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Made in us
Winter Guard





Wow. I'm really looking forward to this Kickstarter. The commitment to all HIPS is particularly impressive.

I also really like the design of the Epirian Contractor Engineer. The chaps look right. They give the model a practical vibe. I especially like the cargo pockets. The only thing I'm torn on aesthetically is the hat instead of a helmet. On one hand a helmet is more appropriate to a combat environment. On the other hand the hat makes the model look more like the lower level of a security force instead of a dedicated soldier. It's a 50/50 split for me on that one.

I understand the decision not to make the entire rules set available online. I personally prefer free rules. However you guys did the research and based your decision upon the research and I completely and totally respect/admire that.

With there at least be enough info in the basic rules intro you put out to test play a few games (with some variety) and get a feel for the core of the game?

Instead of being merely opinionated, try being informed. 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA




Here's a little overview of what you can expect from the rules (in spoiler tags below). This will be going up on the MEdge website soon, in the 'rules' section:

MAELSTROM'S EDGE RULES OVERVIEW
Spoiler:
Maelstrom's Edge is an in-depth, next-generation, squad-based skirmish tabletop game, focused on roughly 20-30 models per side. It is both fresh and exciting whilst familiar and logical, featuring alternating unit activation and fistfuls of six-sided dice. Its tactics center on the concepts of cover, maneuver, facing and suppression, plus a number of exciting ancillary elements, such as reinforcements, turn-based scoring and sudden-death victory conditions.

SQUAD-BASED SKIRMISH
Maelstrom’s Edge is firmly squad-based gameplay, which means you activate, move and shoot whole units, not the individual models within them. However, these are smaller fire-team sized units, typically containing between 1-5 models, comprising an overall force of roughly 20-30 models per side. Units have a wide variety of tactical options to choose from when activated, akin to the options a single model in a pure skirmish game has.

ALTERNATING ACTIVATION
Each turn, players alternate activating either one or two of their units in a row. This allows you to press the immediate advantage by activating two units in a row, or instead, wait to see what your opponent will do by activating only a single unit. There are however, a couple of twists: the player with the first opportunity to activate a unit, known as the priority player, may only activate a single unit for this initial activation. Conversely, the non-priority player always has the option to hold their very last unit as the final activation of the turn.

DICE
Though the unit sizes are small, the amount of dice they generate when firing is anything but. If you enjoy rolling handfuls of six-sided dice, then this game is for you. Nearly all the rolls in Maelstrom’s Edge are what is known as a versus (VS.) roll. The formula for determining whether a versus roll is a success or failure is always the same across the entire game, meaning you’ll never need to check the rulebook again once you’ve learned it.

SUPPRESSION
Suppression plays a major role in Maelstrom’s Edge, and features cinematic suppression tokens (STs) on the tabletop to represent it. The more suppression a unit has, the less likely it is able to choose the action it will perform when it activates. Units taking cover are incredibly difficult to destroy, but tend to wrack up tons of suppression, making them vulnerable to deadly short-ranged firefights and close-quarters attacks.

COVER & FACING
Cover is a squad’s lifeblood, with only the fool or master-strategist willing to leave their unit in the open for long. A squad’s line of sight and facing is determined by their squad leader model and Maelstrom’s Edge features bases with easily distinguishable front/rear arc markings to help establish this. Shooting at an enemy unit’s rear arc greatly reduces the protection they receive from being in cover.

DEFENSIVE FIRE
Anytime a unit is fired upon by an enemy within short range, they first get to fire a round of defensive fire. However, the amount of suppression the unit has on it determines whether this defensive fire is incredibly deadly or just a minor nuisance. Therefore, properly suppressing an enemy unit before attempting to engage it at close-range is the key to success.

COMMAND POINTS
Players generate a number of command points each turn based on the current turn plus the amount of command models they have on the table. Command points are a currency of sorts that can be used in a number of different ways: to bring back destroyed units as reinforcements, to prevent the enemy from bringing back their reinforcements and to reduce suppression on units near your command models.

