Sunday, 4 June 2017

Doctor Who: Exterminate! Report: The Daleks Verses The Cybermen

"A MEETING OF METAL"
This game was played using the "Doctor Who: Exterminate!" rules by “Warlord Games” and, in essence, followed the parameters established for the "Guide To The Time Vortex" skirmish scenario "A Meeting Of Metal". However, in order to allow both sides to slowly get to grips with Fate Tokens, Battle Cards and Adventure Cards, as well as their factions' unique Special Traits, a couple of minor 'House Rules' were followed. Lastly, a few last minute 'tweaks' regarding General Deployment and Winning The Game' were necessary so the battle could be accommodated upon a 2' x 2' gaming mat instead of the recommended 3' x 3' table...

"The story so far... A space freighter has crashed on an alien world, scattering its cargo throughout the vessel's hold. The cargo consists of rare crystals imbued with Vortex Energy, enabling their possessors to bend the very power of the Time Vortex to their own ends. The Daleks need the crystals to perfect their ultimate temporal weapon. The Cybermen want them to advance their experiments in time travel."
THE TABLETOP - A SPACE FREIGHTER'S CARGO HOLD
As both sides were permitted three Recruitment cards each, the Dalek Faction started with a Patrol Leader (Dalek Sec), and two Dalek Patrols; both of which generated three Daleks each. In addition, the Patrol Leader, a special character, also created two Fate tokens to be added to his faction's Fate Pool. Finally, the Dalek's received five Battle cards in order to "reinforce hits and defences during combat actions" and five Adventure cards "to use during their game." These were randomly dealt from the fifteen generic Adventure cards found within the boxed set. This provided the Daleks with "Combat Senses", "Lucky Hit", Medi-Kit", "Rapid Response" and "Finish Them!"

The Cybermen began with a Cyber-Leader, and two Cybermen Recruitment cards, which provided four Cybermen apiece. The Cybermen were also allowed to field a Cybermat Swarm because when used as a "Leader's Retinue" for a Cyber-Leader, this Recruitment card "does not count towards the faction's limit". This "Swarm" is "made of two bases with three Cybermat miniatures on each. Each base counts as one character and uses the attribute stat line and special traits as normal." The Cyber-Leader also generated two Fate tokens for his faction's Fate Pool. As with the Daleks, the Cybermen received five Battle cards, and five Adventure cards. These latter cards consisted of "Regenerate!", "Shield Of Steel", "Additional Sensory Input", "To Arms!" and "Spatial Distortion."
THE DALEKS PREPARE TO ADVANCE UPON THE CYBER-FORCE ARRAYED BEFORE THEM
Having deployed on opposing table edges, and placed six Vortex Node markers on the battlefield, the Cybermen immediately played their Adventure Card "Spatial Distortion", which when discarded "just after deployment", allowed them to "move any two Vortex Nodes up to 4" from their original position." As a result, Vortex Nodes (1) and (3) suddenly tumbled east towards the Cyber-Leader's line. This was "most satisfactory"...

With the game already seemingly shifting out of their favour, the winner being the faction with fifteen or more Victory Points at the end of a Turn, Dalek Sec's battle computer gloatingly informed him that the Daleks had won the initiative, and he immediately ordered his southernmost Daleks forward towards Vortex Node (3). The golden Kaled's Mark III travel machines glided 6" towards their immediate goal, forming an orderly line as they passed a row of barrels. To Dalek Sec's north, his other squad of Daleks fanned out into a formidable-looking wall of death and trundled towards Vortex Node (1). Pleased with his faction's deployment, Dalek Sec himself reached Vortex Node (2), and discovered that the "great resource" would not only provide the Daleks with three Victory Points, but as it was a Spatial Disruption, it would also allow him to "immediately move a distance equal to its Movement value." As a result the Patrol Leader slid up to the south end of the Vats in order to give the Daleks in that area some covering fire.
DALEK SEC CAPTURES A VORTEX NODE, AS THE CYBER-LEADER UNLEASHES HIS CYBERMATS
Sensing that there might be quite the battle for Vortex Node (3), the Cyber-Leader emotionlessly ordered his accompanying Cyber-Mats to scuttle west 6" towards the objective and hold off Dalek Sec's faction until his Cybermen could arrive. In addition, he waved the four Cybermen to his south forwards and watched as they stomped 4" west. To the north, four more silver giants also clomped west, this time filtering around the Toxic Waste towards Vortex Node (4). 

