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  • Wargames - Deadzone Ed2 - Unit types and model suggestions

    The Deadzone Ed2 system has Warpath miniatures produced by Mantic Games for almost every unit type in the rulebook. However, there are several miniatures that could be used as good substitues, if you don't have access to the original, or if you'd like some variety in your collection of miniatures.

  • Running game demos - Deadzone

    I've gathered my recommendations about running demonstration games for the Deadzone boardgame / wargame from Mantic Games.

    Before you read further, I recommend you to read: Running game demos - Guidelines

  • Wargames - Playing Deadzone Ed2 on the Makettfesztivál Miskolc 2017 (2017.02.18-19) - Warpath Gameplay narrative

    Wargames - Playing Deadzone Ed2 on the Makettfesztivál Miskolc 2017 (2017.02.18-19) - Warpath Gameplay narrative

    I had a chance to attend the Makettfesztivál Miskolc 2017 on 2017.02.18-19, where I organised a couple of Deadzone Ed2 demos. There were lots of kids eager to play games. I tried to set up my Battlezones. Necromunda and Infinity scenery I prepared for the event, but as the kids were harrassing me to start playing, I gave up, and just used my trusty Nexus Studio container buildings. This is a retelling of the games played on the convention, at least what I remember from them. To fit with the previous gameplay narratives, I'll probably set the story in the universe of the Imperial Space setting at a later date.

  • Nexus Psi Sourcebook for Deadzone Ed2 from Mantic Games - Wargame book review

    Nexus Psi Sourcebook for Deadzone Ed2 from Mantic Games - Wargame bookimage © Mantic Games

    Wargame Book: Nexus Psi SourcebookProduct Code: MGDZM ?, Series: Deadzone, Setting: Warpath, Rules: Deadzone Ed2, Company: Mantic Games, Production: 2016-
    Designer:Jake Thornton
    Features: softcover

    Base price (Nexus Psi Sourcebook): 10 GBP / 15 EUR/ 20 USD
    Base set price (Nexus Psi Expansion): 35 GBP / 50 EUR / 60 USD

     

    Buy the Nexus Psi Sourcebook for Deadzone Ed2 from Mantic Games from Amazon
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    Buy the Nexus Psi Expansion set from Element Games (UK) -10%
    Buy miniatures from Firestorm Games (UK)

    Read our preview of the Nexus Psi Sourcebook from Mantic Games

    Read our full review of the Nexus Psi Sourcebook from Mantic Games (we do not have this product to review)

  • Deadzone Ed2 Rulebook from Mantic Games - Wargame book review

    Deadzone Ed2 Rulebook from Mantic Games - Wargame bookimage © Mantic Games

    Wargame Book: Deadzone Ed2 RulebookProduct Code: MGDZM28, Series: Deadzone, Setting: Warpath, Rules: Deadzone Ed2, Company: Mantic Games, Production: 2016-
    Designer:Jake Thornton
    Features: hardcover

    Base price (Deadzone Ed2 Rulebook): 25 GBP / ? EUR/ ? USD
    Base set price (Deadzone Veteran Commander Bundle): 37,5 GBP / 55 EUR / 60 USD
    Base set price (Deadzone 2nd Edition Starter Set): 50 GBP / 70 EUR / 80 USD

     

    Buy the Deadzone Ed2 Rulebook from Mantic Games from Amazon
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    Buy the Deadzone Ed2 Rulebook from Mantic Games on eBay
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    Buy the Deadzone Ed2 Rulebook from Element Games (UK) -10%
    Buy the Deadzone Ed2 Starter Set from Element Games (UK) -10%
    Buy miniatures from Firestorm Games (UK)

     

    Read our full review of the Deadzone Ed2 Rulebook from Mantic Games

  • Wargames - Playing Deadzone Ed2 in The Forge Club (2016.12.28) - Imperial Space Gameplay narrative

    Wargames - Playing Deadzone in The Forge Club (2016.12.28) - Imperial Space Gameplay narrative

    Article updated: 2016.12.30

    There was a club gathering at The Forge Club on 2016.12.28, where I organised a Deadzone Ed2 demo. After a quick warm-up game, there was an interesting battle between Fedák Zsombor and his friend, two youngsters who never played Deadzone before, but they were eager to try it. This is a retelling of the events that happened. To fit with the previous gameplay narratives, I set the story in the universe of the Imperial Space setting.

