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[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/13 13:49:10


Post by: miskatonicalum


Visiting Hours is the thread to let you see what is going on in the world of On The Lamb Games. The VH updates once every two weeks on a Saturday, talking about a specific theme, topic, or releasing new content.

List of Articles
Scenarios - This Post
Fluff - Includes Short Story sneak peak
Brushfire Army Building - Loxodon Green sneak peak
Endless Party Building - EFT Pre-Release Book
Brushfire Siege and Fort - Early Ashigaru Renders
Endless Monster Builds: Part 1 - Monster Q & A
Endless Monster Builds: Part 2 - Brushfire Digest Cover
Endless Con Scenarios - Exomorph Troll
Brushfire Halloween - Exomorphs: Part 1 - The Exo Files 1
Brushfire Halloween - Exomorphs: Part 2 - The Exo Files 2
Brushfire Halloween - Exomorphs: Part 3 - The Exo Files 3
Brushfire Halloween - Exomorphs: Part 4 - The Exo Files 4
Brushfire Halloween - Exomorphs: Part 5 - The Exo Files 5
Brushfire Halloween - Exomorphs: Part 6 - The Exo Files 6
Endless Scenario - Empowered - Leir Satona Art
Scenarios - Xiang Gang / Loot the Room - Slavemaster Ainar Art
Scenarios - Last Bar / Halle's Ford - Halle's Ford Grid Map
Winter Terrain and Effects - Mandragora Art
Endless Art Trio - Gargoyle Demonite Art
Dungeon Densetsu - Hoarfrost Peaks PDF
Year in Review/Looking Forward - Excavator Dreel Art
Boss Fight: Co-op - Boss Yazz PDF
Miasma War: Preview - Mission 1
TempleCon Tourney Review - Tourney Photos
The Quiet of Graybasin - Kingfisher Cards
Brushfire Scenario - Burrowing Invasion - EFT Troll Art
The Miasma War KS Announcement - Gotz von Federwerk Green
Brushfire Scenario Templates: Dragon Attack! - Male Rhapsodist
Brushfire Scenario Templates 2: Objectives! - Random Scenario Template
Endless Kickstarter: Duchy of Deepwell - Deepwell Variant Art
Endless Kickstarter: Mini-Scenario - Nevsky Sculpt
Kickstarter Witch Preview - Witch Prototype Card
Endless Scenario: Airship Battle - Battle Map
Brushfire Mode: Sportsball - Sportsball!
Endless Challenge: Battsu 1 - Trials of Battsu PDF
Endless Challenge: Battsu 2 - Boss Dozz
Endless Challenge: Battsu 3 - Judge of Salamandros
Endless Challenge: Battsu 4 - Mage Stalker
Endless DLC: Gelato 1 - Misadventures of Gelato PDF
Endless DLC: Gelato 2 - The Kappa Krew
Endless DLC: Gelato 3 - The Furious Flayer
Night of the VikingRed - Newest Article
Endless DLC: Gelato 4 - The Monster Mafia


Scenarios

Scenarios or Missions are great ways to vary one-off and tournament games. Everyone still has blood in their eyes, trying to wipe out their opponent, but alternative objectives really temper a player, forcing them to think tactically. I had a discussion with one of our players the other day, about community created Scenarios, and the worry that such creations were imbalanced, and not a viable option.

I’d always strived to make the Scenarios/Missions in our games more like templates, something to build a game upon. So, I got to thinking about asymmetrical gameplay. Many games over the years have had one player in a superior position, RPGs spring instantly to mind, but most are not heavily regulated and played competitively like wargames. Are games where one player is at a clear advantage from the start bad? Is there a way to make it fair? The two ideas i’d fallen upon both have their pros and cons.

The simplest option would be for players to swap roles and play the Scenario twice. This would ensure both players are at the advantage, but takes twice as long and could easily end in a tie, even with our Victory Severity system. Alternatively, fine tuning the Victory conditions in favor of the weaker player could keep the Scenario balanced, but such a task requires far more testing, and debate, and still never removes that sense of weakness.

Campaigns

Once I have the grasp of the rules, this is the section of any game that I jump to. I want to know what I can do, where there is to go with my army of metal soldiers. One-off games are always enjoyable, they are a great way to get friends into a system, but eventually I want a reason to come back again and again. In our games we want you to be able to go as far as you want. Campaign rules should hook into many of the core mechanics of the game they’re used in, and the playstyle of the Campaign should reflect the world of the game itself.

Brushfire’s Campaign system utilizes the 3 Resource system of army building, allowing players to gain resources each week/campaign turn to recruit soldiers, build structures, and conquer their opponent’s nations. In a world based off of real, historical armies and nations, The Campaign system needed to reflect the same grand troop movements and nation ruling that many of history’s great commanders were faced with.

With 2.0 The Missions and Campaign system for Brushfire will mostly see cleaning up. A few portions written in 1st Ed were unnecessarily complex, or generally confusing. Sections repeated unnecessary information, but completely lacked a preamble at the head of their sections to explain the content that followed. Hopefully in the coming weeks these sections will be cleaned of the clutter.

Endless was much harder to design a Campaign system for, and is currently having two different versions worked on. As a console RPG brought to the tabletop, Endless needs a Campaign that mimics the style of gameplay seen there.

The basic Campaign System we have recreates the ‘out of battle’ portions of RPGs. I remember fondly in those classics that the manuals were broken into In-Battle, and Out of Battle sections, like a design doc ported as a manual, including the Cycle images one might find in a business meeting.

In Town -> Field Map -> Battle -> Results Screen -> Back to Town

In these Town sections, every player would have their post-battle rituals. Save, Heal, Save, Buy Items, Save, Level Up, Save. Of course, you would always rotate your saves, just in case.

So, Endless includes a framework similar to this, without the constant saving. Items can be sold/bought at the Item Shop from your Party’s inventory with any cards you own. EXP gained from winning (or losing) a battle is spent to level up or recruit new models at the Soldier’s Guild. Any poor saps that died have a chance to be resurrected at the Church of Numina. Any extra models can rest at the Town Inn, waiting for you to swap them into your active Party.

This is a very simple framework for those looking to run a League or even a Tournament, allowing progression to your team, and provide interesting management between battles. We hope that it is simple enough that no one will be afraid to use it, looking at it less as an optional mechanic.

The other System, which currently has the uninspired “Map Mode” name, is more of the proper full Campaign system, designed for a group to get together once a week play some games, and update their wall map or LGS forum with the results.

Dungeon Crawling is a big part of most console RPGs, and several Tactical RPGs have managed unique world maps, with linking nodes, with special battles fought at certain points. We wanted to bring these two concepts together as a single system. Unlike the loose framework of the Campaign system, The Map Mode will be a separate product. PDF or physical we’re unsure of at this point.

I’ll go into Map Mode with its own thread at a later time.

Q&A

I’d like to end each of these rambling blog posts with a little Q&A with you all.

On Topic Questions
Do you find Campaigns, Leagues, or Tournaments more memorable?

Do a variety Scenarios/Missions keep you interested?

Have you played games with asymmetrical balance?
How does being the weaker player feel to you?

Any Objective Types that particularly stand out as must haves?

Off Topic Questions
Is there a topic you would like me to ramble about?

Any changes you would like to see in this feature?


Lastly, I’d like to share some art with everyone to see what Heath has been churning out in between Kickstarters.



If you'd like to see more of my rambling, you can follow me on the twitters @OTL_Matt


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/13 14:20:40


Post by: RiTides


I don't know exactly what the top picture is, but it's pretty adorable


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/13 14:47:33


Post by: miskatonicalum


That is the Minor Demonite, sort of EFT's 'mascot' in the Anime/JRPG sense, rather than a character that cheers at ballgames.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/13 16:20:49


Post by: Alfndrate


Wait I don't get the demonite suit? You lied to me .

And the ebil penguin is cute as a button and love that chugoku art.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/13 16:36:29


Post by: Cyporiean


 Alfndrate wrote:
Wait I don't get the demonite suit? You lied to me .

And the ebil penguin is cute as a button and love that chugoku art.


And now I picture Alf doing this at Gen Con:



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/13 18:28:16


Post by: RiTides


 miskatonicalum wrote:
That is the Minor Demonite, sort of EFT's 'mascot' in the Anime/JRPG sense, rather than a character that cheers at ballgames.

Ah darn, thought it was a Brushfire model!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/13 18:45:38


Post by: Alfndrate


Birds in Brushfire?! heresy!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/14 15:24:33


Post by: Casey's Law


 RiTides wrote:
Ah darn, thought it was a Brushfire model!
Haha, yeh I thought that too, it's so cute!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/14 15:52:21


Post by: miskatonicalum


You might be able to find a use for it as a silly replacement for Tamatama or as a conscript or other low food sergeant.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/14 15:54:01


Post by: Cyporiean


 miskatonicalum wrote:
You might be able to find a use for it as a silly replacement for Tamatama or as a conscript or other low food sergeant.


Give it to Loxodon to use for his 'Emissary of the Sky Empire' ability, Fast Ball Special style.


Any thoughts to the questions posted in the Op?


On Topic Questions
Do you find Campaigns, Leagues, or Tournaments more memorable?

Do a variety Scenarios/Missions keep you interested?

Have you played games with asymmetrical balance?
How does being the weaker player feel to you?

Any Objective Types that particularly stand out as must haves?

Off Topic Questions
Is there a topic you would like me to ramble about?

Any changes you would like to see in this feature?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/14 16:11:38


Post by: Casey's Law


Haha yeh it'd be good for Loxodon's mascot, good idea.

I don't really have any input on the questions just yet but I'll have a think about it for sure.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/15 02:28:08


Post by: Galen


RiTides wrote:
 miskatonicalum wrote:
That is the Minor Demonite, sort of EFT's 'mascot' in the Anime/JRPG sense, rather than a character that cheers at ballgames.

Ah darn, thought it was a Brushfire model!
You could always...Play EFT. The Minor Demonite should be one of those rumored GenCon releases if I recall correctly. There was one in the background of one of the Cyps desk pics.


Alfndrate wrote:Birds in Brushfire?! heresy!

That's what they used to say about reptiles. I keep telling myself that Loxadon will get all the birds to join Zabar by the third or fourth Brushfire expansion The only question then will be who gets the fish?



On topic answers:

-My most memorable miniatures gaming experiences have been a Mordheim Campaign/League (included both one on one player set up games as well as special scenarios set up by the organizer), a Bloodbowl league, and a 40k cityfight league (with map and territory conquest.) A good campaign/league system really takes a miniatures game to the next level.

-In my experience, having secondary objectives other than "Fight it Out" helps keep games fresh. Of course many games have those one or two annoying scenarios no one wants to play. Its a balancing act.

-I have little to no experience with asymmetrical balance in wargames. Defender against attacking horde or similar sounds interesting, but I would tend to keep those scenarios for playing with good friends, or as special scenario/convention kind of stuff. One amusing scenario I wouldn't mind playing more is the "see how long you can survive" style games where the weaker player is intended to lose eventually and success is based on how long they hold out. This usually includes some sort of troop recycling/spawning rule for the offensive player.

-Objective types "capture the flag(s)" and "hold the point(s)" are old standbys. I think EFT has variants of both of these currently. I can't speak to what would work best for Brushfire. Capturing and moving objectives works best in small scale games IMHO. Whole armies don't usually fight over objectives that one person can carry around.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/15 03:05:59


Post by: Cyporiean


 Galen wrote:

Alfndrate wrote:Birds in Brushfire?! heresy!

That's what they used to say about reptiles. I keep telling myself that Loxadon will get all the birds to join Zabar by the third or fourth Brushfire expansion The only question then will be who gets the fish?


Whats this about no reptiles? Scyzantium has been in Brushfire since the beginning, they were originally slated to get models before Ribenguo did (side by side with Vandalands), but were pushed back several times because we couldn't get a sculpt we liked for them.

While birds will show up here and there in Brushfire, such as Tamatama or Tengu Sakai, I doubt we'll do the Sky Empire in the Skirmish game... I just don't see them translating well.

The Fish army also wouldn't translate very well, you'd get like one activation before your army suffocates. Now, Cephalopods and Crustacean on the other hand...


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/15 03:43:21


Post by: miskatonicalum


 Galen wrote:

-My most memorable miniatures gaming experiences have been a Mordheim Campaign/League (included both one on one player set up games as well as special scenarios set up by the organizer), a Bloodbowl league, and a 40k cityfight league (with map and territory conquest.) A good campaign/league system really takes a miniatures game to the next level.

-In my experience, having secondary objectives other than "Fight it Out" helps keep games fresh. Of course many games have those one or two annoying scenarios no one wants to play. Its a balancing act.

-I have little to no experience with asymmetrical balance in wargames. Defender against attacking horde or similar sounds interesting, but I would tend to keep those scenarios for playing with good friends, or as special scenario/convention kind of stuff. One amusing scenario I wouldn't mind playing more is the "see how long you can survive" style games where the weaker player is intended to lose eventually and success is based on how long they hold out. This usually includes some sort of troop recycling/spawning rule for the offensive player.

-Objective types "capture the flag(s)" and "hold the point(s)" are old standbys. I think EFT has variants of both of these currently. I can't speak to what would work best for Brushfire. Capturing and moving objectives works best in small scale games IMHO. Whole armies don't usually fight over objectives that one person can carry around.


Our friends at Mantic have made two games, Dwarf King's Hold and Project Pandora, which completely rely upon asymmetrical gameplay. They have more in common with board games than wargames, but the solutions they use are two-fold: Very rigid scenarios; These specific Undead spawn here, these others spawn here, Dwarves spawn here, The board is setup in this fashion, etc. At the end of each scenario it is stated that players should switch roles and 'see how you do!' A simple solution, but I'm never sure how elegant it is, or how much motivation players have to play the match all over again just to 'be fair'. This is of course even harder to accomplish when Brushfire doesn't have strict/rigid scenarios to play through.

Both on the tabletop and in video games, I've felt that CTF was one of the weakest gameplay types. Mostly from a 'realism' aspect. Or rather, from the complete lack of attempt at creating realism. Why are a bunch of Elves and Orcs fighting over a flag, instead of the forest itself? Why do Sandrakers need to storm a Blood Eagle base, destroy their generator...just to grab a flag? The silliest CTF game, Team Fortress at least manages to use 'secret info' as their flag, but the concept still feels trite.

Hold Point feels much more realistic, especially in a wargame. The famous Russian Order 227 of "Not one step backwards" leaps to mind in any similar situation of holding your ground, it thrills me and simulates that war commander sensation. Something I feel most players are looking for.

Its also interesting to compare the digital version of one of these modes, to the common wargame version.

In vidja CTFs, each team has a flag, you have to drop off the opponent's flag more than once at your own to win.
In tabletop CTFs, usually one flag is in the center, and there is more a tug-of-war sensation going on, killing the bearer, running it back towards your end and so on.

Vidja Hold Points, often, each team starts in control of a point, and there is a linear unlock system, you cannot take an objective further up before you've got the previous one in the chain, though some games do not have this restriction, but Vidja hold points require holding them for a period of time to control them, sometimes more players speed up the process, and enemies pause or reset the process.
Tabletop Hold Point have neutral objectives, but both sides can easily end Turn 1 in control of one or two objectives. Most wargames require a certain type of troop to contest an objective, no time requirement, just who ever controls it at the end of the game has it.


Many of these differences are intentionally designed due to attempts at balancing the game. Instantly controlling an objective would play havok in video games, and stealing a flag to drop it on your own would b incredibly sluggish as most tabletop games do not have enough movement over the period of the game to run back and forth like that.

There I go rambling again. Better save it for the next topic!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/15 12:42:24


Post by: Galen


It's hard for me to argue with anything you just said. I don't have the experience with FPS video games, so its nice to hear a differrent perspective. "Flag" games I've enjoyed usually involve 3-5 objectives that can be carried around. Realism does fall apart as you said. In 40k our gaming circle declared that the objectives were cages full of babies. 'Good' races would want to protect them and 'evil' races would want to torture/experiment on/eat them. It was a bit of a stretch to say the least The Mordheim collecting weirdstone/treasure tokens scenarios worked for both realism and gameplay, but again it works because it is not large organized armies battling one another.

You hit on my biggest worry about assymetrical gameplay - Balance. There is no question that it is harder to balance. Don't rule it out, just be careful.

random scenario thoughts:

Would the EFT map territories have advantages tied to them?
Mountain Shrine: while you hold this territorry you have one free Kirin available to include in your warband (still uses up one Crystal slot).
Temple of (gods name here) Holy element creatures in your warband that die may reroll thier reserrection check after the battle.
Bandit Camp: Experience as outlaws helps you get the jump on your foes. Add one die to your initiative roll once per battle.

I have been a bit concerned about scenarios that favor movement in EFT. Certain models with double move abilities or line follow through attacks could have a great advantage, being able to move 2-3 times farther in a turn than other models.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/15 13:46:01


Post by: miskatonicalum


In the EFT Map Mode, It was my intention that each zone/node would have some aspect to it, and some might give a direct benefit to the player that last conquered it/won a battle there.

I'm also working on an idea that in Map Mode, you would elect a party leader from your models, and this model would provide an additional benefit, the specifics of which have not been worked out yet.

In any scenario be it for EFT or Brushfire, or any game for that matter, I would suggest that players build their army before choosing a scenario, and just adding/removing models if the scenario has a different army size restriction. This would keep most players from designing an army that is supremely perfect for that scenario, and rather encourage jack-of-all-trades type armies, ready for any thing. Though to resist high movement enemies, the opponent could invest in a lot of Stop effects or movement reduction to control their opponent.

We do try to provide for many models to have the double move/follow through, so there is at least variety for both players to find a fast-type that they like and are willing to play with.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/15 14:14:23


Post by: Alfndrate


Misk, this is something we can talk about, but I like the idea of control points.

Holding an Objective on the last turn is fun and all, but you're not actively trying to hold it. Your opponent could have a single guy controlling the objective and on the last turn you kill him, swoop in and claim the objective. I would prefer at least 1 mission where objectives that get claimed give points, and you either add up the number of points at the end of the game, or you try to be the first one to get x points from controlling objectives.

I think that it pushes players to actively play for that objective, and not try to grab it at the last moment.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/15 14:21:28


Post by: Tonio


 Alfndrate wrote:
Misk, this is something we can talk about, but I like the idea of control points.

Holding an Objective on the last turn is fun and all, but you're not actively trying to hold it. Your opponent could have a single guy controlling the objective and on the last turn you kill him, swoop in and claim the objective. I would prefer at least 1 mission where objectives that get claimed give points, and you either add up the number of points at the end of the game, or you try to be the first one to get x points from controlling objectives.

I think that it pushes players to actively play for that objective, and not try to grab it at the last moment.

Isn't that already how King of the Hill works in EFT? That's the way I read it.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/15 14:32:59


Post by: Alfndrate


 Tonio wrote:
 Alfndrate wrote:
Misk, this is something we can talk about, but I like the idea of control points.

Holding an Objective on the last turn is fun and all, but you're not actively trying to hold it. Your opponent could have a single guy controlling the objective and on the last turn you kill him, swoop in and claim the objective. I would prefer at least 1 mission where objectives that get claimed give points, and you either add up the number of points at the end of the game, or you try to be the first one to get x points from controlling objectives.

I think that it pushes players to actively play for that objective, and not try to grab it at the last moment.

Isn't that already how King of the Hill works in EFT? That's the way I read it.


>_< I are dumb... I was looking in the Brushfire rulebook for King of the Hill. It is, and that is one of the scenarios I worked on with Misk for EFT. I haven't had an opportunity to really dig into the scenarios for Brushfire. I mean for the most part you can't really have too many varied objectives without it getting needlessly complex. Most missions pretty much boil down to: Kill point/annihilation, Objective Control, board control (i.e. Table Quarters). You can do variations on these, and you see these things in Malifaux and Warmahordes a lot. You basically need a skeleton for the mission that you can simply adapt to any ruleset.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/18 11:51:55


Post by: Galen


 miskatonicalum wrote:

I'm also working on an idea that in Map Mode, you would elect a party leader from your models, and this model would provide an additional benefit, the specifics of which have not been worked out yet.


That sounds like it has potential. It reminds me a little of Ogre Battle which, though I never played, I have seen quite a bit of back when a friend was playing through.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/18 14:47:07


Post by: miskatonicalum


It will be less free form than ogre battle, but share similar ideas.

Once BF 2nd Ed is complete, I will bat out an example Map/dungeon to show what I mean.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/18 17:58:50


Post by: Galen


Overall your EFT campaign plans sound like a great idea. I look forward to seeing how it develops in the future.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/18 17:59:33


Post by: Alfndrate


 Galen wrote:
Overall your EFT campaign plans sound like a great idea. I look forward to seeing how it develops in the future.



Have you had a chance to try out the Miasma War scenarios?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/18 20:33:03


Post by: Lockark


 miskatonicalum wrote:
Spoiler:
 Galen wrote:

-My most memorable miniatures gaming experiences have been a Mordheim Campaign/League (included both one on one player set up games as well as special scenarios set up by the organizer), a Bloodbowl league, and a 40k cityfight league (with map and territory conquest.) A good campaign/league system really takes a miniatures game to the next level.

-In my experience, having secondary objectives other than "Fight it Out" helps keep games fresh. Of course many games have those one or two annoying scenarios no one wants to play. Its a balancing act.

-I have little to no experience with asymmetrical balance in wargames. Defender against attacking horde or similar sounds interesting, but I would tend to keep those scenarios for playing with good friends, or as special scenario/convention kind of stuff. One amusing scenario I wouldn't mind playing more is the "see how long you can survive" style games where the weaker player is intended to lose eventually and success is based on how long they hold out. This usually includes some sort of troop recycling/spawning rule for the offensive player.

-Objective types "capture the flag(s)" and "hold the point(s)" are old standbys. I think EFT has variants of both of these currently. I can't speak to what would work best for Brushfire. Capturing and moving objectives works best in small scale games IMHO. Whole armies don't usually fight over objectives that one person can carry around.


Our friends at Mantic have made two games, Dwarf King's Hold and Project Pandora, which completely rely upon asymmetrical gameplay. They have more in common with board games than wargames, but the solutions they use are two-fold: Very rigid scenarios; These specific Undead spawn here, these others spawn here, Dwarves spawn here, The board is setup in this fashion, etc. At the end of each scenario it is stated that players should switch roles and 'see how you do!' A simple solution, but I'm never sure how elegant it is, or how much motivation players have to play the match all over again just to 'be fair'. This is of course even harder to accomplish when Brushfire doesn't have strict/rigid scenarios to play through.

Both on the tabletop and in video games, I've felt that CTF was one of the weakest gameplay types. Mostly from a 'realism' aspect. Or rather, from the complete lack of attempt at creating realism. Why are a bunch of Elves and Orcs fighting over a flag, instead of the forest itself? Why do Sandrakers need to storm a Blood Eagle base, destroy their generator...just to grab a flag? The silliest CTF game, Team Fortress at least manages to use 'secret info' as their flag, but the concept still feels trite.

Hold Point feels much more realistic, especially in a wargame. The famous Russian Order 227 of "Not one step backwards" leaps to mind in any similar situation of holding your ground, it thrills me and simulates that war commander sensation. Something I feel most players are looking for.

Its also interesting to compare the digital version of one of these modes, to the common wargame version.

In vidja CTFs, each team has a flag, you have to drop off the opponent's flag more than once at your own to win.
In tabletop CTFs, usually one flag is in the center, and there is more a tug-of-war sensation going on, killing the bearer, running it back towards your end and so on.

Vidja Hold Points, often, each team starts in control of a point, and there is a linear unlock system, you cannot take an objective further up before you've got the previous one in the chain, though some games do not have this restriction, but Vidja hold points require holding them for a period of time to control them, sometimes more players speed up the process, and enemies pause or reset the process.
Tabletop Hold Point have neutral objectives, but both sides can easily end Turn 1 in control of one or two objectives. Most wargames require a certain type of troop to contest an objective, no time requirement, just who ever controls it at the end of the game has it.


Many of these differences are intentionally designed due to attempts at balancing the game. Instantly controlling an objective would play havok in video games, and stealing a flag to drop it on your own would b incredibly sluggish as most tabletop games do not have enough movement over the period of the game to run back and forth like that.

There I go rambling again. Better save it for the next topic!


I've seen it work when it's one objective in the middle, and your trying to bring it back to your base. We had a homebrew scenario in our 40k tournies involving a objective like this that was a favorit among the player base. Our twist was that the objective wasn't a flag but a spy that your trying to detain for debriefing/interrogation.

The idea was that he would be a 40mm base objective sitting in the middle of the board stationary until a unit "captures" him. The spy could only be move 6" a turn and could not embark in a transport. He also could not be targeted/killed. If the squad escorting him is whipped out he would then more D6" in a random direction chosen by the scatter die (A hit means he stands still). This is to represent him trying to take cover/hide/find help from his friendlies. He also could not walk off the board. You could also pass him off to other units.

Once he was touching a person's board edge well escorted by a unit, you got a Major Victory. If he was in your table edge+excoprted by one of your units you got a minor victory.

This kind of scenario would translate well to brushfire I would Imagen. Just move the spy with a deviation roll.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/19 00:46:43


Post by: miskatonicalum


You may like the finalized scenarios for 2nd end. They will be done tomorrow and ready for testing with the next update.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/19 01:53:19


Post by: Cyporiean


 miskatonicalum wrote:
You may like the finalized scenarios for 2nd end. They will be done tomorrow and ready for testing with the next update.


And by done tomorrow, he means I'll be doing the InDesign work tomorrow and the update might come out tomorrow afternoon/evening.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/19 12:54:59


Post by: Galen


 Alfndrate wrote:
 Galen wrote:
Overall your EFT campaign plans sound like a great idea. I look forward to seeing how it develops in the future.



Have you had a chance to try out the Miasma War scenarios?


I haven't yet, but it looks like there are some interesting scenarios in there. I had been holding off to see if maps would get added in an update, but since the miasma campaign has been pulled from the pdf in the last update I might have to just have to throw some boards together with my dungeon tiles and give it a play. I still have the 3-28 pdf. Maybe I will pull it out this weekend. I want to get at least one game in this weekend.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/19 12:59:41


Post by: Alfndrate


If I had decent map creation software, I'd whip the scenario maps up over several weekends.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/19 13:53:10


Post by: Cyporiean


 Galen wrote:
 Alfndrate wrote:
 Galen wrote:
Overall your EFT campaign plans sound like a great idea. I look forward to seeing how it develops in the future.



Have you had a chance to try out the Miasma War scenarios?


I haven't yet, but it looks like there are some interesting scenarios in there. I had been holding off to see if maps would get added in an update, but since the miasma campaign has been pulled from the pdf in the last update I might have to just have to throw some boards together with my dungeon tiles and give it a play. I still have the 3-28 pdf. Maybe I will pull it out this weekend. I want to get at least one game in this weekend.


Our sprite guy was going to do maps for the Miasma War campaign, but he vanished off the face of the Earth around April and we just haven't gotten around to replacing him yet.

The Miasma War campaign will be getting its own book in the near future.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/19 13:58:56


Post by: Alfndrate


 Cyporiean wrote:
The Miasma War campaign will be getting its own book in the near future.


This is what I get for missing company meetings huh?!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/19 14:05:50


Post by: Cyporiean


 Alfndrate wrote:
 Cyporiean wrote:
The Miasma War campaign will be getting its own book in the near future.


This is what I get for missing company meetings huh?!


I told you this, you just forgot about it.. like putting a wash on your models.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/19 14:11:42


Post by: Alfndrate


*shrugs* I put washes on all the models... No one ever believes me though


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/19 16:46:41


Post by: greenskin lynn


 Alfndrate wrote:
*shrugs* I put washes on all the models... No one ever believes me though

now now, its not nice to lie about your dirty dirty models


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/20 13:44:54


Post by: miskatonicalum


Visiting Hours 7/20/13 - Fluff

The Brushfire Missions are now up in the current 2nd Ed update on WargameVault, thanks again for everyone’s input. I’ve still got some work to do on EFT’s Scenarios, just a basic review at this point, not the same overhaul that Brushfire got. So a change of topics is in order.

Fluff. It has a ring of negativity to it, the extra junk you slap on top of the Crunch. During my first pass through a book, I usually skip the history and short stories littered throughout. As a gamer, I NEED to know how the game works before I make any emotional investment in the world or the characters. Even when I’m trying to find my favorite faction, I balance between the background and the special rules of the models to arrive at a decision.

My writing process for 2nd Ed has shifted quite a bit from 1st Edition Brushfire. In the original text, I wrote much of the world history from a real world human perspective. The section constantly broke the fourth wall, as if I was sharing some alternate dimension with the players that I could see. I used phrases like “Their Earth” and “Our Egypt”. Sufficed to say, this was silly at best, and insulting at worst. Simply from reading the history a reader should get the idea that Aquitar is an analog of France, I shouldn’t have to slap you over the head with it.

Disgusted with my own work, or at least the writing style implemented. Second Edition is getting a complete overhaul. Aquitar’s history has already received this treatment to show you what I am aiming for. All the fluff will be written from an In setting perspective, but more specifically, as if you are reading the actual texts or experts from world historians.

To lend to this style, I’ve been studying numerous translations of historical records and encyclopedias, seeking to mimic the scientific/debate qualities of many of these articles. At the same time, I hope to lend personality to the country as a whole, when you read it’s section. Each historian will perceive the world differently, slanting the perspective that the reader sees. For example, Ardan Michelet, the Aquitaran Historian, has seen his country’s rise and fall as an empire, and now living in a waning nation, his view upon their entire history has been tinted, resulting in a ‘woe is us, Aquitar never gets a lucky break’ sort of view. Or, at least, I hope it comes across in such a manner.

This entire rewrite process will lead to a longer development time for 2nd Ed, but I feel Brushfire is worth getting everything right, and including everything we’ve learned since the release of 1st Ed.

Q&A

On Topic Questions
How invested do you become in the setting of a game?

Do you create new characters to represent parts of your army?

In your local area do you treat the results of Campaigns as having an impact on the setting?

What is your preferred presentation of setting information? Articles/Encyclopedic Entries? Short Stories? Model fluff Entries?

Off Topic Questions
Is there a topic you would like me to ramble about?

Any Images/Secret stuff you would like me to share next week?


On the Topic of Fluff, my content to share today is the first two chapters of a short story I am writing for Endless, The Quiet of Castle Graybasin along with the original first chapter which was abandoned in favor of a rewrite. I hope you enjoy the sneak peek.



The Quiet of Graybasin


Chapter 1 - Out of Practice

As the skirmish ended, Edrin stood over his latest kill. A firm foot and a swift arm pulled his arrow from the warped figure. A favorite curse escaped his lips as he examined the prize. The bodkin head had not come away with the rest of it and the bolt was now useless. A downward glance at the quiver at his hip confirmed to the young archer that only a pair of missiles remained to him.

Until yesterday, the Kingfishers had not held a contract for nearly a month. Supplies were running low and Laird had pressed the importance of frugality. Impetuous as ever, Edrin had paid little heed, but an archer without arrows was of little use to the guild. To vent his frustration, the Hallefordian youth gave his fallen foe a swift kick in retaliation for his current woes.

“Ya Idjit! They were once yer kin, Halleford.” The scathing remark came from behind Edrin, in the Zeuten brogue of the guild’s ‘Procurement Officer’, Raetan. Before the archer could share a rebuttal, a bundle of arrows was slung in his direction and awkwardly caught in surprise. “Best be keeping better care of your quiver.” A smirk left the thief’s face as he slipped a loose coin into his belt-purse. Without Raetan, Edrin was sure the guild would have starved.

“Kingfishers! We are moving on.” The authoritative voice of the guildmaster, Laird, beckoned to the few members of the guild not already at the treeline. Edrin nodded silently, and the archer and thief made their way across the battlefield.

Nearly a dozen bodies lay still about the clearing. As the Zeuten had claimed, the corpses had once been human. This was no longer true, as they had been touched by the corrupting fog known as Miasma. Crystalline formations erupted from their skin. Some simply were coated in minerals, like the dirt on the unwashed or boils on the diseased. Others, more affected by the Miasma, had great spikes jutting out at odd, macabre angles. In either case, they were now dead. Released from their torment by the guild.

Edrin hated the creatures. He prefered the last half a year they spent in the north. Zeutenheim was known for its warmer climes and being far from the frontlines with the Miasma’s forces. As they closed on the treeline, his mind wandered to the last time they had been in Halleford, waiting out the Siege of Plainskeep. The whispers out of the fog still ingrained on his memory.

A painful groan from Filin, broke Edrin from his reverie. The young woman sat propped against a tree, gripping her spear tightly in one hand, and her free hand holding in the gash along her stomach. She smiled weakly as the two stragglers arrived. “Ronji was a little distracted,” the young warrior let out meekly. Ronji Nis was Filin’s Runespear.

Those who bore Runeweapons built a rapport with their companion over decades, allowing both weapon and wielder to work in unison to augment their skill as a warrior. Unfortunately, Ronji Nis was an ancestor’s weapon, gifted to Filin two years before. The two did not get along, and Edrin was sure the Runespear was trying to get Filin killed.

Drast, the guild’s resident cleric, chanted silently as he held his wizened hands over the girl’s wound. “Move your hand child...” The familial prodding in his voice reminded Edrin of his grandfather, for whom Drast could pass if need be. The follower of Numina had been born again a decade past, after living more than a half a century without heeding the gods.

Edrin had met many since the Miasma War began that had renewed their faith, and those that had ‘seen the light’ felt the instinctual urge to prove their decision correct. Like many of them, Drast was overly missionary. Edrin waited for the eventual scolding or scripture verse.

“Numina protects child, but we cannot blame our failings on others.” A glow built up around the wound and Drast’s hands. The damage incurred to Filin’s stomach was undone. Her blood rose back up from the puddle on the ground and into the wound. As the last droplets returned to where they had come, the gash sealed itself behind it.

“Fair enough to walk?” Edrin offered his hand to Filin, who accepted it readily. On her feet again, Edrin offered his shoulder as a crutch to the Rune Fencer. After testing a few steps, he released Filin under her own power.

“Done?” Throughout the proceedings, Laird had stood to one side, her armored boot tapping the ground impatiently. “If there is one patrol, there are likely more.” The charismatic guildmaster turned on her heel and trod off in the direction they had been heading, before the unexpected interruption of the Miasma Thralls. This far from the frontlines, the Kingfishers were surprised to run into anyone, let alone those wicked creatures.

Quickly following after the brusque knight, Edrin stepped in line with the others. A grand mercenary company of only 5 members, the Kingfishers had seen better days, and they were unlikely to see any soon. Edrin, however, did see their objective, Castle Graybasin, it’s parapets rising up through the trees into the endless sun.


Chapter 2 - City of Windmills

Despite living in a land of endless sun, the eclipse of dark clouds made it as dark as night. Talan hated the night. His Inebian nursemaid had told tales of the far side of the world, where everyone lived in endless darkness; of the wicked dragons, of the Dark Lord and his minions, and of the horrid behemoths that crushed entire villages beneath their feet. Over the last few days, these memories welled within him and the Yoraki nobleman was sure he was not the only one recalling bedside horror tales.

Laird, however, seemed unphased by her surroundings. Talan was sure the woman thrived on adversity, or perhaps, on the adversity of others. The thought made the pugilist pause. Maybe that was a requirement for any mercenary, especially a member of a Hallefordian Guild. The great rolling hills and expansive riverlands of the country were too large for army patrols or regular wayforts to protect the outlying villages, or the remote baronies or duchies. Guilds had been an ancient, if not elegant, solution to this issue. The woes of the people were posted in major cities for Guilds to take up and resolve.

The Kingfishers had started out as just Laird and Talan. The two had met in the Duchy of Lowglen, along the border of Yorak and Halleford. The Yoraki had just severed ties with his family, and was seeking a new outlet for his youthful exuberance. He remembered well the towering form of the lady knight, still clad in the vestiges of her former life. They had stared at the postboard together for several minutes, cursing in their own heads their lack of a guild. If one of them had not muttered their issue, perhaps they both would have walked away discontent, but into a better life.

The sobbing of a street urchin brought Talan back to the present. Convenient timing, as Laird turned a corner into an alley, with little warning. Talan followed, “Where is this contact of yours?” Images of black market dealings and desperate muggings jumped into his mind. If the Kingfishers had a coin to their name, Talan would have cradled his coin purse to protect it from would-be thieves.

Around another corner, the alley got narrower. Several outlets could have hidden attackers, but none of this seemed to worry Laird, who left Talan’s question unanswered. The desperate nature of their current predicament, Talan would have forgiven them their trespasses. The last few days had not been easy for anyone, least of all, those on the bottom rung of society. Rumor was, the King alone was enjoying himself.

“Here.” Laird stopped short after rounding another corner. She turned to her companion and sternly focused her gaze upon him. “Not a word of this to the others. The Baron’s words are for us alone, but you gotta trust that this is for everyone’s good. Not just the Kingfishers. The world’s.” Laird’s accent was starting to show through her Knightly veneer. That scared Talan more than her words.

Stepping out of the Alley, the two walked across a larger thoroughfare and up to one of the finer manses. In the current climate, government offices had been taken over by Dukes and Barons far from their realms, in what was supposed to be a safer place for they and their families. Talan did not recognize the banner hanging before this particular building offhand, though he was sure that would be answered before long.




Many of the Elements are similar on the following passage, but I'd struck upon an idea that forced a rewrite. I thought everyone would still be interested in seeing my iterative writing process.

Abandoned Chapter 1

Edrin pulled the arrow from the poor creature’s body. A disappointing grunt escaped his lips as he examined it. Unsalvageable; the arrow head broke off in the wound. Checking the quiver at his hip, the young archer frowned at the last pair of bolts that remained with him.

“Edrin! Hurry up, we are moving on.” The clash of a sword on shield rang across the clearing, pulling Edrin out his review. Laird, the guildmaster, beckoned with one gauntlet-clad hand.

Edrin nodded, “Aye sir...” He punctuated his sentence with a swift kick to the miasma thrall’s still corpse. The young Hallefordian hated the creatures. Like many of his fellow guildmates he had reinforced the defenders of Plainskeep, during the bleak siege the city had suffered at the hand of these creatures.

“Wit’ya be doing that fer ye fool?” the guild’s resident ‘Procurement Officer’, Raetan, tossed a nearly full quarrel at Edrin, interrupting his reverie. Where the thief had found the arrows, Edrin could not guess. “Those wretches used be one of ye kin, Halleford.”

Raetan had joined the Kingfishers during a job up in Zeutenheim, helping them steal into the home of a corrupt minister, and, as he would phrase it, ‘procure’ vital documents. His uncanny ability to find supplies, at just the right moment, has endeared him to the mostly Hallefordian guild.

“Just releasing a little stress...” The Archer muttered as he and the Thief made their way toward the rest of the guild. At the edge of the clearing, the oldest member of the guild, Dranst, focused his healing powers on the wounds of a fellow Kingfisher. No one appeared infected, such a result would have devastated all of them. They were too small a guild to handle the loss of a member.

Edrin hoped that this group of Miasma creatures was merely a fluke. This far behind the lines, the corruption of the Miasma could devastate entire cities, changing defenseless villagers into soldiers for the Crystal.

Dranst completed his spell, and the gash on Filin’s leg sewed itself shut. The power of the Light would cut Filin’s recovery down to a few hours. Without Dranst’s Clerical spells, Filin would have spent months out of action. The Rune Fencer clutched her Rune Spear closely as the spell finished its repairs.

“Fair enough to walk?” Edrin offered his hand to Filin, who accepted it readily. On her feet again, Edrin offered his shoulder as a crutch to the Rune Fencer.

Laird hefted her sword onto one shoulder, the blade’s sheath smashed in the battle. With one last look the Knight surveyed the battlefield, before leading the guild toward Castle Graybasin, its parapets just visible above the trees.

~~

The Kingfishers were, perhaps, not the most famous guild in the Graybasin region, but their reputation must have preceded them, for they had not been in the Barony a whole day when a letter arrived at the Inn they had booked, requesting their presence. Laird dragged Edrin along to the meeting, the Council Hall in the town of Riversmouth.

The military presence was still relatively high, the town being the last foothold in the Barony. Before the Zeutens broke the siege of Plainskeep, freeing up thousands of knights to press the attack against the Miasma, Riversmouth was the staging ground for defensive operations.

Baron Gareth Graybasin sat at a grand table in his makeshift war-room. A rough map of the Barony and surrounding regions lay out, along with dozens of army markers, many cast aside. Edrin’s quick survey hinted that the war was going well. Laird nudged him in the side, bringing him back to the war-room. Edrin followed the Guildmaster’s lead and bowed before the Baron.

“Welcome, Kingfishers.” The Baron’s pale, rough hewn face barely moved as he spoke. Edrin could just imagine the lordly man being carved right from the stone, with eons of Hallefordian waters eroding his frame down to his current age. By the Archer’s reckoning, the Baron was in his autumn years, but prior knowledge told him that the lord was barely middle aged. The war had not let him age gracefully. One rough year, fighting creatures that had once been his citizens, was all it took.

“Fair evening m’lord Baron.” Laird stood patiently, as Edrin sat in an empty chair. A sharp glance from his leader did little to make the bowman vacate his seat.

“That is far from how I would describe any day while those creatures roam the night.” Gareth Graybasin motioned for the Knight to take a seat and shifted the orientation of the map for the guild leader benefit. His stony finger tapped the largests landmark, Castle Graybasin, his ancestral home and capital of the Barony. “With my forces deployed by our late-King across the country, my land was left nigh undefended. T’would not anger me so except for his ineffectual rule, and catastrophic deployment of our defenses.”

Edrin furrowed his brow. Angry would not be how he would describe the Baron’s mood. Even now the Baron remained stoic despite the tale he now unraveled for them.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/20 17:52:52


Post by: Lockark


How invested do you become in the setting of a game?

Like you said. The original 4th wall breaking fluff in the rule book kinda sucked. When ever it broke the 4th wall, it broke the flow of what I was reading and make it feel like I was reading a laundry list. it made the setting feel more like a joke then to be taken seriously. It was only after I read the short stories under "Tales from Brushfire" that I started becoming truly invested in the setting. Despite the flaws I did see the great potential that was their thow, and the reason I feel in love with the game.

I am VERY excited to read the new fluff!

Do you create new characters to represent parts of your army?

I almost always like to create my own charaters in my head with the modles. Giving Heros and Exemplars names and back stories.

In your local area do you treat the results of Campaigns as having an impact on the setting?


Not realy. We usely like to explain it was something like. "Here is this island we are all fighting over."

What is your preferred presentation of setting information? Articles/Encyclopedic Entries? Short Stories? Model fluff Entries?

A mix of all three in all honesty,
-A time line/over view of the faction done in Articles/Encyclopedic
-A one page or so short story to give the "flavour" of a faction.
-Fluff Entries for the unit to explain the in universe context of it's use. (That also hopefully will shed light on what the unit will vaguely do on the table top, but with out breaking the 4th wall.)

The time line is read when I'm choosing a faction to play, I read he unit fluff well I read the rules, and once I choose a faction I start reading all the short stories for each faction.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/20 21:09:50


Post by: miskatonicalum


Thanks for the input Lockark!

I'd love to hear some examples of the 'original characters, do not steal' that everyone has come up with. Other than Tajir, what creations do you bring to the table?

I definitely feel the same way about the three types of fluff listed there. BUT...If you had to choose one?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/20 22:54:47


Post by: Lockark


 miskatonicalum wrote:
Thanks for the input Lockark!

I'd love to hear some examples of the 'original characters, do not steal' that everyone has come up with. Other than Tajir, what creations do you bring to the table?

I definitely feel the same way about the three types of fluff listed there. BUT...If you had to choose one?


I just can't choose one is all honesty, I feel they all build off each other and add to the richness of a setting.


As for characters. I never really full got all of my charterers in brushfire set in stone quite yet. What I got so far is:

My Mole Tactician is a melancholy sole, who "Looked into the darkness, and the darkness looked back into him". After encountering the Demons and devils of his ancestors, he found himself turning away from the light of science, and trying to look to the past for the answers to explain what he saw that day. He leads archaeological expeditions to try and learn more.

As for my Rat Lord, he's bassicly meant to be the most scrub Rat Lord ever. He's Cocky and hot headed, but really doesn't have much to show for it. Threw intimidation and what little charisma he posses he has gathered what he can call a warband. But he has no goals, besides to make the world burn as he blindly thrashes ageist what he calls "The injustice the world as thrown agien him and the Vanderland People's". In reality he's just trying to carve out his own domain for his own ambitions.

Some of my old 40k Generals:
"Chaos Lord Chucklenutz", he is a khorne lord. He got the nickname from his troops for his lack of humour. Really lack of any emotions besides the cold rage that sits below the surface. Well other khorn lords scream bloody murder, he fights with cold calculating anger.

"Master Lokrieg", a Sorcerer of Slaanesh who's journey dates back to the time of the HH. He bassicly uses his magic as drugs for his followers to keep the space marines and Mortals under him loyal as to get their "next fix". He is their drug.

"Kaptin Komandar Krommel Kriwig", A Ork Blood Axe "Kaptin", who has surprised many Imperial Commanders with his moments of tactical brilliance.
"Odd-kult boy Krimp-ka", A wired Boy who is Krommel's main source of advice and Intel.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/20 23:49:57


Post by: Alfndrate


How invested do you become in the setting of a game?

I don't really become all that invested. Like if a particular piece of fluff changes how my army is, then it changes. So if say Red Claw in Chugoku was eaten by bugs, I wouldn't care too much, though it would most definitely become a "squatted" sort of thing when I play my army. Which would give me an opportunity to perhaps explain why my army wasn't decimated when the Exomorphs devastated parts of Chugoku.

Do you create new characters to represent parts of your army?

It depends on the game really. In a game that is character and hero driven, then no I don't try to create new characters, because it could easily become an issue of the ever present "Mary Sue" where my character, 'Senor Vorpal Kickass-o' has become a powerhouse because in game I've managed to create a character that is powerful on the table, so his "fluff" must also be powerful. One aspect where I tried to avoid this was when we were developing Alfindrate. Alf has been an RP/DnD character for almost 10 years, and as such has done some pretty powerful things, and given the opportunity to put him on the tabletop in another setting meant that I could create another powerful version of him, but I wanted to keep him toned down and less "OMGOVER9000!!!1one!1!" which is fine because I like where he sits in EFT, and I'm more than excited to play him .

In your local area do you treat the results of Campaigns as having an impact on the setting?

Not really, I feel like most games have settings that are large enough that the results of a campaign or league shouldn't really have an impact on the game as a whole. Campaigns are fun little events for me to play weird missions, create "fun" restrictions, and see how they pan out. If we have campaigns that have far reaching effects, and every game after the conclusion of the campaign would become a convoluted series of increasingly complex house rules

What is your preferred presentation of setting information? Articles/Encyclopedic Entries? Short Stories? Model fluff Entries?

I can't choose just one, but I would say Articles/Encyclopedic Entries and Model Fluff entries. I feel that those two can encompass 80% of all the fluff someone will ever need about a model/nation/etc...


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 10:20:35


Post by: WhiteRoo


(for last weeks post)

I have no problem with asymmetry, but when the sides doesn't have equal chance to win at the start, that could be a problem. Noone wants to play on the loosing side. I don't like the Last Stand scenario because even if you win by point, it doesn't really feel that way.

I just got a Puppet Wars Unstitched game and lost the first few matches with the Resurrectionists, because I wasn't got the hang of it. Both the Order and the Outcast (the other two armies) are going for quick agressive play, while the Resurrectionists are more a late-game fraction. After I figured out how to prolong the game until I get the edge, then I was able to crush the opposing forces.

For a simple asymmetrical game, check out Thud (Games of the Diskworld)

These games are balanced however, just the two sides are different. Maybe one is harder to learn than the other, but if both sides have similar understanding of the game and it's strategies, both sides have the same chance to emerge victorious.

I don't know how this "switch sides" should work in a wargame like brushfire. Like you switch armies? Aren't you supposed to play with your army and miniatures, What if you don't even read about the other army yet because it's in the other book? You just switch roles? But with an asymmetrical scenario, the armies are built differently. So both player should prepare two army lists?


Automatically Appended Next Post:
How invested do you become in the setting of a game?
I will eventually read the fluff. Really.

Do you create new characters to represent parts of your army?
No. I'm still experimenting with different army lists.

