Sunday, 31 March 2013

New (Tiny) Faces of Wargaming (Part One)


For most people the face of miniature wargaming is Games Workshop. It’s the only company with dedicated shops in most towns and shopping centres. As a commercial entity, and as a set of gaming systems, GW and all associated works has upsides and downsides. Until recently there were not many contenders to the warhammer throne. Miniatures are expensive: especially playing in game systems where you are required to have models painted and based to be allowed to use them. Not just expensive for gamers, but for people wanting to start their own companies and game systems up with the already established warhammer behemoth looming over them.

But with the serious push from crowd sourced funding reducing the personal funding needed, the steady state of recession making people look for higher quality for their money, and developments in the technology involved in sculpting and casting miniatures making it cheaper and easier to provide that quality, a new wave of games and miniature companies to step forward.

I’ve been poking around and looking at what companies (new and already established) have been pushing forward in the last year or so with new game systems and models. I’m still 100% a painter – so I can’t comment on the quality of the proposed gameplay – but I’ve tried to gather together work that looks interesting or unique.

Some are from big, established companies, Some are from new individuals. Some you will have seen or heard of, but hopefully there will be some new and interesting things in here for everyone.
Basically it’s a description of the gameplay, features and models that caught my eye for either good or bad reasons, and reviews from people who’ve got them. The article looks long because – as usual – there’s hundreds of pictures.

There's actually a hell of alot of this kindof stuff going on

Sedition Wars: Battle for Alabaster – Minis and game

Let’s start with one of the biggest, which I can’t stop calling Battle for Sebastian.

A non-sexualised girl and a black guy on the cover. It is awesome :)

 
Sedition Wars: Battle for Alabaster is a skirmish based sci-fi/horror miniature game created by Studio McVey, published by Cool Mini or Not and funded using Kickstarter. It – alongside the original Zombicide game – was one of the first tabletop gaming entries to completely explode through the crowdfunding model. They started with a goal of $20,000 to get the basic game boxset into production. This included (to begin with) 50 miniatures, board to play on, tokens and stat cards. They were fully funded within six hours of starting.

After that they added wave after wave of stretch goals. More and more miniatures were added to each reward level. More parts of the game and planned expansions were revealed. Materials were upgraded from cardboard to plastic, different varieties of models became available and so on.
They posted their design ideas, rough drafts and concept art, stories. Kept updating on how the commercial side of the process was going. It wasn’t all smooth sailing – there were delays and a couple of upsets in production and delivery – but now the kickstarter seems to have been a booming success for them even as it flew past their expectations.
It finished with over 4000 backers and nearly $1,000,000 total pledged.

A large part of this success was not only because of the quality of product and IP on display. Studio McVey are already very well established in the miniature business community. Both Ali and Mike McVey have been professional painters and sculptors for years, and have previous experience not only working for miniature companies (Games Workshop) but also building a company with new IP (Privateer Press, Warmachine/Hordes). ‘Studio McVey’ exists as well as a site they display and sell unique sculpts to be collected and painted – not associated with any gaming systems but instead with the hobby itself.

Ali McVey is one of my favourite sculptors and painters


I went in for the Kickstarter and bought a number of things including the base boxed game. When everything has finished turning up I will do a separate post on the sets as a whole. Skirmish based miniature games are really trying to push their way to the front at the moment. Not only are games trying to distinguish themselves with better quality materials, sculpts, and accessibility but with how long the games actually take to play. One consistent problem with miniature wargaming is the length of time required for proper games and matches to be played. Pretty much every game I’m going to cover in this makes a point of how you don’t need hours upon hours free to get good use out of them.

Battle for Alabaster is one of the games coming forward as something you can play as part of an afternoons activities – not as what your whole afternoon with friends is going to be. 

I’ll let the ‘gameplay’ videos sit here and speak for themselves if you are interested. I’ve tried to dig about and find people’s opinions of the actual gaming side of each set as well.





Sedition Wars describes its battle system as being more involving at the same time as being simpler than your current average wargame. The rules reflect this. It comes with a neat little colour booklet describing gameplay with examples, and each model comes with a little graphic card describing their stats and gameplay. There’s no large expensive book to buy for the core game and then expansion books to buy to be able to play a specific force.

I really like this about Sedition Wars and the other games taking the same approach. I have always felt very put off, and more than a little annoyed, that to play officially with the expensive models I had bought and spent hours prepping I would also have to spend lots of money and time on books and all that word learnin’ stuff. Reading? I think it’s called reading. I’m dictating this article to a typewriting monkey.

