Sunday, August 8, 2010

GenCon 2010- Day 3

Day 3 was largely recovery from Day 2, with a hell of a lot of Malifaux thrown in for flavor. Slept in until about 2, which would be much more luxurious if I hadn't gone to bed at 7:30AM, and headed over to the convention center for a 4PM Malifaux tournament. Now, I must admit, that with some of the other big releases lately (WHFB8 in particular), I was NOT prepared for this tourney. I hadn't gotten a chance to play lately, and I had just skimmed the new book. The local "scene" (which pretty much consists of 4 of us playing occasionally), which I was dominating pretty handily, is missing a couple of the armies that can really give the Ortegas fits, apparently. Round 1 was against the new Ophelia Special Force, which is a Goblin army with a group of goblins dressed like the Ortegas. It's about as silly as it sounds, but damn if they aren't effective. There's a couple of bizarre things going on there (like an ability that can deal damage through solid brick walls with no save or attack roll), but the hardest for me to deal with was the sheer number of models. Malifaux does not have a system for balancing unequal numbers of activations like Battletech does, so being outnumbered three to one just means that you have to show your hand earlier. I got smoked pretty badly.

Round 2 was against a Leveticus warband. He is a seriously weird dude. His entire warband is designed around him actually dying over and over again, and getting put back on the table at the end of each turn. Unfortunately for my opponent, he drew the Slaughter objective, which requires you to kill more Soulstones worth of models than your opponent, and a Master kill is worth 10ss. One of my Schemes was "Family Justice", which requires me to kill 3 models with Perdita's Execute ability. I managed to achieve it on Leveticus alone, which along with a kill from Nino Ortega put him 40 points behind. Apparently because of our game, the design team is going to look at the rules for Leveticus in that context. Hilarious game, but due to secondary objectives, I lost it 2vp to 1.

Round 3 was against a Ramos warband. Playing against Leveticus showed off a lot of the model replacement shenanigans in the Malifaux rules- Ramos is built entirely around them. Combining Steampunk Arachnids into swarms, creating new ones entirely, summoning electrical constructs, the whole game was about weird mechanical things showing up and slowly crunching away at my army. When time was called, the game was pretty much a draw, but he had me dead to rights- lucky for me it was a slow bleed.

The terrain for the tournament was the prototypes of the new TerraClips terrain. It was, in a word, horrendous. Badly warping, with clips that were difficult to play over and were not holding buildings in place. Given Wyrd's attention to quality and the usual level of polish on WorldWorks's stuff, I was appalled. Rumors were rumbling around the tables of it being cancelled, of the designers being angry, etc. There's a posting up on the Wyrd site here: http://www.wyrd-games.net/node/98 Apparently they are delaying them until they get fixed. Hopefully they'll get it sorted out, since it's also the first time for WorldWorks selling a physical product. The art is pretty decent, but given the quality of the newer stuff in WorldWorks's fantasy line, I'll probably skip TerraClips- for what they're asking, a flat baseboard with a sewer printed on it is pretty weak.

I was impressed with the running of the event. Things proceeded pretty quickly, players were friendly, and Malifaux continues to surprise me with how crazy they can make the rules and still have them interact in convincing ways. I think I'll definitely be looking into the events next year.

Saturday, August 7, 2010

GenCon 2010- Day 2

Friday was a LOOOOOONG one. There had been an Arcane Legions event that I'd wanted to go to, but it was supposedly sold out (found out 20 minutes after it started that it had in fact opened up, but too late), so we spent a lot of the afternoon wandering again. I spent a couple hours in the WoW TCG room- they are doing a weekend-long league that lets you play against anyone else in the league and get swag for playing. I played a bit against other starter-only players, had a pretty good time. I also ended up picking up a Dragon Dice starter and fooling around with that for a bit. Martha and I did a demo for WarGods of Aegyptus, which we were both very impressed with. With Greek armies on the horizon, I might be getting on that bus. It helps that they also have a beautiful Yeti army that Martha is eying. We wound up wandering around town for a little while, killing time getting ready for the big event of the day- the all-night Warmachine tournament.

