Initial Impressions: Knights of Dice Tabula Rasa – Desert Villas

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Way back in the November of 2017, I wrote an initial impressions of the Knights of Dice Tabula Rasa range. And approaching two years later… I haven’t advanced very far. However, Knights of Dice has continued to work, producing much more in their ranges. One thing especially interesting for me, however, is the Tabula Rasa villa range. As someone who is starting to really like buildings, you can actually fight through rather than just around, adding some larger multi-room buildings should help to make my games more interesting.

As a rough overall point, all three buildings are wonderful things to assemble. They pop easily from sprue, with very little work needed in terms of clean up. The construction is also nice and easy, in many cases tight enough to dry-fit the entire thing before only adding a little glue to secure them . One comment is that the sprues this time around are definitely on the larger side to support the larger footprint for the buildings, so expect some larger delivery boxes.

I did have a few issues with some missing pieces from the sets. None of these would have stopped construction (a missing step and a barrier) but both could be easily replaced from offcuts. In addition, Knights of Dice support is fantastic so missing pieces will be quickly sent out.

Above you can see the rough scale of the doors and windows. You can also see the details – these buildings are really just shells, lacking in pretty much all detail except structural elements such as interior walls and staircases. This is not a negative, it’s just pointing out the feature of this range.

Most importantly, stairs! In the original review, I picked out the almost smooth stairs a major negative. Well, it seems that KoD heard all about it and decided to tweak them to make them look a little more playable. I think the compromise makes them playable while not ruining the look.

Pictured here on the left is Compound 1 from the original release next to the villas. As you can see, the new buildings are on a larger footprint, with much larger second floors and often access to the rooftops. They feel a lot more like some of the hard work is done to make them into interesting games.


Villa 1

The first building up is a two-storey structure with access to the roof. This building looks like some town centre building, with a covered outdoor walkway and flat roof above. The interior is split into several rooms, two on each floor.

The pack also includes a removable ladder, ideal for quickly accessing the roof. You can also see just how many firing positions this building has, perfect for defending and a nightmare to assault.

Broken down you can see just how much floor space is available. Although only two rooms per floor, there is plenty of space to move through, with plenty of choke points to fight through. Additionally, I like the stairs having a little cover when you climb them.


Villa 2

Villa 2 is a bit more modern, offer a two-storey building with balcony and roof access, ideal for sunbathing, filming enemy forces or siting a heavy weapon.

Interesting to note, this building only has two ground floor doors on this side which could be an interesting tactical challenge. This building also supports the ladder from building 1, if you want to vary it up.

Broken down, you can see this building is mostly larger rooms, with the upstairs being only one interior room before leading outside.


Villa 3

Villa 3 is a bit of strange one. Apart from the very different style and fancy steps, this feels like a building from the original releases. However, with the sloping roof and elevated window, it is pretty distinctive on the tabletop.

Looking at the rear, you can see the side entrance. This passes under the stairs, which I should warn you includes a perfect hidey hole for ambushing assaulters.

Broken out, both floors only have a single large room. It’s also interesting to note that both floors have blind spots the other floor manages to expose – something to think about then placing them.


Villa 4

Finally, VIlla 4. This one looks and feels like a very modern building, a gently sloping roof combined with an exterior balcony

The backside shows the entrance locations and the multiple windows, as well as a better shot of the gently sloping roof angle. As you can see, there are plenty of firing points on this side, making assaulting it a genuine challenge.

This is probably the busiest of the four buildings, with a total of 5 rooms and a balcony. It also provides multiple entry points. on the two floors (ignoring the action movie technique of setting up a ladder onto the balcony itself. The two smaller rooms at the back of the house will be pretty interesting to take control of, especially without grenades.


Conclusion

So what do I think of them? Well, I love seeing the improvement to design these buildings show – they feel like Knights of Dice have learned from the original release and these now feel more like real buildings. As I keep banging on about, having buildings you can actually CQB through, rather than just treating as “occupied” or “unoccupied”, really lifts games from just simple skirmishes to feeling much more interesting.

At the same time, these are Tabula Rasa buildings. If you want something you buy, spray paint and then put on the table then I don’t think these are necessarily the best idea. They would be fine but they are really asking to have all the little detailing work, to give them that extra touch. But that said, I think these are the perfect starting point to just go wild with it.

Now, time to go get some more air con units and and bits of plasticard…

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2 responses to “Initial Impressions: Knights of Dice Tabula Rasa – Desert Villas”

  1. Westbury Wargamers avatar
    Westbury Wargamers

    Excellent review Michael; it was your review of the early buildings in the range that made me go out and get some for the groups Benghazi games and now I’m tempted again – damn you :). I’m presuming they are available through Shiny Games like last time?
    Interesting how your thoughts on the use of buildings is very similar to mine, they should be an organic part of the game itself so the more there is to do with them in terms of room etc the better. Of course more rooms means more clutter/furniture, something that the hobby isn’t massively well served in and the kind of stuff gamers are very reluctant to buy but will spend £2.50 on a single figure! Certainly convincing the group to game more on the inside rather than the outside is a challenge – “it’s like doing dungeons and dragons!” but will have to persevere. I find it ironic that a lot of cinema/TV with a modern narrative is set in buildings and gamers will be inspired but then shy away from the very element that inspired them.
    Your point on the plainness of the buildings is well made (the Blotz range is very similar) and although I just tetrioned and washed them last time – mainly to get them on the table, any future builds do need extra touches to distinguish them; might even go back and retro fit stuff to the originals.
    Sorry to yammer on, keep it going, I just can’t match your pace!!

    1. Michael Charge avatar

      Thank you very much, always love seeing your comments.

      Yep these are also on the Shiny Games site should be at the topic if you’re looking at the latest releases.

      Glad we feel the same way way! I agree, it’s odd how people will put down these big buildings to have the feel of the table and then just hand around in the streets.

      I think in terms of detail, it’s going to be stuff like varying texture, adding door frames and external wires. Texturing is nice but a little extra to break up the open space will really make it.Make it I think. Tempted to go multi level on the texture – add some plaster, crack the edges and then spray over the top. Also need some air con units – tv aerials look great but until I’m not karting my stuff too and from the club, need it to be hardwearing.

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