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PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
"I like mini-wargaming, but Im sick of the mainstream 2 or 3 games...I wonder if there are other options?"

Well, there are. A lot of them. They are all interesting to varying degrees, and this thread is the communal place to educate ourselves/discuss them.

No Games Workshop. No Privateer Press (except monpoc). No Historicals.

(Those all have their own threads:)
GW: http://forums.somethingawful.com/showthread.php?threadid=3224113
PP: http://forums.somethingawful.com/showthread.php?threadid=3240672
Historicals: http://forums.somethingawful.com/showthread.php?threadid=3248082

So, to start it off, this massive OP is going to have a small "summary" section for each game I think worthy of placing in it. To get consideration to be in this thread, a game must be non-historical, and be made by a company that produces its own models for it. So, no rulesets without minis, no minis without rulesets.
-----------------------------------------------------------------


:siren: GAMES :siren:




Infinity, by Corvus Belli (spain)

setting: futuristic sci fi, ghost in the shell/corporate wars/etc

size: skirmish, 5-20 models per side, 28mm scale

mechanics: A futuristic skirmish gunfight. Alternating unit activations. Snap-fire mechanic that allows units to fire outside of their activation, making for very lethal, realistic firefights. Use of cover isnt optional. In addition, there are plenty of mechs/heavy armor, as well as hackers who can do all sorts of interesting game effects like giving cover, taking over mechs, etc. There is a very cool camo mechanic that allows units to sneak around undetected.

models: Metal, multi-part casts. Very well casted, minimal flash. Extremely well sculpted, although some of the anime-ish sculpts may turn off some people. It certainly helps to not paint their hair purple and poo poo like that.

cost: A starter box and a rulebook will set you back about $80 USD. To play larger games, more minis need to be added, at a cost of around $8-13 per model. Per model, its pricier than most game systems, but luckily you dont really need many models.

pros:
Really realistic and fun skirmish system
Amazing sculpts/studio paintjobs
8 Factions
Low model count to purchase
Very well supported, releases once per month for almost every faction

cons:
Expensive individual model prices
Rules are translated from Spanish and can be a little obtuse at times
Gay Animes Lol (not as anime as the artwork leads one to believe)

images








Official Site
http://www.infinitythegame.com/infinity_ENG/


-----------------------------------------------------------------------------




Malifaux, by Wyrd Miniatures (US):

setting: fantasy/victorian era/alice in wonderland/creepy/halloween/steampunk

size: skirmish, 5-10 models per side, 30mm scale

mechanics: A very unique, card driven mechanic is the core of this game. No dice required! Alternating unit activation. Each unit has a list of abilities and spells, and has lots of options each turn. This means that a game of 5 models a side is about an hour and a half. There is a "cheating fate" mechanic, which involves you replacing the random "flipped" card with a card out of your hand. This game does the "contested" type of mechanic very well...both players are involved in everything that happens during the turn.

models: Multipart metal models, well cast. An interesting bunch of sculpts, some hilarious, some awesome, some pretty terrible. Youve got to love a game that lets you have a giant animated teddy bear with razor teeth, undead hookers, and steampunk construct spiders.

cost: Pretty inexpensive. A rulebook, starter, and deck will be around $80 USD. You dont need much else, but a few additional models will allow for bigger games. Models are $8-13 or so each.

pros:
Very unique gameplay and setting
Hilarious models
Contested "flip" mechanics are really, really fun

cons:
Production values are decent, but not amazing
Some of the models are pretty weak
Faction balance isnt great, this isnt really a tourney game

images:







Official website:
http://www.wyrd-games.net/

---------------------------------------------------------------




Uncharted Seas and Firestorm Armada, by Spartan Games (UK):

setting: uncharted: fantasy naval combat, fsa: future space-naval combat

size: Fleet combat, about 10-20 ships per side.

mechanics: d6 based, using an "exploding 6's" mechanic (re-roll 6's and add results). A nice balance of maneuvering strategy and shooting. Relatively simple to play. FSA has some nice mechanics with point defense, gun batteries, fighters.

models: Multipart resin and metal. Casting is a really mixed bag, some of the models are cast very cleanly, others are very time consuming to assemble. The models themselves are mostly pretty nice sculpts, the FSA stuff is a sort of clean-futuristic look, and US is very similar to GW's Manowar.

