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Made in us
Stoic Grail Knight





Central Cimmeria

Oh man, this just keeps sounding better and better. I'm pretty hyped.
   
Made in us
Longtime Dakkanaut





Earth 616

No fair showing Angel's work.
   
Made in au
Screaming Shining Spear





Adelaide, Australia

I think we already knew Angel Giraldez had made some sort of faustian bargain with a dark power to obtain the magic necessary to paint like that, long ago.

   
Made in us
Longtime Dakkanaut





 mattjgilbert wrote:
Just to debunk a few myths on plastic.

"Restic" isn't a hybrid of anything. It has no resin in it. It's PVC grade 110. It's just very hard PVC. Same factory and material as Privateer Press were using at the time for Warmachine. It's not been used by Mantic for years. No idea where the whole "restic is resin and plastic" thing came from, or the name. It's not a thing.

Dungeon Saga minis, Mars attacks minis, TWD minis, Star Saga minis are ALL all grade 95 PVC. What make some appear harder than others is purely the thickness of the sculpt (and therefore the amount of material in any given weapon, arms, torso etc.). There haven't been any experiments in different plastics.

All new sculpting briefs for models destined for PVC are to go thicker.


Also, from experience, people who haven't held a Walking Dead:All Out War miniature may not realize how good a quality they are. There're solid, paint up beautifully.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Experienced Saurus Scar-Veteran





California the Southern

Yeah, Walking Dead quality is pretty good. I think they turned out better than the more recent Star Saga pieces. Hoping we see Mantic continue to tweak and improve the process!

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

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





"Walking Dead" minis (older) are better than Star Saga minis (newer)?

What happened?

Insidious Intriguer 
   
Made in gb
Decrepit Dakkanaut




UK

While not mantic minis I can say the Cthulhu wars 'collectors' minis (done in a dull red for the KS backers) are noticibly less bendy than some of the identical minis done in some of the colours used for the main game

so what colour additive is used can change the physical properties of the material

now whether that's directly due to the 'dye' is unclear as it will typically be added as a small proportion of coloured pvc pellets during the process

and if a factory is taking shortcuts it's conceivable that they might use as a random example red pvc 110 (because that's all they've got on hand) to colour pvc 95, but use yellow pvc 95 (as they've got that) so you'd end up with two slightly different mixes

This message was edited 1 time. Last update was at 2018/04/19 22:56:10


 
   
Made in ie
Fixture of Dakka






Of the 3 colours used the light grey used for TWD and Warpath/Deadzone is definitely better, the Star Saga blue isn't quite as good and the red is the lesser of the 3. If the PVC type used in all cases is the same then the variable has to be the colour added. Also worth keeping in mind that TWD minis are chunkier with thicker detail than Star Saga minis so that will also affect the loss of detail in the transfer to PVC and the perception of quality. The Hellboy minis shown so far are definitely in the TWD end of chunky thicker details.

This message was edited 1 time. Last update was at 2018/04/19 23:04:58


 
   
Made in gb
Regular Dakkanaut




UK

 Vermonter wrote:


Hi Matt,

Thanks for this, that was very interesting. If you have a moment, I'd like to ask two further questions regarding Mantic's plastics.

Was the PVC used for Deadzone minis like the Veer-myn progenitors and the Piper also grade 95 PVC? Those seem to me to be better quality than the Star Saga minis (which, don't get me wrong, aren't bad), but it's interesting to think that the difference may just be down to relative sculpt thickness.
Yes I believe so. That's the default for that factory.

 Vermonter wrote:
Also, with Mars Attacks in particular it seemed like certain colors of plastic (the Red martian figures) came out less crisply than others (like the Beige Star Wars Alien / Human good guy resistance guys, whatever they were called.) Does the color added to the plastic actually impact the quality of the casting, or is it just that some colors make it harder to read detail but the casting quality is actually the same?


I guess there's a possibility the colourant may alter the physical characteristics of the plastic but it's not something I'm aware is a cause. Mars Attacks was before my time working for Mantic but I suspect different models in the range were done by different sculptors so that can account for some differences. One big factor is the one you mention - colour. The colour of a model has a big influence on the perception of the detail (and what the eye can see). Compare a bare metal model to one sprayed grey. The grey one will be much easier to see. I remember when the second round of Deadzone models came out and they were darker than the first, lots of people (me included) said well done to Mantic for changing the material as it looked and felt much better. In fact it was grade 110 pvc just like the first wave, but a slightly darker colour.