Tournament-level Warmachine is an interesting animal. It's fast, insanely brutal, and played by a very particular class of gamer. The more I see of it, the less I want to play it. The setup for the tourney was pretty disorganized- we got there 15 minutes early and tried to get registered, and they told us to wait, which led to waiting in line and rushing through paperwork, annoyances that could've been saved if they'd just given us the signup form. There are apparently several different versions of the Killbox scenario floating around- I lost my first game because at this event, premeasuring the size of the Killbox wasn't allowed, and they started tracking it at turn 2 instead of turn 3. What really burns me is that the guy that got the free win off of me ended up winning best overall. There was a huge majority of Hordes players, and I think it really made a difference. Mk. II definitely improved on some of the inequities between Hordes and Warmachine, but I'm sure I was not the only player whose feat was utterly useless for several rounds (my matchups were Trollbloods, Rhulic Mercs, Trollbloods, and Trollbloods). Players bailing out because of the lateness of the hour led to me drawing a bye in the third round, but with the exception of the exceedingly pleasant gent that was playing Dwarves, the tournament was definitely not worth getting back to my hotel room at 7AM.

Thursday, August 5, 2010

GenCon 2010- Day 1

So, since last year, liveblogging from the show floor didn't go so well, I'm taking a moment to collect my thoughts in my hotel room (plus, this keyboard is much nicer than my phone). Today was mostly wandering the vendor hall, plus a Battletech event that I was quite looking forward to (more on that later).

I haven't gotten to sit down and check out demos just yet, today was more scoping things out, and picking up the "got to have it" items. The new Malifaux book is quite lovely (Martha is reading it at the moment, so I haven't gotten all the details yet), and the Battletech Hexpack: Lakes and Rivers is a giant leap forwards from the crummy paper mapsheets included in the current starter box. There was a show special on starters for the WoW CCG, so I picked one up on a whim and played a game- it's a decent "post-Magic" game, not the sort of thing that I'm going to rush out and buy a case of, but it's kind of a fun thing to have kicking around for a lull in the show.

So about that Battletech event. Total bullshit. Apparently the full rules didn't get posted until a week ago on the Catalyst Games forums, which I had checked a few weeks ago. There was very little info on the GenCon registration site, beyond "bring a Clan Omnimech". No weight limits, BV totals, etc. So I happily went to work on my Summoner, ordered some decals, tinkered with different variants, until I was pretty sure I was set to go today. I even emailed the contact address listed on the GenCon website to make sure I had all the details. When I arrived, they had trouble even pointing me to the right place for my event (which was not the table with the sign for the event on it). Once I got there, I discovered that it was really just a qualifier for the actual Bloodname Trial that's going on tomorrow (and I couldn't find tickets for earlier, oddly). Everyone had to pick from a list of five light mechs, none of which I was even remotely familiar with. I know there is a segment of the BT-playing populace that really likes lights, but while it's fun to run around the battlefield 9 hexes at a time, I can't think of a single other thing that recommends them. With armor made of tissue paper, they become incredibly luck-driven. So anyway, after a 30-minute delay, since half the table didn't know the rules that had been added, so everyone had to pick mechs, we get started. Turn one, I advance (walking, not running...) into a river. My mech immediately trips, takes one point of damage, and the right torso floods with water, rendering everything in that section and the right arm inoperable. Turn 2, I manage to stand up, catch a flight of missiles in the chest, and a lucky center-torso crit causes another engine hit, and I'm out. Elapsed time: 45 minutes, 30 of which were waiting to pick a mech and get started. The program specified 8 HOURS, which meant that the whole experience cost me $16. Easily the worst experience I have ever had at a convention. I will very likely not be bothering with BT at GenCon again, unless CGL seriously gets their shit together.

Wednesday, June 16, 2010

Army Building and 8th Edition WHFB

I have held the book in my hands. It is very big, and full color, and overall, pretty nifty.

With that out of the way, a look at the new (Old?) army composition in WHFB8. It's been a source of a lot of rumors, a lot of "OMG the sky is falling", and rather a bit of wringing of hands. I didn't get a long look at the book today, but I wanted to at least see precisely what the rules are on composition, so I can start to prepare my army for the new book.

It's pretty simple. >25% for Core, <25% each for Lords, Heroes, and Rares, <50% for Specials, and no more than 2 duplicate Rare units and 3 duplicate Special units.

For someone who cut their square-base teeth on WHFB5, this isn't terribly strange, but if you've only played 6th Edition and later, it's going to take a little bit of getting used to. So what's it mean for the game?

-Points are important, not unit counts. I think this may be one of the biggest (and best) changes for high-cost, elite Core units. No more cheapo filler units to take up the third core slot, if you have a couple of big smashy ranked units that add up to 500pts (in a 2k game), you're all set.

-The sky is not falling for heroes. This is important to note, especially as compared to many of the rumors. Lords get their own points allotment, with plenty of room to stretch their legs. Monstrous mounts are going to get relegated to the larger games, but it also means that Lords are available in ALL GAMES. Now stop, read that again, and make sure that you're not drinking anything while you do it. 1000 point game? You can have a 250 point Lord running your army. Granted, 250 points isn't going to get you a Chaos Lord with all the trimmings, but it does mean that in smaller games, armies with less smashy Lord choices will have a good shot at going toe to toe with some of the more punishing Hero choices, like in the Warriors of Chaos book.