cost: Rulebook/starter/deck is about $80 USD, and you can add more ships/squadrons on for reasonable prices.

pros:
Simple, yet strategic
pew-pew spaceships (or dragonships)!
Fleet creation/invention is supported
Fast and furious combat, critical mechanic is really cool

cons:
A lot of issues with early casts...supposedly fixed
Model assembly can be a bitch, especially for those unused to working with resin
Production values are OK, but not great
Rulebook is written in some infuriatingly obtuse language at times, a good editor could hack it down to probably half its current size

images:









Official website:
http://www.spartangames.co.uk/index.html

---------------------------------------------------------------



Dark Age, by Dark Age Games

setting: Post apocalypci/mutant/future

size: skirmish, 5-15 models, 32mm scale

mechanics: (stolen from their website)

Dark Age is a fast paced, bloody skirmish game. Combat is strategic but intuitive and most definitely not for the faint-hearted with the edge normally given to aggressive play. The game utilizes many specific characteristics including...

D20s: Dark Age only uses one dice type, the d20. High is bad and low is Good. There are many rules throughout the game to represent the "Law of 1 and 20" so special effects take place when rolling either of those 2 numbers.
Action Points (AP): Every Unit has a specific number of Action Points (average is 2) which they can use to perform actions such as Move, Shoot, Make a Close Assault etc.
Alternate Unit Activation (AUA): Rather than the usual IGOUGO method, Dark Age uses AUA. Each player moves one Individual or Squad then the next player moves one and so on. When moving a Squad each member within the Squad exhausts their APs before the player moves to the next member.
Malfunctions (MAL) : Not everything works very well on the world of Samaria. To take this into account most technology has a MAL number and should you roll over it then are hit by the effects, some of which can be quite devastating.
Special Abilities: Dark Age splits up Abilities into 3 categories; Weapon Abilities, Special Abilities and Force Specific Abilities.
- Weapon Abilities are exactly what they sound like, abilities specific to a weapon rather than the wielder. These include such every day ones as Extreme Damage, Blast and Knock prone through to more unique ones such as Numb, Point Blank and Piercing.
- Special Abilities are specific to Individuals themselves. Again they include such mainstays as Never Panic, Infiltrate and Hatred through to the more strategic or weird like Command, Nonliving Unit and Major Focus.
- Force Specific Abilities are inherent abilities of each Faction. These will be expanded on in the Factions section below.
Cowardice will not be Tolerated: Like Malfunctions this was a popular idea amongst playtesters. Surviving on Samaria is not for the yellow-bellied and should you show such weakness you are unlikely to be forgiven and tucked up warm in bed. Cowards are dealt with harshly during combat so should a Unit find itself fleeing they should really try hard not to go too near their fellow 'comrades'.

models: Metal, multipart. Some really amazing models, and a very unique post-apocalyptic vision. These models are based on the artwork of Brom, so if you like his stuff (you should) you should like them. Like all ranges, there are a few lovely sculpts, but for the most part they are really nice.

cost: I think you need at least 2 rulebooks to get all the faction info, so that on top of the miniatures cost for a small force is probably around $100-130 USD.

pros:
Amazing setting
Really interesting models and factions
Incredible art
High production values
Model stats included on cards inside every blister pack

cons:
Because of one of the founders of the company's battle with cancer, support stopped for a while. However, new models and bases were produced this year, so the game isnt dead.
Faction balance is a mixed bag

images:






Official website:
http://www.dark-age.com/main.php

----------------------------------------------------------


Battletech, by FASA (original), Some German Company? (interim), Catalyst Game Labs (Current)

submitted by Johnny Nox

NOTE: We are going to ignore the WizKids Mechwarrior game. It's not the same.

setting: Future wars/mechs/space/power armor

size: skirmish, 1-4+ models per side, ??mm scale

mechanics: concurrent turn hex-based wargame. You each take turns moving one model until all models are moved, Then rotating torso, then firing weapons, calculating heat and applying damage. The basic ruleset allows for missile, line-of-sight(lasers and machine guns etc), and melee atacks. Increasingly advanced rule sets add death-from-above(ie jumping on your opponent's head), artillery support, C^3 nets, targeting computers, etc. There is a very low level of abstraction so you get to track heat levels (heat sinks in legs work double efficiency if standing in water!) amount of armor/internal structure in each leg, arm, head, and left/right/center/rear torso. Too much heat can kill your pilot. Limbs and weapons can be shot off. Heads can be blown off. Internal damage will make ammo cook off. All that fun stuff.

