To compliment the new Heroes, here are the new Green Horde zombie sculpts. I'm find these quite a mixed bag, but am reserving judgement fully until we get to see the final things. 17 days to go till the Kickstarter!
We have the full set of 3D renders of the Hero models from the upcoming Zombicide: Green Horde Kickstarter. They've gone down the digital route this time it seems – time will tell how they compare to the Black Plague miniatures!
It's hard to tell how cool or not these minis are going to be. I'm pretty sure that at the final size they'll look cool and paint up well. Now just have to pick a favourite!
This blog has not seen Romans and Celts since August 2013. They've been safely packed away after my first attempt at writing the Dark Crucible rules was abandoned. There's been no inclination to revisit them, especially as my rule-writing exploits has turned to Project–Hood, Project–Out Of Time and more recently an adaptation of Zombicide Black Plague as a skirmish arena game. I've found my attention floats from one of these projects to the next in a merry-go-round fashion, moving on when the motivation tires.
Romans hold the hilltop
In a bizarre twist of fate, I found myself back writing out stats for Romans and Celts this weekend as myself and Bull arranged a last minute play-test morning. The latest incarnation of Project–Hood was reaching a plateau where things needed to be tested thoroughly. However, I took the basic ruleset and stripped out all the resource management and unique characters. Back to absolute basics. I then converted the character list so we could play with basic troops alone – the Romans and Celts as we have plenty of models for those.
Celts taunt the Romans!
I love sitting in isolation trying to conjure up new mechanics and fun iterations of things I've not seen used before. I love putting it all down in a document and refining things, then refining them some more. However, it doesn't matter how much things make sense on paper, the one thing I have learned is that they do not often survive the first round of play-testing.
We played through a simple king-of-the-hill type scenario, nothing complicated but there was an objective rather than random skirmishing. Then we simply talked through options and directions, rolling out specific encounters to see how things felt. Many of the mechanics I was completely sold on previously fell apart quite quickly in the hands of another player. Our discussions and thought process evolved over the four hour spell, and what we ended up with is quite far removed from the 9am document.
I made a tonne of notes whilst there and came away to distill them into something logical, playable and balanced (if that's possible). I'm hoping these core mechanics, once more concrete, will form an underlying basis for a couple of these rules projects at least. Time will tell.
The things I can see here of significance are firstly the walker seems much bulkier than we're used to and also that it's wearing armour of sorts. Hmmmm…
There was talk of goblins early on in the press releases, and that they appeared in packs, so I wonder if we're going to see a Crow-type base with multiple armoured goblins on it, or just individuals as normal?
Ironically this guy seems no different from the regular walker, based on the crop of this illustration. More armour and spikes can't be good for the heroes though!
Having dealt with abominatroll and abonina-minotaur recently, I'm struggling to be too intimidated by this new Orc abomination – unless he turns out to be toughness 4 of course!
I like the look of this Necromancer. The character Necromancers from the Kickstarter have added a new dimension to the game (I hate you Grinn!) so I'm hoping that this guy is more than just a new sculpt.
So that's everything we've seen so far. Aside from being told that the new zombies are tougher than previously, we don't know much about the new game. In the mean time there's plenty of life left in Black Plague yet!!