Tuesday, July 31, 2012

2013 Big Game Plans

So it appears no one in my gaming group has as of yet stepped up to run the big game.  I threw in my services if people want them.  I figured I'd post up something on here about some ideas I have.


6th Ed and the Future Thoughts for the game:

- 6th Edition is here and I want to use its allies rules for the big game because they make everything easier from an organizer's stand point.

- 6th Edition also has rules for flyers, so that annual debate about what rules to use can be settled once and for all.

- We always allow Forgeworld and with their new supplement for fliers we are good on that front.

- I have a feeling there will be many new releases from Forgeworld and GW before this year's big game so I will have to account for that.

- I like the idea of adding Fortifications both the ones in the main rulebook and perhaps new ones the players create or ones that I create for the scenario.  This is a great addition that GW threw at us gamers to develop and make our own.


Existing Terrain thoughts:

- I have built large walls which I used in my previous big game and could use in the new one (in a much less prominent role).

- I built tunnel terrain for my Book of the Arbitrator campaign.

- I have been working on new high-tech walls and other small pieces of terrain for zone mortalis/boarding action scenarios.

- My friend Joe has plenty of buildings and hills and forests.

- My friend Dale also has lots of Orky terrain.


Existing Armies of friends:

- Sisters of Battle

- Black Templars, Blood Angels, Space Wolves, Grey Knights, various Vanilla Marine codex armies

- Orks, Tyranids, Eldar, and Dark Eldar

- Chaos Marines and Daemons

- not much Tau really.

- Imperial Guard with tons of flyers and ground pounding guard.

- Warhound Titans, Eldar Titan, Ork Stompas, Thunderhawks, Baneblades

- Ork Flyers


With this being said I have some things I want to try to do.

- World clock - meaning not everyone is always on the same turn. (this is an idea and may not happen)

- Different areas are different 'scenes'

- Multiple objectives in each area that are 'interactive'

- Multiple objectives for each player some of which may be random some of which may be chosen by the player and some of which may be secret.

- World effects - effects that happen simultaneously across all 'scenes' because of an event (like a particular objective is taken or destroyed).

- Multiple teams as opposed to one team versus one team we could have 3 teams like Chaos, Imperial, and Xenos each with their own goals.


So with these things written down here I will let them stew in my mind and yours for awhile.  If anyone has any ideas or comments please share them with me below.

Thanks.......

Monday, July 23, 2012

New Blogs and Podcast updates

I've been listening to a lot of Podcasts recently as I mentioned in my previous post.  I thought I'd share them with you guys:

11th Company Podcast - These guys are still one of my favorites, new podcast every week and they are usually between 2 and 5 hours long.  They talk news, hobby progress, and they do interviews in Pat's Corner, they also talk terrain in their tactical terrain segment and they do book reviews from time to time.
Currently they've been going over 6th edition for the last couple of episodes.

Deepstrike Radio - These guys talk fluff a lot.  This weeks episode is about the Ordo Xenos and they talk over its history and main characters in the fluff and in rules and then go on to make 3 army lists.

The Independent Characters - This week's episode is about the community's reaction to 6th edition.  They also interview Reece Robins (Reecius from DakkaDakka) about 6th edition and tournaments.

Frontline Gaming - This is a blog and business as well and they do a twice weekly half hour podcast.  I initially wasn't sure if I'de like the format, but Reece does a good job and I am now ok with recommending this show.

The D6 Generation - Russ Wakelin and company from DakkaDakka have run this podcast for many years and they still do a great job.  They do reviews of board games and card games.  They also talk about whats new in gaming.

World's End Radio - These guys are from Australia and they play fantasy as well as 40k and blood bowl.  The current episode is their 40k 6th edition episode.  They are always interesting and entertaining.


Also a friend of mine has started a new blog so I thought I'd link to it here:

Guardsman-a-Day

And here is another blog I've started looking at as well:

Faeit 212 - Mainly rumors, updated many times every day.


So Faeit 212 just dropped new chaos codex rumors along with a few others as I am typing this.  So you better go check it out.