As their humanoid-shaped opponents were now in view, the Daleks in the north opened fire with their Combat Blasts [Range: 6" & Attack Dice: 4]. Unfortunately though, all of their targets were out of their weapons' "effective range", so resultantly, the Daleks' shooting action was "considered inaccurate" and suffered a -1 Attack Dice penalty. This meant that none of their Combat Blasts managed to overcome the Cybermen's defences [Armour: 3 Dice], but did succeed in allocating two Under Fire tokens onto one of the silver giants; meaning that the Cyberman could "neither Move nor Shoot during its activation."
THE CYBERMEN CONTINUE TO FEARLESSLY MARCH TOWARDS THE DALEKS
Fizzing with the indignation of his Daleks' impotent attack to his north, Dalek Sec decided to take matters into his own tentacles, and fired upon one of the Cybermen approaching Vortex Node (6). Like his compatriots, the Patrol Leader's Combat Blast was outside of "effective range", but he was a better shot [+1 Shooting Dice]. Three of his attacks therefore penetrated one of the Cybermen, who despite having used a Battle card to fend one off, was still "Shocked" and crashed to the ground in a helpless state. With their opposition a little lightened, albeit temporarily, the Daleks in the south sacrificed their opportunity to fire, and instead made " a second movement action during the Shooting sub-phase." In doing so, one of the Kaled's Mark III travel machines captured Vortex Node (3) and discovered that the black-coloured resource objective was worth a single Victory Point.

Believing that his Cyber-Force had to stamp their authority on this battle before all was lost, the Cyber-Leader motioned for the silver giants to his south to return fire and utilised a Battle card which doubled all their "hits scored during a combat action". Targeting their Cybergun [Range: 6" & Attack Dice: 4], and relying upon their weapon's special "Energy" trait ("a weapon... with this trait [also] counts Surges as hits when Shooting), one of the Cyberman managed to 'Shock' one an incoming Daleks. But before his comrades could push home their advantage and destroy the downed 'pepper pot', the 'merciless killer' employed the Adventure card "Medi-Kit" to "immediately recover any Shocked character within 2" of a selected fully operative character."
THE CYBERMEN FIND THE EDGE TO THEIR COUNTER-ATTACK SOMEWHAT BLUNTED
To the north, instead of firing, the Cybermen who were able to move, fanned out around the Toxic Waste, with one actually travelling south to the very end of the yellow-coloured barrels. Nearby, the two Cybermat swarms rushed southwest towards the Dalek "Under Fire", staying out of its 2" "contact and engage in close combat" range, but well within their own engagement range of 6"; owing to their "Hunter" trait which allows "a miniature... [to] make an engagement movement of up to its Movement instead of the usual 2".

Nodding in emotionless satisfaction, the Cyber-Leader moved to take Vortex Node (5) and obtained a single Victory Point. However, he was also able to take advantage of a Temporal Anomaly, and "immediately resolve a free Shooting action". Aiming his Cybergun across the Vats' foundation at Dalek Sec, the Cyber-Leader realised his shot would be outside his weapon's "effective range". But subsequently took some 'comfort' in his computer brain's calculations that because his target had the "Tank" trait it was "so bulky or cumbersome that it cannot claim cover when being shot at." Utilising one of his faction's Battle cards to award him an automatic hit, the Cyber-Leader struck the Dalek thrice. But incredibly, thanks to playing an Armour Battle card, the Patrol Dalek was ultimately able to avoid any injury whatsoever from so fortuitous an attack.
AS THE CYBERMEN RE-POSITION THEMSELVES, THE CYBERMATS ATTACK THE DALEKS
Finally, the Cybermats scurried over towards their intended prey, the southern Dalek who was "Under Fire". It was going to be a contest between sharp metallic teeth and manipulator arm. The swarm had three Attack dice (including a +1 "Engaging modifier" and +1 "Multiple combat" for "each miniature after the first that is attacking the same target") compared to the Dalek's two Attack dice. Remarkably, the tiny robotic rodents were unable to gain an advantage over the plunger of the Kaled Mark III travel machine, and the fight was a draw. As a result the Cybermat swarms were "pushed back one inch" and beeped angrily...

Dum Da Dum, Diddly Dum, Oo-ee-oos… 

54 comments:

  1. Exciting stuff, Simon! This is one of the most enjoyable batreps I've read in a long time. I wouldn't like to predict the outcome but I must admit, I am hoping for a Dalek victory. I like the Daleks far more than the Cybermen. Bring on part 2.