  • Wargames - Deadzone Ed2 from Mantic Games - Wargame system analysis

    Deadzone Ed2 is a mostly abstract miniatures wargame, set in the futuristic setting of the Warpath universe, produced by Mantic Games.

    Designer: Jake Thornton

    Company: Mantic Games

    Rules

    Mantic Games: Deadzone Ed2 free rules (PDF) - the errata is not applied to these rules, you should note them for yourself

    Mantic Games: Deadzone Ed2 rulebook errata & FAQ v1.0 (PDF) (2016.06.02)

    * * *

    Players

    The player: Abstract player, leading one force.

    Player skills required

    • Dexterity: You have to move your miniatures.
    • Planning: Although you don't have to plan your moves ahead, you'll do better if you do.

    Number of players: 2. As it stands now, most of the rules would support more than 2 players, but the model placement rules would get in the way.

    Powers:Various - The players can choose different forces from a list (Asterians, Forge Fathers, GCPS & Enforcers, Nameless, Plague, Rebs). Unless both players happen to choose the same force, they will be different.

    Units:Various - The players can choose different units to create their forces. Unless both players happen to choose the same force and the same units, they will be different. As the game stands now, every force has different units.

    Their abilities are assymmetric, some units are stronger than others.

    Choosing units: Various - Force organisation slots with points. The players can choose various units to create their forces. They have a number of points to spend, and they have to adhere to the force organisation charts. This means you might have to spend points on units you don't need to get units you want in your force.

    * * *

    Playing area

    Playing area: Variable. Beyond the size of the area (8x8 tiles), there are no rules for setting up the playing area.

    Playing area size: The basic size in the rules is 8x8 tiles.

    Playing area openness: Mostly closed. The playing area is considered a solid wall that blocks all movement. Some scenarios allow moving in or out in the indicated cubes places.

    Playing area features: Realistic.

    Terrain scale: Abstract, but close to 1:1 scale. The game uses 3x3x3 inch (7,5x7,5x7,5cm) cubes as a terrain unit. In this cube, 4 models fit from each side. This means that when 4 models enter from one side, a fifth model can't join them because it's full, but 4 models from the opposing side can still enter because there's enough room for them. There's one catch though that clashes with the abstractness - those four enemy models can enter only if they would fit physically. If the player positions his 4 models cleverly among the scenery, he can prevent their entry.

    Heights: Depends on model size.

    * * *

    Playing pieces

    The game uses 1:56 scale (often called 28mm or 32mm scale) miniatures.

    Units: Single miniature

    Playing pieces: Actor - the miniature represents the unit as a real actor. The size of the miniature matters.

    Playing piece ratio: 1 / 1. Every miniature represents a single actor.

    Unit detail: Very detailed. Every model has a set of statistics. They can take more than one damage, and they can be healed.

    Other pieces

    • Tokens: Activation markers. Health markers. Equipment markers.

     

    * * *

    Play styles

    Abstractness: Realistic approach, with abstract elements.

    Cooperativeness: Competitive.

    Immersion: Non immersive. Players have access to strategy dice, that allows them to enhance abilities of their units, or reroll tests. The playing area and movement is abstract.

    * * *

    Rules

    Randomness of the game: Some / Very.

    Random effects:

    • Dice (d8).
    • Multiple dice: When you roll for a test, you roll multiple dice, even if it involves only one actor. The basic roll is with 3 dice.
    • Exploding dice?

    Randomness type: Linear.

    Risk management: Heavy. The players get tactical resoures (strategy dice) every turn. Some of these can help in risky situations - rerolls, bonus actions. If the player gets such resources, it can tip the balance to his favour, but still won't guarantee automatic success.

    Resource management: The players get tactical resources (strategy dice) every turn that can be spent on adventages. Some units can be equipped with resources that can be used. The models can get resources when they find loot markers.

    * * *

    Turn structure

    Player activation: Taking turns, one after the other, unless one player uses a special ability to activate another model.

    Duration of a turn: Unclear, but not very long. Probably a few seconds.

    Actions by the player: Not based on dexterity.

