Contact Front will be available for purchase on November 18th, 2019 at www.GodsEyeGames.com. The softcover book will be priced at $30 USD and international shipping will be available for all of our customers around the world. We are also offering a Digital PDF copy of the Contact Front rules for $20 USD. Lastly, on November 18th we will be releasing the first of our free content, an Australian Army list in PDF format.
As we get closer to the release date keep an eye out for more information on Contact Front by visiting us at our website, www.GodsEyeGames.com.
As we get closer to the release of Contact Front, many will want to start getting their armies ready to play. To aid players, we thought we would put out an article about the army lists and how they work in Contact Front. So here it is…
The army lists in Contact Front work in a fairly simplistic way. The list includes the core force which tells players the units and unit composition. These lists are designed to represent an under strength platoon from the chosen force of a particular period within a specific conflict or theater of operations. Within the core rule book players will have a British infantry platoon from the invasion and early insurgency period of the war in Afghanistan. Likewise players will also get a US infantry platoon from the same period. To face these coalition forces, players will have a list for a garrison force of Taliban from the invasion period and a ‘hit and run’ force of Taliban from the early insurgency period.
To support the core force, players get a support list which they can use points to purchase additional units. These support options give the force the opportunity to achieve different objectives depending on the units taken. This will give players the challenge of choosing between support that will enable them to achieve their objectives and support that may help the force face whatever the opponent may throw at them.
Army lists will be included in all of the supplements and contact reports. There will also be free PDF army lists release from time to time to give the community some additional options to play with. As we said in the last article, if anyone in the community has ideas for lists please get in touch as we are keen to work with the community to make this game as enjoyable for all as possible.
Back in September we took a demo game of Contact Front to the wargames show, Colours in Newbury. It was great to have so many people asking questions and getting excited about the game. As with most new games, people often wonder how the game will be supported in terms of future releases. To put people’s minds at rest we thought we would release a short article with some hints about what is in the pipeline.
Since finishing the work on the core rule book, we have been hard at work developing the first in a series of supplements we have planned. The first will focus on special forces and some of their specific roles within modern combat. With all of the supplements, they will build off of the mechanics found in the core rulebook. Within the supplements you can expect to see new army lists and objectives, new mission types and special rules to add the flavour of the conflict.
We are also planning to develop smaller, PDF only, supplements which we are calling ‘Contact Reports’ which will focus on smaller conflicts such as Operation Gothic Serpent, made famous by the film ‘Black Hawk Down’. This will contain a short history of the conflict, a few army lists and objectives and some specific scenarios focused around the actions of the conflict.
In addition to the Contact Reports we will also be releasing free lists and content to the community in PDF form as a way to say thank you for supporting our game. The first freebie will be an Australian list that will be available for download the day Contact Front officially releases.
We have also been very grateful for members of the community coming forward to discussing other ideas for future supplements and contact reports. It is wonderful that members of the community can use their knowledge and research to help us provide future support for this game and to wet your appetite one such area brought to our attention is that of the Soviet invasion of Afghanistan in 1979. If you have a particular interest in a period that you think Contact Front could work for please feel free to get in touch.
People often ask what makes Contact Front different to other modern warfare rulesets. In short, there are a few elements which are different but to focus on just one for this article, its the way in which the game deals with objectives.
With many other games the objective(s) of both players is openly known. From experience this tends to lead to players trying to stop their opponent achieving their objective(s) rather than focusing on achieving their own. With Contact Front your objectives are kept hidden from your opponent. These objectives are recorded on your SitRep sheet. The idea behind this mechanic was that often in combat the commander and troops on the ground may have some idea of what the enemy are planning to do but won’t know for certain.
The mechanic aims to keep players focused on their own objectives but it also adds a level of suspense and uncertainty to the game. If the opponent’s aims are vague them there may be a few surprises along the way.
The mechanic also works on a points value system. Some objectives are worth more Victory Points (VPs) than others. Before the game starts, both players agree on how many total Victory Points each side should have with regards to the objectives. Often games are played with a total of 15VPs on offer. Again, your opponent may have chosen to go with three easier objectives worth 5VPs each or they may have chosen to pick one much tougher objective worth 15VPs. This continues to add to the atmosphere of uncertainty and suspense.
Contact Front offers a ‘quick to learn, hard to master’ approach but it also gives players an enjoyable, narrative driven tactical game which aims to give a realistic glimpse into modern warfare.
For those of you who haven’t been following along “Contact Front” is our new modern warfare rule set written by Carl Titterington. Over the past few months we have been working hard putting the book together and now we are finally ready to send it off to print. The book is 96 pages of rules, lists and scenarios for players who want to wargame in the modern era. This rulebook focuses on the fighting in Afghanistan from 2001 to 2006 but it will also be serving as the foundation for additional supplements and PDFs in the future that cover different conflicts around the globe.
Over the next two weeks we will be releasing more info on how the rules work, future plans on how we will support Contact Front, and the date the book will be available for purchase. For those of you who want to keep an eye on our progress you can follow along on our Facebook groups listed below. As always, thanks for your support in our journey to bring quality rule sets to the wargaming community!
As we approach the release date of Steel & Steed we wanted to give the wargaming community a more in depth look at the content that will be in the book. In the video link below you’ll be given a page by page preview of everything that will be in the book (excluding photos) as well some descriptions of the game play elements that make up Steel & Steed. If you have any questions about Steel & Steed feel free to email us or send us a message on our Facebook group.
As we get closer to the release date for Steel & Steed we felt it was a good time to give all of you a little peak at what’s inside the book as well as what supporting items will be coming out with it alongside its release.
What’s in the Book? When I wrote Steel & Steed the main focus was to try and give players enough content and flexibility so they could create a medieval campaign setting for knights at tournament that was of their liking. Listed below are some of the things you will find in the book that will allow you to build your own campaigns and tournaments to fit your needs as a player.
