: hold the short range & long measuring stick together (because it's obvious they're not in your short range - the good thing with colour sticks is your eyes quickly adjust to gauging those distances)
4: determine penalties/bonuses to hit and make attack
5. roll skill dice and effect dice determined by your gear and weapon
(we'll discuss how those effect dice work in the next dev blob)
For intervening terrain that gets in the way of measuring sticks, it's the same as measuring tape - you hold it above that intervening terrain, there's no difference
For models on high terrain it's easier to hold the sticks at an angle to check distances.
Geifer wrote:I had the occasional look at various resin ogres and giants (I don't do metal if it can be helped at all) but never found one that would act as a good base model for a behemoth.
Obviously I'm hoping for Modiphius to rectify that.
Hopefully after a Mirelurk Queen. I want one of those even more.
Lol yes the Behemoth is actually approved... render coming soon. As for the Mirelurk well you read my mind but she's in the que :-) Plus...massive creature right. Just like Liberty Prime she's likely to be both a collectors piece, a scenario feature and rules for using her in battles will come with the later mass battles expansion
Dakka Flakka Flame wrote:I think what they said about needing to use a d20 for rolls makes sense. If understand it right though they're talking about it not being a true d20 but rather a special* d20? Probably not a big deal, as if we lose the ones that come with the game we can probably just use a standard d20 and count certain numbers as others.
*Or more accurately a S.P.E.C.I.A.L. d20? Har har har.
Yes the dice have numbers from 1-9 and some X's for misses. It means you auto miss 15% of the time. You have a 25% of rolling a 1, otherwise having a stat of 1 would suck as you'd only hit 10% of the time. With the spread of numbers we're using no one is stupidly overpowered or under powered. We've got a great range that makes all the variable units playable.
I am already picturing some of the top-end modelling painters going mental with air-brushes and weathering powders on Liberty Prime. Can't wait to see it!
mightymconeshot wrote: Will you only need 1 of these d20 or a small handful? Also will they be freely available to purchase or will you have to get a box set to purchase?
Don't want to ruin the fun for the next blog post which I think Chris plans on being about dice, but you will only need one of the skill dice (D20)
mightymconeshot wrote: Will you only need 1 of these d20 or a small handful? Also will they be freely available to purchase or will you have to get a box set to purchase?
Don't want to ruin the fun for the next blog post which I think Chris plans on being about dice, but you will only need one of the skill dice (D20)
I would be very surprised if there weren't themed dice sets with the Brotherhood of Steel logo and things like that, also.
mightymconeshot wrote:Will you only need 1 of these d20 or a small handful? Also will they be freely available to purchase or will you have to get a box set to purchase?
Jon already covered this but yes you only need 1 d20 skill dice for a skill check - you would never need more. You'll get one in the starter set and we'll have sets of extra dice at a very fair price for those who want sets for each player.
Taarnak wrote: This particular figure looks like she tripped on hers...
I disagree that Piper looks like she is tripping on the Assaultron head. The ball of her foot is perched on top of the head suggesting to me that she is using the head as a way to propel her movement forward. If she were tripping her toes would be catching on the head.
Cleaned up this page of the thread - please no more discussion ITT on topics other than Modiphius's upcoming FO miniatures game. Thanks!
DarkTraveler777 wrote: I disagree that Piper looks like she is tripping on the Assaultron head. The ball of her foot is perched on top of the head suggesting to me that she is using the head as a way to propel her movement forward. If she were tripping her toes would be catching on the head.
That's true but I can also see how the head could move under her foot causing her to fall foward. It's a slightly awkward pose and now is the time to mention it.
DarkTraveler777 wrote: I disagree that Piper looks like she is tripping on the Assaultron head. The ball of her foot is perched on top of the head suggesting to me that she is using the head as a way to propel her movement forward. If she were tripping her toes would be catching on the head.
That's true but I can also see how the head could move under her foot causing her to fall foward. It's a slightly awkward pose and now is the time to mention it.
Hm. That isn't something I considered, but I also don't know if a military-grade combat robot's head would be light enough to roll under the weight of someone as small and light as Piper. I suppose a brick moved near the base of the head to act as a brace would help destroy the illusion of the head rolling but it would probably obscure some of the head's details as well.
I think the inclusion of the head is a neat design aspect and would hate to see it go, but then the head doesn't look unstable to me so I don't see the awkward pose, personally.
I'm fine with the head and scenic basing in general. As someone who generally struggles to get bases up to the same quality as my paintjobs, and have rarely managed to achieve a real sense of place and atmosphere through basing, the prospect of these minis coming with sculpted bases is a godsend.
Without those recognisable Fallouty elements there, I'd end up just covering it in sand, painting it brown and calling it a day.
DarkTraveler777 wrote: [I think the inclusion of the head is a neat design aspect and would hate to see it go
TBH this is probably the most important aspect of all and I suspect what I and maybe others perceive as awkwardness here is likely magnified in the render and won't look quite the same on the physical model.
DarkTraveler777 wrote: I disagree that Piper looks like she is tripping on the Assaultron head. The ball of her foot is perched on top of the head suggesting to me that she is using the head as a way to propel her movement forward. If she were tripping her toes would be catching on the head.
That's true but I can also see how the head could move under her foot causing her to fall foward. It's a slightly awkward pose and now is the time to mention it.
Hm. That isn't something I considered, but I also don't know if a military-grade combat robot's head would be light enough to roll under the weight of someone as small and light as Piper. I suppose a brick moved near the base of the head to act as a brace would help destroy the illusion of the head rolling but it would probably obscure some of the head's details as well.
I think the inclusion of the head is a neat design aspect and would hate to see it go, but then the head doesn't look unstable to me so I don't see the awkward pose, personally.
It's not her foot on the head that makes it look like she's tripping, it's everything else from the waist down. Her right leg is turned in at a pretty extreme angle and it looks like her knee is folding under her. In fact, that leg almost looks dislocated at the hip too.
Her left leg is doing something other than running, but I'm not entirely certain what. I can tell you that if she were in motion in that pose, she's about to perform a surprise split...
Her torso and arms are doing something entirely different from either of her legs. I think that is part of what I find so jarring, the upper and lower halves of her body are in separate, disjointed motion.
I'm no soldier (and I know she's not either), but I have had some training in how to move and shoot. You avoid obstacles, you don't step on them. That is also part of my issue.
If you want detritus, make it a part of the base, not the figure. Scenic bases. An opportunity for more sales, and useful for many figures; not just the one.
~Eric
Edit:
I should add that so far she is the only sculpt that I personally see any issues with. The sculptors are doing great work overall. Piper needs a redo though.
And Modiphius: Show some prints or casts already! (I know you might not be able to yet, but I really want to see them. Lol.)
I don't know about the pose. I like to see these things in real life because a picture will only get you so far. I think it's a good point that you want sure footing during a fire fight and tripping over something is the last hing you need.
I think I see where the designer was going with the sculpt, though. Piper being Piper running away from trouble after getting the story (the notepad in her hand that has no business being there otherwise - she's already busy running and gunning, no need to add another aspect) while popping some shots at her pursuers. Gets across her character pretty well, which is why I don't have a problem with the model.
I have a feeling we'll get a visible difference between named NPCs and everyone else where the former will in some way try to reflect notable aspects of their character while unnamed Brotherhood soldiers and and Super Mutants (as already seen) get more standard poses.
