Friday, 20 January 2023

Malestrom Fantasy Campaign by Darkfuries Publishing

Some may be surprised, but my wargaming roots began in fantasy roleplaying, specifically original Dungeons and Dragons back in 1981.  Sadly, during the years I have played less and less than I would like.  I have since moved on, with Savage Worlds replacing my RPG of choice.  

Your first D&D experience can be a very personal thing, leaving a lasting impression and laying the ground work for how you visualize and internalize the game.  For me my roots were laid in the Known World of the BECMI Expert Set, later known as "Mystara".  I will not go into the history of that world, but suffice to say that I thought that I would never find another setting that would capture my imagination like Mystara did. 

I was wrong.

In 2002, while browsing the Drive Through RPG web site I found the title linked below,  "Maelstrom Fantasy Campaign Setting".  It was reasonably priced so I took a chance and picked it up.  The setting, while made for the d20 system has no stats or game mechanics, making the book essentially System Neutral.

The World of Roil

Written by a fellow named Brian K Moseley, this world was his own D&D homebrew setting for almost two decades.  Consisting of 148 pages of content and 23 maps, it details the world of Roil, with the continent of Kaladia being the main focus of the book.  A second volume, 46 pages, was released alongside the core book, detailing the various pantheons and deities of Roil.  

Maelstrom is a traditional fantasy world set against the backdrop of an ever changing magical phenomenon called "The Mists" which can change/destroy geography, climate, civilizations and lifeforms at will.  It is very similar to the plot device used in the new RPG called "Worlds Without Number", by Kevin Crawford, called "The Legacy": a pseudo magical-technological rationale for events/plot devices which defy conventional logical/explanation.  Pockets of this substance roam the planet causing whatever mayhem the DM can envision.   

The world of Roil is what I would classify as a Post-Post Apocalypse Fantasy setting: lightly populated after a fantastical disastrous event (called the "The War of the Winds") which destroyed much of the previous world.   The Maelstrom timeline is set almost 400 years after this cataclysm; new civilizations are building on the ruins and bones of their forbearers while at the same time multitudes of new monstrous creatures have made the wilderness a perilous place to tread.  Roil is now wild and untamed, waiting to be filled with whatever fantastic elements you can imagine.  

All is not barbarism however.  There are a variety of cultures spread across the continent of Kaladia.  The human cultures, and their many sub-cultures, have no real-world analogs which is refreshing.  There are of course some racial analogs (Caucasian, African, Asiatic, ect), but you will find that in any RPG.  The cultures themselves are detailed enough to provide a springboard for the DM without being trite in their presentation.  

Author’s Introduction

The Maelstrom Fantasy Campaign Setting is set within the world of Roil, a powerfully realistic setting for role-playing games. Roil is most appropriately utilized as a realm in its medieval era, with an added element of magic. However, the information in this volume is tremendously flexible, and may be used in any genre role- playing game. While there is a great amount of data, it is my intention that anyone using this volume can start their own campaign upon Roil within an hour of beginning their journey. 

The primary subject of this work is Kaladia, the largest continent of Roil. The continent is showcased in twenty-three highly detailed maps. The summaries of Kaladia's countries contain a substantial wealth of detail without being overwhelming. 

It isn't necessary to study all of Kaladia before undertaking a campaign upon it. Peruse the countries or the maps, choose one that intrigues you, and start your adventure. From the sweltering sands of the Lyrmaddyn to the frozen wastes of the Rhul Nugath, the world of Roil awaits.  Begin your journey and unleash the magic!

Brian K. Moseley


The continent of Kaladia
9 million square miles of howling wilderness.

Chronicler’s Foreword

“ Set forth within this volume is a compilation of accumulated knowledge of the continent of Kaladia, the largest and most prominent land of the world of Roil.  Roil... as it is called by most of the peoples of the world.  Shaydaera, as it is known in the elfanir tongue. Arthe, as it is named by the dwarn. But in any language, the maelstrom that is Roil is a realm everchanging, twisting and shaping to the will of those commanding the Mists, the essence of Makyah.  

The maps and text contained herein are of unparalleled completeness, both for Kaladia and Roil as a whole. And they well chronicle Kaladia's history and current state of affairs. To both the scholar and student this work provides invaluable enlightenment into the most intriguing land - and the most marvelous age - ever seen upon Roil.  