We experimented with the colour mix for our in-house resin too for this very reason. Too light or dark and you can't see the details as well. Make it black or white and it can look cheap. Mid-grey is what you want.



 Vermonter wrote:

And while we're on the subject, do you know what color the Hellboy miniatures are planned to be?
Grey like TWD I believe is the current plan. Pantone 425 to be precise




Automatically Appended Next Post:
NewTruthNeomaxim wrote:


Also, from experience, people who haven't held a Walking Dead:All Out War miniature may not realize how good a quality they are. There're solid, paint up beautifully.

Ronnie wanted them chunky to make them easy to paint.

This message was edited 1 time. Last update was at 2018/04/20 09:33:52


 
   
Made in ie
Fixture of Dakka






Thanks for your input Matt.

This is Off topic but could you ask someone to pop into the Warpath KS and do a quick update as preorders are due to ship from next Monday (although I don’t see this happening). Thanks

On topic I’ve updated the OP to put everything in the one place.

And Abe
[Thumb - 031CD516-CF8A-469B-BD42-92B22CFF3785.jpeg]

This message was edited 3 times. Last update was at 2018/04/20 09:58:26


 
   
Made in gb
Regular Dakkanaut




UK

 DaveC wrote:
Thanks for your input Matt.

This is Off topic but could you ask someone to pop into the Warpath KS and do a quick update as preorders are due to ship from next Monday (although I don’t see this happening). Thanks

Warpath update is planned for Monday I think. Vehicles are in transit and almost here so the KS should then also get planned and start shipping soon too (all three remaining vehicles).
   
Made in ie
Fixture of Dakka






Thanks Matt

Back on topic Kickstarter launches 8PM (UK) 25th April 2018



HELLBOY: THE BOARD GAME – EXPLORING & ENCOUNTERS

Welcome everyone to another of our thrilling entries exploring the intricacies of Hellboy: The Board Game. Just in case you’re still catching up, we’ve already covered: Agent Cards, Case Files, the HQ Board and Deck of Doom… phew, that’s a lot of stuff and we’re not finished yet. Today we’re talking about how you explore the board.

Back in the early days of development we always knew that we wanted the board to grow as the players explored the location. After all, the BPRD agents often don’t know the exact location of their target and end up taking unexpected twists along the way (often through the floor too). As a result, when you’re playing the Hellboy game, the playing area will change along the way.


Work in progress. Subject to approval.

The initial set up is dictated by whatever Case File (remember those? Keep up, we only talked about them the other day) you’re playing through. This will show you what tiles to place and which way to arrange them. Taking a closer look at an example tile above (please bear in mind this is still work in progress so could change) you’ll see it’s split into four areas.


Work in progress. Subject to approval.
But why is the tile split into four areas? Well, fret not dear reader because we’re about to tell you. There are actually a few reasons for the split. Firstly, and perhaps most importantly, the areas show how far you can move. Agents can move up to two areas (orthogonally or diagonally).

Secondly the areas dictate which enemies you can attack. An enemy that’s in the same area as an agent can be attacked with a Fight action. Whereas an enemy that’s in a different area must be shot at with a Shoot action. What’s more, in order to interact with a Clue or Point of Interest you’ll need to be in the same area.

ENCOUNTER CARDS
However, the most exciting element about the split is that it’s used to dictate exactly what you’ll find in the room. You see, each unexplored room has an Encounter Card placed face down inside it. When you first enter the room you flip the card to reveal what’s inside. There will then follow a moment of suspense as you check what’s inside.


Work in p… you know the drill by now!

Each Encounter Card has four elements, each of which might contain nothing, or some enemies, or some scenery, or some Investigation Markers. These are all set up in the newly explored room.

You then place the first element in the area closest to the agent making the action, then go clockwise around the room. In a 2-area room, the first and third elements are in this area, and the second and fourth are in the other.