– Rules for tournaments – Wargaming rules for Jousting, Archery, Melee and Mounted Combat. – Options to create your own Knight and apply specific skills and equipment to give each player their own unique feel. – 4 different breeds of horses to choose from as well as 12 skills that they can be trained in. – Over 60 Unique Skills and Abilities. – Over 30 Weapons with different strategic choices for melee, jousting and archery. – A fully fleshed out campaign system for building and growing your Knightly House. – 30 custom built NPC Knights that can be used in campaign play or quick play games. – Rules for honor duels, courting fair maidens, gaining titles, ransoms and much more…
Supporting Steel & Steed at Release The day Steel & Steed releases players will have access to free downloadable tools and content as well as the option to buy our PDF card decks. There will be a free PDF that contains a QRS, knight profile sheet, house management sheet, and a tournament rules pack for those of you who want to play at your gaming clubs. We will also have a our “Essentials” card deck for purchase. In this deck you will find cards for all of the abilities and weapons that are in the book.
As we get closer to our release date keep an eye out for more information about Steel & Steed. We plan on doing a more detailed video preview of the book as well as some other content on playing the game and creating the tiltyard. Until then, keep your blades sharp my Lords and Ladies!
Our Lanistas have had two weeks to forget about their failures at the local event where neither ludus came away with a victory. Now the focus turns to the regional games of Capua. Prior to entering this event Vin decided to purchase an animal pen and fill it with a Rhino. A risky purchase at such an early stage in our campaign but it could pay dividends if it preforms well in the arena. Besides that both ludus’ have not made any new purchases this month.
In this regional event the players have submitted enough gladiators to participate in 4 out of the 6 matches. Below is a list of the match ups with the play by play in the following section.
Opening Match – Rhino (Vin) vs Champion Murmillo (Pg. 64) Second Match – The Moor (Dimachaerus / Vin) vs Regional Dimachaerus (Pg. 62) vs Local Thracian (Pg. 58) Third Match – Duostickius (Dimachaerus / Scott) & Caesar Choppius (Scissor / Scott) vs Champion Secutor (Pg. 63) & Local Cestus (Pg. 60) Primus – Slothius (Murmillo / Vin) vs Local Secutor (Pg. 58)
Opening Match Before the match had even started the drama had begun. Vin decided to bet 30 coin on his Rhino, which is no cheap sum this early in the game and after the first round it seemed like it would be a safe bet. In the first turn the Rhino charged the Murmillo knocking him to the ground and would have killed him outright if not for the 3 saves that he made from the prone position. With a little bit of luck getting to his feet followed by a series of precise attacks the Murmillo was able to score 4 wounds on the Rhino and shift the balance of power. Over the next 6 rounds both the Murmillo and Rhino danced around the arena in a series of quick combats followed by pushing a jockeying for position. The wounds were slowly coming off both combatants and in round 7 & 8 the unthinkable happened. On 3 consecutive push attempts by the Rhino the Murmillo was able to roll a 10 and win each STR test, putting the beast in a position where he couldn’t get its charge into combat off. With both combatants left with only one wound apiece the Murmillo was able to land the killing blow in round 9 and stand victorious as the crowd rained down applause for his stellar performance.
Second Match This contest was scheduled to be a One vs Two with the Moor facing off against the Regional Dimachaerus and the winner would then face the Local Thracian. Initially things started off well for the Moor as he was able to land two blows early and gain a slight advantage over his foe. Going into round 2 The Dimachaerus nearly ended the fight with a deathblow but failed his AGL test of a 10+. Needless to say the Moor was rattled and lost a bit of his moxie for the remainder of the contest. Over the next 2 rounds The Moor was battered by a serious of critical successes in combat and took double damage on 3 occasions until he was finished at the end of round 4. A truely dominant performance by the Regional Dimachaerus who later went on to defeat the Thracian in the second half of the match.
Third Match Our third match, a Two vs Two, started off quickly and with a fair amount of carnage. In the first round, by winning the initiative, Duostickius & Caesar Choppius were able to double team the Champion Secutor and peel off 6 of his 9 vitality points. To answer this deed the Secutor and Cestus focused their attacks on Caesar Choppius and do a fair amount of damage in return. As round 2 got underway Caesar Choppius was able to gain the initiative and in stellar fashion he slit the throat of the Champion Secutor with a deathblow. With only the Cestus left to face off against these two seasoned gladiators the remainder of the contest went as you’d expect. For the remaining 3 rounds the Cestus was battered and pummeled until he fell to sands of the arena with no fight left in him. The crowd was given the gift of blood and carnage and the victors were awarded extra coin for their entertaining match.
Primus In a match that we all predicted would be a cake walk for Slothius, it turned out to be a tough fought contest that was decided in dramatic fashion. In the early rounds of the match both Slothius and the Local Secutor exchanged a series of blows that left both men seriously wounded as neither gladiator could make an armor save. With both men fatigued from battle the 4th, 5th and 6th rounds saw a lot of sloppy fighting and missed opportunities as Slothius was able to knock down the Secutor twice but was unable to capitalize on his advantage before the Secutor was able to get back to his feet. As the combatants continued to fail armor saves we found ourselves in the heart of round 7 with the Secutor at 2 wounds and Slothius at 1. In a series of fortunate events Slothius was able to knockdown the Secutor for the third time in the match and land the finishing blow on a critical success while the Secutor was on his back. This match was a fantastic finish to the event and truly worthy of being called the Primus.
With the July games on the horizon both Scott and Vin are now making plans to acquire some new slaves to grow their ludus’. In the mean time it looks like the gladiators will be getting fed Rhino meat until the next time they are sent out to the sands of the arena.