models: Metal. Some models are multi-piece, many are single piece. Level of detail seems to vary from sculpt to sculpt. The current mini producer (iron wind metals) is owned and run by the same person who ran the old producer (Ral Partha) so many of the molds are 20+ years old. Thematically ranges from anime mecha to boxes-with-legs to some strange and wonderful creations.

cost: The starter box set comes with 2 maps, a starter rule book, and 24 plastic miniatures, complete stat sheets, cardboard chart printouts and more. MSRP is $39.99. Models range from $8-$15. Hardcover rule books: $40 each. There are currently 3 out only "Total War" is required. More are planned.

pros:
Starter box has decent quality models and is quite cheap
Many years of fluff to play with
You can design your own mechs
the visceral feeling of giving a light mech an AC20 to the face (ie BOOM! Headshot!)
Excellent balance between speed-of-play and simulationism
Some truly awe-inspiring mechs
TONS of old material that can still be used
Game is being developed, but slowly


cons:
Game is truly in it's twilight
Finding opponents, but you can both use your mechs
Shot placement is mostly random, you can't aim at legs for instance
Some of the mechs are kind of...odd
The classic Battletech and Ironwind Metals webpages are REALLY REALLY bad.
There are several versions of the rules. These versions are not necessarily interchangeable

images







Links:
Battle Tech main page http://classicbattletech.com/
IronWind Metals http://ironwindmetals.com/d/
Camo Specs Online http://www.camospecs.com/ <--This is an official site!

---------------------------------------------------------------------------

Pulp City (Europe, I think)

setting: 1940's "golden age" era comic book setting, superheroes vs villains vs communist apes

size: skirmish setting, 3+ models per side

mechanics: I havent played this game yet, and I am having a hard time finding on their website a brief summary of the game mechanics. They mention that it is a fast skirmish game. (more info needed)

models: Metal, multipart (i think). Some really fun sculpts, the range as a whole is pretty rad.

cost: Rules are free, a starter set with 5 or 6 minis will run you 40$/30€

pros
Awesome models, setting
Great website, looks like it is well supported
Very low model count/investment to play

cons
You cant create your own heroes/villains (though minion creation rules are available)

images






official site
http://pulp-city.com/index.html

------------------------------------------------------------------

AT-43, by Rackham (france)

setting: Future war

size: 20-50 models per side (close to 40k sized)

mechanics: alternating unit activations, with a neat mechanic that forces players to organize their units cards in the order they want them to activate during the turn. Otherwise, its basically a simplified wh40k...d based, very simple combat rules.

models: soft plastic pre-painted, 28mm. The sculpts are pretty decent, but because they are pre-paints, the painting is a very mixed bag, ranging from "OK" to "stabbed with a brush 3 times and thrown in a box". The big robots/walkers/etc are very nice sculpts and usually nicer painted than the infantry, which are pretty mediocre.

cost: If paying full retail, the starter box is like 70 bux, and additional units are similar pricing to wh40k. However, every online store, including FFG, seems to sell at43 stuff for absurdly low prices. Ive seen the starter box as low as 12 bux.

pros:
5 factions, all pretty unique. Evil scary robots, human military, gorillas in power armor, space communists, etc.
A lot of the faction rules are free online, so you probably dont have to buy army books.
Prepainted means you dont have to assemble or paint anything if you dont want to.
Rules are pretty simple, so its a good game to introduce newbies to our terrible hobby.

cons:
Unit variety and customization is pretty much non-existant.
Very few modelling opportunities.
Rules are very basic.
Finding players may be difficult.
Firesales on their models lead many to believe that support is dwindling, but Rackham seems to keep releasing stuff on a regular basis, so who knows.

images: (note that rackham pays very good painters to repaint the prepaints, so these images are not neccesarily what the models will be painted like when you purchase them)