I know the use of decks and short rule books isn’t new and certainly not being lead by Sedition Wars, but this is the first time I’ve had the option sat in front of me and I am finding myself going ‘Yeah I might actually try this’. Normally I sit in front of a GW model I’ve painted for 40 hours and the idea of learning how many dice I roll to see if the matt varnish frosts makes me want to fling it out a window.

I don’t know want to have a bit of my brain permanently taken up by knowing that a level 4 arch-lich rolls a d6 to mindflay someone or whatever. I don’t want to flick through a book to find it in the middle of a game either. Looking down at the table to a little card with my happy little liche’s face and stats on? That sounds good. 

Gameplay is very much a bonus for me though, and what really drew me into the kickstarter and made me put my (parent’s) money where their paypal account is was the design and sculpts.

Two things;

They are all really cool and the art direction is fantastic.

Lots of female miniatures with nary a sign of Tits McGee, the physically impossible imaginary girlfriend of men who have never touched a really woman, or even a fake one bigger than 1 inch.

The bad guys in the game follow the trend that everything seems to have fallen for at the moment. Variations of infected/zombies/parasites seem to be the only bad guy available for gaming this year. There’s enough spin on the design to keep them interesting and different though. The McVeys also produced some painted versions of all their miniatures at the beginning to showcase what could be done with them.

 
Examples from the initial Kickstarter post

The bare sculpts all looked very clean, finely detailed and offered something different to the standard. Everything was more in proportion and less clumpy than GW type models. Even the most sexualised model - the bottom left monster figure in the image above - isn't suffering from boobitus.

Painted models from the Kickstarter post
And here they all are in their pretty studio paint jobs. Despite being out for a couple of months I really can't find any painted up models from the set outside of the company's own. Ali McVey has painted up a couple of gorgeous versions of the main character 'Kara Black'.













Zombicide - Minis and Game




Crowdfunding Dates – May 6, 2012.

 Goal Funding – $20,000

Received Funding – $781,597

Backers - 5258


Zombicide was the first really big miniature game that grabbed everyones attention through Kickstarter. Not just gamers but anyone looking into the crowd funding model. Another product published by Cool Mini or Not, created by Guillotine games. It’s the first output from the company, but not the first work from the people in it. The head honchos are a collection of Rackham veterans including ones who worked on Confrontation.

I’ve looked up the guys they list but can’t immediately find any of their work. The best that pops up is this when I type in Jean-Baptiste Lullien 


Possibly not the person we're thinking of

I should have written this one first but I guess I was biased by my ownership of Sedition Wars. It’s so pretty…

Anyway. Zombicide had similar selling points. It was presented as an all in one box set game – everything you needed to play in one box including 71 miniatures, gaming tiles, tokens, deck of cards for gameplay and of course the rules. It was short, offering several difficulty levels with games lasting between half an hour and three hours. It also came with a couple of different game modes and scenarios. You can actually view a number of them on this page:



You may notice something else on this page: an editor! They also released an editor for designing and changing scenarios and maps, and blank item and character cards. I will have to shuffle about and find someone that has actually used it. In principle I think it’s quite nifty and a good inclusion. It has the official artwork and objects of the game. 

No matter the quality of the base game, not only allowing but enabling players to make their own ‘versions’ is a good thing in my opinion. Even if the groundwork is poor it lets people take the parts they like and produce more (possibly improved) improved content and share it. I think it shows a better side to the initial creators in that they want to share the whole world with the players, not just the parts they produce for money. 

Here’s some reviews and coverage of gameplay. 







I have had the opportunity to peruse a copy of Zombicide at my local nerd-games store. The minis are slightly more bendy than normal plastic which was odd. They are described as being 28mm ‘heroic’ scale miniatures but this is as arbitrary a descriptor as usual. The human models are a little smaller in all dimensions than a standard human GW figure. This image from the kickstarter page shows some of the player models and zombie models next to a space marine. Not the most useful comparison but better than nothing I suppose! 





It is quite a nifty, sturdy set in person like the Sedition Wars one. 

The majority consensus on Zombicide seems to be that the game itself is somewhat lackluster. People have had fun but overall say it’s not as good as it could be and its popularity somewhat outstrips the quality of the gameplay. But as far as price per mini goes it’s quite good.  

