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Showing posts with label skirmish. Show all posts
Showing posts with label skirmish. Show all posts

Monday, 26 March 2018

One week more...


Yup, just one more week and then I promise I will shut up about Factious Waste and post some hobby stuff. Promise! Well. BOYL's coming up after all...

You've probably all seen it by now, but in case there's anyone new looking this is a near-future skirmish game I've been working on for many years now. It takes a strategic, action-based system and places it in a broad and comprehensive campaign framework to give you a strong narrative without the highly random elements that so often come with such games. Much of the rulebook is dedicated to background, scenarios and campaign elements that would work with any tabletop skirmish, so even if you're not interested in learning a new game I hope you'll find plenty of useful inspiration here. The seven factions in the book cover sci-fi commandos, insane lawmen, space cowboys, techno barbarians, pulp gangsters, revolutionary anarchists and gadget-laden craftspeople from an earlier century, so whatever miniatures you like to game with you'll be able to find something that fits!

If you have any of The Woods books you can also mix in the Action Tables from there to give you riding beasts and 'magical' aspects to the game. Or, of course, you can take the vehicle and firearm rules from Factious Waste to mix into your sci-fantasy!

KICKSTARTER CAMPAIGN

Thanks for looking.


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Friday, 16 March 2018

The Waste is back!


6 months later and Oakbound are ready for a smaller campaign to get the Factious Waste rulebook to print. There've been some small revisions, some expansions and a whole lot more artwork so I hope you like what we've done with it!


Stonking cover art from Simon Lee Tranter


Mark Copplestone classic from Moonraker Minis and terrain from Fogou Models pose for some great photos.


 
Heresy miniatures fit in perfectly too!
 
 
The campaign will be live from 6pm tonight here. Hope you'll come and say hi.

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Friday, 8 December 2017

Campaigning in the wastes

The Factious Waste live campaign is now, um, live! With seven gangs currently battling one another over the spoils of 1984 region.

Now I have to remember to post the battle reports (like this one.) and prompt other gang leaders to send me their biogs and batreps.







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Monday, 16 October 2017

Putting the Waste in the bin?

Well, the second weekend of the Factious Waste campaign has gone past and by now it's pretty evident this has not been the success hoped for. After a really positive start the campaign has been coasting from 50-75% complete for a week.

It's pretty disappointing result given that every spare moment of my time (and pound in my account) has been spent on this project over the last 12 months, especially given all the positive responses the game has had from playtesters and those we've talked to at shows and shown the models to. Nevertheless it is not entirely unexpected given the imminent releases of Necromunda and Fallout (which were nowhere in sight when the campaign was planned back in June), not to mention the several post-apocalyptic skirmish games which have appeared since we first started on this four years ago. With a couple of them either on Kickstarter at the moment or taking to the platform in the next month competition was always going to be tight.

All these games look to be pretty conventional and I do believe there is still room in the market for a narrative-based skirmish which doesn't dispense with tactical elements and has a flexibility and depth which goes against the current trend in miniatures games. Whilst simplicity and speed of play are worthy ambitions in a tabletop game I feel too many systems achieve this by cutting out all the details that help absorb a player in the world. My aim is to balance the kind of modularity and 'complexity' of Laserburn and Confrontation with straightforward mechanics that don't bog the game down in endless referencing.

A lot of thought was given last week as to what to do should the campaign fail. Even if a last-minute push nudges the Kickstarter over the £2000 goal this would only allow the bare bones of what the game could be. The rulebook would have less artwork and no modelling sections (which are something I at least look forward to in a hobby game), the models would have been built for flexibility in equipment but would have to be supplied with limited options, the packaging would be a lot less glossy... I feel this would be a disservice to our backers and to the creative individuals who have put so much work in. We have therefore come up with a 'plan B' which we hope may actually turn out to be beneficial for the future of the game. Before we take any action, however, we would like to put forwards the plan for the comments and feedback of those who have been on the journey with us so far.

The first step would be to cancel the campaign. A cancelled campaign looks better than a failed campaign and in any case the trend of the last 7 days suggests it is unlikely to complete to any degree that would result in a product of satisfactory quality being released.

By mid-November I can have a PDF rulebook available. If you're anything like me then a physical release is a non-negotiable, but as a first step a digital copy would at least allow the game to be played. We would then work towards a print release in the next 6-12 months, possibly through a smaller-scale Kickstarter campaign. Personally I am really excited about the prospect of having Carl Critchlow involved, something we wouldn't be able to do with a 'bare bones' product from a barely-funded campaign.