In your local area do you treat the results of Campaigns as having an impact on the setting?
I had no chance to play a Campaign yet in any game.

What is your preferred presentation of setting information? Articles/Encyclopedic Entries? Short Stories? Model fluff Entries?
I think the best it if the game tells you, or at least gives you the hint that there is something to discover about the lore. Like the "technology exchange" thing between Civitas and Vandalands. It made me interested to find out more about that.

I mean even if the story behind some units is interesting, if you are not a kind of player who read these, you will not do so. Unless something make you interested.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 11:53:30


Post by: Alfndrate


The "switching sides" means that if you and your friend are playing Last Stand, one person is the attacker, and one person is the defender. When you "switch sides" that means that the attacker plays that game as the defender and the defender becomes the attacker.

And Scenarios like Last Stand aren't the be all, end all of missions you have to play. We provide scenarios so you don't have to play a basic kill point mission where you just see which army is the last one standing. That way armies that excel at certain aspects can play towards the objective and not play against the army.

As to your Puppet Wars Unstitched, I think you mean the Guild and not the Order


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 12:35:16


Post by: WhiteRoo


I just checked the new Last Stand, and it still says that the attacker needs more units - or models - than the defender, so switching sides can be an issue. Granted, only a minor one.

Also, it sound's much more cool to be the defender than the old last stand variant. Nice work!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 13:55:54


Post by: miskatonicalum


Generally, people do not know what scenario they are going to play before they come to the table. They bring a standard army and then pick. In such cases where both players do not bring extra, you can scale back the actual limit until the amount you brought represents the extra minis.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 14:03:14


Post by: Alfndrate


I do think that some of the points things would start to resolve themselves as people start to play more. If you look at Warmachine, Malifaux, Warhammer 40k, and Warhammer Fantasy Battles (games most people are aware of if not have played before), all of these games have a standard point value, Brushfire does as well, but like every game it'll change depending on your local meta and model availability. If you get RiTides, Catyr, and Cyporiean in a game, average point size becomes like 500+ . If it's me, probably 200 to 300.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 14:28:59


Post by: Cyporiean


 Alfndrate wrote:
If you get RiTides, Catyr, and Cyporiean in a game, average point size becomes like 500+ . If it's me, probably 200 to 300.


That was a fun battle at Templecon, we should do it again next year.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 14:43:35


Post by: WhiteRoo


My full Vandalands army now costs 105/55/50

I have some Warpborn Skinwalkers to join as Hamsters / Viklanders if I need them.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 14:45:46


Post by: Alfndrate


 WhiteRoo wrote:
My full Vandalands army now costs 105/55/50

I have some Warpborn Skinwalkers to join as Hamsters / Viklanders if I need them.


I think my demo warbands have more than that step up yo game son!

Speaking of which, I've got less than a month to paint up some Lem Han... It needs to not be 90+ degrees so I can use my airbrush.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 14:45:50


Post by: Tonio


How invested do you become in the setting of a game?
It really depends. The more I get into a game, the more I get into its setting. However, as I play far too many games, only some of those I do really get into. It still is important, as theme and looks are what I base my decision on when I choose a faction. Game play is usually important only if I get a second or third faction in the same game, not to get too similar play style.

Do you create new characters to represent parts of your army?
When I played only WFB and 40k years ago, I did create characters. Special, or named, charcaters were shunned back then, so we named our own. However, most game I play now are character based skirmishes. For those games, I'm not against converting a model, changing its name and making him a cool backstory, but I usually don't go that way.

In your local area do you treat the results of Campaigns as having an impact on the setting?
Nope. Our group is to gamer-ADD affexcted to even run campaigns.

What is your preferred presentation of setting information? Articles/Encyclopedic Entries? Short Stories? Model fluff Entries?
May all time favorite in fluff presentation was the Tribe 8 rpg books from Dream Pod 9. Everything fluff related was presented as first person stories. Nothing was ever set in stone, you only had half truth about any faction, as nobody everhad a full picture of other factions/events. Really fitted the dark mood and theme of the game.

I also like what Malifaux and Privateer press are doing: an ongoing story that is spread around the book, between chapters. That way, it's not too massive and easier to read while browsing the book the first time. You can take in some fluff knowledge between hard rules.


By the way, I really like the new version of the short story. My English is not good enough to really see the differences between the two versions, but it does read more smoothly and got me more into the characters and tone. Great job, can't wait to read the rest.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 15:00:01


Post by: WhiteRoo


 Alfndrate wrote:
 WhiteRoo wrote:
My full Vandalands army now costs 105/55/50

I have some Warpborn Skinwalkers to join as Hamsters / Viklanders if I need them.


I think my demo warbands have more than that step up yo game son!

Speaking of which, I've got less than a month to paint up some Lem Han... It needs to not be 90+ degrees so I can use my airbrush.


I'm waiting for the plastic/resin casts because I really not like to work with metal, although I'm getting better at it. That's why I skipped units that are planned to be released in plastic later from my last order. The redesigns also look way better. This was one of the big selling point of the Puppet Wars Unstitched for me. It's all plastic. I wouldn't have been bought it if the puppets would been made from metal.

The Workbeast also looks awesome. I thought it will be smaller, but it's even better like this. I can't wait to work on it.

You know, if Endless would have any werewolves in it's unit lists... (hint-hint).


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 15:08:39


Post by: Alfndrate


 WhiteRoo wrote:
This was one of the big selling point of the Puppet Wars Unstitched for me. It's all plastic. I wouldn't have been bought it if the puppets would been made from metal.


Puppet Wars (the original one) was okay, but the rules were lacking, and a majority of the minis had to be purchased in "pawn booster" boxes. PW:U is a much better release, although a massive misstep by Wyrd for not including the updated rules in a way that people who bought the first game could continue to play it with the better rules.

The Workbeast also looks awesome. I thought it will be smaller, but it's even better like this. I can't wait to work on it.

You know, if Endless would have any werewolves in it's unit lists... (hint-hint).


You want werewolves?
Super Dungeon Explore! has some.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 15:17:57


Post by: WhiteRoo


If I can get that in solo, I will. But looks like it's part of a box set or something.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 15:32:08


Post by: Alfndrate


 WhiteRoo wrote:
If I can get that in solo, I will. But looks like it's part of a box set or something.



It is :-\ It's part of the Von Drakk Manor expansion for SDE... I don't know of any lycanthropes that currently match Brushfire or EFT's aesthetic besides those (and those even seem cartoony for Brushfire)


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/22 18:47:20


Post by: Casey's Law


Okay so I really want to answer your questions but I haven't had much time. Here are my thoughts but I should preface them by saying that I don't game much at all. I am one of what is becoming a less and less rare breed of hobbyists who are more into the fluff and miniatures than the gaming. The rules are still very important to me though, they structure my collections and allow me to really enjoy the small amount of gaming that I do.

On Topic Questions
Do you find Campaigns, Leagues, or Tournaments more memorable?
I think so, it's more of an event and you get the anticipation of the next game, also, a story always helps to invest you in what's happening.

Do a variety Scenarios/Missions keep you interested?
I definitely like to have a few options to keep things fresh, even if it's just a change up of terrain.

Have you played games with asymmetrical balance?
I don't think I have yet, if I have I certainly don't remember doing so. It probably hasn't come up because it doesn't interest me, I don't mind different army sizes as long as their is still a balance created by some other element. In the end, I want a fair fight so me and my opponent can go head to head, I don't like the idea of the game playing me.

How does being the weaker player feel to you?
In terms of skill that's part of the fun and just part of life in general. In terms of balance I prefer it to being the stronger player but ideally we'd be equal.

Any Objective Types that particularly stand out as must haves?
Not really, I always expect a capture ground type mission and maybe a capture the flag style one too. Anything else is fine.

How invested do you become in the setting of a game?
Massively. Miniatures and fluff are equally important to me. If the setting is no good then I'm not interested in getting involved.

Do you create new characters to represent parts of your army?
Always, I really can't abide using named characters, if my opponent does I just pretend it's a generic character. I really hate the idea of tampering with the canon of a games universe and using a named character feels like that. Also, I think of a serious injury or defeat being a major event for a named character, something that should be decided by the writers not the outcome of my game. I try and avoid even using the statistics of a named character, rather I'd use a generic one. With Skirmish scale I name and backstory every personality, larger scale games might only get squad leaders and generals with the same treatment depending on how invested I am in my idea.

In your local area do you treat the results of Campaigns as having an impact on the setting?
As in does it effect something in future games? Like terrain or an event? That's something I've considered as it sounds like great fun but I haven't actually done it yet. If you mean in terms of canon then not at all.

What is your preferred presentation of setting information? Articles/Encyclopedic Entries? Short Stories? Model fluff Entries?
Seems that the strongest format is that someone who is in the know and in an official role is informing those who are not, all within the setting. This is a strong meat and potatoes layout for the majority of my fluff intake but I like a spread. Individual unit entries should give a little insight into that unit but no more. Short stories should be shorter rather than longer most of the time, I like a few longer stories for deeper reading but as I flick through a rulebook I want to take in the odd paragraph to set the scene.

Off Topic Questions
Is there a topic you would like me to ramble about?
Eh... Just anything really.

Any changes you would like to see in this feature?
It's hard to say this early but it looks good to me so far.

Any Images/Secret stuff you would like me to share next week?
An update on Lox and the Highlanders would be lovely! I'd really like to see how many bits the Highlanders are getting.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/23 03:31:34


Post by: Galen


How invested do you become in the setting of a game?
-I like the setting to be in the background. I want a game/setting to have its own individual feel , but not get in the way of my game experience, if that makes any sense. I want my skirimishes to feel like they could be happening in that game world.

For an example here is a quick story:

I have played Warmachine on and off since its inception. In fact I still have my first printing copy of Prime mk1. Over all this time I have never dove whole-heartedly into the game. Something was always holding me back. I have never felt invested in the setting. The world is cool, the units and warjacks have good fluff. It is just that I always feel like I'm intruding into someone else's world. Battles tend to have so many named characters that it always feels like bad fan-fiction, using the same characters as the "real" narrative, just changing up the story. That Haley vs Denegra skirmish I just witnessed couldn't actually happen in the fluff because, based on the stories in the book, these warcasters tend to travel around with vast armies, not 20-30 infantry and maybe 3 jacks. Plus if Haley and Denegra did meet in a skirmish that size one of them would not be going home. It would instantly go against canon.

No matter what happens in my games the story will continue as the writers have planned it out for years. One would think that there would be many battles involving just standard infantry and cavalry given how rare warcasters are supposed to be, but there is no way to play those battles on the tabletop.

In my tabletop war games I want to be able to carve out a little section of the battlefront and fight the opposing army over that strategic border town, or production facility, or planet. Whoever wins can say they pushed the border a few miles forward, or secured vital resources. In the grand scheme of things it may not change the outcome of the war (game book fluff), but at least you can say you did your part. I can pretend my deeds are actual events in the world even if they have no effect on some overall plot. I like to play the unsung heroes. Someone has to destroy the factory where all the Death Star thermal exhaust port covers are manufactured

...it feels like I've begun rambling again.

I've got more answers but they will have to wait. I have been running short on sleep lately so off to bed for me



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/24 02:25:19


Post by: Galen


Do you create new characters to represent parts of your army?

I prefer games that lend themselves to this. I like being able to personalize equipment on my leaders. Overall though I don't go out of my way to build my own characters. If it happens it usually just comes about organically. If one particular squad keeps getting killed game after game they will become known as the new recruits or cannon fodder and I will joke about my other units not respecting them. If a particular squad or character does something memorable during one of my games I might think up some back story about their combat history or special training to explain their apparent effectiveness. Occasionally I will upgrade a squad member or unit leader to character status if they do something cool like single-handedly kill a powerful enemy or perhaps if they are the only member of their unit left alive.





Automatically Appended Next Post:
In your local area do you treat the results of Campaigns as having an impact on the setting?

No. We usually assume that the setting is too large for our battles to have a significant impact.

What is your preferred presentation of setting information? Articles/Encyclopedic Entries? Short Stories? Model fluff Entries?


Articles/Encyclopedic entries all the way, though it seems like Model Fluff entries could include either of the other options so I'm not sure I understand how it is a distinct choice.

My favorite piece of Brushfire art might be the new Rat Raider concept sketches. I might be in the minority but I love a good clean black and white sketch. If you threw some scribbled notes around the image it could be a scouting report from a neighboring nation on the Rat Raider infantry. A little arrow pointing to one of the head/helmet options with a hand written note "often seen on dishonor guard rats" could make it seem both immersive and informative.

Little fluff blurbs could be added to almost anything. You could add notes or sidebars next to the equipment section giving examples of how the weapons differ from nation to nation: "swords and daggers used by the Soqotran Corsairs are often a mix of styles and materials because most of their equipment is stolen or scavenged from travelers and expeditions of other nations."

I love the idea of fluff written from a specific perspective within the world. You only mentioned factions explained from their own point of view. Don't dismiss the option of a character from Faction A giving us their perspective on Faction B. For example I would love to here about Mare-Civitas from a Scyzantine point of view.




Automatically Appended Next Post:
Is there a topic you would like me to ramble about?

-You could talk about one of the armies you like to play and why.

-You could discuss a specific unit (or model for EFT) and talk about, fluff, tactics, and the pros and cons of the unit and any equipment options. Sticking with the Rat Raiders, when would you take Militia over Ordenstaat training. You could then talk about your thoughts on the unit from a game design standpoint. For EFT, do you have preferred items for your archers?

-Your thought process when picking a list to play for one of your own games.

-Skew lists. What's it like when people take extremely lopsided lists? Heavy Ranged/Artillery lists? Infantry (hamster?) Hordes? How do you beat 5 Sorcerers in a 10 crystal battle?


Any Images/Secret stuff you would like me to share next week?
New art for... Minor Demonite? Kappa? Vandalands Warlord? Badger Grenadier? Come to think of it I haven't checked out the new Brushfire PDFs too closely. I might have to check those again before making too many requests.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/25 13:09:20


Post by: WhiteRoo


Is there a topic you would like me to ramble about?
Tell me about the Seven Wanderers. I want to talk about the Seven Wanderers. Because I have problems with the Seven Wanderers. (On the same note, the Axony Experts are also looking like they have the same OP problem)

Any Images/Secret stuff you would like me to share next week?
I want to see the new Viklanders/Berserkers. Or any concept art, really.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/25 13:12:40


Post by: Alfndrate


 WhiteRoo wrote:
Is there a topic you would like me to ramble about?
Tell me about the Seven Wanderers. I want to talk about the Seven Wanderers. Because I have problems with the Seven Wanderers. (On the same note, the Axony Experts are also looking like they have the same OP problem)

Any Images/Secret stuff you would like me to share next week?
I want to see the new Viklanders/Berserkers. Or any concept art, really.


Is it the 7 Wanderers that are OP, the points level that you're playing at that makes them OP, or the things supporting them that are OP?

You have your battle report thread, give us batreps, let us know what they did and why they're OP.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/25 13:20:59


Post by: WhiteRoo


I was looking to their stats and some of them are really damn strong, but so does some other exemplars.

I played against them in a 100 RS match.

I believe their OPness lies in their activation circle. Many of them hits like a train and you canot even answer because you don't get the activation back.

On a 100 RS match, the Seven Wanderers is 70% of your army's power. You move them without the enemy being able to answer.

I'm not going to be anywhere near internet next week, so maybe we should talk about it after that.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/25 13:40:54


Post by: Alfndrate


I'll talk about it with misk, but I feel that your issue with them is the points level. They're expensive exemplars, they hit like trucks, and they have a special rule that allows them to activate outside of 3 inch cohesion (as to the Experts). But at 100 points yeah they're going to do a lot of damage when they make up 70% of an army.

When you're playing 200, and they only make up 35% of the army, they're going to be less effective, and you have more things to deal with them at that point.

I would try playing against them at larger point levels and see what you think (I know you only have about 115 resources of models), but proxie things. Get some bases or models from another game and try it out. You may only find them to be an issue at lower point games.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/25 14:52:17


Post by: WhiteRoo


That's probably true. Once I have enough stuff, I'll try it. In the meantime, what should I do with them? I'm kinda stuck in Ribenguo Vs Vandalands (and now Aquatar)

Another problem with the Wanderers is that they are the only exemplars of Ribenguo, but they have no synergy with any Ribenguo units at all, except with other wanderers trough their activation rule. So you cannot just ask the other player to leave them out, because what else he is going to bring and there is zero point in taking less than you could.

So you cannot even build an army by not taking as many as you can and feel like you are doing something right.

Same goes for most of the Axony Experts(apart from the Sean and the Agent). I did not had the chance to play against them, but they have the same activation rule and they also not play well with anything else in the Axony army. At least Axony has other Exemplars than them.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/25 15:50:44


Post by: miskatonicalum


I will say, this is partly how we balanced them in the first place. Their lack of synergy with Ribenguo units, is intended to counteract their power acting together.

Additionally, the best that the Wanderers wear is Medium Armor. Two successful attacks, and you're already dealing damage to any of them.

Inoshishi has 8 VY, but only 1 AR. You're looking at very few successful attacks to take down. 4 successful Rifle attacks, or 5 bow attacks. That's difficult to pull off with a 5 ES, but you're getting rerolls, or double attacks, so you could easily pull it off with your second ranged unit.

We've debated increasing their cost again, but this is something that requires more debate. A cost increase is an inelegant way to solve a problem.

I still feel their survivability is very low since they cannot join squads, and along with a lack of synergy really reduces their OP quality.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/25 17:52:40


Post by: Cyporiean


 WhiteRoo wrote:

So you cannot even build an army by not taking as many as you can and feel like you are doing something right.


Speaking as a Ribenguo Player, I don't take the Wanderers* in my two main lists. I either run a Kunoichi Fire and Smoke & Mirrors based list with a mix of Ashigaru, Samurai and Shinobi or a Nobuwari lead gunline with as many Otter Ashigaru as I can fit and a variety of Fortifications.

*The Nobuwari list sometimes contains Amamimoto to run around and smack anything that hides out of range of the gunline.


But anyway, Matt & I discussed a few options for the Wanderers/Experts and Exemplars in general over lunch and once we get ahold of Alf and discuss them with him as well we'll post them publicly.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/25 21:35:35


Post by: WhiteRoo


The Aquatar has easy access to guns not like Vandalands, so I'll see how that works out.

For me the really OP ones were Amamimoto the Ronin, who deals a lot of damage, does a lot of attacks with a lot of armor penetration and moves 7 inches, and Kitsune Sarutobi who attacks 6 times from range and 6 times in melee, ignores body armor and has practically no drawback from rushing because of his heavy and light cavalry type.

The rest of them is gimmicky and fun to play against, but these two is sick.

Amamimoto's 7 movement guarantees him that he will strike first and let's him go cover-to-cover easily. If you rush him, he can reach you from bow range and his five strikes guarantees that he will hit with 3-3 at least once. Sarutobi is a one-unit critfarm basically.

If armor doesn't gained back between their activation why are the wanderers are soo good at burning out and/or ignoring armor? They either gain armor ignore, lots of AP or have multiple attacks.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/25 23:04:53


Post by: miskatonicalum


We'll take a look at each of them, and see what needs to be done, I feel they need some tweaking, and the ideas we've got lined up should help fix it.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/27 13:58:36


Post by: miskatonicalum


This week we’re discussing Army Building and Game Strategy, and as such, I’ll be breaking this into separate sections for Brushfire and Endless. Look for the Endless article next week.

Brushfire players have a lot of options in front of them when they start looking for an army. 8 Factions, optional Fortifications and Siege Weapons, Two customizable heroes per faction, and Style/Weapon selection for at least one core troop per faction. It can be a daunting process. Especially for someone that is unsure of their usual gaming playstyle. More experienced players generally have a guess as to the sort of army they’re planning, having settled into a style over the years.

In Brushfire, we have consistently found that ‘Death Stars’ are rarely successful against a more well rounded list. For those unfamiliar with the term, a Death Star is a lynchpin unit/squad in your army, where you invest most of your points to create an extremely lethal unit designed to just lay way to anything you point it at. Like Alderaan. Every player that sees a unit of Mouse Lancers leap across the field and sucker punch some poor badger, thinks the unit is broken, and a great way to exploit the game. Until they leap into a full squad of Fusiliers that reroll every miss and drop them even quicker.

Each unit in Brushfire is designed to fill a particular role. With the new Style system adopted for many basic troops, we feel this has become more flexible, without making any unit particularly well rounded. Your army as a whole should be a jack of all trades, not your individual models.

Lets break down the different roles each type of unit can fill and try to build an army out of what appeals.

Heroes
The most flexible of your units, Heroes really come into their own when you have fully invested into them, but as their stats do not increase with each level, sometimes hedging your bets, and mixing a number of hLVL 2 or hLVL 3 Heroes together, is more ideal than one hLVL 5 with no protection. Of course some Heroes can join up with squads, and that makes the higher level heroes a better choice, if you intend to spend resources on giving them bodyguards.

Tactician - The support hero, possibly okay in combat if they chain the ranged phase into the melee, but otherwise you are using them for their high KE/HM to resist your opponent’s effects, and the neat special abilities they have. If they cannot join a squad, the Tactician-type is best held in the back, possibly behind a nice gunline.

Bruiser - You’re taking this guy for the excellent equipment, or high combat stats, or a combination of the two. It is less important if this guy goes down, he’ll have done quite a bit of damage, hopefully, before he reaches 0VY. This guy is great with a squad to burn through heavy armor, or by himself charging into a ranged squad that has already attacked this turn, so he can avoid the barrage of Counterfire.

Hero - This is the Brusier ‘lite’. Best in a squad, you’re also using him for his high HM to support a frontline squad or a generally melee focused army. He’s also keeping any cheap ‘speedbump’ units from failing Shock tests with his influence range. It is less ideal for the Hero to charge off on his own, if he dies, you’re losing a lot of synergy that he provides. Keep him up front, but generally with a line of troops between him and the hard hitting enemies.

Harasser - This ranged or ninja type Hero usually has a high ES or gains great benefits from Stealth or Cover in general. These models are best against lone Heros/Exemplars, Elite squads, or any squad that makes few attacks per turn. Their high ES is keeping them safe from everything except Critical Hits. The more attacks made against them in a turn, the more likely the opponent is going to roll a Critical hit. Generally in low armor and low VY, the Harasser can easily lock down slow units by getting in their way, forcing Shock tests, or any number of other tricks in their arsenal, but a full squad of bows, throwing out 20 attacks, will bring the harasser down almost instantly.

These are just vague archetypes, and equally apply to most Exemplars, so when thinking about them, you can refer to these as well.

Exemplar/Adjutant
The Hero archetypes can also apply to the Exemplar, but they also fall into one of three subtypes

Support
This Exemplar is taken for their synergistic abilities, that boost the effectiveness of their squad. Juan of Brisica, or Aquicois Bazaine are better than their squad on an individual basis, but their cost means the abilities they use to benefit their squad are far more important.

Solo
These Exemplars either have a special squad they activate with, like the Wanderers or Experts, or simply work alone, like Pompadour Timmus. These are very much like Brusiers or Harassers, able to dominate a region of the table by themselves, or often get to a location quickly and back whatever needs help.

Protectee
The term is a bit misleading. This is a brusier or hero who would be a juicy target if not for the full squad taking ranged attacks in their place. The Protectee is usually a melee unit, that will tear up the enemy ranks...IF they get there. Here, the models you enlist with it are just brought along as extra VY for the Exemplar.

Troops
The meat and potatoes of your Army. Most of your resources will go towards enlisting and upgrading your squads of troops. Some quick advice before jumping into their archetypes: Enlist a full squad whenever possible. More attacks and more survivability. Once they’re on the table, you can choose to break the squad up if you’re facing an unarmored opponent, but with any unit, a full squad is a better choice, than a half squad of two different troop types.

Elites
I’m using this term here not to represent the squad limit, but to represent any of the heavily armored units, most often also costing 10+ Food to enlist. Higher VY is better on these units, as just from design, they are the ‘scary’ target, the one that receives that instinct to make it dead as quickly as possible. Sand Guard, Samurai, Badgers-at-Claw. Each of these plays a little differently, but they all engender that ‘oh crap’ feeling. Elites are best in melee, getting them there quickly and safely is a task that takes a bit of skill. Rushing into cover, cutting through obscuring terrain, and timing a charge to avoid Counterfire are needed to get them there alive.

Crit Farms
If the Elites are so scary, why do you need to be careful with them? What I call ‘Crit Farms’ are the cheap cannon fodder units, ideally the ones that come with a ranged weapon without needing an upgrade. These models, in full squads, are just ‘growing’ critical hits, relying completely upon a 1/10 chance per attack to hit, instead of their RS value. Ashigaru and Conscripts are the classic ranged Crit Farm. You can also utilize melee version of these, such as Rat Raiders and Devon Brigadiers, but these need to follow the same movement strategies as Elites to get the drop on their target.

Speedbump
This is more a strategy than a particular unit. Taking cheap, or heavily armored units, Speedbumps are placed around objectives, in front of choke points, or anywhere else you are looking to slow down the enemy. Fearsome models make great Speedbumps, especially against Cavalry Charges, able to lock down units that would otherwise just pass right through them. These units in any case are used mostly to keep attackers off your ranged units, especially your Crit Farms, so they can keep their dice rolling.


Fortifications and Siege
Enlisting these into your Army is a choice that often affects how you are designing your army. A melee focused army would need very few of either, except a barricade or trench to hunker down to avoid ranged attacks on turn 1 or 2. In a mixed or ranged focused army, there is a lot more choice. If you take a cannon, not only will you need models to operate it, you may wish to take some to defend it incase an enemy gets close enough to charge. The last thing a gunline needs is a once-friendly cannon turning to cut them down.

Now, those melee defenders need their own defenses, do you take a barricade? The cannon squad gets an ES benefit from it as well, but their attacks are also providing +2 ES to their target. A Trench? Now the cannon squad is unprotected from ranged fire.


My personal army is a Mare Civitas, a Conquistador themed army. 100 Resources, hLVL 5
hLVL 5 Conquistador - Glory R2, Gold R2, Landing Party
5x Civitan Marines (50 FD, 25 LR) - Macuahuitl (Axes) + Pistol
14x Mouse Conscripts (70 GD) - Arquero
6x Mouse Conscripts (30 FD) - Rodelero
4x Mouse Conscripts (20 LR) - Rodelero
4x Mouse Conscripts (Gold R2, Free) - Rodelero
4x Mouse Lancers (20 FD 20 LR)
1x Mouse Lancer (Gold R2, Free)
Juan of Brisica (35 LR)
Cannon (30 GD)

In there I’ve got my elite unit, Civitan Marines, dual wielding Axes and Swords. Its already in Medium Armor, so they’ll be able handle a lot of what comes their way, but thanks to Macuahuitl and 10 Rodelero Conscripts, that elite unit got a lot bigger. With the lower ES, the Marines will drag down the Conscripts a bit, a few more will get hit, but the Conscripts are there to buffer the Marines, taking hits so they can get into combat and wail on things. They’ll be performing Cavalry Charges, so quite a few Conscripts will get lost along the way from any Charge Reactions, but enough will survive the first few combats, to make the unit, as a whole, successful.

Three Arquero will be able to operate the cannon, but not very well. The rest of the Arquero will focus on ranged attacks with bows until the operators go down, and then take up operating the cannon as need be.

With Juan, the Lancers are held in reserve, and act as my harassment unit, either taking burning charge reactions before I perform a cavalry charge, or locking down an exemplar/hero that is cutting into my ranged unit.

Landing Party allows my Conquistador to join the 4 extra Rodelero. As a ‘hero-type’ the Conquistador is getting up there just to use his Glory ability, and ruin the day of some squad hoping to take down the Marines, or the Arquero. This is particularly useful against a Crit Farm, keeping them from getting those critical hits means your armored units are safer.

Q&A

On Topic Questions
Do you try to take a balanced list? or do you intentionally focus on all ranged or all melee?

In a game with heroes, do you prefer taking the tactical/support type, or a frontline fighter?

How much do you worry about the survivability of your heroes? This question is more directed at games where its not a win/lose situation for losing a hero.

How much flexibility do you want/expect in a troop? a hero? unit attachments?

When you make up a character for your hero, or a theme for your army, how much do you let that take control of your army building process?

EG, My Army focuses on a mostly ‘pre-gunpowder’ sort of army, but taking a cannon and pistols helped fill out my army, and provide additional options, so I overrode my theme to take them.

Off Topic Questions
Would you prefer similar discussion on the Endless version of this topic? Or would you prefer a ‘How to deal with X army’ sort of discussion?

Would you like to hear such a ‘How to deal with X army’ discussion on Brushfire?


Loxodon arrived along with the Endless Knight, and once we've got space in the pressure pots, he'll get a mold. This guy is a giant, and will be available as a 'cast on demand' model direct from us.


The great beast is defeated by a number of models used to show scale.


The Lioness doesnt even come up to the height of its leg.

Spoiler:

Within this spoiler you will find the horror of what packing and shipping kickstarter orders does to your living room. Also cats.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/29 05:36:13


Post by: Galen


I love your thoughts this week. I found it very interesting. Its good to know that there are uses for basic/weak infantry in Brushfire.


On Topic Questions
Do you try to take a balanced list? or do you intentionally focus on all ranged or all melee?


Yes, and yes? The longer I play a game the more varied my lists tend to get. I gravitate towards balanced lists, but occasionally mix it up to try to catch my opponents off guard. My “go-to” lists tend to try for balance, with a slight emphasis on ranged firepower and survivability/attrition. Then once in a while I’ll run something completely different and go for all out speed/alpha strike, or whatever.


In a game with heroes, do you prefer taking the tactical/support type, or a frontline fighter?

I definitely prefer support type heroes, or a combination of the two such as a frontline hero that is only slightly above average in combat, but buffs his squad instead of doing all the work himself. I like the concept of exemplars/adjutants in Brushfire like Hassan Kusuuf, or the Cheetah Tracker. I’ve never been a fan of heroes that can take out whole enemy squads by themselves. The uber tough melee monsters have never appealed to me.


How much do you worry about the survivability of your heroes? This question is more directed at games where its not a win/lose situation for losing a hero.

This is not a direct answer to your question, but I tend to avoid games where losing your leader loses you the game automatically. I prefer a game where losing a hero is a detriment but does not spell doom for the rest of your battle plan. If a hero is lost early the remainder of your army should still have a chance to win if played intelligently. I try to keep my key pieces safe, whatever they may be, but stray artillery or assassin/ambush units should have a chance to threaten most hero/character models.


How much flexibility do you want/expect in a troop? a hero? unit attachments?


I gravitate towards armies with highly flexible troop choices. I like my basic units to do a little bit of everything and then use unit upgrades, unit attachments, or elite troops to tip my force in one direction or another. For heroes I really like ones that can do more than one thing well. Looking through the Brushfire heroes today the Dynastic King stood out. At first glance he appears to have excellent survivability, a respectable heroism score, and should be effective in melee.


When you make up a character for your hero, or a theme for your army, how much do you let that take control of your army building process?


I must admit that I don’t get overly concerned with theme, or story when building an army. At most I will regularly include a specific unit or unit/hero combination in all my games to tie my varied lists together. When I play a game regularly I tend to switch up my lists a lot, to try a wide variety of units or options.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/29 05:55:58


Post by: Lockark


Do you try to take a balanced list? or do you intentionally focus on all ranged or all melee?

I find I only realy make Shooty lists, or melee lists supported by shooty.

In a game with heroes, do you prefer taking the tactical/support type, or a frontline fighter?
I like to changer it up in all honesty. I play Aquitar because I want heros who support the troops, I play Ribengue when I want to smash faces.


How much do you worry about the survivability of your heroes? This question is more directed at games where its not a win/lose situation for losing a hero.
I generaly try not to put them into no-win situations since loseing them can be a huge lose to alot of armies. But I'm also willing to put them in situations were they presence might turn a bad situation around.

How much flexibility do you want/expect in a troop? a hero? unit attachments?
I usely prefer the core of my army to be general, with more specialized troops packing a punch.

When you make up a character for your hero, or a theme for your army, how much do you let that take control of your army building process?

I like to come up with Charaters and themes after I build my army. "Why is this army here? Who is leading it? ect". I don't want thows concerns to write me into a corner with my unit choices.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/29 06:09:39


Post by: Galen


 miskatonicalum wrote:

My personal army is a Mare Civitas, a Conquistador themed army. 100 Resources, hLVL 5
hLVL 5 Conquistador - Glory R2, Gold R2, Landing Party
5x Civitan Marines (50 FD, 25 LR) - Macuahuitl (Axes) + Pistol
14x Mouse Conscripts (70 GD) - Arquero
6x Mouse Conscripts (30 FD) - Rodelero
4x Mouse Conscripts (20 LR) - Rodelero
4x Mouse Conscripts (Gold R2, Free) - Rodelero
4x Mouse Lancers (20 FD 20 LR)
1x Mouse Lancer (Gold R2, Free)
Juan of Brisica (35 LR)
Cannon (30 GD)


Yikes! This force looks like it would be daunting to face. 40 models and a cannon. Most of the lists I've tried to throw together end up with between 15-20 models in 100 resources. I might have to tweak some list ideas and post them up just to compare.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/29 13:57:48


Post by: miskatonicalum


Thanks for the replies guys!

My army is definitely focused on Crit Farms/Speedbumps, with two smaller 'backbones' in the Lancers and Marines. Its unique in that some of the speedbumps go along with the Marines, making them effective against shooty in addition to melee.

As a counter to such a list, you're looking for decent ranged units, such as Mongoose Legionnaires or Bull Regulars. Something that will pretty much always get their shots in, ignore armor, and one-shot kill a conscript. With the Arquero, each dead conscript is two attacks I'm not making. So even the elites, like the Legionnaires are taking out about 5 mice each turn, quickly reducing the amount of havok I'm producing.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/29 14:21:13


Post by: Alfndrate


I on the other hand like beefed up models, I'm also going mostly with what I own. My Aquitar army is a control army to use a TCG term. I Ambush when I can, and I prevent you from Ambushing as much as possible, and hopefully lockdown a a key piece or two with a Tactician General and his charm ability. Then I prefer solid ranged attacks from my Mongoose and Weasels, forcing you to pick between them... OR the max unit of Badgers with Iron Claws .

Chugoku I'm still figuring out, Ideally I'd like them to run with pikes/pole-axes (one or the other) and crossbows and heaters. But then they start becoming expensive, something that does sort of change for me in 2nd Ed. I also try to stay fluffy with them, preferring to use them as Red Claw. In 1st ed this was easy, but in 2nd edition this became a little more distilled as Red Wu became Chugokan Color Guard, etc... And I still need to figure out what a good weapon combination is.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/07/30 02:41:07


Post by: Galen


 miskatonicalum wrote:

My army is definitely focused on Crit Farms/Speedbumps, with two smaller 'backbones' in the Lancers and Marines. Its unique in that some of the speedbumps go along with the Marines, making them effective against shooty in addition to melee.


With that one big central Capi unit, a hero with a powerful tactical action could also really mess with your plans. Taking that main unit out of the equation for a turn or two could be all it takes to turn the tide of battle.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/02 19:25:18


Post by: Galen


Ok, here is a list I came up with, ignoring most of what I wrote earlier about my usual lists. It is an attempt to make a similar list to Misk's with a large melee-centric center with a bit of support. In building a 100pt list I always seem to end up wanting a couple more points. It is really hard to cover all your bases.

Zabar -

Zabaran Chieftain Lvl4
-Welcome to the jungle: Rank 2
-Rumble in the Jungle: Rank 2

Pride Lioness Lvl1
-Maternal Instinct: Rank 1

10-Shaka Warhogs - 50F/50L/0

10-Shaka Warhogs (Mercs) 0/0/60G

10 Hyena Witchdoctors 50F/0/0

2- Ballista 0/20L/0 for the Hyenas to man

Tariq ibn Ratel 0/0/35G - to join with my chieftain

Pompardour Timmus 0/30L/0

Total- 100G/100L/95G

I'm not completely happy with the list, but the Hogs can be split into 2-3 units until thier numbers are down and they can be combined into one large squad. The Lioness could help man a ballista or try to pick off a few key models.

I'll try to add at least two variantions to the list tonight.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/02 22:37:18


Post by: miskatonicalum


 Galen wrote:
In building a 100pt list I always seem to end up wanting a couple more points. It is really hard to cover all your bases.


I think thats actually why I like playing at that size game. You have to work with what you've got, rather than just trying to fill out your army.

You might find that the Veldt Hounds make a good alternative to the Hyenas to man the ballista with their higher RS. They cost twice as much, but you're getting double the bonus to your rolls.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/03 15:06:44


Post by: miskatonicalum


The available choices to an Endless player may be a little more daunting than a Brushfire player, as there are no factions limiting your range. With the smaller model limit, each choice you make has a lot more impact. Unit Type, Abilities, and Items. Choosing these matters not just for the individual party member, but as well as their companions.

Today I’m going to cover each of the classes and any roles you should consider filling in your party. Depending on space, monsters will be covered.

1C Classes - Best used in a pairs, in early alpha, 1Cs were ‘1/2 C’ meaning you only took them in pairs, compared to the regular 2C classes all being 1C. This mentality remains even if the half crystal concept was dropped.

Adept
A Mage-lite, the current version only has two elemental attacks, but they can easily be taken to cover the gaps of a Sorcerer’s ability selection. Concentrate can restore mana to the low MP model, but requiring 6s to get MP back means its not a guarantee. Consider taking mana potions or solving their low MP another way, such as with a chemist backup, or another model that restores MP.

Setup Ideas
Shield Casters
An alternative use, is to treat them as support units. Mana Shield makes the Adept, essentially, have 7 HP. Combined with Circle Casting, the adept is not casting any spells. Stack several of these Mana Shield Adepts around one that took Ray Arrow, giving them a huge boost to MAG. Just watch out for Line of Sight and AoE attacks.

Learning Adept
For each 2C MAG using model you take, take an Adept. Pair them up, and the Adept expands the list of abilities the 2C model can ‘use’. For the 2C model, give them their passives and/or any spells that use higher MP, so the Adept can focus on casting the low cost spells. An Adept paired with a Cleric is a great way to get more healing spells cast per turn.

Bandit
Somewhere between an Archer and a Thief, the Bandit is great as a support attacker, just getting into the side arc gives flanking, and they can still keep a bit of distance with their Crossbow. Bandits are a great choice to group up if they take Camouflage, keeping them safe from Multi-target attacks. Their low defence encourages filling their ITM with health potions, but you could also treat them as cannon fodder, giving them gloves of striking for a quick boost in attack, just to let them get cut down on turn 2 or 3. Who cares about their henchmen anyway?

Setup Ideas
Procurement Officer
Steal requires no roll to use, making it very easy for a Bandit to ruin a Chemist or other high ITM value model’s day. If you’re opponent took abilities that require an item, such as Improvised Weapon, or Alchemical Bomb, just taking their items is a great way to shut down their abilities.

Blackjack Blackguard
Each bandit gets two uses of Sap, putting a model to sleep for two turns. Though their ATK is low to guarantee a hit, a couple of the cheap Bandits can make sure you lock down an enemy for a while. If you go whole hog, just make sure you get your Saps in when you need them, so your Cleric or Chemist can heal up your damaged models, before your opponent is up and running again.

Squire
The Warrior-lite, the Squire has a number of weaker versions of Knight abilities along with some other support options. If you are taking knights, or other melee focused models, Battlecry is a better option for the Squire than Armor Crack, the -1 DEF from the attack will be drowned out by the better versions taken by Knights, while Battlecry is a great defensive boost for any frontline fighter. If you put the Squire into this type of support position, a mana potion is the best choice to allow two more battlecries. If you’re going for more of an attacking role for the Squire, ring of defense, gloves of striking, or health potions are a better choice.

Setup Ideas
Personal Assistant
Training and Assist provide a great near-permanent Attack or Defense buff to the Squire and the model they are supporting. The buff lasts for two turns, so the Squire can move into an attack position and back without losing the effect. If combined with Unwieldy Strike, the Squire can jump to ATK 5, at the cost of DEF 0. Pairing more than one Squire with a 2C model gives you several ATK 5 models at once, and those 1C models are suddenly fearsome. Of course, don’t forget the 2C model’s bonus, consider choosing a model to assist that does not give itself any beneficial effects, as Training will overwrite any such effect, minimizing the point of this setup.

2C Classes

Archer
This ranged unit has a great selection of passive abilities. If you’re looking for just a straight up basic attack unit, the archer is an excellent choice. Picking between Burning Arrow and Silencing Shot can be a difficult choice. If the rest of your party is lacking in MAG for defense, consider taking Silencing Shot to keep those mages from cutting you down.

Setup Ideas
Objective Runner
Pairing Dodge and Fleet, turns your Archer into a fast moving, 5 DEF objective claimer. Toss in Elven Ancestry, and once you’re on an objective, The Archer will be very difficult to take out, as long as your rerolls are used wisely.

Chemist
For those that prefer a Support/healer that is not mana reliant, the Chemist will be the better selection, over the Cleric. With the high ITM value, you have a lot of options to choose from to make a good healer. Consider taking at least 2 health potions, in case you fail a Last Drop roll. This pairs well with Scrounge to keep the Chemist in items. Flask Belt may seem to make Quick Swig redundant, but they work really well together, helping the Chemist catch up on self-heals if they are getting ganged up on.

Setup Ideas
Mad Bomber
Some chemists just want to watch the world burn. The two discard abilities do not work with Last Drop, so if you plan to make an offensive Chemist, do not bother taking that ability. Scavenge on the other hand works just as well for a support or attack chemist. Magical Concoction can get a great MAG value, if you discard the right item, but should be used in moderation. If you plan to throw down ITM 3 cards, you’ll get two uses out of it, leaving Alchemical Bomb out of the picture, and only two Toxin Clouds, or Mad Mixture left to use. If you’re short on poison, or playing a defensive game, Toxin Cloud is the better use of that MP, but Mad Mixture will give you three turns of and ATK 5 chemist, with great defenses.

Cleric
The go-to healing unit, the Cleric has a huge MP investment. Its best heal requiring 5 out of 8 MP. To keep them going as a healer, Faith is a needed Passive. For use in a support role, It is of less use, as Bless and Holy Shield and Bless require no rolling. Restore is a tough spell to decide on taking, with an ALL MP requiring at least 5 MP to cast, a Holy Feather equipped on another model is generally a better choice. Consider using Restore if you have a party with high HP, as the spell will start the Resurrected model back at full, keeping you from wasting that MP to heal them anyway.

Setup Ideas
Warrior Priest
Pairing Symbol of Numina with Holy Shield gives the Cleric 5 DEF. With Divine Intervention, they can reroll a failed defensive die, making it very difficult to take down the cleric. Casting bless on an ally, the Warrior Priest can be ATTACKED by their ally, getting healed by the Holy Element attacks. The opposite can also hold true, Blessing themselves, and Holy Shield on an ally. This trick takes a turn or two to set up, so consider using it when defending an objective, or some other point when there might be lulls in the battle.

Crusader
As one might expect, the Crusader’s skill set lies somewhere between a Cleric and a Knight. Sacred Relic is an excellent Core ability. Ignoring the Unique limit is perhaps the best part. Prime choices: Instruction Book, provides flexibility to your Crusader; Hero’s Sword, ATK 5 turns the Crusader into a great offensive unit; Wizard’s Staff makes Healing Aura almost a guaranteed success, and helps Warrior Mend turn into a decent heal.

Setup Ideas
Paladin Mage
The Wizard’s Staff also boosts Righteous Wave, Consecrate, and Cry of Devotion. Paired with Numina’s Light, your Crusader is moving around the table as fast as a Teleport Sorcerer with better stats in every case except for MAG. The lack of an element on any of those attacks, ensure the Crusader won’t have to worry about the target’s Blood like the Sorcerer.

Holy Flagellant
Numina’s Light and Hallowed Blade, allow the Crusader to self heal, unlike Warrior Mend which can only target others. Throw in the Hero’s Blade item, and the Crusader is making ATK 5 heals against itself. This is an excellent way to wear down your opponent, who would need to gang up on the Crusader to get through their 5 HP in one round.

Dark Priest
The Synergy provided by most 1C models pairs well with a Dark Priest. Though thematically intended to pair with Risen Warriors, Demonites, or Miasma Thralls, you will find that the Class 1Cs, or Gels work equally well. The Gel Imprint ability spreads Miasma Infusion, forcing your opponent to either burn MP making basic attacks, or other abilities they may not wish to use at that moment.

Setup Ideas
Wicked Healer
Shadow Walk followed by a Profane Touch, allows the Dark Priest to move quickly across the table and heal a target. Though their ATK value is not very high, the low cost and high MP pool allows the Dark Priest to keep healing for a decent time. The Shadow Walk also allows the Dark Priest to support models spread out across the battlefield, moving up to 7 squares when in range of an ally.

Unholy Vampire
Profane Touch also works well at the forefront of an anti-mage role. Piercing, makes sure even the lucky defense roll won’t mean much, and is particularly effective against a Cleric or other model with holy blood, dealing x2 damage. This can be backed up with Drain, which works well against either the same targets as Profane Touch, or against the mundane, low MAG members of your opponent’s party. This only heals a small amount, but can keep the Dark Priest up when other mages would go down.

Dragoon
As the Crusader is part Knight, part Cleric, the Dragoon is part Knight, part Sorcerer. The Dragoon is one of the few models with ATK+MAG commands that are not ALL MP, allowing it to dish out some great damage before burning out. The limited AoE of these abilities reduces their strength, but is a great way to really hurt a few 1C models. Jump may look like the end all command for the Dragoon, but consider that the Dragoon is out of the game for a round. This keeps the Dragoon out of harms way, but focuses your opponent’s attacks on fewer models, along with the Dragoon getting one attack per two turns. Treat it more as a utility to get the Dragoon quickly across the table, and less as the sole use of the model.

Setup Ideas
Mobile Armor
Your dragoon is only sitting at DEF 3 and MOV 3, but with Guardian Strike, Stalwart, and On The Bounce, this warrior can become a speed demon and roll 5 DEF (with extras on a 6) while boost its overall Move to 6. The Dragoon can easily put itself in front of allies, and hold its own, even with only 5 HP. Just watch out for mages.

Lockdown Lancer
Fend Off, Lance Sweep, and Leviathan’s Deluge each provide great opportunities to ruin another model’s day. Against slow movers or bad jumpers, Fend Off can keep them off your allies for a while longer. Lance Sweep flat out stops Melee attackers, and Deluge will shut down mages for a turn, a necessity with the Dragoon’s low relatively low MAG. Taking the three together will give the lancer a good tool set to shut down most any threat, in an AoE no less.

Gunsmith
This ranged unit is one of the more flexible, able to jump to a RNG of 8, do x2 in Melee, or getting a Cone basic attack on the Dwarf variant. Three different No MP status effect dealing commands, and Augment Bullet can keep the status effect up for a long time. These work great in pairs, cover the abilities the other doesn’t, or following up one Gunsmith’s status effect with an Augment bullet from the other. As Covering Fire only has a [1] duration, Augment Bullet will make sure it stays beyond one turn.

Setup Ideas
”I Never asked for this” Augment
With an ATK of 3, the Gunsmith is not a sure bet as a damage dealer, or to even trigger its status effects against an opponent, especially the heavy armored. Consider taking Hero’s Sword on your Gunsmith to give it ATK 4. Now, you could leave it there, and just get a more powerful Gunsmith, or run it with a model that has stronger, shorter duration Status effects, and fire off Augment Bullets after the other model puts something particularly nasty on the target.

Monster Sniper
Dragon Blast and Freeze Volley are great AoEs, but they will flat out wreck any Large Models. Even with only a MAG of 3, lined up right, you’ll get 3 or 4 attacks against a Large Model, if just one of them hits, your Status Effect (Blind or Stop) gets put on them, which are great against particularly bruiser-like baddies. You’ll only get so many attacks, with the Gunsmith’s Low MP, so make them count, make sure to hit as many squares of the Large Model as possible.

Knight
With 5 DEF and 7 HP, the Knight is a great tank unit. With a Mag of 2, any mage is going to tear them up. The Knight needs to pick its battles wisely, but should still take the hits before your weaker models. Ring of Arcane is a great way to protect the Knight right before a bad Spell, or if you plan to use Heroic Beam.

