Jovian Wars Away!

It's been a pretty exciting week. Never mind giving gifts and watching little faces glow with happiness (and minecraft!) but we dropped the Jovian Wars Alpha Rules package on the 25th and the response has been better than we hoped. Hundreds of people have downloaded the rules for free and thousands(!) have viewed the announcement on facebook.  

The response on the forums has been excellent too. We're in the process of setting up a section exclusively for Jovian Wars but until then the threads are located in the Jovian Chronicles section listed with Jovian Wars or JW prefixes to separate them from the RPG and older skirmish game Lightning Strike. Lightning strike is where you can also find a lot of the background material for Jovian Wars as Jovian Wars is set slightly later than the events in the RPG. You can also find the excellent source books as PDFs on DrivethroughRPG with the Ships of the Fleet series being exceptionally excellent.

This weeks blog post is a mix of a lot of different things for the player community to be aware of. Resources, ideas, and game design. All things to digest as we launch into the Jovian Wars open alpha play test period.

As part of official support for Jovian Wars, the new forum section etc, there's an Errata/FAQ that will be maintained on the forums with regular updates. We won't be updating the PDF until it is released though all errata will be marked with a date so that players can easily scan for changes. If you're not sure about something, check the errata or the frequently asked questions (FAQ) first before posting. If you're not sure, reach out!

Jovian Wars!

Merry Chirstmas and happy holidays where ever you are on this little ball of water and rock!.

I've just approved and sent off final adjustments for the Jovian Wars alpha rules set to Robert Dubois. He is filling in the PDF with some ship recognition and silhouettes for the paper counters then releasing the rules as a x-mas treat for all of our great fans to enjoy over the holidays. These rules will be released in the new couple of hours from this blog being posted.

This is the culmination of half a year of hard work developing a rules set from the ground up to make a really fast and fun game.

What should you know about the game in a nutshell? Here goes:

 

Super Specialists

In Heavy Gear the world and the game allow for a lot of military options that expand the battlefield and provide more challenge than a straight up military force. There are a number of specialist troops that should be considered as Primary or Secondary units. 

When choosing which specialist is right for you you have to consider your options: Paratrooper, Military Police (MPs), Special Forces, Engineering units, and Milicia. 

What next?

The most common theme I'm seeing online and on the forums these days is "I got my kickstarter stuff, what do I get next?"

 

That's a pretty easy question for me to answer. What do you get next? Here's my priority list of what to get next. Feel free to adjust this list as much as you like.

 

FAQ and Errata

The current FAQ and Errata for Heavy Gear is an ongoing project. Currently the types of issues that are coming up are knock on effects for the sub lists and a few minor notes for the rules. Largely the issues that are discovered are resolved because you guys, the players, take action by posting to the forums in the Development forum.

This feedback is very important because player feedback vastly improves the quality of the game. Comments help to catch more issues than just our eyes alone can. Part of this is that I simply can't play test every interaction and every rule as completely as you, the player community, can. For a very simple reason. I'm biased.

 

Thank you to our kickstarter backers

September was a wild month. Though that's not purely accurate. Saying that makes it sound like it was just fun and games all the time. It wasn't.

Anyone who has ever done a kickstarter will tell you, it's pretty much the hardest way you can imagine to get a project off the ground, but often it's the only way. 

 

T minus 24...

We are now T minus 24 hours from when FedEx Freight is supposed to be delivering the seven pallets of plastic sprues that we need to complete the kickstarter rewards. What will follow will be a whirlwind of packing. 

It's been a lot of work by many people to make this happen. In particular don't forget to go on the forum to thank Robert Dubois, the owner of Dream Pod 9. He put in months and months of work researching how to make the kickstarter function the best and then has been putting in seven day weeks ever since from guiding the 3D model development to the exact sizes of boxes required. He's done all this while also keeping the company operating smoothly. (Thanks Rob! I enjoy this job!)

Amazingly enough he also found time between kickstarter deadlines to help bring out the new fleet scale line of Jovian Chronicles figures. This led directly to discussions about the advantages and flaws of the current Jovian Chronicles rules set in terms of adaptability for the fleet scale models. After much discussion I convinced Rob to let me do some development work with the aim of making and releasing a game specifically designed for the miniatures and the setting we have.

First Gencon, then the world.

So, Gencon happened.

By now everyone has seem the various pics from Gencon. If you haven't then you should head over to the Dream Pod 9 Face Book page right away and look at the pictures posted over several days at the Dream Pod 9 booth.

As usual with this kind of event there was a lot to see and a lot to do. Getting there was also part of the experience. 

 

Assembling your Jovian Fleet scale figures

One of the best things about tabletop wargaming is assembling your fleet/army. Cracking open that clam shell pack of new miniatures is always fun. But sometimes you open something new and there are some tricks, or hacks, that can really help you get the great results you want. I'm going to share ones that I've found help with the new Jovian Chronicals fleet scale figures and base stems.

When everything goes right.

I posted recently what a typical day in the workshop looks like and received some excellent feedback from different people who were interested in some of the nitty gritty that happens during a typical day. I've had a couple of weeks to reflect on that blog entry and there was one thing missing. What happens when things go right. 

 

You see the most common problem I have in the day to day work when I'm in the workshop is that most often the problem is that very little goes right. And by right I mean "up to my perfectionist-ic standards of what could as a quality cast". The issue is not that I have a problem when things go right but rather than the rarity of it happening means that when the opposite happens it can be it's own issues.

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