The Encounter Deck is split into Stage One, Stage Two and Case Start encounters – this determines the rough order they’ll appear in, but the exact order is random. As you explore you’ll be placing the Encounter Cards down to determine what’s in each room. However, the great thing about this is that the exact order is random. So even if you’ve played a mission before, the order of the encounters can be entirely different, which could make for a very different gameplay/tactical experience. This means the replay value of even just the core game is fantastic.

So, there you have a quick run down of the Encounter Cards and how you explore.

REMEMBER, THE HELLBOY KICKSTARTER LAUNCHES ON APRIL 25th. HOPE YOU’VE ENJOYED ALL THE PREVIEWS SO FAR. WE’VE GOT TWO MORE THIS WEEKEND TOO. AGENT ACTIONS WILL BE HANDLED BY JAMES ON SATURDAY AND WELL BE BACK ON SUNDAY TO TALK DICE MECHANICS.

This message was edited 2 times. Last update was at 2018/04/20 17:03:48


 
   
Made in us
Experienced Saurus Scar-Veteran





California the Southern

Good to see they're keeping the Hellboy aesthetic across the board pieces as well.

Getting excited about this one!

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

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






Matt, would you know if the terrain pieces 9eg. those from the Wizard's Study) in the Mantic Terrain Crate can be used to replace the 2D furniture tokens I assume will be in the Hellboy boardgame? Thanks!

Crimson Scales and Wildspire Miniatures thread on Reaper! : https://forum.reapermini.com/index.php?/topic/103935-wildspire-miniatures-thread/ 
   
Made in us
Regular Dakkanaut




UK

ced1106 wrote:
Matt, would you know if the terrain pieces 9eg. those from the Wizard's Study) in the Mantic Terrain Crate can be used to replace the 2D furniture tokens I assume will be in the Hellboy boardgame? Thanks!
You mean we might have planned that people would want to buy loads of extra furniture from us from our existing ranges?
   
Made in ie
Fixture of Dakka






Hellboy Week: Agent Actions

Hey, Hellboy fans! Has it been two days already? I swear, this week’s flown by - probably some kind of time-dilating effect caused by our alarming proximity to the start of the Hellboy Kickstarter. It’s launching in FOUR DAYS - are you as excited as we are?

We’ve played so many games of Hellboy this past couple of weeks, just to make sure it’s as polished as possible, and I’ve got to say it’s looking really swish. Andy from Blackjack Legacy (you might remember him from the interview I did when he came down to the Hellboy playtest day) was over at the Needy Cat offices yesterday, along with my long-time gaming buddy Adam (who designed the Needy Cat Logo). They played through the demo scenario, Andy as the stoic and inquisitive Johann Kraus and Adam taking on the pyrokinetic powerhouse herself, Liz Sherman. After weeks of tweaking and polishing it was so satisfying to watch what happened - a solid, well-paced adventure, with several nail-biting moments and and ending that… well, you’ll have to keep an eye on Andy’s channel if you want to know more

Anyway! Enough about that. You’re here for Hellboy week, and today I’ve agreed to divulge some secrets about how Agent Actions work. If you've not been keeping up, there are a load of links in yesterday's post over at the Mantic blog!

At the start of each round in a game of Hellboy: The Board Game, each player takes a trio of Action Cubes and puts them on their Agent Card. These cubes can then be spent in the Agent phase, each one fuelling an Action. What’s really interesting is that there’s no set player order - the Cubes can be spent however you wish. Hellboy could use a cube to shoot a Frog Monster, then Hellboy could leap in to punch it, then Abe could follow… it’s entirely freeform, which leads to some very interesting discussion around the table!

There are plenty of Actions to choose from, some of which you might be using more than others. Here’s a nifty breakdown...

MOVE
This is the most straightforward Action, letting an agent move up to two areas. However, even this is not without an interesting wrinkle. If at any point you try to leave an area that’s occupied by any enemies, you have a decision to make. Either you try to dodge past them, taking a point of Damage in the process, or you let them follow you into the next area. If another agent in your area is feeling gracious, they can discard one of their own Action Cubes to distract an enemy and give you the chance to slip away. This is the first of many situations where you can spend Action Cubes together, giving a real feeling of teamwork and interactivity between the players.

FIGHT
This action lets you attack an enemy in your area by making a test against your FIGHT skill (we covered dice in a previous post, didn’t we?) Other enemies in your area will downgrade your dice, while other agents in your area can discard Action Cubes to upgrade your dice. Again, this is really important - a character like Johann, for example, might not be particularly great in a fight, but he can provide assists just as well as anyone else.