Setup Ideas
Shield Wall
This is similar to the Mobile Armor idea for the Dragoon, but in a far less mobile position. Stalwart and Shield Block give the Knight DEF 8 in the Front Arc with exploding dice. Shield Bash is a great way to stop an enemy, but you’ll give up the extra 2 DEF dice by using it. Consider Weapon Break as a 4th command, reducing the effectiveness of physical opponents. Getting the hang of facing is also a needed skill for this concept. If an opponent gets into your flank, all your bonuses go away on top of them getting a Flanking bonus.

Brave Breaker
Against magical opponents, Your DEF value matters little. This is a perfect time to abuse Brave Strike, bumping your ATK up and maybe knocking out a weaker mage, like the Gel Wizard, or Sorcerer in one go. Heroic Charge will get you across the field faster, reducing the number of attacks the ranged attackers get in before you start brave striking. Mana Break is also effective, cutting the MP out of their diet, before they can cut you to ribbons.

Pugilist
The Pugilist is an alternative to the Knight, for those looking for something with a little more damage dealing and a little less defense. Cross Counter is a great deterrent/retaliation tool to keep the Pugilist safe while fighting. This of course is neutralized by ranged attacks. Pugilists need to stay close to their target, or focus on other melee units.

Setup Ideas
Drinking Master
With a bit of tweaking, the Pugilist can make a great tank and be very self reliant. Arrow Catch plus Bob and Weave gives the Pugilist a DEF 5 x2. This of course locks up the Pugilist, and your opponent could choose to ignore you, unless the Pugilist is claiming an objective! Tossing in a use of ‘Nother Round every once in awhile can heal, over the course of the game, 12 HP to the Pugilist.

Rhapsodist
Here we have the very definition of a support class. What songs you select for the Rhapsodist should be determined by the rest of your party. If your party is low in MAG or other ways to defend against MP commands, Out of Tune is a must to stop any mages. Did you build a defensive party? Pyrotechnics can wear down your enemies as they wail uselessly against your high DEF units. Taking Characters or other 3C+ models? Encore can make a powerful unit even more devastating.

Setup Ideas
Acoustic Axe
With a low ATK, Kabong can simply burn MP, unlike the AoE Songs which hedge their bets by attacking multiple targets. To help this along, bring a 1C model up next to the Rhapsodist, and take Accompaniment. Now at ATK 4, Kabong will put Stop on the target and keep them there. The Rhapsodist has now shut down a melee model. Of course, the Rhapsodist can no longer use any Bardic Songs, or the effect goes away. Your Rhapsodist has now become a mediocre Melee unit, using basic attacks only. Of couse, if the target gets free, or is taken out, El Kabo-err, the Rhapsodist will be ready to strike again.

Rune Fencer
Runeblade and Riposte are great tools to discourage your enemy from attacking the Rune Fencer. Throw in Wizard’s Rune, and the Fencer has little to fear from mages. As a foil to the Dragoon’s ATK+MAG commands, the Fencer’s is cheaper, but hits fewer targets. Providing more flexibility, Healer’s Rune is a great cost effective healing spell, but its limited range, means the Rune Fencer will mostly use it on itself.

Setup Ideas
Not Today, Death
Combine Riposte, Main Gauche, Healer’s Rune and Water Dancer. Alternating use of Water Dancer and Healer’s Rune, keeps the Rune Fencer topped up in HP, running around with a 6 DEF, and still getting to throw out melee attacks. Healer’s Rune can also be swapped for Lunge to get 10 squares of movement in a turn, and close the distance on your opponent. Toss in the Piercing effect, and the ATK 3 basic attack has a better chance of hitting even high DEF foes.

Sorcerer
The most flexible mage unit, a Sorcerer has the most options for Elemental attacks. When playing blind, select one spell per elemental axis. If you’re fighting all Air foes, and you took just Air Elements, you’d be in trouble, but one air and one fire at least ensures the Sorcerer will use their full MAG value with the first spell. The low DEF and HP means the Sorcerer is a juicy target throughout the fight. Taking Teleport will allow the Sorcerer to keep their distance with little hassle.

Setup Ideas
Synergymancer
With no MP regeneration and an entire command list consisting of MP using abilities, the Sorcerer is in desperate need of Mana potions, but the low ITM gives them only 2 potions; or they need back up in some form to survive. This is especially true in long battles. Adepts provide a great pool of mana utilize. The Sorcerer can use Earth Armor to protect the Adepts, or Ice Blast to take down anything harassing them. Just be careful with the multi-target commands, both those cast by your party, and those targeting you. The Adepts’ command list shrinks drastically if they have to move away from the Sorcerer, but it’s a better option than getting nuked.

Summoner
The basic design of the Summoner’s command list encourages only choosing one Summon, and taking the other support commands with it. Of course, doing so makes it very difficult if the Element you chose is rebuffed by your opponent’s selection. To avoid that fate, you’ll have to pick 2 of the support commands, and 2 of the summons. Like the Sorcerer, you may want to pick unrelated Elements instead of two sides of the same coin.

This results in, essentially two setups for the Summoner, regardless of element selection:
Twin Evoker
Attuned Call and Demonite Blast pair augment your Summoner, providing a decent ranged attack with no MP cost. If you’re lucky, one of your chosen Summons will result in some MAG bonuses against your enemy’s party for Demonite Blast, garnering either a MAG 6 attack, or MAG 4 x2.

Master of Monsters
Charged Spell and Arcane Focus make the Summoner rely almost entirely upon their Summon. A casting of Arcane focus or two will allow the Summoner to forget the duration of their monster, and Charged Spell puts the creature out in front of the Summoner, providing some quick movement toward the enemy, or buffer range between the Summoner and the enemy.

Thief
Backstab is a great ability that defines the Thief through and through. Paired with Stealth, the Thief doesn’t need to worry about their own Facing Arcs when flanking their target. Thieves are great to take out weaker opponents, especially those with lower DEF. If the Thief is going to be near enemy’s with high MAG, but not deal with them quickly, Con Artist will provide some survivability to the low MAG Thief.

Setup Ideas
Assassin
When dealing with several weak enemies, hitting each with a Toxic Blade before going in for the final kill. Bringing along Fleet will let the Thief chase down stragglers or those running in fear. Cunning will make sure that final attack will be a killing blow. Against stronger MAG opponents, Con Artist is a must, or a Ring of the Arcane if you prefer a different command.

Harasser
Like the Bandit, the Thief can shut down models using Skull Crack causing Sleep, or disable a Chemist or other item user with Mug, but dealing damage. Unlike the Bandit, Skull Crack doesn’t require MP, and Mug allows the Thief to use the item at a later time. Copy Command goes well with these, turning an opponent’s commands back at them.


Wow, got through all the Classes, but it looks like Monsters and Characters will have to wait for another time.

On Topic Questions
When your army/party makeup is forced to make choices about what to leave behind, what do you sacrifice? Ranged? Support? Heavy hitters?

Do you prefer models with high mobility or long range?

Once you’ve found an army/party list you like, do you stick with it, or continue to experiment? When you experiment, do you start from scratch or just tweak your original list?

Off Topic Questions
We’ve just announced a Digest version of the Brushfire Second Edition rules, compact with just the rules. This is not a Question, I just felt like mentioning it.

Also, here are some pictures of the prerelease Endless books along with some great art by Heath!





[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/03 15:33:36


Post by: Alfndrate


When your army/party makeup is forced to make choices about what to leave behind, what do you sacrifice? Ranged? Support? Heavy hitters?

I try to leave ranged behind, there are so many ways to cross the board in this game that I feel as if something has to go, it is going to be dedicated non-magical range. Granted, without a "melee" range, ranged can be good because you never have to worry about hitting your own models, unless you've got an AoE. I feel like you need to construct an Endless party similarly to how someone might construct a DnD party. At least that has always been my though process behind party building. During early playtesting last summer, I took a balanced party of like 10 models. My opponent took 6 sorcerers and a few extra pieces. He obliterated me during that game. Now before people start wondering, "Well why don't you guys have a class limit?" When I was playtesting at that point, Magic abilities exploded on 6s. So if you took 5 or 6 dice and rolled three 6s, chances were what ever you just attacked, was just decimated. It was rough. Thankfully that was a concern I brought up, and just removing the exploding 6s meant that a party of all sorcerers wasn't as viable as they had been. Glass cannons had never been more apt a name for them, as the remaining models I had wiped the board with them.

Do you prefer models with high mobility or long range?

I prefer mobility. I think moving around on the board is beneficial to a player because it allows you to set up for flanks, etc... With that being said, my own personal favorite model in the game has the longest range, so I can't be completely for high mobility

Once you’ve found an army/party list you like, do you stick with it, or continue to experiment? When you experiment, do you start from scratch or just tweak your original list?

I stick with it in so much that I have something to fall back on, I may change abilities or try new things, but once I find something I like, I stick with it


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/05 02:53:29


Post by: Galen


I love the item shop artwork. It makes me think of the plucky shopkeeper from Azure Dreams (a fairly obscure video game reference.)


When your army/party makeup is forced to make choices about what to leave behind, what do you sacrifice? Ranged? Support? Heavy hitters?

If I had to pick one I’d say heavy hitters get the boot first. In reality, when resources are limited I drop the ‘dedicated’ units first. Dedicated melee, dedicated ranged, dedicated support, if they can’t do something else at least half well they aren’t staying in my list. For better or worse I choose versatility/utility over pure offense/defense. I’ll try to keep the battlefield under control and slowly whittle away the enemy if that’s what it takes.

In Endless I look for units with both ATK and MAG offensive commands and the ability to apply status effects, such as the Gunsmith, Dragoon, or Crusader. I have a mental checklist of things I want my party to be able to do and if I have fewer models each one needs to do a wider variety of things.

Do you prefer models with high mobility or long range?

I look at both and take whichever of the two has the highest survivability. I default to long range, because in most games mobility units are glass cannons and crumple at the first focused attack. EFT, on the other hand, has some really durable mobile options such as the Pugilist and the Barghest with certain Command options.
When in doubt you can always go for both Mobility and Long Range. The Archer, and many Sorcerers I’ve seen, have both above average mobility, solid range, and high power attacks. These models will almost always get the first strike and make it count.


Once you’ve found an army/party list you like, do you stick with it, or continue to experiment? When you experiment, do you start from scratch or just tweak your original list?

I continue to experiment ad nauseam. I will often throw out my lists and start over. I challenge myself to use a specific model or combo just to see if I can make it work. I will stick with or tweak a list when I don’t feel like I got the full potential out of the list. Once I’ve succeeded with a list a few times I will set it aside and move onto something new.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/10 05:31:35


Post by: Galen



Here are more of my thoughts on party building


Endless Party Building –
I don’t know why, maybe it’s because I obviously can’t take everything I want, maybe it’s that I don’t feel like I can ever screw things up that badly, but building a party in Endless has never felt particularly daunting. I think the process is fairly forgiving, and that poor party composition will rarely ruin the battle. The best advice I can give is “have a plan.” Know how you want your party to perform before battle. Know which of your models is going to deal with enemy MAG units, and which will be taking objectives. Are you planning on keeping your party close together or splitting into 2-3 smaller clumps? This might seem daunting at first, but much of it just takes a little game experience to figure out.


Party composition is only one part of the equation in Endless. Picking Commands and Items for each of your models is the other. I am going to demonstrate my thought process by using the Archer class and going through some of the builds I have come up with and why I make the choices I do. Similar to Misk above, I like to name my various class builds. Here are three Archer builds that I have played around with.

Sniper
Overview: built for extra long range combat. The goal is to hit the enemy before they hit you, be able to choose your targets, and possibly avoid enemy reprisal. Use Arcane Arrow as soon as possible on the most vulnerable enemy and then use items and basic attacks to recharge MP as quickly as possible for another powerful shot.

Key Commands:
-Arcane Arrow: This is one of the longest range powers in EFT. Combined with the archer’s excellent base speed this command allows you to threaten enemy models in their own deployment zone turn 1. The only downside is that being an ATT+MAG command it allows the target to use either DEF or MAG for a defensive roll. This means you gain little to no benefit using Arcane Arrow over a basic attack against MAG heavy models such as the sorcerer or gel wizard.

-Elven Ancestry: MP recovery is key to being able to get multiple uses of Arcane Arrow during a battle. With Elven Ancestry and an ally feeding you mana potions you have the potential for an Arcane Arrow every other turn.

Recommended Commands:
-Precise – If everything goes according to plan your sniper will be making basic attacks at least every other round. Why not get a bonus ATK die while you are at it?

-Camouflage/Dodge/Fleet: To round out the sniper’s command choices I would recommend sticking with the options that don’t use up MP. Your Arcane Arrow will drain all your MP, restricting your ability to use other MP cost commands.

Recommended items:
-Sky Crystal Sliver/Vial of miasma: Regaining MP without spending your turn is important for the sniper build. The sky crystal has the added benefit of adding one die to your already potent Arcane Arrow shot.

Mage Hunter.

Overview: This archer is built as a mid ranged shooter that focuses on neutralizing high MP enemy threats. Are you worried about that enemy Sorcerer, or Dragoon closing in on your party with its All MP command? How about that cleric supporting the enemy troops? Well the Mage Hunter is here to keep them from giving you trouble, at least long enough for the rest of your party to finish the job.

Key Commands:

-Silencing Shot: For many models silence restricts them to only basic attacks. This completely shuts down most high MAG classes. Check your opponents cards. Even melee classes like Crusader, and Dragoon can be built to heavily favor MP commands and therefore become excellent targets for your silencing shot.. At 1 MP a piece, you get 5 silencing shots in a battle will keep you going for a good while.

Tactical Note: Just a reminder, Silencing shot is unnecessary against an enemy at 1 HP because silence won’t mean much when their dead, so save your MP against any heavily damaged enemies.

-Camouflage: If your archer misses a shot there is a good chance that spellcaster will want to retaliate. Camo and a properly placed 1C ally can help restrict the enemy’s options against your hunter.

Other Commands: I would avoid choosing many more MP cost commands as there should always be something on the board worth silencing. Volley is always good for the flexibility it gets you. Precise and fleet are always get options, but I wouldn’t bother with elven ancestry.

Recommended Items:
-Soldier’s Boots/Bottle of Wind: Specifically for anti-sorcerer duty, these items help you get the first strike. A teleporting sorcerer with soldier boots has a 10 square threat range on their Deep Freeze/Fireball AOEs. These items give you an 11+ square threat range. Casters beware!

-Gloves of Striking: If you don’t feel the need for speed and aren’t giving this to another model it will help make sure you can consistently apply your status effect when you really need it.

Scout
Overview: Mobility, Mobility, Mobility. Being able to move to where you are needed during a battle is important and the scout is built to allow the archer to adapt to ongoing battle conditions. A number of scenarios require models to be in the right place. When in doubt rely on a scout to get wherever you need a model to be. Don’t be afraid to draw enemy fire.

Key powers:
-Fleet: There are plenty of fun tricks you can do with this command. You can start your archer far to one side of the board and effectively redeploy turn one with that massive movement. Run down a far flank to try to split the enemy’s party. Later in the game you can charge your scout across the enemy lines to get flanking shots, or goad the enemy into turning around to deal with the archer and leaving its rear exposed to the rest of your party.

-Dodge: The scout will often be on its own, out of range of healing/potion support. Dodge gives the archer more survivability. If you are using fleet you are already rolling 5 DEF dice and those rerolls can make you very resilient to ATK commands.

Other Powers: The scout can be a viable build without any MP cost commands, but Volley, and Burning Arrow can add a little more punch to your flanking threat. Precise is tempting especially the turn after a fleet move when you found a good position.

Recommended Items:
-Healing Potion X2: The scout tends to play further away from the rest of your party, so including a healing option is always good. In a pinch the scouts natural speed might allow it to get healing potions to your other key models.
-Soldier’s boots: this might be over kill, but being able to move 12 squares in one turn with fleet is amusing if nothing else.



Automatically Appended Next Post:
Basic Archer Thoughts:
I would avoid taking more than one of Scavenge, Volley, and Arcane Arrow. They each take over half your MP to use, so you can't using more than one of these commands without some sort of MP recovery. This is something important to watch with every class. Taking multiple high MP commands quickly restricts your choices as a battle goes on. Balance versatility with MP cost when choosing commands and be aware of what combinations of commands you can use before running out of MP.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/10 06:40:32


Post by: Casey's Law


Whoa, Lox is a big lad. Will you be painting one up for pictures? I'm really interested in what the detail is like and how he looks built.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/10 06:42:12


Post by: Cyporiean


 Casey's Law wrote:
Whoa, Lox is a big lad. Will you be painting one up for pictures? I'm really interested in what the detail is like and how he looks built.


I plan on handing one to Gavin Throne after Gen Con to paint up for us. I was hoping to have it done before the show, but I haven't had the time to make its molds just yet. (Endless has priority)


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/10 06:57:51


Post by: miskatonicalum


That's a great overview Galen! Thanks for putting the effort into sharing it.

I would also like to let everyone know, I will not be posting a Visiting Hours this week or next. Gencon prep-work and getting orders out for Endless are keeping us busy.

The Visiting Hours will start back up on the 24th.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/10 08:35:04


Post by: Casey's Law


 Cyporiean wrote:
 Casey's Law wrote:
Whoa, Lox is a big lad. Will you be painting one up for pictures? I'm really interested in what the detail is like and how he looks built.
I plan on handing one to Gavin Throne after Gen Con to paint up for us. I was hoping to have it done before the show, but I haven't had the time to make its molds just yet. (Endless has priority)
Fair enough, I look forward to it. A few unpainted shots would be welcome too, I'd like to get an idea of the stance as the art gave me a very strong image of it in my mind.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/12 08:55:31


Post by: WhiteRoo


Can you talk about assaults, walls, gates and towers in Brushfire next time? I can't figure out what is the design thinking behind them.

Assault is too easy to perform, the wall, the gate and the tower gives different bonuses for being in the top of them, they are not defendable positions at all, and there are other weird things.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/24 00:53:40


Post by: Cyporiean


We're taking a slight vacation this week and have nothing but semi-crappy cellular Internet... So no visiting hours this week. Matt will do and extra large one next week.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/08/31 12:41:00


Post by: miskatonicalum


Hey folks, sorry about the intermission, Gencon blew our expectations away, and we’ve been spending the last week recovering, both physically and in getting stock so we can finish shipping Endless Kickstarters, and have something to sell at The Warstore Weekend.

I’ve had Siege and Fortification brought up a few times over the course of the BF v2 beta period, and I thought I would discuss my thoughts on their purpose, and interesting ways to use them, along with special rules from troops/armies that can redefine your strategy.

Fortifications
Fortifications allow players to create defenses for their ranged units, choke points for melee units or a delaying feature to keep the enemy out of your table half. If you’re playing on a table with little terrain, Fortifications can be a great investment to help your melee units get up the field without taking fire.

As part of game setup, players alternate placing a single regular terrain piece. When someone says ‘pass’, their opponent only gets to place one additional piece before the game starts. This forces players to not simply rely upon terrain placed during this process, and consider investing in Fortifications to provide guaranteed defenses.

Off the bat, Fortifications are not as good as their terrain equivalents, and unless you’re Zabar, you are not placing additional water terrain on the table at all. But this is offset by the fact that you never have to worry about not having the fortifications you enlisted, and your opponent is only getting an equivalent number if they also invested their resources the same way.

Picking the right fortifications for your army can be difficult. Your army’s make up really determines which are most useful for you:

Barricade: As obscuring terrain, and providing an AR bonus that stacks, Barricades are great for your Melee units moving up the field. The extra AR will help soften the blow from weaker units, and are flexible in cost, allowing you to take a number of them to defend yourself. A siege attack or two could put a gap in your path, but your opponent should probably have bigger fish to fry.

Burrow Marker: For Aquitar, or any Ambush focused army, one or two burrow markers are an excellent choice to avoid disastrous deviation results. Give the Burrow Marker to the model with the highest TS that you plan on ambushing near your opponent, otherwise other units may ambush before your Burrow Marker does, making the point moot.

Castle Gate: Each of the Castle parts was designed to allow creating a complete castle, or the cross-section of one for playing out siege scenarios, but each part was designed to be useful outside such situations or in an incomplete fashion. Gates allow your models to move through, while stopping your opponent, and unlike any other fortification, can make attacks if upgraded with Oil. Placed at the right position on a field, say in front of an objective, Your opponent is either forced to move around it, or waste a turn or two assaulting it to move over it. The 1 AR shield that doesn’t stack, is not amazing, but for models in light armor trying to weather a siege attack, it can make a big difference.

Castle Tower: Allowing siege weapons to be placed ahead of your troops, and providing RS/ES bonuses to models on top, makes it actually better than a hill terrain. Additionally, as your opponent requires a Siege Tower to assault it, you’re in no danger of losing your Siege Weapons to the enemy in an early turn. The high Lumber cost discourages you from taking too many of them, but deploying them in the right position can provide a perfect line of sight to your enemy’s deployment zone, vital objectives, or nasty choke points.

Castle Wall: This fortification is also a hefty investment, but its bonus is well worth it if you are playing an army with low AR values. A non-stacking 3 AR Shield will transform your weak Crit Farms into dug in, heavily armored artillery. Only bother placing ranged units on the castle wall if you are relying on this benefit, as it is lost in an Assault. With their cost as high in gold as the Tower’s in lumber, Walls are a less flexible investment, and you’ll need three for any horde unit to occupy them. But 30 Gold vs the 5 GD or LR per model to upgrade to Medium Armor, which still won’t protect you against Siege? The choice comes down to flexibility vs value. A tough decision.

Trench: The ranged version of the Barricade, the Trench provides an ES bonus instead of armor, great for your assassins or ninja to guarantee they don’t take those hits that could one shot them. As they can be linked like Castle parts, a Trench could carry your high ES models right up to the front lines, or models like the Badger-At-Claw, who are not going to make a ranged attack ever. Like the barricades, the low VY means Trenches could destroyed easily by Siege, leaving gaps in your defenses, and Siege Weapons that do not target can still deal damage to models hiding in a trench, so watch out for those heavy hits!

Siege Weapons
Similarly to Fortifications, Siege Weapons have had a bit of a mix up with V2, including cost changes, rule changes, and many of the Army Siege weapon rules being changed to allow for interesting customization. As the special rules can send the concept for a loop, I’ll just by writing about how the basic siege can affect play:

Cannon: The most effective siege weapon out of the gate, The cannon hits for 4 DE, knocking out most small units, before doing an additional 1 DE, Ignores Body Armor, for another 6+ inches. If not necessarily killing heavy armored units, its an effective way to hit from up to 45” away. Against Castle Gates, cannons are slowed by the Shield AR, a Ram is a better choice to knock it open.

Ballista: The Ballista is a cheap way to get Siege on the table, and only requires 2 models to operate. Hitting the same target twice will ensure you do at least 1 DE to even the most heavily armored/shield laden foe. With this cheap Siege weapon, you’re not looking to to take down Fortifications, simply to get some damage against tougher foes or a conveient pack of low VY targets, and with only a 10 lumber cost, you won’t be too upset when their position gets overrun.

Trebuchet: With 1-2 Deviation rolls on attacks over 25”, the Trebuchet is best against large groups, or large targets, like 120mm units or fortifications. With the ability to select different ammo, your options are much wider, so lets break them down:
Rocks - Less damage than the boulder, but throwing out three templates lets the Rock ammo cover a wider area, hitting hordes or any widely spaced army. As you’re throwing out a total of 6 DE, Rocks can also be used against Fortification, but the deviation never gives you a guaranteed punch.
Boulder - This is your main Anti-fortification option. 4 DE will take down a Barricade or Trench in two Hits, or Castle Tower/Walls in 4. The Deviation is easily negated by the large template size, and the size of your intended target.
Corpse - Tossing out Shock Tests is a great way to stall enemies nearly upon you. With only a TD of 10, do not bother using this against enemies near your opponent’s heroes. Flanking units or stragglers can easily get tied up if they roll badly. To avoid problems with your own units downfield, try using Corpses within the 0-25” range, to avoid deviations shocking your own troops.

Siege Tower: For V2 we wrote up full Garrison rules to line up with the concepts set down by the Siege Tower in edition 1. Far more expensive than a Ladder, the Siege tower is a mobile fortification, much like the mantlet to follow. The drawback is that the Tower requires models outside it to move it up the field. Though it blocks line of sight, as you get closer to your opponent’s fortifications, these operating models will come into view at step angles, consider placing heavy models as operators, their combat stats are unimportant, only their top Speed.

Mantlet: A cheaper alternative to the Tower for moving up the field, but a more expensive defensive option than Barricades or Trenches. With their high AR value, only Boulders or Ballista are a threat, and only over multiple turns/attacks. The model behind it, is likely to die first, if the Mantlet comes under fire from template attacks. Deciding when to jump out from behind the Mantlet and make the final charge is a tough decision, but Mantlets can also be used for units with Tactical/Heroic Actions, protecting them as they move into line of sight with their targets.

Ladder: For those that cannot take Climbing Claws, Ladders are a clumsy alternative, but far cheaper than Siege Towers. The Low VY/AR of the Ladder means you will want to take several to get them across the field intact. The slow pace they are carried means Ladders are best carried by fast units. Using them to create paths across water is also an option, but not one that should be expected when enlisting your army.

Siege Ram: With 5 AR Shield, the Siege Ram is one of the most defensible objects you can enlist. Even a Boulder is going to leave no impact on it. Your operators on the other hand...The Armored Upgrade is a great option to reduce the need to rotate fresh operators onto the Ram and the Wheeled Upgrade will shorten the time needed to get some licks in. The Reinforced Ram is only necessary if you are operating the Ram with low MS units. A couple Badgers or other 5-6 MS models, will be doing over 20 Damage to fortifications. Though riskier to use than a Trebuchet, the Siege Ram will have no trouble destroying fortifications once it gets up field.


Siege Special Rules
Aquitar - Distilling the Solanum Toxin from Potatoes has allowed Aquitar to create S.T. Shells. These provide Aquitar with a Poison attack and equivalent damage to a regular cannon with a larger template. Overall a great upgrade, if you don’t mind being a war criminal.
Burrows - Also note that Aquitar gets a free Burrow as per their Army Rule. Placing it with a Tactician General will guarantee the rest of your army can ambush from it, but might place your TG out in the open for a turn, and one of the only targets on the table.

Axony - Axon Efficiency has translated into Axon Howitzers in V2. Though the damage has been reduced by 1 for the cannon template, you’re now pumping out 2 attacks per activation. Great for spreading the damage around, or pushing past the Shield AR of a particularly defensive hero or Castle Gate.

Chugoku - Traction Catapults are smaller than normal trebuchet/catapults, but reload faster, allowing Chugoku sieges to send a lot of destruction downfield. Unfortunately these smaller catapults cannot fire the heavy stuff, but Making two rock attacks will easily make up for losing the Boulder option.

Civitas - Bane of Jaguero represents weaponized tar extracted from pits in New Civitas, slung across the battlefield by your Trebuchets. Great for creating choke points of smothering models trying to reach an objective. Against 1 VY models, your opponent is pretty much forced to keep the effect on their units as removing the effect would kill them.

Ribenguo - Free mantlets provide great defenses for your Samurai or other melee focused units, and the reduced cost encourages taking more of them. Just don’t forget that other Siege Weapons are needed to take down the heavy fortifications or heroes.

Scyzantium - Not as big a change as other armies, but the +2 RS really encourages taking entire batteries of cannon or trebuchet. Even a handful of Mammaluke making 3 RS attacks with ballistae is not a bad option. Far supperior to their mighty rock.

Vandalands - Ah, the Battle Ball, part hilarity, part horror. The altered rule no longer requires your squad to be sitting next to the trebuchet, you hold them in reserve, keeping them safe from attacks. This is an excellent way to get your hamsters downfield, and softens up your targets. As they ambush following the attack, your Hamster squad will get the drop on your opponent as well. Just don’t aim too far, or the extra deviation rolls could ruin you.

Zabar - The poisonous spore, a horrid fungus turned into a terrible, infectious weapon. Using the Spore can create artificial choke points, discouraging your opponent from moving through the area to avoid the -2 penalty. Of course, once they’re infected, they can purposefully spread it to your troops when they die. Make sure you kill any infected long before they reach you, or you’ll be suffering the same fate.


I hope everyone is enjoying the changes that have been made for V2, we’re very happy to finally be at the point where we can get a digest version of the rules out to new and old players alike. To tide you over till next week, here are some sneak peaks of a few new items coming from OTL.
Spoilers for huge images:
WIP Renders for Plastic Ashigaru Kits, render by Bob Naismith.
Spoiler:



New Art for Endless of Alfindrate the Low Elf Ranger, design by Heath Foley
Spoiler:



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/02 10:46:34


Post by: WhiteRoo


I have several problems with the siege play of Brushfire. I apologize if this sounds like mean or insulting. I indeed want to point out the ridiculousness of the siege play but I do not intend to insult anyone.

What are the rules of leaving an assault terrain? I suppose going down from an assault terrain is just normal movement.

An empty wall doesn't really stops anyone. I would think it should be easier to go around a piece of wall than climbing trough it, but that is not really true. Since the walls are neutral pieces and climbing up has no restrictions, assaulting an empty wall piece is more favorable than going around it even if it's just stands in the middle of nowhere. A unit moving trough a wall can end it's activation on the wall piece and gain extra armor while it is off-turn and continue next activation. it's much more better than stopping next to the wall piece or front of it.

Unless the wall is full, it doesn't stops anyone who is interested of things behind that wall. I can completely ignore that few under-equipped models(noone is going to put his heroes to guard walls) if my elite well-armored troops have business in the other side. Even if it's full, I just hack space on it and because the wall is narrow, the assaulting group will be hit by two attacks from either side from units that suck at melee because they are primarily ranged. And gain armor against the rest of it while my units are on the wall piece.

Since Assaulting is now not a Melee phase and Assault is not a charge, units on the top of the wall are trapped and cannot react because they are not being charged, they cannot even flee from the wall when Valkyrs climbing up and start making a mess.

On the other hand, towers are now immune to assault, so there is no way you can move your units to your tower unless you also have a siege tower. No? (As far as I know you have to assault your own walls and towers to get up) You can deploy five units at the beginning of the game to the tower -if you can -, but if you would like to move more troops up later... Which means a tower only ever going to work as a solitary piece if it is on your deployment zone. If it is part of a wall, well, you can climb from wall to tower without penalty and you can generally ignore the walls anyway. So putting a wall next to it is like giving stairs to the enemy.

Gates are also weird. First, they are by far the most powerful defensive pieces -which is really funny in it's own way because those are usually the weakest part of a wall- and they are also useless. You can move your own units trough a gate at least. Well, this looks useful, but if you are moving units in your castle, that means you are fleeing. When you have five turns to act - as in this game you usually have that many - fleeing is a really bad idea. You either never going to use it or you are using it to flee from the enemy, hence you are loosing. Your walls will not help on that either. But the 2 inch area of your gate will be a safe zone because if someone has to get into your fort he will sooner start siege ramming the walls than touch the gate because of the burning oil. No unit will go near fire unless it's immune to it. That is a total of five units in the Historia Rodentia book. And also, you don't have to destroy the walls, you make normal attacks against units in the wall. Like there where no wall there at all.

And why is it that the wall the gate and the tower give different bonuses? The gate and the wall doesn't have the same battlements? The tower doesn't have battlements at all? The top of a wall is not an elevated position to grant RS to ranged attackers?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/02 14:00:52


Post by: miskatonicalum


Remember that there are other fortifications other than the Castle parts, those are intended to be linked together creating larger portions, not simply individual 2x6 sections. If you are not intending to invest heavily in fortifications, barricades or trenches are a better option.

An empty wall 'stops' models in the sense that they have to spend a turn moving all of 2 inches onto the wall, then on the next turn end their movement in B2B with it. (last line of Assault Terrain definition) So those models are wasting 2 turns going through instead of going around. This is where having multiple castle parts really slows down the enemy.

On the other hand, each castle part can only hold 5 models, squads above five trying to assault a castle will take damage to the stragglers who cannot make it onto the wall, this also discourages simply assaulting through instead of moving around.

Assaults are supposed to trigger Charge Reactions, It was in one of the defiintions but got lost, It'll go in before the digest goes to print.

Towers are immune to assault from ENEMY models, they must use a siege tower, destroy it, or move onto it from a linked terrain. Your models may assault it without issue.

For Castle Gates, remember that fortifications may be placed anywhere on your table half not just deployment zone. If you've invested in fortifications, your castle parts can take up a large portion of the table, and being able to move back and forth without wasting two turns assaulting terrain is really helpful. If an enemy ambushed inside your castle grounds, near an objective say, getting someone back there to stop them could change who wins the game.

The castle parts are abstract, in the real world, yes Gates and Towers would have the same bonuses as walls, but if we gave them the wall's bonus, we would need to increase the cost of Gates and Towers to compensate. As the Castle parts are already a heavy investment, increasing their cost further would make walls the only part worth taking, they'd be longer than towers, cheaper than either, provide a great shield bonus, So the benefits become a choice, are you taking siege and need that extra bonus? take a tower, it'll never get taken over and can start up field. Taking a highly mobile army? A gate will let you move through an area and make attacks at anyone who tries to chase you! Making the enemy come to you as you rain hell down on them? Walls. Taking a bit of everything? Mix it up.

Many things in Brushfire are 'weird' and it comes down to keep the rules simple so you can get on with playing the game.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/02 14:48:28


Post by: WhiteRoo


This means gates and towers have team colors. I think you cannot take over a tower or a gate then?

What if I want to put a tower to the middle of the map that is not part of either army?

You can go up a wall wile fighting defenders only by the cost of your charge, but you have to sacrifice your movement to get down? This will still make walls useless against units with ranged and melee capabilities(like sky marines), as they can move into b2b with the wall, unleash a ranged phase to the defenders, assault the rest, and then they have unblocked view on whatever is beyond it. The wall only block them for one turn.

But I still don't get why the gate is stronger than the wall.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/02 15:28:57


Post by: miskatonicalum


You cannot 'take over', changing the 'assault restriction' or 'pass through the gate' benefits to your side, but you still get the AR and RS/ES bonuses.

If you're putting a tower down by enlisting it as part of your army, it's yours. If you're putting a tower down as a terrain piece, than both sides are treated as 'the enemy', I suppose. Placing fortifications as terrain pieces is not really in the rules, but the final decision on something like that would be left to the players or TO.

Assaulting is only at the cost of your movement in the sense that your movement phase can get cut short by ending in B2B. If on the previous turn you ended at...2" from the wall, you only get to move 2", end your move, and then assault. Not a lot of movement gain. Unless your full movement brings you EXACTLY to the the wall you are still losing a portion of momentum having to go through the wall.

They have an unblocked view, but I was referring to the 2 turn slow down being movement. Yes ranged units are only 'slowed' for shooting purposes for one turn. IF you're trying to claim an objective, or put warm bodies between your weak hero and a gang of badgers, that extra turn getting down can make a big difference.

If by stronger you mean the VY/AR stats, Gates have 10 AR 2 AR shield, but only 10 VY. Walls have 10 AR and 15 VY. The difference is minor. Attacks that ignore all armor will take down a gate faster than the wall, or squads stacking attacks regular/ignore body armor attacks will take down the gate an attack or two before they would level a wall.

In my mind, the Gate is representing a reinforced gate/portcullis combination. Something that might delay siege attacks simply by being double layered, but will still go down when attacked by enemy troops.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/02 22:26:40


Post by: WhiteRoo


I was referring to the burning oil. That mostly means the gate is immune to assault or attack.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/02 23:58:46


Post by: Galen


I haven't seen many games that let you buy fortifications. It is a neat option since cannons and the like are all over wargaming.

I went through some of my minis just to see what I could come up with for siege weapons: 2 Cannons, 4 ballista, 5 Trebuchet/Catapults, from 8 separate armies in 6 different games. I feel like an old gamer now When I first looked over Brushfire I really glossed over the fortification/siege rules, but now I would absolutely keep them in mind during army creation.

The mantlet, trenches, siege tower, and barricades all sound like fun, but I don't know any good ways to represent them on the board. I guess just cut up card works to designate trenches. Barricades can be built or purchased from some minis companies. Has anyone come up with creative ideas for modeling these?



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 00:12:40


Post by: Cyporiean


 Galen wrote:

The mantlet, trenches, siege tower, and barricades all sound like fun, but I don't know any good ways to represent them on the board. I guess just cut up card works to designate trenches. Barricades can be built or purchased from some minis companies. Has anyone come up with creative ideas for modeling these?


Lockark made a great list of companies that make these various things:

http://www.dakkadakka.com/dakkaforum/posts/list/539463.page


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 02:00:56


Post by: miskatonicalum


 WhiteRoo wrote:
I was referring to the burning oil. That mostly means the gate is immune to assault or attack.


A number of models are immune to fire, and any high VY models, many of the front line brute melee troops that are going to be assaulting gates. Hamsters, Badgers, Sand Guard, etc have a high enough VY that they have a 50% chance to shrug off Fire during the charge, and then just destroy it on the following Normal Melee phases, never triggering it again. The Gate is far from immune, but does encourage weaker units to attack your walls, and the low AR bonus discourages you from placing many models on it instead of walls.

In the end, it comes down to personal choice, and making tough decisions about your enlistment choices.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 10:10:15


Post by: WhiteRoo


Maybe just I think it's not a good idea to take an 50% chance of setting my troops on fire.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 12:37:10


Post by: Alfndrate


 WhiteRoo wrote:
Maybe just I think it's not a good idea to take an 50% chance of setting my troops on fire.

And that's a personal play style. Some of us might have no problem sending cute little animals to their fiery death, or might take enough siege engines to take down tricky parts of your opponent's fortifications.

We make the rules as balanced to a wide variety of players, and then they pick and choose how they wish to use those models and rules in their game.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 13:04:22


Post by: WhiteRoo


Last time I deployed a cannon it was destroyed before I was able to reach it. Turns out five arrows can take out a cannon from 25" no problem. And that is still the case.

Come to think of it if you do the math, one arrow does two damage and bows can quick nock. So, one archer deals 4 damage to a wall in a turn, and that is guaranteed since you auto hit the fortifications. A tower has 15 VY, 10 AR and threats crits and luckys as normal hits. That means there is 25 points of damage you have to deal, Seven archers can do that.

Those towers are truly made out of cardboard. If your army can access 5 food units with bows, no fortification can stop you.

The question is what happens if a tower collapses under your feet?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 13:54:36


Post by: Alfndrate


 WhiteRoo wrote:
Last time I deployed a cannon it was destroyed before I was able to reach it. Turns out five arrows can take out a cannon from 25" no problem. And that is still the case.

Come to think of it if you do the math, one arrow does two damage and bows can quick nock. So, one archer deals 4 damage to a wall in a turn, and that is guaranteed since you auto hit the fortifications. A tower has 15 VY, 10 AR and threats crits and luckys as normal hits. That means there is 25 points of damage you have to deal, Seven archers can do that.

Those towers are truly made out of cardboard. If your army can access 5 food units with bows, no fortification can stop you.

The question is what happens if a tower collapses under your feet?

My question is, why would you deploy a cannon where you could not reach it turn 1, or use it turn 1 I.e. placing it in a place that your models can start deployed in b2b with it?

And those 7 archers are firing at the wall instead of your squishy units. And once a fortification has been destroyed, it's still useful. It still counts as cover, unlike those 7 archers, who become useless once killed.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 14:39:20


Post by: WhiteRoo


I lost initiative This was when I didn't had any forest pieces so I set up a cannon in a way I can fire it effectively in turn one. The Asigaru activated first.

Except if they are units in the tower, and maybe a siege weapon. If the tower goes down I suppose units on it die and the siege weapon gets destroyed.

I actually has to roll to hit the units on the top to kill them. Taking the tower down requires no roll at all, and hopefully gets the job done. That ruin is also a cover for me but it's not a tower for my opponent anymore.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 14:51:53


Post by: RiTides


miskatonicalum wrote:Vandalands - Ah, the Battle Ball, part hilarity, part horror. The altered rule no longer requires your squad to be sitting next to the trebuchet, you hold them in reserve, keeping them safe from attacks. This is an excellent way to get your hamsters downfield, and softens up your targets. As they ambush following the attack, your Hamster squad will get the drop on your opponent as well. Just don’t aim too far, or the extra deviation rolls could ruin you.

Altered rules sound cool . The battle ball aka hamster ball is one of the best things about being a Vandalands player.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 14:56:43


Post by: Alfndrate


 RiTides wrote:
miskatonicalum wrote:Vandalands - Ah, the Battle Ball, part hilarity, part horror. The altered rule no longer requires your squad to be sitting next to the trebuchet, you hold them in reserve, keeping them safe from attacks. This is an excellent way to get your hamsters downfield, and softens up your targets. As they ambush following the attack, your Hamster squad will get the drop on your opponent as well. Just don’t aim too far, or the extra deviation rolls could ruin you.

Altered rules sound cool . The battle ball aka hamster ball is one of the best things about being a Vandalands player.

I fear no stinking hamsters in balls, for my cat is a proven hamster hunter (RIP Raskolnikov)


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 20:08:53


Post by: RiTides


He must not have been in a hamster ball... having owned these in the past, I can say with some certainty that they can be made quite cat-proof. Drives them crazy, too


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/03 20:14:10


Post by: Alfndrate


 RiTides wrote:
He must not have been in a hamster ball... having owned these in the past, I can say with some certainty that they can be made quite cat-proof. Drives them crazy, too

No he wasn't

Rascal as he was known amongst hamster kind was living a life of luxury in his cage when my cat pushed it off the table he was on and onto the floor. Rascal ran for his life and my cat caught him

I love my cat, but I miss my hamster :(


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/04 10:36:10


Post by: WhiteRoo


What happens with the models on a wall/tower/gate when that assault terrain gets destroyed?

I can't find this in the book.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/04 11:16:05


Post by: Alfndrate


Atm, nothing. When the assault terrain/fortifications are destroyed, any crew manning the assault terrain/fortification bails out I.e. nothing happens to them.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/04 11:36:51


Post by: WhiteRoo


Is it planned to leave it like that? I'd suggest it to be mentioned in the book either way.

What is the plan now the main rules are finalized? Are we going to see the Cult soon?

I was reading the latest changes for my Vandalands army and I really like them.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/04 16:28:44


Post by: miskatonicalum


Cult is going into 'closed beta' as it were. It will see a release when we have the minis in to make Warbands for it.


Anything particular changes from Vandalands stand out?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/05 00:24:52


Post by: Lockark


 Cyporiean wrote:
 Galen wrote:

The mantlet, trenches, siege tower, and barricades all sound like fun, but I don't know any good ways to represent them on the board. I guess just cut up card works to designate trenches. Barricades can be built or purchased from some minis companies. Has anyone come up with creative ideas for modeling these?


Lockark made a great list of companies that make these various things:

http://www.dakkadakka.com/dakkaforum/posts/list/539463.page


I've been meaning to get around to updating that thread with more content. I feel kinda bad how long I've put it off.



But yah. The Campaign and seige rules is one of the things that originaly drew me to brushfire. It's such a brilliant game for campaigns.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/05 12:35:31


Post by: WhiteRoo


 miskatonicalum wrote:

Anything particular changes from Vandalands stand out?


Ordenstaat rats now getting rerolls against siege weapons, which is great. I personally like the Dishonor Guard rats, just because noone can touch the Warlord while they are with him, but last time the poison immune Ordenstaat rats shut down the Kunoichi completely.

The Valkyr may now use it's crossbow in melee, which is good because they can't hit anything in range and I have the tendency to roll ones when charging with my Valkyrs.

The Shrew Hussars getting york pistols now, which is awesome. This makes their sword obsolete so I'd suggest that to be removed from their profile.

I see the Warlord's boons now doesn't grants that much price reduction than it did previously. It would be probably better if his Mechanized Mayhem would reduce the gold instead of the lumber, but maybe it would be too good. You could buy mercs in gold. On lumber, not too many things.

The new Sky Marines look awesome with their overpowered shotgun and they work differently than the Shrews.

There should be an upgrade for the Warlord that puts him into a Valkyr so you could build an all-valkyr army.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/07 15:28:50


Post by: miskatonicalum


Monsters, the staple opponents of rpgs. This week’s Visiting Hours will continue the unit breakdown and build ideas from the previous Class entry for Endless: Fantasy Tactics.

Barghest
Available as a summon, the Barghest is a well rounded close combat monster. With Burn on every basic attack, the ATK 3 can get some extra damage against even high DEF enemies if they get that one success through. Paired with Devour, the Barghest has decent survivability for a 1C model.

Setup Ideas
Hunting Hound
Taking Lithe and Pounce gives the Barghest a 8 Square threat range on any turn. If you target weaker enemies, the Stop[1] will also keep them out of the fight against your more important models. As Pounce moves the Barghest up those 3 squares, it can keep the momentum going on a following turn, harassing another enemy target, or use a basic attack on their first victim, getting a Burn[1] on them after the Stop effect goes away.

Beastmen Engineer
One of several ‘token droppers’ in the monster section, the Engineer has a wider selection of tokens to drop than the Laborer counterpart. Depending on if you face Mundane or Magical opponents, your choice of Trap to drop should change up. Of course, either will work well in most circumstances, against a Sorcerer, a Drain Trap is the better option, and against the Knight, a Spike Trap flat out ignores their armor. On the command side, Rogue is a great ability when focusing on placing Traps. The free movement provided by the ability helps counteract having to sacrifice your Move or Act Phase to drop a Token. Also note that many of the Engineer’s abilities refer to Ally Tokens, or Adjacent Tokens, letting your Laborers place your Spike Traps frees up the Engineer to do the upgrades.

Setup Ideas
Dungeon Master
There are a lot of fun trap manipulation tools available to the Engineer, where the selection comes down to being able to only take one action a turn. Caustic Coating is the lesser of two upgrade options,requiring the ATK 1 to succeed before applying Burn, and only to models not immune, while Sharp gives a flat ATK 2 upgrade. Toss is best used without bothering to upgrade the traps, as unlike Magnetize, Toss does not trigger the trap moved by it. With Magnetize, Upgrade two or three traps before using it to create a wall of damage. If lined up right, you can get them all to trigger at once against a single target dealing 6 dice of unblockable damage. Ouch.

Treasurer
Taking after the Chemist, this Engineer takes Last Drop and Hidden Loot, Rogue as its focus. Mostly the Engineer is going to rely upon their fellow party members to take down enemies, but use Rogue to get near weakened enemies so they can be the first to pick up their Loot Tokens. Once the Engineer is rolling in Item cards, they’ll have trouble getting rid of them with a 5+ chance to keep them. Consider building some party members simply as item mules so the Engineer can ‘avenge them’ by using their dropped items. Remember that Equip items stay with a model, so just take Consume/Break items on those mules.

Beastmen Laborer
If you’re looking to create choke points, or divert enemies away from your vital models, a Beastman Laborer is a great, cheap way to defend objectives or table areas. They are also great supplements to Engineers, able to Lug, or Upgrade traps so the Engineer can keep performing Magnetize.

Setup Ideas
Surprise Trapper
Secret Passage only allows two uses before you’re out of MP, but the sheer movement capacity allows the Laborer to quickly jump to other Objectives along with providing defenses in those locations. Once there, using Sharp Upgrade will soften up any models trying to topple the Laborer from that location.

Demonite, Gargoyle
The Gargoyle is a well rounded model and has a great selection of passives. Just remember that Sync is only useful if you are taking other Demonites with it. Beyond those passives, choosing between the Act commands is a tough decision. Void Harvest is a great choice when facing MP heavy enemies like Sorcerers. Crash Land is a great way to keep Melee models away from your squishier party members. When fighting over objectives, Aether Lock can help the Gargoyle survive punishment while contesting an objective on the last few turns. That ability also works well with Crash Land or Swoop, using the pseudo-movement abilities to get around the Stop effect.

Setup Ideas
Rocky Wizard
Stone Crest gives a great Basic Attack to the Gargoyle, and its usefulness is muted if you take other ATK commands. Void Harvest and Bell Tower give the Gargoyle great flexibility in who they can attack, and do some devastating effects when they are not pummeling someone like a Pugilist.

Winged Monstrosity
With a JMP of 4, the important feature of the Winged passive is for the Gargoyle being able to ignore enemy models. With it, you’ll want to take Crash Land and Possess. The extra movement provided by Crash Land lets the Gargoyle hunt down weaker models, and use Possess to keep their own HP up. Avoid Fire or Stone Crest, as the extra damage could outright kill a model instead of allowing the Gargoyle to use Possess.


