Well, they at least come to my wargaming table with the arrival of the 7TV: Apocalypse Kickstarter I backed last year.
Yes, I’m aware that the whole ‘no new games’ thing isn’t exactly going swimmingly (yes, I am aware that A Song of Drums and Shakos in last week’s post is also a new game), and this also arrived with some more new miniatures, pushing my painting tallies even further back, but at least this was bought before I’d made those pledges.
Anyway, 7TV: Apocalypse is the new iteration of Crooked Dice’s 7TV game, but this time, instead of being set in the world of cult spy-fi, this is set in, you guessed it, a post-apocalyptic world.
But it’s not any old post-apocalyptic world, it’s EVERY post-apocalyptic world. Zombies, carnivorous plants, aliens, mutants, simians, robots, demons, irradiated insects...basically, if it could bring about or thrive in an apocalyptic wasteland, it’s in this game.
And to combat these threats, survivors, road agents, scavengers, and savages grab their ad hoc weaponary and climb aboard their suped-up vehicles to do battle for limited resources.
Essentially, if it’s an apocalypse you’ve seen in a film or on TV, you can probably play it with this game.
The game comes with three rulebooks, the director’s guide and the producer’s guide are similar to those in the core game, just with more thematic background, eye candy and artwork. The stuntman’s guide, as well as having my name in it twice (yes, twice!) brings in new vehicle rules to the game.
These are actually different rules to those I tried out at the Wargames Illustrated 7TV day last year, and even different to those I playtested (which begs the question as to why my name is in the book, but I’m not complaining).
The game also comes with about a billion profile cards and I really defy anybody to not be able to find a profile that fits their vision of a post-apocalyptic character, be they vampire hunter, murderous cyborg or giant burrowing worm that causes ‘tremors’ as it moves.
I think that these profiles are probably compatible with the core game and programme guide with only a little bit of fudging the wording of different-but-similar rules. It’s something I intend to try.
The vehicle rules require the use of vehicle cards for a variety of sizes of vehicles, from bikes to big rigs, which you can add mods like cattle bars, roof machine guns and extra armour to in order to customise them to your heart’s content.
Yes, it’s very Mad Max. That’s the point.
The game is further customised with gear cards and the new mutation cards that can be used at crucial moments to annoy your opponent.
The box also includes countdown cards, which keep the game interesting, throwing out random event that help and hinder you in equal measure.
Finally he game includes all kinds of status tokens (road sign themed) and a template for blasts and vehicle turning. Regular D6 and plot point counters add to my stash of both, and the crash and skid dice are key to the new vehicle rules and I’m intrigued to see how they work.
Just like the core set, this box includes a maguffin token. However, this one will actually work as a generic piece of scatter terrain in many games. I still haven’t painted the maguffin from the core set as it’s quite sixties and hasn’t really suited any of my projects so far. I predict this new version will get painted sooner.
One of the big advantages of 7TV is that Crooked Dice don’t require you to buy their models to play. They take an approach that I wish more companies would take in that they don’t use tournament rules, power creep or unique character rules to sell miniatures, they just make their miniatures bloody good, so you want them anyway.
The Kickstarter pledge level I chose allowed me to pick up two starter sets of to accompany the core game and the first I chose was the Interceptor. This comes with all sorts of variant bits that will allow me to not only customise this car, but also other upcast vehicles.
It’s going to be a test of will to not turn this into the last of the V8 Interceptors from Mad Max, especially after I saw a replica whilst I was in Melbourne.
The other starter set I picked was the Atomic Horrors.
This set includes a number of giant ants, obviously mutated by radiation along with a massive queen ant reminiscent of ‘Them’.
I picked this set partly because they’d be quick to paint, but also because I can see giant ants popping up in a range of my different projects. They are great models that I can foresee me adding to when they go on general release.
I also received the four stretch goal miniatures, of which three of them have a very Mad Max vibe. The cop with a shotgun is not going to help me resist making a V8 Interceptor. I’ve no idea what I’ll do with some of these, but the child might find it’s way into a pulp cast due to the pith helmet.
Finally, I upped my pledge towards the end of the campaign. I bought a Humvee to use in my Terminator: Genysis games, some ammo crates because I’d added things up incorrectly (they were only a quid), and a giant scorpion because it’s a GIANT FREAKING SCORPION!
And that’s it.
I’m really looking forward to trying out the new profiles and rules, and I think my purchases were quite sensible as I can see myself getting most of them painted fairly quickly, so they won’t stay in the paint queue long.
Having said that, the tallies have taken another hit and I’m going to have to make some serious headway soon as my birthday is coming up and that’s never a healthy time for the lead pile:
Acquired - 74
Painted - 27