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.

Monday, June 25, 2012

6th Edition and My Old Armies

I know, I know, everyone's put in their 2 cents about 6th edition all over the interwebz already but I have a few words to say as well.

I want to start with my first impressions with the caveat that I only know as much as I've read so far on different blogs and forums out there.  I don't have any new rumors to spread unfortunately.

So it appears to me that 6th edition is going to be a boon for garage and/or basement players.  The people who get together with their friends every week or so and play a game or two.  People like me mainly.

Why do I say a boon?  Well this new edition appears to have added in various elements of all the expansions the GW has come out with during 5th including flyers, planet strike, scenarios, special terrain, etc.  This is cool because it provides a framework for games for the more casual and 'narrative' players to play games with.  I could call up my buddy and say, "Hey I wanna play a 2,500 pt game themed around a ruined city with my own terrain pieces using my guard and Iron Warrior armies using this and this specific rules."

The ability to combine armies I already own into one force with predefined rules to allow that makes 6th easier for casual gamers to do something cool.  It also lets you play with those bastions and defense lines you bought without having them just be terrain or playing a planetstrike game.

The biggest problem with 6th edition I feel will be its use in tournaments.  The allies and fortifications rules will become a headache and possible nightmare for organizers.  They have more things to review to make sure the armies are legal and also that the terrain people bring is legal.  The fortifications are ripe for abuse AKA modeling for advantage.

Tournaments can solve this issue by disallowing allies and fortifications and of course coming up with their own scenarios (which they do now anyways).  I feel that this edition more than any other since 2nd will be open to abuse if played to the letter of the rules and tournament organizers should understand this and not just allow any old shenanigans.  Comp was created because of the stupidity of some of the combinations that 2nd edition allowed.

So onto what I like about 6th:

- Allies in casual play
- Fortifications in casual play
- Blast Templates where the circle in the middle means nothing.
- Hull Points
- New Scenarios
- New Objectives
- New scoring units

What I dislike about 6th:

- Mystical forests or whatever the crap it is they are calling them
- Random Charge distances
- Fleet of foot units not being able to charge after they fleet
- Jump pack units hitting with I10 when they assault.
- Character challenges (Just plain stupid!)
- Power Axes? how are they going to address the difference between and axe and a sword?  The Space marines codex gives units power weapons, are they axes or swords?

What I think the game will be like:

- Shooting will become more powerful.
- Hand to hand will be avoided by most of the best players and most armies with a couple of exceptions.
- Flamers will make a comeback because of overwatch and shooting at the unit that is assaulting.
- Tanks will be more powerful in the early game and get less powerful as the game goes on (but will survive most of the game).
- Flyers will have a huge impact and most people will want them in their army one way or another.

Predictions:

- Forgeworld will become more relevant and become legal at tournaments
- GW will release more digital codexes and rules
- More terrain will be released.
- GW will bring back veteran gamers who may have left the game during 5th.
- I will enjoy 6th edition.


Wow that was longer than I thought it would be.  I can't wait to look back at this post in 6 months and see where I was right or wrong.

On to what my plans are for 6th:

- Bust out the Iron Warriors again and give them new Guard allies.
- Expand my Apostles of Contagion army by making it a mix of Chaos Marine and Guard codexes.
- Make a brand new Space Marine Army with Inquisitorial Allies.
- Hold my breath for the new Chaos Codex.


I still plan on putting up the rest of the Into The Dark Scenario's battle report, hopefully later today.  I also will soon be coming out with army lists for the above allies ideas.

So until next time may your bolters never tire......

Saturday, June 23, 2012

Into The Dark Battle Report Part 1

Over on my friend's blog: Excursions Beyond The Call of Duty He has posted pictures of our last Book of the Arbitrator game.  It was a scenario I came up with using the tunnel terrain I made a little while ago.

The main idea of this game was that there is an underground 'abandoned' mine complex under an old town.

This town has a fell reputation with the locals because of strange sounds that are heard at night and weird lights that are seen coming from the town. 

The artifact that had been found in previous missions had pointed the gangs to this town.  Sargent Hulka and crew were absent from this mission to be replaced with a gang that has just arrived.  They were featured in a previous battle report on this blog.  They have their own ship and are kind of based on a popular tv show. 

The other gang was featured in the previous bat rep and has remnants of the old Eldar gang but with the addition of several Slaaneshi cultists. 

I played the Arbitrator in this scenario controlling the bad guys and making the players do rolls in certain situations to accomplish certain things. 

The mission is to enter this spooky town and find the entrances to the underground mines.  They then had to enter the mines and find the main bad guy, kill him, and exit with his archeo-tech.  The scene is set and here are some pics of the board:


Here is a closer image of the underground mine:


Here is the abandoned spooky town:


The two gangs start on the town side of the board.  They then had to find the entrances to the underground side of the table.  They had 2 elevator entrances and 3 hatches that had ladders that led to the other board.  During the game they cold move back and forth from one side of the board to the other using the ladders and elevators.