Dragon, Dark
With a Cone 3 basic attack, the Dark Dragon is a dangerous creature, and the 3C design means they get all 6 of their Commands. So there are no setup ideas, but still thoughts on way to operate them: Though the Dragon has an ITM of 0, they can still take Loot Tokens from their fallen foes, Chemists or Engineers are great targets for the Hoarder ability. With only a 1 MP cost, Take Off is an effective way to move the Dark Dragon up the table quickly, moving an amazing 12 squares in a single turn.


Dragon, Light
The opposite of the Dark Dragon, the Light Dragon actually heals with it’s basic attacks. This makes it a great Support unit, able to make ATK 3 heals every turn. Just be careful when you use it, as the Cone is not a Safe attack, and can heal your opponents as well.


Gel Warrior
The Core ability on both the Warrior and Wizard can be used in many interesting ways. Reflect on what other models you take with the Gels, as Imprint can really change how you play.

Setup Ideas
Bouncy Guard
Bounceback and Density create a great deterrent to attacking the Gel Warrior, letting you put a few DEF 4 models next to objectives, or in front of your weaker casters.


Gel Wizard
With a high base MAG, the Gel Wizard is a cheap alternative to Sorcerers, but far less flexible in their spell list.

Setup Ideas
Bouncy Caster
Conductive really deters other MAG users from attacking the Gel Wizard, because a good roll or two could kill the attacker. The choice between Aquablast and Freeze is difficult to make. With only a MOV of 3 means any Range is needed for the Wizard to survive into combat, but the Cone and Stop from Freeze is much more cost effective. Throw a Health Potion on the Wiardto keep them in the fight.


Goblin Scavenger
A fast moving ‘horde’ type unit, the Goblin can get an ATK 4 if ganging up on an enemy with additional Goblins. If you’re going to take them, take lots of them!

Setup Ideas
Status Horde
As the Horde ability gives +1 ATK with any attack, not just basic attacks, you can give each of the different status effect causing abilities to a different Goblin providing flexibility over 3 goblins. Toss Scurry onto each of them, and they can spread bad feelings to everyone in the enemy party.


Monsters K through T will show up next week so, ‘Please look forward to it!’


Q and A
I completely forgot one of these last week, so Ill ask BF and EFT related questions:

Brushfire
When given the choice between attacker and defender, besieger and besieged, which do you prefer? What attracts you to one or the other?

How do you feel about the Army and Siege rule changes from V1? What other changes stick out to you in a good or bad way?

Endless
What iconic monsters do you feel are underrepresented in the current Endless lineup?

What variants of the current monsters would you like to see in the future? Variants of Classes?



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/07 15:45:05


Post by: Cyporiean


 miskatonicalum wrote:

Endless
What iconic monsters do you feel are underrepresented in the current Endless lineup?


Not really my place to post this here, since I can just 'Make it So' , but here are a few Monsters types I want to do at some point:

Mindflayer , possibly with a 1C Cultist Class.. (2C Investigator?)

Gazer/Eye Beast

A Chimera could be fun too as a Large Monster.

Also Owlbears .


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/07 23:14:35


Post by: Lockark


I think we need a unicorn. That way everyone can feel specail when they paint it up to look like their favourite MLP:FIM pony. I know I will.

Rarity 4 life.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/07 23:24:56


Post by: Cyporiean


 Lockark wrote:
I think we need a unicorn. That way everyone can feel specail when they paint it up to look like their favourite MLP:FIM pony. I know I will.

Rarity 4 life.


We've got Kirin, 2 horns are better then 1.

And Ponies only bring trouble.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/07 23:36:35


Post by: Lockark


 Cyporiean wrote:
 Lockark wrote:
I think we need a unicorn. That way everyone can feel specail when they paint it up to look like their favourite MLP:FIM pony. I know I will.

Rarity 4 life.


We've got Kirin, 2 horns are better then 1.

And Ponies only bring trouble.


Unicorns were cool before ponies thow.


Even thow they weren't that great at fighting the main villain in the movie...



RUN UNICORNS! RUN FOR YOUR LIVES! ;O;


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/07 23:46:46


Post by: Cyporiean


Yes, that is a great piece of Fantasy.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/08 00:07:34


Post by: Lockark


 Cyporiean wrote:
Yes, that is a great piece of Fantasy.


Yah. The last unicorn was more in my head when I sujested unicorns more then anything. The crack about MLP:FIM was meant to be taken as sarcasm. XD


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/08 03:33:22


Post by: Digclaw


For Unicorns you could always go the dresden files route and have Unicorns be murderous monsters that impale everything they see.

I also put a vote in for Behemoths, just love those things

And since i love this genre of video games,

Eaglemen

Mermaids

Pixies

Lizardmen

yes i love tactics ogre and fft
so i love this game


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/08 04:00:50


Post by: miskatonicalum


Digclaw wrote:For Unicorns you could always go the dresden files route and have Unicorns be murderous monsters that impale everything they see.

I also put a vote in for Behemoths, just love those things

And since i love this genre of video games,

Eaglemen

Mermaids

Pixies

Lizardmen

yes i love tactics ogre and fft
so i love this game


Suikoden and Breath of Fire also had some really neat "Beast Clans". When we were designing Beastmen, that was the original thought we were following, but we'll see what we can do on that front...


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/08 06:49:32


Post by: WhiteRoo


Brushfire
When given the choice between attacker and defender, besieger and besieged, which do you prefer? What attracts you to one or the other?


I don't favor either, but I didn't had the chance to try out any game type except Killpoint. I now will have enough mini and terrain piece for an attack-defend.

How do you feel about the Army and Siege rule changes from V1? What other changes stick out to you in a good or bad way?
I don't think taking out the siege quality was a good idea. Now structures are too fragile and go down under a salvo of arrows. I think it was better when only a few weapons where able to damage structures.

I like the new changes, but I fear that there was a significant power creep since V2 started to take shape.


Endless
What iconic monsters do you feel are underrepresented in the current Endless lineup?

Werewolfs. Needs more werewolfs.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/08 13:37:36


Post by: miskatonicalum


We agreed with your opinion on Arrows taking down walls, here is the change coming in the next update:

Only Damage from Siege Weapons, Ranged Attacks with Ignore Body Armor, or Fire may apply to a Siege Weapon/Fortification.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/08 16:09:53


Post by: Galen



When given the choice between attacker and defender, besieger and besieged, which do you prefer? What attracts you to one or the other?

-I instinctually gravitate toward defender in such situations. I'm not a very aggressive person or game player and don't feel the need to gain ground unless scenario dictates. I like to make the enemy come to me so we fight on my terms.


How do you feel about the Army and Siege rule changes from V1? What other changes stick out to you in a good or bad way?
I can't say I have much of an opinion. All the proposed changes make sense, but I haven't played enough to have any real feelings.

Endless
What iconic monsters do you feel are underrepresented in the current Endless lineup?
I have a notepad on my phone where I write down all my Endless ideas: monsters, classes, commands, etc. I'll try to get it posted tonight after work.

Be careful with those iconic monsters. I don't want Endless to become just another generic fantasy game. I imagine the goal is to make figures that people would want to buy even if they don't play the game, and common monsters really have to be done well to catch peoples eye. For example, I don't know if I would buy a goblin scavenger figure if OTL came out with one, because I already have hundreds of various goblin figures from other games.

That being said, there are two iconic things I would love to see. First a ghost/spirit, effectively a tattered cloak with nothing glowing eyes for a face. The spirit could be a magic focused 2C dark model. Second a blob-o-tentacles, be it kraken , final fantasy marlboro, Audrey 2, or just faceless evil monster from another dimension. Something large and writhing would be good.

Hmmm, how about a centaur knight in dragoon style armor?


What variants of the current monsters would you like to see in the future? Variants of Classes?
Ice barghest, and puppet/marionette minor demonite, off the top of my head. Fluff already says no cactus mandragora

I asked my wife these questions this morning and this is the response I got:
"I'm very satisfied with the options already in the game, as long as they bring back berserkers sooner rather than later. Ooh, and I want a better cleric." Upon further questioning a "better cleric" sounds like it would be one with access to lesser heal.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/08 21:12:51


Post by: Alfndrate


 Galen wrote:
Be careful with those iconic monsters. I don't want Endless to become just another generic fantasy game. I imagine the goal is to make figures that people would want to buy even if they don't play the game, and common monsters really have to be done well to catch peoples eye. For example, I don't know if I would buy a goblin scavenger figure if OTL came out with one, because I already have hundreds of various goblin figures from other games.

Our goblins are meth addicts... The High Elves subjugated the goblins and used them in their sick magical experiments. Now that the High Elves are no longer the powerful empire that they were, these goblins are left with the suffering with the magical addiction their masters forced upon them. Goblins travel the world seeking shards of the Air Crystal that they can grind up into a dust and put it in what amounts to a gas mask.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/09 13:09:39


Post by: miskatonicalum


Not shards of air crystals, but close enough. Artificial Aether Crystals that the High Elves created to power their machines.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/09 13:11:16


Post by: Galen


Cyporiean wrote:
We've got Kirin, 2 horns are better then 1. And Ponies only bring trouble.


I like the Kirin's odd and sort of monstrous body design, but maybe at some point off in the future you could make a variant Kirin model, or even a 2-3C cost legendary Kirin. Maybe...very rarely a Kirin is born with its horns protruding from the front of its head. These horns being close together have a tendancy to intertwine and spiral around each other, giving the appearance of one might horn. Tales say that Kirin with the anomaly often become leaders of their herds, being particularly dangerous in combat against predators and oftentimes fighting when other Kirin would run. Rumors persist though no such Kirin have been sighted in years.


Alfndrate wrote:
 Galen wrote:
Be careful with those iconic monsters. I don't want Endless to become just another generic fantasy game. I imagine the goal is to make figures that people would want to buy even if they don't play the game, and common monsters really have to be done well to catch peoples eye. For example, I don't know if I would buy a goblin scavenger figure if OTL came out with one, because I already have hundreds of various goblin figures from other games.

Our goblins are meth addicts... The High Elves subjugated the goblins and used them in their sick magical experiments. Now that the High Elves are no longer the powerful empire that they were, these goblins are left with the suffering with the magical addiction their masters forced upon them. Goblins travel the world seeking shards of the Air Crystal that they can grind up into a dust and put it in what amounts to a gas mask.

Well that changes everything! It is stuff like this that can really keep things interesting. The EFT world is, more or less, generic fantasy, but it has its own nuances.


I got really busy yesterday, but I'll throw out a couple quick ideas

Miasma Hulk - Large based dark model. Even the ancient trolls can succumb to the power of the dark crystal and these lumbering brutes, shambling across the battlefield with their crystal protrusions strike fear into even seasoned warriors.

Monk variant ideas - a monk with more movement/area attack powers. command: meteor dive - place monk anywhere within JMP squares of its current location and then make an around 1 attack. Command:sweep kick - ATK - Wide.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/10 05:12:58


Post by: Galen


 Galen wrote:

Monk variant ideas - a monk with more movement/area attack powers. command: meteor dive - place monk anywhere within JMP squares of its current location and then make an around 1 attack. Command:sweep kick - ATK - Wide.


Oops...I forgot the Monk already has a Sweep Kick

Anyway here are some other ideas I had.



Ideas for a Ghost type monster - 2C Dark Element, durable, medium to low damage output with short ranged attacks. I was thinking of a balance/role similar to Dragoon or Rune Fencer, but a little more on the magic end of things.
Possible stat line: ATK:3, DEF:2-4 (depending on interaction with ability and commands), MAG:4, MOV:3-4, JMP:2 ITM:0 HP:6 MP:6
Special ability- Insubstantial -The ghost rolls Def x2. I want something defensive but this is probably over-powered. Maybe restricted with "defense can not be raised by beneficial effects"
-or-
Special ability - Spook - enemies attacking the Ghost receive Fear(1) after the attack. This could be tweaked to trigger only on damage or only against ATK commands, or only on basic attacks.

-Teleport Passive as a Sorcerer (or just add "can move through enemy models" to Insubstantial)
-Spirit Bolt:1 MP, MAG, Rng 3-4, Ignores models for purposes of line of sight. I would debate taking away the special rules and mana cost making it just a variant Demonite Blast (summoner)
-Frightening Visage -Passive- Fear(1) to all non-dark blood models who end their turn adjacent to the Ghost

Ideas for a variant Mandragora or a large based 2-3C Mandragora Alpha
-It could keep the current mana regen Special Ability.
-A passive command, 'Rooted', +1 ATK/DEF/MAG if Mandragora does not move on its turn. This would be the opposite of the Kirin's special ability
-A self heal power: Photosynthesis/Growth Spurt- Mandragora heals one HP for each MP spent. similar to the Dark priest power but self only. This would be more appropriate for a larger plant with more HP
-A new damaging MAG command. Something like "Seed Gun" - 1 MP - MAG, RNG4 You may spend additional MP to increase the number of damage dice rolled by 1 per additonal MP spent.
-Vine Grapple - 1 MP, ATK, model suffers Stop until it is no longer adjacent to the madragora. This could also be used as a Pugilist command, Grapple.
-Vine Frenzy 3 MP, ATK, Rng 3, Push 2, choose 3 targets

Generic command ideas
-ranged attacks that ignore los: lightning from sky, earth eruption etc.
-multi target ranged. Two shots at -1 ATK. 2-3 single shot spells. Maybe an archer variant that trades volley for twin or triple shot.
-Regen self heal similar to the crusader's aura. Makes sense for mandragora, or possibly self-repairing risen or miasma thralls
-Allies get bonus against enemy adj to you.
-spend 1 MP per to reroll attack dice (or magic dice). Like archer's dodge.
-rolling jump stat in dice. Possibly for a line attack with follow through. Number of squares would be based on number of successes
-Push/pull effects based on number of successes
-Push/pull commands with no damage, for pushing around both friends and enemies.
-More powers like the bandit's Gang Up, that let another model do something on a separate turn.
-A command that lets another model make a basic attack. (too powerful?) This could be for a variant rhapsodist.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/12 22:06:09


Post by: WhiteRoo


Another idea...

What iconic monsters do you feel are underrepresented in the current Endless lineup?

Noone made monster/anthtro character miniatures based on kangaroos yet. Or at least google doesn't seems to find but one(It's a referee kangaroo character for a fantasy footbal game). So they may be not iconic, but they are extremley underrepresented as miniatures.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/13 04:02:59


Post by: miskatonicalum


Would we have to call it White Kangaroo?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/13 06:46:08


Post by: WhiteRoo


No, but I would have the opportunity to paint it white.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/13 12:03:02


Post by: Alfndrate


 WhiteRoo wrote:
Another idea...

What iconic monsters do you feel are underrepresented in the current Endless lineup?

Noone made monster/anthtro character miniatures based on kangaroos yet. Or at least google doesn't seems to find but one(It's a referee kangaroo character for a fantasy footbal game). So they may be not iconic, but they are extremley underrepresented as miniatures.

http://www.reapermini.com/Miniatures/kangaroo/latest/03589
That's the only thing I've seen...

What was the price to get a mercenary model sculpted during our last kickstarter Misk?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/13 19:38:37


Post by: Galen


 WhiteRoo wrote:
Another idea...

What iconic monsters do you feel are underrepresented in the current Endless lineup?

Noone made monster/anthtro character miniatures based on kangaroos yet. Or at least google doesn't seems to find but one(It's a referee kangaroo character for a fantasy footbal game). So they may be not iconic, but they are extremley underrepresented as miniatures.


That would be entertaining. Australia is a whole untapped continent of possibilities for Brushfire, not that there isn't a huge list of things for OTL to work with already. *cough*North America*cough* An Australian themed mercenary character unit similar to the wanderers might be neat. Hmmm...Kangaroo, Koala, Tazmanian Devil, Frilled Lizard, Land Hermit Crab?, Crown of Thorns Starfish?

It's nice to know there is probably the option of saving up and buying a personalized mercenary, of course if that's not in the cards I would pick up some of those Kanga-refs and use them as Sohei toads (leap!) in a Chugoku army. They wouldn't seem too out of place.

Also, because it just popped into my head. I have no idea if it is still in print, but the After The Bomb RPG by Palladium games had a supplement called Mutants Down Under that had rules for mutant Kangaroo characters and other Australian fauna. I once played a Komodo Dragon Sumo Wrestler.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/13 19:51:59


Post by: Alfndrate


 Galen wrote:
 WhiteRoo wrote:
Another idea...

What iconic monsters do you feel are underrepresented in the current Endless lineup?

Noone made monster/anthtro character miniatures based on kangaroos yet. Or at least google doesn't seems to find but one(It's a referee kangaroo character for a fantasy footbal game). So they may be not iconic, but they are extremley underrepresented as miniatures.


That would be entertaining. Australia is a whole untapped continent of possibilities for Brushfire, not that there isn't a huge list of things for OTL to work with already. *cough*North America*cough* An Australian themed mercenary character unit similar to the wanderers might be neat. Hmmm...Kangaroo, Koala, Tazmanian Devil, Frilled Lizard, Land Hermit Crab?, Crown of Thorns Starfish?

It's nice to know there is probably the option of saving up and buying a personalized mercenary, of course if that's not in the cards I would pick up some of those Kanga-refs and use them as Sohei toads (leap!) in a Chugoku army. They wouldn't seem too out of place.

Also, because it just popped into my head. I have no idea if it is still in print, but the After The Bomb RPG by Palladium games had a supplement called Mutants Down Under that had rules for mutant Kangaroo characters and other Australian fauna. I once played a Komodo Dragon Sumo Wrestler.


I would make drop bears the most vicious melon fethers in the world, but the cutest models


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/13 19:59:21


Post by: Cyporiean


I really want to do a Platypus at some point.

We've discussed how to do Australia a few times in development but have yet to really nail anything down, at the moment they are considered part of Axony. I do not know if we'll ever do a full faction for them, but a character or two/merc is fairly likely.

As for 'Merica, its currently in the same stage of development as Ordenstaat, Volk-Urssia, and Alexandreta; standing a fairly equal chance to being the next one released after Exomorphism.


Automatically Appended Next Post:
Also, due to Matt injuring his hands today the Visiting Hours for this week will likely be late.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/13 20:02:14


Post by: Alfndrate


 Cyporiean wrote:
Also, due to Matt injuring his hands today the Visiting Hours for this week will likely be late.

Final Fantasy 14 stress injury?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/13 20:04:34


Post by: Cyporiean


 Alfndrate wrote:
 Cyporiean wrote:
Also, due to Matt injuring his hands today the Visiting Hours for this week will likely be late.

Final Fantasy 14 stress injury?


No, but I'm not sure he'll be doing that tonight either.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/14 16:55:31


Post by: miskatonicalum


Continuing where we left off last week...

Kappa
With a medium ATK and MAG, but a dangerously low DEF, Kappa are best targeting mages. As most mages also have low MOV, the Water Terrain effect they place around themselves can be used to keep them away from your other party members, and get in some good hits while they are slowed. A Cone Heal also appears to be an appealing command for the Kappa, but with a 2 MP cost against a 3 MP, unless other party members use mana potions on it, the Kappa will only get one heal out. Of course, at 1C, you could take a number of Kappa to get a decent, cheap heal in your party.

Setup Ideas
Aquatic Lockdown
Drown is a great ability, affecting a large area, and has a decent chance of affecting at least a few of the models with a MAG 3. Add Mischievous to the Kappa’s command selection, and the Kappa can ensure that the target they want to sleep has difficulty shrugging off the status effect.


Kirin
With a MOV of 5, the Kirin is a great model to use in objective based battles. Make sure to deploy it in a prime position so it can move in a straight line as often as possible to benefit from its core ability. Thoroughbred can augment this, and the immunity to stop it provides can protect the Kirin from losing its bonuses. If you plan on taking either of the MP abilities, Aether Gallop is a must to keep the Kirin going in longer battles.

Setup Ideas
Warkirin
Combining Speed of Wind with Sylphane’s Steed give’s the Kirin ATK 3 Piercing on their basic attacks, but triggering Speed of Wind can be difficult without a Follow Through command. Aether Gallop looks like the ideal choice, lacking an MP cost, but with a lack of damage, the Kirin is not keeping the damage output. Trample, with its low MP cost, and Stop effect will keep the target from running.

Lunarian Scout
Similar in function to the Kirin, the Lunarians gain their boost on elevation changes. Even without that bonus, the Lunarian has a flexible repertoire of abilities, especially for a 1C model. A heal, an ATK+MAG, a no MP Wide attack. You really cannot go wrong with any combination.

Setup Ideas
Break It Down
Lunar Helmet and Hammer Time, give the Lunarian a DEF of 4 as long as they keep changing elevation, a decently high defense for a 1C model. Take more than one, and they can all roll 5 dice for Hammertime, easily a threat against other 1C models, and even many 2Cs that have even DEF/MAG like the Gunsmith or Chemist.

Lunarian Terranaut
A better core ability and base stats than the Scout, the Terranaut can fill the same roles, and is an alternative choice to taking Clerics with a low cost heal, for topping off single models.

Setup Ideas
Battle Cleric
Take the three passives, and a heal of your choice. Even without the benefits of the core ability, A flat 4 across the rolling stats makes the Lunarian formidable. Their basic attacks will break down the effectiveness of support reliant parties, and quickly destroy any demonites or other dark blood models. Taking Crusaders or other models that can have holy blood, also mean that the Lunarian can heal with their basic attacks. Your heal command will handle any non-holy blood models you take.

Cursed Hammer
Hammer Sweep and Space Dust provide great status effects with multi-target commands. High DEF models are perfect for Hammer Sweep, and Space Dust is excellent against any range reliant enemies. Once you’re MP is out, Wind Up will keep you hitting multiple enemies, and Lunar Helmet will keep the Terranaut safe while they’re ruining your opponent’s day.


Mandragora
The core ability of the Mandragora really works best over long battles, alternating between MP commands and basic attacks. With only two commands to choose, the combination you pick should complement one another.

Setup Ideas
Halitosis
With a higher MAG than ATK, the Mandragora is best using Sweet Scent or Garlic Blast. When fighting MP reliant models, Garlic Blast is the command to choose. Against high ATK models, Sweet Scent is the command to choose, the -2 ATK status effect is a powerful tool. As your passive, Thorny Vine will keep the weak Mandragora at least 3 squares away from your opponent while regenerating MP.

Miasma Thrall
Of the two dark 1C minion-type models, the Miasma Thrall has a focus on MAG commands. Like the Mandragora, the Thrall alternates between casting MP abilities, and making basic attacks to regain MP.

Setup Ideas
Dark Turret
With a RNG of 5 on Siphon, the Miasma Thrall can support allies with Crystal Husk, providing a DEF bonus and still make attacks. If other allies have Dark Element Attacks, your models can be healed by relying upon the Dark Blood part of the beneficial effect. Once the Thrall is out of MP it will have to strike out alone, or receive a mana potion from an ally.


Risen Warrior
The ATK counterpart to the Miasma Thrall, the Risen Warrior is a tough model to put down, gaining HP when it makes basic attacks. As the HP gain is fixed to 1 HP per attack, keeping the damage dealt to the Risen Warrior down will ensure it’s survivability. Beneficial effects like the Miasma Thrall’s Crystal Husk will bump it to a DEF 4 and make that setup more effective.

*cracks knuckles*
Alf here, I’m going to be stepping in while Matt recovers from injury taken in the heat of battle.


Undead Horde
With as difficult as these are to put down, one of my favorite ways is to run them in a horde of 4+ models. While this might be a bit of a points sink, the use of Ossification allows them to spread out and deal as much havoc to your opponent’s models as they can. With the benefits that a player gains through flanking and vantage, taking Ossification on a few of these guys will allow players to remove a valuable bonus from their opponents. The added bonus of running a ‘horde’ is that these monsters can mix up what they take as their second command. One or two with Skeletal Arrow to soften up as others close the distance, One with Horrific Stride to cause Fear, and then a frontline or two using Undead Fury to get double attacks.

Trolls
Trolls are some of my favorite monsters in Endless simply because of how they affect the field at large. When designing the trolls, we had an idea to use them to affect some sort of board with their abilities. Anyone that has seen the Earth Troll in action during our demos at conventions have seen how he manipulates the board.

Troll, Air
The Air Trolls are connected to the Aether, and much like the winds are fickle and ever changing, so too are your opponent’s turn order! Skycaller let’s the Air Troll affect the initiative order. Whenever they use a Command with the Air Element, they can move their target 1 position in the turn order. The way I like to use them is to mess up my opponent by using the Air Troll to skip the opponent’s heavy hitters, or delay their actions after my own. Unfortunately, with their low ATK, the Air Troll is going to rely almost entirely upon their MP/MAG abilities, and though these help the Air Troll remain safe from most casters, If they are hit by physical attacks, this big target has little to defend itself with.

Troll, Deep
As followers of Undinite, the Deep Trolls follow their mission to change everything, in this case we’re changing the terrain on the board. Wherever Deep Trolls travel, so too does Water Terrain. Even just by moving these Trolls can have a massive impact on the board by slowing down models, but beyond that they also heal whenever they’re in Water Terrain, so as long as they’re moving around, they always have a quick heal waiting for them. Even using Hydration doesn’t slow the Deep Troll down too much, as the next turn will see more water on the board. As we saw with the Kappa, Drown is a potent Command, allowing the Deep Troll to put enemies to sleep, thus keeping itself alive for another turn or two. Also, unlike models that treat their ALL MP Command as a one and done ability, the Deep Troll can spend a few turns creating water tokens, sitting in them, healing up and then can use Tidal Wave possibly multiple times per game. If you plan on using the Deep Troll’s water tokens to trip up your opponent, try taking models that ignore terrain penalties like the Kappa or Sorcerer.

Troll, Earth
The Earth Troll has a selection of great abilities, that require the use of Rock Tokens to activate. This creates the one major flaw of the Earth Troll, as it must spend a turn or two churning them out, to effectively use its commands. An effective way to expedite this process, is to take a Gel or two, and use Imprint to create tokens with them. Once the rock tokens are on the table, you can get them into ideal positions using Boulder Kick, or keep them near objectives, and wait for your opponent before using Titan’s Crush. If you have a few Tokens near one another, you can get multiple 7 dice attacks against each unlucky foe... or unwary ally.

Troll, Fire
This bruiser is one of the few models to have a dual element command in Spew Magma, giving the Fire Troll a excellent tool for picking targets to exploit with a +2 ATK. Alternatively, the Fire Troll can focus on building up Burning Tokens to boost the damage of Purging Flame. With a base ATK of 4 most models will be successfully hit, and the 4 extra points of damage will take down quite a few enemies. Once your MP is out by using that ability, the Fire Troll can still use Burning Tokens on later turns as MP, but the accruement process will stunt the effectiveness of the model.

Troll, Storm
The Storm Troll is one of the few Dual Blood models, and should be kept far away from Fire Trolls. Even though they get to use DEF+MAG against elemental commands, the Fire Troll is rolling ATK 8 vs DEF+MAG of 8, a bad roll or flanking can knock the Storm Troll out. Against nearly any other target, the Storm Troll is practically immune to Elemental attacks. With the regenerating MP and high starting pool, it can be alluring to burn through that MP using Thunderstorm, or any of the other commands, but remember that Flowing Winds ‘turns off’ below 4 MP, and you’re opponent is likely deterred by Aetheric Bond, refusing to give you MP through that command. Consider pacing yourself, using Shock Flash and Basic Attacks + Gust to wreak havoc, instead of treating the Storm Troll like a Bruiser.


Matt: Thanks for your help Alf, I should be all healed up in time for next week’s Visiting Hours. To tide everyone over and to apologize for my partial absence, please enjoy the cover of the Brushfire V2 Digest Edition!



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/14 22:52:44


Post by: Galen


Well... darn you Alf. I have been working on and off today putting together my thoughts on the second half of the EFT monsters, because it sounded like things where going to be delayed. Obviously I haven't refreshed my browser in quite a few hours.

I went to the trouble of writing it up so I might as well post it anyway.

Next to each monster’s name I have listed Crystal cost, Elemental Blood, and noted if is it can be called up by a Summoner command.

Kappa – 1 Crystal, Water, Summon
The Kappa is a support/2nd wave model with a lot of different tools. With good ATK and MAG for a 1C model, access to a healing command, and commands that apply status effects, the kappa does a little bit of everything. As with any good model the tough part is that you can only choose so many (in this case 2) commands each time you field it. Consider bringing a kappa when you have an adept or a model that can give out MP so it can get more use out of Mischievous and Undinite’s Waters.

Setup ideas
Watery Warrior
If you want some solid damage go with Undinite’s Claws, and Mischievous. Start with your MAG attack, then move in next turn for a poison basic attack against the enemy’s weakened defenses.

Kirin – 1 Crystal, Large, Air, Summon
The kirin is a perfect example of a harassment model. It is unlikely to kill anything, at least not very quickly, but can really ruin your opponent’s day, applying stop or silence to multiple enemies at once.

Setup ideas
Wild Horses
Two or three kirin moving alongside to each other and Trampling across the board is very hard to avoid, and can really disrupt enemy formations. At ATK 3 Trample won’t Stop all the enemies in its path, but can hopefully split the enemy’s forces so you don’t have to deal with them all at once. Just don’t leave your own party too far back in your own dust.

Lunarian Scout – 1 Crystal, Holy
This model is one of the few naturally Holy blood models. It is also only of the only monsters with a healing command. The Scout’s low starting stats mean that it is important to Trigger Bunny Hop before attacking, but that shouldn’t be difficult. Having only 3 HP is the Scout’s biggest downside.

Setup ideas
Holy Scout
Crescent Strike and Hammertime are both Holy commands that can hit multiple targets. In a party with other holy models these would mean that the Lunarian Scout could hurt enemies and heal allies with the same action, and do it turn after turn, because Crescent Strike doesn’t cost MP.

Lunarian Terranaut – 2 Crystal, Holy, Summon
Similar to the Lunarian Scout, this model is excellent for Holy element parties, though it does have low HP for its crystal cost. The Terranaut has a much wider array of powers than the Scout, including a few MAG attacks and a solid MAG stat combined with Lunarian Jump to get the most out of them. The Terranaut also has the best Healing options out of any of the summonable monsters, so keep that in mind when choosing summoner commands.

Setup ideas
Jack-Rabbit of all Trades
Do a little bit of everything. With Lunarium Hammer, Hammer Sweep, Space Dust, and either Lesser Heal or Heal, the Terranaut will have a multiple target ATK attack, a multiple target MAG attack, a healing command, and beneficial effect removal all in one solid little package.


Mandragora – 1 Crystal, Earth, Summon
The Photosynthesis special ability gives MP regeneration, making the Mandragora shine in extended engagements. Constrict has a nice range and effect, but with only ATK 2 it won’t be applying to the enemy with much consistency. Prickly and Thorny Vine help give the Mandragora something to do on the turns it is waiting for more MP.

Setup ideas
Every Rose has its Thorns
Thorny Vine and Sweet Scent together give all the Mandragora’s attacks RNG 3. This is best used to lend support to another, tougher model from a square or two back. -2 ATK from Sweet Scent can make your tank models that much harder to uproot.

Miasma Thrall – 1 Crystal, Dark, *figure in initial release*
The Miasma finds soldiers everywhere. Miasma Thralls have a good MAG and MOV, but mediocre stats in everything else. Both their MP commands are solid attacks for a 1C model, with good secondary effects. An aptly timed Siphon can keep the enemy from being able to use its high MP commands especially later in the game, when all models should be running low on MP.

Setup ideas
Ablative Shield
With Mana Shield the Thrall has an effective 7 HP. If it can hit with a basic attack the MP it gains back from Aetheric Drain just act as more pseudo-HP. Use these Thralls to stand in front of your ranged units after they have taken their shot for the turn, to soak up any reprisal from enemy ranged attacks.

Risen Warrior – 1 Crystal, Dark *figure in initial release*
Skeletons never go out of style! The Risen Warrior has a fairly flat statline, but the effectiveness of its commands doesn’t rely much on the Risen’s ability to do damage. This is another model that harasses and becomes a thorn in the enemy’s side if left alive too long.
Setup ideas
The Spook
To get the most out of Horrific Stride take it with either Ossification or Marrow. This makes that Risen Warrior harder to destroy with a casual attack, making the enemy spend more resources to remove it or face the fearful consequences.



Trolls – All trolls are Large, 3 Crystal monsters, and each is keyed to one or more elements. They tend to be very specialized and often revolve around unique game mechanics relating to their Special Ability. Being 3C models, trolls don’t need to choose which commands to take, so discussion will revolve around building parties to complement each specific type and their tactical use on the battlefield.

Air Troll – Air blood (I hope this wasn’t a surprise)
This troll stands out with its stellar MAG of 6. Vacuum Cutter is probably going to be your go-to power, because the Air Troll is nowhere near tough enough to engage the enemy up close. Prioritize attacking enemies that you want to move up or down the initiative order. Keep your eyes out for a good chance to use Tornado. If you can ever catch three enemies in the AOE I would go for it.
For double air fun have a Kirin run out front to Stop or Silence models that could threaten your troll.

Deep Troll - Water
Unlike the Air Troll, the Deep Troll is built to fight for the long haul. Its ATK and MAG aren’t great, especially for a 3C model, but Marine and Hydration both allow the Deep Troll to gain back HP and MP. The water terrain from Flood can also be used to slow the enemy down and keep them from getting to your squishier ranged models. A valid tactic would be to throw Tidal Wave out early and work to recharge your MP for a second Tidal Wave late in the game. And always remember to keep moving. You always want to be putting water somewhere on the board.

Earth Troll – Earth *figure in initial release*
Aah, the lovable Earth Troll. Every one of this Troll’s commands has to do with rock tokens, so get familiar with them. For example: the Earth Troll is not immune to its own rock tokens, so don’t put them somewhere you want to move next turn. Generally try to get the Earth Troll to a spot you want to defend and get your rocks out there as quickly as possible. The earth Troll’s big weakness is MAG so think about bringing some models that can deal with high MAG enemy threats.
Remember that no one owns rocks. They are communal. That means you should feel free to invite a Gel Wizard or Gel Warrior to come along and build rocks for your Troll to throw. Similarly a pair of Earth Trolls has a lot of synergy, but takes up a lot of your crystals. Still, it might be the only 3C model I would attempt doubling up on.

Fire Troll - Fire
The Fire Troll’s Burning Core ability requires basic attacks to build up tokens, so move up, get in the fight, and use basic attacks whenever there isn’t a clearly better choice. Build up those tokens to unleash an immense Purging Fire late game, or to add Burn[1] to an Eruption. Start out basic and build to bigger and better attacks.

…and last but not lease
Storm Troll – Air & Water
The Storm Troll is another Troll with high MAG and MAG focused commands. Bring some model’s with weak elemental attacks to trigger Aetheric Bond’s MP regain while only having a low chance of damaging the Storm Troll. Even against a Sorcerer’s Deep Freeze the Storm Troll would roll 8 dice for defense against 3 dice from the Sorcerer, so don’t be afraid to catch the troll in air or water element multi-target attacks. Know your opponent and which of his models rely on elemental attacks, then do what you can to create favorable matchups for your troll. Also, the Storm Troll is the only troll that can heal allies. Healing Rain is only heals 1 HP, but its AOE 2 has a chance to catch quite a few friendly models.


Now to go back, read the official version, and compare


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/15 00:34:25


Post by: Cyporiean


Galen's post got me thinking, a Demon Wall could be a fun scenario monster.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/15 00:35:23


Post by: miskatonicalum


Awesome overview Galen!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/21 13:38:32


Post by: miskatonicalum


So Tom and I both decided to take a whack at writing a scenario for the Endless players. We started with a basic concept, and we both went in different directions with it. We hope you enjoy:



Campaign Scenario
Demonite Blockade, Catacombs of Nacrenia
The magic energies cake the walls of this ancient city like fresh blood. Whispers down corridors, chills in your spine. The treasure you sought is now in hand, but you fear that you have taken a wrong turn, and could remain lost in this impossible geometry forever. A sigh escapes you as you turn the corner and see the light of day beyond the grand foyer. Before your eyes the passage seems to shrink and warp, as if the walls move to block your exit. As you adjust your vision to the light, you realize the walls ARE moving...

The Demonite Blockade is going to crush you all, unless you destroy it first!

Special Effects
Demonite Blockade - Dark Blood, 5 Crystal, Wall
ATK - 4
DEF - 4
MAG - 4
HP - 15
MP - 5
ITM - 0
MOV - 1
JMP - 0

Steady Advance - The Demonite Blockade may move into squares occupied by other models. Any model in a square the Demonite Blockade moves into suffers Push Back 1 and takes 1 Damage. Models that cannot be pushed back are removed from play.

Wall - Walls are 5 squares wide, but only 1 square long. Models cannot move through them or over them, even with abilities that ignore enemies for the purposes of movement or via Follow Through. Any models that attempt to suffer the effects of Steady Advance. Wall Models are immune to Flanking and Vantage, and may not change their facing.

Blockade Commands
Brick Wall - All ATK and MAG commands against the Demonite Blockade have the Weak Tag. (Passive)
Dark Mortar - Commands with Holy Element ignore Brick Wall instead of gaining the x2 Damage bonus against Dark Blood(Passive)
Demonite Whip - ATK, RNG 4, Place Target adjacent to Demonite Blockade.
Soul Harvest - 1 MP - MAG x2, Demonite Blockade heals 1HP.
Aetheric Entropy - 2 MP - ATK, RNG 4, AoE 1, Silence[1]
Dark Haze - 1 MP - MAG, RNG 5, Blind[1], Dark Element
No Escape - ALL MP - ATK + MAG, Line 3, Sleep[2], Dark Element

Party Size - 5 Crystal Party, 1 Player and 1 Campaign Manager

Setup - On a 5x10 board, the Player deploys at least 4 squares from either narrow table edge. The Campaign Manager deploys the Demonite Blockade at one of the narrow ends of the board facing towards the party.

Special Rules - The Demonite Blockade has two turns each game ground. Place two proxy initiative cards in the Player’s Initiative Order. The Campaign Manager may place these cards anywhere in the Initiative Order each time there is an Order Shift, but the cards may not be adjacent.

Objective - The player must defeat the Demonite Blockade before it moves across the board and destroys the entire party.

Rewards - The player earns 1 EXP for defeating the Demonite Blockade, and 1 additional EXP for each party member that survives. If the Demonite Blockade reaches the far table edge, the Player only earns 1 EXP. If you are not playing a Campaign, the players should switch roles and play the match again to compare results.

Commentary, Scenario A
The entire point of this scenario is survival and model placement. The Blockade has ways of keeping your models where it can munch on them as it moves across the board, so taking items or commands that remove status effects can help a party last longer, but the player still needs high ATK and MAG models to overcome the Blockade’s Brick Wall ability. Making all of your actions weak means that over the course of the scenario 15 successful hits are needed to stop the Blockade without the use of Holy Commands.

Multiplayer Party Scenario
Demonite Blockade, Catacombs of Nacrenia
The magic energies cake the walls of this ancient city like fresh blood. Whispers down corridors, chills in your spine. The treasure you sought is now in hand, but you fear that you have taken a wrong turn, and could remain lost in this impossible geometry forever. A sigh escapes you as you turn the corner and see the light of day beyond the grand foyer. Before your eyes the passage seems to shrink and warp, as if the walls move to block your exit. As you adjust your vision to the light, you realize the walls ARE moving...

The Demonite Blockade is slowly moving toward the far table edge. Its thirst for blood must be quenched before it kills you all. Time to sacrifice your friends!

Party Size - 4 Crystal Party, Up to 4 Players.

Setup - The players deploy on a 10 x 20 board, at least 5 squares away from one narrow end, and at least 10 squares away from the other. Of the closer narrow end, each square in the first row has a token placed in it.

Special Rules - No models can be reduced to 0 HP. At the end of each Game Round, the Blockade Tokens move d6 Squares toward the far table edge. Each token moves the same distance. If the Tokens pass, or land in the same square as another model, the model is removed from play and considered slain.

Objective - Players must use the Demonite Blockades to destroy their opponents while avoiding the same fate. Play continues until the Blockades have slain 75% of all Crystals, or they reach the far table edge.

Rewards - Each Player receives 1 EXP for each Crystal left on the table at the end of the game. The player(s) with the most left receives +2 EXP. If no models remain on the table, Every player receives 1 EXP.

Commentary, Scenario B
Best played with a group of friends, and a collection of models that have Stop or Push Back. This scenario can be a great way to introduce your friends to the game, especially those into ‘stab them in the back’ style games. As HP doesn’t matter, focus on building a party of high defensive models, or those with lots of nasty status effects to unbalance your opponents.




Where mah Brushfire at!?
For those wondering where the Brushfire content is, we hope you can wait until October, because we’ve got some exciting, spooky content to share with you, as we head toward the release of a new faction! Starting on the 27th of September, because I don’t look at calendars, we’ll be doing a sneak peak at the faction, along with releasing pics of the minis, and more details.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/23 12:29:41


Post by: WhiteRoo


No Q&A this time?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/23 12:43:57


Post by: Alfndrate


 WhiteRoo wrote:
No Q&A this time?

It was a bit of a busy week, but I'll attempt some Q&A, I'm sorry if these questions suck as Matt usually does these

Endless:
1) What are your initial thoughts on these two scenarios, and which one sounds more appealing to you?

2) What is your favorite style of Endless play? Do you prefer to use a book scenario, campaign play, or just last man standing? Have you attempted to make your own scenarios? (If you've done the last one, let me know I'm always interested in seeing more scenarios!)

Brushfire:
3) With that spooky spoiler picture, what are your thoughts on adding a bit of 'fantasy' to our historical parody game?

4) I'll let Matt come up with a few more


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/23 21:01:15


Post by: Cyporiean




Slowpoke

But while we're talking about it, our proof copy shipped out this weekend so we'll get it in the next day or so. If we approve it, you will be able to order it this week.. if we need to make any additional changes it will be another 2 weeks most likely.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 05:26:06


Post by: Galen


 Alfndrate wrote:

Endless:
1) What are your initial thoughts on these two scenarios, and which one sounds more appealing to you?

2) What is your favorite style of Endless play? Do you prefer to use a book scenario, campaign play, or just last man standing? Have you attempted to make your own scenarios? (If you've done the last one, let me know I'm always interested in seeing more scenarios!)

Brushfire:
3) With that spooky spoiler picture, what are your thoughts on adding a bit of 'fantasy' to our historical parody game?


Ugh! This week has been so hectic and disjointed. I have sat down to post 3-4 different times in the last few days just to be interrupted. It's nice to finally get a couple minutes to relax and think about gaming.

1. They both look worth trying out. The first really feels like a classic 'against the clock' video game fight. I love the demon blockade rules, but I haven't really been playing Endless in the Player vs. Campaign Manager mode yet. Scenario two (Alf's) is the first I've seen with more than two players and I have been thinking about ways to accomplish this fairly, so it caught my eye right away. I can see myself running this with friends, but worry that the parties would become very derivative after a few play throughs.

2. My focus thus far with Endless has been Skirmish (Kill VP until time) games, or scenarios with a simple objective thrown in, like King of the Hill. Of course, in my last King of the Hill game I was up 4 victory points to zero before getting my whole party wiped off the table. I want to try out the campaign rules, but need to get my game playing a little more regular first. My dream would be a solid league style campaign set-up, along the lines of the territory claiming map idea we have previously discussed.

Overall I think changing the terrain can dramatically change how a scenario plays. A good unique board is like a scenario or puzzle all to itself.


I have a few scenario variant ideas:
-Snatch and Grab: This came about by trying to pull a book scenario from memory. place three (or roll # randomly) treasure tokens on the center line of the board. We placed one center and one 5 squares from either non deployment board edge. A model that ends its turn next to a treasure token may pick the token up. Carrying a token does not effect the model in any way. If a model holding a treasure token dies it drops the token in its square. Normal Skirmish rules apply, but when the game ends players get one additional VP for each treasure token they have on a surviving model. This gives players a reason to move up and engage quickly.

-Gate Crash This idea, as with many of my scenario thoughts, came to me when thinking of board ideas. Each (2) player starts on a corner of the same board edge and an objective is placed at the center of the far board edge. I pictured a castle gate as the objective, at the top of a terraced stone courtyard at least 5-6 elevations above the players deployment zones. hmmm...my descriptive skills are failing me. Anyway, I have been blanking on what to do with the objective once people reach it. If nothing else I could treat it as a variant King of the Hill, and give VP for models claiming the zone. Players would start closer to each other than to the objective so they have to choose between charging at the opponent or the objective. Maybe sending a few models to slow the enemy down while sending the rest to claim a spot at the gate.


3. Who doesn't love more variation in army selection. I've personally never been invested in the historical aspects of any miniatures games so I think bugs can have a fine place in Brushfire. Do they have magic? That could be a stretch for some players, but I guess there are already witch doctors. It seems like a big change, but not a bad thing.




[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 06:31:51


Post by: Lockark


 Galen wrote:


3. Who doesn't love more variation in army selection. I've personally never been invested in the historical aspects of any miniatures games so I think bugs can have a fine place in Brushfire. Do they have magic? That could be a stretch for some players, but I guess there are already witch doctors. It seems like a big change, but not a bad thing.



I don't think the bugs are out right magic, but more like they are like-magic.

WARNING! HEAD CANNON AHEAD!

When lovecraft described the technology used by the Elder Things and Great Race, he described their tecnology as being like magic to us humans. But to thows races it wasn't magic, it was just that their technology was so advanced that we could not trying comprehend it's workings.

In the case of the bugs, the idea is that their biology is so strange and alien to the inhabitants of the setting that it's almost like some sort of witchcraft or magic to them. Us as the gamers understand that these processes are biological, but to the inhabitants it seems like magic.

-Being able to lie dormant for long periods of time in what looks like to them a "death like state", only to be revived from their slumbers and appearing to rise from their graves/tombs.
-Their botfly reproduction, "possessing" people.
-Their ability to communicate threw undetectable pheromones, giving the appearance of a single minded swarm.
-The "chittering madness" they use to communicate with other races.
-ect

To me this approach is incredibly true to the spirit of the original lovecraftian stories, with out actually going the heavy handed approach of just putting big stupid cthulhu faces on everything and calling it a day. (A approach that is starting to sadly feel very over used in the table top market in general...) It's a huge breath of fresh air.

(If I got anything wrong feel free to correct me. But this is how I've read the fluff that has been given so far. The RPG was a fun read. ;D )


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 12:10:26


Post by: Alfndrate


Thanks for the compliments on the second scenario Galen, but sadly mine was the first scenario (the against the clock one), and the second one was Matt's


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 13:56:41


Post by: Galen


 Alfndrate wrote:
Thanks for the compliments on the second scenario Galen, but sadly mine was the first scenario (the against the clock one), and the second one was Matt's


Oh no well your scenario makes me want to model a demon wall. It seems like an excellent campaign scenario, but is just what I expected to see from a wall scenario.

Also I'm not sure I'm a fan of the no damage aspect of scenario two, but as I said, I was excited to see a 4 player scenario.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 14:20:22


Post by: miskatonicalum


Scenario B, or 2, has the no kill mechanic on it so players are focused on using stop, sleep, or push back to knock out their opponents. I sort of see it as Super Smash Bros to every other fighting game.

I really like your scenario ideas Galen. The alternate deployment idea in the second one is particularly nice. Sets up a bit of a race to the objectives.

Lockark, you are technically correct. The best kind of correct. We are also going for a basic Ancient Astronaut vibe in addition to Cthulhu.

But, just for clarity, There is no magic in Brushfire. The witch doctors are drugging people for their powers.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 14:22:49


Post by: Alfndrate


 Galen wrote:
 Alfndrate wrote:
Thanks for the compliments on the second scenario Galen, but sadly mine was the first scenario (the against the clock one), and the second one was Matt's


Oh no well your scenario makes me want to model a demon wall. It seems like an excellent campaign scenario, but is just what I expected to see from a wall scenario.

Also I'm not sure I'm a fan of the no damage aspect of scenario two, but as I said, I was excited to see a 4 player scenario.


That's fine, I like scenarios like the one that Matt designed, but for me personally, I love working on campaign scenarios and I try to keep the scenarios basic objectives broad enough that people can use them outside of a campaign. I think if I were to expand this to a player vs player scenario, I'd make it like 5x15, put 2 walls in there, and have players deploy on a side, opposite of each other, and take control of the wall on the other side, and then have the walls go at the end of the Initiative order, and force the players to play against the clock to be the last man standing before the walls close in on both sides


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 19:24:18


Post by: Galen


I like that variant. A pair of walls shrinking play space sounds fun.