It is a time of restless awakening in the world. We hail a golden era of renaissance that rivals the greatest achievements of Ruthanland, the ancient world, before her fall. In this day, we bear witness to events foretold by ancient legenders. The Corlennian Empire, the Dark Dragon of Roil, slowly releases her talons from the throats of civilizations. Where once the shadow of her great wings blackened the face of the world, now the aged evil lies weakened, stirring only in the heart of her lair.  

Magic, once used solely by the Dragon to rule the world, is now the tool of restoration. Old lands long held by the Dragon breathe new life, throwing off the yoke of subjugation for a newfound freedom. But even as the Dragon rests, nations still wage war against another, and the races still hold prejudice toward their brothers.  

And yet, it is a miraculous age of kingdoms and powers great and terrible to behold. It is a time of wondrous aspirations, of fabulous achievements and  horrible failures. It is a time that will test the mettle of any that dare risk any dangers to share in its rewards.  It is a time for the courageous and the cowardly, the valiant and the dastardly, the bold, the timid, the veteran and the novice. It is our time...”

Nyn' Thuvir the Legender 

of the 

Calthayes Citadel of Knowledge 

7th of Cold Winds, 1021 KY


The book covers the basics of Roil: history, cultures, languages, currencies, calendars, nations and geography.  In the back of the book is an index covering the named geographical/settlement features of the continent of Kaladia, including a pronunciation guide for each (I have never seen this in any published setting...it was appreciated).  There are hundreds of entries and illustrations of currencies and heraldries of the various nations.  

Humans are present in their many forms, as are your typical demi humans.  A non-human humanoid race, called Corlennians serves as the basic bad guys of the setting (very similar in appearance and temperament to the Melnebonians of the Elric Saga).  Lead by a Demi-God, the Corlennians, through magic, airships and martial might once controlled all of Kaladia.  That greatness has waxed however and as the Corlennian Empire recedes new nations arise to fill the void.  The setting is malleable enough to accomodate anything you might want to add.  I have ported in a new lands and ideas from the recent release from Kevin Crawford, "Atlas of the Latter Earth", the companion to Worlds Without Number.  

Each of the 40 civilized nations presented in the world book is given at least a single page, detailing their history, government and population centers.  They do require some fleshing out, but that is not unwelcome.  There are some familiar tropes to get you started: the classic medievalism of Western Europe, classic Sinbad/Arabian  and your typical Sword and Sorcery barbarian areas where Conan would feel at home.  In addition to those above there are many demi-human and barbarian realms in addition to Free Cities which stand alone, forging their own destines.  Brian goes into detail for each realm, noting cities, temperatures, resources, relations with other races as a brief background.  It is just enough to get started.  Sometimes less is more.

Corlennian Empire

The Kingdom of Dholvey.
The Pirate Lands of Quelschenda

"As can best be determined, the sheer number of humanoids and non-humans upon Kaladia vastly exceeds the total population of every civilized country even combined with all of the barbarian lands. It is accepted fact that the more common species of humanoids and non-humans breed far more quickly than even humans. With this consideration, it is plausible that humanoids and non-humans might someday become the overwhelmingly dominant races of Kaladia.  

Fortunately for our civilizations, most of these creatures are brutally savage idiots, wholly incapable of overcoming their racial prejudice to collaborate together. It is true that the Elder did forge the Corlennian Empire, and brought into it all of the evil of Kaladia. Together, these forces defeated all the strength that the armies of light could muster. Now that the Corlennian Empire lies in disarray, the tribes of humanoids and non-humans have scattered across the land. Let us all hope they never again join together..."

Nyn' Thuvir the Legender


Examples:

Bune [Boon] Mountains between Nirinthine and Pirrindall. They begin at the foothills of the Crystalrock Mountains, and border the northeastern corner of the Lyrmaddyn Desert. The Bune Mountains have extensive deposits of iron ores, silver, platinum, and precious and semi-precious gemstones. Though the Bune Mountains are actively volcanic, many humanoids and non-humans inhabit the mountains. There are seven to ten major humanoid states in the Bune Mountains. Frames C2 and C3.

Ka' Lageri [Kay - Lah - gare - e] Island offshore of northwestern Kaladia. Largest of the great islands surrounding Kaladia. It is a cold, miserable land bordering on the Arctic Circle. The island is claimed by the Corlennian Empire, but jurisdiction is shared by the Drandolm, Grenn, Ivinjarin, and Yurr'Zonn Territories. Ka' Lageri Island is populated almost exclusively by humans. Most are a mixture of Belaran, Lornkira, and Tulmarian whose ancestors were brought to Ka' Lageri as slaves by the Corlennian airships. Major settlements on the island include Galestorm, Lodin, Myrnth and Wyrn. Frames A1 and A2.

