So we played 3 test games of district over the last few days. The game seemed to be going a bit well in the first play through, then we actually reread the rules and we had got a few wrong.
But its a learning Curve so its all good, years of playing other war games some times distracts you a little from new systems and though I wrote said system it had never actually been played. So it resulted in a few forgets a few made up bits and a
few interesting bits.
Game two started, this is now getting on for midnight when it started, once more same rough out line of gangs, some minor alterations to a few things and the correct rules being used helped.
Game play wise it worked and we did have a lot of very lucky dice rolls during the play.
Game 3, we have photos with game 3, they will follow. Most come from end or start of full turns. I cant really recall the turns as it was all done properly, with the alterations we had talked about the night before and that morning. Scenery was adjusted and borrowed from other companies and once more we used the Heresy miniatures that had been pre-painted in a rush, a long with the mock up shanties which have been floating about on different sites to try and give an idea of what was being aimed for.
We will referee to this as Red Vs Blue for now as the team names or House names are not as yet set, though a great amount of the back ground is written which allows you to form the gangs you will use with in the game.
Here are the gangs, we came up with the idea of using coloured hexagonal bases which the 25mm circle bases can fit into as markers for the team members, when a character was incapacitated which I must add can take some doing with certain characters the base was removed and the miniature laid on its side. So at the end of the game the person with the most bases would be the winner. This works with straight up gang fights, but for some of the scenarios it may not be an option. Though with the possibility of a medic character there is a chance you may be able to
save a character from impending death.
The board was laid out like a village on the edge of a military zone, these do pop up with in the game due to back grounds and stories that link with in the game.
You can also notice that we did use another companies scenery for this it was handy to have, and here is hoping they don't mind.
Plus my rather cluttered coffee table.
The game was played for 5 turns, in this time we did discover that though the D12 system that is being used works, some of the stats for the characters may need to be altered to get the maximum out of the game. The AIM for characters we feel was set to high, and while the DAMAGE RESISTANCE works and is very useful it can get out of control it not checked. Unfortunately with such a limited stat line it is hard to find a way to expand the groups from each other with them all being based as human. Though the system is now reduced to Three fighting houses and a Forth guard / military force which does the bidding of the highest bidder. Also with in the back grounds and possible ideas it has been decided that the trade houses there will also be non trade house gangs that they may higher from.
Not trying to give to much away about the game here really just giving demo shots and basic feel for the game. Though am very happy with the random affects of home made weapons and the miss fire potential of missiles and grenades.
And finally the disclaimer / copy right bit.
Models used were purchased from http://heresyminiatures.com/ once I have a working rules and back ground copy am kind of hoping he might be able to do us some miniatures for the system. Fingers crossed and lots of begging I think.
So all in all there you go, a gang game with lots of scenery based in on a planet some where in my mind.