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    1. Thanks Bryan. The Daleks attempt to bring their superior fire-power to the fore in the next part. But will it be enough to see off the Cybermen - time will tell ;-)

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  2. Aagh! I really want some of those Daleks to play with. Invasion Gotham style.

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    1. Heh Heh, sorry Roy. They are soooo tempting too aren't they ;-)

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  3. Great BatRep Simon, how did you find the rules as you mentioned you had to add some house rules ?

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    1. Cheers Dave. The House Rules were put in place simply to aid the scenario's deployment as we were playing on a smaller map; thus the deployment zones were reduced, as were the number of Vortex Nodes and their spacing. In addition, the next part will cover the Upkeep Phase, and part of that allows players to Refresh their Adventure cards by drawing a card from the Discard pile or recovering an exhausted card. This part was skipped for this game, as it just added yet another host of decisions as to what to do with one's Fate tokens.

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  4. Very enjoyable. All goes to prove, you don't need to be familiar with or into a subject to enjoy reading and learning about it (this is how I found myself learning about and quite liking many of Stevie`s historical interests). In this case, by making myself aware of it and allowing myself to absorb what I see, I am slowly learning a bit about Daleks and Cyberman and all sorts of interesting Who verse snippets :)

    The battle looks exciting and one I should very much enjoy playing in I think. Nice cliff hanger and is warming up too be a rather climatic end I should imagine.

    Tell me how you are finding the rules, the good points and the negatives?

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    1. Thanks Hils. The good points are that it definitely feels like we're playing "Doctor Who". There's a real vibe to the game, which the Adventure Cards add to with their quotes and imagery.

      Unfortunately, I don't think its all that immediately accessible, and if I was a newbie gamer I really don't think its very pick up and playable. The Adventure cards are a good example of this, as some are clearly targeted towards specific factions, so you need some foreknowledge of how the game works and a factions strengths to pick the right five cards. In many ways, I probably wish I'd started by just playing the game without the Battle cards, Adventure cards and Fate Tokens, and instead just focused on the core mechanics. Indeed, I might do just that.

      However, I reckon once you have all the elements mastered this game plays a lot like an RPG, especially with the Doctor and crew being one of the factions, and really will capture the flavour of the TV series (e.g. equipping the Twelfth Doctor's sonic sunglasses Adventure card to him, and similarly 'equipping' his companions).

      I suppose the ultimate question is, do you want to invest time in a game which will undoubtedly provide a complex "Doctor Who" experience, or do you want to just pick up some minis and play something quick which just so happens to use "Dr Who" minis?

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    2. >>> I suppose the ultimate question is, do you want to invest time in a game which will undoubtedly provide a complex "Doctor Who" experience, or do you want to just pick up some minis and play something quick <<<

      After your amazingly detailed replies to so many comment asking you the same question "what`s it like?" I would guess, just from your enthusiasm for the game alone, coupled with the details you've provided us with, that this game is in fact one to stick with... on so many levels, due to its multi facetted uses and layers of potential (at what ever level you as players decided to take it).

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  5. Very gripping exciting and nail biting stuff. Just one tiny miff oh boy you got to pull those camera shots out a bit, I find myself constantly wanting and NEEDIG to see more, but its like the camera is set at maximum zoom and wont pan out, missing so much of the action I so want to see and enjoy. Your models are great and the scenery and maps are always excellent, but the photos make me feel myopic lol.

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    1. Cheers Dave. I'll try and do some more 'wide-shots' but I do like the close-ups myself, so its hard for me to find a happy medium. Perhaps a wider shot accompanied by a close-up of the action is the way to go?

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  6. hmmmm, I like it. I like it a lot. It looks complicated to write (and for that I don't envy you, though you are doing it well). Am I right, the game phases looks quite complex in that it looks like there are rather a lot of elements to each turn, how does this feel in game, fun and immersive, or clunky and stilted? When you write JD using M&DRG it seems smoother somehow, which tells in your own comfort level and the way (the tone) you write in. Don`t get me wrong, I`m not knocking it, I am having similar problems wondering how to render Test of Honour into to a readable narrative for batrep material (its a common trend of Warlord Games rules, that they tend to use rather intricate phases within each turn, probably due to the fact they all run to some extent or other off the same original single games engine... Warhammer 40k/aka Bolt Acton/aka Exterminate - and so on. So the similarities are always there, if mot a little hidden at times perhaps from the unseasoned eye.