REINFORCEMENTS
Each turn, you can attempt to bring back one unit destroyed previously in the game, however you must win a secret command point bidding war against your opponent to do so. But remember, winning this bidding war means you’ll have less command points to prevent the enemy from bringing back their reinforcements and less ability to reduce suppression on your units as well.

TURN-BASED MISSION SCORING
Each Maelstrom’s Edge mission is comprised of 3 different objectives, one of which is always based upon the faction you’re playing. Standard games are 5 turns long, but victory points for the mission are tabulated at the end of each and every turn. If you can manage to reach the specified total to complete the mission while outpacing your opponent by a wide enough margin, then the game immediately ends with you as the victor! This makes accomplishing mission objectives from the first turn to the very last of paramount importance.


OrlandotheTechnicoloured wrote:@Yakface

you probably want to re-pin the D6G back on the top of the discussion board before then... it seems to have fallen off

I talked with Russ about the discussion thread here on Dakka, and since they started their Patreon page, the amount of comments in any of the Dakka threads has been one at most, and usually zero. So we mutually decided it wasn't really serving a purpose any longer (sadly).

DrRansom wrote:This looks very exciting, a 20 - 30 miniature game sounds great for ease of entry (especially if buying two armies), but maintaining some level of tactical combat.
Can you shed any more light on the rule set objectives? Is this aimed to provide platoon level combat with a modern spin (suppression, fire superiority, maneuver) or is it more stylized?

Will the units interact directly with terrain, placement matters, or is the terrain interaction abstracted. (With the small scale and facing models, I hope that interaction with terrain is not abstracted...)

Hopefully the rules overview I posted above answers some of your questions about the rules.

When it comes to terrain, and in general there are quite a few abstractions in place, but let me explain the reasoning:

Most games I've played, when you finish moving your model/unit, you really aren't sure if they are stopped at that point, kneeling down and firing or if they are theoretically running forward, firing from the hip.

With MEdge, the position your unit is after you finish moving it absolutely represents where they have stopped to set up and shoot from, taking cover at the same time if it is available. You can declare that a unit is 'on the move' (representing them keeping their heads down and moving for a long period of time), but that is a crystal clear game state.

What all that means is that the position you choose to move your unit to represents their chosen firing position and because of that there is a massive, massive difference between if the unit decides to set up shop taking cover or doesn't. Yeah, random intervening terrain and/or models in the way will still make it harder to hit them, but they absolutely will not get any kind of the same protection as if they're actually in cover.

So the main abstractions involving terrain/cover would be:

• Cover is determined on the unit level, so the unit only gets cover if 1/2 of its models are in cover.
• There is area terrain as you're likely familiar with in most games, and that has the basic abstraction of theoretically being more dense than what you see on the table. As a result of that, models within area terrain count as being in cover (a concept used in most games) and you can't draw line of sight completely through area terrain to models on the other side of it.

Dorrand wrote:I understand the decision not to make the entire rules set available online. I personally prefer free rules. However you guys did the research and based your decision upon the research and I completely and totally respect/admire that.

With there at least be enough info in the basic rules intro you put out to test play a few games (with some variety) and get a feel for the core of the game?

Yeah, we're only charging for the rules because we're going to put a lot of time and money into designing the product of the book (and download of the book). There is no goal to try to keep the rules secret, and in fact I will be creating a whole series of videos that will allow you to more or less learn the basics of the game without even needing the rules.



This message was edited 3 times. Last update was at 2015/04/12 22:38:11


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in us
Heroic Senior Officer





Western Kentucky

Dorrand wrote:
Wow. I'm really looking forward to this Kickstarter. The commitment to all HIPS is particularly impressive.

I also really like the design of the Epirian Contractor Engineer. The chaps look right. They give the model a practical vibe. I especially like the cargo pockets. The only thing I'm torn on aesthetically is the hat instead of a helmet. On one hand a helmet is more appropriate to a combat environment. On the other hand the hat makes the model look more like the lower level of a security force instead of a dedicated soldier. It's a 50/50 split for me on that one.

I understand the decision not to make the entire rules set available online. I personally prefer free rules. However you guys did the research and based your decision upon the research and I completely and totally respect/admire that.

With there at least be enough info in the basic rules intro you put out to test play a few games (with some variety) and get a feel for the core of the game?

