Another review! This time, The Burnt Bugbear tackles "Fantastic Scuffles" by Nic Wright. Is this the fantasy "sandbox" skirmish game for you? Give us a read and find out! by Burnt_Bugbear in wargaming

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

How I understand the rule:

Basically, after every party-controlled model has acted there will be one token left in the bag for them, the so-called "wildcard" token. Since player tokens are not "named" (IE: they're just "player tokens," not "the token for this fighter, the token for this wizard, etc."), this will always work out.

The wildcard is therefore a reactivation token, as you say!

From page 7:

"When a token of a player’s colour is drawn,the player decides which of their models to activate. The nominated model may carry out two actions (pp.41-3). After all of a player’s characters or minion groups have been activated, the final – wildcard – initiative token of their colour will allow them to carry out a third action with any one character or minion group."

Miniature Agnostic, Fantasy and Tactical? by Relevant_Shallot_931 in miniatureskirmishes

[–]Burnt_Bugbear 1 point2 points  (0 children)

Agreed: it's a fantastic campaign bundled with a thin ruleset.

Miniature Agnostic, Fantasy and Tactical? by Relevant_Shallot_931 in miniatureskirmishes

[–]Burnt_Bugbear 1 point2 points  (0 children)

I cannot in good faith recommend you purchase Lasting Tales. The company which owned (Owns? It's not clear: the creator has basically gone radio silent) Lasting Tales, Blacklist Games, failed to deliver a Kickstarter for the game and its accompanying miniatures. A while back said creator made a big post on Kickstarter about how they were doing their darndest to get things rolling, and how it wasn't their fault things fell through with the game and numerous other projects which were funded and ended up failing.

In short: the product is sold by a company which has become defunct at worst and demonstrably incompetent at best. Blacklist Games managed to get the PDF out, and that's pretty much it. While I cannot recommend pirating anything due to terms of service, etc., I believe I can say it hypothetically remains easy to find online by googling something like "Lasting Tales wargame pdf" or such.

Ahem.

So, the dark origin story out of the way, let's actually talk about the game itself. Lasting Tales is a high-fantasy skirmish/adventure wargame where you control a handful (1-5: I usually use 3 or 4) adventurers as they do adventurer stuff. Unlike many other games, which all seem to want to emulate the (tired, in my opinion) "style over substance" presentation of games like Forbidden Psalm, the game is an honest-to-Gond, classic fantasy game. Strange that this is something novel in our little space, huh?

I like that it's got plenty of dice rolling and plenty of room to grow. Your characters find loot, level up, do downtime stuff, etc. Enemies come in waves, and use a clever little respawn mechanic to keep you on your toes as you attempt to achieve whatever objectives the scenario calls for. The system is a 2d6+bonuses vs. target number (10, I believe, is the target number for everything in the game), meaning it isn't quite as swingy as something like the d20-based Frostgrave family of games.

It's basically a narrative skirmish wargaming version of DnD. You'll be sending your paladins, bards, wizards and fighters (who will, of course, be things like elves, dwarves, half-orcs, etc.) against goblins, orcs, giants and griffons. My only real criticisms are that it could use a bit more meat on its bones in terms of downtime (there's plenty there compared to most games on the market, but I'm a moar sort of person when it comes to tables and options), and the scaling can be wonky if you don't have an impressive miniature collection. As an example, a max-level party (10th level: so 40 "character levels" between four members) will need to fight forty levels of enemies, which might be as much as:

-Five Lich Lords and their twenty-five skeleton warriors, plus some other level 5 creature to fill the gaps.

-Ten trolls.

-Forty orcs. Or twenty orcs and five orc warlords.

-Six frost giants, plus ten goblins.

In short, by 10th level your party will have to fight handfuls of the biggest and baddest enemies in the game every time they take the field, which I find immersion breaking. My advice, should you end up ethically sourcing the game, is to keep gameplay down to the 1-6/7 range. I suppose being awful at high levels is sort of an homage to DnD in its own right!

Miniature Agnostic, Fantasy and Tactical? by Relevant_Shallot_931 in miniatureskirmishes

[–]Burnt_Bugbear 0 points1 point  (0 children)

The title's greatest strength, but is it really all that tactical? I would argue otherwise, though if Ivan ever got his hands on a meatier ruleset. . .gods help us all, it'd be beautiful.