    Part one of your game looks devilishly exciting to play, and I bet you are having the time of your life with it, it sounds like you are in your narrative.. just like me with ToH.

    Pull those camera shots out bit though Simon, it really is detracting from those true cinematic moments a bit mate.

    Lovely jubbly, more please :))))

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    1. Thanks very much Steve. The rules are indeed quite complicated, imho, and for now at least, a little clunky. With hindsight I might play a few games with just the basics, and no Adventure or Battle cards.

      This particular BatRep was a bit difficult to write as I wanted to include as many rules as I could, as its a completely new rule-set and few people will have played it. I also wanted to 'sell' "Doctor Who: Exterminate!", as I think it has the makings of a great "Doctor Who" flavoured game. It simply takes a bit of playing to get familiar with the mechanics.

      I certainly enjoy the differences the two factions have, and think the author has got the Dalek/Cybermen traits spot on. I love the "Hunter" one for the Cybermats, which means they can potentially 'attack' anything within 18" of them. That covers a lot of ground, and you can just imagine them scuttling in for the kill :-)

      I'll try and take some more 'further away' shots, but I like my close-ups ;-)

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  7. Yay! Daleks! Cybermen! Duking it out, as it should be. A good first post, with enough detail to get an idea of the rules. Once the battle is complete and the Daleks have vanquished their inferior foe (Go Daleks!), I'll be interested to hear your thoughts on the rules. But an exciting first 'episode', nonetheless.

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    1. Cheers Jez. hopefully my responses to Hils and Steve will give you more of an idea as to my thoughts Ref the rules. I think "Doctor Who: Exterminate!" is worth investing in personally :-)

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  8. What a splendid first encounter Simon and really looking forward to seeing which way this one goes.

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    1. Thanks Michael. Have you played your copy at all yet? I think you mentioned you'd picked it up at "Salute"?

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  9. I really, really enjoyed your "The Daleks Verses The Cybermen." I liked the premise too: this crashed space freighter with its scattered cargo strewn about the torn and broken hold (like the wrecked ship scenes in the Will Smith "After Earth" movie). This made the image of scattered Vortex Energy crystals that much more vivid for me in my mind`s eye.

    I see that like all Warlord Games systems, the game relies heavily on drawing cards. I`m not sure if this is a good thing or a bad thing. It does seems to be the modern trend with games - a good way to appear to give customers a lot in the box, beautiful (cheap to make) components, and lots of them too, aesthetically pleasing and makes for ease of reference when using (dispenses with writing lots of notes, like you do in most rpg games, when everything it nice and easy, and done for you, on tokens and stat cards). But I always wonder what price we pay for `dummying down` our games and diluting them in this way. I kind of liked the old way of doing things – the good old pen and paper way of keeping track of all this stuff for ourselves during play. Hmmm anyway.

    The Adventure you describe looks fantastic (lots more wider angle shots please). Thematically it drew me in and I felt like I was `there` which is pretty amazing, as I`m not really a Doctor Who fan. But it must be your narration, because I felt like I was inside the film set studio.. or better still was actually THERE in the middle of the Daleks and the Cybermen, watching a terrible fight for the rare crystals within that downed space ship.

    It looked hard to write, so many rules to have to remember is exact sequence and phases, made easier by all those cards I should imagine, but must get a bit cluttered too I would think, and needing lots of spare space. But wow the story as it is playing out looks ever so exciting.

    I question how many times you could play Exterminate using just the components of this starter set? Effectively drawing you into `buying into` lot more 35mm miniature, if you want to take the experience further (just like with the Knight Models Batman Miniatures game).. whereas, use the components but break away from the direction the game wants to steer you, start adding in your OWN collection, bind it together with, say, M&DRGs, and would you maybe not then have the best of both worlds? A Great boxed set, lots of new ideas and inspiration, and the ability to add more to the game without having to go the 35mm route? (I believe I`m right in saying the Daleks and Cybermen would not look out of place alongside normal 28/30mm minis, as both these mechanical `monster` types won`t suffer from being rather on the large and imposing side?

    But maybb you want to collect for this game now and keep everything `pure` .. which is fine too of course.

    I`m really looking forward to the next part Simon. Look what you`ve done too me, someone`s finally got me into Doctor Who hehehe.

