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Made in us
Fresh-Faced New User




I'm looking to jump into a new squad based skirmish game and have narrowed my choices down to MEdge and Gates of Antares. How is MEdge doing as a game? FRP Games has the battle for zycanthis boxed set listed as going out of print. Is business good enough that the game is still going to continue to grow and have support or are things grim? (I certainly hope they are going great.)

Just wondering, I'm a little leery of these things since I have been bitten by Mongoose -let's drop this game- Publishing more than once.
   
Made in au
[MOD]
Making Stuff






Under the couch

khorsa_the_dark wrote:
FRP Games has the battle for zycanthis boxed set listed as going out of print.

I suspect that's just their webcart's generic label for stuff that they're not restocking for whatever reason. MEdge is not going anywhere, and there is a whole slew of new product coming in the near future.



It's an uphill battle for any new game, as gamers as a whole tend to be a little reluctant to change, and will often just stick with whatever game/s they see being already played locally. MEdge is still slowly building up, though, and should see some more take-up once it's expanded past the initial two factions... The Broken are added to the mix very soon, and hopefully the Remnant won't be too far behind.

(And as a shameless bit of self-promotion, there are also my fledgling rules for using Warhammer 40K Space Marines in MEdge here.)



 
   
Made in nl
Sure Shot Scarecrow Sniper






It's not going anywhere and, as insaniak said, more stuff is coming. Better yet, it really is a good game. There's enough free or cheap content available for you (and a mate) to get a good feel for how the game plays and what the background is about. If MEdge is to your taste, no reason not to jump in

This message was edited 1 time. Last update was at 2017/06/15 17:07:07


   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

khorsa_the_dark wrote:
I'm looking to jump into a new squad based skirmish game and have narrowed my choices down to MEdge and Gates of Antares. How is MEdge doing as a game? FRP Games has the battle for zycanthis boxed set listed as going out of print. Is business good enough that the game is still going to continue to grow and have support or are things grim? (I certainly hope they are going great.)

Just wondering, I'm a little leery of these things since I have been bitten by Mongoose -let's drop this game- Publishing more than once.

Since we successfully shipped our kickstarter orders, we've done a bunch of things that could easily be missed: shipped to retail (in some markets), put out new books/audio books, begun selling the models from the original box set separately, etc. Yet, when it comes to actually creating and shipping new models, the only thing we've made since then is an upgrade sprue that allowed existing models in both the Karist and Epirian range to form a new type of unit (each). Compared to what most traditional gaming companies put out, from the outside this could be interpreted like we're faltering or giving up.

However, the reality is that we have just been spending the time gearing up. We are a very small company, made up of individuals across the world who work together online, but don't actually have a physical office we share. While that does limit us in some ways, it also gives us tremendous flexibility and safety, because we have next to no overhead for our company, which means we can keep making new stuff for the game without worrying about hitting specific sales targets that if we miss would drive other companies out of business, or at least make them reduce production.

At Salute this year, we showed off two new products: The first type of (hopefully many different) Juvenile Angel (for the Karists) and the basic troops sprue for our next faction (The Broken). Both of those items showcase important steps for our future for different reasons:

1) The Angel Juve is the first resin models we've designed. Although we're still very much committed to putting as much stuff out as possible in hard plastic, there's simply a lot of models where it doesn't make sense to take the time, money and energy to put them out in plastic. In addition, to get to the point where we're able to release new models on a more regular schedule, it becomes imperative to include some resin models in the pipeline, as making plastic models just takes so exorbitantly long that it just isn't feasible for a company of our size to be able to release new plastics, say, every month. So we will have many different resin models coming out in the future, and this will allow us to expand the game much, much faster than we would be able to if we stuck with plastic only.

2) The Broken are obviously a big step because it represents a 3rd faction, and we all recognize that for a miniature game to really be fun, 9 times out of 10 that means having at least 4 factions to play with. And we are absolutely committed to getting at least 4 (but we have plans for more beyond that still) factions out as soon as we can, keeping in mind the obvious limitations of resources and development time.