Funny, I could never get behind the Brotherhood in the game itself, but for this, I think I'll be going Ad Victoriam from the start. Those Power Armour renders look so badass.
The Courser is great too, the pose is a bit showoff-y but that'll help him stand out among the Synths that I imagine will be quite rigid in pose.
The Power Armour guys do look awesome don't they. Think I'm going to paint mine up as Outcast guys, just mix in a few more bots than usual to the line-up to give that character (hopefully that will be possible with the rules)
Brotherhood for life! Hope we don't have to wait too long to see enclave armour I'll have to replicate the pink paintjob my char saved the wasteland in.
hobojebus wrote: Brotherhood for life! Hope we don't have to wait too long to see enclave armour I'll have to replicate the pink paintjob my char saved the wasteland in.
I'm gonna be doing at least 1 in Hot Rod Atom Cat pattern
Pacific wrote:I think an important question to ask at this point... will the points system be labelled as bottlecaps?
Have been saving them up especially!
Funny you should say that we just got our official bottle cap art approved and there will be sets of 50 official full size Nuka Cola bottlecaps that you can use to physically count out your in game finds (and possibly other uses).
I've just briefed a bunch more poses for the t-60 - we have 4 already, there's a version with the solo survivors head (male and female) and we've got a X-01 already in submission. These are powerful but as people grow their games I know myself I'll be fielding a bunch of them - and yes I plan my own battle reports of insane size games - 50 Brotherhood of Steel vs etc. :-)
Played the AI version yesterday with sole survivor in T60, dogmeat, 3 settlers with combat shotguns and 3 with pipe rifles looking for 300 caps on the battlefield - gotta get some new gear for the settlement. The roving AI tokens (we might use bottlecaps here) could be anything - a door banging on an old shack or something more sinister. It definitely felt fun and you never quite know where the AI is - cards randomise their movement in relation to their back line and they move through any scenery - you think you heard something behind the building when.... crap they're snuck up on us!
Pacific wrote:I think an important question to ask at this point... will the points system be labelled as bottlecaps?
Have been saving them up especially!
Funny you should say that we just got our official bottle cap art approved and there will be sets of 50 official full size Nuka Cola bottlecaps that you can use to physically count out your in game finds (and possibly other uses).
I've just briefed a bunch more poses for the t-60 - we have 4 already, there's a version with the solo survivors head (male and female) and we've got a X-01 already in submission. These are powerful but as people grow their games I know myself I'll be fielding a bunch of them - and yes I plan my own battle reports of insane size games - 50 Brotherhood of Steel vs etc. :-)
Played the AI version yesterday with sole survivor in T60, dogmeat, 3 settlers with combat shotguns and 3 with pipe rifles looking for 300 caps on the battlefield - gotta get some new gear for the settlement. The roving AI tokens (we might use bottlecaps here) could be anything - a door banging on an old shack or something more sinister. It definitely felt fun and you never quite know where the AI is - cards randomise their movement in relation to their back line and they move through any scenery - you think you heard something behind the building when.... crap they're snuck up on us!
Now isn't that something.
I like Nuka Cola caps as tokens. I had a feeling we might see something like that.
I was wondering about the X-01. That sounds like we can expect different armor marks within a reasonable timeframe. I'm not saying T-60 doesn't look good or anything, but with X-01 it'll at least be easy to work on some Enclave until we get dedicated Fallout 3 stuff.
You're also answering another question I had. Settlers. It's easy to get carried away with all the cool toys and big stuff, but what's the wasteland without normal dudes getting eaten by... well, almost anything! I really need those guys. Now the only question left is: will there be brahmin?
That was going to be my next question too Geifer, about the 'level' of combat in Wasteland Warfare.
And completely agree, I know a lot of people will want to play with the unique, super-powerful elements, but will there be room for the lowly settler trying to hunt a mole-rat for much needed meat and fur?
After all there is only one Prime.. X-01, am I correct in remembering that there was just the one experimental set of this hidden in the bunker in the game?
Having that kind of stuff in all the games makes me think of the guys who used to play an Avatar or Greater Daemon in the old 40k 500pt 'skirmish' games, felt completely out of place!
Automatically Appended Next Post:
Alpharius wrote: ...for the preorder (with bonus incentives), right?
With the actual release in November, I think?
Yes believe that was the latest posted on the blog.
As far as I can remember all the Power Armour drops are semi-random based on your level when you first encounter them, so in theory if you stayed in the early sections of the map long enough (level 28 is when X-01 starts spawning, I think) you could pick up several suits of X-01. Lore-wise though, it's definitely very rare even if not entirely unique, even the Brotherhood don't have any full suits (I think they can sell/gift you the odd part). But then it's also ludicrously powerful, so I imagine you'd struggle to ever get more than one suit on the tabletop in all but the biggest of games.
If you have some of the pre-production models already, could you post a few pics of them next to other miniatures and some terrain so we can get a sense of scale? It would really help out for those of us trying to get a head start on terrain making.
That was going to be my next question too Geifer, about the 'level' of combat in Wasteland Warfare.
And completely agree, I know a lot of people will want to play with the unique, super-powerful elements, but will there be room for the lowly settler trying to hunt a mole-rat for much needed meat and fur?
Plus it opens a lot of scenarios. We know there is settlement defense, but there's a difference between ambushing a Brotherhood patrol and a settler caravan. The game would lose something if there weren't any normal humans just trying to survive to form the baseline. Not that that'll be the case. That's why I need brahmin, too. No good caravan without one. Also good for steal from the farmer scenarios and even as dead cow scenery.
Pacific wrote: After all there is only one Prime.. X-01, am I correct in remembering that there was just the one experimental set of this hidden in the bunker in the game?
X-01 is kind of retconned Enclave advanced power armor. It's not rare in Fallout 3 at all because of this, and since Fallout 4 uses a leveled item list, it's not unqiue, although limited.
Perhaps you're thinking of Tesla armor? There's only one set of that in Fallout 4, in Automatron.
Pacific wrote: Having that kind of stuff in all the games makes me think of the guys who used to play an Avatar or Greater Daemon in the old 40k 500pt 'skirmish' games, felt completely out of place!
I don't mind this. Well, as long as it's reasonably balanced anyway. Why? Because this is basically what I thought about the Fallout 4 main quest if you play Brotherhood. If you play Institute, you go up mostly alone against a literal army. As Minutemen or Railroad, you have a couple of guys with you in the end and there's a lot of dying on your side. As Brotherhood? You have a team of two power armored guys and two other guys with two gatling weapons and whatever you decide to bring for a tunnel fight against matchstick men. It's so stacked in your favor it isn't even funny.
It's probably not healthy to play like this every time, but a single rampaging Deathclaw or power armored maniac against some hapless dudes who are not prepared for it can be pretty fun scenario once in a while.
Paradigm wrote: As far as I can remember all the Power Armour drops are semi-random based on your level when you first encounter them, so in theory if you stayed in the early sections of the map long enough (level 28 is when X-01 starts spawning, I think) you could pick up several suits of X-01. Lore-wise though, it's definitely very rare even if not entirely unique, even the Brotherhood don't have any full suits (I think they can sell/gift you the odd part). But then it's also ludicrously powerful, so I imagine you'd struggle to ever get more than one suit on the tabletop in all but the biggest of games.
