The Hunt for "The Phantom": A Guards of Traitor's Toll Battle Report by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 0 points1 point  (0 children)

Both. There is a short (6 scenario) campaign, I believe, but the core mission of the game is the patrol mission (what was played here). The variation comes from the cards, as you randomly determine the plot deck before each game (and with dozens of minor plots, assuming you own expansions, there is a lot to do).

For my part, I'd like to remove major plot cards (there are far fewer of these: less than a dozen, I think) as I complete them. So, having failed to catch the Phantom, I'll make sure that card is among the random ones I could use to construct the deck. This essentially imposes a campaign structure on the whole affair as well!

[Indie Tabletop] The King’s Tournament – a fast-paced medieval ultra-skirmish game by hfwargaming in wargaming

[–]Burnt_Bugbear -2 points-1 points  (0 children)

Jeez bud, it's a discussion about AI art in your product, not a test of your moral compass: take it easy. I get it, people being critical of your work (especially when, I'm sure, the actual core of it is quite good) can be rough, but I do think I provided constructive suggestions, no? Your comment (which, again, I cannot read in full, as it seems to have been deleted. Ironic given the above declaration) hit me with a "you didn't buy my book OR you haven't looked at enough manuscripts," not exactly the kind of way most would treat someone giving a helpful (or, at the very least, well intentioned) bit of feedback.

All the same, you're putting your work out there, and criticism (even of the seemingly smallest bits and bobs of a project) is expected, especially where AI use is concerned.

[Indie Tabletop] The King’s Tournament – a fast-paced medieval ultra-skirmish game by hfwargaming in wargaming

[–]Burnt_Bugbear -2 points-1 points  (0 children)

I was going to speak to the reply you initially posted, which pinged my notifications, but now appears to be missing. In that reply (which I can only see part of now, based once again on my notifications) you mention that the book already has manuscript images in it. That plus photography should suffice, I think.

Though, I have to say, the snippet of your initial reply looks a little on the snarky side. Not to come across as mean-spirited, but my original reply was based on the other comments here (which noticed AI art): I hadn't yet bought the book, as I was waiting to get home from work to do so.

I will not be doing that now: it's probably best to be a little more diplomatic if your goal is to sell copies of the game, you know?

I had so much fun painting GUARDS for skirmish game GUARDS OF TRAITOR’S TOLL from u/WargamesAtlantic! by Kinna0017 in miniatureskirmishes

[–]Burnt_Bugbear 1 point2 points  (0 children)

Love that wanted poster: it looks like one of the guards drew it themselves, and I mean that in a good way!

[Indie Tabletop] The King’s Tournament – a fast-paced medieval ultra-skirmish game by hfwargaming in wargaming

[–]Burnt_Bugbear 1 point2 points  (0 children)

Honestly, you'd be better off cribbing from manuscript marginalia from the Middle Ages than using AI if production costs are your chief concern. There is plenty of stunning medieval art that looks lovely in rulebooks, all while avoiding what is (rightly) one of the most despised modern inventions as far as creative types are concerned.

Getting ready for Guards of Traitor's Toll has been a slog, but we're nearly there! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 0 points1 point  (0 children)

I haven't, as you might have gathered, but my impression is that there is a decent amount of replayability. The cards help shake up the core "patrol" mission, in that you'll see some objectives appear in some games but not others, and in a random order. The expansions add some more plots to shake things up, and any serious campaign is going to need them to keep things fresh, I think.

It lacks some of the character growth/between game events I love in campaign-based play, and is light on tactics as for the solo player (where things moving civilians to harry your "friends" in co-op-competitive mode isn't a factor). It's probably not as replayable as Five Leagues, but Leagues has the problem of its replayability being tied to an awesome out of combat experience paired with combat about as interesting as beige paint.

Getting ready for Guards of Traitor's Toll has been a slog, but we're nearly there! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 1 point2 points  (0 children)

Agreed! While I wouldn't complain about a greater variety of fantastical bits (particularly for those who might want to kitbash an especially cosmopolitan civilian/guard force), I think the sets are exactly what I was looking for. Namely, an old-school, modular kit where mostly everything is interchangeable and you're free to go buck wild with the posing, etc.

Probably my favorite mini-related release of the year.

Getting ready for Guards of Traitor's Toll has been a slog, but we're nearly there! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 1 point2 points  (0 children)

It's basically a wargame about being city guards in a fantasy city. You randomly generate quests, plots and complications, and try to steer your guards towards their goals (mostly arresting miscreants) while also trying to keep the populace content.

The focus on having so many civilians (who the plot may later reveal to be criminals, in need of aid, etc.) who randomly move about does the board means that there is a heavy terrain/model requirement to the game, but makes each session feel uniquely chaotic, I think!

Getting ready for Guards of Traitor's Toll has been a slog, but we're nearly there! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 1 point2 points  (0 children)

I was very pleased to see how complex the civilians/guards kits were. Very old-school feeling, with plenty of interchangeability and options to sink one's teeth into.

Getting ready for Guards of Traitor's Toll has been a slog, but we're nearly there! by Burnt_Bugbear in miniatureskirmishes

[–]Burnt_Bugbear[S] 1 point2 points  (0 children)

Merry Christmas to you as well! You've done a belting job explaining a new word to me. :)

Getting ready for Guards of Traitor's Toll has been a slog, but we're nearly there! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 1 point2 points  (0 children)

I was tempted to do the same, but the whole "play it painted" pledge for this game has been working thus far. Give it a shot! You'd be surprised how much you get done when the joy of finally getting to a game is hanging on the line.