I like the contractor too, the chaps he wears are very similar to the chainsaw chaps I wear for work so they make sense to me.

I really want to make a group of forrester/lumberjack/wildland firefighter guys using those models with chainsaw chaps, helmets, and possibly some wielding saws if they have an option for melee weapons. No idea where I would get 28mm chainsaws though. The oranges, greens, and yellows would make for a cool looking army, that's for sure. Plus itd give me a use for all those bearded heads I have from Victoria lamb

Makes sense because odds are guys like that would have to be able to fend for themselves if they were attacked.

Here's hoping they have an option for shotguns too

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Major




In a van down by the river

Great news on the duration of the KS! That really helps get things lined up properly on this end.

Skimming the rules, I notice the 5 round limit, and how games can be much shorter if one side is really hitting it. In playtesting, what was the average amount of time per game you guys have noticed? Was there a target you were aiming for?
   
Made in us
Been Around the Block




Thanks for the response, that looks very interesting. I take it that the distinction between "On the Move" and "Aiming for a Shot" will be connected to the distance that a unit moves?

Will the rules embrace a wide range of weapon and equipment types, with very distinct roles and behavior? E.g.: smoke grenades to shield LoS, airburst rifles, MGs which fire to suppress a unit?

I have another question and a suggestion:

Suggestion - If I were in your position, I'd keep Maelstorm forms on the Dakka website, this is under the theory that concentrating a community is significantly better than splitting it.

Question, and this is the big one, there have been more than a few kick-starters in the past few years for skirmish miniature games. How do you plan to stand out in a competitive marketplace? How will this game be the next thing, where a half dozen have failed?
   
Made in gb
[SWAP SHOP MOD]
Killer Klaivex







DrRansom wrote:

Question, and this is the big one, there have been more than a few kick-starters in the past few years for skirmish miniature games. How do you plan to stand out in a competitive marketplace? How will this game be the next thing, where a half dozen have failed?


I'd say a full range of HIPS does that on it's own. Most games are metal or resin.


 
   
Made in au
[MOD]
Making Stuff






Under the couch

DrRansom wrote:
Question, and this is the big one, there have been more than a few kick-starters in the past few years for skirmish miniature games. How do you plan to stand out in a competitive marketplace? How will this game be the next thing, where a half dozen have failed?

Having seen a bit of what's still behind the curtain for the Kickstarter, for me the big differences are the miniatures (everything in HIPS is brilliant... most of those trying for odd plastic hybrids just haven't quite managed to meet the mark in quality, and at the end of the day even superb sculpts are brought down somewhat by being cast in a material that is hard to work with. Everything in HIPS makes happy happen in my head) and the fact that so much is already completed. This isn't a 'Here's an idea and a few renders for a game that we might manage to release in a year or so, but will probably run over schedule and hey! we might just randomly change the miniatures along the way, or run out of money and have to dribble out rewards to backers over the next decade! Sucks to be you!'-style project. Everything has been meticulously planned out, and a lot of effort put into having finished product to show so people will know exactly what they are going to get.

That, and the setting kicks butt and is already incredibly well fleshed out, and the game plays out really well, and quite differently to other games I've played. It's a big change from games like 40K, where you can so often ignore the mission in favour of just trying to wipe out your opponent. You're not going to see anywhere near as many games of Maelstrom's Edge finish with only one side remaining on the board...

 
   
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Khorne Veteran Marine with Chain-Axe





Ireland

 Medium of Death wrote:
Are we going to see anything bizarre or lovecraftian emerge from the other side of the Maelstroms Edge?


I think this goes without say.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Krinsath wrote:Great news on the duration of the KS! That really helps get things lined up properly on this end.

Skimming the rules, I notice the 5 round limit, and how games can be much shorter if one side is really hitting it. In playtesting, what was the average amount of time per game you guys have noticed? Was there a target you were aiming for?


So far, most games have lasted between 2-3 hours. The target is probably right around 90 minutes to 2 hours. However, I do put a lot of the excess time on the fact that people are essentially still learning the rules each time (because the rules have naturally been in flux during development, meaning the playtesters have still had to keep re-checking the rules each time they play to figure out what things have changed). So I fully expect that once you have two players that know the rules of the game pretty well that we'll be right on that mark.