SHOOT
This one’s similar to Fight, but it uses your SHOOT skill, requires a Ranged Weapon and targets enemies in other areas. Agents can’t assist you here - in fact, if there’s another agent in your target area or in the path of your shot, they’ll downgrade one of your dice unless they discard an Action Cube to get out of the way.

Abe Sapien's really handy with a ranged weapon, and sweet crikey, his miniature looks fantastic as well. 
Abe Sapien's really handy with a ranged weapon, and sweet crikey, his miniature looks fantastic as well.

EXAMINE
One of the things that really makes H:tBG stand out against a lot of other games that look similar is its focus on investigation. Throughout a Case the agents will have multiple opportunities to advance the Information Gathered track by examining Clues (making a test against their EXAMINE skill), hoping to gain valuable Insights which will help them in the Confrontation. Also, the Case File deck will often throw in checkpoints in the form of Points of Interest - the players will need to search the area for the appropriate point of interest then successfully examine it in order to turn the next card in the deck.

EXPLORE
Agents can use this action while standing in a doorway that leads to an unexplored area, letting them flip and set up its Encounter Card. Exploration is key to progress (and, as you should know by now, progress is something you always need to be thinking about), but you should be careful - explore a new area too late in the turn and you’re bound to get jumped by some bad guys before you have a chance to clear them all out.

CLEAR
As the game goes by, the board can get clogged up by things like Frog Swarms (which, being awful harbingers of ancient evil - don’t ask - can cause the Impending Doom track) and Fire (which can burn important things like clue tokens, useful scenery and the more flammable variety of agent). Clear actions are your chance to get rid of these annoyances. We recently had a game where Johann’s player spent several turns in a row making increasingly passive-aggressive Clear actions, giving Liz’s player vicious side-eye and muttering things like “oh no, you carry on, I’ll just put this enormous inferno out, shall I?” and “it’s fine, not to worry, everyone’s obviously just as fireproof as you are”. The important thing to remember is that this game’s fully co-operative.

TRADE
At the start of each Case you’ll kit your team out with everything from big guns to lucky charms, but sometimes you’ll get halfway through and realise someone else might put your equipment to better use. The Trade action lets you swap things around and keep everyone happy.

Those are the seven basic actions that are available to everyone, but each Agent also has a set of Unique Actions - things that only they can do. Some of them are more powerful versions of the standard actions; Abe’s Dash, for example, is a once-per-round Move that lets him go three areas rather than two, and ignores enemies. Other actions are truly unique, though, like Hellboy’s Hurl Furniture (which creates some hilarious moments of group discussion - “I reckon I should throw that bookcase at those Frog monsters.” “Wait, I haven’t had a chance to examine it yet!” “Yeah, but… it’ll kill them.” “Seriously, we need that information!” “Yeah, I’m throwing it.” “Argh!”)

So there you have it. Actions in a nutshell. Check the Mantic blog tomorrow for one last taste of Hellboy Week before the real countdown to the Kickstarter begins! I hope you’ve enjoyed this glance into the workings of Hellboy: the Board Game, and that check out the Kickstarter on Wednesday. I’m really proud of how this game’s turning out, so thanks in advance for your support!
   
Made in us
Incorporating Wet-Blending






Thanks for posting!

I like seeing a teamwork mechanic -- that costs actions. Hopefully, it'll feel like a "meaningful decision" BGG'ers keep wanting.

TMNT has a teamwork mechanic, but it's "free" so doesn't feel like a "meaningful decision". PACG spends resources (eg. Blessings) to help other players, but the decisions seem to be on the obvious side.

Crimson Scales and Wildspire Miniatures thread on Reaper! : https://forum.reapermini.com/index.php?/topic/103935-wildspire-miniatures-thread/ 
   
Made in ie
Fixture of Dakka






HELLBOY THE BOARD GAME – DICE MECHANICS

Welcome to the latest blog charting the various gameplay elements of Hellboy: The Board Game. Hopefully by now you’ll have read our previous entries, detailing – the agent cards, Case Files, the HQ Board, Deck of Doom, exploring the board and agent actions. As you can see there’s a lot of depth to the game – and we’ve still got a couple of blogs to go!