Yep. I know of two full suits of X-01 in the Commonwealth and two more in Nuka World, the latter of which has one that is not leveled but quest locked. But you could get it before level 28 if you put your mind to it.
I don't mind this. Well, as long as it's reasonably balanced anyway. Why? Because this is basically what I thought about the Fallout 4 main quest if you play Brotherhood. If you play Institute, you go up mostly alone against a literal army. As Minutemen or Railroad, you have a couple of guys with you in the end and there's a lot of dying on your side. As Brotherhood? You have a team of two power armored guys and two other guys with two gatling weapons and whatever you decide to bring for a tunnel fight against matchstick men. It's so stacked in your favor it isn't even funny.
It's probably not healthy to play like this every time, but a single rampaging Deathclaw or power armored maniac against some hapless dudes who are not prepared for it can be pretty fun scenario once in a while.
Agree completely, definitely hope there is this option! The point I was hoping to make was I hope that there can be a 'default' setting, that is just based in the Wastelands, and not always featuring a unique hero or monster. Perhaps coloured by my memories of 40k (I think 'border patrol'?) Trying to make a list to suit, with things like Scouts and a light transport. Then taking part in a pick-up game, and the other guy plonking down one of the named web-way Exarch and a fething Avatar
(Although that may be more of a commentary on pick-up games I guess!)
But it does seem very encouraging that there will be many different ways to play the game.
If you have some of the pre-production models already, could you post a few pics of them next to other miniatures and some terrain so we can get a sense of scale? It would really help out for those of us trying to get a head start on terrain making.
I would love to see some of this stuff too, but in basic terms we've been told '32mm' (to eye) or 1:50, which seems to be the go-to scale for most games along the lines of 40k and others. So I think certainly for terrain making this shouldn't hold you back.
The single suit of X-01 in a bunker thing is a mod, though I can understand people forgetting that, it's one I've had installed since it came out.
Really FO4 needs a complete mod overhaul of power armour, they bungled it so hard to cram their own snowflake version in. At least in the tabletop game my shonky modding skills won't prevent me from easily fixing things by swapping the T60 and T51 stats around and making X-01 almost impossible to find.
If you have some of the pre-production models already, could you post a few pics of them next to other miniatures and some terrain so we can get a sense of scale? It would really help out for those of us trying to get a head start on terrain making.
I would love to see some of this stuff too, but in basic terms we've been told '32mm' (to eye) or 1:50, which seems to be the go-to scale for most games along the lines of 40k and others. So I think certainly for terrain making this shouldn't hold you back.
Hmmm. That's gonna be pretty big for my already existing post-apoc minis and some of my terrain. But a lot of the terrain would still work. That's also the scale third-party 40K suppliers like Anvil Industries and Victoria Miniatures use, right?
usernamesareannoying wrote:im sure this has been asked already so i apologize in advance but what are we looking at for a release date?
Pretty much 'when it's ready' but we are aiming for late August - after we're back from GenCon
Psychopomp wrote:Quick question for Mophidius:
If you have some of the pre-production models already, could you post a few pics of them next to other miniatures and some terrain so we can get a sense of scale? It would really help out for those of us trying to get a head start on terrain making.
We will once they're approved and yes we'll do some scale comparisons for people.
If you have some of the pre-production models already, could you post a few pics of them next to other miniatures and some terrain so we can get a sense of scale? It would really help out for those of us trying to get a head start on terrain making.
We will once they're approved and yes we'll do some scale comparisons for people.
That would be cool. It would give me an idea how big to make my doors and how wide to make my roads. Dimensions on the vehicles would be much appreciated!
DEVELOPMENT BLOG #3: The Effect Dice
Last week, we covered the S.P.E.C.I.A.L. stats and Skill dice - this week, we’re looking at the Effect dice and how they’re used in conjunction with the Skill dice to deliver a huge variety of results in your Fallout: Wasteland Warfare experience.
Before that on the right you'll got a preview of three Synths coming in the Institute Faction box. Click on the image to see a close up.
EFFECT DICE
Whenever a skill roll is made like shooting or lockpicking, you roll the d20 Skill dice to see if it is a success; however, depending on the equipment, abilities, perks, mods, etc. being used, you may also roll some Effect dice as part of the skill roll too.
There are four different Effect dice in Fallout: Wasteland Warfare - Damage, Accuracy, Armour Reduction, and Special - each is a different colour and these are d12s. Why d12s? Well, six sides just didn’t give enough granularity and/or variety to the outcomes for them to accomplish what was required, and twelve sides gives lots of different possible probabilities (plus, d12s are nice and big with large faces for icons).
When you make a roll, you grab the Skill dice and the relevant Effect dice which are easy to recognise as each type is a different colour, and coloured icons for each dice are shown on the card of each weapon, equipment, mod, etc. As with the measurement sticks, the dice icons have markers which allow players with colour-blindness to recognise what they need too.
Let’s look at these Effect dice in relation to combat.
Unsurprisingly, the Damage dice primarily causes extra damage - note that this is extra damage as each weapon deals a guaranteed amount of damage (called it’s base damage) and any extra damage from the Effect dice (one for each damage icon rolled) is on top of the base damage. This gives a measure of reliability to damage caused by weapons, rather than be at the full mercy of the dice and see your missile launcher hit but only scratch the target.
The Accuracy dice primarily improve your chances of the Skill dice being a success. Many sides of the Accuracy dice have a number which improve the Skill dice. If your skill roll needs to be 3 or less then you would succeed if your Skill dice was a 5 and you rolled -2 on an Accuracy dice as that would bring it down to 3 which is a success.
The Armour Reduction dice, as you may expect, primarily reduces a target’s armour rating - one for each icon rolled. We’ll discuss how armour works in a blog post soon, but suffice to say that the Armour Reduction icons can strip away a target’s armour, potentially allowing more damage to get through - pretty important when up against opponent’s in power armour.
The final Effect dice is the special dice. This is a generic dice that covers anything the first three do not. It shows three different icons with the one icon having a high chance, another a medium chance, and another a low chance of success. When a roll requires these icons, the cards say what the icons are required and what they can be used for. For example, does the Laser Rifle set fire to the target? Did the Huge Club stun the enemy? and so on. This allows Fallout: Wasteland Warfare to have Effect dice for any purpose.
Of course, only expecting the best in the Wasteland will likely get you killed and the Effect dice are no different. There are no ‘bad’ results on any Effect dice, but some sides are blank so will have no effect at all. Also, note how I said the dice ‘primarily’ do something? That’s because Effect dice have the occasional result that are not the dice’s primary purpose; for example, it is possible to get an Armour Reduction icon on a Damage dice, although it’s rare and most results do extra damage.
EFFECT DICE & WEAPONS
The Effect dice required for a weapon often vary depending on the range at which it is being used. For example, the Hunting Rifle gives one Armour Reduction dice at short range, but at long range it gives two Accuracy dice instead. The Combat Shotgun gives no Effect dice at long range, but gives two black dice at short range. Simply seeing a weapon’s Effect dice make it easy to understand its likely capabilities - for example, a weapon with multiple black dice on its card means it has the potential to do lots of damage. Also, the Effect dice on a weapon card may not be the only Effect dice you add to a skill roll too. Items such as Mod cards (which are modifications to weapons), special abilities, perks, and so on, can add more dice (or simply add extra icons). More on those in a later blog post.
