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![[Post New]](/s/i/i.gif) 2013/05/23 21:49:59
Subject: Road/Kill Ultimate Car Combat
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Fresh-Faced New User
Bellevue, WA USA
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Miles Holmes, the creator of the automotive combat console games Full Auto and Full Auto 2, has created a new miniatures game called Road/Kill Ultimate Car Combat.
A Kickstarter campaign for Road/Kill will begin on May 31st.
New Game Round-up: Foragers, Fallen, Star Trek: Attack Wing and Road/Kill Ultimate Car Combat
http://www.boardgamegeek.com/blogpost/19517
BoardGameGeek
May 19, 2013
Kickstarter Beta-site for Road/Kill Ultimate Car Combat
http://www.rkcarcombat.com
The Infinity Gate
http://www.infinitygate.com
Twitter: Miles Holmes
@InfinityGate
https://twitter.com/InfinityGate
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Seattle Washington Autoduel Team Headquarters (SWAT HQ)
http:/www.seanet.com/~owenmp/swathome.html
Twitter - Car Combat Central
https://twitter.com/carcombat
@carcombat |
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![[Post New]](/s/i/i.gif) 2013/05/24 17:16:55
Subject: Road/Kill Ultimate Car Combat
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Swift Swooping Hawk
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Road Kill looks pretty cool-- the manuever box is a neat idea...
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![[Post New]](/s/i/i.gif) 2013/05/29 21:15:16
Subject: Road/Kill Ultimate Car Combat
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Dakka Veteran
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I'm always a fan of games where cars have guns, so I'll definitely be keeping an eye on this.
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![[Post New]](/s/i/i.gif) 2013/09/11 21:40:46
Subject: Re:Road/Kill Ultimate Car Combat
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Fresh-Faced New User
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Hey it looks like the crowdfunding page for this just went up on the new canadian version of Kickstarter.
There was an old one on the US, but it got taken down because the creator wanted to address feedback from the community (including making review kits for critic websites).
The new one is up WITH reviews! Looking sweet!
Kickstarter Page:
http://www.kickstarter.com/projects/1936639747/road-kill-ultimate-car-combat-tabletop-strategy-ga
Board game geek:
http://boardgamegeek.com/boardgame/143384/roadkill-ultimate-car-combat
Reviews:
http://www.critshappen.net/2013/09/09/critical-previews-road-kill/
http://www.2d6.org/2013/08/roadkill-ultimate-car-combat-kickstarter-preview/
Automatically Appended Next Post: BTW, for those of you who don't know:
Road/Kill is a mad-max-esque car combat game. It has combat and shooting rules similar to 40k, with some similarities to Car Wars (you tracks hits on different sides, with core components and pilot in the middle if you get breached)
It features a low numbers point-buy system with a lot of customization options. Each of the cars is composed of a chassis, a body, and a number of weapons/equipment bits with multiple upgrades to each.
The real selling point is how fast this game plays. Setup and play time of 45 min - 2 hours, its GREAT for getting your warhammer-style combat fix without all the setup hastle. Another good point is that you can pre-build cars, so you can play it with other people who don't have any minis.
The small scale makes it easily portable, and the rules are flexible enough to play on an "open world" environment like 40k, or on the default road tiles to make an endless winding highway.
The creator gave me early access to the rules, so I can answer questions if you have any... just send me a private message.
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This message was edited 2 times. Last update was at 2013/09/11 21:47:49
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![[Post New]](/s/i/i.gif) 2013/09/12 14:55:02
Subject: Road/Kill Ultimate Car Combat
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Longtime Dakkanaut
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Hmm to go in on this one or wait for the Car Wars Kickstarter...
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![[Post New]](/s/i/i.gif) 2013/09/12 16:34:04
Subject: Road/Kill Ultimate Car Combat
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Dakka Veteran
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Thanks for the update Cowicula. Must be nice to have the early access rules!
From the one review it sounds like planned moves and simultaneous reveal ala Wings of War or X-Wing Miniatures or heck even Pirates Cove. Also sounds like you allocate strengths to different aspects of the car in the Command Phase via hidden dice? How do you find the hidden information aspect of the game? Is it clunky to use or fun to see what everyone did? Do people sometimes awkwardly drive passed each other without getting a shot off?