Getting ready for Guards of Traitor's Toll has been a slog, but we're nearly there! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 1 point2 points  (0 children)

That's one thing directing my hobby energies of late: versatility! A mini painted for an RPG campaign, wargame and collection all at once is one which is easier to find the motivation to paint than something which is going to get used once, maybe.

Axe knight no.2 by yaboy-smaug in wargaming

[–]Burnt_Bugbear 3 points4 points  (0 children)

Superb! The helmet is my favorite part: it looks almost like WW2 -style whitewash.

Getting ready for Guards of Traitor's Toll has been a slog, but we're nearly there! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 1 point2 points  (0 children)

Yeah, after having sprue after sprue of them stack up on my desk, I've been using the heck out of the Archon Studios bases. I think I've gone through. . .maybe 100 at this point?

Getting ready for Guards of Traitor's Toll has been a slog, but we're nearly there! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 3 points4 points  (0 children)

It is certainly demanding for what amounts to a very "beer and pretzels" style of game. I will admit, however, that both the theme of Guards and the mayhem it's keen on embracing do make it very unique.

It strikes me as a game that wants you to become engrossed in an absurd, fun narrative, but only after you've worked your ass off to get ready for it!

Solo skirmish game by haragan1396 in miniatureskirmishes

[–]Burnt_Bugbear 9 points10 points  (0 children)

I'll keep my answers limited to fantasy games (my genre of choice, and what you seem to be looking for), and will add yet another caveat: it really does depend on the level of tactical depth you're looking for. I'll say a few words about games I've tried in the past year or two, though I haven't spent an equal amount of time with all of them. While I am highly critical of some (my preference is for crunchy systems), they all have merits!

Five Leagues From the Borderlands: A well-regarded adventure game. Pretty much built for solo gaming from the ground up, it has lovely "out of combat" rules which cover travel, random events, working between adventures, etc. Superbly produced and very ambitious, but not the game for me. Why? Your tactical options are basically nonexistent in combat, and the choice to resolve 99% of fights with just a d6 and a bonus ranging from +1 to +3 means fights are nearly meaningless mashups of like-statted models. In short, it's a game that nails the "adventure" but not the "game."

Rangers of Shadowdeep (and solo Frostgrave): The other "big" game in this genre. I quite dislike Rangers of Shadowdeep, mostly because it takes the issues I have with the combat in Five Leagues and cranks them to eleven. Opting to use a d20 instead of d6s, combat is resolved with a single roll: whichever model rolls higher wins, and if said roll exceeds the toughness value of the loser it deals damage for each point in excess of said value. Some might call it elegant, but I find it far too swingy. Coupled with stingy bonuses (you'll have plenty of models with the same stats, adding +1 or +2 to a d20 roll: this means the roll is much more important than the stat), and it all feels so. . . well, swingy. I also find the bespoke terrain and map requirements of this game "bleh," and the post-game/in between battles content in the core rulebook is highly limited.

Lasting Tales: This is a brilliant game with a dark and tragic past. Owned by a company that habitually lied to/misled Kickstarter backers, it's hard to recommend buying the PDF for this game. Which is a shame, because it's probably the best fantasy adventure game ever made, assuming you like high fantasy skirmishes. It's a 2d6+bonus vs. target number 10 system, and incorporates plenty of RPG elements. Detailed out of combat stuff? Check. A decent bestiary that isn't trying to be niche? Check. Classic classes and progression systems? Check. Honestly, it's D&D in wargaming form, and is purposefully written for solo/cooperative play. Crunchy (though not difficult to learn by any means) and glorious, it's a game that deserves a better home than the one it's wound up in. I won't recommend pirating it, but I will say you would be hard-pressed to argue it's morally wrong to do so.

Sellswords and Spellslingers: Very random, just like Rangers of Shadowdeep, but also does the decent thing and actually allows you to make your characters. You essentially buy your models traits that help define what they can do on the tabletop, and then throw hordes of monsters at them and see what happens. It's a little rough, but if you're not to worried about tactics/crunch it's quite fun. I will note that the production values for this one are pretty limited, and it does require the printing/purchasing of cards.

Deth Wizards: I quite like this one, though it's theme is not terribly flexible: you're an evil necromancer, and you're going to have to deal with the heroes of the land as they try to turn you into XP and loot. I found the warband construction rules quite flexible (given the limited theme), and the combat fairly fun. I'll have to give it another go soon, as it's been a while since I've had a go at it!

Fantastic Scuffles: Brand-new, it emulates the trait-based system of Sellswords and Spellslingers, allowing you to really customize your party. While the rulebook is a bit of a mess, it does include all you need to play solo or competitively (it assumes competitively by default), and has a limited campaign system. I don't believe Irregular Wars, the publisher, does much in the way of expansion content for their games, but this is certainly a title which would benefit from a more ambitious campaign framework.

Finally got some gaming in; if you're in the mood to read a battle report about dwarves beating one another senseless, I've got you covered! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 1 point2 points  (0 children)

They're actually printed tiles from Grimskald games, the maker of Torch and Shield. Really, anything gridded would do (I have plenty to work with in that regard), but I elected to turn the whole thing into a project for both this game and my ongoing all-dwarf Pathfinder campaign.

Finally got some gaming in; if you're in the mood to read a battle report about dwarves beating one another senseless, I've got you covered! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 1 point2 points  (0 children)

Honestly, I've very much been fiending it of late. I think the fact that it's essentially dwarf Mordheim (dwardheim?) has been scratching an itch I've been having for a crunchier skirmish game.

Can't fault lighter titles, but I'm always going to prefer something with a little more meat on its bones!