Whilst Effect dice are a common feature of combat, they apply to all areas of Fallout: Wasteland Warfare too. Some locks are hard to pick, computers difficult to hack, and items tricky to find, but equipment and abilities can add Effect dice to these skill rolls too in order to succeed at these more difficult tasks.
The two-player starter set comes with 2 each of the four Effect Dice, one Skill dice and one Armour dice. The system and combination of Effect Dice gives us a huge variety of options to flavour the game to feel more like the Fallout world you know and love, whilst keeping the results of dice rolls quick and simple to read.
Next time we'll be looking at what it means to be a Heroic character, Leaders and more...
I hope they produce some normal Minutemen models - the very first thing I do in FO4 after getting Preston on a Minutemen playthrough is rob the brilliant outfit off him and stick him in the dirty yellow rags and hillbilly farmer hat that befits his rank.
Also, I get that slagging Preston's garbage Radiant spam is practically a meme now, but seriously have these people never heard of mods? There are almost more ways to shut him up than there are hideous giganto-boob skimpy clothing mods.
So apparently we're going to have a TMNT style situation with multiple different games from doing different licensees as FFG is coming out with a minis based Fallout boardgame.
warboss wrote: So apparently we're going to have a TMNT style situation with multiple different games from doing different licensees as FFG is coming out with a minis based Fallout boardgame.
warboss wrote: So apparently we're going to have a TMNT style situation with multiple different games from doing different licensees as FFG is coming out with a minis based Fallout boardgame.
Again, look at Relic. 40k universe in board game form. This FFG Fallout game doesn't seem too dissimilar, and like Relic, offers a different experience than 40k or Wasteland Warfare offers.
And as Grot 6 pointed out in the FFG thread, this board game could make a cool companion piece to Modiphius' miniatures game. If you treated the board game as an exploration tool, and the miniature game as a way resolve combat encounters, you could have a fun little campaign system.
warboss wrote: So apparently we're going to have a TMNT style situation with multiple different games from doing different licensees as FFG is coming out with a minis based Fallout boardgame.
Again, look at Relic. 40k universe in board game form. This FFG Fallout game doesn't seem too dissimilar, and like Relic, offers a different experience than 40k or Wasteland Warfare offers.
And as Grot 6 pointed out in the FFG thread, this board game could make a cool companion piece to Modiphius' miniatures game. If you treated the board game as an exploration tool, and the miniature game as a way resolve combat encounters, you could have a fun little campaign system.
YMMV but at least for me I'd end up choosing one minis based game (whether board or more likely wargame in my case) instead of both. I don't think I'd be the only one buying it potentially for the minis and not the actual game itself. It it were a more classic style board game with tokens instead of full on minis you could theoretically use in a wargame (like relic iirc.. that one had busts, correct?), I'd agree totally with you and others.
Vorian wrote: The FFG versions look very much to be just game pieces. You want miniatures you get Modiphius' stuff
Yeah this seems pretty clear to me, as well. The FFG board game minis are nice for a board game. But you get one of each with the game, which probably clocks in at around 70USD. How again is this supposed to compete with a miniatures game line?
warboss wrote: So apparently we're going to have a TMNT style situation with multiple different games from doing different licensees as FFG is coming out with a minis based Fallout boardgame.
Again, look at Relic. 40k universe in board game form. This FFG Fallout game doesn't seem too dissimilar, and like Relic, offers a different experience than 40k or Wasteland Warfare offers.
And as Grot 6 pointed out in the FFG thread, this board game could make a cool companion piece to Modiphius' miniatures game. If you treated the board game as an exploration tool, and the miniature game as a way resolve combat encounters, you could have a fun little campaign system.
YMMV but at least for me I'd end up choosing one minis based game (whether board or more likely wargame in my case) instead of both. I don't think I'd be the only one buying it potentially for the minis and not the actual game itself. It it were a more classic style board game with tokens instead of full on minis you could theoretically use in a wargame (like relic iirc.. that one had busts, correct?), I'd agree totally with you and others.
So, if I am understanding you correctly, because this board game has tokens that look like table top miniatures instead of busts or other "non-miniature" representations of the player, then this game would potentially compete for your gaming dollars over a true table top war game with non-heroic scale miniatures and a much larger range of models? The board game models are cool, but they aren't spectacular. They are heroic scale for starters, and their material will likely be a lesser type of board game plastic that will make them stand out even more from the models offered by Modiphius. The board game and Wasteland Warfare scratch two very different itches! I don't see the dilemma you are suggesting exists with these two games occupying the same market.
When I played Relic I never thought "this is totally better than playing 40k" and instead thought "wow, cool! they really nailed some of the themes of the 40k universe with this board game!"
I think this will be similar. For those who like board games and Fallout, FFG's game will be a fun game. For those who like war games and Fallout, Modiphius' game will be a fun game. For those who are obsessed with Fallout and want everything that Betheseda licenses they will eat scraps in order to buy both!
Don't fret Desubot, we won't go too far afield - the on-topic part of this discussion is whether the Modiphius minis game will be impacted by the FFG board game.
The issue I see is, there is potential for confusion with regard to "that FO tabletop game" - at least Modiphius's game is distinctively subtitled. Still, I wonder how many people will get these games mixed up.
They might even benefit each other. Like someone might post a link to the FFG board game and someone else might say something like "Oh that's cool, have you heard about this other Fallout game by Modiphius?"
Those Synth models look really good. The Institute never really appealed to me, but I'll probably still get several of the Synths just because they're awesome looking.
Dakka Flakka Flame wrote: They might even benefit each other. Like someone might post a link to the FFG board game and someone else might say something like "Oh that's cool, have you heard about this other Fallout game by Modiphius?"
Those Synth models look really good. The Institute never really appealed to me, but I'll probably still get several of the Synths just because they're awesome looking.
I see this happening everywhere the board game is mentioned. One of the first comments is about Modiphius' version
Interesting, but I don't think there is much overlap. I only have 40k and Relic to go on, but as fun as Relic is, I never got much of a 40k feel from it. The themes, the images, the busts, it's all there, but without an accurate reflection of the 40k background. One Ratling runs across the Avatar of Khaine and wins?
Fallout has potential for not going as far down that road, what with its origins in a game series where one hero actually does all the work and everyone else is just there to stand in the way, my bad, I meant to help. So the board game might get the Fallout feel across better than Relic does with 40k.
But as direct competition, I'm just not seeing it. It's a board game versus a tabletop wargame (with, apparently, a fair bit of RPG elements considering lockpicking has repeatedly been mentioned). Board game has a few heroic models tailored exactly to the box contents versus Modiphius's large range of realistically scaled miniatures.
Yodhrin wrote:I hope they produce some normal Minutemen models - the very first thing I do in FO4 after getting Preston on a Minutemen playthrough is rob the brilliant outfit off him and stick him in the dirty yellow rags and hillbilly farmer hat that befits his rank.
Also, I get that slagging Preston's garbage Radiant spam is practically a meme now, but seriously have these people never heard of mods? There are almost more ways to shut him up than there are hideous giganto-boob skimpy clothing mods.
