Wizkids Announces Wartime A Real-Time War Game!
August 3, 2017 by stvitusdancern
It looks like everyone is trying to get in on the action including WizKids. They have announced Wartime, a fantasy based war game that is hex based and uses unit tokens ( a possible nod to the glory days of AH others?) What makes this game stand out is that each side uses sand timers (you know those things your Grandma cooked eggs with) for activating your units.
You can not activate units whenever you want, having to obey the sands of time, and choosing wisely which units you will send into battle when. All of this is done in real-time as well so your opponent isn't waiting for you! There will be three timers available a 30, 60, and 90 seconds. I find this to be a very interesting twist and I wonder how well it will work.
They claim each game which is scenario driven will last about ten minutes. It makes you wonder will it become too stressful for some people to enjoy? It is slated for release in September, with an early release at Gen Con this month.
What do you think of this timer idea?
"It makes you wonder will it become too stressful for some people to enjoy?"
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Looks interesting, it really does ….. (and it’s not using their *shudder pre painted minis, of which i am not a fan)
I am incredibly interested to see how the real-time aspect of this game plays out. Games like Captain Sonar and Magic Maze have received a lot of praise for the fun that is had when working against the clock and restrictions on what you can say or when you can take your turn have been added. Az
I’ve thought about using time limits in battle and skirmish games when players are deciding what each unit is going to do. ( For example, a player would get, say, 10 seconds a miniature to assign an action to each miniature in their army ( unit by unit, or just for the whole army ), with bonus time for sergeants, certain characters, etc. ) This is a decision making part of the game that has potentially no limit to the amount of time it’s beneficial to spend time on and for which a time limit would simulate the reality of… Read more »
This is an interesting twist – can’t wait to see the BoW playtest!
Interesting, very interesting.
Not sure why wargame designers feel the need to use extraneous props to try and sell a game unless it’s to distract to consumer from other weaknesses in the mechanics. Not sure what’s wrong with some stats and a few dice
I suppose playing chess with clocks is just to distract people from the horrible mechanics?
Depending on how they’re implemented, the clocks can really change the way a game feels. If they’re done very poorly, then the game won’t be cool.
The trouble with a new wargame that does nothing new is that I’ve already got a ton of those, and I don’t feel the need to buy another one thank you very much.
But to be fair, this particular mechanic doesn’t seem like something I’d love.
Back in the day I used to play the time limited version of WarMachine (can’t remember the name) – from memory it was 7 and a half minutes to take your entire turn.
The first game or two felt impossibly rushed, but hen you got the hang of it, it became really enjoyable. Not a complete replacement for normal games, but a great alternate option.
Although as @torros says, if this is the main aspect of your game that you’re selling, it can become a gimmick that hides other issues.
It had better be the central focus of the game and inform all of the other mechanics, the way they’re selling this.
If it were tacked on to a developed turn based system, I don’t think it will work at all.
Seems interesting. Space Hulk always stood out as unique to me for use of an actual timer.. I’ll have to give this a look 🙂
I can’t imagine that I would enjoy this as I don’t like RTS computer war games.
a none standard hex game for fantasy may be fantastic.
I miss Mage Knight… my Draconum collection is covered in dust 🙁