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$17,535 pledged of $20,000 goal
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$17,535 pledged of $20,000 goal
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About this project

WELCOME to the Crush of Iron Kickstarter from Alien Dungeon!

Sneak Peek of Additional Models with More to Come Tomorrow!

Here is a quick glimpse at Magic...

As stated in a previous post, if a Wizard has a spell order counter and he is activated, he may attempt to cast a spell. He does this by choosing the spell he wishes to cast and then rolling ten dice. If he rolls a number of successes equal to or more than the required amount of the spell, he casts it successfully and works out the effects. You will note from the list of offensive spells below, that the more potent the spell, the higher number of success you need. This makes it hard for a Wizard to cast the more powerful spells. You can overcome this by combining 2 or more Wizards together to cast a spell. For each additional Wizard casting, you add 10 dice to the pool. So, if 2 Wizards cast, you roll 20 dice. Both Wizards must have Line of Sight to the target. Not only is this a good way to cast more powerful magic, but it can also boost lower level spells effects. Check out Ice Shards on the List below. Note, you can attempt to dispel in a similar manner, and there are also Defensive Spells. Here are the first 10 Offensive Spells.

Fire Ball - Score 2 Success If successful, the targeted unit must roll 3 dice. These cannot be modified in anyway. For each failure the unit takes one casualty.

Ice Shards - Score 3 Success If successful, count the total number of successes you scored. The targeted unit must roll an equal amount of dice. Armor rerolls can be used to save against these attacks. For each failure, the unit takes one casualty.

Bad Luck - Score 4 Success If successful, the targeted unit is at -2 Success on everything it attempts to do this game turn.

Fog - Score 5 Success If successful, the targeted unit is surrounded by a blanket of thick fog for this game turn. It may move at half its normal movement rate. If it has a charge order, it may only charge its normal movement rate. If the unit engages in combat, all attacks by both the unit and any enemies are made at -2 Success.

Crevasse - Score 6 Success If successful, a crevasse opens up directly in front of the targeted unit. The unit may not move forwards this game turn.

Corrosion - Score 7 Success If successful, the targeted units armor and weapons are overcome by time and rust. A unit with Heavy Armor counts as having Light Armor for the rest of the turn. A unit with Medium Armor counts as having Light Armor for the rest of the turn. A Unit with Light Armor counts as having no armor for the rest of the turn. All combat attacks made by the unit are made at -2 Success.

Flee - Score 8 Success If successful, the targeted enemy unit must Flee exactly as if it was issued a Flee Order immediately.

Confusion - Score 9 Success If successful, the player may choose 2 enemy units and immediately change their order counters to anything but Fate, Fire & Flee, or Flee.

Chain Lightning - Score 10 Success If successful, count up your total number of successes. Pick an enemy unit. That unit must roll a number of dice equal to your number of successes. These cannot be modified in anyway. For each failure, the targeted unit takes a casualty. As long as the unit takes at least one casualty, the lightning will jump to the next closest enemy unit. The unit must roll a number of dice equal to the number of casualties suffered by the previous unit. For each failure, the unit takes a casualty. This process will continue until the lightning fails to cause a casualty.

Bird of Thunder - Score 11 Success If successful, choose one enemy unit. The Great Bird of Thunder swoops down and scoops up the unit in its claws. You may move the enemy unit up to 18 inches in any direction. You may not move them off of the gaming surface.

Please let us know what you think or if you have any questions!

Here is a Sneak Peek of some Unlocks that are yet to come...

This is our third Kickstarter, following the success of Fanticide and All Quiet on the Martian Front. Although 80% of the sculpting for the initial armies has been completed, our goal here is to raise the capital to finish the sculpting, tooling, and manufacture the inventory for our brand new Epic Fantasy Game.

Crush of Iron Fantasy Master is all about getting back to the type of fantasy miniature game so much of us here at Alien Dungeon love and miss. Skirmish games are great; we did do Fanticide after all! But we miss those really big epic confrontations on the table top. 