Yeah there's a unit of 4 Minutemen (and women) sculpted and approved - they'll be one of the first expansion boxes for the Survivors set. At the moment we see the Survivors being a faction you can twist in different directions - add Minutemen, Vault Dwellers, lots of characters, Reilly's Rangers, etc - make it what you want.
We've updated the main website to show ALL the currently revealed sculpts (plus a new Assaultron) www.modiphius.com/fallout - this will be updated with new sculpts now - next big update on monday - you can see the different factions taking shape with what's available and there's a nice close up of the Nuka Cola Machine in two versions that will make great objectives.
The new FFG boardgame looks cool - I'm sure we'll be getting their to play and vice versa :-)
Nice job on the update. Makes the site a lot more interesting and gives us a good place to see all the sculpts.
One of the Brotherhood guys is new to me, but seeing the ones with combat armor there, I hope we get models with light combat armor, too. If not in a single faction, maybe Gunners instead of Brotherhood? It would be good to have access to as many armor variants as possible so you can make a lightly armored recon squad and reserve heavy armor for assault teams.
Geifer wrote:Nice job on the update. Makes the site a lot more interesting and gives us a good place to see all the sculpts.
One of the Brotherhood guys is new to me, but seeing the ones with combat armor there, I hope we get models with light combat armor, too. If not in a single faction, maybe Gunners instead of Brotherhood? It would be good to have access to as many armor variants as possible so you can make a lightly armored recon squad and reserve heavy armor for assault teams.
We do have the Gunner set in work now - they'll have that more hardcore look in basic fatigues sleeveless vest tops, shaved heads etc
We've been getting a lot of questions about the previously announced PVC starter and how it's different to the resin set so I added an FAQ over on Boardgamegeek
We've been getting a lot of questions about the previously announced PVC starter and how it's different to the resin set so I added an FAQ over on Boardgamegeek
Looking forward to showing off the models at Gencon next week - come and say hello.
We've been getting a lot of questions about the previously announced PVC starter set so here's a few FAQ's.
Fallout: Wasteland Warfare is designed to appeal to wargamers and miniatures fans alike with it's high quality sculpts, however we realise not everyone wants to break out the glue and stick the arms on, no matter how easy we make it, or how cool the miniature looks after :-)
Q) Will both starter boxes include the same stuff?
We're planning two versions of the starter set, both will include all the same rules components - rules, dice, counters, cards. Each will include a different selection of miniatures - one in high quality resin, the other pre-assembled PVC figures. The PVC set will include more figures and as a result, a different set of scenarios (though we'll make both starter set scenarios available online in PDF)
Q) Will I have to buy the PVC starter set to get all the miniatures?
The PVC starter set will include figures that you can already get in resin. We're not forcing collectors to get this set so they have all the designs. However they will be identical scale so if you want to quickly expand your collection it will be a great way to do it at a very affordable price.
Q) When are they coming out?
The resin starter set is planned for the pre-order whilst the PVC set is planned for February/March
Q)Can I play it straight out of the box?
You can play the PVC starter set straight out of the box as the figures are pre-assembled - we even give you an introductory set of missions to learn the rules. The resin set will need a small amount of assembly but we're making this as easy as possible.
Q) How many players can you have?
Fallout: Wasteland Warfare is designed as a traditional player vs player miniatures game experience. However we're also including solo rules and a solo campaign so you can play on your own, or play co-op with a friend against the game.
Q) What do you do in the game?
It is a miniatures wargame so you'll be fighting each other's forces however we're also drawing on the video game experience so you'll be hacking terminals, searching Nuka Cola machines, rusted Sedans and Vault-Tec Containers either for loot or caps or as part of narrative storylines. You'll be fighting against the wasteland itself as radiation, dust storms and grotesque creatures and robots try to take you down. You can play straight points (caps!) based battles or follow a campaign storyline and slowly evolve your crew with bonuses based on how you upgrade your settlement.
Q) Do I have to buy loads of expansions?
The base set should be enough for plenty of games - regardless of which one you buy, however each expansion will give you more characters or units, from different factions, plus new AI and Encounter cards that will enhance the experience. We'll be uploading free missions online to keep you entertained as well releasing bigger campaign boxed sets that give you lots of new features.
Q) Will the starter sets be available in other languages?
We will be working with localisation partners to bring both the resin and PVC starter sets to France, Germany, Russia, Italy, Spain and more. Realistically with the time it takes for approvals these versions will come out later in the summer 2018
If you have more FAQ's you'd like answered please add them below.
1.) Do you have a more definite date for when the pre-orders will start?
2.) Will you have a cool "all in" pre-order box similar to the Borg Cube?
3.) Will there be flavour text in the scenarios/cards?
4.) Will there be branching story lines/scenarios? And will the choices you make alter the encounter decks? (Something like if you do this remove card 43 and add card 122 to the deck etc.) [/q]
Hi there,
1) We're aiming for end of August, early September - it's 'when it's ready' as we want everything to be sorted first. We're as keen as you are to get it on pre-order.
2) Yes though not quite as big...
3) Yes there will be flavour text, the scenarios will draw on stories from the Fallout games.
4) That sounds more like the planned boardgame. We have quest cards that require different objectives to be met, and lead to cool rewards though this can also affect the in-game wasteland event deck as a result. We also have branching scenarios with narrative missions - depending how one ends will affect the next.
Will there be examples of some PVC models at GenCon, or just resin models?
If the PVC looks good I'd probably pre-order both a resin starter set and a PVC starter set.
Is the Red Rocket cardboard terrain quick to assemble and disassemble, or is it more designed to be permanently put together? I'm not much for cardboard terrain, but something that could be quickly taken apart for transport and then quickly put back together would be useful. That and a 3' x 3' mat would make for something quick and easy to take over to a friend's house and play with on a dining room table.
Dakka Flakka Flame wrote:Will there be examples of some PVC models at GenCon, or just resin models?
If the PVC looks good I'd probably pre-order both a resin starter set and a PVC starter set.
Is the Red Rocket cardboard terrain quick to assemble and disassemble, or is it more designed to be permanently put together? I'm not much for cardboard terrain, but something that could be quickly taken apart for transport and then quickly put back together would be useful. That and a 3' x 3' mat would make for something quick and easy to take over to a friend's house and play with on a dining room table.
Only resin models at GenCon - PVC takes a lot more work and development which is why it will come out a bit later
Yes Red Rocket will be easy to assemble/unassemble and the roof comes off to allow action inside the building. IT's going to come with a Red Rocket playmat too :-) We'll have the prototype at GenCon for people to check out
Oh man... what was this "Borg Cube" esque box people are talking about?
With birthday and the holidays not TOO far out, I would love to be able to throw $300-400 at some kind of massive "all in" crate... though part of me will only be fully invested when/if that campaign-game/Necromunda/Settlement expansion book launches.
I might need to put together a Fallout-themed rucksack with a surplus backpack, an ammo can with terrain, a Fallout lunchbox with miniatures, etc. That would be easy to grab and take to board game night or the FLGS.
PVC starter sounds nice enough. It'll be interesting to see how it differs from the resin starter set exactly. But that's for later. Feels like the more we get teased, the more questions I have...
Geifer wrote:Nice job on the update. Makes the site a lot more interesting and gives us a good place to see all the sculpts.