Jumping back to Brushfire for a moment, the way Lockark decribes the bug cult sounds really cool!


...and back to my comments on 4 player games.


Uneasy Alliance - basic 2 teams, 4 player game format.

-team pairs are rolled off randomly before battle so players don't try to build there parties to combo with a partner.

-each player deploys on a corner of the board, use a 5x5 square deployment zone on a 20 sq board. Partners deploy at opposite corners to each other.
-(optional) each player on a team may deploy any or all their models in either of their teams deployment zones

-During play the models of your team partner count as enemies for the purposes of commands, and keywords such as Safe.

-Every player rolls initiative at the start of the round. Winner plays first and play continues clockwise to the next player.

-victory can be decided based on skirmish, king of the hill, or other normal scenario guidelines as decided ahead of time.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 19:47:36


Post by: Lockark


 miskatonicalum wrote:
Scenario B, or 2, has the no kill mechanic on it so players are focused on using stop, sleep, or push back to knock out their opponents. I sort of see it as Super Smash Bros to every other fighting game.

I really like your scenario ideas Galen. The alternate deployment idea in the second one is particularly nice. Sets up a bit of a race to the objectives.

Lockark, you are technically correct. The best kind of correct. We are also going for a basic Ancient Astronaut vibe in addition to Cthulhu.

But, just for clarity, There is no magic in Brushfire. The witch doctors are drugging people for their powers.


woot! glade to hear I was following along correctly. XD

My favourite lovecraft stories were at their core what you describe as "Ancient Astronaut". "Colour out of space", "at the mountains of madness", "The Shadow out of time", ect. I very much appreciate you guys taking that angle.
=)

(One of my favorit book series Vampire Earth also does that funny enough.)


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 20:02:23


Post by: Alfndrate


Don't google botflies.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/25 20:53:47


Post by: miskatonicalum


@Galen, Thats a good set of multiplayer rules. The inclusion of Safe not protecting your allies is interesting. It encourages selective use of all AoE commands.


@Lockark, Its surprising how many movies are based on/homage to At the Mountains of Madness, one of my favorite Lovecraft stories, I might add.

I will admit, I'm not a fan of horror in the modern sense, if it is not paced like Alien or similar films that rely more on psychological horror instead of 'startling', I avoid them like the plague. Silent Hill over Resident Evil as it were. Man, I rely on video game analogies a lot


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 09:33:40


Post by: WhiteRoo


Try the game "Alan Wake" if you didn't yet. It's my favorite horror game so far and it's very Silent Hill like.

Anyway, here is an idea: Make an "Escape!" variant Brushfire scenario for the Cult, where players have to escape from waves of bugs controlled by some mechanic or other player. It would be an awesome Halloween special and a good introduction for the Cult.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 18:11:29


Post by: Lockark


 WhiteRoo wrote:
Try the game "Alan Wake" if you didn't yet. It's my favorite horror game so far and it's very Silent Hill like.

Anyway, here is an idea: Make an "Escape!" variant Brushfire scenario for the Cult, where players have to escape from waves of bugs controlled by some mechanic or other player. It would be an awesome Halloween special and a good introduction for the Cult.


Now all I can think of is a space hulk-like board game, were you play a band of adventures trying to escape from a Cult Exomorph crypt.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 18:15:39


Post by: Alfndrate


 Lockark wrote:
 WhiteRoo wrote:
Try the game "Alan Wake" if you didn't yet. It's my favorite horror game so far and it's very Silent Hill like.

Anyway, here is an idea: Make an "Escape!" variant Brushfire scenario for the Cult, where players have to escape from waves of bugs controlled by some mechanic or other player. It would be an awesome Halloween special and a good introduction for the Cult.


Now all I can think of is a space hulk-like board game, were you play a band of adventures trying to escape from a Cult Exomorph crypt.

The Historia Rodentia GenCon scenario last year was similar to this. A rag tag group of adventurers stumbled into a set of ruins and eventually had to kill an exomorph they encountered. It was a blast. I wasn't working for OTL at that time, so it was me, two other brushfire fans that I knew/met, a random kid, and the last person was British... by plotting, we made it so the British guy was only left with the option of the Axony Devon Brigadier . It was awesome and perfect to have an Axon character with a British accent


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 19:29:28


Post by: WhiteRoo


It would be good to see what do you guys think is an escape map, because it's hard to know when you are a... that guy... when you set up the table/fortifications.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 19:48:09


Post by: Tonio


 Lockark wrote:
Now all I can think of is a space hulk-like board game, were you play a band of adventures trying to escape from a Cult Exomorph crypt.

That would be a really fun board to tackle the construction of.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 19:53:22


Post by: Cyporiean


 Lockark wrote:

Now all I can think of is a space hulk-like board game, were you play a band of adventures trying to escape from a Cult Exomorph crypt.


This was actually an idea I was toying around with very early on in Brushfire's release, but it wasn't feasible back then.. Maybe I'll take another look at it.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 20:21:22


Post by: WhiteRoo


It would be nice to have a ready-made campagin map also. Whith the different battlefields planned out for it and everything. It's propably really fun to play a campagin, but the preparation is hard, especially if you have never seen a BF campagin before.

Maybe the book could feature example battlefields for the game modes. That would be nice.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 20:35:29


Post by: Alfndrate


 WhiteRoo wrote:
It would be nice to have a ready-made campaign map also. With the different battlefields planned out for it and everything. It's probably really fun to play a campaign, but the preparation is hard, especially if you have never seen a BF campaign before.

Maybe the book could feature example battlefields for the game modes. That would be nice.

Pre-designed battlefield maps (i.e. how to set up terrain) don't leave much for replayability. The easiest way to do a Brushfire Campaign would be to do a map based campaign
So you start out with the Brushfire world map:


Then you zoom in on like I've done here on a nice region where wars might break out (notice all those nice borders?).


Once you've got your conflict zone, time to break it up into conquerable areas. I've used a white brush in MS Paint to get this effect (fancy I know!). This white zone gives us places where players can start and begin their conquest for the campaign.


The battlefields can be different every time you game which gives you tactical challenges very game.

I understand that's not exactly what you're looking for, but giving battlefield examples works well in historical games that re-enact major battles, and rarely works well in other games.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 20:46:22


Post by: WhiteRoo


That's might be true, but the BF book doesn't even have one. Maybe it will be better if all the illustrations will be in it, but it would be nice to see what are the designers thinking with "25% terrain".


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 20:59:38


Post by: Alfndrate


 WhiteRoo wrote:
That's might be true, but the BF book doesn't even have one. Maybe it will be better if all the illustrations will be in it, but it would be nice to see what are the designers thinking with "25% terrain".

"Take all terrain you have on the board (say 4x4 for this example) and place it in a 1x1 quarter of the board. If you have space still there, you can add more terrain and then spread it out evenly across the board. If you have more than that, you can remove some until you have a filled 1x1 square"

Honestly I look at the board and go, "does that look about right?" and add more or less from there. I'll be editing this post here in a second, but here is what I set up for a demo. It's sparse in areas, but it's about 25%.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/26 21:27:50


Post by: Cyporiean


The only thing I'd really add to the table Alf posted would be some low walls/hedgerows for additional cover.

Here are some of the boards we've used over the years:

Starting off with Tonio's fantastic table:


A simple Realm of Battle tile:


This was one of my favorite boards, which we ended up giving to Adepticon at the end of the show. its hard to see, but there are alot of low walls, buildings, and area terrain.


A complex death trap:


Different arrangement:


a 2x4 table:


I don't know wtf i was thinking when I made this snow board, it was almost impossible to actually play on.. pretty though.


Here is one of the very first demos at our first Gen con, in which Matthew is giving a demo to some British guy.


and this is the first time we ever showed off Brushfire in public, we had just gotten the Badger-At-Claw and Mouse Conscript casts in earlier that week.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/27 05:18:43


Post by: Galen


Those are some great looking boards Cyp. My favorites are Tonio's village, and the other ship/dock/village board, because they are really different from the wargame tables I typically see. Though there is nothing wrong with it, I see more than enough green felt and kidney bean shaped forests every week when I share FLGS space with the warmachine players.


 miskatonicalum wrote:
The inclusion of Safe not protecting your allies is interesting. It encourages selective use of all AoE commands.

That was the most debatable bit. I also had commands like the bandit's gang up in mind. I was thinking a 4 player scenario like that could be a nice change of pace, or special event for league style play. Have people play a game per week, and perhaps once a month have the top 4 players run a multiplayer scenario. Or just give players "league points" for playing at least one 4 player game during a season. Hmmm...perhaps a league were people get points for win/loss/tie, and for completing various objectives (like video game achievements.) Possible goals include - win by TPK, win by scenario objective, kill an opposing 2C or higher model with a 1C model, win a battle with a named character model still alive, kill an uninjured 2c or higher model in a single round, etc.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/27 09:57:42


Post by: WhiteRoo


Thanks!

My judgement of "about right" was based on warhammer fantasy, and that ended badly.

I'm now thinking about making a board that is more mordheim-like with big elevations and buildings close to eachother, with ladders and bridges between many platforms. I think that would work great for brushfire.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/27 14:02:21


Post by: Cyporiean


Yeah, Warhammer Fantasy needs very little terrain since it just ends up being in the way to try and do anything. Mordheim is a better mindset to go with.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/27 19:20:26


Post by: Lockark


 WhiteRoo wrote:
It would be nice to have a ready-made campagin map also. Whith the different battlefields planned out for it and everything. It's propably really fun to play a campagin, but the preparation is hard, especially if you have never seen a BF campagin before.

Maybe the book could feature example battlefields for the game modes. That would be nice.


Another option that works well is to use settlers of catan to make a map, and set your campaign on some made up island. The diffrent factions trying their hand at a colonial enterprise and also explains why they is no already existing infrastructure.

You could also make your self "better mighty empire tiles", with alittle know how.

http://www.litko.net/categories/Miniature-Bases-%26-Bottoms/Hexagons/

Get your self larger hex bases from them, with hevy duty magnet bottoms.

http://www.litko.net/products/8.5x11-inch-Flexible-Steel-Sheet.html#.UkXaHD8j5TN

You then put this stuff down onto the map surface that way your map tiles stay in place.

The custom mighty empire tiles are a project I've wanted to do for awhile but I always put on the back burner.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/27 22:20:09


Post by: WhiteRoo


I could make a campagin if I want to, but it would be nice just to have one. It would make it more easier to get into it. And once you hook up some people in a campagin, they are much more likely to show up to play.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/28 04:09:37


Post by: Galen


Presenting...

Ten Minute Demon Barricade

5 squares wide to fit Alf's scenario


Were I to do it right I would try to add an eyeless face or two trying to pull out of the wall, and putty/paint it of course.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/28 14:05:39


Post by: miskatonicalum


Following the incident in downtown Wilder, the following files have been collected for review and perusal by Lady Protector Eileen Grey and are FOR HER EYES ONLY.

Troll - File X72 - FYEO

“I was just a babe when we established camp in Jotunheim. The trollhunters were looking for big game in the mountains. The kinder all played in the hills, away from the hunting grounds. One day we found this cave mouth. Around the arch of stone were carved great runes. My sister was learning to be a Wyrdweaver and translated a few of the runes. It was a spell to seal the beast ‘Nidhogg’, the corpse dragon. Our tribe had a War Shaman at the time, who had once told us the story of Nidhogg, a great scaly snake that gnawed at the world tree, and devoured the remains of the dead.
We all kept the place as our secret, playing as epic heroes and monsters around our own imaginary gate to Nifle. My sister once walked into the cave a fair distance, goaded by our friends. We heard a clacking, clicking noise echo from deep within, and we all ran like panicked Rats fleeing a Vikland raid.
At that point, I’d chosen to let slip the secret to the War Shaman. I was scolded for playing in the region, and the priest tried to share his own tribulations, fighting Trolls in winters past. I did not have the head for such worry at the time. No hunter had claimed the head of a troll in my lifetime. To my generation, they had become nothing more than myth.


[Coughs heavily, Nursemaid serves medicine]

It took less than a month before we were back playing about the area, and we’d taken to mimicking the sound we had heard. Sending echos back down the passage. This would eventually break down into fits of laughter, rolling about in the snow. I had arrived late that day. The fifth of March, I waved to everyone, bringing their attention to me.

[Pause to regain composure]

I remember as the beast strode through the mouth. It clicked, like a sound between a creaking waterwheel and the breaking of a branch. The exposed jaw bones shuddered as it made the horrid noise. I was the first to see it, with everyone else having their attention on me. It was encased in black bone with six great limbs reaching out from the main body. I stood there in shock.
As it crushed my sister, and ate my friends. The only thing I could think was that this was not Nidhogg. This was no serpent. It had too many limbs. ‘Sleipnir’, I would have named it. The many legged child of Lokke. A trick. It had to be a trick, no such creature could exist and be given such an inaccurate name.


[Raises arm stump to show interviewer]

I was lucky to have just had my 12th Nameday. My first axe was still in a belt loop around my waist. As Sleipnir crushed my chest with one sharp claw, the maw came to taste its last meal. My weak hand was mangled quickly as the jaws tore at it. With one quick slash, I brought my axe down on what appeared to be a neck.

[Pause]

I lay there for what felt like all the Ages of the world, before the hunters came looking for us. I spent the rest of my childhood alone. The rest of my tribe would praise my feats, or tell sagas of my battle, but I will always remember standing in shock for eons, sobbing like a newborn babe. My friends were cut down as I refuted the name it had been given.

The War Shaman was the only tribe member to not praise my deeds. He browbeat me and demanded to know everything that had transpired. I was still in shock, and only told him what few details really mattered. In relating my tale since, I have left out one detail, one that should be known. As I lay beneath the body of my fallen foe, the chittering cries continued. Out of one eye I stared into the darkness of the cave, down into Nifle. None dared come to the surface, but shapes moved in the dark, and they were angry.”


- War Shaman Tyr Jotunsbane, Viklander; Oral History, recorded by WATCHDOG

Jotunsbane directed us to the rune cave. Biological evidence indicates Exomorph habitation in the last year. Cave network runs for an unestimated distance. Over two miles of network explored by WD Agents. This hive appears to have relocated recently. As Viklanders share their spoils with friendly tribes, Jotunsbane’s people no longer possess any remains of the Troll. His mentor, War Shaman Heim Jotunscry has been deceased for ten years. The Shaman allegedly walked out into the snow at the height of winter, with the head of the Troll in his possession, saying he planned to “seal away Nifle once more”.

Tactical Review - The 'Death Knock' Trolls make when they are ambushing their prey has been known to send even our most battle hardened agents into shock. Unlike the larger Oni, Trolls are known to operate in groups, sharing the leftover flesh of those they have crushed beneath their weight. Their excessively tough exoskeleton requires focused fire or superior weaponry to bring these beasts down. Despite the Viklander penchant for axe wielding combat, close quarters should be avoided.


Pazuzu - File X61 - FYEO

“June 12th - These mountain paths have been the worst portion of the rail. We are only a few miles from the other end of the track, and yet we only place a few rail ties each day. Montu seems like a world away. It pains me to think of my bride caring for our child alone. By Abbai, I pray that the tunneling machines arrive by month’s end. I hate to risk any more workers with blasting. The doctors report that some are also coming in with an infection, that springs up over night. So far only the workers sleeping in the open air are suffering. Perhaps it is overexposure to the sun that lowers their immunity.

September 8th - The machines are here, a week late, and models 20 years older than we ordered. An angry letter has been sent down to the main office. It will likely not change anything. At least we are moving a visible distance each day, even if the drills break down too often. The buzzing sound of the machines continues into the night, and rings in my ears even after they go silent. Perhaps I need to visit the infirmary myself.

September 10th - More of the workers have succumbed to the ‘welts’. The first infected have been hospitalized with stomach pains. With the reduction in staff, the rail work has slowed again. A letter arrived today from the main office. Postal service is being suspended until the new Telegraph system is completed. My office will be ringing with more than just the buzzing of machinery by October, but this also means my previous letter will likely not see a response until then.

September 12th - We had a casualty last night. Normally I would not mention rail deaths in my personal log, but this Crocodile died from the infection that had afflicted him this past month. The welt had not responded to any treatment available here, and in the night, had split open, possibly from the victim’s thrashing and convulsing, resulting in a loss of blood. No one was with him at the end. To stymie the infection rate, each of the patients had been quarantined. My office will likely become one of these triage centers soon, putting me outside with the rest of the workers. In light of the tragedy, I have given the crew the day off for remembrance and to raise morale.

September 15th - The buzzing never stopped. The machines have been quiet for three days, following another death on the 13th. Yet, the ringing in my ears continues. I have also found myself subject to the doctor’s examinations. I awoke with a welt this morning. I remember in my sleep, I dreamt of knives, wrapped in wings. I thought of Pazuzu, the demon cast down from the moon by Abbai. The pain in my leg feels as though it moves. The sore is near a major artery the doctor tells me. A vial of laudanum has been doled out to me. Perhaps I will at least sleep through the pain.

September 19th - I saw it. I cannot believe my feverish vision. In a thirst, I stumbled into my office, seeking a drink from my cabinet. The young jackal who had been quartered there let out a long mournful howl as his welt burst. The fluid stained his clothes red, and his body slackened. This alone would have been too horrid to witness, but then motion beneath the wound saw the birth of a demon. Escaping from the folds of his clothes and flesh, a winged Khepri took its first steps like an innocent babe, before taking flight into the night air. The beast came toward me flashing its bladed appendage. I flinched as my face was stung, but with one furious hand I brought the beast crashing to the ground. In a maddened panic, I crushed it beneath my heel, between the wooden floorboards of my office shack.
I would not speak of this to anyone. It is too late for us, but I must keep this infection from spreading.

September 20th - I cannot find the source of our affliction, but the brood that would spawn here has been ended. The fresh workers that arrive with the Telegraph will need to send back for more blasting powder. The last was used to torch the tents and the infected. Only I remain. I have cut the unborn khepri from my leg. It would have severed the artery, had it grown any larger. Alas, I have a newer welt to deal with. The vision in my eye is already blurred. I swear the motes in my eye are a sign of its arrival. The doctor’s scalpel rests beside me. He would not relinquish it until I burned him like I did the the others. I wish my fellow workers had the same conviction as I.

One last prayer before I excise the welt and exorcise the demon.”


- Oubast Salih, Foreman, Royal Montu Railworks; Journal Entries

The new workers did need to send back for blasting powder. Beyond the Foreman’s Shack, nothing remains of the Site 7’s barracks along the Montu-Helios Rail Line. Hyperian workers reached the site a few hours after the smoke rose over the mountain and contaminated the site searching for survivors. WATCHDOG Agents arrived to examine the site a week after. The foundation of the shack was torn up, and the remains of a larval Pazuzu was found. The laboratory notes that, at this stage of development, the Exomorph could not have infected the Foreman with the facial sting. It is currently unknown why the Khonshan Site 7 was targeted, but Hyperian Site 8 was not infected.

Tactical Review - This Exomorph comes in two basic varieties, sub-coded Wyvern and Harpy. Wyverns are less dangerous, but their advantage of flight makes any defenses erected by mammalkind useless. Both types flock on swarms and move disturbingly fast. Their tell-tale buzzing sound can easily be masked by the sounds of civilization, and would raise little alarm except to those familiar with it, of whom there are very few. Harpies are the more dangerous brood. Spawn of the Queen in Yellow, these Exomorphs are capable of breeding on their own without a hive, and have wiped out a number of rural, high altitude areas.


Spoiler:




Additional Files will be processed and ready for you next week. Please destroy upon reading.

Signed,
Howard Carter
Sir Howard Carter, KHOM, CP
Director of Protectorate Intelligence Division 4 - Exo Files


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/28 14:44:05


Post by: Sekai


Time to break out the power armour and portable nuke launchers. It's time for a bug hunt.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/28 14:49:09


Post by: miskatonicalum


C'mon you apes! You wanna live forever?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/28 15:45:37


Post by: Galen


Brilliant fiction! It makes me want to fight some bugs.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/28 20:23:18


Post by: Alfndrate


 miskatonicalum wrote:
C'mon you apes! You wanna live forever?

"But we're hamsters, not apes"


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/29 00:28:44


Post by: Galen


 miskatonicalum wrote:
C'mon you mice! You wanna live forever?

Fixed that for you

I assume hamsters would consider being called mice derrogatory


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/30 10:27:35


Post by: WhiteRoo


I guess I'll have to build that Fire-Based Vandalands list I'm planning for a long time now. I'm going to need Gotz though...


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/30 17:07:26


Post by: Zygrot24


Nothing the judicious application of Badger couldn't solve.

Matt, Em, you guys are awesome. I've personally seen how much work you guys are putting in, and I cannot state enough times how much I admire and respect you both for it. New faction looks fantastic.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/30 17:17:03


Post by: Alfndrate


 Zygrot24 wrote:
Nothing the judicious application of Badger couldn't solve.

Matt, Em, you guys are awesome. I've personally seen how much work you guys are putting in, and I cannot state enough times how much I admire and respect you both for it. New faction looks fantastic.



No one appreciates Alf

And agreed, Matt and Em have put in (obviously) a large amount of work on the Cult of Exomorphism, not to mention Heath (artist) and the various sculptors OTL commissions for their figures are churning out awesome looking stuff.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/30 17:42:21


Post by: Cyporiean


Thanks guys.

Exomorphs have been something I've wanted to do since the beginning, but got cut pretty early on. The incredibly positive response we got from including them in the RPG is what really pushed us to return to developing the faction. I am incredibly happy with how the release for the faction is going, and I hope to be able to do large splash releases like this for the factions going forward.

Heath has been doing a fantastic job on the concept pieces, and Curtis has just been churning out some horrific (in a good way!) sculpts for them, and for the foreseeable future he will be doing all of the bug sculpts for the faction. You've seen the Troll (which we'll get some more photos of this weekend), and we've got 3 more units from him to show off over the next couple of weeks.

We'll be showing off the Queen and Cultists (Sculpted by Daniel) this weekend, and we should have the Will-O-Wisp the week after, and Legion after that.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/09/30 17:44:21


Post by: Zygrot24


 Alfndrate wrote:
 Zygrot24 wrote:
Nothing the judicious application of Badger couldn't solve.

Matt, Em, you guys are awesome. I've personally seen how much work you guys are putting in, and I cannot state enough times how much I admire and respect you both for it. New faction looks fantastic.



No one appreciates Alf

And agreed, Matt and Em have put in (obviously) a large amount of work on the Cult of Exomorphism, not to mention Heath (artist) and the various sculptors OTL commissions for their figures are churning out awesome looking stuff.


Total props to everyone, even Alf.

I might be speaking out of turn here, but when I say the work they've done I mean becoming the production wing of OTL LLC International Models, Rules, and Widgets Inc. They were put in a really gakky situation, it made a large impact on their plans, and they came through like champions.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/05 18:08:03


Post by: miskatonicalum


Here is the second set of files for your perusal Your Protectorship, please direct any questions to Agent Gatiss.

Cultists - File X02 - FYEO
“I knew you always tell me na to judge by the way pepple look, Ma. But I just cannt stair these ugly ‘star-nose’ in the snout any longr. They got me with chills down my back. The Captain says we only here nother week fore we move west inta Union terrtry. ‘Orders is orders’ he say. That done mean I got to like this town or townfolk. Them church service is mighty werd, they seem to know lessan me bout praying stuff.

Whats worst thogh is the chants, but they done chant in church, they do it at nite. Solders is also gone missing. Every nite they chant, someone disappr the next day. Captain say them coward, but Henry werent no coward. Him being gone leaves me alone in my tent at nite. I never been fraid of the dark, but im startin be fraid of what in the dark.

~

Sorry, I forgot to finish my scrawl. We mustard in the yard and i let it go un finish. The Lootenant who went missing came back. Sed he got lost inna woods. Wants Captain to lead a scout party on a near Westie camp. I been picked to go. No fighting you aint got to worry your head mamma.”
[sic]
- Pvt. Eustis Riley, Federate Army; Letter to Marlene Riley

Recovered, unmailed, from Westmouth, MS, Federate States of Vespuccia. Only evidence remaining of the 18th Cavalry. Locals claim the contingent moved out towards the Union of West Vespuccia on schedule. The suggestion of a Union camp in the vicinity is not reinforced by official Union troop movements, or corroborated by our Culper Ring Liaison within the FSV. Following our non-interventionist policies, We have avoided more overt investigation within the town of Westmouth. The CR Agents, assigned to us, ignored our approach and went missing after pressing the townspeople for information. WATCHDOG has placed a burn notice on these agents, in the expectation that they will return with fabricated information. It is WATCHDOG’s recommendation that the FSV should detain and interrogate, if the agents resurface.

[No Photographic Evidence Included with this File]

Tactical Review - Records on Exomorph followers and their covens are spotty at best, but any Exomorph incidents near civilisation can likely be attributed to these groups. Best described as Apocalypse Cults, Exomorphists believe their objects of worship to be a righteous destruction of mammal and reptile kind. It is best to avoid these groups and deal directly with the true menace. Hidden in the crowd, they are impossible to root out, and their disturbing charisma attracts the weakminded. Medical Research indicates some cults possess toxins and other biological matter recovered from dead Exos. The exact manner in which to alleviate their attacks is still unknown to us.


Legion - File X25 - FYEO
“The ruins were at least a thousand years old. Had to have been. If I was one of the faithful, I’d say we’d stumbled on Nazar itself, but there was nothing holy about the place. Some bandits were using the place as a hideout. If it wasn't for the sandstorm, they would have cut is down before we even got close.

[Long draw on a cigarette, hands shaking]

We figured we had them dead to rights. Storm the place, and one less threat to caravans heading to Lacerta. We camped under a ridge to wait out the heat, let them get tired by day’s end. Scout saw them digging. Even had a...what are they called? Archeologer? One of those scientists that studies ruins. Like a historian with a brush. Anyway.

[Clenches fist to stop shaking, Drinks from glass on table]

As night hit, we caught the scientist, interrogated him on what they were doing. One of the bandits had a religious slant, brought him in to study the hideout. Didn’t care, wasn’t important to our mission. Brought him along to shut him up. Had one of the Privates keep him safe. Private Deveraux, I think it was.

[Finishes drink, examines it closely for the last drop]
[Interviewer forced to divert attention back to the subject]

Sorry, yeah, the ruins. The ones in the first room didn’t even know what hit them. They were down before we’d even taken in the room. It was sort of Khonsan, ever been there? Beautiful, but also had a Rodentian slant to it. It took a few minutes to put my finger on what was wrong. Reinforcements from up the stairs at the back of the hall distracted me. Once they were down, I took the time to proper look around. Devils. Just, everywhere. All the statuary, the reliefs on the wall, these horrid six-legged devils were just covering the room. Not a single statue of Tengri or Abbai. Hey, I may not believe, but I find the trinkets interesting.

That’s. That’s when.


[Mumbles Inaudibly]

I think it must have been the firearms. Louder than anything. Pissed them off. There were holes in the wall, and they just started pouring out of them, like dozens every few seconds. We could kill them easy. Didn’t even think twice about it, but they just kept coming. If we didn’t get overrun, we were going to run out of ammo. Sergeant Atiyeh called out about using dynamite. I looked around for a place to do the most damage, and saw one of those sculpted pillars, designed like a column made out of the devils. I think at that moment, I thought about how accurate the designs were. Like someone had studied the things for hours. I couldn’t imagine one of these things sitting still long enough to be someone’s model.

We set the dynamite, ran back out the entrance, and let it go. The structure fell in on itself. I remember seeing a tunnel collapse in Palisade. It was a lot like that. Must have dug under the ruins from who knows where. One of the buggers got me in the leg, and I just realized its jaw bone was still stuck in me.


[Tosses a black, hollowed bone from his pack onto the table]

Here, It brought me nothing but bad luck. Maybe someone will listen to you if you’ve got it. My commander didn’t believe my story, even with the reports from those in my squad, and the dumb historian we brought back. He said the bandit attacks were worse, they weren't even leaving bodies behind anymore. Hey, you good for another round? Nadil, beera!
- Lt. Jean Warren, Ex-Legionnaire; Oral History, Recorded by WATCHDOG

Lt. Warren’s alcohol abuse suggests an exaggeration in his tale, but the shuddering and overall demeanor, not related simply by reviewing this recording, indicate severe psychological trauma not associated with a simple bandit attack. Examination of the mandible reveals little detail. Warren appears to have cleaned and used it as a drinking horn on more than one occasion. If additional details are required, the Lieutenant can be found at his usual watering hole on the outskirts of Lacerta, or his apartment, where he wallows on an army stipend. We could not gain the name of Warren’s Archaeologist, the soldier did not take the time to include it in any of his reports, nor did any of his subordinates.





Tactical Review - Legion are amongst the most commonly encountered Exomorph. Their lack of size and combat capability are balanced out by the sheer numbers in which they attack. Every known instance of survival has concluded with the use of explosives or fire. Large Area Affect weapons are ideal for exterminating this foe, but full eradication is near impossible. The Queen is the key to their end.

Additional Note - Some Legion are known to cause toxic bites, that cause the sensation of severe burning in the victim. These variants are sub-coded as ‘Surtr’ after an incident in the Surtr Fjord in northwest Vandalands.

Additional Note - For your personal reference, a Legion was the creature involved in the Wilder Incident.

Spoiler:

Spoiler:


Additional Files will be processed and ready for you next week. Please destroy upon reading.

Signed,
Howard Carter
Sir Howard Carter, KHOM, CP
Director of Protectorate Intelligence Division 4 - Exo Files


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/06 01:59:19


Post by: Lockark


heh, their sort of like little jawa culties of doom. I love it.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/08 13:07:38


Post by: WhiteRoo


Do they have photographs?

So those are star-nosed moles. I thought some kind of alien facehugger thing is going on.

What kind of religions the Brushfire settings has? They talk about holiness and devils, so there should be something.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/08 15:06:35


Post by: miskatonicalum


We chose Star-nosed just for that specific reason, they look like they've been infested. Horrible looking aren't they?

The religions are mostly covered in Historia Rodentia, the RPG campaign supplement for Mongoose Publishing's Legend RPG.

Eutheria, the Europe equivalent mostly follows Nazarinity, a Catholicism analog. Nazar is an ancient/mythic city in the desert that was visited by angelic beings, but was destroyed by the 'shadow army' when the people there lost faith.

Vandal Hamsters follow Wodinism, essentially the Norse pantheon, focused on creating one's own Sagas.

The rest have really yet to be covered in any fashion, but that all starts here, as we intentionally use real world demon and monster names. You can easily assume that each country has an analog of the ancient/common religion of the real world equivalent.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/09 09:22:07


Post by: WhiteRoo


I have to say it's not the right kind of horrible. It's just hard to figure out what you are seeing. Although I know now that minies usually only look half as good as in person.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/12 19:49:49


Post by: miskatonicalum


Please forgive the delay in assembling these files, your Protectorship.

Anansi - File X27 - FYEO
Entry 1, Delta Colony - Our packs are readied, guides hired, and Eldridge has consumed his regulation 10 shots of gin. The head of our department now sleeps peacefully in the bunk above me. This is my first expedition outside of Axony in 10 years. The buildings here are not far different from those in Grinder. I had been informed as to the primitive nature of Zabar, and told that Delta was of little difference. Such stories have been exaggerated. One of our guides, M’bali, speaks better Axon than half of Wilder. The other, Natau, is descended from the astronomers we have come to study. The recent breakthrough in symbology and iconography has allowed us to translate a small portion of Zabaran writings, and it is exciting to be able to discuss such work with someone with ancestral knowledge of the field we intend to study.

Entry 2, Zabaran Veldt - Our expedition began smoothly enough. Eldridge took his morning repast to shake off the nightmares. He has refused to discuss his plight, but I am just happy to see him return to field work, for the last year he has been holed up in the archives, refusing to oversee the Archaeology department in any real capacity. After speaking to our benefactor at length, he only agreed to come on this expedition if I accompanied him to ‘prove him right’. The desert heat must have gotten to him during his last trip. Eldridge’s reputation precedes him, and his work taken as law. Who could ever doubt him? Nevermind those worries, to the expedition: The first night has been splendid, the weather is comfortable, and the sights of the bush veldt gorgeous. At mid-day we passed through a Warthog camp, and we traded goods. I dare not ask the origin of the meat they supplied, but it was an excellent dinner at the end of the day’s travels.

Entry 4, Jungle’s Edge - I never quite imagined the true Zabar would be so alien and contradictory to the southern regions. The trees create a complete canopy, even here at the edge, light is reduced to a candle during the day. We reached the edge mid-afternoon, and decided to wait until morning, to ensure the most light during our travels. Mawenzi can still be seen through the few breaks, towering above the world. I cannot wait to see the ancient observatories. I took several months of study with the Grinder Astronomy department to grasp the basics to compare the knowledge of the ancient Mawenzi people to our own. If anything complex arises, members of that department are ready to make the trip and join us at the site.

Entry 5, Deep Jungle - I had prepared for death. The relations between Zabar and Axony have calmed of late, but rogue tribes are not unknown to go on the warpath as it were. It was possible for this expedition to end at the point of a spear. I had not prepared myself for the creeping dark, or the disturbing ruins of tribal villages. We passed three in the last few days, empty of all life. I cannot imagine what would empty these villages in this manner. No bodies or signs of conflict, suggest the villagers fled rather than fight whatever came for them. Each was overgrown was a type of moss I was not familiar with. I got hopeful that perhaps it was new, I’ve called it ‘Fisherman’s Net’ after the thin crossing pattern it creates across passages. Eldridge had a panic attack after walking into one of the nets and was caught in the sticky mass. Diederik, one of our transplanted Zabaran-Vandal security guards, called it ‘webb’ from the Vandal ‘to weave’. I suppose it does have a cloth-like pattern, but I’ll be damned if he gets to name it.

Entry 6, Mawenzi Outskirts - Diederik wandered off in the just before dinner. We spent two hours looking for him in the pitch of night, but resigned to wait until morning to renew the search. Eldridge and I will begin our climb up through the city and into the mountain paths beyond, with Natau guiding us, while the rest of the party searches for the lost Dog.

Entry 7, Mawenzi Outskirts - Morning has come and gone, and the Zabaran Sun is peaking overhead, shining through the canopy. Even with this picturesque view, our souls are a little heavier. Diederik has yet to return, and there does not appear to be any tracks leading from the campsite. Natau, Eldridge and I have proceeded on as planned, but my colleagues wished to remain as long as we could waiting for Diederick. As we head into the ancient city, the Fisherman’s Net seems to be getting thicker as we travel, becoming almost fog-like in density. Natau spends much of his time hacking away at the moss, but it seems to do little to actually clear the path.

Entry 8, Mount Mawenzi - We have stopped part way up the mountain to the observatory. As dusk arrives, it will be too cold to continue, and we have to deal with Eldridge. His panic attacks have gotten stronger. Even the bliss of a drunken stupor has done little to abate his mania. I fear if he cannot come to grips with his trauma, he will be of little assistance at our destination. Though, I must admit, I too have been feeling the loosening grip of my sanity. As we hacked through the moss within Mawenzi City, We came upon bodies of the dead. As we passed these ancient skeletons, My eyes eventually fell upon a too familiar sight, which I refuse to admit possible. In the wasted grip of a netted figure, was an Axon rifle. The model was of recent make, but the figure had to have been centuries old, a desiccated husk worn by time. If not for the anachronistic firearm, I would have guessed all the figures were the Mawenzi version of Khonshan mummies, wrapped tightly in netting, and laid to rest in a city of dead. This contradicts all known information about the Mawenzi people, their rituals, and the purpose of this city.

Entry 9, Observatory - Eldridge attempted to throw himself from the mountain this morning, and Natau and myself were forced to bind his hands to keep him from struggling as he was kept on the pack-kiwi. The view from this height is exhilarating. No longer are the trees clouding our view and the horizon extends out forever. I hope the thin air and majestic view will calm Eldridge and myself. The few minutes I spent in the Observatory today were also breathtaking. Natau and I worked to clean the walls of the moss, as he worked me through the iconography and functions of Zabaran astrological symbology. The research will continue in a few hours, waiting for nightfall to work with stellar positions.

Entry 10, Observatory - After last night’s work, the morning could not come soon enough. According to my measurements, we are directly in the middle of the Season of Anansi. In ancient times, the Mawenzi would abandon the city during the season, and return months later to destroy the ‘seeds of demons’ that had occupied their homes. I thoroughly wish for Natau to be exaggerating these ghost stories. The worries raised by such a tale also call out to the rest of our party. None have made the climb to join us. Eldridge seems to have calmed quite a bit, but has stated that his story must wait for the light of day.

Entry 11, Observatory - Eldridge finally spoke of his woes just before breakfast, and after all these months of prodding, I dearly wish he had not. Our Department Head had been part of an expedition into the Reptilia Deserts, searching out ruins of Nazar. Instead he found a hellish hole filled with...titans. The legendary creatures all mammals fear, but none believe exist. I shake his words from my mind, now preferring the Professor to be insane. The Calculations of Measuring the Observatory take my mind off the thought for a few hours, before I lay down to rest until nightfall. The rest of our expedition were supposed to all be up the mountain today. Natau wishes to climb back down tomorrow if they do not show up by mid-day. I cannot let him go alone, and Eldridge seems to have lost a heavy burden by sharing his tale, so there appears to be little risk by leaving him alone.

Entry 12, Mount Mawenzi - Diederik was right. The moss is not a plant material, but...spun, woven, like a web. We found the rest of the expedition, wrapped so tightly in the web that they had been suffocated. As we approached the camp, I swore I saw a creature, conjured up from Eldridge’s Tale, skitter away into the city, dragging a lone body behind it. If not for Natau’s confirmation of the sight, I would have shrugged it off, believing the long nights and ghost stories to be weighing upon me. The two of us agree to leave tomorrow. We carried what supplies we could back up the mountain and told Eldridge of our encounter, and resolve to leave. Surprisingly, Eldridge argued with me over needing proof, that we cannot leave until we can prove our sanity. I told him our lives were not worth it, and we could hire a larger expedition next time to gain the evidence we needed.

Entry 13, Mawenzi City - Our prey is smarter than we. The shifting passages of web have separated the three of us. I wait in the corner of this ruined building, waiting for dawn or the chittering of the Anansi. I know not what happened to Natau or Eldridge, and I no longer care. If I survive until morning, I will flee this city forever and leave behind the poor souls trapped here.”

- Maximilian Rhys, Professor of Archaeology, Grinder College; Journal Entries

After Professor Eldridge was removed from his position as Head of the Archaeology Department, and publicly disgraced for his claims. We collected him and performed a thorough interview. His information led to a WD Team being sent into Mawenzi, where the Journal of Professor Rhys was recovered. By the time our agents arrived, the Season of Anansi had ended. Eldridge was able to confirm for us, using the observatory’s markings, the duration and regularity of the Season. With this information we can regulate when the RZC’s gold mining operations may begin and cease each year. They will likely treat such a regulation as a quirk of bureaucracy. An agent or two may need to be assigned to the site to ensure the Royal Zabar Company follows the schedule set down, to keep additional incidents from occurring near the city.

[No Photographic Evidence or Sketches available for this File]


Chimera - File X15 - FYEO
“It has been nearly a millennia since anyone stepped foot upon Tartarus, and I was proud to be amongst the first geological experts to study the island volcano. Now I find myself glad to be aboard this ship, headed away from the horrible place. I send this letter to you to explain the situation as best as I am capable, one of only handful of survivors, and so that your sway could bring this issue before the Triumvirate.

Work had been underway on Heraclaneum for the last few months, but the quakes and shudders of the island led to a request for a cadre of volcanologists and geologists, to evaluate the safety of the area, and ensure the excavation can continue in the ancient city.

The bleak obsidian shore did little to wash away the hellish stigma the island is cursed with. On the surface, all I could think of was the geological oddities and unique features to study, but at my core, I could not shake the pall dread that hung over us all. Within a day of arrival, one of the postgraduates was found dead, scorched by the heat of ash and steam. The area, that the Mouse’s body was found, had been cordoned off, to avoid further accidents.

Quakes were mild at best, our equipment registered most activity near the surface, with insignificant measurements down below. More damage will likely occur to the long dead artifacts than will ever occur to the living scientists. During the quakes, I often looked toward the center of the island, and could swear I saw great, craggy boulders move, sometimes towards us, sometimes down into the earth itself. In retrospect, I know that my eyes did not fail me.

We were into the fourth week of our recordings before another incident occurred. Down in the bath houses, a team of excavators had broken into the ancient aqueducts. Apparently, the find was exciting, as ancient Hyperians were not often found to construct such features underground. Within an hour of the discovery, a particularly bad quake was blamed for the death of the excavators there. Boiling liquid burst forth from the aqueducts, scalding the workers. I chose to view the body, with what little medical knowledge I possessed, to review the effects. The temperature must have been enormous. If the dig’s records had not been well kept, the identity of the victims would have been lost to time.

A few days later, I took it upon myself to take measurements from further inland. Foolishly, I went alone. Near a boiling spring, on ashen rock, I setup my equipment, hoping to find better recording of the earthen movement below the surface. I had sat there for nearly an hour. Next to the creature. How it remained still, with prey within reach, I will never know. Perhaps it slumbered, only awoken by the rumblings of the volcano. In either case, what I had thought up until that moment was just a rocky outcropping, shifted slightly, and I suddenly was capable of making out the form. It clicked in my head, I knew the shape. It felt like a fear that had been bred into my being by generations of my ancestors. I was sitting across the small boiling spring, from a Titan. Of the ancient tales, I thought of the Chimera. Born of fire, earth, and water, it looked like many creatures, and none. A carapace like a turtle shell. Numerous legs like the creatures of the deep. It drooled and flexed two jaws, like a horrible slavering wolf. The back third of the creature flexed and the Chimera moved silently, shifting to face me. The back end bent toward me, and If not for the grace of Gaia, I would have been dead. The ground quaked, and my equipment shuddered and fell over. Startled by the new threat, the Chimera sprayed boiling death upon my gear.

I fled from it, crying to the gods above to save me from the pits of hell. I arrived in town and was locked aboard ship in my fervor. The rest had thought I was mad, breathing in the toxic ash of the volcano. By morning, Only the ship’s crew and I remained. In the night, the Chimera, and any other Titans that roamed that hellish mound had once again destroyed Heraclaneum. What they found, picking through the remains of the excavation, led to the ship’s crew releasing me from the brig. After a few moments review of their discoveries, we sealed it away in the hold, hoping against hope that it was truly dead.”

- Belleros Ophontes, Geologist, Alexandreta; Letter to Iobates Amphianax, Epistimi Council

Doctor Ophontes and the crew of the Pegasus were intercepted by a WD vessel before they could arrive in Helios. Though they refused to speak with our agents, the above letter was taken off of the Doctor during our initial searches. The evidence he wrote of was found in the cargo hold. The remains of a Legion with the head removed. Medical believes the Legion was killed by a Chimera, as the head had been bitten off by a larger Exo. Other than wounds inflicted by gunshot, no other wounds were discovered on the body, suggesting that the Legion willingly let itself be consumed by the Chimera. This is a disturbing theory, as it suggests the Exos operate in a parasitic and symbiotic manner, across multiple species. To avoid additional deaths and the chance for this hive to escape Tartarus, WATCHDOG has manufactured a new letter from Ophontes to the Epistimi Council, warning of volcanic activity destroying the dig site, and the danger of future excavation. For the foreseeable future, Ophontes and his compatriots will remain guests of Division 4.

[No Photographic Evidence or Sketches available for this File]

Additional Files will be processed and ready for you next week. Please destroy upon reading.