Official website

http://www.at-43.com/index.php?option=com_content&task=blogcategory&id=57&Itemid=253

----------------------------------------------------------------




MONSTERPOCALYPSE by Privateer Press
submitted by Dree2Dee2

setting: Giant monsters attacking modern day cities!

size: 16 models

mechanics: This game originated the dice resource system that's in the Grind board game. You spend your limited amount of dice to move, perform attacks, use special powers, and smash the hell out of the city and your enemy. You earn Power Dice for blowing up buildings and killing stuff, which can be used to power up insanely powerful attacks like bodyslams and headbutts by your giant monster. Power dice can also be used to transform your monster into it's Hyper Form, a super powered death machine that will wreck havok on your opponent. :ssj:

Your force will consist of your giant monster and it's hyper form, 15 support units, and 2-12 buildings that you contribute to the fight.

models: Pre-painted plastic figures.

cost: A starter box is about 20 bucks, which is enough for 1 player. Booster packs are around 10.

pros:
Dice resource mechanic is very deep and strategic
Tons of abilities and powers
Prepainted figures that look awesome
GIANT MONSTERS
VOLTRON is coming out for this
4 sets currently out with a new set coming in a few months
12 unique factions
Famous landmarks
promo figures

cons:
Random distribution in booster packs
Ability symbols on figures are a fairly steep learning curve
You may have to do some catching up depending on what faction you play
Doesn't seem like too many people know about this game
Some promo figures might be hard to get

images









Official Site
https://www.monsterpocalypse.com
------------------------------------------------



submitted by: Bob Smith

Urban War, by Urban Mammoth

Setting: Dystopian sci-fi.

Size: 10-20 models per side, 28mm scale. It can be played smaller though.

Mechanics: D10-based with per-model activations and the opportunity for elite units to take additional turns. Cover is vital, there are basically no armour saves or multi-wound models. Games are over very quickly in most cases due to a break point rule where losing too many men leads to a game over even if you aren't wiped out.

Models: Mostly single-part metal infantry, some multi-part models. Casting is on the whole good, and they invite interesting colour schemes.

Cost: A starter box will cost about £15-25 ($24-40) with blister packs then going for £4-10 ($6-16.)

Pros:
- Fast-paced.
- Per-model activations rather than "I Go You Go"
- The rulebook has every model's rules in.

Cons:
- No new releases impending, and the company seem to be half-dead. They still sell models, though.
- Some units don't have models.
- Faction design may be too generic for some.

Pictures: (From the official site)






Official Site: https://www.urbanmammoth.com
-------------------------------------------------
Stargrunt 2 by Ground Zero Games
submitted by PlaneGuy

Setting: Near Future

Size: Platoon->Batallion->A very long game

Mechanics:
Alternate unit activation: I swear Warhammer's the last modern game to not make the switch.
Die shifts: Squad ability is represented by a die type. Modifiers move you up and down the die range. So if the squad starts at d8, a +1 would move you to a d10. The lowest die is d4 (lower than that means the action is impossible) and you cap out at a d12 (in some cases shifts over d12 start dropping an opponents die).
Command & Control: Your force must have a command structure. Squads have commanders, Platoons have a commanding squad, etc. Commanders use an action to try to give a subordinate squad an extra turn. If the Commander is not in shouting range, he has to try to radio his command, which opponents can try to jam, etc. There's also a decent morale system that covers from what happens when the squad leader gets shot to dealing with injuries (morale takes a hit if you abandon an injured comrade). It really adds to the game.
Combined arms: Usually your force will have access to resources up the chain of command, like artillery, airstikes, and medvac services. To request them you have to make a command roll, modified by how many levels of command (and therefore red tape) you have to go through. Again, any of these communications could be jammed.
Combat: Attacker rolls ability + a die based on the total firepower in the squad. Defender rolls range from attacker (based on attacker's skill) modified by cover. If only one of the attacker's dice beats the defender, the defender is suppressed and has to rally to do a normal action. If both beat the defender, then damage is calulated from the sum of the attacker dice. It's a little clunky after this point due to random hits and armour.
Scenario-based: There is no point system for building forces. You have to figure out a scenario and put together what "feels right". There are also mechanics to randomize leadership and actual number of figures at the start of a battle ("Patterson's sick, sir!").