In Crush of Iron, we wanted to create a game system that:

  • Encourages head to head competitive play
  • Very tournament friendly
  • Large enough in scope for multiple scenarios, narrative play, and campaigns
  • Doesn’t require a dozen army books and supplements
  • Easy to pick up and challenging to master
  • Allows large games with plenty of maneuver in a reasonable space
  • Doesn’t rely on characters or magical screwdrivers for the “win”
  • Does maneuverable elements and not just big “trays” of figures

With the Crush of Iron Miniatures, we wanted:

  • The right price to create massive armies
  • No tedious assembly
  • Plenty of detail but not so much it takes weeks of spare time to paint a single unit
  • A model size that allows us to add in some truly massive beasts and insane machines

So, in short, Crush of Iron Fantasy Master is about playing the kinds of epic fantasy games we used to dream about before it all got way too expensive and way too complicated! To make all this happen, we need you to jump in and support it!

ABOUT THE GAME MECHANICS

Crush of Iron Fantasy Master is a 15mm Fantasy Tabletop Wargame, set in the World of the “Isle of Iron”, which utilizes the Crush of Iron Rule System. Like many similar games, it is played using Armies built from collectible miniatures on a wargames table or surface ranging from eight square feet up to any size you can imagine.

The game is designed to be realistic, in that it represents what truly happens in a battle. Not everyone charges and makes it into combat at the same time. Troops fleeing may succumb to their wounds or fatigue before reforming or leaving the battlefield. It takes time to organize a formation and formations affect combat results. While troops rally to the sound of their musicians, the loss or capture of a Standard or Banner can demoralize troops. Generals and characters truly exert an influence in the outcome of things. Fate and Luck can change the outcome of a battle, as well as tactics and planning. Maneuvering your units actually matters…armor, weapon type, terrain, and troop experience truly dictate whether you win or lose. You must build your army considering all these factors to create a well balanced, fighting force, capable of defeating your opponent.

Crush of Iron is about Battles between Armies. If you like playing games that are won by Characters and Generals, then this game is not for you. There are Generals and Characters in the game, but they are there to lend support to the troops, not to decide the outcome of the game. Above all, this is a game of Tactics, Formations and Maneuver. While the mechanics are simple to learn, the flexibility of Army creation, the use of Orders, Formations, and the positioning and use of your troops make the game tough to master. It is not an “I take my turn, you take your turn game”. Orders dictate who goes when. A complete game turn will see each player take multiple actions or reactions. Real battles see events happen in a true ebb and flow fashion. A General does not stand around waiting to see everything his opponent does before deciding what he is going to do himself. He commits his troops at opportunistic moments or as a reaction to an enemy maneuver, exploiting weaknesses in the enemy lines and tactics whenever they present themselves. You will find that the order you choose to do things, during the game, can greatly influence the outcome of the battle. Think very carefully when you are placing your order counters. Acting first or reacting at the right time will be of great importance, particularly during combats.

Ed Spettigue is the primary author of the rules and he has had lots of support from Jamey Pirozzolo. Both of these gentlemen have played more fantasy games and run more tournaments than most on the planet! They also reached out for support from a very seasoned gang of play testers and have been playing every week for month.  Below is a short video about Game Play - Turn Sequence...

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 The following two videos outline Formations...

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The following three videos (Part 1, 2 & 3) are about Combat...

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Today, I thought I would give you a "feel" for how an army is constructed. This is not exhaustive, but should give you an idea of how any army works.

Army Construction: Armies in Crush of Iron are made up of units consisting of a number of elements of troops, beasts, and war machines as well as a General and other Special Character.

There is a vast variety of troops in the game, and you will have to choose and pay points for their level of experience and equipment.

Levy: These units are not very good. Although everyone on the Isle of Iron is up for a fight, not everyone has the skills or ability to do it well. While useful to hold up the enemy, they are not likely to win too many combats unless they are facing other Levy Troops. Levy troops have -1 Success in everything they attempt to do.