One of the Brotherhood guys is new to me, but seeing the ones with combat armor there, I hope we get models with light combat armor, too. If not in a single faction, maybe Gunners instead of Brotherhood? It would be good to have access to as many armor variants as possible so you can make a lightly armored recon squad and reserve heavy armor for assault teams.
We do have the Gunner set in work now - they'll have that more hardcore look in basic fatigues sleeveless vest tops, shaved heads etc
Nice. Hardcore look, sleeveless vest, army gear - I feel the sudden need to make a dude playing a dude disguised as another dude.
I might need to put together a Fallout-themed rucksack with a surplus backpack, an ammo can with terrain, a Fallout lunchbox with miniatures, etc. That would be easy to grab and take to board game night or the FLGS.
Aeneades wrote: I don't think it has been posted here yet but Chris confirmed the contents of the resin starter -
Female sole survivor
Dogmeat
Brotherhood of Steel aspirant in T60
3 settlers
vs
Super Mutant Brute
2 standard Super Mutants
2 Super Mutant Hounds
One of the other boxes contains male sole survivor with Codsworth and a variant dogmeat.
Didn't they just say, within the last couple days, that the people who got the resin starter vs. the plastic one wouldn't need to worry about needing both to have all the models/options? Am I wrong in thinking this content list already makes it sound like the two starters are drastically different?
Automatically Appended Next Post: Oh, and in light of the Necromunda news, I hope Modiphius is deadly serious about that big, robust, campaign system/book they alluded to for the spring. That's a big part of my and many others' interest, and it sounds like there will be competition within that space again, on shelves.
Aeneades wrote: I don't think it has been posted here yet but Chris confirmed the contents of the resin starter -
Female sole survivor
Dogmeat
Brotherhood of Steel aspirant in T60
3 settlers
vs
Super Mutant Brute
2 standard Super Mutants
2 Super Mutant Hounds
One of the other boxes contains male sole survivor with Codsworth and a variant dogmeat.
Didn't they just say, within the last couple days, that the people who got the resin starter vs. the plastic one wouldn't need to worry about needing both to have all the models/options? Am I wrong in thinking this content list already makes it sound like the two starters are drastically different?
I think what he's saying is that one of the other boxes, as in booster/faction/extra stuff for playing boxes has the male survivor, robot butler and variant dog. Least that's what it looks to me
Aeneades wrote: I don't think it has been posted here yet but Chris confirmed the contents of the resin starter -
Female sole survivor
Dogmeat
Brotherhood of Steel aspirant in T60
3 settlers
vs
Super Mutant Brute
2 standard Super Mutants
2 Super Mutant Hounds
One of the other boxes contains male sole survivor with Codsworth and a variant dogmeat.
Didn't they just say, within the last couple days, that the people who got the resin starter vs. the plastic one wouldn't need to worry about needing both to have all the models/options? Am I wrong in thinking this content list already makes it sound like the two starters are drastically different?
The pvc starter is likely to have likely be a Brotherhood of Steel force of around 9 figures vs 9 Super Mutants.
They said that you wouldn't need to get the Resin and PVC ones as they will be releasing the same miniatures as the PVC starter pack in resin expansions as well.
Q) Will both starter boxes include the same stuff?
We're planning two versions of the starter set, both will include all the same rules components - rules, dice, counters, cards. Each will include a different selection of miniatures - one in high quality resin, the other pre-assembled PVC figures. The PVC set will include more figures and as a result, a different set of scenarios (though we'll make both starter set scenarios available online in PDF)
Q) Will I have to buy the PVC starter set to get all the miniatures?
The PVC starter set will include figures that you can already get in resin. We're not forcing collectors to get this set so they have all the designs. However they will be identical scale so if you want to quickly expand your collection it will be a great way to do it at a very affordable price.
Automatically Appended Next Post: It sounds like they are putting a lot of work into the campaign (which includes settlement building) and AI (for both single player and AI random encounters in multiplayer games).
Aeneades wrote: I don't think it has been posted here yet but Chris confirmed the contents of the resin starter -
Female sole survivor
Dogmeat
Brotherhood of Steel aspirant in T60
3 settlers
vs
Super Mutant Brute
2 standard Super Mutants
2 Super Mutant Hounds
One of the other boxes contains male sole survivor with Codsworth and a variant dogmeat.
Oh, that's nice. 3 Settlers, as in generic ones? This would make the set much better for me. I was afraid they'd throw in named NPCs at the expense of generic models.
NewTruthNeomaxim wrote: Oh man... what was this "Borg Cube" esque box people are talking about?
With birthday and the holidays not TOO far out, I would love to be able to throw $300-400 at some kind of massive "all in" crate... though part of me will only be fully invested when/if that campaign-game/Necromunda/Settlement expansion book launches.
Modiphius put out some sort of mega expensive but lacking somehow borg cube limited edition collectors something or other for their recently released Star Trek RPG that caused a stink a few weeks back; I only peripherally followed it after I saw the price. I have no idea how it relates to this game though.
They said they would make a similar special edition for the initial Fallout releases. They did sweeten the Borg cube a bit in the end I believe as well as making the box available on its own seperately which seems to have rectified most complaints.
Lacking? I didn't follow the Star Trek release close enough to know about any of that, but yeah, it's basically a package deal with most or all releases in a nicely designed Borg cube box. So when they they'll do something similar but less expensive for Fallout, I'm expecting a deal with all initial releases (so it could be something like starter box, Red Rocket plus playmat, and then possibly any booster sets they have available, scatter resin terrain and small bits like faction dice).
I think one of the reasons people found the Borg cube lacking is that Morphidius posted an estimated retail price which they then had to almost double when finalising the product so people went in expecting a much lower cost. That may be why they have avoided the subject of cost completely so far as waiting until everything is 100% set in stone.
Ok, thanks. It's sensible to hold back. The best intentions don't help if the final product doesn't live up to the previews. It can be tough for a company if you are genuinely excited to get out information to people and they take it as gospel even if you stress it's a preliminary estimate.
Some really interesting pieces of news coming out now. I hope this game doesn't get drowned out too loudly by the news of Necromunda being re-released.
It will be interesting to see how the two compare, and specifically how game mechanics have moved on since then - but definitely agree one of Necromunda's strongest elements was the campaign play, and I think the bit that people remember most fondly. So hopefully it will be a strong element of Wasteland Warfare also!
Of course, one of the great things about a skirmish system is that they needn't absorb all of your hobby time in putting a playable force on the table - and hopefully in this case there will be more than enough time for both!
Geifer wrote: PVC starter sounds nice enough. It'll be interesting to see how it differs from the resin starter set exactly. But that's for later. Feels like the more we get teased, the more questions I have...
Geifer wrote:Nice job on the update. Makes the site a lot more interesting and gives us a good place to see all the sculpts.
One of the Brotherhood guys is new to me, but seeing the ones with combat armor there, I hope we get models with light combat armor, too. If not in a single faction, maybe Gunners instead of Brotherhood? It would be good to have access to as many armor variants as possible so you can make a lightly armored recon squad and reserve heavy armor for assault teams.
We do have the Gunner set in work now - they'll have that more hardcore look in basic fatigues sleeveless vest tops, shaved heads etc
Nice. Hardcore look, sleeveless vest, army gear - I feel the sudden need to make a dude playing a dude disguised as another dude.