So long story short: sometime in the (near-ish) future, we will get to the point where we're ready to release new models. Once that occurs, the plan is from that point on to have a pretty regular schedule of miniature releases...hopefully at least something once per month (but no promises, of course). We are totally committed to the game and the universe and plan to keep working at it for the foreseeable future. While it may have taken us a bit longer to get our engines up and cranking at full speed compared to some of the bigger players in the market (and we're obviously not quite there yet), rest assured, we are still working towards hitting our stride and making Maelstrom's Edge as great as we possibly can.


This message was edited 1 time. Last update was at 2017/06/15 23:01:17


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
Fresh-Faced New User




I really appreciate the feedback from you guys, especially that comprehensive answer Yakface.

When I posted this question I had already purchased the .pdf and also purchased two novels on my Kindle. I'm really liking the backstory and the game system so far. Since posting this question I have also purchased the box set. The price including shipping from FRP was just too good to pass up even if Spiral Arm Studios disappeared tomorrow. I can't wait to get it and get some games in.

I'm really hoping to see some vehicle rules eventually. Not crazy stuff, jeeps/APCs would be great, for no other reason than I like them.

Keep up the good work.

This message was edited 1 time. Last update was at 2017/06/17 03:40:57


 
   
Made in gb
Longtime Dakkanaut




Nottingham, UK

The Broken are awesome by the way. ;-)

 
   
Made in us
Questioning Maelstrom Believer






Hnnnnggg.... but how long until I can start kitting out my Lorican Champions?
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Whens the official unveiling for the Broken?

For me they are the most interesting faction.

 
   
Made in us
Fresh-Faced New User



United States

 Sgt. Oddball wrote:
It's not going anywhere and, as insaniak said, more stuff is coming. Better yet, it really is a good game. There's enough free or cheap content available for you (and a mate) to get a good feel for how the game plays and what the background is about. If MEdge is to your taste, no reason not to jump in


Just to add on to Sgt. Oddball's note, I would strongly suggest players buy the rule book and read through it a few times before investing in the game. Using stand in miniatures will likely also help you get a feel for the mechanics. It's a bit different than anything else out there. That in itself is the actual problem: the mechanics seem clunky and difficult to manage.

The game looked very strong when I first saw it, but it certainly would benefit from being streamlined to make it more fun. I purchased an insane amount of models (including 2 starter boxes and many additional units) during the KickStarter campaign and I honestly haven't touched them since the Let's Play Ash Barker and I made for his YouTube channel.

It took us 8 hours to record that hour-long video as every turn found a new rules question which was a little bit difficult to find in the original book. Additionally, I didn't much enjoy the return feedback I got when I questioned the rules lay-out after going through the work of painting a full box set, driving 8 hours to Canada to film, spending a full day filming, etc.

I want to see this game pick up more, but maybe some wording alterations and a dumbed down version would help people get in on entry level. All that being said, games are entirely subjective to one's own taste so YMMV on my take.
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

StraightEdgeFTW wrote:
Just to add on to Sgt. Oddball's note, I would strongly suggest players buy the rule book and read through it a few times before investing in the game. Using stand in miniatures will likely also help you get a feel for the mechanics. It's a bit different than anything else out there. That in itself is the actual problem: the mechanics seem clunky and difficult to manage.

The game looked very strong when I first saw it, but it certainly would benefit from being streamlined to make it more fun. I purchased an insane amount of models (including 2 starter boxes and many additional units) during the KickStarter campaign and I honestly haven't touched them since the Let's Play Ash Barker and I made for his YouTube channel.

It took us 8 hours to record that hour-long video as every turn found a new rules question which was a little bit difficult to find in the original book. Additionally, I didn't much enjoy the return feedback I got when I questioned the rules lay-out after going through the work of painting a full box set, driving 8 hours to Canada to film, spending a full day filming, etc.

