Saturday 17 November 2012

Scales of War part 5: The Castellan and the Cook


After barely surviving their encounter with the Magma Claws, the heroes decided to keep on the path suggested by Adronsius and make their way east, where they rounded a corner and headed up some stairs. Remembering that this was the place that Adronsius has said has a sticky floor, they were not entirely surprised to encounter some Ettercaps in the chamber beyond. Lucian in particular was not pleased to see them accompanied by the Gnome who had fled from them moments ago, and allowed himself a smile of grim satisfaction when the force of Sayer’s arrow splattered the creature against the far wall. The webs from the Ettercaps limited the heroes’ mobility, but with Grambur quite able to deal with the one who was directly attacking them, and Oro and the others pounding the other with ranged attacks, they did not put up much of a fight. When the Webspinner tried to flee, Grambur was having none of it; he charged the Ettercap and cut it down with one fell swoop.

Sadly, the group found a body in the corner of the room, wrapped in web and with its face contorted in fear and pain. From the description, Sayer and Oro guessed that it was Kartenix, the captain of the guard, who had apparently been trying to escape. He had in a bag next to him a pair of boots, the Boots of Spider Climbing which would help the wearer scale tall surfaces more quickly, and reasoning that the fallen captain would have no further use for them, Sayer took them.

The group decided to head back to the Von Urstadt crypt and investigate the room off the side. There they found a pair of jail cells, one of which contained Sertanian, Castellan of the Hall of Great Valour. Lucian picked the lock and released the old man. He explained that Kartenix had been the prisoner in the next cell, and he had devised a daring plan to escape with his son, Tharuun, who was somewhere in the dungeon, and get help from Brindol. Sertanian was saddened, but not surprised, to hear that Kartenix had died. He said that the captain of the guard was a brave man, if not a very clever one, and that he ought to have known he’d never have stood a chance against the sheer numbers of villains that infested the castle. He also was able to tell them that the cook, Mirtala, was being held in a room south of the Rivenroar Family Crypt. Remembering the way, the group set off towards the crypt, and Sertanian followed them.

On arriving in the Fresco chamber off the crypt, the heroes found the place infested with dire rats, and the poor cook tied to an altar at the far end of the room. There were also statues of Displacer Beasts running up the aisle, and Sayer lost no time in teleporting to the top of one of them and taking pot shots at the rats. Lucian entered the fray but was bitten by one of the rats and contracted Filth Fever. Grambur marched straight into the fray and began cutting limbs off each of the rats and Oro pelted them with magic. Even Sertanian had a go with a hand crossbow given to him by the heroes; he was confident in his ability being a veteran of the previous war, though his accuracy suggested to the heroes that he would be more dangerous as an ally than a foe. A couple of Gnomes made the mistake of appearing out of nowhere to try and disrupt the heroes’ efforts, but Sayer and Lucian were not for a moment fooled by their trickery and dispatched them very quickly.

After the fight, the group went over to the altar, which they noticed was dedicated to the Raven Queen, to help Mirtala. She also had filth fever, and was catatonic with terror. She seemed as much afraid of the heroes as her captors, though the presence of Sertanian prevented her from lashing out in fear. As she was clearly ill, the heroes decided that the best course of action would be to take her, Sertanian and Zerriska to the room currently occupied by Adronsius, which had a clean supply of water if nothing else. Lucian and Sayer tried to convince the cook that they were not a threat and wanted to help, and when that failed, Grambur employed the far more straightforward tactic of picking her up, putting her over his shoulder, and carrying her to the cistern. After some convincing, Zerriska came up to the room as well, and with three other people from the town in the room, Mirtala started to calm down. She knew nothing about the locations of the other prisoners that the heroes had not already discovered, but she was able to employ her skills as a cook to make a mostly edible meal from the roots and herbs that Zerriska had been collecting; no bad thing since the prisoners had not eaten properly for a while and were running short of food. The heroes decided to use this relatively secure area of the dungeon as a base, and took a rest here. Zerriska tended to the illness, and both Lucian and Mirtala made a full recovery. After sharing some of their trail rations, the heroes moved on…

Having explored the lower floor of the dungeon, the heroes returned to the room with the Ettercaps and ascended the stairs to another crypt, this time belonging to the family of Von Adrez-Kauthin. It looked like the Hobgoblins were using it as a guard post, with a Spitting Drake there to supplement their power. A Goblin Hexhurler was waiting on standby in the next room, but unfortunately for him he arrived far too late to aid the Hobgoblins, many of which had fallen straight away to Oro’s magic and Grambur’s ruthless efficiency. He tried to flee, but after being party to so much unrest and destruction in the town, the heroes were not letting him go anywhere…

Exploring the crypt and making some rather out-of-proportion efforts to open the sarcophagi set into the floor, the heroes found two healing potions and 170 gold pieces. Quite why healing potions had been buried with a member of a prominent trading family the heroes couldn’t quite fathom, but they were thankful that they might still be alive to spend all this gold they were acquiring when they got out of this Godsforsaken place. However, there were two more prisoners still unaccounted for, and nobody was leaving the dungeon until they were found…

Experience: 483 each

Treasure:

  • 170 gp
  • 2 Healing Potions
  • Boots of Spider Climbing (lvl. 5)

Monday 12 November 2012

Scales of War part 4: The Von Urstadt Crypt


Lucian rejoined the heroes in the Rivenroar Family Crypt after waking and being given a healing potion concocted by Zerriska. After such a brutal fight, they decided to exercise some caution. They explored the corridor at the top of the staircase, and considered the door to the South of the crypt, but as they had already taken a heavy battering, they decided to return to the entrance all to consider their next move. The only door they hadn’t taken yet was the Eastern passage to the Von Jallach crypt, so they decided to go up there to see what they could find…

They found an odd-looking crypt with some runes lit up on the floor. Oro recognised the enchantment and warned the rest that while all the runes said was ‘Von Jallach,’ if one were to step on them it would cause some serious harm. This fact was something the heroes kept in mind as Needlefang Drakes started to swarm towards them. For a time it looked like they might overcome some of the Elven heroes, but the Drakes underestimated the resilience of Dwarves and Grambur stood firm against their onslaught. He drove several of them back onto the runes, which true to Oro’s word cause some harm to them. A Gnome then appeared out of apparently nowhere and tried to ambush the party. Lucian fared reasonably well against him until he took a war pick to the knee. Lucian lashed out in anger, causing the Gnome some hurt and also causing him to disappear. However, the heroes weren’t fooled, and aimed their projectiles at the place where the Gnome had been. The savage beating took its toll and the gnome went down. Lucian looted the body for the war pick and anything of financial value, while muttering his doggerel:

"I kill two gnomes in the morning, I kill two gnomes at night.
I kill two gnomes in the afternoon, and then I feel all right.
I kill two gnomes in time of peace and two in time of war.
I kill two gnomes before I kill two gnomes, and then I kill two more."

Once the laughter and strange looks ceased, the heroes found a key on the Gnome’s body and used it to open the door into the next room. Inside, they found a fountain of pure water, and more intriguingly a beaten and battered Dwarf named Adronsius. After freeing him, they found that Adronsius was unable to give them any direct help because of the brutal beating and also because his alchemical equipment was not present, however he was able to provide directions – at least, such directions as he could remember from being dragged around blindfolded – to where the Hobgoblins might have taken Jelissa, the Acolyte of Ioun. The Elven heroes found it hard to follow, but Grambur had an innate sense of direction while underground and was confident he could remember what he was saying.

After taking a rest, the heroes decided to press on. Following Adronsius’ directions, they turned left in the Goblin warren and ended in a triangular shaped room with a crackling image of a castle on the other side of the wall. Oro didn’t know what castle it was but suspected that it must have an alliance with Rivenroar, however there was no time to investigate further as some ooze glooped through the portal. Undaunted and content to stand their ground, the heroes unleashed their ranged attacks forcing it to split into two separate pieces. Not a moment too soon, Sayer made the decision to move up towards the portal in time to see two Spectres appear behind the rest of the party. Their psychic attacks took their toll on the heroes, but the Spectres were unable to sustain their form for long and went down quite quickly.

Taking some time for a quick rest, and establishing there was nothing more of interest in the room, the heroes guessed that the portal remained open and other things could make their way through. This being the case, they elected to move on, and after a few turns found themselves in the Von Urstadt Crypt. Here, they found themselves ambushed by a couple of Gnomes. Posing ‘little’ threat on their own, they opened one of the doors to the crypt and unleashed their defenders: The Magma Claws. The fiery beasts fought ferociously, using their magma-based attacks to hold their prey in place, however they had not bargained on the particular magic of Eladrin and Sayer, having been set ablaze and immobilised, managed to disappear into the near corner of the room. Sayer’s talents apparently did not extend to being able to put the fire out very quickly, but at least he was out of trouble. Grambur was also stuck where he was, but as he also managed to use his fighting skills to keep one of the Magma Claws where it was, this was less of a hindrance than one might expect. Oro used his magic to try to slow the beasts down, with some success, but as it was not a large room there were not many places where safety could be guaranteed. Lucian used his knowledge that creatures of Magma can sometimes be baited with food, and he tried to make the Magma Claw go after one of the Gnomes. It worked, but after taking severe injuries from this and with no one to stop him, the Gnome escaped into the next room. The Magma Claw, meanwhile, unleashed its fury on Lucian, and the elf fell to the floor. Conscious of their friend’s peril, but recognising that there was not much they could do with so much danger in the room, the heroes tried to finish off the monsters. Oro and Sayer took out the remaining Gnome and Magma Claws, much to the dismay of Grambur who felt the Elven heroes were ‘spoiling his fun.’ In the nick of time, Sayer remembered the healing potion that Lucian had. He ran over to his fallen companion and dug it out of his pockets. Oro ran over to them, took the bottle from Sayer and poured the contents down Lucian’s throat just in time. He awoke, bruised, battered, but alive.

