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Author Topic: Deadzone  (Read 390 times)
TheAuldGrump
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« on: May 02, 2014, 02:04:59 AM »

I've been finding the rules for Warmachine very inspiring for general RPG skirmishing. The pinning thing you describe for Deadzone does sound slick. Any other highlights/twists to share?
I have not yet gotten to play nearly enough Deadzone - just four games, over the course of two months.

That said - Deadzone is a great game.

Science fiction skirmish level battles - with campaign rules that track experience etc..

One major twist - battles are between matched point forces. As your team gets more experienced the points cost of the models goes up, so your force, for a given scenario, gets smaller. The advantage of an experienced team is in flexibility and choices, not in power.

Which means that a starting force is not facing impossible odds.

The starter set comes with two forces - small armies for Enforcers (heavily armored jump infantry) and Plague (a lot like the old Genestealers from 1st edition WH40K - but looking nothing like them).

The abilities of each model are listed on cards that are included with the miniatures sets.

After purchasing their force each player draws an objective from their deck - the opponent does not get to see the objective! So you can hold off telling your opponent what your objectives are until after you have accomplished them. (Sorry Bob - my mission was to kill your Engineer... and he has just been sprayed across the wall as a red smear....)

Measurement is fast and loose - a number of 'Cubes' (both horizontal and vertical). Anywhere within one cube to anywhere in another cube is treated as the same range.

The dice mechanic uses D8s - a fair number of them.

Play progresses in Turns and Rounds. A modified I Go, You Go system.

Each player draws a number of cards that can be used to grant temporary advantages or inflict temporary disadvantages on the opponent. These cards are also what determines when the game ends - when one player runs out of cards the scenario is finished.

A player can activate a number of models in each Turn equal to the leadership of his commander.

Then the next player gets his Turn, and does the same.

Then the first player gets to activate a number of models that have not acted yet this Round and so on.

A Round is finished when both players have activated all their models.

The dice mechanic is something that I will get into after I get some sleep, I think....

The Auld Grump - I really wish that I had gotten into the Kickstarter for this game - it is a lot of fun.
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Valentina
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« Reply #1 on: May 02, 2014, 02:15:38 AM »

Huh, cool.
Indeed, please keep us appraised. I too am interested.
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TheAuldGrump
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« Reply #2 on: May 02, 2014, 02:20:41 AM »

Before I go to sleep - I went digging around on YouTube and found this Battle Report, which gives a good overview of Plague and Enforcers.

I have been playing Plague - but I want to get the Rebs. (My girlfriend and I diced for who would get first choice of the figures in the starter box - she won and chose the Enforcers.)

The Auld Grump
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MilitiaJim
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« Reply #3 on: May 02, 2014, 08:17:27 AM »

I'm tentatively interested.  I like good sci-fi.
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jameswllorimer
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« Reply #4 on: May 02, 2014, 08:59:57 AM »

It's a great game - we've several members at our club that did the kickstarter - and I picked up the boxed game  at our trade show, Vapnartak. This was before it was even released and for half price (thanks to being an organiser), that being said I would still have paid full price.

The game is solid rules wise, has great pace, and the campaign makes is for me.

We've already had several proxy games for the Marauders and the Rebs, as well as one large "Day of Deadzone", where not only did the games you play link into your own team's success but also to the success of the campaign on the day!

The only bad thing I find is the figures need some serious cleaning of mold lines, but that's not such a biggie. My Enforcers are currently being heavily modded to be painted up as Spartans squads from Halo Reach Cheesy
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RusVal
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« Reply #5 on: May 02, 2014, 01:15:27 PM »

To quote my last post:

(But there is talk by some folks about making an X-Com version....)

*Zooop* Tell me more...
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TheAuldGrump
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« Reply #6 on: May 02, 2014, 09:17:16 PM »

Mostly the X-Com rules are banter on Dakka Dakka and, I think most importantly, on the Mantic Forums. There is a preliminary document. Feel free to join in! It's been quiet for about a month now.

I think that the most involved part would be the research trees - so that tech improves over the course of the game.

That said... they are coming out with official Deadzone rules for the Mars Attacks miniatures.... (To which our spokesMartian had this to say: Ack! Ack! Ack! Ack! *Blasts camera with heat ray*)

As an aside... I am using Not-Firefly miniatures for some of my Rebs, I think. Their coats are definitely going to be brownish....

The system looks nicely robust - and very tweakable.

The Auld Grump
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TheAuldGrump
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« Reply #7 on: May 03, 2014, 07:42:38 PM »

A Cube is in three dimensions - and helps explain the extreme modularity of the terrain - most pieces of large terrain fill a Cube - and a Cube is also assumed to be the exact size of a shipping container. (Space travel and colonization uses container ships... the containers then get used for, well... everything.)