I like that whoever wins Initiative can choose to go first or last, since games seem to have struggled with which is better for a long while.
The review also mentions weapon Strength vs armor, is that sort of like Str vs Toughness in 40k where a chart has to be checked? Is the shooting to-hit roll on 1D6 or 2D6? Are there modifiers?
Do they have something like "handling status" from Car Wars? What influences from 40k do you find in the rules?
How's the car construction system? Points based? Weight based? Money based?
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![[Post New]](/s/i/i.gif) 2013/09/12 18:41:05
Subject: Road/Kill Ultimate Car Combat
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Homicidal Veteran Blood Angel Assault Marine
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bosky wrote:Thanks for the update Cowicula. Must be nice to have the early access rules!
From the one review it sounds like planned moves and simultaneous reveal ala Wings of War or X-Wing Miniatures or heck even Pirates Cove. Also sounds like you allocate strengths to different aspects of the car in the Command Phase via hidden dice? How do you find the hidden information aspect of the game? Is it clunky to use or fun to see what everyone did? Do people sometimes awkwardly drive passed each other without getting a shot off?
I like that whoever wins Initiative can choose to go first or last, since games seem to have struggled with which is better for a long while.
The review also mentions weapon Strength vs armor, is that sort of like Str vs Toughness in 40k where a chart has to be checked? Is the shooting to-hit roll on 1D6 or 2D6? Are there modifiers?
Do they have something like "handling status" from Car Wars? What influences from 40k do you find in the rules?
How's the car construction system? Points based? Weight based? Money based?
I had a chance to play a game with Miles, it's alot of fun. Easy to pick up but there's alot of indepth strategy that can reward an experienced player.
Strength vs armour is similar to 40K except there are bonuses involved and the roll is done on 2D6. Shooting is 1D6 and there are modifier to that as well. You can select a target with one of the dice (selecting yourself gives you bonuses to driveing) and that is your target you shoot at, modifiers include range, speed, etc. You can also shoot a different target if you wish by making a snap shot.
I am not affiliated with Miles, Road/Kill or Infinity Gate in any way. I met Miles through a friend at Astronomi-con in Toronto and got a chance to see the rules and play a game.
I'm in for this, it was alot of fun.
Each play can select a "Loadout" from their car which will give them a bonus to their turn (+1 to INT, +1 to hit, easy stunt move, etc) You can assign loadouts to cars as you "build" them similar to 40K/Warmachine it's done on a points system.
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![[Post New]](/s/i/i.gif) 2013/09/23 14:09:19
Subject: Re:Road/Kill Ultimate Car Combat
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Fresh-Faced New User
Oakland, CA
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I'm in for Road/Kill as well.
I LOVED Car Wars and would really love to play again. Road/Kill fills the bill on two fronts:
1. Cool minis!
2. Rules are WAY more streamlined than Car Wars was. It was a bookkeeping game, no doubt about it.
Having said that, I will definitely back the new Car Wars kickstarter too when it launches. One can never have enough games in which cars shoot at each other with big guns.
The world setting for Road/Kill is pretty cool too. I'm liking the different factions and how they affect gameplay.
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![[Post New]](/s/i/i.gif) 2013/09/23 14:27:05
Subject: Re:Road/Kill Ultimate Car Combat
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Fixture of Dakka
CL VI Store in at the Cyber Center of Excellence
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Is there no book keeping in Road Kill then? Or just less than in Car Wars?
I can't see playing with out a way to track speed and damage at a minimum. There must be some book keeping involved.
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Every time a terrorist dies a Paratrooper gets his wings. |
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![[Post New]](/s/i/i.gif) 2013/09/23 14:51:03
Subject: Re:Road/Kill Ultimate Car Combat
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Fresh-Faced New User
Oakland, CA
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CptJake wrote:Is there no book keeping in Road Kill then? Or just less than in Car Wars?
I can't see playing with out a way to track speed and damage at a minimum. There must be some book keeping involved.