Tylyryn [Ti - Lir - N] Sea between the Northern Reaches and the eastern grassland. The Tylyryn Sea was named by the elfanir of the Greybark, a name translating as "timeless pools". But the Tylyryn is anything but timeless. The sea was dramatically altered by the War of the Winds. There were five large, forested islands in the southern sea that were inhabited by elfanir clans, all are gone. The Welgredd peninsula was broken into an island, and its population too was destroyed. Many of the pirates of the Tylyryn believe that the riches of these lost cities now lie at the bottomof the sea, waiting to be claimed. Frame C5.

Gary Gygax himself made a comment on the content:  

"Having spent countless hours doing this sort of work, I must say that I am very impressed with what has been accomplished here. this is an excellent resource for all FRPG enthusiasts! Gary"

What you will not find in this material is any sort of pre-made plot point(s), a Big Bad or any adventure ideas (well almost none).  This book is strictly a canvas on which to draw your own adventures on.  The cartography is beautifully presented on 23 black and white Indian Ink maps at roughly 150 miles to an inch.  Sorry, no hex maps here.  

However, the good news is that Brian also produced the maps in full color.  Those never made it into the book, however they were downloadable from his old web site.  Sadly, the files are no longer available (Brian informed me years ago that the original electronic files were lost).  They are the same scale as the black and white drawings, but done with much more granular detail: additional geographic features such as villages, ruins, castles and settlements are shown on these maps.  Those features are also listed in the World Book Index, so having both sets of maps is very useful.  

The color maps are quite easy to both zoom in and to print off to whatever scale and region you are interested in.  I have ported these maps into Campaign Cartographer and overlaid them with hex maps easily enough.  You can also use programs like Inkscape to edit the files as needed, renaming regions, adding villages, cities, ruined cities or other features.  

IMC I did chance the scale of the maps to 60 miles per line of latitude vs 150.  I also dropped in a hexagon overlay on the maps at a scale of 6 miles per hex.  Personally I found that 150 miles per inch was just far too big for my campaign.  It makes no difference however on what scale you use.  

Here is a link to my Google Drive of the entire continent of Kaladia.  I cropped and combined all the color maps below into one large file.

https://drive.google.com/file/d/1xKpm-dwafZXygKJK0IqLZXi55WllI_ZR/view?usp=sharing

Map C7 zoomed in.
A reasonably size starter campaign area.  Adventure awaits!


The two books mentioned above were not the only content produced for Kaladia.  Various supplemental materials were added to the line: a city supplement, airships and various types of map books (castles, temples, ect) were released.  All are worth acquiring.

Finally, during the early 2000s Brian emailed out a weekly newsletter called "Unleash the Magic".  Over 180 issues were sent, each detailing a nation on Kaladia, going into minute details similar to the D&D Gazetteers from TSR.  Brian was active on the net and would answer questions about Kaladia and provide insight into the huge world he created, including details which never made it into the main book but were in his own private DM notes.

Sadly, Darkfuries no longer publishes new material and I have found it impossible to contact Brian by any means.  Additionally, I lost almost all my copies of Unleash the Magic, which was quite a shame.  If anyone out there has access to them I would appreciate those being sent to me.  

However, all that aside I highly recommend this setting.  It is fresh and provides just enough detail for a DM to create some exciting campaigns without being shoe-horned into a pre-defined plot.  

The color maps are posted below.  Consider them my tribute to Brian and his incredible imagination.  He made them open source years ago, along with his art work.  A fine gentleman.  

If you are an DM you owe it to yourself to grab a copy of Maelstrom and in Brian's words, "Unleash the Magic".  

Black & White Map Example


Here are some links to the various titles.

Maelstrom Fantasy Campaign Setting Worldbook - Darkfuries Publishing | Campaign Sourcebooks | DriveThruRPG.com

Maelstrom Campaign Setting: Pantheon - Darkfuries Publishing | Campaign Sourcebooks | DriveThruRPG.com

DARKFURIES.com - Resources for Role-Playing Games

Old Web Site Link

Maelstrom Campaigns: Continent of Kaladia (oocities.org)


Kaladia Map A1

Kaladia Map A2
Kaladia Map A3

Kaladia Map B1
Kaladia Map B2
Kaladia Map B3

Kaladia Map B4
Kaladia Map B5
Kaladia Map B6
Kaladia Map B7
Kaladia Map C1
Kaladia Map C2

Kaladia Map C3
Kaladia Map C4
Kaladia Map C5

Kaladia Map C6
Kaladia Map C7
Kaladia Map D2

Kaladia Map D3
Kaladia Map D4
Kaladia Map D5

Kaladia Map D6
Kaladia Map D7


Friday, 23 December 2022

A 2022 Merry Christmas


No I'm still not dead, but 2022 has been a write off for painting projects.  However, I did pickup a brush in December and I think some new projects are on the horizon for 2023, which will end my painting slump.

