I’ve been playing the wonderful 02 Hundred Hours from Grey for Now games recently. As thoroughly expected from one of the creators of the equally fantastic Test of Honour, 0200hrs is full of slick, tense, cinematic and critically, fun reasons to push toy soldiers around.
I got home from a fun few days of playing Warcry last weekend, and found a copy of The Doomed waiting for me.
L to R: Probator “Von Sydow”, ogryn reality TRI-D dinosaur hunting phenomenon “Chompers“, Ordo Xenos Inquisitor “Verhoeven“, gun-slinging bounty hunter “Rosa “Digger” Stone” and “Glo-stik“, warrior of the “Boss Drum” tribe.
The Doomed is a miniatures agnostic, post-apocalyptic, sci-fi, tabletop miniatures game with maximum, massive monsters and minimal, miserly measuring.
On the left are three “Nexus” models: tins of long-pig, an alien egg and potable water that the Horror in the centre – a “Devourer”, a manifestation of gluttony known as “Marjory” by its Scavenger “Minions” (on the right) – plans to consume.
The game belongs in the “groups of non-conformist, monster-hunter types take umbrage with other bohemians/dropouts/misfits with whom they share low value, monster-haunted real-estate” sub-genre of heavily-hyphenated miniature games. Things like Necromunda, Mordheim and Stargrave share a lot with The Doomed, but there are significant differences.
I used a 30″ by 22″ Kill Team mat and various ruined industrial terrain elements to represent the “Breakthrough Conflict” (scenario). Note the Nexuses and Horror in position.
There is a heavy push towards kitbashing miniatures in The Doomed book, although it isnt a rule or anything like that. This is absolutley fine, and potentially loads of fun. I may even kitbash a set of figures specifically for this game at some future point (like I did for Forbidden Psalm/Mörk Borg), but for my test game I decided to draft miniatures that I already had painted.
The ruins of Tetanus IV…
They were all prepped with precisely this sort of gaming in mind anyway.
Glo-Stik bangs rusted drums to draw the Marjory out: his tribal trousers will never be green again…
Similarly, many (all?) of the the various types of sci-fi gaming terrain that I have prepped over the years suit the dilapidated aesthetic being pushed in the book.
Rosa sets up a crossfire while Chompers enthusiastically plays the role of bait…
That said, if you wanted to play The Doomed in a more comic book, primary colour driven, raygun-gothic sort of Futurama-esque setting or a Star Trek utopia suddenly awash with monsters, then you could do that too without making any rules changes. The game is designed with broad strokes and archetypes, rather than specific ranges in mind.
…which works faster than anyone expected…
After that test game I’m looking forward to playing through a few fast and fun monster bashing games in the near future.
Credits The game mat comes from gamemat.eu. The ruins come from Citadel and Mantic. Chompers, Verhoeven and Glo-stik are all old Citadel Miniatures. The Scavengers are from Ramshackle Games. Devourer/Marjory is an old Leviathan miniature, available from Scotia Grendel I think. The Nexus items came from a Valquiria Studios. The Doomed is published by Osprey.
Filled with purpose, the forces of “Mourning Wood” rise from slumber…
My gaming opportunities have been thin on the ground for the last few years, for multiple macro and micro reasons. “Nightwatch” was one of the games that I definitely did not want to fall through the cracks.
L to R: “Kint”, “Widd” and “Teeth” (Hirelings), Guild Mancer “Helga Moneypfennig”, suspected Bretonnian spy “Derek” and Guild Blade “Byron Maiden”
Nightwatch is a co-op miniature wargame, with a flowchart AI approach to the waves of bad guys that attack a small group of PCs. If there was a miniatures game of the Vermintide video game series (itself almost a reskin of the Left 4 Dead series) then it would probably look a lot like Nightwatch.
Last weekend I got together with The BazPaz in his newly prepped indoor/outdoor gaming space for some socially distanced gaming. Having talked about it for a couple of years, we decided to give some of our recently painted figures a run out in Saga: Age of Magic, our first ever look at Saga of any variety.
My force was made out of some of the various ghoul figures that I have been painting recently, fielded as an “Undead Legion” Saga force. The Bazpaz used the lovely faery force that he has been working on for over a year now, on and off, made up primarily of Citadel Sylvaneth, with some Wargames Atlantic Fauns, as a “Lords of the Wild” warband.
Neither force had ever hit a gaming table before, and no game of any variety had ever been played in that precise location before, so it was a session of firsts.
The poorly photographed Grymwatch advance up the East flank
Saga has a significant amount in common with Warcry, another game that I really enjoy. Without going into too much detail, each game has a resource management element based on assigning a number of dice at the start of each turn. Mechanics like that can sound dull, but when they are used to make your feverish, naked cannibal half-dead post-humans pay no heed to casualties and chow down on their opponents at a critical juncture, they are a lot of laughs.
The Bazpaz drafted a number of the “spite” models included in the Sylvaneth range to make up a “Swarm”, exclusive to his “Lords of the Wild” faction.
Saga does a very good job of providing a solid, common base of rules that can be picked up fast, so that the players can focus on actually playing the game. I love this approach to game design. I am very excited to play more Saga soon, and I am tuning my hobby time towards it.
All in all an excellent gaming visit, after a significant social drought. I’m already prepping more Undead Legions for next time.
Phase one o’ the Man O’ War project be culminatin’ in a series o’ miniscule nautical engagements. The accompanyin’ document be full ter the gunnels o’ images fer illustrative purposes.