Wednesday, October 31, 2018

What Project Next? Post-Apocalyptic or Gangs Warfare?

The two rules sets and periods that I am deciding between: post-apocalyptic vs. urban gangs
About a month or so ago, I was fairly certain that the next project that I would be painting up would be post-apocalyptic. I even had a rules set that I hadn't played, but my friend Jason of Miros Games blog had and recommended. However, we playtested the Tribal skirmish rules, and I liked them. Even more, they had a supplement which covered gang warfare, and I felt that fit perfectly for the feel of the rules. I love the 1980s movie "The Warriors," and thought that'd be an incredibly fun and visually exciting game.
If I go post-apocalyptic, I already have F Troop painted up (from Sergeant Major Miniatures)
So, now I'm in a quandary: which project do I do next? Trying to do both means it'll take forever to get either on the tabletop. I know that I have my Ghost Archipelago games that I'm still running, but I think seeing concrete progress towards my goal will keep me motivated. Maybe setting them out, side by side, will help me make my decision. So, here they are: Across the Dead Earth by Dead Earth Games vs. Brutal: Close Up and Personal Combat by Mana Press.

Comparing the Rules

First off, I have both already in PDF format, so no knew rules purchases will be necessary. The Dead Earth rules were a free download off of their website, while for Brutal I paid $10 each for the Tribal base rules and Brutal supplement. Both seem reasonably well thought out. Across the Dead Earth has a detailed world of post-apocalyptic Britain you can use (though I'd likely change that to Ohio). Brutal gives you a number of periods to choose from, including Gangs of New York (more for a century earlier than the period I want to recreate), Pulp superhero, Renaissance Italy, London gangs -- you name it!
If I go with urban gangs, I already have this group of Kung Fu Fighters from Mega Minis painted up
Both are man-to-man skirmish rules. In Brutal, the ordinary rank and file are in bands of five figures, while the heroes are individual. In Dead Earth, all figures are individual. The average player force in Brutal is about a dozen figures -- or at least that is the size of games we've played. The forces are much smaller in Dead Earth, with the sample groups shown as five figures. All are detailed characters, so it doesn't seem like they're supposed to die very often. You can customize heroes in Brutal, but the character generation (and advancement) system in Dead Earth is much more detailed. There is technically not a campaign with experience point generation in Brutal.
The Blood Brotherhood are an argument to go for post-apocalyptic and Across the Dead Earth rules
I have not played Dead Earth, but it appears that characters shoot or melee and if they cause a hit, the target must make a saving roll. If failed, they are out of action, but can be revived by a medic. They can also be "finished off" by a player in base contact. In Brutal, warrior figures take one wound each and there is no saving throw. Leaders and Heroes take significantly more, and are intended to be able to take on warrior bands of five on their own. It would be easy to consider "dead" figures in Brutal simply knocked out, and returning in subsequent games.
All shields and weapons are separate, and I have PLENTY more, so this could be the core of an exotically-dressed gang
My thought is that Dead Earth is going to play a lot like Ghost Archipelago, with bands of characters out hunting treasure and gaining experience. Brutal plays more like a skirmish game, with more tactical level decisions than role-playing like decisions to make. Which has the edge? Not sure. I'd say a slight edge to Brutal as I have played it and enjoyed it. Just as importantly, so has my Sunday night gaming group. I think Dead Earth may simply feel like Ghost Archipelago in a post-Apocalyptic world.

Comparing Figure Availability/Cost

In the beginning, I thought this category would be a slam dunk for Dead Earth. This past summer, I purchased a couple dozen Foundry figures to supplement the handful of post-apocalyptic Sergeant Major Miniatures figures I'd been collecting. What's more, I have two groups painted up already -- the Blood Brotherhood and F Troop. No figure conversions would be necessary. I have an interesting variety of miniatures on hand. I just need to paint them.
With separate shields and weapons, these Foundry figures could easily be jeans-wearing street toughs with crow bars, chains, bats -- you name it
For a Gangs of New York period, I went through my figure collection. Pretty much all my Pulp and post-apocalyptic figures which could be painted up for it have firearms -- which is a no-no in gang warfare (except there are really cool rules for their use and subsequent arrival of the police). Upon closer examination, and including my Dark Ages figures, I was able to piece together a half-dozen interesting gangs -- Asian Kung-Fu fighters, turbaned SE Asian or Middle Eastern types, a Celtic "Sons of Alban" gang, and others. Plus, I have access to more Foundry's Ancient German line at $1 a figure. They have lots of guys wearing pants with open hands for chains, crow bars, clubs, ball bats -- whatever. There would be a lot of modification, and I would need to find a source for (or hand create) gang warfare melee weapons. If the variety sounds too weird, remember the movie that inspired me -- there were gangs in mime face paint, fancy top hats and suspenders, a gang in baseball outfits -- you name it!
The sheer variety and color of various unique gangs on the tabletop is an argument for the Brutal rules
So, which will be easier? The edge goes to Dead Earth here, obviously. Fewer figures to paint (5-7 per player), and everything is all purchased.

Comparing Terrain

Since most of my players know that going overboard on terrain is the way I roll, I think this is an essential consideration. For Gangs of New York, I have been steadily expanding my 28mm modern buildings for my Wars of Insurgency games. I recently finished four Sarissa two or three story city block buildings. All of these would port over easily to this game. And as I collect more for one period -- like the Factory with Office and two stores I have on my desk now -- I accumulate more for the other. A miniature cityscape always is an eye-catcher on the tabletop, so the games will look really cool, I'm sure.
More of F Troop
For a post-apocalyptic world, I could always use the same stuff, but it won't look degraded and ruined, as people will expect. I honestly have very little for this. I would have to scratch-build or buy ruined buildings if I wanted it to have the proper flavor. So, that would mean a lot more terrain creation and collection. Advantage goes to Brutal here.

Comparing Long-term Campaign possibilities

This was discussed a bit above under Rules. However, to restate, Dead Earth is already set up with skill advances and an experience point system. Players can easily see their characters advance and get better as we play more games. I know this is important to some. For Brutal, this would have to be created. However, I think a "controlling turf" possibility would add a competitive dimension that perhaps wouldn't exist as much in Dead Earth. The accumulation of Honor is a key part of the game in Tribal/Brutal, and in fact determines the winner of each scenario. This could make it easy to create a simple "league" or campaign for control of the city (whether New York or Columbus, or whatever).



Of course, the Street Wars line from Funky Skull game would be the ultimate figs -- but at more than $4 per fig, they are out of my range for fielding multiple dozen figure gangs!


So, despite the rules being in place, I call this one about even. It would be very easy to give players more Honor to create their gangs as the campaign progresses.  Looking back and tabulating the categories, each side period had a clear winner (figures for Dead Earth, terrain for Brutal). Each had one that was a close call. So, I think I figured out why I'm torn on this decision. The advantages and disadvantages are pretty much dead even. I think it is simply going to come down to which I am more excited about: adventuring in a Mad Max era wasteland, or kicking some butt in the urban jungles of the 20th century? Hopefully, by my next post, we'll know which I have decided upon!

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