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Post by nogle on Feb 1, 2016 20:27:14 GMT -5
The mantic kickstarter for the Walking Dead Miniature game has went live and runs till leap day (2/29)
it will cover the comic book universe (sorry ladies, no Daryl) and the kickstarter story will go up through thr prison and the Governor
Its a game that can be played with only one person in story mode. zombies are controlled by the game. but at its heart its a 2 player skirmish game with walkers thrown in as a 3rd side each game.
the kickstarter has hit a few stretch goals and filled out the pledge.
there is only one pledge evel ($125) with that you get the $50 base game, first expansion (atlanta camp $40) and 2 character boosters $20. they talk that you will get at least double the value by the end of campaign.
also, the game comes with a paper mat, but you can use a regular wargamming board, since it uses inches and not squares (which mars attacks uses). Now I need to start collecting terrain to start a board
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Post by nogle on Feb 4, 2016 14:34:41 GMT -5
next stretch goal is Michonne in a prison outfit which was what she wore when she put the governor in his place. If you never read the comic you should, its one of the best "getting what you deserve" moments ever.
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Post by nogle on Feb 9, 2016 12:02:55 GMT -5
Mantic just put the playtest rules up for free on mantic digital
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Post by grubnards on Feb 10, 2016 12:26:02 GMT -5
Nogle, are the rules in PDF form? I can't access their site at work. Can you email me a copy?
Since you tested it out, what are the game mechanics like and what sets it apart from other zombie/skirmish games other than its the walking dead?
I read some of the Q&A on BoLS and it sounds like some mechanics are taken from older GW games rather than something new.
Also, it sounds like the zombies are limited based upon the point limit of the game. Maybe it's defined better in the rules but I like the mechanic of zombicide where you can literally get swamped by z's. But on the other hand I like the mechanic that ammo can be limited or guns can jam, unlike zombicide where everything is unlimited.
I'm interested in learning more about it.
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Post by nogle on Feb 10, 2016 14:25:47 GMT -5
just sent you an email of the rules. give me a minute for the qs
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Post by nogle on Feb 10, 2016 14:39:59 GMT -5
The rules are pretty neat. you take turns moving characters and searching for supplies or fighting. the base scenario included is for a 2 foot board and you set up on board edge across from opponent and you take turns depoying zombies within 5 inches of center line. I only played once so far and i just started shooting guns right away and it got out of control pretty quick.
I played using rick and carl vs the 4 scavengers that will be in the box. I gave rick and the leader of the other group guns and the model with a baseball bat the bat item and gave carl his hat and a kitchen knife. it came to about 100 points per side. that gave 7 zombies in the middle. when you shoot a gun and each melee phase the threat level gos up. each turn you flip a zombie card and either a bunch move or more show up. and the cards have different levels on it, so the higher the threat the worse it gets. plus each zombie puts a large blast template on it each event phase and if there are any survivors under, the zombie goes into hand to hand. if you do an action that creates noise neirby zombies move straight towards you. i used it with the scavenger gang to shoot rick and have a zombie from behind charge rick. like turn 5 i have 4 zombies come onto the board. plus during the game i found two zombies while searching loot.
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Post by nogle on Feb 11, 2016 21:42:00 GMT -5
I played a test mission today using Rick and Carl and 6 zombies. The mission I came up with was to search a group of buildings and find a few supplies and slip out of the same corner that they started on. I used Mcfarlane toys “lego” Daryl's motorcycle to mark the exit point. I used two special rules. One is that to search a house, you roll 2 black dice. If either is a * you make noise, if 2 *`s you find a lurker, Put a zombie in base to base with the survivor. the second I will talk about when it happens. I give rick a .38 and Carl his hat and a kitchen knife.
I set up 8 buildings, a mix of 6 old warhammer cardboard buildings and 2 mordheim buildings. Rick and Carl set up in one corner at the motorcycle. I set up 6 zombies throughout the middle of the board. My basic strategy is Carl checks buildings and if he finds a walker, Rick runs in and helps out.
First turn I ran carl around the end bringing the zombie on the other side of the building to walk into a wall. Carl then searches and rolls one * so it creates a noise and makes the walker come around the corner. Carl finds ammo reload. Rick decides to walk 4” and shoot the walker, headshot. In the event phase, I draw herd and use it to pull a couple walkers away from where I am going. Rick and Carl spend the next turn creeping to the end of the building and and getting ready to go to the next building. Carl runs first and checks the building, again 1*, so noise, but no zombie in range. He pulls an equipment card and gets the lurker card. The zombie rolls 2 “6`s” so 4 damage and Carl only blocks 1. So he's bit and only has 1 life left.
I actually started to freak out, I'm going to lose Carl, “what would Rick do?”, the only thing he could, cut it off.
I came up with a house rule on the spot. If you get to the person within the next action phase, you could try to cut it off and save the person's life. Doing this causes one damage to the survivor and roll a black die, If you roll a * it worked, anything else it took too long or the bite was in an imposible spot.So…..
I look at Carl he only has 1 wound left (so cutting off the arm will kill him), but has his hat, so it could work. I roll for the cut, blank, it didn't work. I then roll for the hat and got a *, so he's still alive. They both then run to the motorcycle and Rick searches for a place to spend his last time with Carl.
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Post by grubnards on Feb 12, 2016 8:52:03 GMT -5
Nogle,
That write up is awesome. Poor Carl, looses an arm and then his life. I like the house rule you set up. I'd suggest you send that to them in their feedback forum, given they amount of limbs that get cut off in the series. What did you play it on? I'm going to try it out using zombicide tiles and minis this weekend.
I see that Glenn is coming up in the next stretch goal.
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Post by nogle on Feb 12, 2016 9:01:48 GMT -5
I played a previous game on half of a four by two board of mine, it took up too much extra space on my table and I missed a bunch of rules.
This time I took one of the boxes Zekeys toys came in(I'm hoarding boxes). I just cut the corrugated cardboard to the size of the maps that will come in the box (20"). Worked out pretty good.
Today I'm going to work on a scenario of the scavengers being surrounded in a building in D.C. and trying to figure out how to escape. Maybe push someone out the door?
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Post by nogle on Feb 12, 2016 13:05:32 GMT -5
Mission 2 : “Quick, While they're distracted!”
Mission uses Derek(.38 and kitchen knife), Patrick(baseball bat), Sandra(.22) and Liam. 9 zombies on the board. 10 buildings that create a long street with 2-3 alleyways out each side. Special action: PUSH: take a model you are in base to base with and move it 4”, and the end of the move, if the model was a survivor, the model makes noise with the Mayhem rule.
The Group deploys on the board edge which represents the front of the building they are trapped in. 4” off to the side there are 5 zombies. The other 4 are deployed in the alleys, 2 to each side.
Derek goes first and pushes Liam into the front 2 walkers, the other 3 move up and surround him. Derek then runs pulling the closest walker into the wall right are the corner from Derek. Sandra the runs in front of Derek and pulls the walker into her and Patrick runs into the combat. In the event phase I pull a Roamer and one walker across the street walks toward us. Sandra and Patrick damage the walker and push it back and onto the ground. Liam is eaten.
Next turn the three run forward pulling out the last walker on the right side of the street and triple team him and brain him. The horde doesn't catch up and the group runs off the board.
I spent 25 points on guns that i was too afraid to use.
I think there should be a catastrophic damage rule. that if you do double or maybe triple damage that the enemy has, the body is so destroyed that it won't be able to get back up.
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Post by nogle on Feb 12, 2016 13:37:15 GMT -5
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