    Taking actions: Taking action with a single miniature.

    Time for actions: No time limit.

    * * *

    Movement: Movement grid (square). The exact location of the miniature in the grid matters. The game uses 3x3x3 inch (7,5x7,5x7,5cm) cubes as a movement unit.

    Line of Sight:

    LoS from eye: The LoS is drawn from the eye of the viewing model.

    Target miniature: Every part of the target model counts, including the base of the model. The pose of the model and the base itself matters in the game.

    Cover area: If there is a cover in the area, the whole area is considered to give cover.

    * * *

    Theme: Combat.

    Language dependency: Rules, army lists.

    * * *

    Possible improvements

    Wording: There's not enough emphasis in the rules about the need for 3 dice when rolling tests. Even though it might make the text longer, put it everywhere when a test is mentioned.

    Abstractness: At the moment two philosophies clash in the game - the realistic approach used in most miniatures wargame, and an attempt for an efficient system, that is abstacting the game. As no matter how you tweak the system you won't be able to satisfy the tastes of people who are looking for simulation or immersion, going for a totally abstact approach could improve the game.

    • Change the line of sight: As it stands now, line of sight is based on drawing a line between the models. This approach favours models that are crouching. The range of models, however, have models posing heroically, and some assault marauders stand 10cm high because their jet pack smoke is modelled under them. These marauder models would be seen by anybody on the whole field, even when they try to lie low.
    • Change the way models are allowed in a cube: As it stands now, 4 human-sized models can enter from both sides, if they can fit physically there. I'd say you should allow overlapping bases. It won't really hurt the game, and it gets rid of the optimising.

    Model allowance in a cube: The only thing that's in the way of a game with more than 2 players is the number of models allowed in a cube. If you could change it, you could have 3 or even more forces in a battle. I'd try something along the lines of 8 models allowed in a cube, but models with phyisical contact with models inside a cube could join a close assault. I haven't tried that yet, though.

    Resolving casualties: As of now, casualties are treated as if they get immediate and extensive medical care, even if your force is not victorious. It seems very civilised of the victorious forces to treat their fallen opponents as if they were their own, and then send them to their respective armies. It's very nice of Enforcers to not only leave their Plague prisoners alive, but giving them another chance, or of the Plague to leave their hostages uninfected. In the end, there's only 12,5% chance of a casualty being dead and being lost from your force.

    One more pressing problem is that the models with lasting injuries can play in the next game, but the ones without remaining injuries get 80% chance of missing their next game. I can't really see the logic behind this.

    It's interesting that the casualty system in Deadzone Ed1 works better in my opinion. You had to pay resources to try heal your gravely wounded models, and it was only then, when you had to roll on the casualty table. In Ed1 there's no mention of missing the next battle.

    * * *

    Sources & tutorials

    Reviews

     

    Changes between editions - Ed1 & Ed2

    Dave (from Mantic Blog): Deadzone: What’s New in 2nd Edition?: Article.

    * * *
    Have you played the Deadzone miniatures wargame from Mantic Games? How do you like it? Would you recommend them to others? Tell your opinion in the comments!

     

  • Wargames - Playing Deadzone Ed2 on Games Day Budapest 2016 - Imperial Space Gameplay narrative

    Wargames - Playing Deadzone on Games Day Budapest 2016 - Gameplay narrative

    Article updated: 2016.12.29

    On the Games Day Budapest 2016 I was invited by Nagy Péter (Petrow) to play a game of Deadzone Ed2 with him. Even though we have played a Deadzone game, to continue the story that started in the previous Afterlife gameplay narrative, I will include elements of the Imperial Space setting. I try to recount the events that occured on that day.

  • Games Day Budapest 2016 - Event coverage

    Games Day Budapest 2016image © Kovács Károly

    The Nexus Club visited Games Day Budapest 2016 to do demonstrations of sci-fi wargames. In cooperation with The Forge Club, Scenery World Workshop commission terrain maker studio, and Nagy Péter (Petrow) from Keszthely, we brought demos of Alien vs Predator, Deadzone and Dreadball. There were dozens of other wargames and boardgames demos all around the area. The Golden Gobbo painting competition was also held here. Several gaming stores had a stand here with reduced prices, and there was a bits market for miniature collectors.

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