Determining range is also fast and loose - You measure across, then you measure up or down - use the higher number.

The dice and combat mechanics are interesting, and pretty fast.

All die rolls are made with D8s - ad 8s explode.

Two types of actions - Long Actions, which take all of a models actions for a Turn, and Short Actions, which a model can perform two of.

Move is a Short Action and Shoot is a Short Action - so a model can Move and Shoot in the same turn.

Fight (in hand to hand) is a Long Action - so a model typically does only that in its turn - at least if it starts the turn in hand to hand.

BUT a model that uses Move to enter a Cube with an enemy model MUST immediately Fight - so charges are still possible.

Sprint is a Long Action - but Plague get to use it as a Short Action. They can cover an awful lot of ground.)

Combat Actions get dicey (ba-dump-bump-tish!), with most rolls being opposed.

Typically three dice are rolled for most actions - with the target number being determined, well, by the target.

Shoot is three dice, compared to a three dice Survive check by the target.

Aim is a Short Action, adding another die to a subsequent Shoot action.

Cover is assumed, as long as there is some inside of the cube - BUT if the entire model is visible from the firing model then another die is added, as the model is in the open.

Better cover, a longer range, these affect the shot.

The amount, if any, that the Shoot action beats the Survive roll determines damage.

Armor protects against damage - so if the character has 1 armor, is hit for what would have been 2 wounds, the model only takes 1 wound. (A good thing - models only have two wounds....) 

A Blaze Away Action is suppressive fire - and works better against models in cover... (I like this wall... it is my friend. I am going to hug this wall... at least until the shooting stops....)

The Auld Grump
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TheAuldGrump
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« Reply #8 on: May 14, 2014, 09:26:31 PM »

Miniature Market currently has Deadzone for $60 US.

I played against Orx yesterday....

I 'won'... but lost more people than I killed. (Thank the great god Googly Moogly for victory conditions....)

I have since found out that the rules for the Guntrack have been changed - vehicle mounted indirect fire weapons cannot fire directly, which makes missing a whole lot easier.

The Guntrack did almost all the damage.... (The rules change would have affected only one shot... the rest were indirect fire, anyway.)

The other successful kill against my unit was by a goblin sniper... the miniature is doing a little happy dance.... Seriously... the danged thing is dancing, while holding a sniper rifle....



And a sad, sad admission for a Plague strike team... most of the damage that I inflicted was ranged. (The Orx have these exploding dog things... I had to take them out before they reached me. Then, since I was shooting things anyway....)

The dancing goblin also took one in the head. Tongue

If I had not gotten extra XP for my kills... I would have lost that one.

And the game went to the limit - it was close at the end.

The Auld Grump
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Valentina
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« Reply #9 on: May 14, 2014, 10:21:39 PM »

Cool, and yeah it's hard not to like the dancing goblin sniper. XD

"I gots one, I gots -*SPLATCH*"

"Iron Sights" is what a gobbo calls his bayonet.
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« Reply #10 on: May 15, 2014, 12:43:40 AM »

Its almost funny how much I've been staring at miniatures games pondering what to swipe for RPG skirmishing rules. I think if I can get a good synthesis between Big Damn Heroe's Style immortality for player characters and wipe-the-table-clear slaughter for everything else I'll be a happy rules-monkey. Things like fear influencing/limiting actions really appeal to me even in a heroic context.

I kinda of want to see a smoother/slick fluid initiative system and having definite facing is really growing on me. D20 streamlines a lot and that's mostly a good thing, but there's few nuances I still crave. The hidden movement of the Star Wars mini game is neat, but probably too limited for characters on foot. I'm also stort of jonesing for a play environment where you might want to hold your action to see how the field evolves during the turn.

Mostly its just examining systems I already know and sifting the strengths, but it is nice to hear these snippets form ones I'm less familiar with. Victory Conditions is an old and dear friend - its why I enjoyed PvP in SWtOR and can't stand deathmatch-anything.
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« Reply #11 on: May 27, 2014, 10:08:22 PM »

How does it compare to Infinity?
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Morgenstern
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« Reply #12 on: May 29, 2014, 09:29:34 AM »

How does it compare to Infinity?

  Ooo. Good question. I have the two Infinity hardcovers (that I know of). Haven't played but feel like I have a small grasp on it (mostly deconstructing stat blocks).
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TheAuldGrump
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« Reply #13 on: May 30, 2014, 04:33:04 PM »

They... are very different games - similar number of models, similar likelihood of getting killed in combat... and everything else is different.  Huh?

I like both, but I think that Deadzone gets the edge - the campaign system is great.

Looking at the Brokkr - which look like SF dwarfs done for 10,000 Bullets -


I think that it is the orange - looks like prison uniforms.

But the clothes also works for miners, which is what these folks are supposed to be.

These... look like player characters, some how.... Smiley

The Auld Grump
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