Models: 15-30mm scale. GZG's 15mm lines are pretty good, with some good not sci-fi property figures (like Halo Spartans or Stargate jackal-head guys). 15mm sci-fi is a growing market, so there's plenty to choose from even if you don't go to GZG. While I haven't bought anything from them, Critical Mass games has some sweet looking stuff. Dropship Horizon is a great source for 15mm scifi news.

Cost: Rules cost ZERO Download from http://www.groundzerogames.net Figures vary depending on manufacturer.

Pros: Cheap.
Elegant, but with very interesting chrome.
Scenario-based.

Cons: Rulebook's hard to go through the first time.
Generic setting has no special rules so you have to roll your own.
Damage's a little clunky to deal with sometimes.
Scenario-based.

Pictures stolen from the web:
Critical Mass games


Ground Zero Games


Khurasan 15mm Sci-fi

-----------------------------------------------------------------




(more games to come)

PaintVagrant fucked around with this message at 03:08 on Feb 2, 2010

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PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Anyone who plays or wants to add a game to the OP, post itt using the same format as the OP

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
When it comes to miniature wargaming, its pretty rare to find a game designed for anything other than just 2 players.

Id say out of the OP as it stands currently, the most fun Ive had was with Infinity and Malifaux. Malifaux's contested card mechanics make almost everything that happens in the game pretty tense

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Jonny Nox posted:

I might write up something for Battletech if I get the time, but I don't know if that counts as a Miniature wargame, it's more of a wargame with miniatures (ie everything is done on a paper map in the current incarnation, there is no measuring)

Plus I really suck at it.

Feel free, make sure to get images and links for the various manufacturers (Im pretty sure BT is made by a couple companies now)

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
I remember when the game first came out, teh guy who did the translating on the first book had a thread where you could leave feedback.

I left some feedback :clint:

That being said, once you get the hang of things the rules make sense, but their layout is loving awful as you mentioned


SWC: you can have one point of SWC (heavy weps, basically) per 50 points in your army list

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Jonny Nox posted:

Okay, I think the Battletech writeup is usable now. You might wait a couple of days to see if I change that photo of the box-set minis since I really should have used a smaller aperature

Cool, added to OP

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Fix posted:

Please, yes.


e: in other news, I added a pulp city entry to the OP, but having not played it, my info is pretty sparse. If I remember correctly there are definitely some goons who play this, so please post some info for me!

PaintVagrant fucked around with this message at 17:24 on Jan 12, 2010

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Pagan posted:

Would you consider relaxing the rule about the company must make minis AND rules? I'm looking into Ambush Alley and a few other games like that, that are designed to work with almost any miniatures made.

Isnt that a modern war/historical game anyways?

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
As soon as its economically feasible for me (might be a few months) Im going to start playing Infinity again, so if no one has fixed the rules I can help out.

I definitely remember hating the layout of the 1st edition book, but after learning to play, most of the rulebook checking was for how abilities worked.

That being said, I would have never quite gotten it right without reading a bunch of threads on their rules forum

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Nice! Post some pics of your minis!

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Wiltershaw posted:

Unless square bases are key to any rules?






Yeah they are, thats how you determine your fire arcs and the width of "fixed" weapons fire paths

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Wow those look pretty damned nice.

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Ashcans posted:

It's because I'm old and slow and can't keep up with 300 posts while I'm at work. I was skeptical about breaking out all these new threads, but it makes things much more manageable.

For less whiny content, someone should do write-ups for AT-43 and Confrontation. I would do Confrontation, but I haven't played the new edition since everything went plastic, so it would be misleading.