Grambur finished off the remaining Magma Claw, and the heroes relaxed, exhausted. After taking some time to patch up their wounds they decided to search the room and the tombs. They found a Cloak of Resistance buried in one of the coffins, and having been mere seconds away from death, Lucian felt the need to take the artefact for himself. The group gazed at the East wall, where an inscription dominated the area above the door: 

“Hail Von Urstadt! Ascend with Glory!” 

Experience: 412 each
 
Treasure:

  • Cloak of Resistance (lv.2)

Saturday 3 November 2012

Scales of War part 3: The Rivenroar Family Crypt 21/10/2012


From the other side of the door out of the Mushroom Pit came a cry for help. The heroes went to investigate, however Lucian trod on a Slumberspore and fell asleep. The cry came from an old woman, who turned out to be Zerriska the Crone, one of the seven people the heroes were commissioned to rescue. They freed her from the magic circle in which she was trapped, and put up with her ravings about her having ‘Dark Powers’ long enough to know that, far from being a witch, she is a skilled herbalist. The heroes suggested that she might make up a healing potion for them, and after being given the tools and materials to do it, she grudgingly agreed, though it would be some time before it was ready.

The heroes proceeded back into the Mushroom Pit and decided to see what was at the top of the holes in the ceiling. Sayer went up first to find two goblins bearing down on him. Sayer took advantage of his mobility to deal with the goblins, killing one and fooling the other into taking a fall into the Mushroom Pit. This kept Grambur busy for a little while, as it was all he could do to prevent the Goblin from escaping. Meanwhile, the fight had drawn the attention of some of the Hobgoblins who were resting in the room to the South of the corridor Sayer had found himself in. They stormed over the hole hoping to take out the Eladrin Ranger, however Oro appeared from the hole and used the Acid Arrow to burn two of the vile creatures to death. The remaining hobgoblin turned his attention to Oro, causing him some severe damage, and Oro retreated back down the hole, but this gave Sayer the opportunity to finish the fight with a well-placed arrow to the neck.

Heading North up the corridor and taking a turn to the right, the heroes found themselves in a crypt. The sarcophagi in the middle of the room looked interesting but there was no time to investigate, as some Hobgoblins were waiting there and one of them had a bow. The heroes lost no time in launching the attack; Grambur positioned himself in range of as many of the creatures as possible. Most of the hobgoblins went down rather easily but the one with the bow proved a tough opponent to beat down. It hadn’t helped that another hobgoblin had descended the wrought iron stairs at the top of the room. Oro used his cold magic to slow the hobgoblin down and deny him the use of his already limited mobility, which meant Sayer had an easier time positioning himself for the attack. Ultimately the cowardly nature of hobgoblins won the day for the heroes; when the villains tried to run, the heroes took advantage and cut them down.

Inside one sarcophagus was a substantial pile of gold and silver, and a green gem. Grambur would have quite happily taken the ‘Dwarven Share’ of more than half of it, but he soon forgot about it once he discovered that the other sarcophagus contained a Frost Axe. Grambur eagerly took the axe for his own, naming it ‘Wintersbite.’

The heroes also had a look at the altar in the room, and discovered that the Hobgoblins were using it as an altar to Bane. However, Oro realised that the altar had previously been used as an altar to Vecna, the god of forbidden knowledge. A sense of foreboding filled the heroes as they gazed at the messages written around the walls of the crypt: “Here lie the Rivenroars until the day of the Black Sun. If you seek their monument, look at the lands around you.”

Experience: 197 each

Treasure:

  • 26 arrows
  • 200 gold pieces
  • 200 silver pieces
  • A green gem worth 8 gold pieces
  • Frost Axe (lv. 3) “Wintersbite”

Scales of War part 2: Descent into Rivenroar 24/10/2012


Session Log 24/10/2012

The heroes met at the Northern Bridge. The battle was long since over, but the heroes guessed there was more to the attack than met the eye and were determined to investigate. At a loss for somewhere to go, they ended up in the Moondust Temple, a small place on the South West corner of Brindol devoted to Sehanine. There they met with a Priestess called Lia, who suggested that they talk to the Town Councillor Eoffram Troyas. Realising there was nothing they could do for the town that night, the heroes found lodgings in the Avandrian Hostel and settled down for the night, at a discounted rate since the battle with the Ogre that afternoon…

A new day dawned and had nearly reached its peak when the heroes met with Councillor Troyas. Troyas explained that 7 of the town’s citizens had gone missing and were suspected to be abducted by the Hobgoblins; he was looking for help to find them. He did not offer the commission lightly, but after Grambur impressed him with his physical prowess and Lucian made some insightful remarks about proving themselves to the town council, Troyas was forced to reconsider. The deal was sealed when Oro told the councillor that the heroes had no intention of letting history repeat itself and was determined to stop the Red Hand. Troyas was satisfied that these were the people he was looking for, explained who was missing and also that some treasure had gone missing as well; certain items of little material value but of huge social value to the township.

After a visit to the Hall of Great Valour to inspect the treasure that had gone missing, the heroes learned of a hobgoblin taken prisoner. They went to investigate, and after some less-than-gentle persuasion found out some useful information: The leader of the Hobgoblins was called Sinruth, a determined young Hobgoblin looking to raise an army and start his own Fiefdom in the Elsir Vale. For now, he was calling the abandoned Castle Rivenroar home, and had most likely taken the prisoners back there to feed to the ‘Undead Horrors’ that shared the catacombs with the goblins…

The heroes headed north, and though the going was hard for the Elves, they made it to the castle surprisingly without incident. All that changed when they marched into the catacombs beneath the castle. They appeared to be in the entrance to a crypt, and two Goblinoids were standing guard. One of them triggered a curious trick; the braziers either side of the room moved along the walls and shot fire at each other; it singed Grambur’s beard. The goblins were quickly and easily dispatched, whereupon the heroes had 3 choices: Do they head for the crypt of Von Urstadt, Von Jallach, or go through the doors that apparently lead to the crypt of the Rivenroar family?

Electing to head for the Rivenroar crypt, the heroes proceeded with a lot more caution. They headed down a long set of stairs, and the only sound was their feet echoing off the flagstones. Just when they were wondering if the stairs would ever end, they came upon a door. Lucian pricked up his Elven ears and heard that… something… was asleep in the next room…

Stealth seemed the best course of action and the heroes slunk through into a room filled with Mushrooms. It came as no surprise to Veteran Treasure Hunter Grambur that the mushrooms could potentially be dangerous if they were tampered with, and Oro knew enough about them to be able to say what they were: A combination of Brown Cloudspore, White Shriekers, Grey Doomspores and Red Slumberspores. The snoring that Lucian heard came from a Rage Drake asleep guarding the only visible way out of the room, and given the Dwarf’s rarely-welcome penchant for noise, the heroes decided matters would be a lot simpler if they took advantage of it’s sleepiness and killed it. Grambur rushed the creature and between them the heroes did a lot of damage before the drake had a chance to react. However, Grambur’s relentless attack pushed the drake into a cluster of mushrooms and he set off a Slumberspore, it had little effect on the Drake but did knock Grambur out cold. Not even a mauling from the Drake could wake him up. Lucian and Oro tried to help their fallen companion by firing shot after shot at the Drake and it seemed to work as with a bloodthirsty roar it charged for the Elves. Little did it realise the path would take him across more mushrooms; whereupon he set off a Shrieker and another Slumberspore. This time, it knocked him straight out, and Lucian finished it off with a knife to the heart.

With shafts leading to the floor above, and a door leading off into another room, the adventure has only just started…

Experience: 575 each.

Scales of War part 1: Batle at the Bar 17/10/2012


Our tale begins in one of Brindol’s Taverns; Ilya’s Cardhouse. Sat around a table near to the hearth, four figures sat, drinking jovially and playing cards. Their motivations for being in a cardhouse in Brindol were kept to themselves, but their instincts allowed for the company of strangers.

Towards the middle of the afternoon, Lucian and Orodrethanthilis, the two elves, happened to look across the room to a table at the back of the card house where three men were sat around, playing cards. Of particular interest to the elves were the thirty golden pieces set on the table, and sensing the opportunity for a profit, challenged the braggarts to a game. Lucian played extremely well and Oro managed to claim some coin. Even Grambur the Dwarf Warrior managed to win a few hands, and they looked very close to cleaning the players out. Just as accusations of cheating were beginning to fly, the door burst open and some Goblinoids entered the room…

The Hobgoblins seemed intent on causing as much havoc as possible, but the elves were quicker to react and cut several of them down quite quickly. Goblin Blackblades, making use of their diminutive size, ran around the tavern setting the place on fire, including the bar and the table on which the card game was brought to such a juddering halt. For his own entertainment as much as anything else, Grambur strode straight into the fray, taking several blows but refusing to go down. Lucian and Sayer, the Eladrin Ranger, took a height advantage of the tables and sniped at the hobgoblins, and those who had the presence of mind to pay attention to Oro would have found it curiously amusing that he was doing far more damage with his quarterstaff and throwing knife than he was with his spells. The battle was over when a goblin, having backed Sayer up against a wall, failed to see Grambur coming up behind him and was subsequently chopped into two pieces, neither side very pretty.