-Unit spam is not completely gone. There was a lot of scuttlebutt going around about stiff penalties for running multiples of the same unit. It's just not true. The book clearly specifies that "2 for 1" choices still count as a single pick, and 3 of the same Special is still going to be quite a few of the same models. That said, the limit does reward running two larger units of a Rare slot, rather than running seven or eight tiny ones, so it does nip a few of the more ridiculous hypothetical builds from the rumor phase in the bud.

I sat down and wrote out a new Dwarf list over my lunch today, and it's actually legal in both editions of the rules. I suspect most people that were running relatively even-handed armies are going to be in a similar position. More Lord or Rare focused forces might be in for a little reorganization, but from what I've looked at for the rules for close combat, I suspect that most of those armies are going to be wanting to take a few more skeletons/warriors/spearmen anyway. I don't envy the guys that have to rewrite the validation rules for Army Builder, but on the whole, I think it's a strong step towards rebalancing things for the better.

Friday, June 11, 2010

It's been a while...

So, while doing the site redesign with Blogger's neat-o new layout tool, I kept on having the last update from November of last year staring at me. It's got a way of making a guy want to get something done. So here's the "state of the steamwerks" since then.

-Repainted my table! I finally got around to both reinforcing the thing (no more bending!) and getting a fresh coat of paint on it. Now I can actually be reasonably sure my terrain will match the board, and I've got a hell of a lot of Tausept Ochre and Bleached Bone look-alike latex paint.

-Painted a bunch of terrain. With the table repaint, I wanted to get the rest of the terrain set shipshape. In addition to the stuff that's already showed up on the blog, now there's two Gaming Hills, a Temple of Skulls, some assorted small ruins, and the Bastion properly finished, plus the Battlescape and a couple of forests at least partially finished.

-Reorganized my gaming space. This one is still a work in progress. I moved the desk out, and moved in another bookshelf and Martha's display cabinet, along with adding some new terrain shelving. Still plowing through organizing the (probably thousands) minis in boxes that let me actually find things, but I'm closer to having a more usable space than I have been in a while.

-Lost my camera. This one is the main reason I haven't been posting- my phone just doesn't take the quality of pictures that I would like. There is some suspicion about the timing of it, but the main point is that I just don't know where the damn thing is.

-Played a hell of a lot of Xbox. This is one of those cyclical hobby things... With a lot of people being busy around the last big 40K release (Battle Missions), I just didn't end up doing as much tabletop gaming as usual. That said, Splinter Cell: Conviction, and Halo3: ODST were not a bad way to kill a few weeks.

So. Moving forward. Right now, I've got some decent work done on my Romans for WAB, and with the 2.0 rulebook out, it's getting some good play. I've been getting back into painting my Vostroyans, after some disappointment with the codex. What do you folks want to read? More battle reports? Painting logs? Philosophical musings about the state of rules and players? Let me know what you think!

Friday, November 6, 2009

Thoughts on gaming in "Real Life"

I've done a bit of gaming this week, in all sorts of forms. Played a couple games of Pandemic and Mall of Horror, an online game of Advanced Squad Leader, two 40K games, Warhammer Ancient Battles, and even a game of Battletech, not to mention enjoying the heck out of the Left 4 Dead demo. I was thinking specifically about finally getting a "real" game of Battletech in after so long, as compared to the games I've played recently online, and how they compare. Granted, the game today was a teaching game, using the introductory rules and only two 'mechs, as opposed to the larger engagements I was playing online, but I think I enjoyed this one more, and not just because I didn't get my ass handed to me this time (still lost, though). There is something about pushing the models, rolling the dice, and seeing the look on your opponent's face when the dice fall one way or the other, even if the gameplay is exactly the same. I think that is why this hobby has survived in the face of smarter, faster video games, and nifty online systems (though those are helpful if you have a friend who insists on becoming a Canoodian). That, and it is somewhat difficult to paint imaginary models.