Regulars: These units are made up of troops from the Standing Army. Reliable, with proven skills, they will form the backbone of your fighting force in most cases.

Veterans: These units are made up of battle tested and hardened troops who have already proved themselves by surviving many battles and campaigns. These units are not numerous, but very important. You should consider very carefully where they are placed in your battle line. Veteran Troops have +1 Success in everything they attempt to do.

Elites: These units are made up of the most skilled and battle tested troops and are quite capable of performing excellently on their own or under command. Typically, you would only have one or two Elite Troop units in an army. Elite Troops have +2 Success in everything they attempt to do.

Command Stands: These are vital in the game and are comprised of a Leader, Musician and Standard Bearer. You opt to buy these as an upgrade for your unit. A unit does not have to have a command stand but, units without Command stands cannot charge into combat. Of course, they may receive a charge and can be effective at blocking enemy units. But without a Leader to push them forward they are simply too intimidated by the enemy to run toward them. Leaderless units can still be very useful on the field of battle.

Leaders: Troops need direction, discipline, inspiration, and sometimes a push to perform properly. Leaders give you bonuses when attempting to do certain things in the game.

Musicians: Units with Musicians can automatically be reformed at the start of their turn if they are fleeing, as long as the Command stand is still alive and the Musician has his instrument!

Standard Bearers: Standards give you a bonus in combat resolution as well as counting towards victory both positively and negatively.

Generals: Every army gets a “FREE” General Stand. This should be on a 40mm Diameter Base, and you are free to decide how it looks. Generals are important because they make your troops more likely to charge, but may also pass on an order every turn. They also start the game with 6 re-rolls that can be used during the game.

ABOUT THE MINIATURES

All of the Crush of Iron products are manufactured in the USA except for the gaming dice.  The miniatures for Crush of Iron are metal. Nice, solid, metal! Few require assembly, and if so, it’s usually just gluing on a shield. Some of the bigger machines and beasts are in clean bubble free resin with additional detail parts made of metal. The weapons look great but are thick enough they don’t bend or break when you sneeze on them. The faces and detail on these little things are superb.

Phillip “Chip” Mann, designer extraordinaire, has done the lion’s share of the sculpting with hundreds of individual rank and file troops. A dwarf spear unit is a classic example of his work with wonderful sculpts full of character and enough variations to form an entire unit out of different models!

Bob Naismith has done many of the character models and they are diminutive little masterworks, comparable to the best fantasy miniatures in any scale.

Nesto has lent a hand on the machinery, terrain and some of the undead models.

Below are the pictures of the four Starter Armies available in the Pledge Levels.  Free Basic Rules come with each pledge level.

As with our other Kickstarters, we will have Stretch Goals at certain intervals.  Here are the first three...

We love to hear feedback that could potentially improve the game system.  So, we strongly encourage you to leave us comments and, periodically, we will have 'Question and Answer' sessions.

SHIPPING

In the pledge manager, each backer will be charged the actual shipping cost.  As a rough estimate, we have included a shipping cost with each pledge level.  This may increase or decrease depending on the number of stretch goals included.  For UK/EU backers, your pledges will shipped at our expense to the fulfillment company so that you will not be charged VAT or other international fees.

We will do everything within our power to get you your rewards in a timely manner, you may not receive your rewards before the product is available for worldwide distribution.  We hope that the special price and Free stretch goals will make up for this!


Risks and challenges

At Alien Dungeon, we love Kickstarter to do just that- help us Kick start new products and build our company. We don’t use Kickstarter as just a pre-order process. That means that there is inherent risk with the project.
With Fanticide, our first Kickstarter, things went nice and smooth. With All Quiet on the Martian Front, we were a bit overwhelmed at the response and ran into manufacturing challenges that ultimately made us very late on some of the products.

Here are the steps we have taken to reduce the risk on Crush of Iron to a minimum based on our experience from All Quiet on the Martian Front in particular:
- The manufacturers are pre-approved, contractually committed to delivery time and price, and VERY experienced with these types of products.
- The rules, while not “printable” as of yet are essentially finished and have been vigorously play tested.
- No Plastics - We are not doing any plastic products for this line at this time.
- Limited resin- There is a distinct limit on how many resin pieces we are doing for Crush of Iron. We have made sure that these are within the scope of our current manufacturing capacity.