After leaving the Tavern to a bucket line, and berating the town guards for not being much help, the heroes learned that attacks like this were happening all over the town. Sayer and Oro pricked up their elven ears at the sounds of just such another attack, and used the opportunity to tell the others to get into position. Sayer took up a vantage point on top of a Barber’s Shop, to see an Ogre pulling a wagon, carring a lit barrel of pitch and threatening to throw it at any second. Grambur took in the situation at once, attacking the Ogre head on so that he could neither proceed further or run away. Lucien, in a concealed position, took a careful aim and hit the pitch that the Ogre was carrying, causing it to explode. The fire quickly spread, injuring the Hobgoblins and the Ogre. Oro, Sayer and Grambur wore the huge beast down with their relentless attacks, but in the end it was the fire that consumed it. Grambur strode forward to finish off the Hobgoblins, killing one. The other tried to escape, but another careful shot from Lucian put paid to any hope of escape.

Exhausted from their endeavour to stay alive, the heroes learned that the town guard had driven back the Hobgoblin incursion. However, it was not lost on the heroes that many of the fallen Hobgoblins bore the mark of the Red Hand, the army that attacked Brindol 10 years ago. Somehow, they felt they hadn’t seen the last of these Hobgoblins…

Experience: 279 each

Treasure:

  • 30 arrows
  • 30 Gold Pieces from playing cards.

Sunday 7 October 2012

My Thoughts on the New Chaos Space Marines now that I've actually got the codex...

I've got Dave to thank for this 'cause he bought me the book as a belated birthday present, and now I'm all excited about doing Chaos again. I registered my concerns in the previous blog about the changes to the rules that would no doubt come with the book, and now that I've been reading it a little while here's my opinions on some of them:

1) They've got rid of Summoned Daemons

OK let's get the easy one out of the way first: In the old rules I think going back as far as 3rd edition you used to be able to summon a unit of Daemons from one of your Chaos Space Marine units, or summon a Greater Daemon by having it possess one of your characters. I guess it worked at the time, but it wasn't a popular move to make once Chaos Daemons became an army in their own right, and with the new rules for Allies in 6th Edition meaning you can field both armies at the same time, the ability to summon Daemons is pretty much meaningless anyway. The fact that in 4th edition the summoned Daemons would be significantly weaker than their codex couterparts wouldn't have helped. Overall it's not a rule I'm particularly sorry to lose.

2) Bezerkers et al back to Elite

What's happened here is that the Khorne Bezerkers, Noise Marines, Plague Marines and Thousand Sons are now Elite choices. Now if I remember rightly this was the case in 3rd edition as well, though if your commander had the mark of the relevant God, you would get one of them as troops choices. So, for example, if you had a Chaos Lord with the Mark of Slaanesh, you would be able to take Noise Marines - but not the others - as troops choices. In 4th edition they cut out the middle man and allowed you to take all 4 as Troops Choices, no matter what your commander was doing, and this lead to some pretty nasty tournament combos, so for balancing issues and also to remind us that there are actually Chaos Space Marines in the Chaos Space Marine Army, they've been put back up to Elite. They've also still got the option of taking the leader with the mark of the relevant god to put them back down to Troops Choices, plus the same rule applies if you take the relevant special character. Kharn the Betrayer, for example, would bring Khorne Bezerkers back to Troops choices.

For some reason, you can't do that with the Daemon Prince. Even though you HAVE to take a Daemon Prince of one of the Chaos Gods, which confers its own benefits, you can't take the relevant units as troops choices. I guess that would represent the idea that if a Champion of Chaos has made it as far as being a Daemon Prince, he'd have to be a lot less near-sighted than refusing to take anything but the units of your own Gods. And also, the Daemon Prince is a LOT more powerful in this new edition. Armies would be horribly unbalanced if they were then allowed to take, say, Bezerkers as Troops choices...

3) Wargear

There have been quite a few changes to the equipment that are going to affect my army lists quite a bit. Here's a selection of them:
  • Daemon Weapons: Not sure what's happening with these at the moment. They work in pretty much the same way as they did in 4th edition, though there is no option to take it as a Daemon Weapon with the mark of the Chaos Gods in order to increase its potency and inherent risks. My problem is that there seems to be no way to give a Daemon Weapon to anybody other than Abbadon the Despoiler. They don't appear in the Wargear section as an option; am I missing something here? This means I'm going to have to change the weapon I've given one of my Chaos Lords, although a viable alternative is not far away, which brings me on to my next point:
  • Chaos Artefacts: Unique magic items for Chaos? Yes please, we'll have some of that! Might seem a bit cheesy to do this in the new edition of 40K but it's not going to be bad. Some of them are actually Daemon Weapons, and all of them confer particularly nasty consequences for those that find themselves on their business end - but most of them are not without their risks, meaning that they're unlikely to find themselves on the tournament circuit that counts on dependability.
  • Vehicle Upgrades: I wasn't particularly happy with the fact that they've weakened Daemonic Possession by having to roll a 2+ for its benefit - ignoring Crew Shaken and Crew Stunned results - to take effect, AND given the chance that a dedicated transport might start eating its own crew on a roll of a 1 as they embark or start the game. Granted if this happens it gets a hull point back, but losing a Chaos Space Marine of any kind is going to hurt. The benefit it is supposed to confer doesn't help all that much in 6th edition anyway since there are no Crew Shaken and Crew Stunned results off a glancing hit anymore. Thankfully they have at least had the presence of mind to reduce the points cost, but I can see myself taking Destroyer Blades instead, which for what I intend for Rhinos at any rate look a lot more useful. And Havoc Launchers are now twin-linked, which may help a little.
4) Psychic Powers

The psychic powers in the new codex, and in 40K in general, is a lot more, how can I put this? Comprehensive. There's a lot more going on now with the different disciplines so it was never going to be the same, but most of the old spells are gone. This will upset a lot of the tournament players who liked to bum-rape units by grouping them together with Lash of Submission, then take a massive 5" template-sized shit on the unit. Gift of Chaos is gone as well, though I'm not particularly sorry about this because I never used it. Instead we've got several of the disciplines in the rulebook at our disposal, plus some tasty-looking spells in the Codex. I'm not going to go too deeply into specifics here because I'll be here all day but it looks like they've got an eclectic mix of functional powers and kick-ass lightning-bolt style spells.

One spell that was probably overpowered but I will nonetheless miss is Warptime. My Chaos Sorcerer has only participated in 1 battle so far, but being able to re-roll all my hits and misses pretty much won that battle for me.

Well that's it for me so far, I'll come back maybe later with more changes to the rules, perhapes when I've played a couple of games and had a chance to try them.

I'll see you next time...

Sunday 23 September 2012

My thoughts on the new Chaos Space Marines

So Games Workshop have hit me with another curveball; they're putting out the Chaos Space Marines ahead of everything else for the new edition of 40K. This was a bit of a surprise, I was convinced it was going to be Dark Angels, but there you go. With this and some shiny new models to build, there's no way I'm not going to have an opinion on this, so...

(Apologies once again; it's having a lot of difficulty uploading the photos...)

Chaos Space Marine Codex

My initial thoughts on this are a bit of a mixed bag. On the one hand it's about time Chaos Space Marines had an update; they haven't had one since 4th edition and were long overdue. On the other hand, as a returning player I'm not sure how I feel about all the new things that will be involved in it. We've got several new units out on release - more on them later - and even more stuff once the Dark Vengeance models go out on general release. I'm hoping they will, rather than being relegated to Deffkopta-style 'you must drop £60 on Dark Vengeance before you can use Cultists' spiel. But there's a lot of new stuff now, some of which I suspect is replacing old stuff. Which is great except that I've actually spent a load of money on old stuff that is potentially no longer relevant. I say potentially...

Here's the thing: Where GW seem to be going with all this is taking Chaos Space Marines in a new direction. It's no longer enough for them to be able to say "Like Space Marines... but bad guys," give them a couple of different units and put a couple of armies on the table that fight in a very similar way for the most part. No, they seem to want to take Chaos in a different direction entirely. Hence the Cultists. Hence the Maulerfiends and Heldrakes. They want Chaos to be their own, very distinctive force.

Now in some cases this is quite welcome. Take the Cultists, for example. One thing that I noticed Chaos Space Marines struggle with was numbers. Particularly armies that were based on a mark of the Chaos Gods, would number at full strength around 30 models. My Khorne army, when it's finished, will have 31 models in it. And what we find is that we just don't have the numbers to cope with things like Tryanids, who attack in hordes, and even things like Necrons, because losing even 1 Chaos Space Marine is going to hurt. It would be good to field an army in numbers.

They also have given them two huge models, the Maulerfiends and the Heldrakes. Having the biggest stuff in the game is not going to last, judging by the precedent of Warhammer, who seem to be trying to put out a bigger and better model every time they release a new army, and with Eldar and Tau surely not far away from an update, the idea that Heldrakes will dominate the skies in 40K due to it's sheer size will last at most a year. So I think this is setting a precendent for what is to come in the new edition of 40K.