DrRansom wrote:Thanks for the response, that looks very interesting. I take it that the distinction between "On the Move" and "Aiming for a Shot" will be connected to the distance that a unit moves?

Will the rules embrace a wide range of weapon and equipment types, with very distinct roles and behavior? E.g.: smoke grenades to shield LoS, airburst rifles, MGs which fire to suppress a unit?

I have another question and a suggestion:

Suggestion - If I were in your position, I'd keep Maelstorm forms on the Dakka website, this is under the theory that concentrating a community is significantly better than splitting it.

Question, and this is the big one, there have been more than a few kick-starters in the past few years for skirmish miniature games. How do you plan to stand out in a competitive marketplace? How will this game be the next thing, where a half dozen have failed?


Being 'on the move' makes it much harder to be hit by enemy fire, but at the cost of all the unit's firing being 'wild' (needing 6's to hit), including any defensive fire they make. Therefore, being 'on the move' close to the enemy is actually very dangerous, as you are essentially dramatically weakening your unit's defensive fire if you do.

Yes, there are a wide array of weapon types each with their own special rules. Some generate additional suppression (above whatever damage it causes normally), some ignore cover, etc, etc, etc.

The MEdge forums will be here on Dakka. Exactly where and how they will be placed is still something we're deciding on, but having them here was always the plan.

As for how we hope to succeed?

1) This is squad-based skirmish, not actually a skirmish game. That puts it in a niche that really hasn't been much attacked. We see people all the time on Dakka and other sites asking for a sci-fi game that is 20-30 models. I believe the demand is there for a good quality version of that game.

2) Multi-part, multi-pose HIPs models. This is what most miniature gamers want in their models. No other company (that I'm aware of) out of the gate has done this because it is incredibly difficult and costly.

3) The amount of time, effort and money put into developing the background and art of this setting is immense, and I hope the quality of it shows. The more people see of it, the more I think they'll like it and want to see what comes next.

4) We have an established community of gamers here on Dakka that we can utilize for feedback, advice, etc, which is invaluable.


And really, there's many more minor reasons, but those 4 points alone are hopefully good enough to propel us to success where others haven't quite made it.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Dakka Veteran




NoVA

 Strombones wrote:


IMO this game is set up for absolute success. Its almost as if you buys listened to what people were asking for and made business out of it...



Exactly what I was thinking.

Looking forward to this

Playing: Droids (Legion), Starks (ASOIAF), BB2
Working on: Starks (ASOIAF), Twilight Kin (KoW). Droids (Legion)
 
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

I have to say, seeing this absolutely turned my day around. Dakka has been my gaming home for many years, and I love seeing the guys responsibile for it take on an endeavor like this. From a crunch perspective, it's initially shaping up to check all the boxes for what I like in a game. The fluff and models shown haven't really grabbed me yet, but i'm always slow to warm up to fluff. Will have a read of the novels and see how that puts things in perspective.

What are we looking at for base sizes? From the scale and pictures, assuming 25mm for standard infantry.

Btw I'm truely honored that you decided to name it after me.


(...you did name it after me, right?)

(...right?)


This message was edited 1 time. Last update was at 2015/04/13 01:09:09


11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

I'll be interested to see how this develops. If terrain becomes a part of it, I'd definitely get some for myself at the very least!

Check out my Youtube channel!
 
   
Made in us
Longtime Dakkanaut






I think the Karists aren't as heavily criticized on proportions in part because they're wearing more power armor, which understandably changes and distorts the human figure. The Epireans are wearing clothing closer to contemporary military styles, so maybe the realism threshold is higher for them because of it?

Also, the Karists are rocking some very cool-looking helmets. That never hurts.

Thematically the Karists are also a lot more compelling to me, mostly because I'm a sucker for sci-fi fanatical zealots / religious cults. Corporate-style factions like the Epireans are kind of a human baseline faction for a lot of sci-fi. I don't say they shouldn't exist - they're probably necessary just to anchor the fictional universe with a relataible / understandable human group. But that same necessity / ubiquity can make Corporate humanity seem a bit vanilla.