My queue includes a large amount of Perry Miniatures Agincourt figures that I have been meaning to finally paint for years, as well as a healthy batch of Brigade Models vehicles and buildings.

A special mention needs to go out to Matt Slade of Glenbrook Games Painting Service and Dan Dunbar down in Australia.  Due to my laziness they both painted large batches of 15mm Sci Fi figures for me (Khurasan Garn and an assortment of GZG and Alternative Armies Laserburn characters)this year and did a great job.  Their figures will be featured in January 2023 in separate posts

In any case, Merry Christmas to all!  See you in 2023.

Friday, 2 September 2022

15mm Figure Display/Storage Solution: Letterpress Drawers

Good day.  Yes I am still alive.  Nothing really to report on the painting end of things.  Maybe later this year.

I did come up with another storage/display solution for my 15mm Sci Fi figures, this time from an Antique Shop: old Letterpress drawers, used by printer companies of ages past.   They come with various internal designs, but all are basically 32" x 17".

Purchasing two, I hung them on my wall and presto, instant display cases.  


Each slot holds either one or two figures.  I could get three but I prefer not to have them crowded.  Eahc drawer holds 210 figures.  


For $55 each it was a good deal.  

Saturday, 28 May 2022

2022 - A Slow Year

2022 has been a very slow year for me, painting-wise at least.  My desire to start new projects died in January.  Perhaps later this year I will focus on something new, but until then I am taking a bit of a hiatus from painting....until the creative spark strikes again.

Wednesday, 12 January 2022

15mm Sci Fi - Old Crow Provider Transports aka Space Trucks!

 Yesterday I had (you guessed it), more free time.  So I decided it was a good opportunity to finish off the last of my Old Crow vehicles, three wheeled Provider Transports.

Provider Transports deliver vital supplies to the distant US Marine outposts on the planet Glory. 
The fight against Space Communism requires a never ending stream of beans and bullets.

Join the US Star Marines and fight for freedom across the galaxy and defend against alien invaders!

There is a saying: Amateurs study tactics; Professionals study Logistics.  While its great to have tons of combat vehicles, transports and logistics vehicles are also very important (game-wise).  They provide excellent objectives, to both save, capture and or destroy, turning an otherwise boring meeting engagement into something actually interesting.

The ADATS (Air Defense/Anti-Tank System) provides protection against attacks from the Democratic People's Republic of Glory's aerospace forces (DPRG). 
Communist aggression must be thwarted!

The missile system is removable and easily replaced with cargo containers.


Ammunition must be unloaded and secured.  It will be used soon.  Medical bots prepare to load wounded heroes for return to rear area hospitals.  


The vehicles were painted in the same scheme as my US Tomorrow's War forces.  The blog post can be found here: 


The convoy CO oversees all aspects of the delivery.  
"Fuel and ammunition are needed!  Move quickly!  Hurry!"

The cargo pods are of course removable.  

Aerial Drones keep watch from above and beyond....

Another productive mid-week.

Tuesday, 11 January 2022

15mm Sci Fi - Old Crow 6mm Buildings

Last night I had some free time available (on a Monday no less), so making use of that I managed to bang off more of my WIP pile: several Old Crow 6mm buildings that I had lying around, specifically a habitation block and two communication towers.

Venturan Star Marines patrol the Endurium fuel processing plant on Hades III

    I have found that certain Old Crow 6mm buildings work very well at 15mm scale, specifically as both scatter terrain and as smaller specialized buildings (communication hubs, power units, ect).  Typically I paint these in my standard sci fi building pattern: Tamiya Medium Grey, highlighted with Tamiya Royal Light Grey and Vallejo White Grey.  


The buildings scale well enough, and many are modular so you can attach additional blocks if you wish.  

Warbots provide the squad with the necessary heavy firepower.

Endurium is vital to interstellar travel.




 Now I have to start working on the huge pile of Brigade Models vehicles and buildings that I got during their Christmas 2021 sale.  Stay tuned.  