Trouble is what about my current armies that have only got Chaos Space Marines in them? What are they going to do? I'm hoping for some updates to the rules that might complement the currently existing rules, but I'll have to read the codex to find that out. I just hope what I don't read is that the armies I have spent the past 4 years collecting have been made redundant.

I think for the first time I'm starting to see what the bitter veterans rant about when their game gets updated, and while I'm not going to take one look at the army book and write it off straight away, I can sort of see why people do. This isn't news to a great many people, but to me it is the first time I sat one iteration of a game out from start to finish so it is a new and not entirely welcome feeling...

Anyway, on to the models:

Maulerfiend/Forgefiend

I quite like these, actually. They look outlandish, as though they just about belong in the Chaos army, but painted up with the rest of the army with a similar colour scheme and it should look really good as a centrepiece for a much larger army.

Heldrake

These look to me like flying stained glass windows. Not that that's a bad thing, but they don't look very... durable. I don't think GW has had a concept of aerodynamics since the Valkyrie, so it looks somewhat unbalanced. It'll be the token flyer of the 40K game for Chaos, a set of rules which I have yet to experience to be honest so I'm not sure how it's all working. I think in terms of colours, the same thing applies as does to the Maulerfiend...

Raptors/Warp Talons

This are quite welcome! I've got some of the old Raptors, and while they don't look bad, the models do look a bit dated these days. I'm hoping these new Raptors will be easier to stand, for a start! Assault troops aren't that easy to come by in Chaos Space Marine armies; Raptors were metal and lacked the flexibility of some of the other models and Bikes aren't actually all that good anyway. I think with the advent of these models we should see some more Fast Attack orientated forces in an army sorely missing some speed...

Warpsmith

Well lookey here, they've gone and put Dr Octopus in 40K. Not sure what I think of this. I like the model and the concept of having someone to repair tanks is useful for Chaos Space Marines but I can't quite see what he's going to do on the battlefield that the Techmarine isn't already doing. That'll be a chapter to look forward to in the book; just what is this guy's deal?

Mutilators

Oh dear, there's always one. Sorry but I don't like these models at all, I think they're absolutely hideous. I think they look overly chunky and barely capable of moving, never mind performing CQC manuevres they're clearly purporting to be able to do. And that 'Flesh Stretched Over The Power Armour' thing they've got going on makes me feel physically ill just thinking about it; why would even a Chaos Space Marine do that to himself? I know these models were probably conceived as a close combat equivalent of the Obliterator design. Funnily enough, I never liked those models either.

All the other models are stuff that was out in Metal before and has now been updated for Finecast, with the exception of the Aspiring Champion who I'm pretty sure was in the Dark Vengeance boxed set.

So all in all, it's not looking too bad at all, and I could definitely come up with some army concepts from what is on display here. I just hope it's not going to be at the expense of the armies I already have...

Edit 24/9/2012

It's just come to my attention that Khorne Bezerkers and Plague Marines, plus the kits to make Thousand Sons and Noise Marines, are now in the Elite section of the Chaos Space Marine bit of the Games Workshop Website. That, to me, is a pretty strong indication that those models are going to be in the Elite section of the army list from now on.

This means 1 of 2 things:

1: We're going back to the old rules where those units were listed as Elites, but if your army was lead by a Chaos Lord with the appropriate mark then they would count as Troops. So if you took a Chaos Lord with the mark of Nurgle, Plague Marines would count as Troops, otherwise they would count as Elites.

2: They're going to be purely Elite choices.

I sincerely hope it's the former. It would fit in more with the background, I guess, and shut down or at least limit some of the more vomit-inducing tournament combos like 2 Daemon Princes with the mark of Slaanesh leading a force of Plagues Marines. Also I've got an army full of Khorne Bezerkers at the moment and I do NOT want to be told that I have to also take 2 units of Chaos Space Marines before the army is going to be legal.

We shal see...

Saturday 22 September 2012

Resident Evil Alliance: 18/9/2012

There's not been much going on with games with Dave for the last couple of weeks because we've been busy building and painting some of our models. It's been a laugh doing that as well but we decided to take a break from that today and go back to playing some games. In this case we went with the expansion to the Resident Evil Deck Building Game: Alliance.

Fundementally the game works the same as the old one so I won't go too much into that. The difference is in the actual cards. The weapons are a lot more powerful, and allow for more risky manuevres into the mansion. This version also encourages a degree of teamwork; I guess that's why they call it Alliance but with only me and Dave playing, we were never going to use that particular aspect of it.
Everything about this guy suggests badass...
One thing I really like about the Resident Evil games is the random character selection. Rather than picking your favourite and spamming their tactics, the game forces you to decide how you can best use your character for any given situation. Dave drew Carlos Olivera, and I drew Jack Krauser. I didn't pay too much attention to Carlos' special rules, but Krauser...

You see it's a bit funny, because I don't actually know enough about the Resident Evil mythos to know who Krauser is. However, most of the characters who I recognised from the video game have special rules in their card counterparts that fit the theme for their character. The one that immediately springs to mind is Barry from the original Resident Evil game who is quite tough and an ace with magnum weapons. The rules for Krauser suggest that he is a complete and utter madman. In the old game his rules related to adding extra power when you use kives. However in Alliance he is absolutely deadly. He doesn't start off that way, as his rules prohibit him from using more than one weapon. I'm not sure whether it means per turn or per explore, hopefully that's been FAQ'd, but the fact is you cannot safely go into the mansion unless you buy another couple of weapons first. But when you manage this and get 6 commendations, his other rule kicks in, where you get +10 attack for each card in your hand. Combine that with what I think is the Fierce Battle card that allows you to draw another 4, and this makes Krauser unstoppable...

I bought a load of assault rifles as well. These work slightly differently in Alliance; the amount of damage you do is dependent on the amount of ammo you have, up to a maximum of 20. It doesn't make much tactical sense given Krauser's rules, but I was looking for the Signature Special that brings that limit up to 60. This took up lot of ammo cards and we really did need to flush out some of our other cards to speed up the deck, but this combined with Krauser's rules meant that I was often going into the mansion with 130, 140 attack power, which is more than anything could stand up to in there. I found Wesker quite quickly, dispatched him, and won the game easily, we didn't even count the score.

So, I really do like Alliance. If you're getting into it for the first time it's probably better to go for the core game first, but I do like the extra depth the rules give the game. I also like the more kick-ass versions of the weapons, and I'd love to be able to try the partner rules as well, although as it's still only me and Dave after more than a year I'm not holding my breath for this. All in all, Resident Evil is a really good card game, and there's enough depth and tactical variety in there - thanks largely to the characters - to keep me coming back for more for a long time yet.

Lord of the Rings, 10/9/2012

This was another match in Simon's campaign, this time playing Simon himself. The latter fact alone kind of makes this whole post a bit redundant; you always lose against Simon, right?

Actually, it wasn't as bad as I thought it was going to be...

OK for those of you who are interested, a bit of background - I've known Simon for a while, since I've worked at Games Workshop and I saw him around afterwards as well. He's one of these power gamers that I don't have a lot of patience with, so I rarely play him by choice. Other than that he's a really nice kid, and we get on well. He's put a lot of effort into organising this campaign, and while I still think he's got a lot to learn in terms of what does and doesn't work in a shop environment, I felt obliged to play him as a reward, with me using my Harad, and Simon using his Dwarves.

By nature of being Dwarves Simon's army had high levels of defence, and Simon had used the rules imposed on the campaign to make them even harder to hurt. They'd take a while to get to me, but they more than made up for it by having a Balista there as well. With Gimli and Durin as his special characters, I was in for a rough ride, especially since I had to kill 75% of his models in order to win and that would have to have included at least one of the characters...
It was never going to end well for me, was it?
Daunting task though that was, I was as surprised as anyone when my archers, in an uncharacteristic display of professionalism, managed to take out four dwarves in the first couple of turns. Simon chose that point to move the dwarves behind the ruins, forcing me to take the fight to them. Unfortunately it wasn't going to happen, as I had Gimli and Durin to deal with...

Far more typically of me I failed to wound either of them. I did try Sap Will on Durin, which I couldn't even get off, and then I tried to Black Dart him, which was a waste of time because I'd forgotten that he was defence 10 and therefore needed a lot higher than the usual 3+ to score the wound. Having shot half of my army to pieces with his Balista, and munched most of the rest with the Dwarves, Simon called the game to a halt at the point my army broke. Strictly speaking it should have gone on longer, but it was over by then and we both knew it.

Simon's asked me for a rematch and I don't know if I want to oblige; the fact is my army's not powerful enough to deal with him and I don't think it'll be much fun if I get involved with another game that I obviously haven't got a hope of winning.

Still, I'm going back to Workshop on Monday Night so we'll find out what happens then...

Wednesday 5 September 2012

Painting: Chaos Defiler, Chaos Rhino

I bring to you for the first time in a while a long overdue painting blog. These are additions to the Khornate Chaos Space Marine army I started last year. And a bit of a rant as well, but more on that later...

