By Mantic Games
Ronnie here with a quick update about Krampus shipping. Our intention was to start shipping Krampus in December and then into the New Year (similar to Holiday Hellboy earlier this year).
We have to do these limited edition items as one print, and usually we can guess the final number – then we print a few more than that, get it printed and start sending, even though the cut-off date for orders hasn’t passed.
However, due to the sheer number of orders so far we have had to put the print order on hold. We have already gone past the forecast, and often there is a final rush as the deadline approaches too. So in this case we just don’t know where we are going to end up, and we don’t want to disappoint people and risk them not being able to get Krampus!
This means we are going to have to wait until late December to place the print order – which means that all orders (including trade orders, so we are fair to the hobby shops too) will start shipping in January.
The good news is the print takes just a few days (and we will be busy casting throughout December – which is another time consuming bit) so we will be able to start shipping early January. Plus because January is traditionally a quiet time, we will get them out to you very quickly.
Apologies to those of you that were hoping to receive Krampus before Christmas. If you have a web order that features other items (excluding Nimue) and you require those before Christmas, please email email@example.com and we’ll get those shipped out separately and Mantic will cover the shipping. Likewise, if you needed it before the holidays and want a refund for your Krampus, please contact support, and we can sort that, no questions asked.
Anyway, we just wanted to give you an update so you weren’t
shaking down the postman every day, and can manage excitement levels
If you still haven’t ordered your Krampus, you can do so until December 31st. Check out the video below to whet your appetite… or just be totally freaked out.
The post Krampus Shipping Update appeared first on Mantic Games.
By Mantic Games
For today’s blog post we’re dipping into the media community to have a chat with Tom from T&G Productions about their new content for The Walking Dead: All Out War in the form of an exciting four-player campaign!
Q) A campaign? Sounds exciting! What can you tell us?
A) Well after marking TWD battle reports for a couple of
years, we’ve really developed an affinity for certain factions and characters,
as well as ongoing narrative in-jokes and acts of heroism. Whether it’s Carl’s
lucky hat, Shiva hitting like a damp sponge or the impeding sense of dread when
someone draws There’s a Storm Comin’, we have plenty of fond moments to look
back on. We wanted a way to create further opportunities for these great gaming
moments as well as adding some weight to each battle and decision. So, we have
four players, each with their favoured teams (Grimes Family, Greene Family,
Saviours and Prisoners), battling it out in a five round (10 game) campaign for
Q) Great! Will you be using the Fear the Hunters
A) We’ve created a slightly updated campaign document
specifically for the channel, though it is certainly based heavily on the FtH
expansion from Wave 5. Ideas such as the ‘campaign cards’, which add a variety
of complications to battles, as well as the grid-based system and places of
interest are all present. However, we have made some significant changes to add
unique flavour to each crew and battle.
Q) So what has changed then?
A) Quite a bit! Firstly, we have allocated survivors and
weapons to particular areas of interest, meaning players will have to gain
control of these regions in order to expand their options. However, these areas
are hidden by a ‘fog of war’, meaning players must roll on a table whenever
they encounter a new location. One of my favourite examples is the ‘Hunting
Ground’, which not only houses Chris and his vicious Hunters, but also gives
players access to silenced weapons such as the crossbow and tranquiliser gun!
Each area also gives an ongoing buff for your battles, with the previous
example allowing you upgrade your defensive cover rolls once per game! All this
feeds in nicely to the fact that any scavenged supplies picked up in battles
are kept by survivors, meaning you really have to think about when you use
those bandages and ammo reloads!
Q) This is all sounding incredibly thematic! Are there
any other aspects that transfer between battles?
A) Survivor injuries are a big one, and something we did
a lot of playtesting with. We want everyone’s favourite characters to shine but
at the same time need to add a level of consequence to each loss. In order to
do this, we’ve added in a few rules concerning the lasting damage of ‘kills’
and bites. Permanent death is possible during the campaign, but in general
you’ll find players ‘resting’ those that have seen too much action. There are
also some lasting impacts of your faction markers on the map, with walker
infested zones adding to the Threat Tracker while attacks in your ‘base’ hex can
trigger a specific game type called ‘Assault’ – all of which add to the ongoing
struggles for control shown by the factions.
Q) So who are you taking and who are you gunning for?
A) Well I think it will come as no surprise to anyone
that I’ve gone with the Prisoners – and while Dexter and his buddies might be a
little less powerful than their opponents one on one, they have some excellent
synergy and options for cool equipment to power them up. As we have a
gentlemen’s agreement to try and equip our survivors in as much of a WYSIWYG
(what you see is what you get) manner, the prisoners also benefit from being
modelled with a variety of weapon types. As for who I’m gunning for…well,
actually I might need to play avoidance in the early rounds as there are some
BIG hitters in the starting crews, Negan, Shane, Rick – all with high nerve and
damage potential. So my plan is to try and limit my casualties early until I
can recruit a superstar leader like the Governor or Andrea from one of the
points of interest.
Q) Is the campaign something that viewers can use for
their own games?
A) Certainly. We have compiled the information into a primer document here for viewers to make use of. We are hoping that those who enjoy the battle reports might be spurred into running their own ongoing narratives and are welcome to make use of the format that we have produced, digging out some of those lesser-used minis (looking at you Eugene) for a run out. Additionally, after the success of this year’s Conflict event, there is definite scope for us to run a ‘campaign weekend’ with players joining forces in teams to represent factions on a larger variant of the map!
Q) Fantastic! When and where can people tune in?
A) The campaign goes live TODAY! We have an intro video
and the first game uploaded with forthcoming matches uploaded into early 2020.
Viewers will be able to see each map update at the end of every second video (eg.
Round 1, Game 2) to see how the factions are expanding their influence and
we’ll be sneaking teasers into our social media as each game is recorded.
Channel Link: https://www.youtube.com/c/TGProductionsOfficial
The post T&G Walking Dead Campaign appeared first on Mantic Games.
Due to some issues discovered after the move (testing before hand seemed to work fine), we had to move current online store to a copy of the old server set up. So that is why the address is now store.ironwindmetals.com/store/ but we have set up a redirect so that links going to old address will redirect to the new location. This will be the new home for the current online store and in a few weeks we will be opening up a new online store that is apart of our frontend software. So it will be on a new shopping cart platform with many more options. There will be a post next week with more details on the new online store that is coming soon.