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Subject: Event Horizon: Fleet Battles, space miniatures game rss

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Jack Sweek

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Kickstarter Link, come check us out.

Event Horizon: Fleet Battles is a miniatures space combat wargame set in the year 5318. It has been over 3000 years since Terra and the Sol system completely vanished without a trace, leaving humanity stranded in the Mobius system without a home. Before it disappeared, Terra wasn't much to look at due to years of pollution, caused by the decimation the Psionic Emergence left behind. Most of the privileged had already started to colonize Mars or expand to the Mobius system, but it didn't change the fact that Terra would always be 'home'.

No longer bound by one planet, humanity spread out amongst the stars to create multiple empires. Without having a home planet, the history of Terra slowly faded away, and it wasn't until long before the one common bond everyone shared started to vanish. Despite having access to the vast expanse of space and knowing the devastation of war, humanity had not learned its lesson. It just meant more planets to conquer or destroy. it would only be a matter of time before empires would start to clash with one another.

Humanity had been easy to define because everyone was still 'human'. Even the psionics who emerged were human. But as some replaced their organs with cybernetics, or gene-spliced themselves with traits of another life-form, the definition of what it meant to be human began to blur. Under the name of survival, expansion, and even evolution, humanity went through changes depending on which empire they belonged too. Soon there were thousands of new colonies, all with their own ideals and beliefs. Some of the empires could no longer even be recognized as human, at least by visual appearances.

Game Setup Video

Game Phases Video


Ship Orders

You create ship movement orders utilizing a movement deck for each ship. Each movement deck contains 24 cards that outline the various orders that can be issued to a ship. Your ships movement orders can contain one of each card up to the amount equal to the ships main engine rating. The other player will not know how you plan to move your ship or what movement orders you will assign to it until it comes time to actually move the ships.

Example: Player A controls a ship with 6 thrust. Player A can issue orders by selecting 6 cards or less. You would do this for each of the ships under your command, depending on the amount of thrust of each. Using the diagram below as an example, Player A decides to only issue 3 orders: Main Thrust, Turn Port 30° (turn left), Main Thrust.

When it is time to execute the ship movement during the Movement Phase, each ship before revealing their movement orders will first move the current momentum it has already built up. Currently, it is at a momentum of 2. So it will move 2" in the direction of their momentum heading. Then you would use use the movement cards, which you already queued up during the Planning Phase, to continue moving the ship.

Example: Player A will now flip the movement cards over revealing the movement orders. Starting with Main Thrust which tells us to move that ship another 1" forward. Then we reveal Turn Port 30° which tells us to pivot that ship to the left by 30°. The last card is Main Thrust 1 which moved us another 1" forward. You will notice we move forward towards the direction that the ship is facing.

Images:






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StevenE Smooth Sailing...
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I want to like it... but am somehow underwhelmed.

Do you have a link to the Kickstarter page?
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Jack Sweek

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The kickstarter is currently pending, waiting on final approval currently. We should be launching sometime next week, probably Tues or Wed.

There is some more information at our website and on our facebook page.
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jeremy cobert
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Event Horizon ? is this anything to do with black holes ?
 
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Robert Ross
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jeremycobert wrote:
Event Horizon ? is this anything to do with black holes ?


Or ships going to Hell and becoming possessed?
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Jack Sweek

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LOL! Black Holes... to a degree but no it is not related to the horror movie.

Originally when we came up with a project name we started with Event Horizon because of it's definition:

"An event horizon is, in general relativity, a boundary in spacetime beyond which events cannot affect an outside observer. In layman's terms, it is defined as "the point of no return", i.e., the point at which the gravitational pull becomes so great as to make escape impossible. The most common case of an event horizon is that surrounding a black hole."

It was specifically because of "the point of no return". The game is a war game and ultimately although there are moments of peace... there are also times when tension gets so high, once a line is crossed war just breaks out. At that point there is no returning. The main engines also use a gravity type engine, essentially utilizing a small point similar to a black hole. So everything seemed to fit.