Daemonic posession might just give it the edge...
OK to start us of we've got a Chaos Space Marine Rhino. This wasn't actually planned; how it came about was that just after Games Workshop released 6th Edition 40K, I turned up at GW to participate in a 400pt tournament. I took my Chaos and my new Space Marine army as well which I have yet to show you guys so get ready. Now the Space Marine stuff I had, but for the Chaos Space Marine stuff I needed a Rhino to make a 400pt list so I got to the shop early and bought this, and painted near enough all of it in the morning apart from the heads and that on the spikes running across the top of it. I painted it pretty much the same way as I painted the Bezerkers; copious amounts of Mechrite Red and Gold painted from Brown. I was pleased with the muck and dust coming up the sides, done with Khemri Brown and Denheb Stone, but I was less pleased when I noticed that I hadn't done it on the back. Ah well, there's always the next one. The detail on the heads were probably my favourite bits to paint, to be honest; I'm getting better at doing that! You can't see it on the photos but I've painted the Space Marine head as though he was from the Black Consuls chapter that I'm painting up as well; the last time I painted a Space Marine head it was Dark Angels and I didn't want to do that again what with Dark Vengeance out now, so I chose a colour to offset the Red: Black. On the whole I think it came out pretty well.

Where were the lascannons?
And then there was this hulking monstrosity. I painted the Defiler in the same way although I found I did have to go over it in Mechrite Red again after I'd painted all the metal. It made a more solid coat of paint which was great. I didn't go into a lot of detail with this one; the metal bits were metal, the brass bits were brass and everything else was either red or my attempt at obsidian; black highlighted with grey. I avoided weathering effects because I honestly couldn't see how to apply them to this. Neither of these models are my best painting job ever, but I never said they were. To be honest, painting tanks is not my favourite part of collecting an army; I think I find infantry models more fun now that I'm actually getting quite good at it. I just haven't got the experience in painting larger models like this. Still, I have to start somewhere, and for what I'm going to be using them for (gaming, largely,) they work as well as they needed. They'd certainly get me into the Throne of Skulls tournament, though I doubt I'd win any awards for best looking army!

Which brings me on to something that's been annoying me about a lot of the models I've been buying, particularly for 40K. You plan an army list, you look at your codex, you equip your squads and vehicles in the optimum configuration... only to find that THE WEAPONS DON'T APPEAR IN THE BOX!!!

This has happened a few times over the models I've been building. The original plan for the Scout army, for example, was to give one of the sergeants a Power Fist. It's allowed in the rules, but the Scout models don't come with power fists. The Khorne Bezerkers that I painted last year, I wanted to give them Power Axes (now that 6th edition makes a distinction between Power Axes and other weapons, I'm very glad I made this decision,) and Plasma Pistols, but you can do neither out of the box, even with the Skull Champion. And then there was the Defiler, for which the original plan was to have a Twin-Linked Lascannon for the right arm. Except when I opened the box THERE WAS NO BLOODY LASCANNON! So instead I'm stuck with the Reaper Autocannon instead, which thinking about it would probably be more useful for supporting infantry charges, but it's still not what I wanted!

Now I know what you're thinking: "Well, why don't you convert it?" Yes, except that what with the Defiler being the only substantial vehicle in my army at this point, there's nothing to convert it from. The only thing I can think to do is if I were to drop another £35 on a Predator, and stick the turret with the Twin-Linked Lascannon on it onto the arm. Which would render the Predator completely redundant since the turret would then be on the Defiler. No chance in Hell, would be my answer to that. Same with the Space Marine Scouts; I'd have to spend more money on a box of Space Marines just to get the Power Fist out of it - assuming it comes with one - and to be honest it would probably have been better employed on the Space Marines anyway. The Bezerkers I actually did convert from Ork parts, and that worked reasonably well, but I'll need to find a way to get hold of a plasma pistol before I paint the next lot or I won't be able to equip them properly.

Of course, I know why it's happened - the rules that allow those weapon options were written after the box was designed. I don't know what you were allowed to do with a Defiler before the current edition of the codex came out but if the designers had no reason to put a lascannon in there, they wouldn't have put one in, and they're not going to redesign the whole box just because of a change in the rules. With the Scouts I'd suggest it's pretty much the same story. The Bezerkers are a bit of a funny one; those models were designed for 2nd edition (the frame of the Sprue says 1994, which even by GW standards is an old model) and while aesthetically at least they work as well as they need to, the fact that they've not had an update for nearly 20 years means that they're currently lacking in a lot of the equipment that is allowed in the rules.

Nonetheless, I'm going to be urinated if the Chaos Vindicator I've ordered doesn't have the Havoc Launchers in there, since every vehicle in my army has them. Not quite as urinated as I would have been if I hadn't got a couple of Havoc launchers left over from the Rhinos I made for my previous Chaos army, but urinated nonetheless. Apart from that, there's not really a lot more to this army as I'll be painting it in pretty much the same way so unless something really amazing happens with the Vindicators, this will be the last you'll hear from them until they're ready for the table...

See you then.

Saturday 25 August 2012

Dark Vengeance: Wow, I didn't see that coming!

So, Games Workshop have come up with their new boxed set for 40K...

I had hoped to bring a picture to you at this point but all I'm getting from Blogger is Invalid Server Response so google it if you're interested.

Hmm, pulled out a lot of stops with this one, I see! OK first point straight off the bat: I think the models look fantastic. I really do. There's been several releases over the last four years where Games Workshop have made their one-off models to go in boxed sets like these something quite spectacular; the detail on the Space Hulk models was awesome, and the ships in Dreadfleet looked very good, conceptually at least, even if the game turned out to be a huge let-down. But putting them in the boxed set for 40K was actually a really good idea. Compare it to Black Reach, which had some exclusive models in there, but with the exception of the Deffkoptas there was nothing in that box that you couldn't get in one of the currently exisiting boxes, except for the Dreadnought and that only needed converting, and you see what I mean - THESE are the models you're going to get in THIS box.

I was also surprised, as regular readers of my blog (both of you) will know, to see Chaos Space Marines in the boxed set. As Chaos are fundementally similar to Space Marines in many ways, it wouldn't exactly make for an interesting battle if both armies appeared in the boxed set, having to do the same things to shoot, wound, assault etc... but they've made a good job of getting around that, as I'll discuss in a minute. I was convinced it was going to be one of the Xenos armies, but while we're here, you might as well enjoy it. Dark Angels, of course, appeared on the cover of the new Paint Sets and the Rulebook, so it shouldn't be news to anyone that they appeared in Dark Vengeance.

So what models are they? Take a look at the video...

http://youtu.be/hG70lTjCZZA

Rather than go through each unit one by one, which would be little more than a running commentary on the video and would bore myself and all my readers who'd probably only get as far as the second paragraph, I'm just going to give you a run through my first impressions.

What I like about Dark Vengeance
  • Thematically, I'm expecting a lot of depth to this. All the boxed sets up until now have been Space Marines vs Xenos army, straightforward good guys vs bad guys, all well and good. But simply by changing the Space Marine chapter to Dark Angels, and throwing Chaos Space Marines in there, we've got an army that's essentially good but will act ruthlessly to persue their goals, and a villianous army based on betrayal, so there's a lot more going on here than simply Alien vs Man.
  • The models are gorgeous. I doubt there'll be much flexibility in their assembly - that's never the point of boxed sets - but the fact that they've put a lot of character into even the Tactical Marines means that they'll be a joy to paint and will look great on the gaming table. They really do capture the essence of what it means to be a Space Marine, or a follower of Chaos.
  • The Chaos models were a bit of a curveball for reasons I mentioned above. However, watch the video again and see what they've got in there. Chosen! As far as I know there have never been specific models for Chosen Chaos Space Marines before, then they go and put this lot out. I am a fan of what's happening right now. Chaos Cultists, there's a distinct feeling of "about fucking time!" Cultists have long been under the radar in 40K. They appear in the Imperial Armour books, and are used quite heavily in some of the novels, but there's never been specific models for them before now so they've had to be converted from Imperial Guard if you wanted to use them; they've certainly not appeared in the Chaos Codex before now. This will be a welcome addition to the armies of Chaos, though I am a little concerned with how, if at all, they will interfere with my army lists when they release the new Chaos Codex. Which they'll have to do because even without the cultists you've got the Helbrute. This I think is going to replace the Chaos Dreadnought, and not a moment too soon. I'm really looking forward to seeing how it all works; it's kind of ironic that the Chaos Lord in there is just about the least interesting model for me, though his epic design more than makes up for it.
  • Where Chaos have their new models, there is a lot of variety in the Dark Angels side of things. Tactical Marines, Deathwing Terminators, Ravenwing Bikes, a Commander and a Librarian, it surpasses (just) Black Reach in the variety of models on offer here.
However, there's always stuff to pick holes in...

What I don't like about Dark Vengeance
  • I don't want to turn this into a rant about the crass marketing tactics that Games Workshop often employ, but you are going to need A LOT of paints to paint this set properly. Unless you really know what you're doing with mixing colours, a Hobby Starter Set won't be enough any more. The Dark Angels alone have 4 different colours of armour, and that's before you start painting weapons and faces. The amount of detail on the Chaos models won't be easy to paint properly either. Now I'm not going to have too much of a problem with this, because I've got most of the paints and I'm confident enough in my painting now to be able to do a barely passable job on most of these models. But for a box that purports to be the entry into the hobby, there's a lot of complexity in the painting going on that might be just a little too much for a 10 year old kid getting into the hobby for the first time. Apart from anything else, you're going to have to drop a lot of money on paints...
  • Still no terrain! What's the matter with you? Wargames need terrain and that isn't being provided in the boxed set! The opportunities for a new piece of terrain to go with this lot were there and they haven't taken it. Again for a full hobbyist, this won't be a problem as most will either have their own terrain already or will play in a place that has, but for someone looking for a game to play at home...
  • The price, that was always going to come up in the end. When Black Reach first came out I remember selling it for £40. Games Workshop are asking for £65 for the limited edition with a couple of other models in there, which they may drop down to £60 when they're all gone, I don't know. But the fact remains that they're expecting me to pay £25 more for this game than I did for the last one. I do consider this quite harsh!
But of course the main issue here is, am I going to buy it?

