Deadzone Sneak Peek With: Jake Thornton & James M. Hewitt
May 14, 2013 by warzan
Video sponsor: Wayland Games
Warren brings Jake and James from the Mantic team in to the Studio for a chat about the new Deadzone game that's currently on Kickstarter. We'll be getting a look at the ideas and thinking behind the game, a run down of some of the mechanics and a look at some of the components that make up what looks to be a fantastic game.
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Cant wait for this game, managed to get one of the first early birds ($140) and have been hitting f5 like a nutter for the past few weeks.
Quite interesting discussion, especially on the design philosophy.
The game has potential and I especially like the clean terrain and the unorthodox alien species it introduces.
Whether the line of sight mechanism is true or truest, I don’t care for allowing modeling to impact gameplay. Nor do I have a desire for gameplay to be slowed by intermittently stooping over the table and squinting.
I am much more a fan of abstract line of sight.
On the contrary I strongly dislike abstract line of sight, creates problems about models and terrain created the need for lengthy rules about what is what and how it can see and of course makes the need for terrain and models unnecessary cut a few A4 papers in shape write the level of height the terrain has on them and you are done with the battlefield.
I find the debate raging over DZ’s line of sight system to be pretty pointless. If DZ would otherwise interest you then play it and see how it goes. If you really don’t like it then houserule to abstract. It’s very easily done.
Don’t get me wrong, I can understand the opposing opinions. it is more intuitive to use this kind of los but there are some stumbling blocks mechanically. In my experience, true line of sight is easy to understand but much less fluid than abstraction.
In my opinion line of sight and terrain are two problem areas in miniatures games in general. Nobody has perfected it and very few new ideas seem to be brought to the table.
I’m not so much saying it’s differing opinions. I’m more saying that if DZ is a game that interests you, why not trust the games designer first and try out how they intended it to work, then if that doesn’t work for you just switch to abstract LoS. It’s very easily done. WFB 8th ed introduced TLoS and all of a sudden we could start seeing Ogres over the tops of hills. It was an easy thing to say the hill completely blocks LoS regardless of whether the mini is taller than it.
I think infinity and warmahoards have LOS right, basically imagine the base was a 30mm tall(or however tall the model is) cylinder, that way as long as the model is on the right base its useable, it also helps with something hinted at in the video- wobbly models, if someone is supposed to be on a ramp or a tightrope etc, you only need to get a spare base to stay in place for them, rather than swapping it out and holding the model in place for a LOS check(on both ends, rather than using the firing model’s eyes and… Read more »
That last sentence works both ways. A crouched down mini is harder to see but can see less.
I love the secret missions mechanic – it’ll help keep even pick-up games fresh.
some interesting mechanics discussed here i’m looking at picking up some enforcers purely because i like the models so it’s grand the game looks great too 🙂
I’ve been wondering if this terrain was re-usable that’s just answered that.
When I buy terrain pieces the main criteria I set are can it be used in other game systems or time periods that I play and how or where am I going to store it.
This building system pretty much ticks all the boxes and it has the added bonus of no Skulls.
No Skulls is a very big deal for me too.
for those of you missing skulls (like me) buy a box of something skelly like and glue it on perhaps?
There’s quite a few companies who’ll sell you a bag o’skulls – including GW, assuming they’ve survived the 2013 model cull.
I was only interested in the terrain for this. However after seeing the Dreadball video I’m seriously considering the $150 pledge. Gameplay just looks fast and fun!
Mantic is awesome! I waste so much less time in my life since I switched from Warhammer Fantasy to Kings of War. Mantic’s simplicity of rules, but depth of games is fantastic. They’ve got this one right as well. Deadzone will be fun and riotous game that let’s one get stuck in without the burden of one of those terrifying rules books to slow things down. Go Mantic~!
Dead Zone is going to be as big if not bigger than 40k glad I’m in on the kick starter :o)
Bumpty bump bump bump!!
Have to say that I was hoping to choose my factions in the Striker pledge and really looking forward to the Forge Fathers.
I think i got a piece of big cheese here : What if i put my miniatures in cover in a way that they are flat on the ground ( like touching the ground with their heads, knockdown in a way ? ), in order to represent they are taking cover ? If the cover is a barricade no miniature will have a way to see any part of it ( also if a don’t use round bases but other type of support, it will be completely in cover )… Am i being too cheesy or this is a good… Read more »
Ronnie was on the Kickstarter last night – lots of input, teasers and thoughts bandied around. And more stretch goals broken, more have been trailed plus the home page is being revised to catch up with all the additional goodies unlocked and yet to come. The terrain renders are stunning – look at the amount of stuff! http://www.kickstarter.com/projects/1744629938/deadzone-the-sci-fi-miniatures-board-game And what is most remarkable and commendable in all of this is that Ronnie, Jake and James M listen to backers from all perspectives – this game has great mechanics/playability, cool minis and a superb range of terrain coming that will be… Read more »