Saturday, 8 January 2022

15mm Sci Fi - Old Crow JagdLancer Tank Destroyer & Lancer Heavy Tank

Happy New Year folks!  Over the holidays I managed little painting.  However, I did manage to bang off the last of my Space Nazi force: Old Crow Lancer Tanks and JagdLancer Tank Destroyers.


The Lancer MBT is simply a Sabre Tank hull mounted on the Lancer Heavy APC.  Old Crow sells the turrets separately for this very conversion.  Available in tracked, hover or grav versions, it makes a convincing sci-fi tank.  My top deck stowage is removable of course.  


The JagdLancer is a vehicle that is available, but it does not appear on Jez's old web site.  It is one of those hidden gems that you just "need to know exists".    The heavy tanks will likely become my King Tigers in World of Tanks, whereas regular Sabre tanks will stand in for regular Tiger tanks.


The barrels are from GZG.  The actual barrels that Old Crow provides are fine, but are very stubby.  I had these lying around and thought they fit better with my concept for the vehicle.  In World of Tanks terms, these could be JagdTigers or JagdPanzer E100s.


JagdLancer from Old Crow

Lancer Heavy Tank from Old Crow

This year I will be focusing less on figures and more on vehicles.  I have a ton from Brigade Models to paint up, as well as miniatures from World of Tanks.

Thursday, 30 December 2021

World of Tanks Miniatures Game - A Review

 This Christmas my youngest son surprised me with a thoughtful gift: The World of Tanks Miniatures Game.  We played a couple of games this Christmas and it was a pleasant surprise to say the least.


I had seen this game before in the stores.  However I always passed it by since I did not want to start collecting WW2 tanks in addition to my already huge inventory of Sci Fi tanks.  The game is a tabletop approximation of video game of the same name.  Those familiar with that game, or WW2 armor will be right at home.

There are many unboxing videos on the net, so I will not go into depth on what is inside.  Suffice to say, you receive 4 tanks and their associated cards, upgrade cards for said tanks, dice, counters and 2D terrain.  Everything you need to play is in the box.  



The whole concept is similar to X-Wing: your stock tanks can be upgraded by spending part of your point total (typical games are 200 point affairs).  These upgrades can make a huge difference in the vehicle's performance.  The good thing is that unlike X-wing,  if you never cease plating this system, you can use these miniatures in other WW2 tabletop battles.  

The miniatures are well casted, with an acceptable level of detail.  To be honest, I was rather surprised and impressed with their overall quality.  Some tanks have holes for pintle machineguns and or antennas.  


The current game consists of 5 different tanks for each of the 4 nations, 20 total.  More are planned for future releases.  Considering the number of tanks in the WoT video game, the number of models that could potentially be released is large.


The models are pre-primed, and could be used right out of the box if you so wish.  Serious gamers will of course paint these models.  


The counties represented are Germany, the USSR, the United States and Great Britain.  Tanks have several categories which dictate their performance: 

  • Tank Type: Light, Medium, Heavy, Tank Destroyer, Self-Propelled Gun (all of the tanks in the Core set are medium tanks).  Each type comes with a special ability which is tied to the class.
  • Point Cost: do you go with cheaper tanks and overwhelm with numbers, or more expensive models with more abilities?
  • Firepower: the number of attack dice they throw...more is better.  The maximum is 6.
  • Survivability: the number defense dice they throw...more is better.  The maximum is 6.
  • Mobility: the number of times they can move per turn...again, more is better.  
  • Initiative: when they act in the turn in relation to all other vehicles on the map.  Higher is better.
  • Hit Points: when you reach zero its all over.  Your vehicle becomes a wreck and potential cover for everyone else.  The colored zones only come into play with Crew Upgrades.  Some crew members actually perform better if they are about to die.  Go figure.  
  • Crew: This allows certain Upgrade Cards to be played.  You cannot have two upgrades for the same crew position.

Some tank types provide different abilities, as do some individual tanks within a class.  There is a lot of variation to be had.  For example, Medium Tanks can re-roll a  missed Firepower die, whereas Heavy Tanks can re-roll a failed Survival die.

In the base game, Great Britain has the decided advantage.  The Cromwell stats are clearly the best, with the T-34 not far behind.  The Germans are the worst off, with the slowest tank and the lowest initiative.



Each turn is broken down into several phases, the Command phase (where you roll for repairs and "Advantage”, which is similar to Initiative in RPG combat rounds), Movement then Shooting phases.  Movement occurs in Initiative Order, starting at 1 and going up from there.  Shooting goes in reverse Initiative order, with the highest number shooting first.  If players have tied Initiative scores, then the player with "Advantage' goes first.  