Onto today’s entry today then and we’re talking dice mechanics. We realise this may not sound like the most exciting aspect but, trust us, there’s a lot to get excited about.

First up, if you cast your mind back to our first ever rules blog (the one breaking down an agent card) you’ll remember that we spoke about there being three colours of dice on the card: red, yellow and green. Red is the lowest level die, with a maximum score of 1, while green is the highest with a maximum score of 3.

When you want to perform a test, e.g. for combat or investigating you’ll need to make a dice roll. Dice tests all use three dice and the colour shown on the agent’s card shows what colour dice they get to roll. For example, Hellboy is pretty handy in combat (as you might expect) so he rolls three green dice in close combat. However, he’s not great when it comes to shooting, so will only roll three red dice. But don’t worry, when he does manage to hit something he causes a whole lot of damage!

Occasionally there will be times when you need to downgrade a test. In these situations you’ll still typically roll three dice but you’ll downgrade one die to a different colour – green to yellow and yellow to red. If you have to downgrade a red die, then it’s removed entirely.

However, it’s also possible to upgrade dice too! Upgrading dice could be the result of using a special item or a fellow agent can sacrifice one of their actions to upgrade another agent’s dice. This is particularly handy when two agents who are bad at investigating really need to crack a code and can work together to overcome the challenge.


But hang on, you’re screaming at the screen at the top of your voice, is it possible to upgrade the green dice? YES! Although there are only three colours shown on an agent’s card, there is also the super special WHITE DICE! This mighty die has a maximum score of four successes, so it’s great when facing stronger enemies.

EFFECT DIE

When rolling a test, as well as rolling your standard three dice, you also have to roll the Effect Die at the same time. For those who’ve read the comics you’ll know that things don’t always go to plan for Hellboy and that’s represented by the Effect Die.

The Effect Die is a six-sided die with different special outcomes:

The Catastrophic Effect– this cancels the test die that scored the most successes. Perhaps we should rename that the ‘Aw… crap’ result. It can also have special enemy effects, like the paralysing tongue of the frog monsters. Eek!
One/Two Dots – these simply add to the overall test score
Re-roll – this lets you re-roll any of the dice that were just rolled
Doubled Die – lets you double the score of one test die
BPRD Icon – either adds 2 to the test score or can be spent to trigger a special rule as defined on an agent’s card

And that pretty much sums it up for the dice mechanics! You’ll mainly be using dice for combat and investigating and the intuitive mechanics are a breeze to grasp. We’re fast approaching the start of the Kickstarter campaign now and tomorrow we’ll be looking at equipment.
   
Made in us
Incorporating Wet-Blending






I like the Effect Die better than exploding dice, since it's a bit more predictable yet still provides a not-so-predictable bonus.

As for the Catastrophic Effect, anyone still have one of these around? (:


This message was edited 1 time. Last update was at 2018/04/23 02:56:22


Crimson Scales and Wildspire Miniatures thread on Reaper! : https://forum.reapermini.com/index.php?/topic/103935-wildspire-miniatures-thread/ 
   
Made in ie
Fixture of Dakka






Hellboy Week: Fun with Budgets (Honest)

Alas! Alack! Hellboy Week is over…

…or is it?

I mean, sure, traditionally speaking, weeks run for seven days, but here in the shadow of the Ogdru Jahad, where the loss of sanity is probably the best you can hope for, who can say for certain?

Ahem. Sorry, my point is: today’s a bonus Hellboy Week blog, hooray! (As if it’s not enough that you got a bonus sort-of Hellboy Week blog last night…) Today, you lucky people, we’re talking about budgeting.

Wait, come back! It’s interesting, honest!

One of the benefits of the B.P.R.D. being a well-funded shadowy government organisation is that the gang are rarely short on resources – the flipside, of course, is that you have to stay within parameters. This is represented by the Mission Budget, which the players can spend before the Case. This budget scales depending on the number of agents, and is one of the ways in which the game scales for different player counts.

But what can you spend your budget on?

