Gaming
with miniatures has a long, and proud tradition.
People
have been re-playing the great battle of history with small lead soldiers for
decades and enjoying every minute of it.
As a
gaming option miniatures offer more than just game play as many find equal
enjoyment in the painting of the pieces often going for minute historical
detail in the paint scheme.
Today
there are a wide variety of miniature gaming options, some, over time leading
to massive armies of miniatures and requiring large tables on which to battle.
Those battles can takes hours.
There
are however options which require fewer miniatures, reducing costs, and
lessening the time and space to play.
A
newcomer to what is often referred to as 'skirmish' gaming is MERCS, a game
played in a future earth setting where corporations control large areas of the
world.
The
game is designed to be played with a small number of miniatures per player and
that is to start, its greatest strength.
Brian
Shotton with MERCS said while there are many miniature game options their new
offerings is one players can get into easily without a huge cash outlay.
"MERCS
is a small model count game that is easy on the wallet. There is no escalation
of participation; those MERCS you buy today will be viable members of your team
for the duration of the game," he said via email.
“As to
timing, there has never been a better time to get into MERCS. The starter kits
make it extremely easy. Our website has been redesigned to better support
players and stores. We have articles in magazines; videos on major miniature
gaming sites; eight factions are out now; the seventh models for all the
factions will be out before the end of the year; the list goes on and on."
While
low cost might attract some to try MERCS it needs to offer something beyond
price point.
Shotton
said he feels it does.
"The
game is very balanced. It is tactical in a way that makes sense in a 'real
world' sort of way. A game of MERCS is fast and fun. The models are amazing, as
is our fledgling community," he said.
Shotton
is right the miniatures are finely detailed, and have a look not so different
from today's soldiers.
Yes
there is a sci-fi aspect to MERCS, but it is not exactly the focus of things.
That may not appeal as much to diehard sci-fi-gamers, but it does allow a
closer tie to realism others will like.
There
is also a lot of attention to detail with MERCS, likely because it is very much
an effort of love for its creators.
"There
are only two of us, Keith and myself, and we have day jobs. This has its
disadvantages certainly, but it also has advantages. We aren't releasing 10
models a month to support a staff. We release about 20 minis a year to support
a game. We have a fantastic game," offered Shotton.
The
smaller scale is by design to keep the game accessible for anyone.
"When
I first started in mini-gaming I was okay with spending money," said
Shotton. "My thinking on that has changed over the years. I created MERCS
to play a game that was tactical and as different as my next opponent. I don't
want people to have to spend a bunch of money every year just to
be competitive, nor do I want to make anyone's MERCS obsolete and need
replaced."
The
neatest thing about MERCS is that you are fielding very small units, which
heightens the need to good tactics. With a five-man squad the base of a game if
you lose one man, that is 20 per cent of your force.
Being
reliant on tactics means skilled players will win more often than not and
skills can be learned and improved. That is highly compelling in terms of
re-playability.
Shotton
noted the game is not designed to evolve to mass-army play.
"Each
MERCS faction will cap at 10 minis," he said. "There will be options
to play the game with two squads of five, but the core game will stay
five-versus-five. No giant vehicles. No big army game. The depth of MERCS is
gameplay and squad selection. Each squad will get their seventh member this
year (the eighth and ninth in 2013)."
More
good news about MERCS is that there is a plan for steady, but affordable for
players, growth.
"We'll
have every faction out by 2014," said Shotton.
At
GENCON they were releasing the Texico and ISS factions. In early 2013 plans
call for the release of House 4 of the FCC, and later next year they'll release
EU, Inc and EIC factions, explained Shotton, adding "2014 brings the GCC
(the 12th faction) and a surprise (13th) faction.
"That
is the extent of the MegaCons for the most part. Any expansion will come in the
form of addition members for each faction and campaigns that alter the world
over time."
More good
news comes from the likelihood of MERCS coming up with campaign rules
where characters can grow in skills over a series of games.
"Short
answer, yes," said Shotton. "This is something I have been toying
with for over a year. When all of the factions are out (2014), we have planned
on revising the ruleset and providing an all-inclusive book that same
year. I think it will be in that book."
That
may be a while to wait, but by getting into MERCS now players are in on the
ground floor of a great game.
As it
stands the hardcover rule book is detailed and well-laid out.
The
rules are pretty straight forward, and movement using a unique card as the
measure is quick and simple.
The
game is one a few of us locally have already taken the plunge into, and it
would be great to see others hop on the MERCS wagon and start a local community
here in Yorkton.
It
really is a game with far too many good things going for it not to get
involved.
For
more information check out www.mercsminis.com
If
anyone is interested in this game, or other boardgames feel free to contact
calmardan@sasktel.net
-- Appeared in Yorkton This Week newspaper Sept 19, 2012
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