As we continued working on the history and lore. We defined key moments as "Events", which are catalysts points in time that changed society. The story and lore continue along the lines that Events are catalysts that cause a change in history. Similar to how we measure things like the Civil War, 9/11, World War I/II, etc. Events are given names much like a hurricanes are and everything started with Event A (Adam) when he was discovered on Mars, to Event B (Beta-Phase Virus) and so on until we are at Event H (Horizon). Some of that will start to be updated on the website as well as revealed during the course of the Kickstarter when we go over the history and lore.
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Jack Sweek

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We have gotten some feedback and and concerns that have already been brought up, which is understandable since not everything was explained as well as an actual Kickstarter page (soon).

Not all the ships look like the above. Those were just a couple examples pulled from one of the fleets. There are 6 fleets which each have their own design as well as neutral faction ships. There are more pictures posted on our facebook page and there will be updates on the Kicsktarter with the designs. Although some factions do have some weapons only available to them, each ship has multiple configurations. As an example a base ship comes with 4 different configurations as these ships were designed with certain roles in mind, but the different designs let them be used for different styles. There are also upgrades to those ships which cost more points but allows the builds to be versatile.



Someone mentioned needing a protractor for movement which I can understand confusing at first. Movement when we play tested it at conventions and stores play testers said it was straight forward. No protractor is needed at all. The flight base is hex shaped. Simply put everything is in 30-180 degrees left and right, in 30 degree increments so 30, 60, 90, 120, 150 and bootleg turn (180). With a hex shaped flight base they are simply a notch on it. No math needed, no complicated measuring. One complete hex side is 60 degrees, half way point is 30 degrees so it is fairly simple. The cards are written with Port, Starboard, degree's for flavor text really. When commanding ships in space you wouldn't be giving orders to simply turn left, turn right. It would be similar to submarine control. Except we aren't dealing with a complete 3D environment, although we did try it but found it to be too time consuming.

Another person mentioned that it seemed similar to Wings of War, which never playing it had to look up. Oddly we originally started with a template system like Wings of War, although more closer to X-Wing. We loved the simplicity of the dial for movement and template system. We tried a code wheel (for those that remember the software code wheels from the 80-90s) so we could issue multiple orders. We moved to a sliding device but unfortunately none of them gave the ease of creating orders that allowed for diversity and even bluffing. The other issue with a template movement system like X-Wing and Wings of War... ships move like war planes in gravity. We wanted ships to be like spaceships, not planes. Ships without gravity can strafe, they can be using momentum to carry a ship one direction while turned to the side to fire. We also didn't want them to be like naval ships where fleets circled each other.
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Jack Sweek

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It was suggested I remove the wire frames and show the artwork and product shot instead. I have edited and updated the original post.
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Jack Sweek

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We have officially launched on Kickstarter.

Come check us out and I hope you support us. I'll be doing some updates later breaking down the ship stat cards and the movement cards.
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Jack Sweek

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Stretch goals have been hugely updated and revamped. Add-ons now create new miniatures (outside of the original 30) as add-ons. They also unlock free miniatures for Lieutenant tiers and above.

I am currently working on getting an updated product shot with everything in the box. We have almost all the fleet pictures up. I need to get images separated into Faction Fleet Starter Sets as well as individual miniature pictures so backers get a better feel of what comes with what. That should be coming in the next day or so.
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Andrew Rowse
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The project looks good, but i think the name is problematic. If you have to explain it, it's too clever! Since you're probably committed to the name now, what about working more black holes into the fiction? That way players will 'get' the world right from the beginning...
 
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Jack Sweek

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We will be rebooting this in a couple months. Take a look at the upcoming changes and revamp that we have been working on. Thank you!

https://www.kickstarter.com/projects/295466104/event-horizon...
 
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