Ill write one up for at-43 eventually. Its not a bad game, but its basically baby40k

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
new Dark Age concept art:





They seem to trickle out a few teasers per month over the past 3 months...hopefully they can get their production back in gear :unsmith:

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
AT-43, by Rackham (france)

setting: Future war

size: 20-50 models per side (close to 40k sized)

mechanics: alternating unit activations, with a neat mechanic that forces players to organize their units cards in the order they want them to activate during the turn. Otherwise, its basically a simplified wh40k...d based, very simple combat rules.

models: soft plastic pre-painted, 28mm. The sculpts are pretty decent, but because they are pre-paints, the painting is a very mixed bag, ranging from "OK" to "stabbed with a brush 3 times and thrown in a box". The big robots/walkers/etc are very nice sculpts and usually nicer painted than the infantry, which are pretty mediocre.

cost: If paying full retail, the starter box is like 70 bux, and additional units are similar pricing to wh40k. However, every online store, including FFG, seems to sell at43 stuff for absurdly low prices. Ive seen the starter box as low as 12 bux.

pros:
5 factions, all pretty unique. Evil scary robots, human military, gorillas in power armor, space communists, etc.
A lot of the faction rules are free online, so you probably dont have to buy army books.
Prepainted means you dont have to assemble or paint anything if you dont want to.
Rules are pretty simple, so its a good game to introduce newbies to our terrible hobby.

cons:
Unit variety and customization is pretty much non-existant.
Very few modelling opportunities.
Rules are very basic.
Finding players may be difficult.
Firesales on their models lead many to believe that support is dwindling, but Rackham seems to keep releasing stuff on a regular basis, so who knows.

images: (note that rackham pays very good painters to repaint the prepaints, so these images are not neccesarily what the models will be painted like when you purchase them)






Official website

http://www.at-43.com/index.php?option=com_content&task=blogcategory&id=57&Itemid=253

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
I think its fairly close to 40k scale, the human infantry are pretty close to imperial guard sized.

The proportions, like ashcans mentioned, are a little more realistic (thinner)

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

enri posted:

Woohoo, got my replacement dindrenzi bits this morning :) Glad I didn't take the hobby saw to the other one though as they've only sent out replacement bits, not a full new kit... and to be honest, I just think I've been spoilt by GW in the past, sending out whole new kits and all that jazz. Happy as larry, now I can do something with this bad boy that's been bugging me since just before Christmas :haw:

Nice, I still havent received mine, but I guess fixing it means I dont need it. I could probably make some sort of space wreckage counter out of it, I suppose.



In other news for Malifaux:

Official errata/faq:

http://www.tabletopgamingnews.com/2010/01/14/32790

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

moths posted:

Has anybody had any experience with Arcane Legions? I was pumped for its release, but then I saw the models in person and they were barf. The unit mechanics seem interesting, but I'm way hesitant about their online component.

So my question is, are the low price point and the cool setting drowned out by the poo poo models and the dependency on online stuff?

Ive seen some dudes giant collection of plastic models for it, and he showed me how you build units by sticking them in the base cards...but thats about the extent of my experience with it.

Im not a CCG/CMG fan, but if I remember correctly there was definitely a goon who played it and posted about it in teh warham thread.

Hopefully he can do a writeup for us

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Joudas posted:

Anyone have any recommendations for a Mordehiem or Necromunda style game? Mainly persistent characters with some growth on skirmish scale is what I'm looking for. Those games seem fun but I can't get over the 80's style rules.

Im with you on this too. From what Ive seen, there are plenty of amazing skirmish games out there, but not many that offer real character development/leveling.

Then again, most systems are written in a way that writing your own in house campaign rules is doable.

If I had to pick a game to do that with, Id probably use Infinity or Malifaux

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
I was perusing the Infinity forums and found some of their models painted in alternate styles. Its pretty informative to check them out, because the studio models are painted so ridiculously well...its nice to see the range painted by mere mortals.

That being said, some of these are outstanding







PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Looks awesome man, Im excited about the end result.

Im trying to figure out what faction I would like to play in Infinity...I painted up some Nomads a long time ago, but the more I look at that range the less I like it.

Yu-Jing seem like the frontrunner, although I like some of the Ariadna as well as some of the Combined Army stuff. Hrm.

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Serotonin posted:

Can we add Full Thrust?

http://www.groundzerogames.net/index.php?option=com_content&task=view&id=31&Itemid=50


A starship combat game that is probably one of the widest played out there. Best thing about it is that its now totally free!

Second best thing about it is that although Ground Zero Games do a great range of fleets to go along with the fluff in the rule book, the starship design rules (which are very comprehensive yet simple- much liek the rules themselves) allow you to use any models you like. Lots of people use the rules to play Star Wars/Star Terk/BSG games.