Probably.

But not yet. There's not a lot of money around at the moment. Basically because I work for DPA and I'm paid on supply, I only get paid at the end of the month for the work I did in the previous one. Which in August is nothing. Which is what they'll pay me. So I'm expected to survive from now until the end of October on whatever they're paying me for July, which won't be a lot because I didn't work the whole month. I will therefore almost certainly miss the limited edition, not that I'm particularly fussed about that. I'm a gamer first and painter second, though you wouldn't know it for how much of both of those things I do in proportion to the other, so extra HQ choices and more stuff for me to paint is not going to sell it for me.

On the other hand those Chaos models are great and there will be a guide in the book that tells me how to use them; I'd love to get my hands on that, even if it will all be in the new Chaos Codex, who knows when that's going to be? Sooner than I thought, most likely, because of the new models, but we will see. I've got a birthday coming up, so...

So, overall pleased with my first impressions for the boxed set. Probably not going to go for the rest of the stuff that goes with it though. Dice and Tape Measures I have, a figure case would be a complete waste of money as they will all happily fit in a regular one after a bit of work with scissors, and the game tie-in novels invariably turn out to be rubbish.

Let me know what you think....

Friday 24 August 2012

Lord of the Rings: 20/8/2012

This was part of Simon's campaign where I found my forces of Harad - now with the same number of bows as spears - taking on my old friend Jaques' Spirit force, lead by the Witch King of Angmar. I'd elected to attack Jaques because he was getting a little too close to my territory for comfort...

Now that I'd added the extra models to my army I had some 21 models to bring to the fight. Jaques had 9. We both rolled the same mission, which was to kill 75% of one another's forces. As I only had to kill 7 models in order to do this, I definitely had the advantage of numbers. However, armies with small numbers tend to have high defence, and this army was no exception; I think the lowest defence was 6. I deployed my army in a bow line that would have allowed me to volley fire should I wish, made sure I was within 24" of Jaques' line, and began...

There was a ruined building in the middle of the board which I fully expected Jaques to take. I also knew that his army was far better in combat than mine so I elected to take a 'Stand and Shoot' approach. My rolling was, as ever, abysmal, and after 2 turns of concentrated fire I only managed to take down 1 of the spirits. I was not tempted to try a volley fire; maybe if Jaques had more numbers I might have tried that but as his high defence meant that I was going to have to be very lucky to score a wound, I saw no sense in making it even harder for me to hit than it already was. Still, one was down. There was just the rather pressing matter of the Witch King approaching me...

I really don't know as much as I should about what the Ringwraiths are capable of, but I knew that the Witch King could do me some serious harm if I allowed him to get close enough. I therefore turned my attentions, and my bows, over to him; moving back 3 inches per turn and pouring shot after shot into hi,. Whether it was tactically a mistake to do this I don't know, but even without my archers missing almost every shot they made, his defence of 8 made him almost impossible to hurt once I hit. I did manage it a couple of times, but Jaques made use of his Might and Fate points to keep the Ringwraith alive long enough to get close enough to start using his spells.


The Witch King: he will MAUL your shit...
And this is where it really started to get nasty. Ringwraiths have a spell called Sap Will. If they cast it on a character with Will points, the effect of the spell is that it reduces that character's will points down to 0. It doesn't usually do any direct damage to the character, but it does leave them unable to resist more damaging magic attacks later on. If Ringwraiths start casting it on each other, the effect can be devastating. Remember that Ringwraiths need at least 1 point of Will to remain in the game; if they're ever reduced to 0 they're removed as a casualty. If the spell is cast on a Ringwraith - which Jaques did to me, twice - and you don't manage to resist it, then all you can do is use however many Will points you failed the roll by to bring the resist roll up to where you need it. As you can imagine, it did not go particularly well for me. I responded with Black Dart - I only needed to wound him once now to finish him off - but I'd forgotten that as Black Dart is a magical attack, he can resist it with Will points, of which the Witch King has a lot. He succesfully cast Sap Will on me one more time and as I was down to 1 will point by then, I lost the Betrayer and the special rule he confered on my bows.

While all this was going on Jaques had been slowly moving his Spirits out of the cover of the ruins towards me. They have a special rule which allows them to command my models if they fail a Courage check, and with the Witch King so near, this was an almost certainty. He seperated the components of my army apart, and destroyed them piecemeal with the Ringwraith and the Spirits. I called time on the game a couple of turns after my force broke and handed the game to Jaques.

So, what went wrong?

Well, I can blame it all on bad luck but the fact of the matter is I was in way over my head taking on Jaques. My army just wasn't strong enough to match his power. Strategically, the lessons I had learned last week did the job, but with such a high defence and my army having to take courage checks if they wanted to charge anything at all in the army, it was always going to be an uphill struggle for me.

Nonetheless, there are a couple of things I might need to think about should such a situation arise again:
  1. I set a lot of store by destroying the Ringwraith, and that wasn't necessarily the best thing to do. Even with their high defence, the Spirits would have been easier to destroy than the Ringwraith and as I needed to take out 7 of them to win the game, my efforts might have been better directed there. Granted, they were in cover, and the Witch King would have blocked my line of sight to at least some of them, but it might have tipped the battle in my favour, or at least made that last combat less painful.
  2. Regardless of whether I attacked the Ringwraith or the Spirits, two turns in was not the time to change tac. I needed to commit to one or the other right from the start in order to get the job done. If I'd attacked the Witch King straight away I'd have had another two turns of shooting at him before he got close enough to use his powers; I don't know if it would have made much difference but all the Will points in the world won't help you if I've shot you to pieces before you get a chance to use them. (Unless you're running The Undying.)
  3. I also need to be far more aware of what it means to cast the different spells in the game. I really needed to know what Sap Will did, and got in with that first. Then again, would that really have helped? A wizard's duel between Ringwraiths is basically going to be a battle of attrition, with the prize going to the Ringwraith with the highest Will Points, in this case the Witch King. Probably would have been better to take on the Witch King purely with conventional weapons
Basically, I think that battle was going to come down to whosever Ringwraith was still alive by the the end of the game. Jaques needed his to keep my Courage down to allow his Spirits to use their command rules, I needed mine because that was basically the only thing in my army that had a hope of hurting the Spirits.

Lessons learned, and there are battles still to be had. Not next week though. As it's Bank Holiday Monday, the shop will close at 6 so there'll be no campaign that night. Maybe the week after...

Friday 17 August 2012

Roleplaying Games: Which Edition? Which Game?

It's a little bit funny that for all the things I really ought to be doing today, I choose at 11.55am to do the thing that's probably the least useful to me out of all of them and write a blog. Probably me at my most typical, if I'm perfectly honest.

It's so hard to get a game in; who cares what edition it is when you do?

OK this somewhat follows on from the Bitter Veterans post I made last week, and was inspired by a YouTube video from a Youtuber I've been following called Andrew, AKA DawnForgedCast. He's done a lot of really interesting posts about Dungeons and Dragons style roleplaying games over the past year and it's always a pleasure to watch. This particular time he was talking about the question of what edition of what game you're supposed to be playing, given the hostility some gamers have towards editions of the game other than the one they actually play.

Here's the video: http://youtu.be/zKcYXMJ8tVs

But if you can't be bothered to click the link, here are his main points, paraphrased according to my interpretation of them. His comments refer to North America rather than the rest of the world, but apart from the religious fanatics which doesn't appear to happen on the same level, I can't imagine the situation is that much different here in the UK, obviously relative to the size of the countries:
  • There is a lot of divide and hostility towards different games, and different editions of games. Many people will settle on one game or one edition and refuse to play or even try any others.
  • Out of all the people in America, only a very small percantage of them - some 2 million people - actually play tabletop roleplaying games. (He's gone on sales figures here so the number of people who actually play might have been a bit higher than he suggests, but not much.)
  • Out of those 2 million people, 1 third of them play Pathfinder, 1 third play Dungeons and Dragons and 1 third play other games, e.g. Shadowrun.
  • Out of the third that play Dungeons and Dragons, about half of them stick to 4th edition and the others stick to other editions.
  • Given that Andrew plays Pathfinder, this gives him approximately 650,000 people in America to play with.
  • He then goes on to explain that given his own limitations, the number of people he could actually play with are quite small.
  • Given all this, why are the very small number of people who actually play games like this spending so much time and energy arguing over what to play, or what edition of the game to play? Surely it's hard enough to get a game together in the first place without it falling apart over disagreements to editions...
  • As an afterthought, he then adds that about 30-40% of the people who don't play are actually against such games exisiting at all for religious reasons. So when more people are against it than actually play, why are the people who do play bickering about edtions etc?
By Andrew's own admission the actual data is innaccurate and could have been a little better researched, but he was doing this to make a point, not give an accurate view on the gaming world today.

Which is good, because I think he actually makes a really good point there. I don't find it easy to get a game of Dungeons and Dragons or anything like that going, and a lot of it is to do with conceptions of what game I should and shouldn't be playing.