I plan to check this KS out, and I wish it incredible success, mostly because the stuff that excites me most - alien factions, the weirder things - are likely to follow later once the first release has found its market. Go for it, guys. We need more strong players out there competing in this market and raising the bar for everyone.

This message was edited 1 time. Last update was at 2015/04/13 01:25:54


Dakkadakka: Bringing wargamers together, one smile at a time.™ 
   
Made in ca
Violent Space Marine Dedicated to Khorne




Ottawa, Ontario

Hot damn! Count me in, even if it's just for the models!

BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE! MILK FOR THE KHORNE FLAKES!

3000+
3000+ 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

 Vermonter wrote:
I think the Karists aren't as heavily criticized on proportions in part because they're wearing more power armor, which understandably changes and distorts the human figure. The Epireans are wearing clothing closer to contemporary military styles, so maybe the realism threshold is higher for them because of it?


The thing about sticking to a 28mm scale is you either have a fundamental choice: keep things in more of a true proportion and end up with absolute tiny limbs and hands on the model that looks great in blown-up pictures, but is kind of pain to paint unless you're a master-class kind of painter, and looks super-tiny when its on the table and you're viewing it from a distance (which is the way you see your models most of the time, honestly). Plus, models sculpted with these proportions tend to look much smaller overall when you put them next to models from other popular 28mm ranges.

Alternatively, if you cheat and go for the more of what is known as 'heroic' scale, the models have a propensity to look a little odd to some people when you see them blown-up in pictures, but conversely are much easier to paint and IMHO, look much better when on the table at a distance (which again, is how you see your models most of the time).

There's a reason so many new games coming out have 'slipped' up to a 32-35mm scale...its because it is much, much easier to have models that look properly in proportion but also don't have teeny, tiny limbs. We've stuck to our guns and gone with a 28-32mm that is totally comparable with most of the models you all already own.

What I can say about the Epriain contractor models from my experience is two things:

1) Once you see the rest of the range we have for the Epirians, and see the contractors side by side with them, I believe the concerns you might have about them being too boxy or angular will quickly dissipate.

2) Once you see these models on the table like you will most of the time, any fears that might exist about the proportions of the models will be greatly diminished.


This message was edited 2 times. Last update was at 2015/04/13 02:02:46


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Me want.

Kudos for you guys getting this together - sounds (and looks) like a lot of work went into.

Two questions:

Will this be available US retail after the KS?

Can I put in a request for a cyborg faction (part man, part machine pirates, thinking their tech will allow them to survive the Maelstrom's edge)?

It never ends well 
   
Made in jp
Fixture of Dakka





Japan

I am getting a Chronicles of Riddick underverse vibe from this and of course Lovecraftian universe .
I would sing all praise and such, but i there is not enough to make a decision yet.
Only 2 squads and some artwork.

I would like to see more concepts of miniatures and faction, vehicles, mecha and such.
Will the official release be like infinity starter sets or like a GW starter box?
Downloadable quickstart rules would be nice to get a feel of the game.
Will this be a semi-static universe like 40k
or like warmachine where the timeline progresses and introduces new factions and new versions of characters?

I hope you will succeed in your endeavors.

This message was edited 1 time. Last update was at 2015/04/13 02:55:02


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Been Around the Block




Thanks for the answers, sounds very exciting and I'm looking forward to learning more.

You're explanation makes sense as to how you'll stand out. I hope that the pre-release legwork really pays off in Kickstarter and beyond.
   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

Just finished the first book and I have to say that it was written really well. Love the universe and setting so far, and I also like that both sides are good/bad so far. I will start up with the second book tonight, but so far I can see how having (only) two factions can still have a variety of options on the field. Especially if both sides are able to field forces with the variety of themes present in all the different sub-factions so far.
   
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Canada

I got back into dakkadakka at just the right time!

5000pts Necrons
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Missionary On A Mission





GTA

What can you tell me (fluff wise) about the The Remnant Fleet?

Sounds very Star League exodusish and that has me intrigued.

 MrFlutterPie wrote:
Have my babies Anvil Industries!