Why yes, Road/Kill is more streamlined than Car Wars! It's a miniatures game that doesn't require a spreadsheet to design cars or require players to refer to charts to determine movement and handling. Thanks for asking!
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![[Post New]](/s/i/i.gif) 2013/09/23 16:02:51
Subject: Road/Kill Ultimate Car Combat
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Dakka Veteran
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From the demo video it sort of looks like the transparent movement sheet, while neat, is also kind of awkward? The players were putting it loosely under their cars, sort of lining them up, then pulling the sheet away. Maybe people can be more exact, but the demoers didn't seem to be. I wonder if the sheet won't be as effective as a traditional "put beside the car" turning key would be?
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![[Post New]](/s/i/i.gif) 2013/09/23 16:19:45
Subject: Road/Kill Ultimate Car Combat
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Fixture of Dakka
CL VI Store in at the Cyber Center of Excellence
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I designed a lot of car wars cars without a spread sheet. Hell, I didn't even own a computer in the mid 80s and early 90s when I played a lot of car wars. I also used a simple turning key instead of a lot of charts for movement,
I guess I'm not getting your point. Automatically Appended Next Post: bosky wrote:From the demo video it sort of looks like the transparent movement sheet, while neat, is also kind of awkward? The players were putting it loosely under their cars, sort of lining them up, then pulling the sheet away. Maybe people can be more exact, but the demoers didn't seem to be. I wonder if the sheet won't be as effective as a traditional "put beside the car" turning key would be?
Probably a lot less likely to unintentionally move a vehicle with a turn key vice something you need to place under the vehicle.
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This message was edited 1 time. Last update was at 2013/09/23 16:20:58
Every time a terrorist dies a Paratrooper gets his wings. |
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![[Post New]](/s/i/i.gif) 2013/09/23 16:36:49
Subject: Road/Kill Ultimate Car Combat
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Homicidal Veteran Blood Angel Assault Marine
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I've played a demo of it, you can put it underbut you can also place it over top, that's the point of it being transparent.
It has all the different moves, blast templlates and area of effect templates on one sheet. It was actually pretty handy. After using it for 2 turns you get the trick of it pretty quickly.
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![[Post New]](/s/i/i.gif) 2013/09/23 16:49:05
Subject: Road/Kill Ultimate Car Combat
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Fresh-Faced New User
Oakland, CA
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CptJake wrote:I designed a lot of car wars cars without a spread sheet. Hell, I didn't even own a computer in the mid 80s and early 90s when I played a lot of car wars. I also used a simple turning key instead of a lot of charts for movement,
I guess I'm not getting your point.
Automatically Appended Next Post:
bosky wrote:From the demo video it sort of looks like the transparent movement sheet, while neat, is also kind of awkward? The players were putting it loosely under their cars, sort of lining them up, then pulling the sheet away. Maybe people can be more exact, but the demoers didn't seem to be. I wonder if the sheet won't be as effective as a traditional "put beside the car" turning key would be?
Probably a lot less likely to unintentionally move a vehicle with a turn key vice something you need to place under the vehicle.
I am pretty certain you did not design as many vehicles as I did with paper and pen. I practically lived Car Wars back in the 80's. I played in a AADA sanctioned group - Lex Talionis - played in the World Championships a couple times (although I sadly did not get very far), etc. I designed literally hundreds of vehicles. And it was always a pain with pen and paper, even starting with my homebrew templates. I did not get my first computer until 1996.
And I am positive that if you played Car Wars, you referred to the movement chart, to determine what phases your car moves in at various speeds. We all did. Movement was a huge issue, to the point that SJG later reduced a turn to five phases, and then three, in order to streamline play. The turning key was fantastic when it came out. It really simplified movement (it was quite a hassle before that).
But these are sidepoints - computer vs pen and paper or just how many charts we had to refer to doesn't change the *heavy* bookkeeping aspect of Car Wars. It was what it was.
It's pretty clear that you won't back Road/Kill beyond whatever level you are currently at. That's cool. I like the game a lot, myself. Different strokes for different folks.