So, to turn this in to my point, here's a list of preferences that I would like to see when I'm playing Role Playing Games:
  • I'd like it to either be Pathfinder or D&D 4th.
  • I'd like the players to be in Dudley or the surrounding areas.
  • I don't want to play with anybody under the age of 18
  • I'd like to have a full compliment of players (4 or 5 people.) I'd also like some continuity - mid/long term adventures and campaigns.
  • I can't usually make Thursday Nights, and I can't do weekends either.
If I stick rigidly to this, then out of the very small percentage of people who play in the UK, I've written off:
  • Everybody who doesn't play D&D 4th or Pathfinder,
  • Everybody who doesn't live in Dudley, Sandwell, Wolverhampton, Walsall or West Birmingham,
  • Everybody under the age of 18
  • Small/solo adventures.
  • 4 out of the 7 days in the week.
Now there are reasons for all of these limitations I've imposed upon myself:
  • I have the rules for Pathfinder and D&D 4th, and they are still being supported by their respective designers and publishers. I'm not all that willing to spend even more money than I already have on another game that I've only got a small chance of ever being able to play!
  • I do a lot of miles in my car already and it's not exactly eco friendly. That and journeys take time that I don't necessarily have. I don't think I should have to trave for miles and miles to get an experience that I ought to be able to get far more locally.
  • Because I teach guitar for Dudley Performing Arts, I have to be very careful about social contact with people under the age of 18. I'd have to be absolutely crystal clear about who they are, how they know me, whether their parents know where they are and what they're doing, do they have consent etc. It sounds brutal, but the fact is that even the most innocent of intentions can turn into an allegation if interpreted incorrectly, and if that happens, it will come up on any future CRB check even if it is disproved. Which would pretty much destroy any hope I've got of getting a job.
  • Not being funny but part of the reason the games are so good is when you use the combined abilities of the group to achieve something that can't be done alone. Plus when you're trying to come up with solo adventures you're severely restricted to what you can put in there in terms of challenges; anything but the most basic monsters and traps will result in TPK (Total Party Kill) before the adventure's even got started, so I'd prefer more players rather than less.
  • Thursdays I go to Black Country Role Playing Society in Blackheath, and every other weekend I see my girlfriend, who isn't interested in Roleplaying and also lives 90 miles away so it's very impractical to get anything going on a weekend.
However, the practical upshot of all this is that after nearly a year of trying to organise a game, all I've managed to do for any length of time is have Dave around for a solo adventure; we've both run games for each other. Not that we haven't tried to get a larger group together, but:
  • Most of my friends would rather eat broken glass coated with cyanide than get involved with wargaming/roleplaying, (seriously, I'm embarrased even to ask them,)
  • The majority of people I know who do play tabletop RPGs are either dead against D&D 4th, meet on days I can't do, or both,
  • Out of the two exceptions to this, one came for a little while and then flaked out after a couple of weeks due to other commitments,
  • The other is Dave.
Dave's been trying to get some people involved in it as well, and he knows enough people to do it but they all manage to come up with reasons why they can't make it that night or whatever.

Now, I mentionted BCRPS that I've been going to for about a year and a half now. This is basically ways I've got of making it happen, and in fact was the first roleplaying group I got involved with. They're not shy of new members, but because it's a group of 20-30 people, they do have to organise it accordingly to make sure everybody can play. The games run on an 8-week rotational basis and different games with different players/settings/GMs are organised each rotation, so that people are not stuck indefinitely in 1 game. It's a good way of getting games in that you're not used to. So far I've tried Pathfinder, Leagues of Adventure (based on Ubiquity,) Traveller, Star Wars, Shadowrun, Savage Worlds and Call of Cuthulu. Some I've enjoyed more than others but I've never not enjoyed it. However it does mean that it's almost impossible to get any kind of continuity with the games or play at higher levels than 1 to about 3; they're all either seperate adventures or if they are part of a campaign, it's not easy to get the campaign going beyond the first adventure because even if you do run it later, most of your players will be comitted to other games by then.

Well, that's just the way it works with those guys, and between that and not playing, I know which I would rather have. So simply by getting rid of 2 of those limitations I mentioned earlier (the choice of games and the continuity) I can ensure that I'll usually play at least something every week. And since most people I know think this sort of thing is a complete waste of time anyway, or if they don't they certainly have no interest in being involved with it, that's got to count for something.

Now I understand that certain games may be better for some demographics than others. If you've been roleplaying for a while then I get why you'd probably like Pathfinder or Cuthulu better than the current edition of D&D, and that's fine. I wouldn't necessarily unleash a complete beginner on either game, and in fact I'm in the early stages of coming up with some D&D adventures that beginners can play and enjoy without getting bogged down by too many rules, another blog for another time. But people who say things like 'I only play 3.5,' or 'D&D 4th is crap,' are only further dividing what is a very small hobby. From what I've seen of the various different games, a lot of the enjoyment comes from your approach to it as players/Game Masters anyway.

This applies to Wargaming as well by the way - I've been with Games Workshop for 13 years but I would be open to trying something a little bit different in the right spirit.

So - you know who you are - try something a bit different! Try and enjoy it instead of looking for reasons why you won't. You might be surprised.

Tuesday 14 August 2012

Lord of the Rings, 13/8/2012

It had been a long time since I'd played a proper game of Lord of the Rings, and as Simon is running a campaign in the shop now is probably a really good time to try to get some games in. As much as I would like to have made this post a little more colourful, unfortunately I forgot my camera so I couldn't get any shots of the battle. Also I'm going to avoid mentioning the name of my opponent, who was quite young and inexperienced, and needed a bit of help with the rules to the game.

Because of the way the battles are organised, what we had was 300 points my army of Harad taking on a similar sized army of Goblins of Moria. Our objectives were different; my Harad had to kill more than 75% of the goblin army, whereas the Goblins had to kill the commander of my army, The Betrayer. My army consisted of several bows, quite a few spearmen, a captain, a banner and a couple of Serpent Guard. Under the advice of Simon, the goblins were all Blackshields, they had with them a shaman, a troll and a warg marauder. Terrain consisted of a Realm of Battle Hill on my side of the board, and a group of trees somewhere in the middle; this was to have some serious consequences on the outcome of the battle.

The Betrayer - Not my model; the GW promo pics.
The army list was, in and of itself, worrying - with the majority of the models in the Goblin army being defence 6 and my highest strength not much higher than 3, this was going to be a tough nut to crack. What worried me more was their objective: Ringwraiths have to use their Will points to be fully effective, but if they run out - remember, they lose one Will point every time they get into a fight - they are banished and effectively destroyed. With the destruction of my commander being the Goblin's objective, putting the responsibility for staying alive on a Ringwraith is a very risky business indeed.

For that reason I decided to make the best use I could find of the defensive position on the hill; spearmen in front to take the inevitable charge, bowmen on the hilltop where they had a good vantage point, Betrayer behind them to make the best use of the Master of Poisons rule. Here came my first mistake of the game - I decided to drop the spearmen down the hill to the slope running down. My idea was to meet the Goblin army head on. Quite apart from the fact that I failed a jump roll and sent one of the spearmen tumbling to his death, it didn't make much tactical sense either since I could now no longer make use of the defensive position afforded by the hill. Still, it freed up some some room for the later battle.

My opponent surprised me by marching his army towards me. Given that my objective was to kill 75% of his models, and the Harad rules for bows (they're allowed to take half their army with bows rather than the usual third) making an advance close to suicide, he'd have been better of skirting around the edge of the trees, which would have forced me to take the battle to him. As it turned out it didn't affect matters too much because my shooting was absolutely atrocious, and on the few occasions when I did manage to hit something, I almost always failed my wound rolls.

This all changed when for some reason my opponent stuck his Warg Marauder out in front. Despite the fact that the lower defence actually shouldn't have made a difference (strength 2 bows need a 6 to wound against defence 5 or 6) I managed to dispatch it pretty quickly. The goblins were proving problematic, as my opponent had also cast Fury on them giving them a '6+ save' against taking a wound, which he was extraordinarily lucky with. The practical upshot of all of this was when the battle lines finally met, we hadn't been able to do much to each other's armies. This was going to be a long battle...

The battle itself wasn't all that interesting. The goblin's low skill gave me the upper hand in combat, but my warrior's low strength made them horribly ineffective. There were times when I was very glad of my banner - Harad are all but useless without it - but they very rarely rolled high enough on the Strike roll to kill many goblins. It truly was a battle of attrition.

Things got bit more interesting when the Cave Troll of all things snuck around the battle lines and made a break for the Betrayer. Despite his entourage of bowmen actually doing more damage to each other than they did to the troll, the Ringwraith managed to Black Dart the troll enough times to kill it. At that point, the battle was over; all it was going to be after that was a long hard slog with each other's infantry. If it had gone on, I think I would probably have won it simply by having my commander at the back rather than the front. However, as my opponent had run out of time, we had to call it a draw at that point.

The result is that I now have an extra 25 points to add to my army. How will I change the list? Read on...

After every battle, it pays to reflect for a few moments on what you could and should have done differently. I've already mentioned my mistake in abandoning my defensive position. Also, and I keep forgetting to do this with Harad, there is absolutely no point in deploying my spearmen ahead of the bowmen. The whole point of spears it to use them as supporting weapons. Bowmen are all but useless as archers once the battle lines meet, but all Haradrim Warriors have hand weapons by default. So by deploying my spearmen behind them, I've effectively doubled the amount of attacks I can bring to a combat, which might just give me a better edge than a one-on-one slugfest that I got involved with in that last battle. They have no better defence to bring to the battle so I may as well.