People have never stopped playing Necromunda, but having active rules and model support from GW should have an effect on popularity.
That said, while both are skirmish games and may get in each other's way, I'm not sure if Necromunda will compete all that much with Wasteland Warfare. I love Necromunda, but out of the box you have a system where you buy a dozen models each and play a campaign for the next few months. Whereas Wasteland Warfare covers that aspect but also adds coop and single player options. Stylistically, the models for both games have little overlap. Dunked in bits box heroic look for GW, clean, realistic design for Modiphius.
Rules for Necromunda are a big unknown at the moment and we only know they'll be new. Personal prejudice says I'm not expecting much until I see definite proof that GW can still write good rules. Whereas we only have a few glimpses of the Fallout rules, I'm very hopeful they'll turn out well.
Finally, given GW's past, Necromunda may end up as a side show with so little support that it doesn't take off. While I'm sure GW has now realized that money is money, no matter where it comes from, the big seller is still 40k and Space Marines, not some underhive scum. Versus Fallout which is a licensed game. You don't normally buy a big name license unless you intend to do something big with it.
I'm happy both games exist, but I'll be throwing my money at Modiphius first and foremost. And Pacific said it best. They're both skirmish games which should keep time and money down at least for entry levels. Why pick one? Why not play both?
In terms of Skirmish games, there is more than one way to skin a cat (or a mole-rat), and I'm sure Wasteland Warfare will have an identity all of its own in terms of game mechanics.
Really, really excited by the prospect of this new game and can't wait to see some more of it in action!
DEVELOPMENT BLOG #4: Heroes of the Wasteland
Welcome to the latest development blog, which is going to start looking at what it means to be a hero in the Fallout: Wasteland Warfare game. We're also giving you a preview of the massive Super Mutant Behemoth - and yes he does have a shopping cart on his back!
If you're at GenCon this week come and try a demo of the game and check out some of the miniatures at stand 2461
In Fallout, some characters and creatures have an edge over the rest - they have that little bit of luck, or manage that extra burst of action just when it’s needed. In Fallout: Wasteland Warfare, these are called Heroic units. Any unit can be made Heroic, although they cost more to put on the battlefield - to make them Heroic, a Heroic card is placed above their Unit card and this shows all the extra abilities it gives models in that unit. So, what does a Heroic unit bring to the fight, you ask? We will get to that but, first, it’s important to take a look at the Action Point system.
In Fallout 4, the player has Action Points (APs) which can be used primarily to move further and to use the V.A.T.S system so they can target and attack more times than they would compared to doing so in real-time - Fallout: Wasteland Warfare uses them for the same effects. Any model may earn APs - they are not too common, but Heroic models have a much better chance of gaining APs when they are activated. The most common way to earn an AP is via the Skill dice, as several results on the Skill dice give an AP; however, being equipped with some chems, equipment and perks can give some APs too. Each AP can potentially be spent to give a model a Quick Action - which are just like regular actions such as Move, Shoot, Lockpick, etc. - but each at a small penalty. Which activities a model can spend APs on is dictated by the Action Point Use icons on their cards and each icon can only be bought once per activation which gives some limits. Most models can only spend an AP to Prepare (shown by having the corresponding Action Point Use icon on their unit cards), but some units have access to more, such as Mutant Hounds who also have an Action Point Use icon on their unit cards for Movement. Yes, the Mutant Hounds are frighteningly fast, but some can really catch you off guard with that occasional burst.
With that in mind, let’s return to the Heroic card and look at two of the abilities it conveys. The first ability is V.A.T.S. - when activating a Heroic model, the player rolls a Special effect dice which may give them up to 2 APs. The second ability is that the Heroic card shows Action Point Use icons for Movement, Attack and Expertise (which includes lockpicking, computer hacking, etc.). Therefore, a Heroic model is much more likely to have APs to spend plus gets a wide array of options to spend them on too (but still with limits).
The abilities from the Heroic card don’t end there either as it also gives Heroic models access to Luck and Criticals. First, let’s look at Criticals which are powerful attacks. Each time a weapon hits an enemy, a Critical Point (CP) is added to its weapon card. When there are enough tokens (depending on the weapon), the weapon can use its critical effect. Just like Fallout 4, criticals always hit (so long as the shot is possible) and most add extra base damage, extra effect dice, and/or some have special effects too. Several results on the Skill dice also give a bonus CP too. If a model does not have the critical icon, they do not use Criticals or gain CPs.
Luck is a limited pool of tokens for a unit (based on their LUC stat) which can be used to slightly nudge outcomes and events. A Luck token can be used for one of four possibilities:
Accuracy Improves a roll by one of your models by 2
Dodge Decreases an attack roll that just hit one of your models by 2
Boost Adds an extra Critical Point
Tough Reduces the damage taken by 1
All Luck tokens get used after seeing the outcome of an event - so there’s no need to spend one only to find out you didn’t need to as that’s just annoying for players. Why adjust a roll by 2 and not a re-roll? There are several reasons for this - re-rolls are very powerful which is too swingy - if a dice was a solid success (i.e. needed to get 9 or under and rolled a 3) then it shouldn’t get totally overturned. Also, it’s annoying for players who have just done well to have it scrapped - this is especially the case when you’re facing a powerful model and, for once, they miss - if a player can just re-roll, then they become very hard to defeat until their ‘luck shield’ is down. However, luck is not guaranteed - it is luck after all. When you want to use Luck, you take one of the tokens and flip it - if it lands Luck-side up then it takes effect, but there’s no effect if it lands Luck-side down. (Players that prefer rolling, rather than flipping, can use one of the effect dice, or they can flip a coin - anything that’s 50:50). We'll also have a sets of special Vault Tec approved Luck dice.
As if that’s not enough, Heroic models also get one extra Health too. The end result is that Heroic units have an edge but, like everything in the Wasteland, it’s not guaranteed. That’s an important factor within Fallout: Wasteland Warfare - some models may get an extra action, or use Luck to avoid the shot that would have killed them, but not for certain - the extras are all bonuses in addition to their regular abilities and actions.
Note that some units in Fallout: Wasteland Warfare have some of the abilities on the Heroic card - there are Units which have a Luck icon on their cards without needing to be Heroic, some equipment gives APs or Action Point Use icons, etc. However, a Heroic unit gets all of the above - they just cost more caps (points) when creating your team.
There are more ways to customise your team too - one model on each side can have a Leader card which gives other abilities, and we’re trying out similar cards that give creatures extra abilities too, so you can have a Glowing Radscorpion or a Legendary Deathclaw to change up the power levels. More on those in later posts!
There are more ways to customise your team too - one model on each side can have a Leader card which gives other abilities, and we’re trying out similar cards that give creatures extra abilities too, so you can have a Glowing Radscorpion or a Legendary Deathclaw to change up the power levels. More on those in later posts!
Yeah, sounds interesting all around. I'll resort to dice when it comes to luck. Flipping coins and markers isn't my thing. Maybe if the window is closed...
I wonder if we'll get more than just a leader as an upgrade to heroes. Like a heavy or a sneak.
Luck definitely sounds like a neat idea! Agree about the re-rolls, and how it can get out of hand (cue all of the Xzibit "I heard you like re-rolls with your re-rolls memes!) One other way of doing that is to force a re-roll on all or none of the dice, as other games have done successfully (making more of a gamble), but this sounds like a neat way of doing it to.
