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  1. Well, its taken a fair amount of sweat and tears, but we have a beta set of rules ready for public consumption. Doing something new is always a challenge, and when it comes to wargames rules, there are some accepted conventions, proven mechanics and trends of the moment - all of which will likely influence the final product. I am also well aware that its impossible to please all of the people all of the time, so I've gone out on a limb and produced a set of rules that I'll enjoy playing. I am an experienced sci-fi and historical gamer and have over 20 years military experience, so I've a solid grasp of the challenge, but that doesn't make me an expert; far from it. Key to my thinking is that wargaming is a game, playability is as important as realism, the balance is key and every gamer will have their own opinion on how far you can strecth reality or should replicate the 'real world'. 

    I don't like excessive charts, tables and book-keeping, but I don't mind if you do. I accept that sometimes playability will have to trump realism to maintain the flow of the game. But, with all the history of WW2 as a basis, some things are set in stone, others are so set in the national (or Hollywood) psyche that to change them would feel 'wrong'; and I don't want to be wrong.

    I prefer alternate activation with a joint game turn, and a partly random activation sequence is a nice representation of the fog of war. But too much randomness removes choice and diminishes the rewards of planning and tactics. Statistics for troops have to balance ease of reference and memorising, but must portray the vast range of combatants for the period. The backstory is by necessity light, we have some thoughts, but don't want to get too stuck in a story to allow the fullest figure production opportunities.

    The game is drafted, we've played it a bit, we like it. But it's not perfect and we have work to do on it. Buildings, Aircraft, Scenarios, Points Costs and Army Lists for example. Some parts are in the rules but we'll expand the army lists to make them more viable - artillery and engineering springs to mind. We could spend weeks or months testing and refining the rules, but that's time away from designing models, so we have decided to share our work early to draw on your views and opinions, all are welcome to comment.

    Some of you will want a system suitable for tournaments, some of you won't. I think the rules will be tight enough for tournaments, but the points cost and army list system will probably take time to fine tune. That's also where you can help, I want feedback, I need it. I don't expect these rules to revolutionise wargaming, but together we can turn them into a playable, competitive game that gives the flavour of sci-fi combatants within a recognisable WW2 framework.

    If players prefer other rules, thats also fine, if you generate statistics for games such as Gruntz, Flames of War, I Aint Been Shot Mum or any of the other great rules out there, let me know. I'm happy to share them as and where we can.
  2. startrek_spockJust a quick one...

    As we have been posting model designs, a few comments have come in about things such as weapon sizes, or overall design. Suggestions that we make the weapons bigger, add Gears of War style glowy lights to the models, or design Japanese walkers that look like samurai, and so on. As a consequence, I thought I would share the design goal for our line of WWII models. 

    This can be summarised by the phrase 'improbable, yes- illogical, no'. 

    By this, we mean that, for instance, it is improbable that any nation develop walker technology. However, once you accept that they have, it makes sense to paint them and arm them following existing organisation and marking doctrine and armaments that are readily available. It is illogical, however, to suddenly add a huge weapon with an ammo bore larger than a crewman could actually load, or that suggests ammo larger than could be carried within the vehicle. Indeed, many decades after the Second World War, despite many advances in technology, the look of the Armoured Fighting Vehicle remains substantially similar the the end of WWII because the look of most weapons and armour is dictated by physics and engineering demands above all else.

    Likewise, although lights for traversing terrain in non combat roles make perfect sense, glowing pipes and weapon parts, whilst very cool, have no place on a battlefield where most of the target acquisition is visual. Likewise bright red or bone white paint schemes. Equally, whilst we might accept the development of walkers as an improbable but logical occurence, there is no logical reason why a nation on a war footing would halt the production of a weapon platform, nor compromise its efficiency, to make it look more like a dragon, or a samurai, or whatever. 

    Such design ideas are very neat and have their place in games with a higher 'fantasy' setting than our game world. However, we are attempting to build a world that logically extends from an improbable set of scientific breakthroughs. This doesn't mean that the weird and wonderful won't appear, but that we will always ground it in a historically logical context. 

    Hopefully, that explains the thinking behind much of what we are designing for War Without End. Keep checking back for more design updates soon!

     

    Thanks for reading,


    Russ at Team CG

  3. road-ahead

     

    These are exciting times for us at Clockwork Goblin right now. After a great trip to Colours to meet up with our various friends in the gaming industry, we have returned energised and ready for the final push to releasing in October.

    To that end, we thought it was time to reward everyone's patience with a detailed look at where we are going in the coming months, information which we hope with excite you and also reassure you about buying into our vision for WWII!

    After final consultation with our manufacturers, we are now locked in production for our Zombies, German and US heavy infantry platoon sets and US Light Walkers. All of these products will release in October. The projected shipping date for these is the 30th, and we will open the web store for orders in the coming fourteen days.

    Beyond this, the German walkers are going into fabrication and will follow closely on the tail of the first wave. From there on in, we will be expanding and developing the US and German ranges between now and February. This expansion will include vehicles, heavy weapons and other goodness!

    So what happens in February? Two big developments are due in the new year- firstly, the Soviet models will start to arrive. We have the initial designs on the drawing board right now, and believe us when we say, you ain't seen nothing yet! Even more exciting than this, the early spring will be the first opportunity for gamers to get their hands on the play test edition of our GAME...

     

    konflict 47 logo


    We are pleased and proud to confirm what many of you suspected; Clockwork Goblin Miniatures will be supporting their War Without End range of models with a dedicated 15mm rules system! Titled 'Konflikt '47', the game will present a dynamic rules system that both reflects the cinematic flair of Weird War and remains faithful to the historical setting that spawned it. The rules are fast, dynamic and strategically rewarding. The book will support four core factions: USA, Germany, Soviet Russia and Great Britain. That means, of course, that you'll also see British releases later in 2013!

    Alongside all of this, we still intend to develop 28mm scale versions of many of our models for you to use in your favourite games. A big thanks to Neil and the Spartan Games crew, who have given us some invaluable tips on this side of things!

    There is more to come, including some very cool projects involving some industry friends, but at this time, its all very hush- hush...However, watch this space and you will not be disappointed!

    Stay tuned...


    Russ at Team CG

  4. Whilst it has seemed quiet to the outside observer, within Clockwork Towers, we are a frenzied dervish of activity!hourglass

    Having released some preview images of our intitial production tests, we concluded that the miniatures were looking great...but that we could do better. Consequently, we took the difficult decision to delay release so that we could revisit the model masters and improve the surface quality. 

    We are extremely impatient to deliver gorgeous models into people's hands, but we also want those models to be the best we can produce. Clockwork Goblin was always about making figures with a wow factor. Having taken the extra time, we have revisited every model previewed so far. As a result, the miniatures are looking smoother, sharper and better than ever. 

    The delay has also meant that we have progressed further with some of the models that we intended to release later in the schedule, so we are pleased that, as well as the US and German infantry, the German Zombies and US Walkers will all release in a fairly close succession of dates. Furthermore, the German Walkers (there are several) are at the final "design sign off" with the CG team of beard stroking wise ones right now, so they should be along for release as well, and preview images will appear very soon. 

    Most excitingly, today was the day that the production run began casting the actual retail run of the infantry and zombie sets. With this step taken, we will have a firm release date and pricing up in the webstore very soon and will be able to take pre orders!

    Thanks to everyone who has waited whilst we get this stage right. The models will be well worth the wait, we promise.

     

    Stay tuned for more exciting news- some big things happening over the next few weeks!

     

    Thanks!

     

    Russ at Team CG