I want to see this game pick up more, but maybe some wording alterations and a dumbed down version would help people get in on entry level. All that being said, games are entirely subjective to one's own taste so YMMV on my take.

Sorry that the return feedback you got was less than stellar. If I was any part of that, I definitely apologize.

The feedback you did provide was very positive and helpful to me at least, and I can guarantee that when we finally are able to do a 2nd edition of the game's rules, I would love to have you involved with that process if you're still interested.

The issue of the complexity of the rules is a tough one. You are definitely not the only person who has given that feedback, but at the same time I have heard from many people who think the complexity is just about right for the size of the game. That's kind of the hard thing about rules complexity is that everyone's tastes can be different. One person's idea of a 'dumbed down' game (as a pejorative term) is another person's sweet spot.

I know one thing for me personally is that it is easy to forget how much mental 'muscle memory' we utilize when playing a game we're totally familiar with. When picking up and playing 40k 8th edition for the first time, my games were extremely, extremely long because I was no longer able to utilize those years of built up memories to avoid looking up unit characteristics every other minute. I've found the same thing to be absolutely true for the Maelstrom's Edge rules. If you're able to play a handful of games to the point where you start to remember how most of the rules work, then the entire experience speeds up tremendously and becomes a lot more enjoyable (just like my later games of 8th edition 40k did).

Of course, if you just don't enjoy the rules enough to even play those handful of games, then there's really no way to get over that hump. Although Maelstrom's Edge isn't played much at all, the question has always been: how much of that is due to the fact that we simply haven't had any other faction/unit/model options available to players or how much is instead due to people not loving the rules? Well, we're *finally* getting to the point where we're going to be able to release a pretty steady stream of new models, so hopefully we can soon get some more feedback on that fundamental question. Once we have 4 factions and a variety of different unit options for players to mix and match in their games if they're still finding that the rules are keeping them from enjoying their games, then obviously we need to go completely back to the drawing board for the next edition of the game.


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
Fresh-Faced New User



United States

I believe a good amount of the issue I've had is based on rules rather than model variety.

I totally understand the muscle memory analogy, but the wording and the order of ideas introduced in the rulebook are the real issues for me.

What I'd suggest is focusing on is a quick rules sheet with optional "advanced" rules like Frostgrave created. That might cut down on some of the confusion and drop that barrier of entry.

I'd be happy to help you guys draft that up.
   
Made in gb
Whiteshield Conscript Trooper



UK


Personally I do not understand all the comments about the game being to complicated. It makes me wonder if people have really even tried it or just simply skimmed the rules had a quick guess and go at it and then say it is overly complicated.

I played 2 games at 60 points each with my brother and nephew and then we moved on to 120 pout games with minimum fuss. With only a few units in each faction it is easy to keep track of them and what each does, even more so now with the reference sheets, everything is at your finger tips.

Sgt : " Whats your name soldier? "

Pvt : " Gene steeler, sir "

Clears throat nervously.

Pvt : " No relation "

 
   
Made in us
Fresh-Faced New User



United States

Wilks wrote:

Personally I do not understand all the comments about the game being to complicated. It makes me wonder if people have really even tried it or just simply skimmed the rules had a quick guess and go at it and then say it is overly complicated.

I played 2 games at 60 points each with my brother and nephew and then we moved on to 120 pout games with minimum fuss. With only a few units in each faction it is easy to keep track of them and what each does, even more so now with the reference sheets, everything is at your finger tips.


I disagree, mainly because the game is very easy if you are running on a minimal table with small squads.

How much terrain are you using?
Did you engage in close combat?
Did you use the paper cut-outs to try to monitor multiple suppression tokens coming in?
Did you switch between pistol rules before close combat?

The answers are not at your finger tips as you have to flip through multiple sections to find the answer as the layout is a bit dense.

No matter what, it's simply my opinion and the opinion of the 4 people I've played with (as well as everyone that watched the Let's Play Ash Barker posted).
   
 
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