I am outta here until next time.....

Wednesday, July 18, 2012

More 6th Edition Thoughts

Its been a few weeks since I bought the new rule book and I've been pretty consumed by 6th edition.

Between listening to podcasts, reading blogs, reading forums, reading the main rule book, writing up new army lists, contemplating armies, and playing games of 6th ed, I've neglected the blog a bit too much.

Don't worry I plan to continue posting new things on here, its not going away.  And I will finish the Book of the Arbitator game battle report soon I hope.

I've come to a conclusion about 6th edition that is somewhat surprising considering before I had the book in my hands, I thought GW may have actually screwed the pooch on this edition.  I have come to the conclusion that what they have done is pretty amazing.  The rules interact in a very interesting way which is very cohesive and truly are a new version of 40k.

They have turned the game on its head and with one release re-ignited the fan base.  I've heard rumors of game stores being packed with people playing and talking and buying stuff.  There has been plenty of discussion about the tournament scene and the organizers of the big tournaments trying to come up with codified tournament rules (for things like terrain, missions, warlord traits, etc).

Now before I get off track, which I am wont to do, I want to go over my thoughts about 6th edition and where I am going to go with it.

The rulebook is beautiful and worth every penny.  The index is incredibly useful and the rules are for the most part worded well.  I have only found 2 instances of bad GW editing, which is new for them.  I like the new missions with a few exceptions.  I like the changes to force and power weapons.  I like the new psychic powers and warlord traits.  I like hull points and how vehicles work.

The new missions initially seem unbalanced when playing with certain armies like the necron flyer spam lists, but in reality balance themselves out.  Its a strange thing that at first glance some of them seem bad but aren't actually.

I don't like mysterious objectives partly because I forget to use them, or they don't have any measurable impact on the game despite reading the descriptions of what they do and envisioning all sorts of mayhem resulting from them. In the games I've played they've had no impact and its a scramble at the end to grab them like it always has been prior to 6th.

Force weapons and power weapons stats are now based on how they are modeled.  Some people will be upset at this because they have a guy modeled with a power sword but really want a power axe for example.  I am totally cool with this because it opens up new modelling possibilities for me.  Many gamers like myself who have been playing for 10+ years have plenty of bits floating around which can be used to remodel their figs with the appropriate type of weapon and also welcome the chance to go back and update figs.

The new psychic powers are cool but not over-powering nor do they take over the game by adding a psychic phase, which was a huge failing in my perspective of 2nd edition or Fantasy.  They give my psykers something new to try out.  I like that.

The new warlord traits are neat and add something to the game but have been somewhat underwhelming so far in the games I've played kind of like the mysterious objectives.  I like Reece's suggestion from Frontline Gaming of rolling a d6 and then picking one trait from any of the 3 trait tables that correspond to the number rolled.  This system would still be random but would give you some choice, which is good, IMHO.

Vehicles have become much cooler in how they operate.  Hull points make rhinos tougher earlier in the game because a glance won't impact its usability.  The make vehicles weaker as the game goes on, because only a few glances separate a vehicle from destruction.  Vehicle movement got a huge boost in this edition because a rhino can now move 18" a turn which is awesome for actually getting a unit somewhere quickly.

These are still my initial thoughts since getting the book.  Now I will discuss my plans for 6th ed.

Unfortunately I have to wait until the new Chaos codex comes out before I do any more modeling or painting of anything.  I just can't get motivated until that happens.  Iron Warriors are my largest army and my favorite, so until the new codex arrives (Sept 1st is the rumor) I can't really do anything.

That being said these are my plans for chaos in the coming months:

I plan to play allied guard and Iron Warriors and the reverse.

I plan to either expand my Apostles of Contagion with more plague marines and/or guard.

I have ideas of doing an Exorcist Space Marine army with Grey Knight allies.

I may also do my Skulltakers Khorne Warband at some point depending on the new codex.

So hopefully I have said something of interest in this post.  I have probably just rambled on as I usually do.

Until next time.