There is always the possibility of unforeseen factors creating shipping delays. BUT we are very confident that any challenges we face for delivery have been mitigated by a lot of learning from our past projects and we are ready to go.

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  1. Select this reward

    Pledge $1 or more About $1.00

    WARRIOR! – A Public Thank You and your Name listed on our website as a Contributor.

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    Pledge $60 or more About $60

    CAPTAIN! – ONE STARTER ARMY - One (1) Captain Figure, Sixteen (16) Figures with Hand Weapons, Sixteen (16) Figures with Double Hand Weapons, Sixteen (16) Figures with Spears, Eight (8) Figures with Bows or Crossbows, Eight (8) Cavalry Figures, Five (5) Custom 6 Sided dice and Assorted Cardboard Order Counters.
    Retail Value: $75

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    Pledge $115 or more About $115

    GENERAL! – EARLY BIRD: TWO STARTER ARMIES - Two (2) Captain Figures, Thirty-two (32) Figures with Hand Weapons, Thirty-two (32) Figures with Double Hand Weapons, Thirty-two (32) Figures with Spears, Sixteen (16) Figures with Bows or Crossbows, Sixteen (16) Cavalry Figures, Ten (10) Custom 6 Sided dice and Assorted Cardboard Order Counters.
    Retail Value: $150

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    Pledge $115 or more About $115

    GENERAL! – EARLY BIRD #2: TWO STARTER ARMIES - Two (2) Captain Figures, Thirty-two (32) Figures with Hand Weapons, Thirty-two (32) Figures with Double Hand Weapons, Thirty-two (32) Figures with Spears, Sixteen (16) Figures with Bows or Crossbows, Sixteen (16) Cavalry Figures, Ten (10) Custom 6 Sided dice and Assorted Cardboard Order Counters.
    Retail Value: $150

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    Pledge $120 or more About $120

    GENERAL! – TWO STARTER ARMIES - Two (2) Captain Figures, Thirty-two (32) Figures with Hand Weapons, Thirty-two (32) Figures with Double Hand Weapons, Thirty-two (32) Figures with Spears, Sixteen (16) Figures with Bows or Crossbows, Sixteen (16) Cavalry Figures, Ten (10) Custom 6 Sided dice and Assorted Cardboard Order Counters.
    Retail Value: $150

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    WARLORD! – EARLY BIRD: THREE STARTER ARMIES - Three (3) Captain Figures, Forty-eight (48) Figures with Hand Weapons, Forty-eight (48) Figures with Double Hand Weapons, Forty-eight (48) Figures with Spears, Twenty-four (24) Figures with Bows or Crossbows, Twenty-four (24Cavalry Figures, Fifteen (15) Custom 6 Sided dice and Assorted Cardboard Order Counters.

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    Pledge $180 or more About $180

    WARLORD! – THREE STARTER ARMIES - Three (3) Captain Figures, Forty-eight (48) Figures with Hand Weapons, Forty-eight (48) Figures with Double Hand Weapons, Forty-eight (48) Figures with Spears, Twenty-four (24) Figures with Bows or Crossbows, Twenty-four (24Cavalry Figures, Fifteen (15) Custom 6 Sided dice and Assorted Cardboard Order Counters.

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    Pledge $240 or more About $240

    FANTASY MASTER! – FOUR STARTER ARMIES – Four (4) Captain Figures, Sixty-four (64) Figures with Hand Weapons, Sixty-four (64) Figures with Double Hand Weapons, Sixty-four (64) Figures with Spears, Thirty-two (32) Figures with Bows or Crossbows, Thirty-two (32) Cavalry Figures, Twenty (20) Custom 6 Sided dice and Assorted Cardboard Order Counters.
    Retail Value: $300

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Funding period

- (21 days)