I'm not sorry. We had it coming.
- 'Tech Noir', GUNSHIP
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| look at this insane detail on one of Mangs's survivors |
My regular opponent and now game designer Little Mangs of War has been working on a miniatures- and setting-agnostic ruleset, currently dubbed 'Blade and Rifle' while in development. Originally intended as survivors vs AI zombies, he's started playing around with matched play rules. I offered to help him playtest a match a few weeks ago (Sunday 3 August, for those of you tracking how long it takes me to write up after action reports). I only had to bring my own pudgy body; he provided miniatures, terrain, dice (although I did bring my dice and tape measure) and the ALPHA_1 set of the rules.
The rules themselves are a little more complex than, say, Mordheim, but less complex than, say, Infinity. They are incredibly lethal, though, which makes cover essential - Mangs completely coated the board in bushes, abandoned cars, trees, and fences and I think the game would utterly fail to work with any less terrain.
Models roll to climb or shoot/fight, with number of successes counted. Certain actions need certain numbers of successes to work, but failures don't cancel them out. Sometimes fail means increased fatigue or other resources on the sheet are spent; sometimes they mean that the action is 'wasted'. Running or sprinting has other costs as well, such as limiting turning; overwatching holds your action but if nothing then crosses your line of fire, the effect is wasted.
I enjoyed the rules once we got into them, with a few suggestions added (if you run, you should be able to attempt to leap fences or cross small gaps, but with a test - parkour! - or additional penalties ensue). Once we got into it, the rules became smooth and easy to understand.
Each model got a little sheet. Feedback from me and a few others in our small group has suggested further improvements there - A5 is easier to manage than A4, for instance. Each model is assigned a card from a deck, which is drawn for initiative. This is fun and easy, but meaning that you can't control who necessarily acts in a given moment (like in Bolt Action or Infinity). This gives a feeling of random folks thrown together rather than militaristic discipline, which I like for this game.
Some of my survivors enter the suburbs here. On a 6x4' board, there will be a lot of walking (4") to get to where we're going, but we need to hug cover - weapons have no range limits, just bonuses at closer ranges.