That being the case, I'm going to use my extra points to compliment this, and try to design an army that has at least as many bows as close combat orientated troops. The effectiveness of the bows depends on luck as much as anything else, but I can find other uses for them...

In the campaign, I've got a long way to go to catch up with the people who are already ahead, but that's not going to stop me trying. If I come across Simon or Jaques, it's going to be a painful battle as they are absolutely brutal players, but I will at least try to make a game of it as they're nice kids, Simon in particular has gone to a lot of trouble to organise this so I think I owe him a game.

See you next Monday, hopefully!

Sunday 5 August 2012

Bitter Veterans

OK normally I'm not one for moaning about people on my blog. It's not something I've done since I used to do gig reviews; in all honesty I'm not a fan of receiving the backlash that comes with saying negative things about people. It rarely came up because I was never nasty about it, but the few times it did knocked my confidence quite a bit.

However, with the games I've been involved with in the last sort of year and a half, and some of the conversations I've had with people, there is a demographic with which I find my patience rapidly receding into the dark and spite-filled hole from whence it came. That demographic is what I've now come to recognise as 'Bitter Veterans,' and since there are quite a few of this sort of people around and I know many in person, I'm in quite a strong postition to say I'm not talking about anybody in particular here. When I refer to specific conversations I'm not going to use names, most of them ought to know who they are and if they've got a problem with what I'm saying, well, maybe they should think about the reasons why I'm saying it and be a bit more careful what they're saying in future.

So what is a 'Bitter Veteran?' Let's start with Veteran shall we - I don't really know what characteristics you need to be able to call yourself a veteran but I tend to find they're people who've been doing the hobbies for a long time and are particularly good at playing the game or painting the models where applicable, or both. Now I've been doing the Games Workshop hobby on and off for half my lifetime and I don't think I'm much good at either painting or gaming, and I don't consider myself a veteran for that reason. So it's a subjective matter as much as anything else.

I'm afraid that my attitude towards veterans isn't always kind, and this is largely to do with the time I spent working for Games Workshop. A lot of the reason it caused me so much anxiety was that I always had to make a terrific effort to go up to people and talk to them, and particularly if I knew those people didn't want me talking to them. With veterans, I'd say this was the case about 80% of the time. Understandable to a degree - I know the GW staff come on too strong sometimes, and it can put people off going in to the shop at all so it's not surprising that veterans don't always think too kindly of the GW staff either. But what I really didn't like when they would say things like "I've been doing this longer than you've been alive," as though I'm not going to find that the slightest bit condescending. The worst one I had was when I worked in the Walsall store, which at that time was packed with veterans who didn't think I had the right to be telling them anything at all and that I should just let them get on with it. Every single time I worked in that shop I closed up wishing I didn't work for the company, it was horrible. The specific incident I'm talking about was when one person I'd never seen before but was clearly a hobbyist - he knew everyone in the shop and had a certain 'look' about him - came into the shop to either buy a model or pick up a mail order, I can't quite remember which. When I handed over whatever it was I asked him if he'd got all his clippers, glue, paints etc, a perfectly reasonable question that I would have asked anyone who'd brought a model. He gave me a look of bitter amusement then looked back into the shop, saying to everyone something to the general effect of "He's asking me if I've got clippers and glue?" There's something about being treated like a pile of dog mess that still resonates with me, years later.

Now to avoid tarring everybody with the same brush, some veterans are actually really nice people when I get talking to them. Most of the ex-staffers I'd happily sit and talk to for hours. A lot of the regulars who went into the Dudley store when I worked there I have no problem with. Even one or two of the tournament players, with whom I usually entertain very little patience indeed, escaped my prejudice because they had no problem with talking to me and understood what needed to be considered in a shop environment. And it's those people whose names and company and remember as being the good bit about working for GW.

So, moving on. Bitter Veterans, what are they? Well, for a start, applying everything I've just said about veterans, bitter veterans are miserable buggers who don't really enjoy the hobby anymore and think that nobody else should either. Everybody's story is different, but the pattern rarely varies: At some point, the game company they have been following for years and years and years have done something, said something, or heaven forbid release a new version of their game, the bitter veteran isn't happy with it and on principle decides to boycott the game, the company and all who play it. The reason they annoy me so much is that they've somehow got the idea that just because they think that something is rubbish, that means that no one else is allowed to enjoy it either.

And what better time to see them cropping up like boils on a backside than after Games Workshop release 6th Edition of 40K? One particular conversation I saw on Facebook yesterday involved one person wanting to sell something like 27,000 points worth of Tau because the new rules didn't fit his tactics, and he'll never play the game again. Now I can understand that some of the new rules don't fit all the armies quite as well as they did before, but to be brutally honset this nothing more than a bitter veteran having a strop. A few holes in his comments to pick out straight away:
  1. The Tau codex was designed for 4th edition. Of course it's not going to work as well with 6th; that shouldn't be news to anyone.
  2. That being the case, Tau are probably going to get an update in the mid term future, where they'll be resdesigned to work just as well as they ever did, if not better.
  3. In the meantime, if you have 27,000 points of an army and can't find SOMETHING that works in the new edition of the game then you probably shouldn't be playing it anyway. Be honest, when did you last play a game?
So yeah, go ahead and sell everything you've spent all that time and money building up just because you're not happy with a change in the rules that alters the way you use the army in the game. Really clever decision, that.

I saw this quite a lot with the new edition of Warhammer Fantasy as well, a lot of people who I knew from the shop - I'd not long left, at that point - wanting to sell their armies because they don't like the new edition of the game, their armies don't work, or whatever. Now, I'm not being funny, but if your current army doesn't work, it can't be that much of a tall order to find something that does? I shouldn't imagine that it would be much more of a job than coming up with an army list that will work better in the game, and buying another couple of units if you need to? I'm not sure how many Warhammer armies get an update in one gaming iteration - I've never really sat Warhammer out from one edition to the next so I don't actually know when a lot of the current army books were published - but chances are, if your army is that bad for the current edition of Warhammer, an update can't be far away? And GW have more freedom to do this with Warhammer than they do with 40K because they aren't restricted to lavishing so much attention on Space Marines...

Now I've seen a blog from FrontlineGamer - well worth a read - who is quite adamant about his dislike of the current edition of Warhammer Fantasy. Initial reading of his blog might make him come across as the kind of veteran that I wouldn't necessarily enjoy talking to while I worked for GW. But looking a little deeper and you discover that his opinions are formed not by taking the popular opinion, or by looking at the rulebook and deciding he hates it, but by road-testing it and actually playing some games. Reading his coverage on Warhammer, he did actually give the new edition a go and found that he didn't enjoy it because of the way the game plays. Now to me, that's fair enough, for two reasons:
  1. He's formed an opinion on something more solid than arrogant wishful thinking
  2. At no point during any of his reviews does he instuct that people do not play the game; he recognises that others have their own opinions and reviews are there to form and assist opinions, not instruct. So he's never said "None of you must ever play Warhammer 8th!"
I see it in other games as well, and if you want to see a spawning ground for bitter veterans look no further than Dungeons and Dragons. My word, that game divides opinion like no other. Spend 10 minutes on Youtube, guarantee you'll find someone's posted a rant to the general effect of (dorky scene kid voice) "Oh wow dude, like, no one can play D&D 4th because it's, like, totally retarded, and it's all about the combat and not about the roleplaying, and it's destroyed everything that Dungeons and Dragons is supposed to be about, and it's like, whoa..." and his mate standing next to him going "Schyeah, whoa..." No wonder I find it so hard to get a game in, if even its own demographic aren't prepared to take the game for what it is and give it a go.

I could go on, but... Basically, I find conversations with bitter veterans uncomfortable, claustrophobic and infuriating. It's ironic that they voice their opinions about games so strongly as they are the people I am least likely to listen to. Because at the end of the day, I can't help but think that most of them are moaning for it's own sake; they like to have a bit of a whinge, and because they're not enjoying something quite as much as they did before they think that none of the rest of us are allowed to enjoy it either.

Now, I'm not exactly rushing to Games Workshop or Wizards of the Coast's aid here. They're the more popular companies for roleplaying and wargames and are easy to pick on. I know GW has made some appalling decisions in the last few years that I don't agree with, but funnily enough I'm still coming back to them after 13 years... Because the plain fact is that with the popularity of their games still outstripping their competition by quite a long way, this is where the new hobbyists/gamers/roleplayers are going to come from. And by refusing to get involved in anything new, all they're doing is stifling themselves from the evolution of their own hobby. Change is going to happen - it has to. Otherwise the companies that make the games will stagnate, fold completely and you'll be left with all you've got now. It will never change, and you'll be stuck playing the same game for however long it takes you to get fed up with it.

In the spirit of this, I sometimes find myself in a position of responisbility when I'm running games; it's up to me to make sure that everybody's having a good time so that they'll come back and have another go; I'll talk about that another time.

So yeah. Not a fan of bitter veterans.

Now I've avoided saying what I think about the new edition of 40K because that's something for another blog I think. Hopefully it won't be too long before I can get some new painting blogs and some commentary on my armies out. Until then, ciao, hope you've enjoyed my thankfully rare rant and I'll see y'all again soon.