REQUISITION CARDS
The agents generally start with an equipment card or two (things like Hellboy’s Pistol and Abe’s Harpoon), but true to the comics, you’ve got the chance to take all manner of additional equipment by buying Requisition Cards. Think you might be facing something big and scary? Stock up on grenades and bigger guns. Got a player who always rolls dreadful dice? Hang a Warding Charm off them.



Requisition cards are a great way to fill the gaps in your skill set, especially if you’re not running with a full team of four. For example, if you’ve just got Liz and Hellboy present, an Investigative Toolkit or B.P.R.D. Comms Set can help you out when it comes to advancing the Information Gathered tracker; similarly, if it’s Abe and Johann, a Protective Undersuit or set of Field Dressings can help you keep fighting when the going gets tough.

Alternatively, you might want to use Requisition cards to push your specialisations even further. Give that Undersuit to Hellboy, and he’s going to be near-impossible to take down. Give Johann the Investigative Tools and there won’t be many clues he can’t decipher!

BACKUP AGENTS
Just as no man is an island, no B.P.R.D. field team works alone. Backup Agents represent other agents working on the periphery of the case, checking out other leads nearby. Sure, they’re the B-team, but they definitely come in handy.

Backup agents are taken by a specific agent just like requisition cards – this is their Contact, the agent responsible for keeping in touch with them. At the start of the Case their card is on its “remote support” side, showing a particular colour of dice. Whenever the group Takes Time, each Contact rolls that die and advances the Information Gathered track by that much, representing the backup agent reporting in with what they’ve found nearby.

Instead of doing this, the Contact can call in the Backup Agent. Their card is flipped to their “on location” side and they’re added to the board as another Agent (represented by a counter – after all, they’re only side characters!). Backup agents who are giving direct support in this way have a simplified set of rules and a single Action Cube each round, meaning they never take centre stage but they can still help even the odds. Each Backup Agent also has a special rule which makes them unique – they might give automatic upgrades to certain tests, for example, or might grant special abilities.

Most importantly, this is a great chance to bring more characters from the Mignolaverse to life on the tabletop. There are loads of supporting B.P.R.D. characters, and Backup Agents let you bring them to the table while still playing as one of the big, awesome heroes.

So there you have it. That, as far as I’m aware, is the last Hellboy Week blog post. I really hope you’ve enjoyed this extended look at the game’s mechanics, and that you’ll join us in two days to launch the Kickstarter with a bang.

I genuinely can’t wait!

James Hewitt
April 23, 2018



Automatically Appended Next Post:
On and Angel Giraldez post this WIP of Hecate being painted

This message was edited 1 time. Last update was at 2018/04/23 18:47:05


 
   
Made in ie
Fixture of Dakka






Main point - first KS Mantic are running in GBP£ not US$

Limited number of EBs.

RONNIE TALKS HELLBOY AHEAD OF THE KICKSTARTER

I’ll be honest, it’s a little bit exciting around here right now! In case you’ve missed it (which by this point is hopefully nobody!) we have a Kickstarter going live tomorrow… and we are very very thrilled about it!

We know this is a massive licence, and an absolute fan favourite – most of the Mantic office included! The feedback we have got so far suggests that we are getting it right – and we are absolutely determined to deliver a Hellboy experience that’s bigger than a Tentacle Monster.


Tentacle Monster painted by Studio Giraldez.

If you have been off exploring haunted houses for the last week and missed it, you can see all the latest on sculpts, game play and the game design over on the Hellboy Blog week here.

However, I just wanted to drop in with an update about a few insider facts and housekeeping points, so nothing gets in the way of the big launch tomorrow.

To nip any conspiracy theories in the bud, I wanted to let you know that we will be running this campaign in UK pounds. In this day and age it should make no difference to the currency you see on the Kickstarter page, because they do an approximate translation into your local currency. It might mean the dollar amount is not a round number, but other than that it should not be anything to worry about. Originally when we first used Kickstarter, dollars was the only option but now UK pounds are an option so we’ve made the switch. Hopefully it’ll make no difference, but if it does please let us know and we can review this for future campaigns.

Ok, on to the fun stuff…


Abe Sapien painted by Studio Giraldez.

Every KS campaign has a tipping point where the value goes from Good, to ‘Wow, that’s insane!’… and every Mantic campaign gets there, sometimes (remember “I survived $256k!”?) slightly longer than others, but they always do!