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    1. Thanks very much, Tarot. Very much appreciated. To be fair though the initial premise was in the Scenario’s introduction, I simply staged the game inside the cargo ship rather than on the alien planet the freighter crashed on, as I thought a battle inside a sci-fi setting would be more appropriate.

      The game itself doesn’t rely upon drawing cards, it simply uses them to alter dice rolls or throw a spanner in the mechanics momentarily, as well as provide some companions etc with additional weapons/equipment (e.g. Medi-Kit). “Doctor Who: Exterminate!” definitely has an RPG feel to it as a result, although there are no campaign rules. It just seems to tell a story as the battle progresses (e.g. the freighter shifting position at the start of the game, so two of the Vortex Nodes roll closer towards the Cybermen; arguably because they weigh so much more than the Daleks).
      The rules do take some getting used to, simply because there’s so many ‘What if’ instances, and they’re sort of spread across three pamphlets so there’s a lot of page turning – despite the game coming with a couple of simple Turn Sheets. In addition, you’re quite right, there’s a lot of card hands, decks, tokens and notations to keep beside the tabletop, so a bit of space if definitely needed.

      The Starter Set has enough cards for most of the current “Warlord Games” releases, so the Zygons, Silent and Judoon are catered for alongside the Daleks and Cybermen, as well as the Tenth & Twelfth Doctors and their companions. So that’s seven factions… not too shabby. You do need a few minis though to build up enough minis for a faction, so you’ll be picking up a few of their little boxes I’d have thought. For example, I own six of their Zygons already, and they’re fully-painted. That means I can just field a three Recruitment cards worth of the aliens. But I couldn’t utilise their Zygon Reinforcements card (which provides three Zygons) without getting more, nor are any of my Zygons indistinguishable from one another, so I need some more to make one appear distinctive as the Leader, and two more as Zygon Elite…

      Ultimately I plan to give the game a bit more time and energy, and see how things pan out (maybe eliminating the Battle and Adventure cards for a while just to get used to the mechanics). I also though aim to use the minis for “Mutants & Death Ray Guns”, as I only need five minis aside for that, and I already have a few BatReps in mind for it too.

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    2. Thank you so much Simon. You know what, you should be writing reviews professionally.. at the very least, you should be doing more in depth reviews here on your own blog: you explain things so well and make them sound interesting and intriguing at the same time. You have completely allayed my fears about this game (except one - the bit about needing a lot of space for the tokens and cards, but that’s not necessarily a biggie either – **shrugs** so is Zombicide but it doesn’t put me off). You make it sound pretty fantastic actually.

      Difficult to get into for someone new to it is not a problem I think, because you immediately redeem the game by saying it has the potential to feel like a rpg **woohoo** that’s just fantastic. And I can totally forgive that WG want customers to buy more of their miniatures, know why? They give you enough cards to cover their entire existing range of miniatures and THAT impresses me: Test of Honour does the same thing, and that makes me very happy to see.

      I also like that even though its playing a little clunky for you right now, it doesn’t appear to be a deficiency in the rules, just that they are complicated, with many “what if” option phases to have to consider (that`s another plus isn’t it): and as you get used to it all, it will play more smoothly - in time. Look at D&D 5th edition: I don’t think anyone could learn to run a game of that smoothly in less than six months intense saturation of experience with it lol.

      Ah right, the game doesn’t rely on card pulls, but uses cards as stats and to contain rules. That’s not so bad at all, good good. This gets better and better.

      No, everything you say about this sounds excellent. I`d almost say stick with it in its `pure` state and make yourself a lovely WG pure `Who` collection. Collect the mini expansions, and go with the whole GW flow. It does sound like you have bought a winner there.

      Thank you so much for taking time to reply s fully to my questions Simon. I know I must have been a pain for asking such a complicated request hehe.

      Absolutely love this post. Thank you so much.

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    3. No worries at all, Tarot. I hoped this particular post would generate a lot of discussion and questions. it was one of the reasons I focused so much upon the rules in the first place. Hopefully the second part will prove just as intriguing for those sitting on the edge, and get those who own it but haven't played it, ripping over their boxes and gluing some sprues together :-)

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  10. Really great Batrep Simon, as stated about the rules look pretty good but a little complicated, guess they need to be to get the differing flavours of Cyberman to Dalek, but everyone know Daleks can kick Cybermens butts from here to Mondas surely!

    Cheers Roger.