Esteemed goon colleague posted about his groups' positive experience with the game in a thread:

King Burgundy:

"Reasons my group loves it:

1) Cooperative. Cooperative games are a bonus for a few of our players who prefer those games to the more cutthroat ones we rotate through.
2) The feel of playing it really does evoke a lot of the same scenarios one would expect in a zombie movie. Dilemma's like splitting up or staying together based on the scenario you are playing, being overwhelmed, etc.
3) Turns go pretty quick, not a lot of waiting around, very easy to learn and play. One of our regulars is really not the type that would play a normal miniatures style game like 40k and as a result I was worried he wouldn't be in to this either, but he loved it. It may end up being a bit of a gateway game.
4) The survivors are a pretty fun lot to play as, quite a few nods to pop culture, it lends itself to a lot of fun around the table, trash talk, etc. Oh, and like suggested above, our group DOES love pop culture reference chars/zombies, so that definitely plays a part.
5) It's difficult, depending on the scenario, you can't just blaze through it and expect to win, but not soul crushingly so, like Arkham Horror.
6) Plenty of leeway for designing your own scenarios and adjusting things to increase or decrease the difficulty or change the way the game plays.  "


In general Zombicide tried to push a 'pulp' aesthetic. Pretty much every player character is a reference to either a particular character or stereotype.


As you can see the basic player set include rifle toting old guy, asian girl with katana, and a... skating waitress with a chainsaw. They also produced Sheldon from Big Bang Theory and Machete from... Machete as stretch goal models.

Ofcourse the Maxican model is in brown plastic.

Big Bang Theory is a terrible show. I would get Sheldon eaten by zombies everytime.
The game was successful enough that they have launched a second 'season' of zombicide, as well as an add on pack compatible with either the first or second main boxed game. This is out as another kickstarter and includes tens more referential characters with every one from Shaun (Shaun of the Dead) to Hannibal Lecter (Ancient Carthaginian).




http://www.kickstarter.com/projects/coolminiornot/zombicide-season-2

Tuesday, 26 March 2013

Hello!

Normally I don't post for ages because I've been busy, or lazy, or sad brains, or just generally have 'a reason'. This time the break was because I couldn't get into my damn blog account.

Google verifies who you are if you forget your password by texting you. I semi-permanently lose my phone. Google then asks lots of weird question, too which I had no good answers. I have no idea how but I just managed to sign in after trying every password I've ever had over the past month.

Yay!

Word of warning: I had surgery this weekend, and both my typing and thought processes reflect the aftermath of being anesthetized and having my ear cut off.

Ive done quite a bit of painting recently and some cool miniature photography.

These lovelies are up on ebay


They are my favourite screamers yet. Really nice contrast on them, although I wish now that I had given their eyes a red base and outline like a did a previous set. Still really good fun to airbrush. 


I finally finished my bomba! Annoyingly it looks MUCH better in person. I mean a hell of a lot better. At the time I just could not work out how to take a decent picture of it. If it doesn't sell this round on ebay I will be taking more pictures of it at home and putting it back up. I've done some good scouting about and reading and know how to actually get some good accurate pictures of it.

I started painting up my Garden of Morr set. I want to develop a more cartoony, stylized... style.  When I first played Torchlight 2 I ran through a graveyard/mausoleum type area and I really liked the colour scheme. In general I love the art direction of torchlight and the textures they use. I wanted to try and be able to paint up the scenery like that. I'm still trying to improve my painting in a more traditional way on other models, but I really like the more fantastical styles too.

Am I making sense? I doubt I am. I'm on lots of painkillers and banadaged up like a mummy. Even my labrador isn't jumping all over me and is instead constantly checking if I'm breathing. It is very cute.



This was the test piece I started with. The inside bit (top picture) isn't finished yet obviously. I couldn't work out the best colour scheme for the flowers. I think I'm just going to do them all lots of different colours. The rest of the paint scheme is the same so different coloured flowers shouldn't be an issue.

It does look rough blown up in photos but in the hand and on the table it works really well. I'm hoping it also looks like it is painted that way on purpose - if that makes sense. Not rough because it can't be painted better, but because it was supposed to be with broad strokes and shading through saturation.

I tried painting a little bit today but it did not go well. I really wanted to paint and thought I was feeling up to it. Trying to move the brush across a model just did not work though. It was a very strange feeling. Mentally I was like 'yeah I feel fine this will just be like normal' but something got very messed up between my brain and my hand. Try painting with your non-writing hand, and that's how I felt. I've had to sate my desire to paint tiny things by looking at pictures of other people painting tiny awesome things instead.