There's a lot of speculation about a new edition of WHFB running around at the moment, and I think it's interesting the different things that they want from a new ruleset. I think one of the things that gets forgotten in all of this is that ultimately, the designers had a specific game in mind when they wrote it. Battletech is a game about giant robots; Warmachine is a game that used to be about giant robots, and is now about way the shit too much infantry (though Mk II may be better); and ultimately, WHFB is a game about big damn heroes, scary monsters, and masses of troops fighting and dying for their race's future. I would love to see a lot of changes to the ruleset, but looking at how the newer army books look, I think we're going to see more stylish heroes and the sorts of things that make the Old World different from any other fantasy setting- strange war machines, wacky specialist troops, and powerful wizards. To expect anything else would imply that Alessio had a sudden change of heart about the entire focus of the game, and I don't think that is terribly likely. Fortunately, there are all sorts of other games in this world that ARE about pushing masses of infantry across the table to get stuck into tense fights, where only the brave and the lucky survive, and there are certainly room for both kinds, both in the world, and on my little patch of desert.

Thursday, October 15, 2009

Unit Specialization in 40K

For a long time, I've had a theory about 40k army building, adapted from a popular saying about the roles of women and compatriots- Boys before toys. It came about from my Guard army, where in the old codex, it was very easy to spend tons of points on Doctrines and cool hardware, without remembering that at their core, they were still just regular guys with lasguns, a weapon that is really only effective en masse. It does apply, however, to nearly every army, and I played a game a few days ago that illustrated it extremely well.

The Game:

2500 points, Ultramarines on both sides of the table. This kind of matchup is always nasty, as the Space Marine codex is certainly versatile enough to build many different armies, but ultimately you've got two armies both using the 40K baseline stat line, so it becomes less about the dice, as any kind of even fight is going to be a coin toss anyway. Then it comes down to stacking the odds in your favor with either numbers, or hardware.

The Armies:

Mine:
Cato Sicarius and Command Squad (Apothecary, Company Champion, Company Banner, Thunder Hammer, Power Sword/Storm Bolter)

5 Assault Terminators w/ Land Raider Crusader (Sarge w/ Thunder Hammer and Storm Shield, 2 Lightning Claws, 2 TH/SS, LRC has Sergeant Chronus, Multi-Melta, Storm Bolter)

Venerable Dreadnought (Assault Cannon, Extra Armor, Drop Pod)

Tactical Squads I-IV (I and II have Plasma Guns, III and IV have Flamers, all four have Missile Launchers and a Sergeant with Bolt Pistol and Chainsword)

Scout Squad I (Sergeant Telion, Missile Launcher, 3 Sniper Rifles)

Scout Squad II (Sergeant with Power Fist, 2 Shotguns, 2 BP/CCW, Heavy Bolter, 4 Boltguns)

Land Speeder Storm

Vindicator with Siege Shield

Predator Destructor (Autocannon turret, no other upgrades. Discount tank!)


The Enemy:

Chapter Master (digital weapons, melta bombs, artificer armor, plasma pistol, power weapon)

2 Dreadnoughts (Extra rmor, Storm Bolter, Assault Cannon)

10 Terminators (2 Assault cannons)

Tactical squads I-III (10man) Flamer, plasma cannons in I and II, Lascannon in III, Teleport Homers on Sergeants, Razorback with Lascannons and Extra Armor for III)

Land Raider (Multi melta, extra armor)

Vindicator with Sergeant Chronus, Siege Shield

Grey knight grandmaster and retinue (Grandmaster, NFW, Psycannon, Holocaust, Retinue x5 with Holocaust. )


Obviously there are some similar units in our forces, but in general, the opposing force is better equipped compared to my fairly numerous army. The game was a two-flag objective mission, and the opposing force mostly tried to camp their objective, while the front halves of my Tactical Squads advanced across the table, with the back halves providing covering fire. The Dreadnought dropped in right in front of his lines, doing a bit of damage before a lucky Plasma Cannon shot blew him up, and the Vindicator got into a game-long duel with his Land Raider.

The key difference was in the use of our Terminators. While giving his Sergeants Teleport Homers was a good move considering the two expensive teleporting units, he didn't move his Tactical Squads aggressively enough to make the homers worth using. That led to making risky unguided Deep Strikes, which resulted in his Grey Knights being destroyed, and his Terminators spending the rest of the game walking towards the action. My Terminators, on the other hand, enjoyed the comfort of their Land Raider until they were needed, keeping them safe, warm, and well fed (Didn't you know, Land Raiders have a minibar!). They were able to get out towards the end of the game and clean up, while the Crusader meandered around the battlefield blowing the crap out of whatever got too close to it. My investment in my Terminators was much less, and better protected, leaving more points available for the blue guys with boltguns that ultimately will carry the day for any Space Marine force (though they're not always blue, I suppose). Certainly I got lucky with the deep strike mishaps, but ultimately, do you want nearly half of your army depending on whether or not you manage to roll below average on scatter rolls?