 Anvils Hammer wrote:

@MrFlutterPie - That's not currently a service we offer, but you can purchase quality miniatures from us..

 
   
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Homicidal Veteran Blood Angel Assault Marine




Oz

Definitely watching this with interest. Sculpts look good so far, am glad to see the human face actually looks like a human face and not a sculpted potato.

 
   
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[ADMIN]
Decrepit Dakkanaut






London, UK

Thanks for all the kind words once again!

Maelstrom808 wrote:
What are we looking at for base sizes? From the scale and pictures, assuming 25mm for standard infantry.

Btw I'm truely honored that you decided to name it after me.


Yup a 24-25mm base size with front/rear arc notches. And you're welcome!

Stormonu wrote:
Will this be available US retail after the KS?

Only once all backers have had their product delivered. It will go to global retail as soon as we can after that point though.

Stormonu wrote:
Can I put in a request for a cyborg faction (part man, part machine pirates, thinking their tech will allow them to survive the Maelstrom's edge)?


Adding a new faction is at least a good two and a half years of work, so we are very slow and very conservative on that front!

Jehan-reznor wrote:I would sing all praise and such, but i there is not enough to make a decision yet.
Only 2 squads and some artwork.

I would like to see more concepts of miniatures and faction, vehicles, mecha and such.


Indeed, keep watching as you are going to see some pretty nice things over the coming weeks and months

Jehan-reznor wrote:
Will the official release be like infinity starter sets or like a GW starter box?

It will be more in line with a GW style starter box as that is what we've grown up on and consider the standard.

Jehan-reznor wrote:
Downloadable quickstart rules would be nice to get a feel of the game.
Will this be a semi-static universe like 40k

There are more detailed responses on these points earlier in the thread, but basically yes there will be a simple rules overview for download (as well as tutorial videos), and the full rules will be available for download for a reasonable price. The universe will be evolving and progressing but we'll never obsolete any models so that factions you build now are playable forever.

d-usa wrote:Just finished the first book and I have to say that it was written really well. Love the universe and setting so far, and I also like that both sides are good/bad so far. I will start up with the second book tonight, but so far I can see how having (only) two factions can still have a variety of options on the field. Especially if both sides are able to field forces with the variety of themes present in all the different sub-factions so far.


Thanks and glad you enjoyed it. The novels have been a labour of love and have been reviewed, edited and revised constantly to get to the solid state that they are in now. As a plug for others reading this far, the novels can be bought on amazon right now

MrFlutterPie wrote:What can you tell me (fluff wise) about the The Remnant Fleet?

Sounds very Star League exodusish and that has me intrigued.


Not much right now, they have reams of background written but we are sitting on it until much later in the year. Like us on facebook or subscribe at maelstromsedge.com and you'll be the first to know about them though!



Check out our new, fully plastic tabletop wargame - Maelstrom's Edge, made by Dakka!
 
   
Made in gb
Calculating Commissar






Reading, Berks

I've been reading the fist novel this morning and, so far...

That, combined with the Karist troops have me sealed into at least a starter set. Are there plans for a Proselytiser model to go with the troops, or is that something you see being away from the normal battlefields covered by the tabletop games?

   
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Enginseer with a Wrench






A fun retro feel to the miniatures and I like some of the design touches, but not hitting the right buttons for me. That said, it's a cool background concept and a great pedigree on the rules, so I'll keep an eye out for new factions that might catch my eye.

I've always wanted a game that really made the world on which the armies are fighting into a core part of the rules and concept, so I'm interested to know what the plans are for the playing area, in terms of dimensions, coverage and how the rules account for scenery/terrain.

Any plans for HIPs terrain? The 'third army' always helps to change a fun game into a memorable experience, and really helps set the overall aesthetic and stop things becoming generic.

+Death of a Rubricist+
My miniature painting blog.
 
   
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Snivelling Workbot



Okinawa

Long time lurker and I had to post about this.

I have a few ideas in my head for a book series and before I tackle that I wanted to start on something new to practice and learn along the way.
I have never tried fan fiction but this new setting sounds great. A fresh new universe to explore.

Do you guys have any objection on any of us writing fan fiction and maybe posting it here or somewhere else? I have no idea how people normally do this so if anyone has ideas please let me know.