Well, with Hellboy we want to hit that insane value level right out of the blocks…so the ops and design team have got themselves together and put together a waaaay sexy core pledge… with a complete game, and 2 expansions plus a whole heap of amazing bonus minis (like the awesome Kickstarter exclusive Hellboy below) right from the off. This should help as many Hellboy fans jump in right at the start and begin unlocking those sweet stretch goals to add even more miniatures.

To help us hit that funding goal in record time, we even have a small number of early birds for our long time loyal fans. So be there at the start to grab the already awesome pledge at an even better price. Mantic is also committed to supporting and working with hobby stores all over the world, and we will have a retailer pledge from day one so retailers can have one-time access to the Hellboy Kickstarter edition while the campaign/pledge manager is open.


Alternate Kickstarter exclusive Hellboy painted by Studio Giraldez.

Dark Horse and Mike Mignola have been incredibly helpful throughout the time we have been working on this… including a unique new art piece from Mike himself. I’d like to take this opportunity to thank all those at Dark Horse and Mike Mignola for their support and advice. And finally the ops team have been slaving away to make sure that the big uber box of Hellboy goodness comes together beautifully packed in a unique Kickstarter exclusive box. This will contain the game, the expansions, and all the stretch goals we hit. The trays will be designed to both work to ship the contents out safely to you, and as a place to keep everything neat and tidy for repeated play.

What about our other Kickstarters?
The final Warpath vehicles are now with us and we will be processing shipments to Kickstarter backers within the next few days. TerrainCrate is just going through final assembly, and boats are being booked for delivery in May/June (depending upon where you are in the world). From our ops team, Matt visited one of the plastic factories in China recently to check on the TerrainCrate progress and to make sure the models were looking good. Here is one of the pictures he took from the factory floor (not literally!)


TerrainCrate pieces straight off the production line. Taken while Matt was in China.

For Star Saga wave 2, all the print files are in China being worked on and the plastic test shots will be with us next week ahead of production (just so we can check they’re looking good). Vanguard plastic models are in tooling and the resins are already in production and on schedule.

So, I hope this has hardened your resolve to get on board with Hellboy at the get go, and ride this monster through to the big boss end battle – if so, I will see you online at 8pm UK BST, 3PM eastern and 12PM on the west coast for some serious fun with Anung Un Rama

This message was edited 2 times. Last update was at 2018/04/24 16:34:07


 
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

Think this is going to be the first Mantic KS I've got involved with for some time.

Like the Hellboy comics (and the films were great as well come to think of it).

Having James Hewitt involved as a bit of confidence as well, as do the early reports from people that have played the game. It sounds like fun!

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
Small but perfectly formed! A Great Crusade Epic 6mm project: https://www.dakkadakka.com/dakkaforum/posts/list/694411.page

 
   
Made in us
Stoic Grail Knight





Central Cimmeria

I'm excited for this. Seems they have really made a commitment to quality and are pulling out all the stops for this IP. The company seems to have made big strides lately.
   
Made in us
Longtime Dakkanaut





 Gallahad wrote:
I'm excited for this. Seems they have really made a commitment to quality and are pulling out all the stops for this IP. The company seems to have made big strides lately.


I think some enduring successes have helped them get over the churn of games they once had. Kings of War has been a real success, critically and otherwise, and Walking Dead sells well at retail. Those two give them a "foundation" to work from with more confidence.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
RogueSangre



West Sussex, UK

It's up -

https://www.kickstarter.com/projects/1744629938/hellboy-the-board-game?ref=hero_thanks

This message was edited 2 times. Last update was at 2018/04/25 19:11:59


 
   
Made in gb
Calculating Commissar






Reading, Berks

Kickstarter is live!



   
Made in ie
Fixture of Dakka






edit: mmm - already covered

This message was edited 1 time. Last update was at 2018/04/25 19:15:45


 
   
Made in us
RogueSangre



West Sussex, UK

£89 24 hour early bird now up. If you have backed already then switch!
   
Made in gb
Calculating Commissar






Reading, Berks

That is seriously a lot of stuff in the base pledge already...

   
Made in us
Willing Inquisitorial Excruciator





Live, and with the always appreciated 24-hour 'Early Bird' - so they're doing it right from the start!

Insidious Intriguer 
   
 
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