The explorers begin searching the town.






As they explore the town, mutants begin to roam the town.





Yog'Sothoth and his crew of misfits find a hatch and have to fight through a mutant to gain access.


Meanwhile the explorers send two of their crew down an elevator shaft.


One of the Eldar pops the hatch and descends a ladder.


A Slaaneshi cultist descends another ladder.


The explorers begin exploring the mines.





Yog'Sothoth and a cultist have the ladder break as they descend and they land on their backs at the bottom of the shaft.


The explorers begin searching for enemies and loot.


Hiro sneaks along the corridors.


Coming up in the next blog post, the explorers and the Eldar clash and our quarry is revealed.....


Friday, June 1, 2012

Central Services Part 2

As I said in my previous post things start getting ugly in this game right about now.

We like to play Book of the Arbitrator games on 6 x 4 tables because there is more moving before the games really get started.  It extends our game and they truly become a story, which is the whole point of our playing Book of the Arbitrator.

The second half of games is usually where all the action happens and this game was no exception.

Rocky climbed up a ladder and is now perched on top of a tall building and he and Daemon, the Eldar sharpshooter are ready to engage in a long range fire fight which Rocky will not win.


The cultists have been moving steadily forward and have found large pile of crates to hide behind for cover.  Hulka's crew has tried to move up too while trying to stay in cover so as to engage the enemy.  Archy Bunter gets a bit carried away and hurdles the pipe only to get shot and get knocked to the ground.


Shooting back at the cultists Alisa knocks down the enemy Heavy.


Hulka climbed up onto the disposal unit's platform but as soon as he got there an insidious cult preacher transfixed him with his gaze and he was trapped in place until LOS was broken many turns later.
Yog moved up and flamed Tor, knocking him down.


Yog then hurdles the pipe and assaults Ug Splag the Orgyn and kocks him down and out of the fight!  Powerfists are scary in these rules!


Not to be outdone, Archy flies at the cultists and knocks one of em out for the game in brutal hand to hand fighting.


Hulka stands back up and Tor joins him on the platform.  Meanwhile Yog continues his slaughter moving in to take down Fyord.


Fyord goes down to Yog's Powerfist.


Tor has seen enough of Yog Soth'oth's destruction and jumps into the fray, only to get knocked down himself.


Archy Bunter is determined to take out as many cultists as possible and he charges into another one.


Fiery gets up onto the platform and drops off a barrel.


Archy bunter continues his rampage taking out the cultist with the heavy stubber once again in hand to hand combat.


Yog gets up and promptly takes Tor Alcorn out of the fight.


At the end of the game I had 3 men standing and four points, and the other crew also had four points and only about 4 men standing.  We both bottled on the same turn and it ended as a draw.


In the aftermath we both had taken some bad casualties.  Several of my men now only show up some of the time and several of my crew will not be participating in the next few games.  However I did get some nifty upgrades and as good as Archy was this game in HTH, he will be even better in the future.

Coming up next time will be more Book of the Arbitrator action, stay tuned and thanks for reading....

Central Services AKA The Crate and Barrel Game Part 1

Welcome to June!  My last post yesterday was kind of a downer but I'm in a much better mood today and looking forward to tonight and tomorrow where I will be playing a couple more Book of the Arbitrator games.

In anticipation of those game I have decided to post up a battle report from the last Book of the Arbitrator game I played several weeks ago.

On this blog: http://excursionsbeyondthecall.blogspot.com/ my opponent in this game has already posted a battle report and has a bit more info on the scenario for those of you reading this who want to find out more and see more pics as well.

The Central Services Disposal Unit Mission


The object of this mission is to collect crates and barrels and drop them off at the central disposal unit.  Each barrel of crate is worth 1 point.  At the end of the game the crew with the most points wins.  A unit may carry more than one crate or barrel but the point value decreases for each barrel or crate they are carrying.  If they drop off a crate or barrel in the central disposal unit then that counts as a point and they can go pick up more.

We set up the battlefield as shown in the following four pictures:






I split up into two groups, Hulka, Fiery, Fyord Fairlain and UgSplage the Ogryn move up on the left.


While Archie, Rocky, Alsia and Candor hoof it on the right.


The 3 remaining Eldar had gotten disillusioned and joined forces with a Slaaneshi cult.  They start opposite of my crew and begin moving towards the center.


Yog Soth'oth leads the groups of cultists into the fray.


Yog moves into position:


Tor Alcorn the sneaky assassin moves into position with a barrel on top the tall building.


The cultists continue their advance:


Two of the cultists try to be sneaky.


Daemon the sharp shooter moves up getting ready to use his grappling hook.


Tor Alcorn, the assassin, uses his grav chute to float down to the ground with a barrel.  He and the rest of Hulka's crew continue to move into the center of the board.


Coming up in Part II:  Things get ugly.....