Can't wait for the Kickstarter, but first need to get the two novels.

I must not fear.
Fear is the mind-killer.
Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
And when it has gone past I will turn the inner eye to see its path.
Where the fear has gone there will be nothing. Only I will remain. 
   
Made in gb
Hulking Hunter-class Warmech





Bristol, England

d-usa wrote:Just finished the first book and I have to say that it was written really well. Love the universe and setting so far, and I also like that both sides are good/bad so far. I will start up with the second book tonight, but so far I can see how having (only) two factions can still have a variety of options on the field. Especially if both sides are able to field forces with the variety of themes present in all the different sub-factions so far.

endtransmission wrote:I've been reading the first novel this morning and, so far...

That, combined with the Karist troops have me sealed into at least a starter set. Are there plans for a Proselytiser model to go with the troops, or is that something you see being away from the normal battlefields covered by the tabletop games?

Thanks very much for the positive comments on the novels - it's something myself and Stephen (Gaskell, our other lead writer) in particular have worked really hard on to give people a feel for the flavour of the universe and setting we're aiming for, as well as some insight into the motives and abilities of the first two factions. The portrayal of neither of the two sides as 'good' or 'evil' was important to us - so it's good that that is coming through in the books! There's a couple of battles in the second book that I'm particularly proud of...

We certainly want there to be models for Proselytisers in the future, as well as for the special characters from the fiction. But designing and making HIPS moulds is very time and resource intensive, so monopose characters isn't the best choice for the first wave. We wanted to concentrate on multipart, multipose models with lots of different options, to give people more options to kitbash and convert. As one of the guys that invents these characters I definitely want to see them on the tabletop in the future. In this first wave I think the variety of parts and flexibility of the material will allow people a lot of scope for conversions, so I hope some of the amazing modellers and painters on this forum will create some really unique things with it!

Apologist wrote:A fun retro feel to the miniatures and I like some of the design touches, but not hitting the right buttons for me. That said, it's a cool background concept and a great pedigree on the rules, so I'll keep an eye out for new factions that might catch my eye.

I've always wanted a game that really made the world on which the armies are fighting into a core part of the rules and concept, so I'm interested to know what the plans are for the playing area, in terms of dimensions, coverage and how the rules account for scenery/terrain.

Any plans for HIPs terrain? The 'third army' always helps to change a fun game into a memorable experience, and really helps set the overall aesthetic and stop things becoming generic.

A third faction won't be in this release, again due to the time and cost constraints of making HIPS models - we wanted to do the first two factions right, rather than rush a third. However, we do have three more factions that we are very excited about, so if the first launch goes well, we'll be able to kick on with developing the next set of factions and models with the same level of quality.

This message was edited 2 times. Last update was at 2015/04/13 11:35:51


Read the first two novels in the Maelstrom's Edge Universe now:

Maelstrom's Edge: Faith - read a sample here!

and

Maelstrom's Edge: Sacrifice 
   
Made in us
Decrepit Dakkanaut






Madison, WI

I'm very much looking forward to the kickstarter and more importantly... the actual production of the game. Been pretty much a strict 40k player for a long time, but I'll make room in my gaming life for this one.

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in gb
Calculating Commissar






Reading, Berks

darrkespur wrote:

We certainly want there to be models for Proselytisers in the future, as well as for the special characters from the fiction. But designing and making HIPS moulds is very time and resource intensive, so monopose characters isn't the best choice for the first wave. We wanted to concentrate on multipart, multipose models with lots of different options, to give people more options to kitbash and convert. As one of the guys that invents these characters I definitely want to see them on the tabletop in the future. In this first wave I think the variety of parts and flexibility of the material will allow people a lot of scope for conversions, so I hope some of the amazing modellers and painters on this forum will create some really unique things with it!


We shall have to see what we can do to accommodate you then
I guess temporarily we will have to just use an existing model stats/role as the Proselytisers, which is fine. I'd imagine they would essentially be a Trooper squad leader once the firefight starts anyway?

I'm looking forward to seeing how you do characters in HIPS due to the investment needed and the limited usage.

   
 
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