Signed,
Howard Carter
Sir Howard Carter, KHOM, CP
Director of Protectorate Intelligence Division 4 - Exo Files


~~~~

Spoiler:

Hastily assembled Queen master!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 14:23:09


Post by: WhiteRoo


Things are really silent here. What are you guys up to?

Nice bug model by the way.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 17:47:37


Post by: miskatonicalum


Working away on next week's Visiting Hours as the resin pots make minis!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 18:08:18


Post by: WhiteRoo


You should keep the questions part. That seems to uphold the converstation a little.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 19:00:13


Post by: miskatonicalum


Sure, I can do that!

Halloween Part 3 Questions -

What is your favorite Horror Story/Movie/Franchise? What makes it stand out to you?

How do you feel about horror in games; tabletop or otherwise? Either as a game mechanic (Fear effects, Sanity meters, etc) , A faction that is the world's horror element, or simply events in the fluff?

If you had to name one horror trope as your favorite, which would it be? (Zombie, Vampire, Lovecraftian, etc)



My Answers -

1) Counting only the first two movies, Aliens is my favorite Horror Franchise. You could easily add in anything AvP. The Rebellion FPS games stand as my favorite way to enjoy the franchise.

2)I'll break down and cover each of them:
Mechanics - The change from Fear to Shock in BF 2.0 was done because I hated forced movement and never saw having your awesome soldiers running away, peeing their pants, as 'fun' or particularly 'cool'. The Sanity Meter in Eternal Darkness was a great way to have the horror elements reach out to the player, messing with game mechanics, and pretending to do things like delete saves, end the game halfway through, or switch TV inputs on you.

Horror Faction - I originally intended to leave Exomorphs as a mythical force in the world, and leave them out of the game, but the more we heard people wanting insects, the more it seemed it needed to happen. I've had a lot of fun fleshing it out into full faction.

Fluff Events - In lovecraftian stories, the world goes on unknowing of the horror 'behind the veil' so to speak. I feel this is the best way to do any horror. I find any setting where everyone knows the monster out there, raises the question of why no one has solved the issue, why is it still a threat. Evil survives on inaction and that is helped by secrecy.

3) Lovecraftian through and through. Until the modernization of it, Vampires were a close second.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 20:19:03


Post by: Lockark


Well I'd love to help get that into a swing of things!

 miskatonicalum wrote:

What is your favorite Horror Story/Movie/Franchise? What makes it stand out to you?


One of my favorit horror films of all time is "The Thing" (1982), their was just so much good about that movie. When I answer the other questions you will probly be able to tell why.

 miskatonicalum wrote:

How do you feel about horror in games; tabletop or otherwise? Either as a game mechanic (Fear effects, Sanity meters, etc) , A faction that is the world's horror element, or simply events in the fluff?

If you had to name one horror trope as your favorite, which would it be? (Zombie, Vampire, Lovecraftian, etc).


For me this ties into each other, and easier to list the kinds of horror I like and how that relates to gaming.

Body Horror. This is hands down my favourite kind of horror. The idea of something violating your body or even your mind, changing you on a fundamental level. What is this body that is no longer your own? What are these new thoughts filling your head? Are you even you anymore? It is aspects of this that draws me to other horror ideas and that I latch onto. Chaos from WHFB/WH40k is based all around this, some of my favourite lovecraft stories use this idea, and many of the classic Gothic horror stories are based completely around this idea.

In relation to games I find it has alot of potential. Haveing a villian curse a PC with some sort of change or threat of change is a great way to get good plot hooks going.

If you were a perfect copy, would you even know that your a copy....

Lovecraftian/Cosmic horror. I love this style of horror in books, and how it portrays humanity as insignificant to the universe and cosmic cycles. That their are forces in this universe that could wipe us out and the universe would not care. I personaly do not enjoy many games that use this kind of horror because they usely handle it poorly. It's hard to make a game that can do that kind of horror, with out having the player characters undermine the effects of that horror with their own actions. The big dum old-god's ray gun that kills shogoths comes to mind... When DM'ing RPG's I keep this type of horror to a minimum.

If you stat it, they will kill it.

Gothic Horror Edger Allan poe's "The Tell-Tale Heart", Vampires, Dr.Frankenstein, ect. Their the classics, and when they play up elements of body horror then I love them even more. It's also a type of horror that allows the "good guys" to win, and thus the easiest to adapt into gaming ideas and plot hooks. When running a RPG I might have at times slight lovecraftian elements, I draw more inspiration from this genera to make stories that are actually playable for the PC's.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 20:24:42


Post by: RiTides


 miskatonicalum wrote:
Horror Faction - I originally intended to leave Exomorphs as a mythical force in the world, and leave them out of the game, but the more we heard people wanting insects, the more it seemed it needed to happen. I've had a lot of fun fleshing it out into full faction.

Leaving things unsaid / implied / mythical can be cool (a la Kingdom Death about... basically everything ) but I love to see things fleshed out, so I'm glad you're making the bugs


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 20:26:57


Post by: Zygrot24


1)Not a horror fan. It mostly bores me. If you had to pin me to the definition I guess Alien could be my favorite "horror" movie. Lovecraft is an exception.
2)I think horror/sanity can be a compelling mechanic of a game. As something to maintain or a compelling mechanic to use against/with an opponent. See: Eternal Darkness
3)Lovecraft.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 21:03:45


Post by: miskatonicalum


Zygrot24 wrote:1)Not a horror fan. It mostly bores me. If you had to pin me to the definition I guess Alien could be my favorite "horror" movie. Lovecraft is an exception.
2)I think horror/sanity can be a compelling mechanic of a game. As something to maintain or a compelling mechanic to use against/with an opponent. See: Eternal Darkness
3)Lovecraft.


I think the term horror gets muddled by a lot of modern....crap. Slasher flicks, Gore Fests, and just plain old Jump Scares. These all use the term horror, and I feel they use it inaccurately. Psychological Thrillers like Basic Instinct or Stay have more in common with proper horror than say, Friday the 13th.
Alien for example, has this great habit of showing the alien, often for up to a full minute before it attacks. Hiding in plain sight, the creature is just so, bizarre and macabre, your eyes are not telling you it is there. Your brain is actually fighting with what it is seeing.

What are your thoughts more along those sorts of movies?

Lockark wrote:
If you stat it, they will kill it.


http://www.youtube.com/watch?v=tM7CMH045G8

Using it~


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 21:28:49


Post by: Lockark


It's actully from the Dead lands RPG, and they have a interesting essay directed at DM's that warn you should never stat a charater untill you intend for the party to kill it. If the party tries to kill the charater before your ready for him to die, then have escape routes or plot armour that protects said charater. (I.E. He can't be killed, until you find X.) Other wise as soon as when they figure out what said stat line is, they will figure out how to kill it.

Never under-estimate your PC's.

I've always used heavy horror elements in my campaigns, and have learned alot about the do's and don'ts. My PC's have a love hate relationship with me, because at some point I always find a way to horribly scar their characters in some way or another....


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 21:55:01


Post by: WhiteRoo


Werewolves are my thing. Too bad nothing remotely good came out in the genre for a long time. The movie "The Wolfman" was pretty cool though.

I have a really strong feeling of reality and fiction so I find it hard to get scared by a horror movie or game. I have never put down a videogame because it was too scary for me. So horror that relies of you putting yourself into the skin of the caracter of the game/movie haven't work for me so far. (for example, everyone I know was scared s***less from Amnesia: the Dark Descend, but it didn't work for me). From recent movies I really like The Cabin in the Woods.

From horror games, when the hero is tasked to save someone or gain something and that's why you face horror works for me the best. Horror games that I like are: Silent Hill 2, Silent Hill: The Room, Silent Hill: Homecoming, Alan Wake, Alan Wake: American Nightmare. I also find horror as an astetic really interesting, so Dead Space, Metro 2033, S.T.A.L.K.E.R. - Shadow of Chernobly where not that bad I think. The Darksiders games are really cool too.

As board games, I own Fantasy Flight's Elder Sign. It is really spooky in the first few games, then you'll learn the game too much and it's starting to loose it's creepyness. The fact that you have to be extremely unlucky or really dumb to loose it doesn't helps either From the nearly 30 games I played, none of them where lost. I also played a few games of Archam Horror. It has the same problem. I once game mastered a campagin of Call of Chutulhu, and we realized it's not for our group. Us cracking jokes non-stop while playing these games propably doesn't help either.

I also love Lovecarft, because he really nailed what to show and what to keep hidden from the audience. It plays on you knowing what's happening whitout especially telling it to you, and that's what I like. Also his portagoinsts tends to go into the danger because they want to despite they know their sanity or life is in the line.

I tend to like horror that has a good sense of humor about himself. So I love the Welcome to Night Vale podcast.


Automatically Appended Next Post:
I almost forgot, Call of Chutulhu: The Dark Corners of the Earth is a really neat videogame, if you can get it running.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 22:33:25


Post by: miskatonicalum


Dark Corners is one of those little gems that couldn't. It was really good, but it feels wrong to call it a sleeper hit.

A horror board game I enjoy is Betrayal at House on the Hill. The players start off as a sort of scooby-doo gang exploring a haunted house (that is randomized as you explore it) until a certain point when a story/end-game mechanic is introduced, and often, one of the players becomes 'the betrayer' and is working with whatever haunted element is after the rest. It has a big booklet of story/mechanics that are determined randomly. I highly suggest it.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/14 23:24:50


Post by: Lockark


My favorit horror game is the 1st dead space. The 1st dead Space is actully a realy effective horror game. To bad that was lighting in a bottle they couldn't catch a 2nd time.

It was one of the few horror games that didn't use the crutch of "jump scares".



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/15 00:22:41


Post by: miskatonicalum


Tom/Alf you are not allowed to post about Alien in this thread.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/15 00:56:33


Post by: Alfndrate


1) I didn't have a favorite horror film for a long time, but I greatly enjoyed the genre, that is until... Sinister came out last year. The plot was extremely predictable, they did the building of suspense very well, creepy crawlies were very much in effect during that film. Unlike everyone else, I don't like Alien :( But that's because I saw it on an HD tv, which kind of killed it since the special effects weren't designed to be hidden behind such definition. I don't knock the series, I just don't like it because of my first experience with it.

2) I love horror elements in games, but I've yet to see them really well done. I've played in a WoD game and the GM was using it as his weird vampire fanfic/fapfest... I've never played Eternal Darkness, though hearing what it does above, but it sounds awesome

3) Lovecraft all the ways


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/15 10:07:32


Post by: WhiteRoo


How long is a game of "Betrayal at House on the Hill"?

Our other problem with Archam Horror is that it just never ends. Once we decided to stop an eight hour long game because it was almost morning and we was nowhere near to finish it. We either luck out in the first few turn with "There are no open portals" or it just drags on forever.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/15 13:21:06


Post by: Alfndrate


 miskatonicalum wrote:
Tom/Alf you are not allowed to post about Alien in this thread.

This is what happens when I tell you about my post while we're trying to speed run Wanderer's Palace...


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/15 15:40:06


Post by: miskatonicalum


As you explore the house, you turn over rooms that have "Omens" in them, which are special items. Every time someone finds an omen, you roll dice, and try to roll over/under a certain number which gets harder to win the roll on. When someone loses the roll, the Betrayal section starts.

Once you hit the betrayal point, it usually goes really quickly. The characters are fragile, so they can die really quickly.

So it can be a while if the room cards were shuffled badly, but its not monopoly or risk length games you'll play.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/17 06:10:24


Post by: Galen



What is your favorite Horror Story/Movie/Franchise? What makes it stand out to you?

I can't say that I'm a big horror genre guy. I stick to the more horror/action hybrids like Pitch Black and 28 Days Later. Pan's Labyrinth has some great creepy fey creatures. The first movie to really scare me when I was a kid was The Blob (original 1958 version). To me horror is about the unknown and about helplessness. In Pitch Black, and Aliens as others have mentioned, it takes a while for the characters to understand what they are dealing with. In The Blob, the threat is obvious and right in front of you, but there is nothing you can do about it. I also shy away from horror where the enemies are too powerful and godlike.


How do you feel about horror in games; tabletop or otherwise? Either as a game mechanic (Fear effects, Sanity meters, etc) , A faction that is the world's horror element, or simply events in the fluff?

The closest thing to "Horror" that works in gaming, for me, is basic suspense or surprise. Blind deployment for wargames, using tokens to represent possible units, givings a bit of a "where are they? whats going on?" feel to a game. The old 40K dark eldar mandrake rules (no idea what the current rules are) let you put out 3 models and decide later which one of the three was the "real" threat. Tyranid Lictors appearing in any terrain piece on the board was also a bit unnerving. Even flipping over that monster card in Castle ravenloft board game puts me on edge because I don't know whats coming.

Fear effects tend to be a bit clunky in gaming. I can't think of any that I really love. Sanity is a neat idea, but taking control of a character or model, or even restricting its actions can quickly take away from a players fun.

on a vaguely related note the old West End Games Star Wars RPG dark side point rules were an awesome way to do tempting evil power.


If you had to name one horror trope as your favorite, which would it be? (Zombie, Vampire, Lovecraftian, etc)
hmmmm.... vampires are right out, new and old alike. I'll have to give this some thought.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/17 06:47:34


Post by: miskatonicalum


 Galen wrote:

I also shy away from horror where the enemies are too powerful and godlike.

This is why I hated The Grudge. The beings at work were just stupid powerful. You set foot in that home, and you were dead. No matter what.

spoilers I guess
Spoiler:
There was one scene where the lead's sister went into the house for all of a minute, drove back across town went to sleep, and blam evil ghost from UNDER HER SHEETS!
thats not scary thats just "whelp, I guess I'm ded." Just as there is no suspense when the heroes are in no danger, there is no suspense when defeat is inevitable.

I like Lovecraftian because its more about how uninterested in humanity all these horrors are, you're safe, as long as you don't go looking for it, or you just might survive if you shut your mind away.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/18 18:05:19


Post by: Galen


 miskatonicalum wrote:
thats not scary thats just "whelp, I guess I'm ded." Just as there is no suspense when the heroes are in no danger, there is no suspense when defeat is inevitable.

I like Lovecraftian because its more about how uninterested in humanity all these horrors are, you're safe, as long as you don't go looking for it, or you just might survive if you shut your mind away.


Yes, Good horror needs protagonists that still have hope, or at least a will to live. Horror stops having much meaning when characters have nothing left to lose.

I must admit I haven't ever really had interest in reading Lovecraft stories. At some point I realized I couldn't get involved with EVER geek genre, so horror (both classic and modern) and all things super hero have, for the most part, stayed out of my knowledge base. I like the way you describe Lovecraftian stories above. There is unimaginable doom out there...just don't dwell on it too much



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/18 18:08:32


Post by: miskatonicalum


Lovecraft's stories are easy to get into, even the longest stories, like At the Mountains of Madness, are novella length. You can easily digest them in short sittings, and none truly require any other to read.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/18 18:14:27


Post by: Alfndrate


 miskatonicalum wrote:
Lovecraft's stories are easy to get into, even the longest stories, like At the Mountains of Madness, are novella length. You can easily digest them in short sittings, and none truly require any other to read.

I will say this is you do have to be in the proper mood and attire to read Lovecraft. I suggest getting a high backed leather chair, a low crackling fire and the cold nights of New England (or winter). Sit down and just start reading...

I love me some Lovecraft.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/19 16:54:22


Post by: miskatonicalum


Oni - File X22 - FYEO
“At first I felt honored to be welcomed into the Ryukyu home. Since their fall from power, the family had returned to the work that had raised them up from simple villagers to the Shogunate. In their sitting room, I beheld a great loom which belonged to the Ryukyu since antiquity. This ancient thing had woven the mysterious silk of the Orient since before my family helmed the South Sea Trading Company, since before the creation of the Silk Road. I found myself gawping at it but resisted asking questions. The Silk Weavers of Chugoku, Bharat, and Ribenguo had long held their production methods in the highest of security. How the wondrous fabric was made was a mystery to all outside their guilds.

This was the first chance an outsider would have to learn their operations. Since taking the reins as Director, I had a singular focus: to convert the Company from not just one of merchants, but one of producers. Trade lives and dies by the products, and I used much of my family’s fortune to arrive at this point. Ryukyu Hideo was as ambitious as I, and the two of us discussed at length the opportunities of a joint venture in Axon Silk manufacture. Even still, as our talks seemed to progress, the details of Silk still eluded me. Hideo was elusive at best. I gathered that the family’s holdings held a farm or the like that grew Silk, but I had seen nothing but rice paddies on the long ride in from Miyako. When our talks ended for the day, He personally walked me to the room that had been set aside for my stay. Along the corridor, I happened to look into a small shrine. Each great family held one of these places within their homes. A place to speak with your ancestors and honor their memory.

In the center of the shrine sat a great suit of armor. From the majestic tapestries and history books I had used to research Ribenguo, I recognized the armor worn by the warlord Ryukyu Nobuwari. This, far more than the loom left me in awe. The grandest piece of the figure was the helm that rested above it all. During his reign as Shogun, Nobuwari had been called the Oni King, and I could see how this helmet might earn one such a name. The faceplate and crest were the most fantastic parts of the piece. Shaped to fit the snout of a rabbit, the faceplate bore great protuberances, like a macabre blend of a sword and a jawbone. One could almost even believe the tales of the Oni King devouring children as he wore this mask. Where one would normally see the stylized crest of the family, atop the Oni King’s helmet, a great horn erupted from the helmet. This too lent a terrible destructive aura to the armor.

Attempting to inquire about the armor left me with silence from Lord Hideo. The daimyo had affairs of state to work through on the following day, so I was left to explore the grounds on my own. I did not wish to upset my host, but I began to think this meeting was another dead end in my quest to master silk production. I took my leave for the day, and went down into the village below the keep. As I had arrived late in the day, after many hours travel, I had not taken note of the city as the coach ferried me up the night before. I was surprised by the size of the city, so far from Miyako, and yet nearly as densely populated, if only covering a third of area. No where was any farming that was not food related to be seen, and even the rice paddies could not sustain a population of this size. A large portion of the western lands seemed to be taken up by mulberry trees. These orchards were being harvested for their leaves instead of their fruit. I thought at first I had discovered the source of silk, but then noticed a farmer ball up and chew a few leaves. I shook my head. Herbalism had eluded me as a man of science. Perhaps I just prefered to believe other college men instead of ancient wisdom of the east.

As I wandered down a side street, I was surprised to see Hideo’s palanquin before a nondescript shop. My curiosity swelled, and I chose to sneak around the structure to find a hint of its purpose. No windows or other exits presented themselves, and so I decided to proceed through the front door. The lack of a lock upon the door surprised me. Perhaps the discipline instilled by their daimyo was enough to keep the citizens of the city away. Within the structure There was only a steep grade, down into the earth. The building was nothing but a shell to cover the mouth of a cave. I nodded in the satisfaction of my analysis. Silk must not have required sunlight, or any of the other needs of normal plantlife. Perhaps it grew like mold in cave walls, or was specially grown on the filtered water of a limestone cave. As light bloomed deep in the tunnel, accompanied by the sound of footsteps, I left the building and returned to the main road.

In the evening at the keep, our talks resumed, and once again I found little information gathered from Ryukyu Hideo. He seemed more interested in utilizing our trade fleets to push Chugokuan and Bharatese silk production out of the west. Expanding his production seemed to be far from his mind. Several times throughout our talks he said expansion was dangerous, and that the crop could attract Oni. At first I assumed he truly meant demons, and thought perhaps he was being superstitious, but I later set aside such thoughts and decided he had meant simply problems. If secrets of Silk production became public, perhaps anyone could manufacture the textile, and then our plans would collapse. I tried to explain that the utmost secrecy would be kept, but the daimyo would hear no more tonight.

I lay awake for a few hours, on the tatami floor of my room, waiting for the rest of the house to sleep. Once I was sure I was the only one awake, I snuck out toward the city, to find the secrets out for myself in the cave below Tendoshi. My cigarette lighter provided minimal vision as I explored the tunnels. It did not take long for my suspicions to bare fruit. Down the tunnel a sign carved into the wall read in Ribenguan; to the Right, Adult Tengu, to the left, Silk Tengu

I had read the word Tengu before, but could not remember in what capacity. I knew it as the name of a Shogun, but was sure the connection was only tangential. As silk was what I was after, I followed the left passage for a distance. In the cavern I found myself in, piles of mulberry leaves were heaped about. I began to second guess my assumption about its purpose, until I saw the great bundles of silk. My mind could not comprehend the mass. Each bundle was twice as big as I, and was already spun. It appeared like one would see a bundle of spun cotton. oblong and misshapen. One of the bundles appeared to have been damage, A great cut had split the bundle open, and much of it had been taken away.

I was frustrated. Standing in this room I had learned nothing. I decided to return to the junction and follow the other passage, but came to the realization I had gotten turned around. The cave continued on into the dark both directions, and so I picked a path at random to follow. After a distance, I realized my choice had been an error. The ceiling lowered greatly, and I had not experienced that on the original path. As I turned about, I found my exit partially blocked. I was greatly confused how one of the silk bundles had rolled behind me, until I realized it was not a bundle. The oblong, misshapen creature crawled on dozens of tiny legs. It moved slowly across my path, toward one of the mulberry leaf piles. The rock-like head began to devour the leaves in earnest. I felt the urge to scream but was sure the creature would find me a great delicacy.

I turned back to the smaller passage, and ducked under the low ceiling, moving as quickly as I could. Slowly the rocky cave turned to dirt, and I noticed tree roots cutting through the tunnel. This region must have been left untouched, as I had to squeeze through the plant life to reach the far side of the earthen tunnel. Here, the tunnel split in half a dozen directions. I was sure escape led to my right, back in the general direction of the silk creatures. Before I could think more about my decision, I heard the sound of shoveling dirt, and the ground shook about me. Looking about in panic, It took me a moment to realize one of the passages was occupied. Pitch black like the tunnel itself, the Oni filled the four or five person wide tunnel. Once I saw the shape of it, the Oni King’s helmet sprang to mind.

Slowly the creature bent its great horn down toward me. I had seen this behavior in the Rhinoceros of Zabar. The Oni was preparing to charge. I scrambled, back towards the root covered tunnel, and pressed myself through the small opening. The Oni charged the roots and they slowly began to give way, great snapping sounds sent chills through my body as I crawled across the floor, back under the low hanging ceiling. The beast stopped at the opening, using its horn to attack me. For a moment, my leg was caught on the horn, a great gash in my leg kept me from crawling much further. I curled up, waiting for the end, as two horrid creatures had closed me in this tunnel.

From loss of blood, sheer terror, or exhaustion, I’m not sure which, I finally fell into unconsciousness. When morning came, the Silk weavers discovered me mewling in the corner of the cave. The silk tengu had moved onto another tasty leaf pile, and the demon had crawled back into the depths of hell it came from. In so many words, I told Ryukyu Hideo that our deal was off. As far as I was concerned, Silk was a product of demons, and not fit for any faithful Axon to wear. “


- Sir Ross Tucker, KHOM, Director, South Sea Trading Company; Official Report to Stockholders

It is unfortunate that Tucker chose so public a venue to bring this issue to light. His stay at Hundchester Asylum could have been avoided, if the Director had brought these issues directly to the Lady Protector. It is particularly unfortunate, as the Tengu are the least threatening of the Exomorphs. His details of the Oni, on the other hand, indicate a more serious threat. Neither Ryukyu nor any other Silk Producer have Oni guards. It is Division 5’s theory that Oni seek out other hives and protect them violently. Our evidence indicates that Ryukyu has already moved production to keep the Oni away from the Tengu.

Spoiler:


Will o’ Wisp - File X05 - FYEO
[Interviewer] 10.00am; Its okay, just take a few breaths and we’ll start again.

Please let me go back there.

[Sobbing]

[Interviewer] We just need to know what happened for our records. Then, I’m sure your mum will want to see you when this is over.

[Sobbing subsides]

Da’ wanted me to go on his fishing boat. I was a man now. Had to learn the family trade. Da…

[Bout of Crying, Interviewer consoles Subject]

The storm hit us hard. We made landfall in the middle of it. As we jumped from the boat, the surge pulled my da’ under. I was alone on the island. At least I thought I was. While the storm raged, I just curled up on the beach. I think I almost died from exposure. When I awoke the next day, I was delirious. I stumbled along the beach trying to find something to eat. By fading light, I realized there was food on the boat. I got some bread and tried to eat it. It was soggy from the storm. I think I retched a lot.

[Interviewer] 10.15am

What?

[Interviewer] Please continue.

I woke up feeling sick when the moon was up. The little fire I’d made had died out, and I could hear something from the island’s interior. My heart sank into my stomach. I stared into the trees, trying to see what was making the sound. It was high pitched. Like...a sound that would cut into your soul. As I focused on the dark, I saw a faint glow. I thought maybe there was someone else on Avalon, maybe some hermit or someone with a boat. I ran as hard as I could. I called out for help.

[Interviewer] 10.20am

Why..why do you keep saying that?

[Interviewer] Timestamp for our records, please continue.

It took me a while to reach the light. I swear sometimes it would move, left or right, like a lantern, or a will o’ wisp, leading me to safety. As I ran, I started to feel elated. The sound I heard came to comfort me instead of scare me. By the time I reached the clearing, I felt like I was in heaven. In the center of the clearing was an old tree. Dead and gnarled. The lights flickered about it. I just stood there for what felt like days. Other sights passed before my eyes, but I could not take them in. The tree, the wisps, they were all I cared about.

[Interviewer] 10.25am

I...okay. Um…The next thing I know, Old Man Byrne had his hand on my shoulder, and I’m back on the shore, by the boat wreckage. I started screaming and running for the forest. Byrne and the rest of the rescue party had to pin me down. I wanted to see those lights again. I didn’t want to go home...I DON’T want to go home. Please let me go back...I ache inside.

[Interviewer] 10.30am. I know, and I’m sorry.

Wait, what is that? NO!

[Sounds of Struggle]

[Interviewer] Hold him down, I’ve got the injection!

[Sounds Cease]

[Interviewer] Get him to the autopsy, quickly.

- Colin Balfour, Fisherman, Tirnanog; Oral History, Recorded by WATCHDOG

After the Incident in Wilder, WD Agents have been instructed to send all subjects to Medical for examination and possible extraction of infested materials. The timing in this interview was used to determine gestation period. An Anansi Sub-type, codename Dullahan, was extracted just under 15 hours after Cole’s rescue. The subject did not survive the incident, but vital information on the lifecycle of this Exomorph was retrieved.

Additional Note: The Will o’ Wisp is a dangerous Exomorph subject that has yet to be fully understood. Medical theorizes that the blend of light and sound hypnotizes subjects into a passive state, allowing the rest of the hive to do what they will with the helpless victim. Ways to combat this effect are still being researched.

Additional Note: Avalon is classified as a Level 3 Exomorph hive, and travel there is banned under Axon law, but this cannot stop small villages ignoring it for one of their own. The members of the rescue party have been taken into custody for an indefinite period. It is this Agent’s suggestion that additional surveillance be placed on coastal villages near the island to avoid such large scale containment in the future.

Spoiler:


Particular files I wished to present to Your Protectorship have gone missing. I request a Division 6 Expert be assigned to investigate the matter. Only this department, WATCHDOG, yourself, and our Parliament Liaison have access to these files, and I theorize that an agent of the enemy has infiltrated Division 4. Please do not respond to this request, in case the leak is along this chain of communication.

Signed,
Howard Carter
Sir Howard Carter, KHOM, CP
Director of Protectorate Intelligence Division 4 - Exo Files



Automatically Appended Next Post:
Part 4 QnA

1)When new factions are introduced to games you've already settled into with another faction, how closely do you look at the new army? If you have 'Monthly Faction Change Syndrome' do you look at new stuff first, or keep your options open?

2)What horror themes should be avoided for a game? What horror themes mesh well with gaming?

3)How do you feel about Halloween as you've gotten older? What do you do to celebrate?

4) For the insectophobes out there, what do you find to be the scariest/creepiest bug?


My Answers

1) I have a real problem with 'the grass is greener on the other side', but often find myself purposefully resisting such urges, whether its for my benefit or not. I stick with my choices. When I see new factions, I judge them aesthetically, if they appeal, I look further into them, otherwise I drop the subject. When I finally do succumb to the need for a faction change, I think I keep my options TOO open. I'm still waiting on those plastic Sisters of Battle...

2) Generally I'm open to any type of horror in games, other than those that simply rely upon jump scares (obviously not really possible in tabletop). As far as Horror Tropes, I think over saturation can be a real problem. Zombie games are all over the market, both on tabletop and on video games, every CoD has a zombie mode now, and there are more than more than a half dozen zombie board games all made in the last few years. It might be time to cycle something else in and give zombies a rest.

3) I think I stopped trick or treating in middle school. After that, I stayed home and handed out candy to other kids, and watched Nightmare Before Christmas as my holiday ritual. This is the first Halloween 'thing' I've done in nearly a decade.

4) Botflies. Do. NOT. Google.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/19 18:03:03


Post by: Lockark


1)When it comes to factions that I play I usely end up with one the then eventually two main armies that I play, as I like being able to switch between play styles and have two armies to do demos with. I also tend to end up with small forces of other armies I start just because they have modles I like. Or even just random modles from thows factions that I like with no intention to collect the army. I justify it by using them in my D&D campaigns. lol

If I new army is introduced that I like more, I just start collecting the other army in small piecemeal parts well I play with my existing army(armies)

Because of these habbits I've ended up with quite a large collection over the years. The only thing the stops me from being a hoarder, is that I will sell parts of my collection to friends, and members of the local wargameing community when I feel like it's time to downsize a few things.

2) The best horror themes for a game is real moments of suspense in the game. IMHO suspense it the most effective kind of horror, and the kind I enjoy the most. Blood/gore/shock horror is meh for me. I use to volunteer at a old folks home and a part of my training was "desensitization". I could go into detail, but IMHO I had to deal with stuff alot grosser then bot flies doing that work.

But I guess my point is shock imagery only works until the point that the people become to accustomed to the imagery for it to actually be horrific any more. I don't find "The thing" scary because of the monsters, I think the monsters look cool and that is about it. The Thing is still scary after all of this time for me because of how it builds suspense.

3)I love Halloween, because I love the macabre humour of the holiday. It's hard to explain more with out writeing a essay. More or less I just watch horror movies now. I don't go out, so I don't have a reason to dress up any more. I get that fix at conventions now.

4)I hate large spiders, small ones don't bother me. Earwigs of all sizes on the other hand... ugh. hate thows things..... they are so gross.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/22 12:12:31


Post by: WhiteRoo


1,) When choosing a fraction for me the process starts whith "what models I want to play with". One fraction can has an OP mechanic, I'm not really going to care if those models are not the ones I would like to have in my army. I have propably choose Vandalands because of the illustration of Gotz von Frederwerk in the V1 book(Just relase him already!). But I now have most of the warbands, just no time to finish and play them. I don't know if I have the change syndrome, because I will not part whith my Vandalands collection even if it only going to sit in a box.

But seriously. Relase Gotz...

2,) Horror is supposed to be something new. As they say, shark attacks are not news in Australia. So a horror game should have anything but the same yet again. I don't think it's something games that are designed to be played again and again can pull off effectively.

3,) I was grown out of trick-o-treat-ing before this country learned what it is. We usually play horror RPGs this time around. Hungary doesn't celebrate Halloween. We have something similar, but whith the opposite tone.

4.) Spiders. The rest of horrible kind of bugs doesn't live here.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/26 16:41:26


Post by: miskatonicalum


Queen in Yellow - File XQ03 - FYEO
“My heart palpitated as I scoured the letter I had received on the night of March 5th. The messenger did not reveal his identity, but the waxen seal upon the envelope informed me of his purpose. Without another word, the post was hand delivered with a deep, respectful bow. The agent from the Carcosa Society left me to inspect the contents.

Again and again, I scoured the letter in delight. I had spent nearly a year attempting to gain admission to Carcosa. I had heard of the group of erudite historians through a fellow Paleontologist, Joachim Barrande, during a dig outside of Strasbourg. There we discovered a book in Melevingian Age ruins La Reine en Jaune. The Queen detailed in the book seemed to rule western Aquitar for a period during the fall of Rodentia. Unfortunately, before we could study the book in detail, in transport back to Limouse, the book disappeared.

Barrande disappeared soon after, having divulged to me his theory as to the culprits just days before. I learned everything I could about the Society. A group of collectors, who seek out ancient works. Numerous thefts across Aquitar were credited to them, but I only sought the book they had taken from us.

The following evening I found myself on the street corner I had been instructed to wait on. For an hour I waited, before a coach stopped before me. The driver opened the door and motioned for me to take a seat. the windows were covered in black paint, keeping me from learning the path to the meeting hall. Several more hours passed in the passenger’s compartment, before I was released before a rustic mansion.

Though it had once been opulent, it was slowly declining into disrepair. Turning about quickly, in a vain attempt to discern my surroundings, only informed me of the great Vandal forest that surrounded the structure. A great portion of the western lawn was occupied by a greenhouse, nearly as large as the mansion itself.

A member of the Society stepped through the open door of the house, garbed in the same visage concealing robes as the messenger the night before. They beckoned me inside, welcoming me as a new brother of Carcosa. Inside, a dozen more members were gathered, before a great fireplace stood a long table, a great cask rested upon one side, and nearly twenty wine glasses along the other half. Over the mantle draped an ancient tapestry. It depicted the throne room of the Queen in Yellow. from left to right her citizens bowed en masse. Great lancers guarded her, bearing strange wings upon their backs. The Queen herself appeared as a silhouette in yellow, a flowing dress draped behind her, filling nearly a quarter of the piece. Blood flowed from an outstretched arm and a lucky few worshippers held a bowl to catch the crimson liquid.

One of my fellow society members proffered a glass of white wine, and I took a polite sip. I was surprised by the sweet flavor that greeted my tongue. I enquired as to the variety and was given the name ‘honey wine’ in return. The word was not one I was familiar with and upon further inquisition told it was a product of flower pollen. I was surprised to discover that such an item was not more common, especially as dessert wines had become quite popular in Limouse of late.

I conversed for a period with several other members and was pleased to find we all held knowledge in high regard. The preservation of history was of paramount importance to the society, and many of the relics recovered were done so to keep them safe from political upheaval and constantly shifting borders. As I continued to imbibe, I began to feel at home amongst my fellow intellectuals, and my goal began to stray from my mind.

At last, the house bell struck midnight, and conversation soon ended. The master of the house came into the foyer carrying the book as one might hold a child. He spoke softly but with great charisma. Only this I remember from the preaching and evangelical diatribe he shared of the evils of the outside world. By this point of the evening, I had lost count as to the number of glasses of honey wine I had ingested.

After the sermon, the Master led his congregation out onto the lawn, and toward the great greenhouse. The flower pollen crept into my mind, and I thought perhaps I would see how the wondrous drink was crafted. I was not wrong.

The interior of the facility was gilded, but not with a precious metal, but with an organic mass. Though at first the hexagonal pattern made me believe the room had been manufactured, the glistening and impossible patterns made my mind spin in horror. No industrial press had created these demonic dens. Only the beasts that dwelled within could have crafted such nightmares.
As the monsters regurgitated their honey into the hexagons, I felt my own liquids screaming to escape. The master of the evening’s hell turned to share a passage from La Reine en Jaune, only for my quivering hands to wring the book from his grip. In a drunken daze and panicked mania, I fled the grounds as quickly as my feet would carry me. Several times I dropped to three paws in the hopes to gain some ground on any pursuers, but not once did I look back toward the mansion.

I awoke at dawn on the porch of a farm somewhere in Limouse county. I had wretched what remained of my honeywine onto my finest clothes. Despite my state, the couple who owned the property took me into town, even directly to my apartment. I dare not spend much longer here, as I know the Carcosa Society will not be far behind. The book must stay out of their hands, if for no other purpose but to spite those demon worshippers. I cannot give reliable directions, as in my panic to flee, I did not note the route I took to find myself on that farm. I leave it in your hands, and must flee for my life. Destroy this letter, or they could find you.”

- Dr. Vance Castaigne, Palentologist, Limouse University; Letter to Hildegarde Castaigne

As a member of the Limouse Police, Dr. Castaigne likely assumed his sister capable of protecting the book. Unfortunately for them both, Hildegarde Castaigne was killed in a fire that destroyed Dr. Castaigne’s Apartment. The letter and the book La Reine en Jaune were found, unopened, in her own building’s postal room. After significant political pressure, Aquitar released the letter and the book into WATCHDOG custody. The whereabouts of Dr. Castaigne, or the cause of the fire in his apartment are currently unknown.

Additional Notes: Details on the Queen in Yellow gleaned from the book suggest a flying Exo, perhaps a hive leader of the Pazuzu Type, or a similar sub-type. The fervent worship of the Carcosa Society may be linked to the Honey imbibed by the cult members. The sick recovered from the Depardieu Farm was too degraded for Medical to make an firm assumptions.

Additional Notes: La Reine en Jaune has been sealed at our Wilder Archives, after one researcher shot another, then killed themselves during a translation session. The symbol of the Carcosa Society was found carved onto the chest of the first victim.
Included below is a rare photograph of a Legion-Class Queen. No documentation exists for a Pazuzu-Class Queen.
Spoiler:



Shiva - XD01 - FYEO
08/12 - Hundchester - Initial Reports provided by our Liaison suggested a new Maharaja attacking locations in northern Bharat. South Sea Trading had recently begun a new initiative into Bharatese trading, and the warlord was threatening their business concerns. To boost morale of the Trade Company troops, Parliament requested a detachment of Milnean Knights to board the Warrior, an ironside transport headed for the east.

My brother came to see me and begged for my personal assistance in the matter. Mordred had not personally spoken to me in many years. Since he left the order to go into political office, we have not seen eye to eye. I refused to let down my guard around him, but his pleas seemed genuine. While Lady Protector Grey seems only interested in using the Milne name to keep Orwell’s dream alive, Mordred’s pleas spoke of the people of Axony. Many setbacks of late in the colonies have set the nation into a downward spiral. A great moral and economic victory could stop the decline. So, in the end, I took direct command of the Knights on the Warrior.

09/20 - Marluk - The welcome we received upon our arrival was far more muted than the sendoff we received when we left Axony. Many ships were full to bursting with refugees. Some sought to make the short trip to Scyzantium, but far more sought passage to Vespuccia. All were desperate to to flee ‘The Destroyer’. Tomorrow we set out for the interior. Reports coming in from the front lines suggest most of the subcontinent now lay in the hands of this warlord. Only the mountain Rajas remained independent. Azad Khurram, one of the few remaining allies of Axony, offered his mountain fortress, Dhusar Qilah, as a base of operations for the SSTC and our Knights. I am loathe to agree to such an arrangement based on a number of reasons: 1. With our backs to a mountain, Dhusar Qilah offers no point of escape should a siege occur; 2. The loyalties of Raja Khurram are unknown to me or my Knights, the SSTC can only guarantee his assistance as long as our trade and income continues; 3. To reach Dhusar Qilah in a reasonable time, we must pass through a large portion of the Destroyer’s territory.

09/25 - Bharatese Interior - I once again realize my position as a mascot and figure head. The South Sea Sub-Director Elliot Weir ignored my points of contention, and now our small army marches for ‘The Grey Fort’. We are soon set to pass through enemy territory, and even here the effects of their attacks can be seen. Every village that has suffered under this warlord is gone. Every man, woman, and child murdered in horrific manners. Torn apart or Eaten to the bone, none survived these massacres. These sights have damaged morale severely, even my own Knights are not immune to these visions. The one soul we discovered during our travels, a guru, only rambled in his starvation, claiming the Asura had come to reclaim Bharat and enslave mammal and reptile-kind. Though we tried to feed him, the guru had self imposed his fasting, and in the night, wandered out of camp into the wastelands.

09/27 - Foothills of the Himavats - Our troops have cut their teeth on our first battle. The night after the guru fled, as we camped at the foot of the great mountain range, a pack of horrid creatures rose up from the ground to attack us. Formations were quickly formed to deal with the threat, only to have more appear in our midst, as a great hole dropped a hapless few down into the dark of the earth. Just as quickly as it had started, it was over. Along with my Trade Company counterpart, I examined the remains of friend and foe alike. The enemy was far more varied than we, indeed a more mixed menagerie than even the Legionnaires of Aquitar. Asura, as the guru had named them, was as apt a name as any I had heard as a child. Demon and Devil quickly sprang to mind. As we finished the task we had set for ourselves, an appalling sound rose from the earth. A thousand voices spoke at once, and yet individually. "Shiva the Destroyer is come, throw away your lives or throw away your freedom, He cares not which you choose." No threat appeared at this claim, but we agreed that we must set a faster pace to reach the fort.

10/03 - Dhusar Qilah - I always thought demons came in the night, the Shadow Army of Nazar came in the night. Shiva did not. The Asura wanted us to see it, and the army that followed it. The hills below Dhusar Qilah moved like the sea with their number. The great Shiva orchestrated the same speech we had heard 6 days before. We were within sprinting distance of The Fort, and many of my men chose to delay the enemy that the Company troops might reach safety behind those grey walls. We lost many good Knights. both ours, and the SSTC’s numbers now stand at half what we set out with from Marluk.

The Asura are a race of many-legged creatures. Lord Khurram has told us that these beasts ruled Bharat, and much of the world, in pre-history. Still my mind screams to grasp this vision of the world. Our ancient masters have risen to reclaim what is rightfully theirs. This war will not stop with Bharat. I do not know how long The Grey Fort will hold against such madness, but we will fight to the last. Mordred, please do not let our sacrifice be in vain.”

- Lady Robyn Milne, Knight of Godwin; Sealed Papers to Mordred Milne.

These papers were found on the body of Sir Triston Lyones after the Wilder Incident. It is believed that Lyones realized he was infested and raced through downtown Wilder in the hopes of reaching Parliament before his death. How Lyones survived with his plight for so long is currently unknown. Liaison Mordred Milne was one of the first responders, and dispatched the legion that spawned from Sir Lyones before it could cause serious damage to any urbanites.
Additional Note: This incident has brought Exos into the public eye, but the quick work of Milne and WATCHDOG has hopefully contained any major panic until our forces are ready.

Additional Note: The rough sketch of the Destroyer included with Sir Lyones' effects appears to be a Diabolos-Class Exomorph, but the accouterments suggest Shiva is the master of a Class 3 Hive. This is peculiar as most high level hives are reigned over by a Queen Sub-Type.
Spoiler:


Once you have reviewed these materials, please provide Division 5 and Division 6 with any command orders planned to be issued to the armed forces. Under your purview we will also begin releasing materials to allied intelligence agencies to coordinate efforts.

Signed,
Howard Carter
Sir Howard Carter, KHOM, CP
Director of Protectorate Intelligence Division 4 - Exo Files

~~~~
Just one more Entry next week and Brushfire Halloween will be over!

1) Did you enjoy this month long theme? Would you like to see more of these Theme runs?

2) Would you prefer more Short stories/fluff in such theme runs or scenarios and other game related content?

3) Any particular theme you would like to see me do next?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/28 11:34:27


Post by: WhiteRoo


"What are you afraid of Mr. Lovecraft?"
"Colors, angles and architecture."

1.) It's fun, but is starts to get old. Some group of people runs into exomorphs, WATCHDOG covers it up. (I wonder if they have the flash-memory-wipe-thingy from MIB ) Otherwise, it's a fun read.

2.) I don't know... let's see some game related content now.

3.) Damn, I hope there is not going to be a Brushfire version of the Christmas Carol or something...


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/28 17:03:43


Post by: Lockark


On the topic of scary and the christmas carol...

http://youtu.be/Xv_pTT-W_lI?t=2m24s

I saw scourge going to hell in that scene when I was little, and scared the pants off me.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/10/31 18:11:05


Post by: Alfndrate


We've got a special (and early!) Visiting Hours this week for you.

“Mr. Mordred…” The pallid individual who stood before the grand oak desk scratched a portion of bare skin, where fur had once been and long ago fallen away. “Mr. Mordred…” A voice wafted from everywhere and no where.
“WHAT!?” The figure turned tossing the papers in his hand to the floor. He breathed heavily. In one hand he bore an intricate dagger which reflected little light in a jet hue. The knife was held out as if to fend off the unseen intruder.
“You have done well Mr. Mor-”
“STOP CALLING ME THAT!” The Minister for Protectorate Intelligence interrupted the voice, brandishing the knife even more violently.
“Mr. Milne your tea is-” A young feline opened the door to the office, carrying a tray filled with an afternoon repast.
Startled by the invasion, Mordred Milne dropped his weapon and attempted to guise his emotions with nonchalance.
With a small yelp, the assistant looked about the office “I..I’m sorry sir, I thought I heard a visitor. I grabbed a second cup just in case.”
“That is fine, please, just leave me be.” The canine motioned for his assistant to leave the way she had arrive, and after a moment, he was alone with the voice again.
“There is no reason to be upset...Lord Protector.”
“That is not what I wanted. None of this is what you promised. My sister… You’re going to kill her.” Seething rage boiled beneath the surface of Mordred’s crumbling demeanor.
“We cannot control what the Destroyer will do to her. We simply needed such symbols of hope far from Albion.” The voice had begun the conversation faintly, as if spoken from a great distance, but as it continued, the voices that comprised it became clearer, speaking individual syllables to create complete words. Several books fell from the Minister’s bookcase, and any dulling fell away with them. Behind the bookcase, a hole led into a passage behind the office. A single limb withdrew from where it had cast the books onto the floor.
“Queen Medb wishes for your appearance before the court. You are to leave for Avalon tonight. Remember that we are always with you.” The voices and figure behind the bookcase faded, leaving the Minister alone in his office. Only the sounds of the streets of Wilder now reached his ears.
Solemnly, he took a great sip from the tea that had been left by the door, and consumed a single piece of grinder that rested beside it on the tray. Mordred Milne stepped before the mirror in his office, and cringed at his countenance. The sickness which afflicted him had caused most of his fur to fall away. In one short decade he had appeared to age nearly thrice that. In a futile attempt to cultivate an acceptable look, he combed back what hair remained him. Placing the comb down respectfully and adjusting his tie, left the Minister with little grooming left and more important tasks ahead.
Off the desk he picked up a stack of folders emblazoned with the code FYEO. Afterwards, his chitinous, black dagger was retrieved from the floor, and with both parcels in hand, he headed out of his office for the last time. “Gwen, If you could book passage for Connacht that would be lovely.”

While Matt and Emily are off at the Warstore Weekend, they left me to put the finishing touches on our special month-long Cult of Exomorphism Preview, so with that I give you the Killing Fields, an attempt at bringing horror to Brushfire. I hope that I've given you something creepy enough that you want to play it just to see how well you do.

The Killing Fields
A enemy scouting party has taken to a nearby field of crops, attempting to make their escape after you discovered their presence. Determined to not let them escape, you chase them through the fields. The twisting turns and paths in the seemingly endless maze have left your troops confused. As the darkness of night envelops the field, the air grows cold, a soft chittering sound begins to fill the air. You are unsure if those shapeless forms, moving through the field, are enemy soldiers fleeing from you; a scarebug bending in the wind, or something more horrid.
The objective of the Killing Fields is to root out and destroy more of your opponent’s Models than they kill yours. Be careful, because the autumn nights hold more than just the brisk fall air, something else lurks in this field.
Army Size:The Killing Fields can be played at any size. Though it is recommended for 50 Resources.
Setup: Follow the Standard Board Size and Terrain Deployment rules. There are no Fortification or Siege Engines..

Deployment: Follow Standard Army Deployment Rules.

Special Rules: During Terrain setup, place 15 Scarebug tokens around the table, at least 5” apart.
Scarebug token - When a unit activates within 5” of a Scarebug, roll 1d10 and follow the results below:
1-6: Jumping at Shadows - The Scarebug is just a stick and some straw, remove the token from the table.
7-10: Don’t Blink! - The Scarebug is a hideous exomorph Stick Bug, and you’re its prey! Move the Stick Bug up to 5” into B2B with the nearest model. The model is immediately removed from play. Revealed Stick Bugs activate at the end of every Turn. At the beginning of the Stick Bug’s activation if there is another model within 5” the Stick Bug moves into B2B to that model and removes it from play. If there are no models within 5” the Stick Bug takes one of the following actions:
Motionless - As long as the the Stick Bug is in line of sight, it does not move during its activation, waiting until it can pounce on its prey.
On the Prowl - If the Stick Bug is not in line of sight, it deviates as per the Deviation Rules in the Brushfire 2nd Edition Rules.

Nighttime - Due to the dark of night, any model or token beyond 10” is considered to be out of line of sight.

Results: Make the End of Game Roll after Turn 5. Each player tallies the total FD+GD+LR cost of their opponent’s models that were slain or removed. Each slain Hero is worth a number of points based on their current level. Each Hero that is hLVL 1-4 is worth 10 points per level. Each level above 4 adds an additional 15 points per level from level 5-10. Additionally, note the number of models removed by the Stick Bug(s). After totaling the Army and Hero Points Together, compare your value to your opponent’s.

Victory Severity:
Pyrrhic Victory: Lose more models to the Stick Bugs than you do to your opponents
Close Victory: A difference of 25 Resources or Fewer, and more than 50% of your own Resources remains.
Hard-Won Victory: A difference of 26 to 50 Resources
Glorious Victory: A difference of 51 Resources or more



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/01 17:31:59


Post by: Galen


That scenario looks like a fun way to throw fear of the unknown into a tabletop game. I like that it the new mechanic is simple, but could really change the way people play.


I'll answer last weeks questions since I never got around to it.

Did you enjoy this month long theme? Would you like to see more of these Theme runs?

I did enjoy the stories, but I'm ready to see a sample army list or battle report using exomorphs. I would be interested in seeing more themed articles with a combination of game discussion and fluff.


Would you prefer more Short stories/fluff in such theme runs or scenarios and other game related content?

I like a balance overall. I like game material but know that know that coming up with new stuff on a regular basis can be a lot of work. The stories have also been great, and longer than I would expect from a segment such as this. Perhaps one week give us a story based around a specific unit and the next week give us a tactics write up, battle report, or army list highlighting said unit.


Any particular theme you would like to see me do next?

I have plenty of ideas
As the next few Brushfire releases become available write up little blurbs about how they fit into the army. Perhaps in character discussion by army generals about using the unit in war, along with game discussion on adding them to an army list.

I would love to hear about Changshu Dun, how to use him in a Chugoku list, his place in the fluff, and how real world inspiration affected his design.

Lets have talk about color schemes, heraldry, and painting. Appropriate face/body paint designs for hamsters, highlanders, and Zabar. Ideas on fur colors and patterns for various Brushfire models. Uniform color schemes for Axony, Aquitar and others (possibly based on historical examples.)


I would love to see write ups on the nations of either the Brushfire or Endless worlds. Maybe flesh out a particular city or region in a country. Give ideas for terrain and board set up for a region. Mention models/units that would be more common there. Give a basic "day in the life" for a citizen of the region. Give reasons for conflict in the area. Talk about imports/exports, weather, etc. This sort if thing could be split up over a few weeks, perhaps alternating Brushfire and Endless each week.

I know Endless does not restrict list creation by faction, but it would be fun to see what a "typical" Zeutenheim force might include. How do the knights of one nation differ from the knights of another (fluff wise).

Secondary faction discussion. Tell us about a specific division of the Axony army, or a group of bandits based in one of Halleford's forests. There doesn't need to be special rules added, just maybe game examples. The High Forest bandits might be led by an elf that distrusts magic. In game, treat him as an Archer with Elven ancestry, Sprint, Silencing Shot, and Volley. I am particularly engaged when the fluff and the game connect in some way kind of like this. I think it helps encourage other people to do the same and add more story to their games.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/04 15:08:13


Post by: WhiteRoo


Now all I can think is how could I make a cool crop field for Brushfire.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/04 15:15:59


Post by: Alfndrate


 WhiteRoo wrote:
Now all I can think is how could I make a cool crop field for Brushfire.


Please do I'd love to see it.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/04 15:26:23


Post by: WhiteRoo


Turns out it's harder than it looks.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/04 15:32:52


Post by: Alfndrate


 WhiteRoo wrote:
Turns out it's harder than it looks.

I know


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/09 13:40:16


Post by: miskatonicalum


Just a small VH for today, Much of the last week was taken up with The Warstore Weekend. Shoutout to everyone who played in the Brushfire Tourney and those who stopped by and said hi!


Empowered
You have arrived too late to stop the incantation. The figure at the center of the enemy’s base glows with awesome might. Their aura alone is enough to nearly shake your will to fight. With a silent nod to your compatriots, you charge headlong toward your foe. If all of you shall fall, so too will this threat.

Party Size - Both players create a party of 10 C. The Defender must elect a 1C model to be their Empowered Model. This decision is declared before deployment.

Setup - The Defender deploys at least 5 rows from either edge. The Attacker deploys within 5 rows of either edge.

Defender Rules - The Empowered Model is considered to have all of their available commands and every stat on their card is doubled. 4 HP becomes 8 HP, 3 ATK becomes 6 ATK, etc.

Results - The Defender is awarded 1 Victory Point per enemy Crystal slain. The Attacker is awarded 1 Victory Point per 2 HP the Empowered Model has lost. If the Empowered Model is slain, the game ends immediately, and the Attacker is awarded an extra 2 Victory Points. This Scenario is best played twice, swapping Attacker/Defender roles for the second match.