The inspiration section should be updated today with new pictures!

Oh yeah I also went to miniature modelling hell yesterday. Remind me to post about that later.

Thursday, 24 January 2013

The Journey Begins!

I didn't take a massive amount of photos because it was awkward going between air brushing and photographing stuff, but I think I got enough to be interesting/useful.

I started by base coating them a solid, dark blue.


You can see the little guy on the left is just blue. The guy on the right has already had the next step applied: gently airbrushing  some royal purple colour over it. I dilute the first transition colour enough that it takes a few quick passes to get an opaque coverage. Then I paint from the outside/edges of the model in, so that the outside has the most layers and thus the strongest purple colouring, and the inside the least. You can see below that it's a nice smooth transition.

I get annoyed spraying very thin paint through my airbrush (because I'm impatient when it comes to waiting for things to dry) so I mix my paint with a distilled water : matte medium 1:1 mix. This way it gains transparency, but I do not have to thin it more than I would a colour I wanted to be opaque. (Matte medium is thick but see through).



Once I had been round the edges of the main bodies I started on the tails. I want to have more than one colour transition on this so decided to have everything going to white/blue towards the back. I started right at the tip with a 1:1 mix of magic blue (VGC) and water. As I got closer to the purple and blue already on the model I thinned the colour more to get another smooth transition. I really like the VGC magical blue colour. It's very pretty, strong, and has a great texture/consistency. One of the best Vallejo paints, I very much recommend picking it up, especially if you've got an airbrush. (What with it being in a dropped bottle.) I added a couple of drops of dead white, and thinner to keep the consistency the same, and began to mist progressively less and less of the tails until I reached nearly white tips.


Now came my first ever attempt at freehand! I looked up some runes and started sketching them out on one of the models tail using my original deep blue colour. I made sure my paint was very thin, and using a 00 W&N series 7. My paint was thin enough that it was nearly dry by the time I got to the end of the line. Once I'd gotten shapes I like, I filled the lines in with a smaller layer of dead white, trying to keep some of the original line showing on the outside.

 

Where this didn't happen I just went back over or around the white with the original colour. It was a back and forth for a while until I got shapes I was happy with. Now with the base done, I have to work out how to make them look like their are glowing. I probably shouldn't have chosen blue for my first attempt at this, because blue is a solid opaque pigment and notoriously difficult to layer with! 


But the OSL is a matter for tomorrow. Today was a bad lot for just a couple of hours of painting.

Wednesday, 23 January 2013

Runes runes the musical fruit

In front of me I have six freshly basecoated Screamers of Tzeentch and an itching to do something new. I've decided to try my hand at some glowy freehand runs across their backs. I was ready to sit down and crank out another set identical to ones I had painted before, and realized that wanted to get them finished as quick and easy as possible was going to severely limit me as a painter. I have spent weeks painting my ork aircraft and learnt many things doing it - I should treat my organic models the same way I do my mechanical ones.

It took me a little while of sitting and thinking what I wanted to do. I do like the blue and white paint scheme but couldn't think of a way to make it engaging for the viewer. That's when I decided some freehand and maybe a bit of OSL would come in handy. Inspiration for both Tzeentch and freehand work comes in one handy package, the painter Ana.

http://www.coolminiornot.com/artist/Ana?browseid=4092441

Her freehand is always amazing and she has arguably the best painted Tzeentch models available for viewing. Going through her gallery steeled my nerve: it's probably going to take ages and involved scrubbing the models a few times, but I'll be damned if by the end of it I don't have my first glowy freehandy awesomey models.

In particular I like this model of hers:


If you look in the shell there are some beautiful runes in there. And I was in luck! She has on her own blog a series of photo tutorials showing you progress through the whole model, one of which shows her painting the runes from beginning to end.

http://paintingmum.blogspot.co.uk/2011/06/tzeentch-your-minis-several-photo.html

Part of me - as always - just wants to dive right in and start scribbling on things. I know this won't work and I need to sit and sketch out what doddles I want on there. The temptation to do a tiny 'Tzeentch was here' on the underside of a screamer is strong, but I probably shouldn't...

I'm going to search about for some more excellent inspiration to share and a good ye olde runey resource to get designs from. I'm playing alot of Kingdoms of Amalur at the moment which is a gorgeous design resource, maybe I'll see if they have a made up rune language in there...