The Behemoth looks like a nice (if that's the right word!) miniature as well, can see that being a hold-breath moment when that thing is placed down on the tabletop!
I can attest to the vile evil that is re-rolls. I play Ultramarines. I once almost died of exhaustion using my super special smurf bonus, while my opponent almost died of boredom waiting his turn. I've had enough re-rolls to last me a lifetime.
Ironically, though, I really, really need all those re-rolls. My dice are just... enemy agents. They must be. I have no other explanation.
I like that the Behemoth's club is raised. I was afraid it might have a walking pose with it hanging down by its side.
One more day until Gencon. I hope we'll finally get to see the actual models, then.
Modiphius have previously said that there are no New Vegas plans initially but if the game does well and there is demand for them then they will see what they can do for us, so I expect to see them at some point down the line.
The NCR also appeared in Fallout 2 and whilst the focus is currently on Fallout 3 and 4 content they are already considering what to adapt from the early games.
Pft, you Americans live in the past anyway. By the time I get to see pictures, it'll be tomorrow. They should have conventions in Australia instead. It's like traveling to the future!
Are we there yet? Are we there yet? Are we there yet? Are we there yet?
Modiphius just posted a live video on Facebook at gen con and showed a glimpse of the Fallout stuff. Red Rocket looks as awesome as I thought It would. Plenty of tokens and a quick glance over the minis. The hype! side note the game mat is a little on the sad side super bright yellow cracked earth.
Maddok_Death wrote: Modiphius just posted a live video on Facebook at gen con and showed a glimpse of the Fallout stuff. Red Rocket looks as awesome as I thought It would. Plenty of tokens and a quick glance over the minis. The hype! side note the game mat is a little on the sad side super bright yellow cracked earth.
Aeneades wrote: Modiphius have previously said that there are no New Vegas plans initially but if the game does well and there is demand for them then they will see what they can do for us, so I expect to see them at some point down the line.
I hope so, but the chatter on Modiphius' FB page last night suggested that there was a licensing issue with New Vegas. Again, I haven't had a chance to listen to the podcast yet so I don't know if this is covered more in-depth there.
Automatically Appended Next Post: And the Red Rocket set looks interesting.
I am also not a fan of cardboard terrain (or MDF for that matter) so I'd like to see some detailed pictures as well.
Worse case, the card board Red Rocket will make a useful template for constructing that building out of other materials.
In the pictures the mat looks less yellow which im happy about, even if it isnt the one that comes with the red rocket. the Red rocket looks like it fell off, was attached in the pre-gen con video then during demos it was off. I cant wait for the pre-order to become available... for both this and the FFG one.
I wonder why bethesda decided to release a board game and wargame within the same time frame / last quarter for the year. FFG's is already at the printer so 6ish months from now it will be in people's hands. Also both can be played with 1 player also. I'm still getting both either way.
Cool, thanks for the pictures. Looking good all around.
I assume the humans are on 25mm bases? If that's the case, I'm looking forward to them even more. I love well proportioned, realistically scaled models.
Maddok_Death wrote: In the pictures the mat looks less yellow which im happy about, even if it isnt the one that comes with the red rocket. the Red rocket looks like it fell off, was attached in the pre-gen con video then during demos it was off. I cant wait for the pre-order to become available... for both this and the FFG one.
I wonder why bethesda decided to release a board game and wargame within the same time frame / last quarter for the year. FFG's is already at the printer so 6ish months from now it will be in people's hands. Also both can be played with 1 player also. I'm still getting both either way.
I guess the desert sun makes everything look more yellow.
I don't mind either way. I'm not bothered by what exact shade of brown my dirt looks. What do you all reckon are the dimensions of the mat? Is that 3x3? I have a terrible eye for dimensions.
Presumably since it's often pointed out how much board gamers hate assembling models and since there is a vast discrepancy in sculpting style (and perhaps quality) as well as little overlap between a board game and a (collectible) miniatures game, I don't know why Besthesda should be worried. Each game can stand on its own and as has been pointed out, both games appearing around the same time may create more buzz that benefits them. Also considering Fallout 4 is only two years old this Fall, handing out the license and creating the game takes time. Since both are based on Fallout 4, I'm not sure if Bethesda could have spaced out the releases more without pushing one of them back. and I don't think distance from the release of the video game is good for the board adaptation.
The FFG game looks like their Twilight Emperium game and Catan combined. I Promise thats the last thing that ill say about the FFG Game!
The use of D12s looks interesting, I've already got plenty from DnD, I dont see the promised measuring stick
My friend was disappointed the mini's weren't painted, I'm just glad they had some to show. I know my wife is sick of me talking about this, but I cant wait for the pre-order to be here already!
The mat for demos is 2x2, but the mat we are working on should be 3x3.
I painted the one turret just so we had something painted at least (it's a 3D print not a production model). We are now sorted with a few studio painters and painted figures will be coming thick and fast in the next few months. I'd loved to have had more, but the time frame just wasn't there for the show.
I'm running the three hour deep demo sessions in the gaming area, so not been on the stand too much, but from what I have seen and been told, response has been great.
People are very keen on the exploration and settlement building as much as the standard line up and shoot elements of the game, which will no doubt make our designer James overjoyed as it's the element of the game he wants to emphasise to make us stand out as not just a combat oriented wargame.
My sessions have been equally encouraging, people are picking up the game in an activation or two, despite the fairly high amount of components and cards involved (it looks a lot worse than it is ) and the dice have proved pretty popular.
Of course, there is still a lot of balancing and refining going on, but the game is playing well and I got told yesterday by the boss that we should be launching the pre order in two weeks. I'm not going to promise that, as I'd hate to miss the date and annoy folks, but if nothing else it shows we are getting close, and everything will continue to ramp up from here.
How is Modiphius' rep when it comes to supporting games that they've already come out with? I got an email from them today and it reminded me of just how many completely new lines they've come out with or are still coming out with (due to delays) over just the last couple of years. Mutant Chronicles, Conan, Star Trek, Infinity, and now Fallout. Do they adequetely support their games after release? Or are they more along the lines of Spartan Games and are chasing the next squirrel/game line they see after a few months? I'm not sure how many of the above game lines are fully out yet (I think MC came out and I know Star Trek did their initial release) to gauge this but it seems like a whole lot of different lines to support for a company that I've only heard about for a few years personally.
In the past they have used Kickstarter to produce an entire RPG line in one go so not a huge amount more is needed but they do release new adventures, (free) living campaigns and novels.
They have been quite slow with new releases for Achtung Cthulhu skirmish game but I think Fallout is the main reason for that as they have had to direct a lot of resources to the new game. They definitely haven't abandoned the old game though and new sculpts have been revealed, things are just a little behind schedule. I really don't think they will have this issue with Fallout as they have recently recruited more sculptors and a miniature wargame manager (who posts in this thread).
I have backed Mordiphius since their first game and you can tell they really do care about the products they are putting out and when I had a small issue Chris and Rita rectified it immediately.
The quarterly magazine has a double page spread on some info about Fallout (possibly a couple of new miniatures shown there - have we seen the guy in hazmat suit before holding a geiger counter?)
An interesting article on the new Star Trek RPG actually, really makes me want to pick that up!