This is a sort of variant on an Overlord/The One mode. The Empowered model is much more powerful, but still vulnerable to the right kinds of attack. The Defender should think carefully about which model they Empower. One with a high ATK or MAG can quickly knock out enemy models, but if it only has a base 2 DEF, a DEF of 4 is not keeping it up forever, especially when it will be the focus of enemy attacks. The Defender may also wish to choose commands for their other models with Stop or Sleep, anything to slow down their melee enemies from closing on the Empowered. The Attacker will want ranged units to target the Empowered as soon as possible, and any melee models with a high MOV to get in close and get their attacks in before they are dropped.



The Brushfire V2 Mercs PDF is now up for free at the following link:
Mercenaries


Spoiler:

The finalized art for Leir Satona, Rune Fencer 3C Character, by Heath Foley. This will be in the updated Endless PDF soon.


In other news, the Masters for the new Light Dragoon are completed, and once we have cast our first master, we will share some choice pics with you.


"As Seasonal as I Get" Q&A
1) Do you share gaming as a hobby with any of your family members? Do you play with them regularly or only during the holidays?

2) How do your attempts to explain/introduce the hobby to your relatives go?

3) Do your bring your kit along with you to family visits? Do you set aside time during the season to play?



My Answers
1) The closest I come to sharing gaming with family members is my father is big into Rock Band, particularly The Beatles version. He did originally get me into wargaming though, getting me a 40k Painting Set, the one with the little Tactical Squad and Smurf paints.

2) When I refereed to "Game Magazines", my Grandparents thought I said "Gay Magazines". I have learned that if I must explain the hobby, I start with basic analogies "Its like a complex version of chess.", "They are toy soldiers but you have rules for how you play with them." It feels like I belittle the hobby with such explanations, but when you pull the minis out to show them, they get a vague sense of realization. More than once I have had to throttle back my explanations as I see their eyes glaze over.

3) I used to bring an array of board games along to familiy visits, the simpler the better. Trivial Pursuit and 221B Baker Street were our go-to games.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/10 06:42:27


Post by: Cyporiean


Here is the Dragoon [F], with a quick and dirty prime job that came out a bit more gritty then I'd like..






[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/11 06:19:34


Post by: Lockark


What did you use to prime it? O___o


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/11 11:46:01


Post by: WhiteRoo


Let's just say my family is not interested in the hobby or board gaming at all. Or at least any higher level than "Pachisi" (we call that "Who laughs at the end" by some reason).



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/11 13:27:33


Post by: Alfndrate


1) Do you share gaming as a hobby with any of your family members? Do you play with them regularly or only during the holidays?
I share my gaming hobby with them so much as I let them know when I'm gaming, what I've been painting, etc... and that's only my immediate family.

2) How do your attempts to explain/introduce the hobby to your relatives go?
Terribly, I've tried to teach my dad various games over the years, and the only games we've been able to sit down and play were in the past year with Dreadball, Endless, and Star Wars: X-Wing. I've pretty much given up trying to get them to play games with me, though it would be less of a money waster if they did

3) Do your bring your kit along with you to family visits? Do you set aside time during the season to play?
Our family is spread around the country (on my dad's side) so we rarely see them, and they're all self-absorbed with their own thing, so we don't bother them during the holidays/ever, as for my mom's family we might get together for a holiday party, but that's about it and so we don't really do anything with them either, which is odd since they all live nearby with the exception of a cousin of mine.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/12 13:42:39


Post by: Catyrpelius


"As Seasonal as I Get" Q&A
1) Do you share gaming as a hobby with any of your family members? Do you play with them regularly or only during the holidays?

Short answer... No. Slighty longer answer, when I was a kid I could talk them into playing a game like Monopoly with me...

Anymore my parents know that I play games on Tuesdays and Fridays and sometimes disappear for a weekend to go play with my models.

2) How do your attempts to explain/introduce the hobby to your relatives go?

I've never really tried, none of them have any desire to learn.

3) Do your bring your kit along with you to family visits? Do you set aside time during the season to play?

My family lives pretty close together so any family visits are usually just day trips so I don't bother bringing stuff along. My gaming schedule doens't really ever change.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/12 15:00:09


Post by: Tonio


"As Seasonal as I Get" Q&A
1) Do you share gaming as a hobby with any of your family members? Do you play with them regularly or only during the holidays?


I did LARP and play Fantasy with my younger sister while we both lived in the same town, years ago. But we both have own own families now, and live 3 hours away. I kept playing, but she mostly has stopped. I bring simple boardgames when I visit the rest of the family, but she is open to some heavier stuff, and also like trying a different mini games once in a while, as long as I provide everything.

2) How do your attempts to explain/introduce the hobby to your relatives go?

I've been doing that for over 20 years now, so they are mostly used to it. When I try to explain it to new people, I try to put forward the hobby aspect first, as that is what I do most. I compare it to model train scenery making, painting, sculpting, then bring up the game part. It doesn't always go smoothly, but easy access to pictures with smartphones helps nowadays.

3) Do your bring your kit along with you to family visits? Do you set aside time during the season to play?

Once in a while, I bring some sculpting or painting to do at night when we go over for 2 or 3 days.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/16 16:44:42


Post by: miskatonicalum


Brushfire Scenario
Battle of Xiang Gang Island - 1824 AF


An island in the southern seas of Chugoku has been found to have a great wild crop of Nepeta. Though the Ministers of Chugoku have declared all foreign trade of Nepeta illegal, your own government has seen fit to send you halfway across the world to seize the plant for your homeland. Your fleet has sent your ship and crew into a small village on the coast to base your retrieval operations.

During your recovery of the Nepeta, you do not see a single soul from the village. Before you can get the entire crop onto your vessel, a report arrives from the fleet: The island is a training area for the Chugokuan Military and not the innocent fishing village you thought. You look up and realize the buildings of the village are no longer empty. Crossbows and Pikes aim at you from every window. You’re surrounded and in possession of the largest illegal cargo in history. The docks are only a few yards away, can you make away with your haul?



Pre-Game: Before the game, each player makes a TS roll of the highest TS in their army. The winner of the roll determines if they are the attacker or the defender. Neither side may enlist Fortifications or Siege Weapons.

Setup: A game area of at least 2x4, scaling for higher point games. The Attacker may place terrain up to 10” from the Defender’s Table Edge, and the Defender places a 5” by 5” zone against their table edge known as the Recovery Zone. In this Zone the Defender may place 1 Cannon for every 4 Terrain Pieces placed by the Attacker. The Attacker must place terrain in sets of 4. After the first four pieces, either player may choose to end terrain placement. No additional pieces are placed if someone ends placement.

Deployment:The Defender deploys their entire army in the center of the board, at least 10” from any board edge. The Attacker’s Army begins the game in reserves.

Special Rules: Home Territory: All model’s of the Attacker’s Army may Ambush, and may begin ambushing on Turn 1, but do not get a TS bonus to Ambush rolls until Turn 3 as normal. No models of the Attacker’s Army may perform a Rear Flank.
Laden Down: The Defender may not rush during this scenario.

Objectives: Any model of the Defender’s Army that ends their Move Phase in the Recovery Zone may be chosen to be removed from play, and count as Recovered. Make a note of how many of the Defender’s models were Recovered as opposed to slain. Compare the Resources Recovered against those Slain or Remaining in play at the end of Turn 5 or 6. Any Defender models within the Recovery Zone at the end of game are considered Recovered.

Victory Conditions:
Pyrrhic Victory: A difference of 0-1 Models Recovered vs Slain/Remaining.

Close Victory: A difference of 2-4 Models Recovered vs Slain/Remaining.

Hard Won Victory: A difference of 5-7 Models Recovered vs Slain/Remaining.

Glorious Victory: A difference of 8 or more Models Recovered vs Slain/Remaining.

~~~~

Endless Scenario

Loot the Room
The Treasure Vault, Finally! You and your fellow adventurers begin gathering up piles of coins in triumph. A loud scraping noise suddenly causes you all to stop. One of you swears they saw a treasure chest move. Was it an illusion? Or is something more insidious at work?

Setup - At the beginning of the game, each player places 5 Treasure Chests on their half of the table, outside of both deployment zones. and at least 3 squares from another Treasure Chest.

Rules - Treasure Chests placed throughout the area. As a model's Act Phase, it may open an adjacent chest. Roll a die. On 4+, the chest is a Demonite Chest under control of the Party that did not open the chest; place its card next in the Initiative Order. On a 1-3 the chest contains a non-unique item of your choice. The model that opened the chest gains the item, regardless of ITM limit. Each Treasure Chest that does not become a Demonite Chest awards 1 Victory Point. Each Demonite Chest that is slain awards 2 Victory Points.

Results - End of Game rolls begin on the turn after the last chest has been opened. At the end of the game, Each surviving Demonite Chest awards 1 Victory Point to the player controlling it. The Player with more victory points wins.

Demonite Chest - 3C, Dark Blood
ATK - 3
DEF - 4
MAG - 3
HP - 9
MP - 7
MOV - 3
JMP - 3
ITM - 0

Inconspicuous Furnishing: The first time a model is targeted by the Demonite Chest it is considered to be flanked. This can occurs once for each model.

Mimic Commands
Camouflage - The Demonite Chest is not affected by Multi-Target Commands, unless it is the only target of them. (Passive)
Eldritch Timber - The Demonite Chest negates the first successful ATK die of each attack against it. (Passive)
Weapon Break - 1 MP - ATK, -1 ATK[2]
Digested Contents - 1 MP - MAG, RNG 3, AoE 1, Poison[1], Dark Element
Item Devour - 3 MP - ATK, Target Discards a random Item and the Demonite Chest’s HP is healed for the ITM value of the Item.
Locked Tight - ALL MP - Demonite Chest has DEF x2, MAG x2 for Defensive Rolls, and successful defensive rolls deal damage to the attacker{3}


To go along with these scenarios, we have a piece of art for you:

Slavemaster Ainar, a High Elven noble who once worked the gladiatorial pits of Mercurious, but chose to break away from her decadent past and fight alongside the rebels against her own people.



Q&A
Do you have a favorite battle or period of history? Is there an event you would like to see recreated as a Brushfire Scenario?

Do you enjoy ‘gimmick’ fights in games (Table or Video) or prefer straight ruled battles?

If you could add an item/equipment/upgrade to either game, what would it be?

Why can’t we think of more questions?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/17 01:54:53


Post by: WhiteRoo


Do you have a favorite battle or period of history? Is there an event you would like to see recreated as a Brushfire Scenario?

I'm not that much of a history fan. The siege of Redwall I guess? Better, the siege of Gabool's castle from Salamandstrom

Do you enjoy ‘gimmick’ fights in games (Table or Video) or prefer straight ruled battles?
I like gimmicky stuff because it breaks monotonity. Actually if it mostly is straight fight and some gimmick now and then, that's the best. because neither of those get's boring whith that setup.

If you could add an item/equipment/upgrade to either game, what would it be?

For items:
Promotion medal - You may equip this item to a model that uses stances. That unit may take an additional stance and gain all equipment and special ability from every stance it chooses. You can equip one model whith a promotion medal multiple times.
Anti-venom ichor - Target squad in X inch gains immune to poison for some turns.
Anti-Fire device - Cancel the first fire effect that hits the squad this model is in.
Rum - If thismodel passes a Shock Test it gains Immune to Shock until end of game.
Matching armor - This model cannot been targeted whith Sniper while it is in squad whith non-hero models.
Termite Grenade - When this model at any point in it's movement phase is b2b whith a siege weapon or mechanical unit it may destroy it. Usable once only.

Equipment:
A Valkyr for the Warlord. So you can build a full-Valkyr warband.

And Canned Raid - against bugs

Why can’t we think of more questions?
I'll think about this.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/23 06:18:14


Post by: Galen


I've been getting behind. Stupid life getting in the way of my games

I see that the Endless 3C Character art is coming along nicely. Heath is doing a great job. I love the pose in the Leir Satona artwork and hope the eventual figure is built the same way. It shows a lot of character.

I think Empowered might be my favorite new EFT scenario yet. It looks like great fun. How well do you think it would play if both sides received an empowered model? For Loot the Room Reaper has the perfect miniature for the demonite chest, and it comes in their bones plastic. When you have a few more scenarios thrown together you should throw them all into a couple pages of pdf or just compile them on the OTLG website.


Now I'll try to answer all the questions I've missed:
Do you share gaming as a hobby with any of your family members? Do you play with them regularly or only during the holidays?
I can’t say that I share much of my gaming with family. My brother has played some Magic and video games, but no serious tabletop games. My brother-in-law is a big Star Wars fan. I have played Star Wars RPGs and X-wing minis with him on a sporadic basis. There has been recent talk of the possibility of a D&D intro game for my brother, sister, and their significant others over Christmas one of these years.



How do your attempts to explain/introduce the hobby to your relatives go?
My Father and Brother were both exposed to RPGs through video games which I have found is fairly common. Overall I don’t bring my gaming up so that I won’t have to go into any explanations, but over the years I have developed go-to lines to use when trying to explain gaming to new people.

For Role playing Games I lead with the idea that it is cooperative storytelling, like writing a book. One person writes the world, while everyone else plays a character in the story.

For Wargaming I focus on the artistic aspects of the hobby, modeling and painting. Think model trains, but with a game attached.


Do your bring your kit along with you to family visits? Do you set aside time during the season to play?
I always used to bring a rulebook and build an army list or roll up a character when nothing was going on. Now we often play standard card or dice games that everyone including the grandparents are comfortable with. Word games like Bananagrams, or Scrabble are also common.


Do you have a favorite battle or period of history? Is there an event you would like to see recreated as a Brushfire Scenario?
I can’t say that I am well versed in any military history. Have you written up any overwhelming odds scenarios like Custer’s Last Stand? A scenario with regenerating troops or higher points totals for one side? Loss is inevitable, but can you hold out long enough to go down in history as a hero? I can see the agents or a group of knights put in this sort of position.

I don’t know all the history related to them, but the navel battles/invasions from the Dynasty Warriors franchise were always cool. I’ve seen the pictures of your tables with ships on them. Have you ever played out a scenario where the ships could be lit on fire? Break through the enemy lines at night to burn their ships, or some such?


Do you enjoy ‘gimmick’ fights in games (Table or Video) or prefer straight ruled battles?
I prefer straight ruled fights, but know that ‘gimmick’ fights have their place. Both can be memorable, but those gimmicks don’t tend to have as much replay value. I am reminded of both Final Fantasy Tactics, and Disgea, where the story had some gimmick fights that were great fun, but the random encounters seemed just as fun and interesting. Disgea’s random level system in Item World was especially impressive, with varied maps, enemies, and terrain effects, while using a constant, finite, rules framework. Every fight was “standard” rules but a pervasive terrain effect, odd map shape, or unusual deployment of the enemies could require you to completely alter your tactics.


If you could add an item/equipment/upgrade to either game, what would it be?
This is an excellent question, but for some reason nothing immediately jumps to mind. In EFT there are no non-unique items that increase ATK, which I think is good, but perhaps a third (currently Gloves of striking, Hero's Sword) unique item with a ATK bonus. Heck in some lists I would pay item Cost 2 for a second Gloves of Striking.

- oooh, how about Magic Whetstone (unique) Cost 2: Break: Basic attacks gain Piercing (2).

I would also like to see an item or two for increasing JMP, since there currently aren't any. Portable trampoline, Spring shoes, Pogo stick, I don't have any good idea what to call it, but it would be cool. Perhaps an item that gives a set # (lets say 4) for JMP for a turn or two.

-How about Grappling Hook. Cost 1-2(?), Equip, Model can always use the Ladder terrain rule.

I’ll keep thinking about equipment for Brushfire.


Why can’t we think of more questions?
Questions are hard. 3-4 each week adds up. You and Cyp have a lot on your plate: tweaking rules, writing fiction, casting minis, shipping, contracting new sculpts, etc. EFT just came out and Brushfire just hit second ed. so it’s hard to ask too many questions specific to the games and expect everyone to relate. We appreciate all your effort.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/23 15:02:28


Post by: miskatonicalum


As a heads up, with the Holiday Season upon us, Visiting Hours will convert to a Alternating Weekly schedule. See you all back here on December 7th!

In the VH today, we’ve got a sequel to last week’s Brushfire Scenario, to help create a theme series/campaign; and taking a page from Brushfire, the Endless Scenario is a ‘fluff’ battle this week. Hope you enjoy!

Brushfire Scenario
Battle of Last Bar - 1824 AF

With the wind and quality of ship, it was inevitable that the Chugokuan Fleet would over take you. Now your crew prepares defensive positions on this forsaken rock you’ve run aground on. Last Bar Island appears to be your Last Stand, until a crewman calls out, with a spyglass to his eye.

The battle ensign, at the front of a fleet of ships on an intercept course, leads to a cheer from your soldiers. A faint glimmer of hope: your own fleet sails to defend you. Your resolve is steeled. You must hold out until reinforcements arrive, and defend your precious cargo.


Pre-Game: Before the game, each player makes a TS roll of the highest TS in their army. The winner of the roll determines if they are the attacker or the defender. Neither side may enlist Fortifications or Siege Weapons.

Setup: A game area of at least 4x4, scaling for higher point games. The Defender may place terrain at least 10” from any table edge. The Defender may place 4 Terrain pieces.

Deployment:The Defender deploys their entire army in the center of the board, at least 10” from any board edge. The Attacker’s Army begins the game in reserves. Place 5 50mm markers, with one in the center of the table, and the rest at least 5” from the center of the table, and 10” from any table edge. These are Cargo Markers

Special Rules: Ship to Shore: No models may ambush. All model’s of the Attacker’s Army treat every table edge as having a Side TD for Flanking, and may begin flanking on Turn 1, but do not get a TS bonus to Flank rolls until Turn 3 as normal.
Naval Cannon: Starting on Turn 2, at the beginning of each turn, the Attacker may make a normal cannon attack(ignoring faction special rules) from any table edge. The Cannon uses an RS of 0.

Precious Cargo: Each Cargo Marker has a VY of 10 and an AR Shield of 5. Models in B2B with a Cargo Marker may be allocated Damage in its place, except from template attacks.

Objectives: When a Cargo Marker is reduced to 0 VY, it is removed from play. At the end of Turn 5 or 6, compare the number of Cargo Markers destroyed to those remaining in play. The Attacker wins for 3+ Markers Destroyed, and the Defender wins for 3+ Markers remaining.

Victory Conditions:
Pyrrhic Victory: 3 Markers Destroyed or 3 Markers Remaining and you have less than 25% of your resources remaining in play.

Close Victory: 3 Markers Destroyed or 3 Markers Remaining and you have at least 25% of your resources remaining in play.

Hard Won Victory: 4 Markers Destroyed or 4 Markers Remaining

Glorious Victory: All 5 Markers Destroyed or All 5 Markers Remaining

~~~

Endless Scenario
Battle of Halle’s Ford, White Creek Bridge

The Arganeans stand upon the opposing shore. A horrid army of them. Upriver from your position, Halle Highwater is holding back the vanguard. Here, a small bridge could allow the imperialist Elves to flank the human resistance and wipe them out. You have been tasked with defending this point. Let none through.

Setup - A specific map design is included for this scenario. Players are welcome to alter the basic design, but the premise is for a narrow bridge to funnel combat high above the water. Each player has a 3 row deployment zone.


Link to Full Image

Rules - The Initiative winner declares one player as Attacker and the other as Defender. The Attacker removes any of their models from play that end their Move Phase in the Defender’s Deployment Zone. Each model removed in this manner awards the Attacker 1 VP per Crystal Cost. Each Attacker model slain awards the Defender 1 VP per Crystal Cost.

Special Rule - White Water Rapids: Models that move into the water from a greater height take damage as if they moved involuntarily.