Initiative is the key in the game.  Moving after your opponent is a huge advantage as is shooting before the enemy does.  Low initiative tanks will be forever one step behind their opponents. A crafty player with weaker but higher initiative tanks could possibly outmaneuver a larger and more dangerous foe and get in an ideal position for a killing shot. 

Initiative scores (as can some other scores) of tanks can be increased by purchasing various Upgrade Cards (Crew, Modules, Consumables, ect).  This is where each game can become unique since each tank has almost endless configurations.  Should you invest points in upgrades and field fewer but more capable tanks, or forgo those upgrades and trust to numbers to overwhelm your opponent?

Movement is handled by a special tool: a Movement Arrow.  You place the arrow at any point on the tank and move the vehicle up to the distance of the arrow (stopping at the base of the arrow head).  It is similar in concept to X-Wing and Song of Blades and Heroes.  This negates the use of a tape measure in the game.  This is a fairly loose system, allowing for a lot of maneuverability without the fuss of X-Wing.  

Prior to movement.

After movement.

Line of Sight is infinite as are weapon ranges; only hills and buildings block actual LOS.  A laser line is very helpful with determining LOS: if you can measure a line from the turret center to any point of an enemy vehicle you can fire at it.  The caveat is that, unless you can see at least 3 different corners of an enemy vehicle it is considered "in cover" which is beneficial to defense.  

Armor facing is very simple: everything on a horizonal plane from the front hull of your tank is a frontal shot.  Everything behind this is a flank shot.  Flank shots reduce Survivability by 1 die.  Some tanks (such as the Panther) are even more vulnerable to flank shots and reduce the number of dice by 2.  This vulnerability can lead to potentially fatal shots to even previously undamaged vehicles.   

Shooting is straight forward: the dice are 6 sided: each has 3 blank (miss) sides, 1 critical hit side and 2 regular hit sides.  When defending you roll the same dice; each critical hit or regular hit the defender rolls negates one of the attackers dice.  Most tanks have low Survivability scores, but this can be increased by using cover (which grants 1 additional dice) and by movement.  Each point of movement used during the turn by the target tank grants 1 additional defense die.  Also, each point of movement used during the turn by the firer grants the defender 1 additional defense die.  Standing still makes it easier to hit your target, but moving keeps you alive.  Both attack and defense dice are capped at 6, so there is a hard limit on what can be done at both ends.  Some tanks allow re-rolls to attack and defense dice; there is potentially a lot going on during this phase.  

Some of the various types of Critical Hits

Critical Hits are resolved with a separate card deck.  Some hits cause no superficial damage (i.e. loss of hit points) but degrade the vehicle in some way (eg: the crew bails out rendering the tank inert until they remount it), while others can be catastrophic (an ammo explosion or an engine fire) causing quite a number of hit points of damage.  Critical Hits add a lot of excitement and tension since you may hang on to that last hit point due to sheer dumb luck, or go out in a blaze of glory due to a lucky hit to your ammo rack.

Sci Fi Vehicles: Old Crow, Brigade Models, Darkest Star, GZG

Since I do not have any WW2 tanks painted up we used Sci Fi vehicles for our games.  Personally, I have no problem with this.  I am a fan of alternate history, and the rules are generic enough to be used across multiple historical spectrums.  Modern Sci Fi vehicles are larger than 1:100 scale WW2 models, but some of them do come close in size.  My inventory is vast so I already have all 20 of the current vehicles in the game covered.  It would be simple enough to take a photo of the tank I am using in place of the regular one and stick it to the tank card with white tac.  This would prevent confusion as to what is what.  

With a little imagination anything is possible.  Space T-34s, Space Shermans, ect.

The game is normally played on a 3'x3' table, but with larger models I would go with 4'x4' to accommodate the size difference.  Eventually I will add all of the actual vehicles to my model pool, and I will likely paint them as well!  This is somewhat necessary due to the fact that without the additional cards from the Booster Packs the game would be rather bland over due time.  Using both historical and sci fi vehicles also opens up the game and prevents it from becoming stale.  Sometimes I want Space Nazis, not regular Nazis.  

The game is amenable to House Rules.   Board game Geek forums are a good place to connect with folks who have already developed their own.  

Overall I am pleased with the game.  I would not normally be interested in collectible games, but this one hit the right spot for me.  It is fast and varied enough to allow enjoyment past a couple of plays.  If you love tanks (I do) then you will likely enjoy this game.  




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