Can you make a writeup in the style of the OP? I have no experience with that game at all, unfortunately

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
I know you can score AT-43 stuff cheap as heck, look around on ebay, FFG's website, miniaturemarket.com, etc

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Spy posted:

Is it easy enough for people to pick up and learn or is it similar to warhammer where people need the codex's and need to bone up?

Its not as complex as 40k, but yeah, reading your army lists online or in the force books is neccesary

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

FordCQC posted:

So my buddy scored a ton of Mutant Chronicles CMG boxes on the cheap and gave me about half of what he got for Christmas. Seeing as how Fantasy Flight cancelled the game a while back, some of what he wasn't able to pick up is hard to find. Anyone have a good place to search for these figs or know if your local store has some they're trying to offload?


I think miniaturemarket.com had a bunch of them, but they might be all gone now

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

rocket_Magnet posted:

having an all in one thread while easier reading means that games that had their own threads for discussion are falling through the cracks.

what I'm saying is PV et al post some drat updates on your FSA ships :argh:

My dindrenzi battleship will probably get finished soonish, Ive just been sort of swamped with commission poo poo/real life.

Im hoping to get a game in sometime soon too :3:

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Furret Basket posted:

Did you order it direct from Rebel Publishing? I'm still waiting for my order. They seem to be having... issues.
I'm promised it will eventually turn up, to their credit I have been offered a refund already. I'm not too upset about waiting a long time but it has been a month now. I just wanna support them, you know?

Who is rebel publishing? Isnt it published by spartan?

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Ah.

Ive got to be honest, as much as I love the FSA ships and rules, their company seems to have grossly misjudged the popularity their game was going to have.

Between them being out of stock a lot, and their casting quality being all over the place, I wonder if its just some duders working out of a garage or something.

Furret: I would call them, and if they cant guarantee you getting them within a week, just take the refund and order them somewhere else. Either way they are getting moeny, but its pretty inexcusable that ordering DIRECT is taking that long.

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
The real issue seems to be the dindrenzi casts...My terran fleet was pretty well cast, for the most part. Definitely up to par for "smallish indie company resin models"

Hopefully they get it together, in the meantime Im glad I got 2 fleets of pewpew space ships already :whatup:

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
You guys can post about monpoc all you want here, just make sure I get a good OP writeup.

The PP thread is just warmahordes, with no monpoc stuff.

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
That cthulu thing owns

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Nice.

Added it to the OP. Ok, so here is a potentially sexist sounding question: Is MonPoc a good "girlfriend" game?

My girlfriend has discovered her love for boardgames and such since she started dating me and I subjected her to all sorts of absurdly nerdy poo poo.

We play catan, ticket to ride, risk, mTG, briefly played the pirates CMG, etc.

Is MonPoc really complex and difficult to pick up, average difficulty, or easy like the games I mention above?

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Dre2Dee2 posted:



EDIT: Oh I see you guys have played Magic. Yeah, you good.

Yeah, surprisingly she took to MTG pretty fast, considering its way more complicated than the other games we played.

Im probably going to make her play FSA with me next. Poor girl, her boyfriend needs to find more local nerds so she doesnt have to be subjected to this

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Boardgames own, its a really fun way to get my gf and non-geek friends to geek out with me.

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
I think this thread needs more pics. If anyone plays any of the games in the OP, POST PICS OF YOUR MINIS

Ill start:

FSA





Infinity (I dont own these anymore, unfortunately, although the colored hair makes me lol a bit now)




PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Nah you can talk grind here, the PP thread is just warmachine hordes. Ive never played grind, but it looks pretty rad.

Someone was saying earlier that it uses the same dice mechanic as monpoc

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~

Furret Basket posted:

Just FYI that is a pretty sexist question. I try to convince my boyfriend to play these kind of games with me!



Doing my best to push forward gender relations :clint:

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Nah I started talking boardgames with all the gf talk and whatnot.

There is actually a boardgame mega thread here in TGD, and if you can get over the :smug:

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Awesome.

When I saw that pic of both viktorias on lady justice, my first thought was "whoever has the first activation in that combat wins this game"

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PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Speaking of malifools, is anyone interested in a viktoria's box + some extras, and a deck?

PM me or email me paint.vagrant@gmail.com

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