Miniatures release is something that would have to be done as and when funds became available, beginning by prioritising a 'choice pick' of the sculpts created for the Kickstarter. In any case we are keen to promote Factious Waste as a game system that encourages the use of any models the players like and there is no shortage of post-apocalyptic miniatures around. I appreciate that not everyone likes an old-school, Rogue Trader-y style of miniature.

I have been working on revamping the old Factious Waste playtest community blog into a website for a live 'War 1984' campaign which will go online with the digital rulebook release. This will allow groups of players to link their games into the created world in such a way that their posses and adventures become a part of the growing and developing game background. This process (envisaged as a 3-6 month storyline) will further test and explore the possibilities of the campaign system and help iron out any creases so that the eventual print release is as perfect as possible. I'd love to have as many people as possible playing and contributing so if you'd like to take a look early, join the page and start thinking up your posses you can find it at http://www.factiouswaste.blogspot.com

If you have any comment, suggestions or ideas for how you'd like to see Factious Waste develop as we move ahead I would be very interested to hear them.
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Friday, 6 October 2017

The Waste has hit the Washer!

 
After 4 years' development, Factious Waste is now live on kickstarter!
 

 
50 Miniatures, a 200-page rulebook, exclusive terrain from Fogou Models and tons of counters and dice await the lucky backer.

You'll probably be aware there's a lot of competition on Kickstarter these days. Right now Ramshackle Games, Diehard Miniatures and Knightmare Miniatures all have campaigns live or launching very soon. There's also new Necromunda on the horizon and Modiphius' Fallout game taking pre-orders so this is a tricky time to be an indie underdog trying to get a game out! If you could spread the word to all your gamer and wastelander friends that would be awesome. Many thanks!
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Friday, 18 August 2017

Gang fight in the junkyard of broken dreams

I cracked out my desert scenery for a 3' by 3' Factious Waste test game on Tuesday night. You may remember these cliffs from Deathrace 40,000 at BOYL 2015, or you may even remember when they were first built for my egyptain high elves six years ago! For this game we gave the two starter gangs carte blanche to drive any vehicle on the table.
 

A promising first turn saw my Trash Runner leader bag himself a tasty convertible whilst my NeoPrimitive and Luddite went after some scrap and my GenCorps officers activated their suit shields and went after the other gang. Spotting 3 of the enemies bunched together the Luddite prepared to drop a pipe bomb on them... only to fumble and drop the explosive right at his feet. Fortunately it was a dud and did minor damage but it was enough to drop him prone right out in the open. The Trash Runner seemed to be having difficulty getting the hang of his car's handling. After misjudging a corner he had to brake hard to avoid crashing into a pillar and spent a couple of activations pulling a 3-point turn to get back in the game.


Meanwhile the enemy Doughnutter had appropriated a nimble buggy and already stuffing some scrap into the back. The GenCorps descended on him with charged crossbow bolts but covering fire from ReFrat agents kept the officers at bay whilst reinforcements moved up to help out. The GenCorps diverted their suit's systems to deliver a crippling electric shock to the first agent, laying him out, but were forced down to the ground by a hail of machine gun fire.


Over the other side of the table the stricken Luddite was being hammered by gunfire. Kept prone by the relentless hail of bullets he was quite unable to get away from the buggy bearing down upon him and bit the dust... quite literally. His executioner slowed to allow another agent to jump aboard with a haul of scrap. Across the board there came a roaring of engines as the Trash Runner finally extracted his vehicle from the pillars and came cannoning forward in a cloud of dust, straight into the side of the buggy. The rammed vehicle skewed sideways and the distracted driver stood hard on his accelerator.


Smash! The buggy cannoned forwards into a rock pile, flipping and throwing its occupants clear of the vehicle. The Trash Runner leapt out to finish the job, but he was on the receiving end of retribution from another ReFrat agent. Fortunately a slick of oil spreading from the convertible caused the agent to loose his footing and his shots went wide, his magazine emptying into the sky. As the GenCorps officers were overwhelmed my gang fled the field, leaving the enemy victorious. Fortunately long-term injuries were minor (well, mostly) and the gang will be back for vengeance.

The game lasted 8 turns and took just under an hour. Really happy with how the vehicle interactions were working, keeping the action model-focused and slotting alongside the core SystemMech rules neatly. It was also our first real use of plot tokens as a narrative driver and again I was really pleased with the extra depth and flexibility they added. We each got through 2 tokens in the course of the game (to modify environmental features and our opponent's actions) so my estimated allocation of 5 tokens to a starting posse seems reasonable. I want to have another look at how further tokens are gained though as I'm torn between not wanting them to be too easily restored and not wanting to add complexity to the between-game stages by adding in a separate system. As always, thoughts welcome!
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Fimm McCool's

Fimm McCool's