Another unscripted ramble through my brain, as I talk about my personal experience of CQB (spoiler: none) and how my understanding of it is informed by my studies and training. I have a bit of a go at mostly Warhammer 40,000 but also Infinity the Game for how they handle CQB, and obviously talk about how my games do it better (YMMV).
 
But seriously, I articulate four take-aways for anyone wanting to write CQB into a miniatures wargame which I think are important and which I think most miniatures wargames overlook.
A short episode, this week, because I'm taking it a bit easy.  Back to normal service next week. But as (a) I'm taking it easy, and (b) it's 12 months since I started this series of weekly podcasting, I thought it would be a good opportunity to review the stats of the last 12 months and talk about my hopes and plans for the next year.
There's still news, though, with new releases from:

I met up with Alex Handley of Aotrs Shipyard to discuss his work designing an enormous range of spaceship miniatures as 3D sculpts, and his experience of getting them to retail through third-party printing services.

This week I look at some interesting news from:
 
Games Workshop (Not a link to GW, btw)
 
I take a look at the events surrounding the release and recent news regarding their Warhammer Quest: Cursed City boxed game, and then - as ever - turn it back on the industry to look at how different business models affect how companies communicate with their customers... And how customers "communicate" with the companies.

Shooting is a critical part of most tabletop miniatures wargames, but it is frequently given woefully little consideration by designers who think in narrow terms about the experiences of the soldiers they represent. Players, too, often think purely in terms of "hit" or "miss", without engaging creatively with the imaginative space of the tabletop.

In this episode, I think about what designers can do to more effectively communicate the experience of shooting and range combat, be it with historical, modern or science fiction weapons.

I take at look at:

Bad Squiddo Games 

North Star Military Figures 

Wyrd Games 

Avatars of War 

Antenociti's Workshop 

DGS Games 

All of these business have faced or are facing challenges to their market relevance, either through personal circumstances, shifts in the market, technological drift or commercial miscalculation. And each has addressed or is addressing these challenges in different ways. I take a look at different approaches small businesses have taken and consider what Precinct Omega and other businesses in the industry can learn from their example.

A couple of weeks ago, I got to meet up virtually with patron Andy Strauss, whose input into the development of Horizon Wars: Infinite Dark was really insightful and informed from a lifelong obsession with spaceship combat games.
We had a chat about the culture of wargaming in Brazil, and walked through the evolution of spaceship combat games over the last few decades or so.
I'm going to get some flak for this one. *braces self*
News from:
If you ever want to get a group of wargamers talking (like we need the encouragement) just ask them about points systems.  It's one of the most controversial and hotly-contested arguments to be had in our world.
 
In this podcast, I take a look at not only the different approaches to points systems that designers can take, but also at the reasons why designers use (or don't use) points systems.  I discuss the alternatives, what both designers and players should bear in mind when thinking about points systems, and what the future might hold.
 
Required reading for this podcast (j/k) is Douglas Hofstadter's Gödel, Escher, Bach 
The wargames world - much like the rest of it - seems to be waking up from COVID-19 with a wealth of new miniatures releases ready to swamp us with joy.  But that means that now is the perfect time to be thinking about the post-COVID world and what, perhaps, we should be doing and thinking differently based on what we've learned.
 

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