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![[Post New]](/s/i/i.gif) 2013/09/23 17:40:11
Subject: Road/Kill Ultimate Car Combat
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Dakka Veteran
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optimusprime14 wrote:I've played a demo of it, you can put it underbut you can also place it over top, that's the point of it being transparent.
It has all the different moves, blast templlates and area of effect templates on one sheet. It was actually pretty handy. After using it for 2 turns you get the trick of it pretty quickly.
I guess I don't see eyeballing the template over top of the car any more accurate? Taking a reference from 40k, have you seen all the arguments that arise from transparent blast templates covering models? And that doesn't even have to be very exact!
I still will be interested in trying the game, but so far my initial impression of the transparent sheet is "unique for the sake of being unique", or "change for the sake of change".
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![[Post New]](/s/i/i.gif) 2013/09/23 18:11:38
Subject: Road/Kill Ultimate Car Combat
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Fresh-Faced New User
Oakland, CA
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bosky wrote:I guess I don't see eyeballing the template over top of the car any more accurate? Taking a reference from 40k, have you seen all the arguments that arise from transparent blast templates covering models? And that doesn't even have to be very exact!
I still will be interested in trying the game, but so far my initial impression of the transparent sheet is "unique for the sake of being unique", or "change for the sake of change".
My enthusiasm for this game is obvious, but I'm not uncritical. I'm having a hard time too imagining how the template will work without creating potential disputes. But having said that, more than one person who has played the demo says it works very well. There will be another video review posted soon on Board to Death, and this is an issue I'd like to see addressed.
The turning key in Car Wars was very nifty. If the template is comparable in usefulness, I'll be very impressed.
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![[Post New]](/s/i/i.gif) 2013/09/23 18:14:12
Subject: Road/Kill Ultimate Car Combat
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Dakka Veteran
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I'll be interested to see another video. The world and models look nice, and I'm always happy to see vehicular destruction games get more attention. Just not 100% sold on the transparent sheet. Not sure if you've played Firestorm Armada but they stuck with a simple turning key / range band ruler as well that worked well.
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![[Post New]](/s/i/i.gif) 2013/09/25 12:56:57
Subject: Road/Kill Ultimate Car Combat
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Homicidal Veteran Blood Angel Assault Marine
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bosky wrote:optimusprime14 wrote:I've played a demo of it, you can put it underbut you can also place it over top, that's the point of it being transparent.
It has all the different moves, blast templlates and area of effect templates on one sheet. It was actually pretty handy. After using it for 2 turns you get the trick of it pretty quickly.
I guess I don't see eyeballing the template over top of the car any more accurate? Taking a reference from 40k, have you seen all the arguments that arise from transparent blast templates covering models? And that doesn't even have to be very exact!
I still will be interested in trying the game, but so far my initial impression of the transparent sheet is "unique for the sake of being unique", or "change for the sake of change".
For straight line, yes it may be a little less imprecise than a tape measure but how do you plan on measuring a 30 deg skid? a 65 deg turn? For what it is, it does a good job without adding in several different templates and measuring devices. Each of the blocks is a inch long so you are free to measure with a tple measure if you so feel like, this just gives you something to use so everything you need is in one box.
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![[Post New]](/s/i/i.gif) 2013/09/25 14:26:44
Subject: Road/Kill Ultimate Car Combat
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Dakka Veteran
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optimusprime14 wrote:For straight line, yes it may be a little less imprecise than a tape measure but how do you plan on measuring a 30 deg skid? a 65 deg turn? For what it is, it does a good job without adding in several different templates and measuring devices. Each of the blocks is a inch long so you are free to measure with a tple measure if you so feel like, this just gives you something to use so everything you need is in one box.
Like I said I think the turning key did it's job quite well at a variety of angles. The turning key was a single piece of cardboard, in case you haven't played with one before, so you don't need different templates or measuring devices. It also lined up beside the car instead of over/under the vehicle, which my gut tells me would be easier and more accurate. Similarly had inch long blocks and so on:
I just am stating a few of my concerns (from what I've seen) with the plastic template. It's too hard to really tell until I get my hands on one. I'm nothing but hopeful that the game succeeds though, because like I said the more cars-with-guns games we can have the better!
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