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    1. Cheers Roger. I think the faction traits alone separate the Cybermen from the Daleks, with the Adventure cards predominantly giving the game its "Doctor Who" flavour. I'd certainly be playing more of this game, but possibly dumming it down a bit until I get more used to the mechanics.

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  11. That was really enjoyable and the figures look great. I'm not a 'not' Dr Who fan but I have fond memories of Dr. Tom Baker and Jon Pertwee. So I was not overly interested in this game but already I'm thinking those Crooked Dice 'not' UNIT figures would look great taking on the Daleks. I quite like the idea of cards, always add that extra something or at least they do in games like X-wing or Star Fleet Attack Wing, never knowing what your opponent has tucked up is sleeve! More please...!

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    1. Thanks very much Mark. I understand that both plastic U.N.I.T. and the fourth Doctor will making an appearance at some point (this year?) for the game. Both the Battle cards, Adventure cards and Fate tokens certainly do provide that 'tucked up their sleeve' moment - as you'll discover in the second part of this BatRep ;-)

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  12. Great bat-rep and a difficult choice in who to cheer on to victory.

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    1. Cheers Joe. It was certainly worth the effort, imho, to paint it up in order to play it.

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  13. although not a game I might buy myself (I know Stevie would, with very little prompting from me lol) I think from all I have heard discussed here, this game seems like to be a total winner: and worth investing into fully. My original thoughts was to assume you would use the components, but actually use M&DRG to play. But I am beginning to see this must be a Doctor Who fans absolute dream game.

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    1. To be honest Hils, my initial thoughts were indeed to simply use the minis and give the rules a miss. But then, having painted up my minis for the opening battle, I thought I might as well give them a try, and let people know what I thought they were like. I'm glad I did, as I like the fact that you can strip away the cards and still have a nice battle game, or add them and start playing something a bit more thematic and storylike.

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    2. oh absolutely Simon. I think this is how Stevie felt about Test of Honour as well. Originally he was all prepared to throw away the rules if they looked too `naff` and just use the excellent miniatures alongside a more preferred engine, but he quickly discovered he loved ToH in its entirety and was quite happy to stay with it.

      "Exterminate" seems to have two qualities I like to see in a game. Its grow-able (ie. you can build upon its foundations) and it allows thematic storytelling, which is ALWAYS a good sign.

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    3. I'm certainly looking forward to my next game, Hils, and may well try one of the other factions without the Battle cards, just to see how differently it plays.

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    4. It strikes me that to play a good game of Doctor Who, the doctor himself is more of an evade type character and far less of a fight sort of guy. So lots of ducking and weaving, using cover and avoiding combat where ever possible, and this game allows for that beautifully. Making it less combat orientated or about wiping out your opponents, and more about working to achieve objectives.

      I notice right away that the rules are fairly heavily based on Project Z (Warlord Games DO like re-vamping their rules over and over again in their games don't they, giving them slight changes and spins so they each of them look and feel different: Bolt Action and Warhammmer 40k is a prime example of this). In this case they have achieved their aim well, and the very obvious Project Z mechanics running throughout the rules are masked cleverly enough not to be detrimental to the tone of the game.

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    5. I've not bought/played "Project Z", Hils, as I already think "ZombieTV" and "Zombicide" are as good as I need for a zed game. Plus Bryan's review put me off; albeit I have subsequently picked up "The Walking Dead" starter set [blush].

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    6. Zombicide is a great game that's true, although Zombicide Black Plague is (in my humble opinion) even better. I don't know Zombie TV at all I`m afraid, and The Walking Dead starter **grins** you have no idea how close we came to buying that ourselves lol.

      Yes, Exterminate is VERY close to Project Z, its almost the same game, just with lots of hidden changes (i.e. different names for things/items etc, and more sci-fi terminology differences in keeping with the genre. But basically, its the same game with a few changes).

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    7. I`m still wondering how viable an option it would be for me to buy the Exterminate boxed set, perhaps also get Missy and the Cybermen to go with it, but then stop there: and instead use a wealth of clix figs to make up my own doctor and companions, and all the aliens and monsters I could ever need to play my very own own Doctor Who adventures, and just stick with something such as "Mutants and Death Ray Guns" to play my games with, and basically do the whole thing cheaply and have the satisfaction of having done the whole thing myself (bit like the Forgotten Heroes approach). Would the effort of doing it for myself, cheaply, and the pride in having a totally unique collection of one offs, justify divorcing myself from the official game or being able to `join in` the fun others are having with it?