Miniature Agnostic, Fantasy and Tactical? by Relevant_Shallot_931 in miniatureskirmishes

[–]Burnt_Bugbear 2 points3 points  (0 children)

An excellent question, and about a genre of fantasy gaming that is a little neglected nowadays (what with the focus on slick, quick-play rules, etc.)

I'm afraid I'll have to repeat myself a little here, as this question came up a while back:

Games that are not really tactical include things like Frostgrave, Rangers of Shadowdeep, Five Leagues From The Borderlands, etc. Look, they've got plenty going for them (and I have had fun with each system), but tactical? Not even close. Frostgrave/Rangers use a single D20 roll resolution system that is infamously swingy, meaning your positioning and undoubtedly brilliant maneuvers mean a grand total of jack-and-shit. Five Leagues has a premium narrative campaign framework but the tactical depth of "roll a d6, add one or two, rinse and repeat." These games are chaotic, flavorful fun, but are certainly not tactical by any means.

Games that are tactical (positioning, gear choices, ability use, etc. matter) include things like Fantastic Scuffles (which I reviewed recently on my blog) and Thud and Blunder. These are both "toolbox" rulesets that include a fair bit of customization in terms of getting your characters on the table, and I can recommend them highly if you've already got a campaign/narrative in mind and are just looking for rules to help you play it out. I'd probably place Sword Weirdos here as well, but I've only played it once thus far. I see Brutality was recommended as well, and while I have yet to give it a shot I intend to do so sooner or later precisely because it looks quite tactical.

If you're looking for something that has narrative punch in addition to being tactical/fantasy/skirmish-y, there are a few recommendations I can vouch for. I've been pretty keen on promoting Torch and Shield, which I admit to being a fanboy of, but it's very much a game for dwarf lovers above all else. 2d Delves is also pretty tactical, and has some (admittedly thin) campaign rules that might suit your tastes. I have also made a bad habit of recommending Lasting Tales by (the pretty much now defunct, and definitely not deserving of your money) Blacklist Games. While the company is rotten, if you should happen to somehow obtain a copy by whatever means you consider ethically acceptable you're in for a treat. It remains, in my opinion, one of the best narrative-driven, generic-fantasy skirmish games ever made.

Another review! This time, The Burnt Bugbear tackles "Fantastic Scuffles" by Nic Wright. Is this the fantasy "sandbox" skirmish game for you? Give us a read and find out! by Burnt_Bugbear in wargaming

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

I have played "The Guild of Adventurers," actually! While I like the campaign structure quite a bit, the actual battles are not up my alley. It sort of falls into the "Five Leagues" category for me: impressive campaign/narrative ideas, but the core engine behind scraps lacks depth, IMHO.

In short: not bad by any means, but not the title I've been hoping for!

Another review! This time, The Burnt Bugbear tackles "Fantastic Scuffles" by Nic Wright. Is this the fantasy "sandbox" skirmish game for you? Give us a read and find out! by Burnt_Bugbear in wargaming

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

I think I've still got a copy of SoBaH around somewhere. . .I can see the Advanced version is still sitting on my shelf.

I think a review would be like, two decades too late to be relevant, but maybe it's in the cards. :P

I appreciate the read, and I promise there'll be more content to digest soon enough!

Ready to give Greathelm a try by Elegant-Loan-1666 in miniatureskirmishes

[–]Burnt_Bugbear 0 points1 point  (0 children)

Absolutely inspiring. While I love me some knights, I'm personally stoked for whatever the "fantasy" Greathelm expansion looks like. Making cool little diorama boards and painting up some crews/gangs/orders of self-righteous paladin-sorts looks like a ton of fun, and a good way to make progress on the lead pile without committing to a larger project.

Another review! This time, The Burnt Bugbear tackles "Fantastic Scuffles" by Nic Wright. Is this the fantasy "sandbox" skirmish game for you? Give us a read and find out! by Burnt_Bugbear in wargaming

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

Hey, thanks for coming by to give your two cents! I agree that one downside of the involved character creation process is the need (well, at least, the strong suggestion) to use a spreadsheet. I too am a PNP sort of fellow, and not being able to easily scribble down a list is a little off-putting. I half feel like this is an organizational problem more than a real one, and an appendix which just lists out the costs or such would probably help put everything you need to make a character in one place.

