28mm miniatures rules for squad level combat on an alien world. Neither scifi nor fantasy, the Quar start a new phase of a 700 year long war with approximately WWI technology.
From the publisher's website:
This Quar’s War – 108 pages, full color, softcover
A primer on the proper behavior upon the field of battle, This Quar’s War allows players to recreate the valiant deeds of their ancestors. With chapters detailing both factions present at the infamous Battle for Gate 18, players can reference color uniform and heraldry plates to ensure the accuracy of their miniatures, as well as learn about the weapons their clan carried to war.
Designed for casual play, This Quar’s War offers straightforward yet challenging rules for the veteran miniatures player. Utilizing an open orders system and double blind activation, the rules require both a strategic vision and the ability to improvise. Combat resolution takes the form of large dice pools, offering the chaos of war as well as a simple mechanic to seamlessly blend gameplay with the abstraction of combat.
Scenario-based force creation and historical organization charts eliminate the need for army lists and point values, which allows players to use what miniatures they own for missions of their creating. Seven historically accurate missions from the Battle for Gate 18 give players a place to start as well as a chance to see how history may have unfolded differently. Will the unstoppable Crusade take Gate 18, or will the bold Coftyrans hold their ancestral home? Find out as you fight This Quar’s War!
More at the publisher's website: http://www.zombiesmith.com/products/this-quars-war
- Interesting activation system that adds tactical depth.
- Features hard plastic miniatures.
- Unique faction aesthetics.
- The specific nature of the factions might limit miniature agnostic use.
- The name 'cofins' for one of the factions is difficult to pronounce.
- Skirmish combat with specific factions.
- Implied fantasy/sci-fi mix with Welsh influences.
Mechanics (from transcript analysis)
- Card-driven activation — An activation system using cards to determine the number of units that can be activated each turn.
- Hard plastic miniatures — Features miniatures made of hard plastic.
- push-your-luck — Players must decide how many activations to commit to, not knowing if they'll get an extra one.
Video topics + discussion points
Quotes (from this video)
- The people who bought it really enjoyed it were like oh this is very cool and I like this and I'm very proud of the book as well because I think it's a cool rule set and I also think that the layout on it went very well took a long time but I really enjoyed the way that it came out
- Majestic 13 did not sell all that well
- Death Wizards has been out for a month and a couple of days and it has sold more copies than Majestic 13 has which came out 13 months ago
- it's an indie game made by enemy spotted studios
- so the games are shorter
- it is a very highly tactical game
- players must rely on their widths precise positioning and equipment to win forget about special rules rules in Army building in blackout it's all about raw tactics
- we're kind of out cuz you talked about our our our game in your video recently and we are out of product now
- kill team 3.0 better be good the whole obstruction line of sight has God awful
- I would like them to change kill team drastically and make a third version and see how that works out I would kind of like them to go back to the old ways but I know I'm the only one who thinks that
- Kingdom Death is a great example of a boutique game versus any that I've named so far
- quar such a fantastic game love their minis
- Fallout is the wild west of ips for me something I really can't bring myself to care about
- it's the bombs dropped in 2077 which means that we like got to where we are now here in 2024 and then decided you know what's cool the 1950s let's go back to that and make thing and I'm like why did this happen
- it's alternate history kind of Fallout is yes it's the future you know the bombs dropped in 2077 but the reason we got to that point was because the transistor was never invented so it that's that that's why things are different is because it's alternate history which never had clicked with me the entire time I've been playing those damn games
- I am definitely interested in Fallout tactics
- it was it was too board gamey for me frankly like that was the problem
- I'm liking death Wizards a lot I'm currently working on building up some minis so I can play it nice
References (from this video)
- Interesting activation system.
- Good miniatures.
- Hard plastic components.
- Specific artwork may not be easy to replicate with kitbashed models.
- Limited model options if one doesn't want to kitbash.
- Welsh-inspired fantasy
- Warhammer 40,000
Mechanics (from transcript analysis)
- Activation system — Opponent draws a card (3-5 leaves) to determine how many activations the player gets, creating a fog of war and push-your-luck element.
- Hard plastic miniatures — Uses hard plastic miniatures, produced by Wargames Atlantic.
Video topics + discussion points
Quotes (from this video)
- The people who bought it really enjoyed it were like oh this is very cool and I like this and I'm very proud of the book as well because I think it's a cool rule set and I also think that the layout on it went very well took a long time but I really enjoyed the way that it came out
- Majestic 13 did not sell all that well
- Death Wizards has been out for a month and a couple of days and it has sold more copies than Majestic 13 has which came out 13 months ago
- it's an indie game made by enemy spotted studios
- so the games are shorter
- it is a very highly tactical game
- players must rely on their widths precise positioning and equipment to win forget about special rules rules in Army building in blackout it's all about raw tactics
- we're kind of out cuz you talked about our our our game in your video recently and we are out of product now
- kill team 3.0 better be good the whole obstruction line of sight has God awful
- I would like them to change kill team drastically and make a third version and see how that works out I would kind of like them to go back to the old ways but I know I'm the only one who thinks that
- Kingdom Death is a great example of a boutique game versus any that I've named so far
- quar such a fantastic game love their minis
- Fallout is the wild west of ips for me something I really can't bring myself to care about
- it's the bombs dropped in 2077 which means that we like got to where we are now here in 2024 and then decided you know what's cool the 1950s let's go back to that and make thing and I'm like why did this happen
- it's alternate history kind of Fallout is yes it's the future you know the bombs dropped in 2077 but the reason we got to that point was because the transistor was never invented so it that's that that's why things are different is because it's alternate history which never had clicked with me the entire time I've been playing those damn games
- I am definitely interested in Fallout tactics
- it was it was too board gamey for me frankly like that was the problem
- I'm liking death Wizards a lot I'm currently working on building up some minis so I can play it nice