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    8. "Exterminate is VERY close to Project Z" - Well that's actually a bit worrying then, Hils, and by worrying I mean tempting ;-) I might keep my eye out for "Project Z" the next time I go to a show and see whether I can nab a copy cheap-like :-)

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    9. If you just fancy doing your own thing Tarot, using "Mutants & Death Ray Guns", then I wouldn't bother with the boxed set and would just get the Missy/Cybermen set and the Davros/Dalek set; thus having both the main iconic Doctor foes and use "Clix" for everything else.

      However, whether such an exercise would prove 'justified' depends on just how much you enjoy 'joining in' the fun of others. If every time I post about "Doctor Who: Exterminate!" you think its going to make you regret your decision, then I think you should get the boxed set. If on the other hand such posts simply encourage you to create your own minis and adventures, then "clix" is certainly an alternative (potentially) cheaper option; although tbh I don't think "Warlord Games" 'official' minis are too badly priced for metal. Just take a look at the 'official' "Star Trek" minis "Modiphius Entertainment" are charging - £40 for 8...

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    10. Thank you Simon, I absolutely totally see your logic, and as you say the prices are indeed very reasonable. Thank you as well for the very useful advice about Missy/Cybermen set and the Davros/Dalek. SHhould if I do go that route, then this will be very useful. Right now its a fine balance in my head: to go DIY or go official. hmmmmmm I will think on it more.

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    11. If this helps Tar` hun, Hils and I have decided to go the whole hog with , and stick with Warlord Games and this Doctor Who Minatures game all the way. In for a penny, in for the whole pound.

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    12. Well, perhaps to clarify Tarot, I think "Warlord Games" prices for their "Doctor Who" miniatures aren't too bad considering they've probably paid a small fortune for the I.P. :-)

      Personally, I look forward to whichever way you go, as if its done with even half the gusto you usually put into your projects, then it'll be well worth a read or two on "The Game Cupboard" :-)

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    13. Splendid news indeed Steve, glad this posting helped tempt you to... the "official" side ;-)

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    14. **rasping snorkel under water voice** I am.... your Father...... Luke. Ooops wrong universe.

      I mean, yes the force seems strong with this one. The game intrigues me I must say. However, I do admit there is a part of me deeply attracted to the Tar`s idea of buying the basics, then going it alone DIY style, and making something truly unique.

      Aaaah this is an agony of decision lol.

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    15. "Aaaah this is an agony of decision lol." - Indeed, or like me you could plan to use the minis for everything (e.g. using the "Warlord Games" miniatures for "Mutants And Death Ray Guns" and "Judge Dredd") :-)

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    16. Hil and Stevie, you guys should do what you feel is best, don't listen to me. Realistically, work hours for me makes any gaming time a near impossibility in any case, so while I dream and plan of future games, it is all really semantics for me at the moment, as I fall asleep after gruelling hours of work anyway.

      DIY sounds wonderful and its one of the things you guys do best. But buying into this whole Doctor Who game does sound very exciting and fun. Which ever you decide to do, I am sure will be the right choice for you. You`re in good hands with the likes of Simon and Jez to guide and steer you along the path of Who-verse, so though I will be too busy to contribute, I know you are in good hands :)

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    17. >> "or like me you could plan to use the minis for everything (e.g. using the "Warlord Games" miniatures for "Mutants And Death Ray Guns" and "Judge Dredd") :-)" <<

      Now THAT is the voice of wisdom. I think if I were to put into a single sentence what everyone has been is struggling with is: `which rules system to `go with` as miniatures can always be roped into being recruited into various different games, the decision over which rules actually to use thus becomes the issue. Go with a game like the BBC Doctor Who miniatures game, and you are (sort of by definition) funnelled into continuing to collect for it. Whereas plan to be fully eclectic, and the choice of system for actually PLAYING the game becomes a pressing matter.

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  14. Brilliant stuff! I'm hoping my wife takes the hint and picks this up for me for my birthday..if not I shall have to treat myself!

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    1. Thanks Gordon. I think this is a great game.

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  15. What a great report mate. Love it.

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    1. Cheers Simon. Glad you enjoyed it :-)

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    1. Thanks Phil. Much appreciated :-)

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  17. I'm hoping the Cybermen pull a win out of this one.

    Very enjoyable batrep to follow.

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    1. Cheers Dai. You seem to be in the minority rooting for the Cybermen though ;-)

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