Hey Ash, designer Wheels here! Thanks so much taking a look at the game and if you give it a go I hope you have a blast with it. Just to clarify one thing you mentioned: Each higher tier of dictatez unlocks after two have been activated in the previous tier, so you actually only need a minimum of 6 before you can take the final Dictate and start the final scenario. I wanted the campaigns to be as open ended as possible so that people can either blast through to the end in quick successive games or play for long epic affairs with fully upgraded squads and fully customised dictates by the time you end the game. My hope is the game does well enough that Osprey commission some campaign books where I can have more tailored/bespoke sets of scenarios that lead into eachother and you could grab one that was as short or long as you like, or potentially have a system that lets you stretch or truncate the amount of things you do in that book based on your needs. Really appreciate you taking the time to check the game out, and if anyone has any questions about it feel free to ask me here!
I'm excited about this one. Paint whatever miniatures I deem apt without obsessing about loadouts and notional "strategies", get stuck in for some seat of the pants, high risk/reward, high hilarity gaming I hope.
Sounds like something that would also easily adapt in cults fighting for the favor of four gods that tend to also turn you into some kind of brood if you mutate too much.
I find it interesting that Osprey has dedicated two hardcover books (The Doomed being the other) to rules light (with measureless movement no less) skirmish games by authors who appear to more associated with RPGs. Do they think there's an untapped market out there that's afraid of measuring movement? I appreciate the innovation but it seems like a weird allocation of resources.
I have played a fair bit of The Doomed. As someone who has only dabbled in RPGs and has played tabletop miniatures games for almost forty years, I loved it. I had no knowledge of the author before looking into the purchase. I bought it on the strength of previews and interviews. Similarly I looked into Freakz! when I heard about it, without familiarity with the author and after reading previews etc I got my pre-ordered copy recently, and am excited to try it. I'm *definitely* an untapped market into measureless movement, something that I value for *many* reasons.
I'm here as a person familiar with the creator, from his time on Dicebreaker, but I'm still not sure how to feel about this one. I don't like measurement mechanics, I think it takes away the flow of the game.
Yes, there is an untapped market out there. It is not about being afraid. That is an unnecessarily toxic way to put it. The straight-line movement rule is ideal for teaching my E.S.L. students, especially in a country where inches are an entirely alien concept.
This is interesting, I’m wondering if the variety and non-permanence of the Artefactz isn’t a bit counter to the quick/rules-light game design. I feel like I would constantly be checking which abilities my models or my opponents models have to know what I should decide to do.
I mean in a nuclear wasteland, you may or may not know what your foes can do, so thinking so much on it is detrimental. Make a note of any particularly dangerous abilities and don't sweat the rest too much.
Hey Ash, designer Wheels here! Thanks so much taking a look at the game and if you give it a go I hope you have a blast with it. Just to clarify one thing you mentioned: Each higher tier of dictatez unlocks after two have been activated in the previous tier, so you actually only need a minimum of 6 before you can take the final Dictate and start the final scenario. I wanted the campaigns to be as open ended as possible so that people can either blast through to the end in quick successive games or play for long epic affairs with fully upgraded squads and fully customised dictates by the time you end the game. My hope is the game does well enough that Osprey commission some campaign books where I can have more tailored/bespoke sets of scenarios that lead into eachother and you could grab one that was as short or long as you like, or potentially have a system that lets you stretch or truncate the amount of things you do in that book based on your needs.
Really appreciate you taking the time to check the game out, and if anyone has any questions about it feel free to ask me here!
Would love to see you play it, Ash! Thanks for the review.
This has really strong vibes of Gamma World proto 4th ed.
Strong Gamma World vibes. This is the kind of game that is created for kitbashers.
Also, hoping you'll review Endless Horrors From Between The Stars
I'm excited about this one.
Paint whatever miniatures I deem apt without obsessing about loadouts and notional "strategies", get stuck in for some seat of the pants, high risk/reward, high hilarity gaming I hope.
I would love to see a battle report for this 😁
Check out Just for fun - the author plays through a mission 👍
That looks fun.
This looks wonderful and bonkers!!!
Hell yeah, looks like a lot of absurd fun.
Sounds like something that would also easily adapt in cults fighting for the favor of four gods that tend to also turn you into some kind of brood if you mutate too much.
I find it interesting that Osprey has dedicated two hardcover books (The Doomed being the other) to rules light (with measureless movement no less) skirmish games by authors who appear to more associated with RPGs. Do they think there's an untapped market out there that's afraid of measuring movement? I appreciate the innovation but it seems like a weird allocation of resources.
@@BetaRayBill32 I think they’re the ones getting picked to publish because they already have followings
Absolutely. Before I got into miniatures, it was one of my misgivings.
I think it helped explained the popularity of X-Wing, too.
I have played a fair bit of The Doomed. As someone who has only dabbled in RPGs and has played tabletop miniatures games for almost forty years, I loved it. I had no knowledge of the author before looking into the purchase. I bought it on the strength of previews and interviews.
Similarly I looked into Freakz! when I heard about it, without familiarity with the author and after reading previews etc I got my pre-ordered copy recently, and am excited to try it.
I'm *definitely* an untapped market into measureless movement, something that I value for *many* reasons.
I'm here as a person familiar with the creator, from his time on Dicebreaker, but I'm still not sure how to feel about this one.
I don't like measurement mechanics, I think it takes away the flow of the game.
Yes, there is an untapped market out there. It is not about being afraid. That is an unnecessarily toxic way to put it. The straight-line movement rule is ideal for teaching my E.S.L. students, especially in a country where inches are an entirely alien concept.
This is interesting, I’m wondering if the variety and non-permanence of the Artefactz isn’t a bit counter to the quick/rules-light game design. I feel like I would constantly be checking which abilities my models or my opponents models have to know what I should decide to do.
I mean in a nuclear wasteland, you may or may not know what your foes can do, so thinking so much on it is detrimental. Make a note of any particularly dangerous abilities and don't sweat the rest too much.
Freaky
Saturday morning reviews! 🎉🥳
I fink you freeky an I like u a lot.
How big of a play area?
3x3’ is recommended!