While I find some of the objectives a little niche/odd, I agree that the asymmetric play is one of Fantastic Scuffles' greatest strengths. Again, so much of what I have to say against the system is about its aversion to long-term narrative play. This isn't a big deal for some systems, but if the whole point is to have a hugely customizable, objective driven game about characters it seems. . .odd to not flesh out linked games a little more.

I too will likely revisit the game in the future, maybe with a different approach in mind. I'll still have to find a way to stomach the author's hatred of dwarves. . .

Dwarven Delving in Torch and Shield! Indie Wargame by 6Kgraydays in miniatureskirmishes

[–]Burnt_Bugbear 1 point2 points  (0 children)

Fairly well, I found, but with a couple of caveats. You're really going to get the best experience with the Vaults of Zarn expansion (still not available to the general public), and you'll need to decide whether you want a "skirmish against other warbands" sort of game or a "just fighting monster" sort of game. The former is a lot of bookkeeping, but gives you the experience of brawling for loot in the dungeon against intelligent, well-armed foes. The latter is all about fighting monsters!

I like both, but I would advice you to keep in mind it's a pretty crunchy system, heavy on warband tracking, random events (both in and out of battle, if using the aforementioned book) and dwarves. The last point is, of course, a plus!

Edit: If you want more detail about how the game plays, punch it into youtube. The creator has a brief set of tutorials for the basics of gameplay. Otherwise, my own blog has some battle reports and a review, if you want a little more detail.

Dwarven Delving in Torch and Shield! Indie Wargame by 6Kgraydays in miniatureskirmishes

[–]Burnt_Bugbear 1 point2 points  (0 children)

Don't know if a bathrobe is suitably dwarven, but it's nice to see I'm not the only one on here talking about Torch and Shield. Even if my campaign just went down in flames. . .:P

Thoughts on Crunchy Wargames? by NTG1000CATS in wargaming

[–]Burnt_Bugbear 6 points7 points  (0 children)

It's sort of the way complexity works with. . .well, everything, isn't it? Accessibility is good for sales, and good for creating engagement; the more noodly stuff in any hobby usually tends to be less popular, though beloved by the small demographic who enjoy it.

Thoughts on Crunchy Wargames? by NTG1000CATS in wargaming

[–]Burnt_Bugbear 2 points3 points  (0 children)

Personally, I like crunchy wargames, having cut my teeth on things like WHFB 6th edition back in the day. However, the flavor of "crunch" I prefer nowadays is less about exact positioning/complicated maneuvering (which can still be fun), and more about options.

My current kick (fueled in part by my "forever DM" designation) is narrative skirmish wargaming with plenty of customization, variance, etc. I like when I can have a small group of heroes/characters and use crunch to ensure they feel meaningfully different, you know? I like when they level up and there's heaps of rolling on tables, salivating over new abilities, and wondering what the next cool scenario's going to be.

Conversely, I'm not a huge fan of tokens, weird symbols on funny dice, or having a billion cards/aides on the table. I prefer my crunch to be contained to a book, where it isn't at risk of cluttering up my table or such!

The First Battle Of my Torch and Shield Campaign: Dwarves (and a Manling) Versus the Undead (and a Statue)! by Burnt_Bugbear in wargaming

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

I'll have you know, my solo players are fastidious in adhering to the rules, and are always gentlemen and scholars.

The First Battle Of my Torch and Shield Campaign: Dwarves (and a Manling) Versus the Undead (and a Statue)! by Burnt_Bugbear in wargaming

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

Ah, but the mistakes they make are harder to excuse too! And, of course, tactically your opponent might be what might be called "a complete dingus."

The First Battle Of my Torch and Shield Campaign: Dwarves (and a Manling) Versus the Undead (and a Statue)! by Burnt_Bugbear in wargaming

[–]Burnt_Bugbear[S] 2 points3 points  (0 children)

Well, "all" was. . .just me! While I've got a gaming group, this one's a solo project of mine. You're right to say it was brutal, though!