All Models have the following command:
Bull Rush - ATK, Push Back 1, No Damage

Results - End of Game Rolls begin on turn 7. As with other Asymmetrical Battles, players should play twice, reversing roles to determine a final victor.

~~~

Keeping the same QnA for the next two weeks to invite others to share their thoughts:
Q&A
Do you have a favorite battle or period of history? Is there an event you would like to see recreated as a Brushfire Scenario?

Do you enjoy ‘gimmick’ fights in games (Table or Video) or prefer straight ruled battles?

If you could add an item/equipment/upgrade to either game, what would it be?

Why can’t we think of more questions?


Edit: to clarify Victory Conditions on BF Scenario.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/24 01:37:53


Post by: Alfndrate


I like how I wasn't included in Galen's answer on why we can't think of more questions

Yay! Bridge fight!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/24 02:43:40


Post by: Galen


 Alfndrate wrote:
I like how I wasn't included in Galen's answer on why we can't think of more questions


No offense Alf, but I'm not sure I always understand what exactly it is you do, and I don't like to assume. I'm sure you are very busy doing important work type things. I appreciated all your hard work too.


So, about those grappling hooks...If not an item then it should definitely be a command on some new explorer class, or on a thief or archer variant.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/24 02:54:37


Post by: Alfndrate


 Galen wrote:
 Alfndrate wrote:
I like how I wasn't included in Galen's answer on why we can't think of more questions


No offense Alf, but I'm not sure I always understand what exactly it is you do, and I don't like to assume. I'm sure you are very busy doing important work type things. I appreciated all your hard work too.


So, about those grappling hooks...If not an item then it should definitely be a command on some new explorer class, or on a thief or archer variant.

It's cool, I don't live near OTL HQ. I work with Matt on the writing of stuff. Like last night when we were trying to figure out wtf we wanted to do for the EFT Scenario. I threw out Bridge Scenario, went on to my normal Friday gaming, and then called Matt over skype and we hammered out the scenario. Matt and Em definitely have their hands full with the casting of miniatures and shipping, etc...


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/24 03:02:37


Post by: miskatonicalum


@Galen, Chain has a 'grapple shot' but it does not work in a movement manner. We could definitely see about that sort of JMP based item in the future.

@Whiteroo, A Valkyr hero is not out of the realm of possibility, we tried to make all the heroes flexible enough to fit any theme, but thats obviously a facet we missed.

We'll see about a can of raid for fighting Exos!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/25 12:00:40


Post by: WhiteRoo


I'm a little bit confused with this scenario.

Who wants to destroy the cargo? The Defender or the Attacker? (I guess it's the attacker)

How long this game is? Five turns plus one more if the initiative winning player decides so?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/25 13:35:22


Post by: Alfndrate


 WhiteRoo wrote:
Who wants to destroy the cargo? The Defender or the Attacker? (I guess it's the attacker)

It is indeed the attacker

How long this game is? Five turns plus one more if the initiative winning player decides so?

Objectives: When a Cargo Marker is reduced to 0 VY, it is removed from play. At the end of Turn 5 or 6, compare the number of Cargo Markers destroyed to those remaining in play.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/25 15:23:47


Post by: WhiteRoo


So if the defender is wiped out completely, but most cargo stands, the defender still wins.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/25 15:29:45


Post by: Alfndrate


 WhiteRoo wrote:
So if the defender is wiped out completely, but most cargo stands, the defender still wins.

It would by a Pyrrhic Victory, meaning that the Defender would win the game, but the Attacker would still get the same amount of victory points for forcing such a victory level.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/25 15:40:46


Post by: miskatonicalum


 Alfndrate wrote:
 WhiteRoo wrote:
So if the defender is wiped out completely, but most cargo stands, the defender still wins.

It would by a Pyrrhic Victory, meaning that the Defender would win the game, but the Attacker would still get the same amount of victory points for forcing such a victory level.


It would only be a Pyrrhic Victory if exactly 3 crates remain in play and you're wiped out. Any more, and its a Hard-won/Glorious Victory for the defender; any less, and its a Hard-won/glorious victory for he attacker.

Edited the Objectives of the Scenario to clarify who is after which result.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/28 06:01:43


Post by: Galen


 miskatonicalum wrote:
@Galen, Chain has a 'grapple shot' but it does not work in a movement manner. We could definitely see about that sort of JMP based item in the future.


I was only trying to find an excuse to stay on topic. I won't be heart broken if I don't see it.

I don't usually have trouble finding items I want to take for my EFT parties, out of the current list, so the challenge is coming up with items that I would consider taking over existing items but wouldn't be auto-includes. The closest thing I have to an auto include right now is the Vial of Miasma, but there can be reasons to take a healing/mana potion instead so I don't think it is too powerful. The one item I can think of that I feel is too weak is the Magma Crystal Shard. It just doesn't do enough. The only thing I can say in its defense it that it is the only non-unique item that can boost offensive capability, but pure power wise it is inferior to the 1 cost Gloves of Striking.

More Item brainstorming:
Smoke Bomb Break, Cost::2 Unique - You have flanking for the next attack you make before the end of this turn.

Charms - Small necklaces or pendants of elemental crystal that are worn for protection, but can be broken for additional effects when the need is dire.
Earth Charm - Equip, Cost::2 - Grants Immunity to Push Back. Discard before making a Basic Attack to give that attack Push Back 3.

Wind Charm - Equip, Cost::2 - Grants Immunity to Silence. Discard before making a Basic Attack to add Silence[1] to the attack.

Water Charm Equip, Cost:2 - Grants Immunity to Stop. Discard before making a Basic Attack to add Stop[1] to the attack.

Note: maybe those aren't the best status effects to choose, but you get the idea. If Immunity to Stop seems like too much, maybe just have a cost 2 Break item that cures Stop. Hmm, re-examining the current items again, I think maybe immunity is too much for cost 2. Maybe Charms could be break items with two options, one offensive and on defensive.

Alternate Water Charm Break Cost:2 - When used choose one: Remove Stop, or Basic Attacks cause Stop[1]{1}



I have thought up an idea or two for Brushfire. Forgive me if these already exist. I didn't check the pdf and my familiarity with the current items is limited.
-An item that gives bonuses to reserve rolls. Pay 5-10 lumber or gold on an appropriate model to get a +5 (too high?) to the rolls. How about a horn that gives +3 TS to all your reserves rolls next turn? Horn of Decisive Action?
-An item that gives a squad either a bonus or reroll when rolling against enemy tactics rolls targeting the squad.


I know it is a little late to bring up, but I was recently thinking that it would be cool if squads with the Ambush special rule received a bonus to their reserve rolls if they instead chose to Flank. It seems slightly odd that a unit that can ambush isn't any better at flanking than standard infantry.


Automatically Appended Next Post:
-For Brushfire - Lucky Charm - One Use: reroll one die roll. A second rules option would be: Add +2 to a roll the model/squad just made.


Automatically Appended Next Post:
-For Endless - Liquid Courage - Break, Cost:3 - Roll one additional die and add it to a roll you just made.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/29 10:12:59


Post by: WhiteRoo


Wasn't something mentioned somewhere that was called "Warclaw"? I vaguely remember it as a planned wargame that uses BF minies...maybe?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/11/29 16:36:33


Post by: Cyporiean


 WhiteRoo wrote:
Wasn't something mentioned somewhere that was called "Warclaw"? I vaguely remember it as a planned wargame that uses BF minies...maybe?


Warclaw was to be a joint project with Mongoose, it is no longer a thing.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/03 15:24:42


Post by: Zygrot24


/shakesfistatMongoose

Damn them.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/04 12:07:36


Post by: WhiteRoo


So, what would Warclaw have been? Assuming you can talk about it.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/04 18:32:10


Post by: miskatonicalum


No Clandestine contracts were signed, so I don't see why not.

At the time, Mongoose was not using their mass battle rulesystem for anything; the one created for Starship Troopers, and then adapted for Battlefield Evolution. As the rules were laying fallow, we talked about marrying the Brushfire setting with their system. A majority of the rules were adapted and ready, but final decisions were never settled upon. Discussions had also led to the concept of doing Brushfire The Great War/Rattenkrieg using that system.

Discussion/Debate dragged on, and then they had the opportunity to use Rebellion (their parent company) IPs, particularly Rogue Trooper, a setting from the 2000 AD comics (where Judge Dredd comes from) with that rule set.

So as not to compete with their own products, especially those using very similar rule sets. Warclaw/Rattenkrieg was placed on a back burner.



So now that the background info is out of the way...

If you've seen the Starship Troopers rules, they're very similar. At their most complex, what must be rolled for an attack is written as ZxYD6. This means Z sets of Y amount of d6s. Ignoring 1s, you add up the Y dice to determine if that attack hits. I do not believe I wrote many attacks that complex, most will be more like 2xD6 (two attacks of 1 die each), or 3D6 (1 attack of 3 dice)

Each model has a Hit, Save, and Kill value (written as 5+, 8+, etc). If your attack exceeds the hit value, the target can make a Save roll on a d6 to negate the attack. If your attack exceeds the kill value, the model is killed outright, and does not receive a Save.

Models in Warclaw have lower "Vitality", called Hits in that ruleset, most heroes and bigguns have say, Hits/2. Very few things can take as much damage as in Brushfire.

Overall army structure in Warclaw was also much different. Models are grouped into fixed units, and models are purchased in those units. Some/Most units can also upgrade to take additional models in the unit.

Eg.

an Imperial Retinue costs 25 points and begins with 1 Imperial Duke, 1 Captain, and 2 Regular Guards. By spending additional points, the Imperial Retinue can be expanded with up to an additional Duke, 2 more Captains, 2 more Guards, the hero Arthur Setter, or the hero Eileen Grey.

Equipment is also more fixed, very few units have upgrade options in that manner.

To recreate the hero talents/levels concept, The Starship Troopers book had a series of limited talents you could give to named characters or captains.

For Warclaw these were expanded beyond the smaller list and many more heroes/generic leaders were given rules that allowed them to pick X number of talents.


Targeting was also far different. At its base, a unit has a 'fire zone' of 3" with a ranged weapon. Meaning, a unit has to allocate all of its attacks at targets within a 3" zone selected by the attacker. Weapons with the Rapid Fire Trait have a 6" Fire Zone, increasing the choice of targets.

Hope that tease helped sate your curiosity :p


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/04 19:02:46


Post by: WhiteRoo


So it's a d6, one resource system. My friend mentionned the Judge Dredd game, but I think I'll skip it.

So that system can handle more units, or bigger playing field?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/04 19:36:13


Post by: miskatonicalum


The SST system also uses d10s for heavy hitting units. A Troll beetle may have a melee of d10 instead of the normal unit melee of d6, or a Cannon has a d10 as opposed to a rifle with a d6.

The Judge Dredd game uses a different ruleset from Rogue Trooper or their previous mass battle systems.

I'd actually say Judge Dredd has more in common with base rolling mechanics Brushfire than the SST ruleset. Even if it is a true skirmish game.

Handle more units/playing field than Judge Dredd or Brushfire? I, personally, would say Brushfire and SST are about as scale able as one another. Their weapon ranges and movement speeds are about the same, and unit/squad sizes are about the same.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/05 10:36:58


Post by: WhiteRoo


So it would have been an alternate rule set for BF?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/05 17:50:10


Post by: miskatonicalum


Essentially yes. Same setting, different rules.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/06 14:44:34


Post by: WhiteRoo


How the new models are coming along?

Also, can I sign up somewhere to receive a message when something new hits the shop? I see LeBlanc and Flintlock can be preordered now.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/06 15:20:13


Post by: Cyporiean


 WhiteRoo wrote:
How the new models are coming along?

Also, can I sign up somewhere to receive a message when something new hits the shop? I see LeBlanc and Flintlock can be preordered now.


Kardaax - Master is made and getting casted, 2~3 more casts of that and we'll make his production mold and send it off to Elizabeth to get painted.
Flintlock - Sculpt returned to sculptor for minor fixing, work is complete but we're waiting on..
Arsene - Sculpt is being redone, nearly complete.

Bearded Highlander, Gecko Rider, and Loxodon are all in queue to be master molded when Matt gets a chance; but EFT still has priority as we get the last few Kickstarter orders taken care of along with a Distributor order. Bits heavy kits like these take a lot more work hence the delay while character models have gotten taken care of first.


I'm not sure if there is a way for the webstore to send out 'new product' notifications, I mainly just throw listings up when I have a decent idea of when stuff will be ready/how much it will cost; But we wait to make a formal 'Preorder Now' news post on the facebook/TGN until we have a nice picture.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/06 19:59:36


Post by: RiTides


Here's another nudge about that alternate earth troll sculpt . Mine needs a friend.

(Would even be interested in a not-perfect one, I had Catyrpelius look for me at TWSW but he said there weren't any)

A bummer warclaw never materialized, but I think you have a good thing going with EFT (less models required!) and Brushfire.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/07 02:48:34


Post by: Cyporiean


 RiTides wrote:
Here's another nudge about that alternate earth troll sculpt . Mine needs a friend.

(Would even be interested in a not-perfect one, I had Catyrpelius look for me at TWSW but he said there weren't any)


I think Tom has the miscast Alt-Earth Trolls, I sent him a big bag of Wehr's miscasts when we took over casting. We'll get him molded soon, but I'd like to give him a variant card as well which will require a new piece of art and Heath is backed up a bit.


 RiTides wrote:

A bummer warclaw never materialized, but I think you have a good thing going with EFT (less models required!) and Brushfire.


Aye, I think EFT is working out great, and we've got a lot of plans for it. Overall I feel good about the bit we did do with Mongoose (Historia Rodentia RPG), as it made us go back and expand our fluff and fix a few timeline issues as well as come up with several new units that have appeared into Second Edition.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/07 06:52:14


Post by: Galen


WarClaw is a great name. I mean just look at the miniatures games already out there. There is Warhammer, Warmachine, Warzone, WarGods (of aegyptus), and Warlord. WarClaw would have fit right in.

I don't know if I commented on it already, but that EFT bridge scenario looks like great fun. I think terrain is an often overlooked "gimmick" in scenarios, maybe because it can sometimes be hard to come up with specific sized terrain. I like the map you included. The map seems like a good size because even SPD 3 attacking models can make it across the board before end-of-game rolls begin, so the defender really does have to get in the way.


As far as Brushfire goes I can't decide whether I want to pick up new models, or older models. Part of me wants to pick up random stuff that looks cool, while part of me wants to focus on one or two playable forces first. I keep telling myself to stick with mercenaries to solve both problems, but then my attention gets drawn away by some faction specific goodies like Changsu Dun. Speaking of Historia Rodentia, I would love to eventually see a chameleon model with a hood like the one in the Scyzantium races picture.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/07 17:50:14


Post by: miskatonicalum


In honor of the wintry season, we thought it would be prudent to share Winter terrain and global effects for both Brushfire and Endless. I hope these help you enjoy the weather outside on your tabletop! Each of these can be used in a purposefully themed battle, or individually as you like. Let us know what sorts of battles you come up with when you use them.

Brushfire Winter Terrain and Effects

The Snow Drift is certainly unique amongst terrain pieces, as it moves. I love the idea of dynamic boards, and this is a simple enough mechanic that Snow Drifts could be used regularly. Consider using the same terrain as a sand dune in a desert battle.
Snow Drift - About 2” x 6”(Oblong Terrain)
Rough Terrain - Models move through Snow Drifts at half speed.
Winter Winds - Snow Drifts deviate at the beginning of each turn. Roll once to deviate every Snow Drift terrain. The Snow Drift rotates around its center point to always be perpendicular to the direction of Deviation. Snow Drifts stop short if they would pass into other terrain features or off the table edge.



Both in Brushfire and in real History, a famous battle was fought between Crusaders and Russian City States over a great Frozen Lake. In the real world, this battle ended disastrously for the heavily armored Teutonic Cavalry. In Brushfire, the Urssian Bears were defeated by the lighter Vandal soldiers. They remain as a sign of the ability of weaker armies defeating stronger opponents through clever strategy.
Frozen Lake - Replaces Water Terrain on a Winter Board
Thin Ice - Small and Medium based models may treat the Frozen Lake as Rough Terrain, Large based models may also treat it as Rough Terrain, but must also roll to see if they fall through Broken Ice.
Broken Ice - At the end of the movement phase, any Model that rushes or any Model on a 50mm+ base must roll 1d10. On the result of a 9 or 10, the model falls through the Frozen Lake and is removed from play. Players roll for each individual model that would be affected by Broken Ice.


Class 3 Killstorm - Global Effect
White Out - At the beginning of each turn, one player rolls a die. On a 7+, Models may not draw line of sight beyond 5”. No models receive the bonus from Influence Range, even those in a squad with the hero.
Icy Winds - After the White Out roll, make an additional die roll. On a 7+, No models may make a Charge or Cavalry Charge, and all models count as having Rushed but may only move their normal speed value this turn.


Endless Winter Terrain and Effects


Numerous JRPGs have had puzzles related to Sliding on Ice, and we wanted to bring that ludicrious scene to the tabletop, and thought it would also provide interesting tactical play.
Ice - Replaces Water Terrain on a Winter board
Slip and Slide - A model whose squares move onto only Ice Terrain, continues moving in the direction they moved onto the ice, until they are partially on another Terrain type or would move into another model or higher terrain height. The model may then change facing but otherwise ends their Move Phase. Models may take damage from this involuntary movement only from moving into another model, not from higher terrain height. Models may take damage from falling off of Ice Terrain.



(Ice is worded in the manner above to cover Large based models. A Large model does not suffer the involuntary movement if at least one of its squares is on another terrain type, but DOES suffer it if the only ‘other’ terrain type is below the ice terrain in height: Large models are always considered to be standing on the highest square under their base. So if a Large model standing on 2 squares of ice, and several heights lower is regular terrain, they involuntarily move.)


Terra is a world tidally locked by arcane magics. The lands of Wugin enjoy eternal sun, tempered by the cooling powers of the Deep Crystal. The Continent of Iksor, occupying the opposite hemisphere, is not so lucky. Facing away from Terra's Star, Iksor is a land forever frozen and frigid. So different in arcane energy is this land, that the normal laws of magics do not apply.
Night in the Sunless Lands - Global Effect
Land of the Ice Lords - Fire and Water Element/Blood have the following interaction:
Fire vs Fire or Water vs Water = Heal
Fire vs Water = x2
Holy and Dark Element/Blood have the following interaction:
Holy vs Holy or Dark vs Dark = -2 ATK/MAG
Holy vs Dark = +2 ATK/MAG
Frostbite - In every model’s status phase, in addition to any other effects, make a Burn roll even if the model is normally immune to Burn.


Useful as a focal point in battles, Campfires can be used both with the Winter Global effect, as an objective in some godsforsaken dungeon, or as a central feature of a wilderness or thieves' encampment battlefield.
Campfire - Each player places 2 Campfire 25mm tokens on their table half if playing with the Night in the Sunless Lands Global Effect.
l.i.t.t.l.e. .w.a.r.m.t.h - Any models standing within 2 Squares of a Campfire do not suffer Frostbite. At least two squares of a Large Model must be in this area to benefit from this effect.
Safe Point - While adjacent to a Campfire, a model that forgoes their Move and Act Phase is healed for 1 HP.

As a list minute reminder, today is the last day of our Winter Savings Deals. Stop by our website: http://www.on-the-lamb.com/content/2013/11/22/winter-savings-2013/ to check them out!

To end this VH, We've got the BnW image of the Mandragora, the plant creatures that infest the Elven homeland of Arganea. Watch out for these little guys!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/08 10:43:05


Post by: WhiteRoo


I like the mandragora.

White Out and Winter Wind looks kinda the same to me. 5" LoS blocks chargers as well, while Rushed blocks rangers too.

So when either triggers, the board is kinda locked down.

I would propably say that early in the game if eithere triggers both players may agree that they reroll the effect as they have just waited the wind/fog to lift. When the armies clash it is more interesting to get a white out though.

I think overall the dunes move too fast and the fog lifts and falls instantly, but I sure want to try it out!

Maybe as an idea all units may ambush on a base 30mm or smaller and you may deploy snow critters for decoy.

Some ideas:
Deep Snow:
-Any model may trench itself by skipping it's ranged and melee phases.
-All units may deploy 10" further
-All units on 30mm or smaller base have the ability of Ambush and to Deploy Decoys of themselves.

Deploy Decoys: Secretly mark this model then deploy it normally. This model is now a decoy. It take ranged damage normally and may only be activated to do nothing. Except when falls it worth no resource points at the end of the game. When an enemy model ends it's movement phase 5" from the decoy or the decoy is charged or being attacked in melee, remove that decoy. Models that are decoyed may enter the battlefiled on your half of the table whitout an ambush roll or on the enemy's half whith an ambush roll. Deviate them normally in either case. You also have to be able to proove that you marked that model to be a decoy. When you ambush a model that is decoyed, remove it's decoy if it's still in the battlefield.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/08 16:51:15


Post by: Galen


OMG that Mandragora is soooooo cute! You should compile the black and white drawings and come out with an Endless coloring book.

Those EFT rules look great. The Frostbite/Campfire rules look especially nice for adding some character to battles. I would consider using campfires in non-sunless lands games. The healing is minor, so it shouldn't be overpowering, and I like terrain that models can interact with.

The Ice rules make me want to bust out the graph paper and set up an ice maze. I notice the ice rules are different from the Ice slick in the EFT rulebook. Having not played either I would say I like the infinite sliding of the visiting hours version.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/08 17:56:39


Post by: miskatonicalum


@Whiteroo

Remember that LoS for a Charge is determined during the Charge phase, not at the beginning of activation. If a model moves within 5" during A White Out, they can charge without issue, and most models do not have a charge range beyond 5" unless we're talking Cavalry Charge. White Out is much more devastating to a Ranged List, While Icy Winds is more problematic for a Melee List. As both sides would count as rushed during Icy Winds, those in cover have the advantage over those caught out in the open, like Melee units. Of course, Cavalry Units can power through A Rush effect, but find their movement severely dampened by Icy Winds.


I'm not sure I get a snow critters concept, but I like the 'deep snow' setting up trenches by burrowing into it. Are the snow critters supposed to be like Snowmen? snow scupltures used as decoys?

@Galen Yeah, I wanted to recreate those fun ice puzzles, and I felt that Iceslick didnt quite do it. If you want, you could consider Iceslick to be patches of ice anywhere on the board, while Ice simply replaces Water Terrain, forming rivers or lakes.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/08 21:31:20


Post by: WhiteRoo


Yes, they are snowmen. or whatever. Helmets in sticks maybe


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/08 21:55:07


Post by: miskatonicalum


Ah, helmets on sticks, a sniper's worst enemy!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/09 21:10:36


Post by: Cyporiean




Mandragora in color now.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/10 21:25:17


Post by: RiTides


That is awesome! Do you add the coloring yourself, Cyp? I thought I remembered you saying that... If so, you're really good!

Mind if I ask what program you use? I have a friend who does excellent line art and black and white shading, but is just learning to color his art and I think he needs to use some software intended for that purpose.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/10 21:39:39


Post by: Cyporiean


 RiTides wrote:
That is awesome! Do you add the coloring yourself, Cyp? I thought I remembered you saying that... If so, you're really good!

Mind if I ask what program you use? I have a friend who does excellent line art and black and white shading, but is just learning to color his art and I think he needs to use some software intended for that purpose.


Yeah, I've been doing the interior/card art coloring for Brushfire/EFT, I use Photoshop.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/11 03:18:22


Post by: RiTides


But you did the coloring on the above image too, right? I see a lot of companies stick with black and white for concepts; yours are fantastic. Sets a high bar for the model to meet!


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/11 03:24:58


Post by: Cyporiean


 RiTides wrote:
But you did the coloring on the above image too, right? I see a lot of companies stick with black and white for concepts; yours are fantastic. Sets a high bar for the model to meet!


Aye, remember that we end up using the 'concept' art as interior/card art.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/11 03:31:52


Post by: Alfndrate


Which is a good thin that Heath's art is so awesome in that regard


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/11 03:35:36


Post by: Cyporiean


 Alfndrate wrote:
Which is a good thin that Heath's art is so awesome in that regard




Yep! His fantastic line work makes it much easier for me to color it and use it as interior artwork.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/21 18:28:05


Post by: miskatonicalum


Hey everyone, We've got something really neat cooking for the Visiting Hours this week, but it won't quite be ready in time. Please look forward to Hoarfrost Peaks, the first in a line of Scenarios for a 'Game Mode' we call Dungeon Densetsu. Which we hope to have ready mid-week.


To help tide you over, We've got some great new art by Heath. Check it out:




[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2013/12/25 05:39:19


Post by: Cyporiean


Merry Christmas everyone! Santa-san has left you a gift!

Endless: Fantasy Tactics Dungeon Densetsu - Hoarfrost Peaks


This is a bit of a preview of what we've got coming for Endless in 2014, along with Tom's Miasma War Campaign. DD Mode is intended to be a series of dungeons for a Campaign Master to run players through, and it differs from the 'Standard' campaign system in that party size is intended to be much smaller (usually only 3C). Each DD Module is a self contained Dungeon that will include Unique Monsters, Bosses, and Items. This is a special Visiting Hours Edition of the upcoming Hoarfrost Peaks Dungeon, the final version will feature a few differences/additions.

Please let us know what you think, and give us feedback of your adventures.

 Filename DD-VH_IceTemple-Cards.pdf [Disk] Download
 Description Cards!
 File size 1859 Kbytes

 Filename DD-HoarfrostPeaks.pdf [Disk] Download
 Description Dungeon Densetsu Hoarfrost Peaks
 File size 2980 Kbytes



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/04 16:38:34


Post by: miskatonicalum


2013 has been a crazy year for OTLG. Thanks to EFT’s Kickstarter at the end of 2012 we’ve had the largest amount of sculpts come into the office yet: 27 Endless - Fantasy Tactics Sculpts, and 21 Brushfire Sculpts. We moved all of our Resin casting in house, and released 3 new books as PDFs and 2 as physical prints, in that span.

Before we take a look back and a look forward, we wish to thank everyone who has joined us on this crazy ride, and we hope you enjoy our games as much as we enjoy making them.

Brushfire 2013
Brushfire saw its 9th Faction released this year, along with a slim number of releases for the other factions. With our focus on fulfilling the EFT Kickstarter for most of the year we unfortunately neglected Brushfire’s releases a bit, and have a backlog of sculpts (Gecko Rider, Bearded Highlander, Loxodon) that have not yet to move into production.

Along with the 9th Faction, we released Second Edition in a slim Digest format. I had decided to rewrite the fluff entries from the ground up, not with the intent of changing any important plot points (outside of Chugoku) but to create a cohesive theme across the book; that of the “Encyclopedia Axonnica” a in-setting book, from which the history of the world is lifted. This decision has set the release of the proper Second Edition books back to 2014, but I feel that the final result will be a better quality product.


Brushfire 2014
This rewrite is nearly half complete, and with Exomorphism and Endless finalized, I have the time to sit down and finish my task.

Along with the complete Brushfire V2 Books, we’re hoping to get this backlog of sculpts taken care of during the first quarter of ‘14. This will be followed by a number of anticipated character models during the rest of the year and possibly a 10th faction at the end of the year.

Loxodon is the first of these backlog minis, with a set of master molds almost completed. “Loxy” is a big boy, and I think people will be excited to drop him on their tabletop.

We also hope to move a few more of our larger metal figures over to Resin. The price of Tin slowly rises, but switching to the fixed price of Resin allows us to reevaluate the price boxes. When several Zabar boxesswitched, we were able to lower the price for us and you. For future models this will be on a case by case basis, and some, such as the Samurai, will need some resculpts for bitz that will not come out in resin without changes. This transfer of materials is a slow process, but one which benefits all of us.

Endless 2013
Though our Kickstarter in November of 2012 was greatly successful, a number of high level backers were forced to drop out due to extenuating circumstances. OTL decided to spite acts of nature and not revoke the Stretch Goals that those Backers had unlocked. We are passionate about Endless, and diverting necessary funds, were able to cover the costs of producing those extra models. One backer even offered to cover a smaller pledge for those that had dropped, and we’re happy to see that our fans are as passionate as we are and already building a good community.

EFT was a huge part of 2013’s workload. While we did begin shipping the Kickstarter early, it has taken several months to fully cast everything for it, beyond our original posted estimates. As our apologies to those with split shipments, These backers received a Minor Demonite with their initial package and Dark Knight with their second. This doesn’t make up for the delay, but we hope you all stick with us as we move forward. Currently every backer has received a partial shipment, and most have received their complete order.

During this process, We moved our Resin Production in-house. This has been a learning experience, filled with trial and error as well as some revelations regarding mold making, mold deterioration, and pneumatic machinery. Our facilities are now running nearly around the clock, making either new molds or new minis.

Endless 2014
Two models delayed by sculpting issues, the Light Dragoon and Beastmen have also been remade and we’re excited to be able to release them. As our apologies to Backers, they will be able to purchase both these models at 50% off.

For the Holidays, OTL was pleased to bring you the first in a new line of free PDFs for Endless called “Dungeon Densetsu”. Densetsu is a Japanese word meaning “Legend” as used in the title of a few of my favorite JRPGs, and the word fits with the theme of what Dungeon Densetsu brings to your tabletop. Players are able to explore dungeons, solve puzzles, get treasures to help them defeat the dungeon, and finally, face a Boss designed to test a player’s skill and strategy.

Hoarfrost Peaks was just the first in a line that will see release, Each designed around a different theme, with new Monster Variant Cards, Item Cards, and story. We’re looking to release these as basic free PDFs, and possibly do a Kickstarter for Boxed versions with quality maps and new models for the Dungeon Monsters. We also plan to release a full “Miasma War” story campaign, simulating a grand adventure, with more scenarios, maps, and units.

Visiting Hours
This column has been a great way to keep in touch with all of you, and bring you new content. For November and December, VH converted to a twice monthly article, and I feel it has benefited from that change. I am able to spend more time writing, both for a single article and for the games themselves. Dungeon Densetsu is just the first of such works we can do, given additional time.

Visiting Hours is still a place for open discourse, with OTL, and I want you to bring any questions you have into this thread, even If I do not write up a list of QnAs. I love hearing what is on your minds: your opinions, your suggestions, your complaints.

In 2014, I hope you’ll look forward to more sneak peaks, freebie scenarios, and additional content for OTL games.



To close out this VH, before dropping some QnA, Here are a few more colorized pieces for Endless:

Ahm Nausalla

Excavator Dreel

Goblin Scavenger




QnA
1)What is your most memorable gaming moment from this year?

2)What resolutions have you set for the new year?

3)What OTL release did you enjoy the most this year?

4)What are you looking forward to, from OTL, in 2014?

5)What event from 2013 most impacted your life?

My Answers
1)I’ll answer this twice, as I play video games as much as I play tabletop games

Video - I’ve got a top 3, but of course, only one can win:


3. Dragon’s Dogma
I finished the core game of Dragon’s Dogma. The ending was spoilered to me, so that had a lot less impact, but I also took my first steps into Bitterblack Isle in the expansion: Dark Arisen. I’ve enjoyed the game since I picked it up in 2012. It’s the closest to the adventuring spirit of DnD I’ve ever experienced. The lack of a ‘good’ fast travel system manages to actually benefit the game, not damage it.

The Moment - Travelling through the sewers beneath Bitterblack, I found myself on a grand circling staircase. As I walked down it, the wall to the left opened into a great amphitheater, and from the floor rose a beholder-like giant eye. It stared at me; and sfor a few moments, I stared back; before beginning one of the greatest boss fights I’ve had.

2. Dragon’s Crown
In my days burning quarters in the Arcade, Capcom’s Dungeons & Dragons sidescrolling beat-em ups, Tower of Doom and Shadows over Mystara, were two of my favorites. Combining a great co-op experience with RPG mechanics worked wonderfully; and now they won’t release Megaman Legends 3. But I Digress. Dragon’s Crown attempted to recreate those experiences, and managed to do so much more. With a beautiful art design, fantastic combat, rpg, and quest mechanics, DC is great fun both online and locally with a bunch of friends.

The Moment - Collecting the 9 talismans to be able to damage the great Dragon, My Knight, Em’s Elf, and a Friend’s woefully underleveled Sorceress, dove into the final battle. As the battle wore on, the Elf and Sorceress fell, leaving only my Knight to face the beast, with half a health bar left. Coming down to the wire, with only a single life left, and about 100 hp; I slew the beast. That slow-mo death animation, the congratulatory music, and the sudden rush of euphoria from beating….the FIRST OF THREE DRAGONS! Oh Vanillaware, you crafty bastards. Yes I will sink dozens of more hours into your game for a Diablo-esque difficulty mode.

SPOILER ALERT
1. Final Fantasy 14: A Realm Reborn

Ever feeling the MMO itch, this is the current manner in which we ruin our sleep schedules around the office. Though it does many little things differently, the truest thing I can say about ARR, is that it is WoW HD. One of the wonderful differences is that Final Fantasy storyline. A main quest line that leads into dungeons and boss fights, and keeps you involved with a group of characters is really one of those classic RPG elements that is mostly lost on the more disjointed quest hub systems used in most MMOs today. The lead up to the final two dungeons Castrum Meridianum and The Praetorium feels like the final push in a great war, and effectively involves your character in it.

The Moment(s) - The final battle has come, the third of Gaius van Baelsar’s super sentai/power rangers-esque generals has been defeated in a fun ‘pinball’ boss fight. You load into the fight with the ‘final’ boss. Gaius stand alone ready to face you all on a GIANT MOVING CARGO ELEVATOR! Your blood boils. Elevator Boss fights, in my MMO? Like a great anime villain, Gaius moves too fast for a Tank to keep up with him, randomly picking targets and doing delayed air/vacuum blade attacks that don’t even strike until he’s already dashed faster than you can see to another point in the moving arena. Finally he stops and its one on one combat with our armored hero. C’mon Gaius! Is that the best you’ve got!?

Suddenly, Cutscene. Bastard! Your health isn’t even gone! Like the classic trope, this isn’t even his final form. Reaching the bottom of this enemy base, Gaius takes control of the Ultima Weapon. giving chase, you find yourself ABOARD ANOTHER ELEVATOR, BUT THIS ONE IS GOING UP! Your blood doesn’t even boil, it goes right from a liquid into a plasma. As one of the greatest boss songs plays. The great arcane beast starts throwing Delayed Lasers, another fantastic anime trope, at you, cutting a swath across the ground, only for the places struck to explode a few moments later. You dodge each, avoiding certain death. Evoking the power of elemental Primals, Ultima begins throwing whole deities at you, but nothing can stop you. All Eorzea rests on your shoulders. This monster cannot escape to the surface. With the power the world crystal has gifted you, you strip Ultima of the Primals it has absorbed, making the fight change up as you weaken the creature. Finally Ultima is only the Allagan weapon again, no demigods contained within it.

AND THAT WAS JUST PHASE 1, TWO BOSSES LEFT! Suffice it to say, I was grinning from ear to ear throughout that dungeon and for weeks afterward. I have never felt so excited to run a dungeon. Even 40-Man Raids from vanilla WoW don’t stack up. That experience alone made the whole game worth it. The great blend of music, battle mechanics, evirons, and plot just blew me away. If you’re into MMOs, this is something you shouldn’t miss.


Tabletop - Lets do a Top 3 here as well, but no need to follow suit, I just have trouble deciding on just 1.

3. Cards Against Humanity - I played this for the first time at Gencon, a friend of a friend brought it with them, and we all played it in the hotel room after hours. No matter who loses, everyone wins. The ‘naughty’ version of Apples to Apples, the fun of CAH comes from the comedy generated by raunchy answers to silly madlibs or questions. The absurdity and non sequitur style humor of the game just sits so well with me. Once I was introduced to it, I made sure we played several more times that week, and every time It was ‘laugh to I nearly pee myself’ fun.

The Moment - I will always remember my favorite card (one of the rare SFW cards): “The mere concept of Applebees™”.

2. 7 Wonders - At our regular game night, a friend (the same poor sap who’s underleveled Sorceress was roasted by a Dragon) brings 7 Wonders in case not enough people show up for DnD. This has grown to become one of my favorite boxed games, I’m sure in part due to winning most often in our group. Carrying a bunch of unique gameplay elements I had not seen used before, 7 Wonders is a civilization building card game, where players play cards using a Draft Style. Each player plays one card from their hand, and then passes the hand to the next player. This creates some wonderful strategy, including purposefully blocking an opponent, by playing a card they are likely to want. If the player is nearly tied in military with you, and nothing in the hand suits you, play the military card, simply to keep them from catching up. This offensive/defensive play is really unique.

The Moment - When the game’s owner went back through the score book to determine who had won the most. It had not even occurred to me that I had been winning so consistently. I was pleasantly surprised, and insufferably smug for the rest of the evening.

They won’t let me play 7 Wonders anymore...

1. Brushfire Tournament @ Warstore Weekend - Overall the weekend was a blast, but getting to meet people excited for organized play was amazing. Though just a small tourney, watching each game, seeing the beginners get the hang so easily, and giving out prizes was a lot of fun. I look forward to more events, including the upcoming ones at Templecon both for BF and for Endless.

The Moment - When people are playing your game and having fun. This is why we make games. Thank you everyone, both at the Tourney and reading this here. You make it all worth while.


2) I’m bad with New Year’s resolutions, but two I’ve set for myself: Diet/Exercise and using my Coffee Maker.
Diet/Exercise - I’m going to use my Wii Balance Board and look like an idiot. Enjoy that image for 2014.

Coffee Maker - I got a coffee maker for christmas last year, and I use it once a month. I feel I don’t do enough things like regular human beings, so starting with coffee in the morning seems like a start.


3) I could just cheat and say ‘Endless’, but I figure I should be more specific. The Gels. I love the little guys. Expect to see more variants of the Gels in the future, wearing all sorts of different class archetypes.


4) Of the currently ‘known to the public’ items, the print version of Endless is at the top of my list. It took a two years for us to complete, and we’re thrilled to finally bring it out.

Of ‘super secret, oops we’re bad at secrets’ items, a previously announced product line is looking to return as part of the Endless line. In my half-assed attempt to hint without spoiling the surprise: we have a Task Force of Transforming Tokusatsu on the way!

5) Bringing Resin casting in-house has probably been the biggest change for 2013. Learning the ins and outs of creating molds; realizing that resin doesn’t cure properly below 70F, if we’d read the warning labels we’d have realized that; Setting up the rigs so they don’t explode; Trying to figure out where the air is leaking out. Learning to cut molds to reduce mold shift and flash; Lots to get adjusted to. In the end, It feels like the best move. When something goes wrong, we have no one to blame but ourselves. We can make changes as needed, cast on demand instead of in bulk, etc.

Em is trying to use our success with resin casting to bring metal casting in house. I’m just not ready to be Johnny Tremain.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/04 17:01:51


Post by: Cyporiean


QnA
1)What is your most memorable gaming moment from this year?


I'll echo Matt's #2 & #1 for Video Gaming, the Boss Rush at the end of FFXIV's initial main story is amazing. I'll also echo his mentioning of the Brushfire Tourney at TWSW, it and the Megabattle at Templecon in the beginning of the year were my favorite tabletop moments of 2013... Especially freaking Catyr out with my Amamimoto.

2)What resolutions have you set for the new year?
The standard lose some weight/get in better shape, and try to be less stressed.

3)What OTL release did you enjoy the most this year?
The Exomorphism stuff and Tamatama.

4)What are you looking forward to, from OTL, in 2014?
My avatar finally getting a model.
Dungeon Densetsu started from one of my ideas, and I'm looking forward to working on it more. I've started to gather the supplies to build a few of the Dungeons as proper tables, we'll be bringing them to shows for people to run through.
Same with Brushfire's 10th faction.. even though I'm not sure which it will be just yet. We might end up posting basic outline/playtest PDFs of the last 4, and letting folks vote for which they want first.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/04 17:05:45


Post by: Alfndrate


To help give a little oomph to what Matt said, here is what our final, final boss fight looked like in FF14:ARR


1)What is your most memorable gaming moment from this year?
It's tough to say, I want to say EFT but I've done that for all the other answers, but I'll probably have to say entering the Crystal Brush, seeing EFT be released, and just playing games with my friends, especially at GenCon

2)What resolutions have you set for the new year?
Paint my Endless stuff
Paint my Deadzone models (though this might be paint my Trollbloods)
Paint my Minotaurs army for 40k
Spend less than I did last year i.e. paint more things.

3)What OTL release did you enjoy the most this year?
Endless and Exomorphs. The Exomorph sculpts that I've seen have all turned out really well, and the idea of supernatural always sits well with me and who wouldn't love to see a game they worked on get published

4)What are you looking forward to, from OTL, in 2014?
More Endless

5)What event from 2013 most impacted your life?
Seeing EFT being released. I've never done worked on anything creative like that before, and to see the book published and have my name in it, gave me the warm fuzzies.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/04 23:41:37


Post by: Galen


QnA
What is your most memorable gaming moment from this year?


Keeping with the trend I will give my top few.

3. Gaming bachelor party – a friend was getting married and instead of a traditional bachelor party he threw a big game night. That is the first time I had the opportunity to play Cards Against Humanity. My favorite card is “Being a M…F...ing Sorcerer!”

2. My first full game of Endless Fantasy Tactics (first posted battle report) – It was great! After dissecting the rules for a couple months it felt amazing to actually put things out on the table. Some plans went well, some plans went poorly, but in the end it was very close and came right down to the end. It made me feel like a kid again, and is the first miniatures game my wife has really enjoyed.

1. Sharing my passion with a new generation of gamers – Hmmm…that could be taken poorly now that I reread it. Most of my gaming this year has been running a D&D Encounters table for a group of primarily high school age kids. Watching the kids learn and grow has been a rewarding experience, but there are two moments that really stood out. First, one of the kids who has been playing with us for a few years has stepped up as a backup DM when we have too many players for our usual table. In another memorable moment a young player went to the trouble of arguing with an NPC and disobeying orders she was given because of her character’s moral objections. For any of you that have played Murder in Balder’s Gate the party had been living and working with Rilsa (in Little Calimshan), for a few weeks when the cleric decided that their latest mission had crossed a line, and verbally confronted Rilsa. It really got to the heart of why I love role playing.

2)What resolutions have you set for the new year?

I’m sensing a trend with people’s resolutions.

-I want to cook more, and healthier, I want to get regular aerobic exercise, and I want to keep flexible enough to still do the splits.

Close behind those are my hobby resolutions.

-I want to paint more, but more specifically I want to get a system down for my modeling/painting. Right now everything is too haphazard and disorganized. I think the thing that would help me the most to get more done is to organize my work space and get a rhythm or order to my work. Right now I feel like I’m randomly throwing paint on things.

-Build a one piece EFT demo board

-Work on improving my putty/conversion work.

What OTL release did you enjoy the most this year?
-The EFT rules. The EFT figures are great but without a fun and interesting rule set I just wouldn’t have become invested. The EFT rules and artwork really pushed me back into miniatures games again.

What are you looking forward to, from OTL, in 2014?
Beastman Engineer!!!!! All the EFT releases are exciting, but the Beastman Engineer has been toward the top of my want list from the beginning. Past that I don’t NEED anything for EFT, except to play more games against more people.

The Brushfire line is all still new and exciting to me. There is plenty out that already makes my “to get eventually” list, but I would be most interested to see some figures for another Zabar unit, either corsairs, veldt hounds, or the cheetah tracker perhaps. ...and the Aquitar starter re-release

What event from 2013 most impacted your life?
That would definitely be my wife’s persistent health issues. My daily routine has been thrown for a loop. I manage my time much differently now, and I still feel like things haven’t quite settled to the point were I can get consistency, or know what to expect week to week.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/05 01:16:30


Post by: WhiteRoo


Let's see...

1)What is your most memorable gaming moment from this year?

Videogames:
-Dust - an Elysian Tail: It's like this game was made for me.
-The Humble Double Fine Boundle: (Brütal Legend, Costume Quest, Pscyhonauts, Stacking) I played all of them, I liked all of them.
-Alan Wake: I managed to play it last year. It was amazing.

Tabletop:
-Smash Up!: My tabletop group has the problem that only half of them would like any given game, except thisone. This is a really great game that is easy to learn and hard to master. It's somehow appeals to everyone in my group too. So it was a good choice.
-Pathfinder: I don't like D&D for a couple of reasons, so I was suspicious about Pathfinder, but after I tried it turned out to be just what I wanted from an RPG. Now only if I could rewrite my old campagin to Pathfinder.

2)What resolutions have you set for the new year?
-Nothing, really. I'm not that type.

3)What OTL release did you enjoy the most this year?
-I've enjoyed the Brushfire v2 beta a lot. Somehow it is still hugely problematic to get someone to actually play with, but I hope that will changes soon. So it's the v2 Brushfire.

4)What are you looking forward to, from OTL, in 2014?
-Gotz von Frederwerk . I don't know what's the relase scedule, but given what I managed to piece together from the posts who do know, it's Gotz. Secound place is for the plastic rats, otters and ferrets.

5)What event from 2013 most impacted your life?
-I had a huge debate with my friends over the RPG system we were playing until now. The main problem is that we like the world of that RPG(it's World Tree), but the actual system is complete garbage in every possible way. All year we where trying to fix it or replace it. It got so far as it started to shake our friendship apart. Fortunately that didn't happened, but it isn't over yet either.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/05 05:08:51


Post by: Tonio


 Galen wrote:
That would definitely be my wife’s persistent health issues. My daily routine has been thrown for a loop. I manage my time much differently now, and I still feel like things haven’t quite settled to the point were I can get consistency, or know what to expect week to week.
I hope your wife's health issues get resolved soon Galen. :(


1) What is your most memorable gaming moment from this year?
I'm going with two here:
1 - Having my terrain displayed an used at big conventions. It's a first for me, having mostly worked on personal and club stuff before. Thanks a lot for the opportunity Matt and Cyp.

2 - The game Relics, by Tor Gaming. I'm in love with that game. The minis are fun, the system is cool, the fluff is funnily sick and twisted. My great find of the year.

2) What resolutions have you set for the new year?
Usual stuff, like eating better, exercising more, etc. My health have been getting worse for the last 4 or 5 years, all due to me ignoring (voluntarily..) the issue, and I want to change that direction for the better this year.

Hobby wise, I'm not set yet. I had my Model a week challenge in 2013, that I completed just in time, but I'm not sure what I'll go with for this year. I know my painting speed have gone up, so just repeating the same challenge doesn't really seem "challenging". I might go for a terrain challenge, or a competition level challenge. I also want to get more of my games at a painted playable level. I did paint a bunch of stuff, but it was for so many different lines that no projects really got done.

3) What OTL release did you enjoy the most this year?
Getting my Endless Fantasy Tactics pledge! Time has been too short to get it to the table since it came in, but I'm looking forward to Templecon to have a game or two with other EFT fans.

4) What are you looking forward to, from OTL, in 2014?
That's a toss up between the EFT printed book, and a Platypus model for Brushfire. If it is a merc working for Mare-Civitas, even better.

5) What event from 2013 most impacted your life?
Getting diagnosed with Sleep Apnea. I always blamed my fatigue problems on me not sleeping enough (more of me ignoring signs...), but I mentioned those to my doc during a check-up, and after some tests, I got diagnosed with Severe Sleep Apnea. I had something like 80 stops an hour, which amount to not really sleeping at all. I could have had my license removed with those results. I now sleep with an air mask, which does seem to help. Now, I just need to get those hours of sleep, to help the mask do its work...


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/08 18:34:35


Post by: WhiteRoo


So I haven't done this for a while, but I would like to say something about a few mechanics in Brushfire. Namely the charge reactions and the evasion rolls.

At least my experience whith charge reactions that if your troops have any available, they will not be chargerd. At all. Provided the opponent knows about it. Being a good sport I warn them, so, yeah... However since a model doesn't have to charge an opponent model to get in B2B whith, so if you could react, it can be bypassed.
It happened to me many times that the enemy rushed to B2B to my Shrew Hussars, but not charged them. The opponent still get's a melee phase and I will not get my special reaction. I guess they silently rushed in not to frighten the kiwis whith a loud charging. The goal is of course to block the kiwis because if a model starts it's turn in melee it means no charging or ranged phase. A.k.a, the Hussars are shut down and that's worth way more than actually killing them.
The rest of the common reactions are also kinda bland. If you charge anything whith anti-charge or counterfire, you giving them the first blow, so why would you ever do that. Brace takes your squad's activation away on top of the need of a shield and only two of the eight melee weapons have AP anyway. The +1 AR is nice though.
Counterattack can potentially give you a double activation, but if the opponent manages to kill most of the models it hit in b2b, you cannot close the gap(maybe I'm wrong about this) and you waste your chance to disengage.

The other is the evasion roll that is kinda lackluster. No luckys, no crits, no decision making, you are generating a random number to add to your defense value. That's it. The attack's success also depends on a random number, so having it depend on two makes no difference. Okay it makes in a mathematical sense, but that's not the point. It makes the resolution of a melee attack twice as long. Without it the attacker would be able to resolve it's melee phase without involving the defender. Who could plot it's next activation instead of rolling that dice.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/08 18:55:29


Post by: miskatonicalum


Sharing your special abilities with your opponent is definately a good idea. Players should both know each other's army lists, and sharing it helps those who have not familiarized themselves with the ins and outs of every unit.

Figuring out ways to avoid or survive charge reactions is a big part of Brushfire, along with deciding when the benefits of charging outweigh the effects of charge reactions. As Shrew Hussars are lighter units, their integral movement flexibility lets them avoid having to charge, but they are also losing the +2 MS, and with their low MS, that makes them walking/rushing into melee not particularly effective. Melee combat is best used by them to finish off an opponent, and they should do their best to pick units that have already activated, or will die from a combined ranged volley/charge attack, so they do not have to worry about retaliation. This whole concept is an intentional design to force the player to think about these give and takes strategically before making a decision.

Generally the charge reactions are not much of a choice. Which charge reaction you pick generally becomes fixed (in a strategy sense) with a particular unit, even though you have options. A unit like Mouse Conscripts with shields operates almost completely as an objective holder/speedbump to slow down enemy units. They are going to use Brace as often as they can to give them that extra AR.

Also remember that weapons that are not in the 'basic 8' can also have AP, special weapons on Exemplars/Heroes or the like.

You are correct that you cannot close the gap after killing models in BF. This is intentional, it encourages the players to think about their model positioning and also to consider using their regular movement to get into a flanking/fan position, and then use their charge to close in, letting them hit more models at once.

From my personal experience with wargaming, the LACK of an evasion roll is far more lackluster. Your opponent's turn becomes a completely passive experience. Sure, the player is not making any decisions related to the Evasion roll, but neither is the attacker making decisions about the dice roll. It is simply an attempt to keep the defender involved in the game, not a facet of tactical play.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/09 11:50:28


Post by: WhiteRoo


I see, but what I wanted to say is if you are facing something like Rat Raiders that have Anti-charge ready and your options are move-then-charge or rush-for-double-movement to close the gap, it's a no brainer what to do. The Rat raiders have 1 ES so the +2 MS is not necessary at all, even if you end up with 0 MS because of the rush, you can kill half of the rats that get hit easily.

Charging on the other hand would end up in a lot of casualty from your side, potentially the death of most of the models that made it into B2B, so you might not even going to attack after your charge.

If you think about it, choosing the rush method somehow bypasses the spears that are pointed forward in both cases.

And the annoying thing about it is that the Vandalands player had outmaneuver you to have this situation in the first place. He managed to move his raiders ready to charge you and you weren't been able to charge his rats after they where activated in the previrous turn, he is expecting the rats anti-charge to protect him and then you walk trough his pikes as they weren't there in the first place.

I have two suggestions:
-If a model is moving into b2b with an enemy model in a way that it rushed but not charged, the enemy model can threat this as it was being charged.
-If a model is moving into b2b with an enemy model in a way that it rushed but not charged, that model cannot perform a melee phase in it's activation.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/09 16:42:55


Post by: miskatonicalum


This is an intentional tactical choice. Remember that you can shoot into close combat in Brushfire. The charger in your example has to make a decision: Is the squad of rat raiders more of a threat than what might shoot the charging/rushing squad? If he charges, the Rats only get to make Anti-Charge with their pikes, no attacks with their shields as they do not have Anti-Charge (You can't make Counterfire with melee, its all the same idea). So the damage out put when charging is reduced, even though the accuracy is increased.

When rushing into melee, when the Rat Raider's turn comes up, they make two attacks per model, PLUS as your unit has rushed, they are at 0 ES (if they are a not Cavalry, or only 2 ES if they are) This has opened you up to to Ranged attacks which are more guaranteed to hit, and less likely to hit the Rat Raiders. Or what about if objectives are important in the battle? Perhaps the possibility of getting that Charge Reaction is too juicy to your opponent, and you make them waste an activation when you charge. If you rush, they still have a chance when their turn comes around to sit back and think about the battlefield at large. Your squad is no longer a direct threat, they could just walk away and claim an objective/attack a better target, etc. Sure they could not charge react during your charge, but what kind of player is your opponent? If they're impulsive, perhaps they can't resist charge reacting. You're not just playing against your opponent's army; You're playing against your opponent.

There are positives and negatives to each, and some are more outweighed depending on your target, your attacker, and other situations on the battlefield. As the player, its your playstyle that determines which decision you make.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/09 17:44:21


Post by: WhiteRoo


Okay, then, but just a couple of things. These are my experiences:

Vandalands have no five resource ranged unit, while everyone else has (maybe the Cult also doesn't have it) and in Vandalands usually half of your models are raiders. Killpoint is the most playable mission type(where the enemy models are the objectives), and the biggest battle I have ever played was 100 RS.

Also that means Anti-charge is nothing but a beginner-trap as it's effective mechanic is "This unit cannot be charged".


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/09 19:47:32


Post by: miskatonicalum


A Warlord with Have a Drink on Me as their boon gives you 5FD/5GD Viklanders, which have the stats of 10FD models with bows that can fire twice or cause Fire. A decently flexible option.

Killpoint is the most common, but if we only design a game around killpoint, it severely reduces the interest in playing another other objective type. There are 6 mission types listed in the main rulebook, before counting alternative objectives as listed in the Visiting Hours thread. Before you play, consider rolling a d6 (or d10 if you add other missions) and pick one randomly from a list. With the objective type unknown ahead of time, you may want to consider designing a list that is more flexibile and not simply designed around killing.

Against heavier units, Anti-Charge is less powerful. with only 1AP, the guarantee to hit can be outweighed by the lack of shield damage (an extra 2DE with Targes)

Additionally, as we agreed earlier, its appropriate to apprise your opponent of what your units can do. Rat Raiders with Pikes causing Anti-Charge shouldn't be a secret. Beginners are not people, in any game, that should be abused for cheap victories. If they do 'fall for the beginner-trap' It would be nice of the winner to walk them through their strategies, and point out 'here you actually had a choice, you didnt HAVE to charge my units..." et cetera.

Charging your unarmored 5 FD models into an exemplar could also be considered a 'beginner trap'. Oh that one lone guy can't be TOO tough.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/09 20:48:39


Post by: WhiteRoo


I just can't imagine a situation where I'd rather charge into a possible anti-charge counteractivation than rush into melee.

Isn't the whole point of the anti-charge capability would be to force the opponent into charging you? What else would it be good for?


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/09 21:15:12


Post by: miskatonicalum


Forcing your opponent to rush instead. Making them vulnerable to ranged attacks.

Forcing your opponent to pick another target. Altering the flow the battle or protecting objectives.

Deterring or Severely damaging squads that perform Cavalry Charges. Those models cannot just rush if they're trying to hit multiple squads at once. Cavalry Charges are most successful when they are getting the first hit to avoid powerful enemy counterattacks.

Sometimes its not always about actually getting your effect to trigger, but forcing your enemy to make a less than ideal decision.



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/09 21:17:30


Post by: Alfndrate


 WhiteRoo wrote:
I just can't imagine a situation where I'd rather charge into a possible anti-charge counteractivation than rush into melee.

Isn't the whole point of the anti-charge capability would be to force the opponent into charging you? What else would it be good for?

Anti-Charge is to force your opponent's hand. If your rat raiders had swords and shields, I would charge them without hesitation, fearing no ill effect. That way I get my normal movement, and my charge into melee getting all the bonuses from charging, etc... If you have your weapons with anti-charge, now I have to weigh my options. Is the unit I'm charging with able to 1) take the anti-charge hit, and 2) able to accomplish what I want them to do without the charge bonus? If the answer is no, then I do w/e I can to make sure that I don't charge you, but still get you into melee. If the answer is yes, I charge with that unit (hopefully an anvil unit), I let you get your anti-charge off on me, I survive and then once your models are tied up, I then charge in with a hammer unit that would be torn to shreds by your anti-charge.

The anti-charge forces me to re-think who attacks that unit and how I attack them. If I have to devote 2 units to killing 1 unit, then I'm putting more resources into it than I should be, and thus you're winning that "battle" as it were.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/09 22:46:44


Post by: WhiteRoo


I hope you guys don't mind that I drag about this.

The Daymio's Bushido is based on anti-charge.

Bushido(4)
"Additional Effect: The Daimyo’s Squad may make Anti-Charge as a Free Activation against Target Squad."

The first three ranks acts as a taunt, but the fourth will simply never trigger as actually charging his squad is never forced. But since you can rush into melee whith him, this rank is suprisingly useless especially for a fourth rank skill.

Because it's a free anti-charge, it's on the opponent's hand to give the Daymio a free activation. And it is a bad idea to do so.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/09 23:00:20


Post by: miskatonicalum


Not at all, I'm enjoying the discussion.

You are correct, it is a bad idea to charge into the Daimyo with Bushido Rank 4. But...

Not all models will find their Rush bringing them into B2B. If you have a speed of 5, and the Daimyo is 11-14" inches away, your squad has to rush and either charge or do nothing.

If they do nothing. Theyre out in the open. Ribenguo has a number of ranged units that will be happy to shoot you.

If they charge, then the Daimyo and his squad attack first, but the Unit is less likely (again, deterrent) to be the target of ranged attacks in melee. But the Daimyo's squad does get an extra set of attacks.

It is definitely a bad idea to give the Daimyo a free activation, but by that logic, one should never move into 5" of a Legionnaire, because you're giving them a free activation. The strategy for dealing with a Legionnaire is to never move into melee or utilize a charge range exceeding 5". The strategy for dealing with a Daimyo is to rush into melee or not move into melee at all.

Sometimes abilities are just deterrent, but I am not a fan of flat out stopping someone from doing something. Sometimes the choice a player is given is a choice between 'correct' and 'incorrect'. Rather than simply forcing the player to never have the option to choose wrong.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/10 00:40:00


Post by: WhiteRoo


However you are not forced to move toward the Daymio and given the 25% terrain rule, hiding is propably a better option in the first place.

But even if you are somehow forced to move towards the Daymio, not charging him if your rush distance is too short is simply the better option as you are at the open anyway and giving the extra attack to the Daymio will not going to solve that.

My problem with the deterrent ablilty philosophy is that it's an arifical roadbump in learning the game. If two option is given and one is better, it's only a choice until you learn which is the better one. After that the choice is not a choice anymore.

It will flat out stop people to do it. It's just lenghtens the process whith one or two encounters whith the problem.

In the end, everyone will learn how not to give the Daymio his extra attack, so people will not spend their hero ranks on Bushido 4 in the first place.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/10 00:53:24


Post by: miskatonicalum


Right, the entire point of Bushdio, as a total, not just rank 4, is to deter or lockdown an enemy unit, and if your target is just sitting there, hiding, then Bushido has done its job, and if the Anti-charge forced them to make the decision between Rush+Charging, or hiding and doing nothing, then the talent was worth it.

I'm not saying it always will be worth it. IF all of your choices are so cut and dry, or so bland as where the assumption is always that you took rank 4 of your talents, then it makes the possibility of Hero builds boring.

We don't always succeed at this, but R4 should never be the holy grail of your talent selection. It should be on par with any other choice of talent rank you might make.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/10 09:24:55


Post by: WhiteRoo


Yeah, you're right.

Still, all charge reaction abilities boil down to "this unit most likely will not be charged". And that feels wrong to me.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/10 13:08:02


Post by: Alfndrate


 WhiteRoo wrote:
Yeah, you're right.

Still, all charge reaction abilities boil down to "this unit most likely will not be charged". And that feels wrong to me.

Nah, it just changes when you charge them. Remember unless otherwise stated, to make a charge reaction you can't have activated that turn. So if you want to charge something, you hold off, seeing if your opponent is going to try something else with them.

This is also tactically where the idea of hammer and anvil units come into play. A hammer unit is something that can dish out a lot of hurt, but can't always take a lot of hurt. Sometimes you get a unit that can do both, and those are generally called deathstars (as in big things without a lot of weakness). Anvil units are a unit that has lots of wounds, good armor, and a high ES. This unit probably can't put out a lot of hurt, but it sure as hell can slow something down. So you charge the unit that you're afraid will use it's charge reaction on you with your Anvil and tie them up. 2 things happen, 1) They use their charge reaction on that unit or 2) They don't use their charge reaction on it, hoping to kill that Anvil unit in melee on their activation. This gives your hammer unit the perfect opportunity to charge in without retribution, taking out that unit that you are afraid of.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/10 22:02:00


Post by: WhiteRoo


I see now how it was intended.

However this means that some model's signature move -like the Shrew Hussar's Birdmen of the Plains- will not see much play, and whitout those they just feel off. It's not like it has no effect, but it's not as it is advertised.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/11 01:53:30


Post by: miskatonicalum


Or it requires more effort on the opponent's part to overcome.

Birdmen can be counteracted by a Cavalry Charge, or by flanking the Hussars, so they have nowhere to flee to. Are those options worth it? Cavalry Charge is easy to use, but if the Hussars are lined up with Rat Raiders behind them...You're less likely to Cav Charge in anticipation of the Anti-Charge from the Rat Raiders; and The amount of time and effort to flanking the Hussars could be outweighed by simply taking an effective shooting unit instead. It is up to the player to decide how to deal with each enemy unit.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/11 09:59:21


Post by: WhiteRoo


But there is no need for that, you just rush up to b2b whith them with an anvil unit from 8' and BAM, they can't use ranged attacks or rush next turn, or react to that. Use a hammer unit instead. they have 2 ES and maybe medium armor, if you can make two attacks per model on 0 MS, you still going to hit enough to kill one or two. And this is when their couter activation is up.


Automatically Appended Next Post:
Seems like against every single unit whith anti-charge or counterfire a working tactic is to rush up on them. You maybe able to keep these units out of charge distances, but rush distances are longer.

Maybe it's not the best tactic, but it works every time. You don't need to outmaneuver and charge the Hussars or the Fox Shinobi from a specific angle, charge the raiders when they don't have their activation ready or give the Daymio his free anti-charge, just rush into B2B whith them.

I guess it's not that big of a deal when you have a 200 RS army and your squads move in pairs, but I think this is supposed to work even on 30 RS.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/11 16:29:51


Post by: miskatonicalum


Why can the unit not rush or make Ranged attacks on their turn? As the 'anvil' unit has completed their activation, the target unit can move away freely without retaliation and shoot at anything other than the anvil unit.


You are correct though, it is intended that there are loop-holes to avoid charge reactions. The game is designed that way on purpose. We're just showing you situations in which the loop holes sometimes don't work, or points when you may wish to perform the standard maneuver anyway.

Even games that scale, never scale 100%. Some rules break down at small numbers. We have a variant rule set if you're playing below 50 Resources called "Warband".

Each model activates individually, and armor is restored at the end of a game turn instead of an activation. If you're playing at small resource levels, try using that instead to balance out some of sharp imbalances.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/12 02:40:26


Post by: WhiteRoo


I got confused whith that one. I thought by some reason that models that start their turn in b2b may not rush, charge or make ranged attacks.

But It only says that a model cannot move back from enemy models to charge in to the same models, and if it's in b2b whit enemy models at the begining of the ranged phase, they must skip it.

Damn, I feel stupid.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/18 14:57:18


Post by: Alfndrate


I wonder how easy it would be to transfer ff14 things to EFT... like a primal fight.” - me

”That probably wouldn't be difficult you'd have to design a boss like that - Matt

”Yeah, I'm trying to think of how to deal with Hate…” - me

That’s how all this began. After a recent kick back into Final Fantasy 14, I though about those boss fights at the end of raids, the big ones where one misstep can ruin the party, but victory tastes so sweet. I always liked the idea of a bigger than life boss vs a party of plucky adventures, and some of my favorite games are games like Dungeons and Dragons, Super Dungeon Explore, etc… but in those games it’s always the players vs the game master (though DnD it’s co-op around the table). This poses a few problems, mostly that one person always ends up as the bad guy, so I was trying to figure out a way to bring the Aggro mechanic of popular video games to the table top. Zombicide has it’s noise mechanic as an example of this. They may not be doing the most damage, but they are drawing attention to themselves, but I wanted something that would allow EFT solo play based on how much damage you do to a boss. So we started kicking the idea back and forth to have Boss fights that players could run themselves. This new “Ire” mechanic is simple to use with a little paper work.


An example of how Ire Markers (the target symbol) and Ire Tokens can look on the board (the green dice)

A few tokens and markers, and you can have any number of models fight your party and try their best to take you on. Now this won’t replace the feeling of playing a real player, but it does let you roll some dice and push some models around, which is great if you’re just unable to get a bunch of buddies together for beer, pretzels, and gaming.

The mechanic, at it’s most basic level, functions like so: You target the boss with a command, you get a token, you roll 6s on that command, you’re drawing more Ire (and tokens!), the more Ire you have, the more likely you’ll wind up on the brunt end of a Boss’s big attacks. The boss has multiple activations a turn, and has preset commands he can do during any one of his activations, but be warned, if the boss can’t target the model with the most Ire, he may just wipe it all and pick a new victim.

I had two guinea pigs valued playtesters play this mechanic with me on Thursday night, They decided they wanted to play a 12 crystal party (awesome large battles!), so I took Boss Yazz's stats (see attachment) and scaled it up for the game. 1 Boss with 50Hp, and multiple actions a turn. In the first turn he managed to kill several models, and things looked grim for our plucky adventurers, but a well timed Holy Feather brought the Gunsmith back into the fight, and the players really started to take advantage of their status effect commands and Yazz's Weak Spot ability. Soon Boss Yazz was looking to kill some adventurers and was down a might 35hp, but the adventurers fought back, and managed to kill Yazz without suffering too many more casualties, I had a blast running the game, even though I did nothing more than roll Yazz's attack and defense rolls, but it was cool seeing the party figure out the weakness of Yazz (with a little prodding ) and fight back to win the scenario. I've already started working on more bosses for the future, and I'm excited to see how they play out.

Below you'll find the basic rules to run a boss in Endless as well as an example boss to take home and play in your own games.

Endless: Fantasy Tactics - Big Boss Fights!
Boss Template:
Bosses may be played at their current Crystal cost, but players and Campaign Managers may scale the difficulty mode of their Bosses. For every Crystal a Boss is scaled up, they gain 5HP. For every five Crystals a Boss is scaled up beyond their first Crystals, they gain an additional Monster Action Card 1. So if Boss Yazz was scaled to be a 10C monster, he would gain 30HP and an additional Monster Action Card 1. If he was scaled to a 12C monster he would gain 40HP and still only have one additional Monster Action Card 1.

Monster Actions:
Players will set their first turn initiative order and then shuffle the Monster Action Cards and place them in the initiative order, separated by at least 1 player model. Players may change their Initiative Order as per normal, but when they do they switch with another card in their party and not with a Monster Action Card.
X = Monster Action Card, [] = Player Party Card
Starting Initiative Order Example: []X[]X[]X[]X[]X

Reading Action Cards:
Every Boss has a number of Action Cards that determine what that Boss does on that Boss’s action. Each Monster Action Card lists 1 or more actions that the Boss may do that turn. To determine which action is used, Players and Campaign Managers should check the conditions of the first action listed on the card. If the Boss can take that action against the model with the Ire Marker, then they will do that action. If they cannot, then they will move down the card until they come across an action they can complete.

Ire:
When playing scenarios with AI Models, The Player’s models gain Ire Tokens from performing certain actions. Each Command that targets an AI Model earns the Acting model an Ire Token. Each result of a 6 on dice rolled against an AI Model earns an Ire Token. Each Command that causes a Heal effect, even if it does not target the AI Model earns 2 Ire Tokens flat. When a Model exceeds the highest number of Ire Tokens on any other model, they earn the Ire Marker. The Ire Marker remains with this model until another model exceeds their number of Ire Tokens. If two or more models are ever tied for the highest amount of Ire tokens, give the Ire marker to the model that most recently earned an Ire Token. At the end of the Round, all models lose their Ire Tokens. The model currently in possession of the Ire Marker keeps 1 Ire Token for the next Round.

Ire Wipe - If a Boss monster cannot complete any action on a Monster Action Card, they will move to the nearest model and make a Basic Attack. Remove all Ire tokens from models on the board and give that model the Ire Marker with 1 ire token.

Status Effects:
Every time a Boss’s Monster Action Card comes up in the initiative order, they activate as though it were a new activation. This means that they get a new Move Phase, Act Phase, and a new Status Phase.

Adventurer’s Tip: Bosses suffer through status effects faster than normal monsters, but they also have buffs for a shorter amount of time too!

Eventually we will have boss fights for every boss in Endless that run on these rules, that way players can either play with the models using the rules in the Endless rulebook, or they can set up a boss fight and see if they can survive.

It wouldn't be an On the Lamb Games Visiting Hours without the conjugal visit er questions!

1 - What is your favorite moment fighting a boss whether it's in a table top game, board game, or even in your workplace?

There are two that stick out to me, both of them are video games. The first is the final boss fight from Final Fantasy 7. I was like 10 years old, and had spend hours upon hours trying to get the best stuff for my party and beat the various weapons. I had a few ultimate weapons but didn't have the really cool stuff. So one day, I was like, "I'm going to try and beat Sephiroth" So I went in, beat his first form pretty quickly and then spent like 45 minutes to an hour working on his second form. There were a couple of times where I thought I was going to die. Then when I got to the third form, I was like, "okay this is it, I can do this." Normally I ran my party with fury since 90% of the game couldn't kill them before they got to use their limit break, so I'd get it, use it, and then heal up, and this had been my tactic with this fight as well. Cloud took a shot to the face and died. I phoenix down'd him and fully healed him, just before Sephiroth used Meteor, which killed everyone in my party but Cloud (because he no longer had fury on him). Well it filled Cloud's limit break, so I used it. And with very little health left, Cloud took out Sephiroth right then and there. My 10 year old self was ecstatic!

The second time was during Twilight Princess for the game cube. Link has always been my long time favorite video game hero because he was left handed in the games, and being left handed I thought that was pretty fething cool. So after not beating Wind Waker, I decided I was going to put everything aside, and spend the 60 game hours or so touted as being in the game. I got everything you possibly could, and when I beat Gannondorf in that final, epic duel, I beat him at a game time of 59:59, had a blast playing that game.

2 - What's your most hated boss mechanic

Mine is more of a general disdain, but it's in roleplaying games. I'm completely fine with making the fights a challenge, but the biggest 'mechanic' I dislike both as a GM and as a player is when the boss monster has a counter for everything you can do. The last time I played Pathfinder, it was during the Skull and Shackles campaign. Our pirate crew was tracking down a spy network and we had gotten to their hideout. We bust in, swords and spells blazing, kill a few bad guys, and then make our way up to the boss's area. The boss was an alchemist that could take potions of Improved Invisibility (so she didn't reappear after making an attack), she had fire resistance (so our Goblin Firebomber was useless), so we couldn't find her, we couldn't damage her with AoEs, and she eventually picked us off. But that's more of a rant than anything.

3 - TempleCon is in a few weeks, will you be attending? If not, what pieces of news from the show are you hoping to hear from a company attending the show (it doesn't have to be OTL, we won't be sad, we promise)?

I've never been to TempleCon, so I'm mostly excited to just see the show, and with Warmachine and Hordes picking up in my local venue, I'm excited to hear/see some of the news from them as they tend to make pretty big announcements at TempleCon (at least they did the last few years). I'm also most excited to see the OTL crew again, since I haven't seen them since GenCon, and I'm excited to play some games

 Filename BossYazz-Cards.pdf [Disk] Download
 Description Boss Yazz Stat and Action Cards
 File size 634 Kbytes



[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/18 17:36:00


Post by: Cyporiean


1 - What is your favorite moment fighting a boss whether it's in a table top game, board game, or even in your workplace?

Final Boss fight in 'Link's Awakening', the nightmare shadow dude that would change into different bosses while you were fighting him. LA was the first Zelda game I ever beat, so it holds a special place in my heart.

2 - What's your most hated boss mechanic

DPS races in MMOs.


3 - TempleCon is in a few weeks, will you be attending? If not, what pieces of news from the show are you hoping to hear from a company attending the show (it doesn't have to be OTL, we won't be sad, we promise)?


I'm looking forward to playing some new board games, seeing lots of folks, and answering whats up with our Facebook header.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/18 17:51:55


Post by: miskatonicalum


1 - What is your favorite moment fighting a boss whether it's in a table top game, board game, or even in your workplace?
My Games from the 2013 in Review post quickly jump to mind, the Giant Beholder from Dragon's Dogma, or any of the bosses from FF14's The Praetorium, but I think I'm going to have to go with a DnD/Pathfinder boss.

Our group was exploring a bugbear keep, and finally burst into the main office/throne room, and at the end of the hall/gauntlet of bugbears, stood an 'Ogre King'. As the big bruiser Half-Orc, I was like: "That guys mine!" Get first initiative, Charge, and just start slugging into him. 20+ Damage a hit from power attacks, cleaving into surrounding bugbears and just dropping them like flies. He returns hits in kind, dropping me to low hp. At the same time, the group's other fighter joins me, keeping the bugbears off my back.

Meanwhile in the back, the group's Wizard finally stops looking for treasure, and flings a Magic Missile at the Ogre. Rolls minimum damage. The Ogre dies. In game, totally roleplaying, no actual rage I swear, I slug him in his stupid wizard face. "MY KILL!" Demanded that I make the non-lethal damage rolls. Knocked him unconscious in one hit. Quite satisfying to defeat that wizard.


2 - What's your most hated boss mechanic?
The universal assumption that bosses are immune to all status effects. In most games, status effects are useless against regular 'trash'. They die to quickly that using spells with such effects are just a waste of time, mana, spell slots, what have you. Boss on the other hand, where such effects would be very useful, are immune. Drives me nuts.



3 - TempleCon is in a few weeks, will you be attending? If not, what pieces of news from the show are you hoping to hear from a company attending the show (it doesn't have to be OTL, we won't be sad, we promise)?
I'm sure the answer is assumed, I will be there. I'm looking for the same fun vibe and congenial nature that we were met with last year. Also looking forward to running some OTL events, including the Brushfire Tourneys, and Endless Boss fight events!



Automatically Appended Next Post:
 Cyporiean wrote:
1 - What is your favorite moment fighting a boss whether it's in a table top game, board game, or even in your workplace?

Final Boss fight in 'Link's Awakening', the nightmare shadow dude that would change into different bosses while you were fighting him. LA was the first Zelda game I ever beat, so it holds a special place in my heart.



Oh man, the bird boss of Dungeon 7! I loved the sections of LA that went 2d. Reminded me of some of the early Ys Genesis games, and of course, Zelda II. (or any Metroidvania)


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/19 03:35:05


Post by: Alfndrate


Dat nostalgia, Link's Awakening was my first video game. Parents got me an old grey brick and that for my 5th birthday.


[OTL] Visiting Hours - Gelato 04 - Gels Nine VS The Monster Mafia 11/17/2014 @ 2014/01/20 10:47:13


Post by: WhiteRoo


1 - What is your favorite moment fighting a boss whether it's in a table top game, board game, or even in your workplace?

Anyone played Brütal Legend? In that game during bossfights you have to command an army and take down the opposing base (in the game's world it's a concert stage) while keeping yours safe and pay attention where the enemy commander is because only you are strong enough to beat him. You have to manage resources, summon the right kind of units and use your spells (guitar solos) right. In the last fight you have to drive a car into the eye of a greater demon.

Rayman Legends and Origins also had pretty neat bossfights.

In pen and paper, I can't really say. The DM of the last campagin had an innate sense to botch those.



2 - What's your most hated boss mechanic?
I can't really say. The boss having a huge amount of defensive capabilities is annoying, but in the same time players have the tendency to make bossfights as unepic as possible as well. In one instance my party run into the boss, and the GM goes: "He is pulling his sword and it's dipped into some kind of liquid. Probably poison". First turn the bard casts a laugh spell on him and the warrior knocked him prone. Then he was kicked to death basically by the angry mob of players never being able to swing his blade.

And that is to be expected really. I play a gunslinger, so if any badguy shows up with a magical weapon, I disarm them as soon as I got initiative. I also like to shoot casters when they are in the middle of casting spells. In a role playing game of Highlander, My character would poison his blade and carry a machine gun as well.

I don't like charm spells, but that's because those lock you out of the game. If your character gets charmed, you are out for the fight. It happened to me once.