Helfather, Lord of the Middle Dark

Posted: 30th June 2011 by Dimwitweasel in Conversions

I recently started a Dark Eldar army, and have been slowly building it up, as part of an escalation league at a local game store that Alfndrate and I frequent. So far, my lists have been somewhat restricted by my models, and various other armies have been helping out the DE on my side of the table. The crew that we game with are pretty nice about allowing proxies, but when the store owner is confused as to what Necron Warriors and Ultramarine Rhinos are doing running around with Wyches, Hellions, and a Raider, it seems like a good time to purchase some more models. And, thanks to Alf’s and my trip to Origins Game Fair on Saturday, I was able to do so.

 

Among the standard upgrades ( a DE Battle Box, another Raider, and a Ravager), I also found a couple of OOP models, one of which being a Hellion. The first question I have been asked, every time someone sees that I run hellions, is “Why aren’t you running Sarthonyx?”. The answer has always been “Because I don’t have a model.” Well I decided to change that. Taking the skyboard from the OOP Hellion and adding a couple splinter rifles has given me the “Custom Skyboard” that I needed as a foundation for a Baron Sarthonyx conversion. From there, I spliced together pieces from two of the Ravager’s left over crew (the ones from the Raider sprue that hang off the side of the model) to get the extremely dynamic pose from his portrait in the codex, and added a left over hellglaive from the Hellions box. I had to drill out the hole in the bottom of the skyboard, to allow me to mount it vertically, and modify a couple of Wych arms to get the pose right, but the only things left to do are to Green Stuff a cape onto his back, and figure out how to Green Stuff that awesome hair do onto the random Wych head that I pulled from left over bits.

 

As promised, here is the beginings of my Sathonyx conversion:

 

 

-Dimwitweasel

Let me preface this entire post with the following: The inspiration for this article has been the recent convention talk that has been heard on Podcasts like The Eternal Warriors and The Screaming Heretic Podcast, and you might just see this on one of those websites.

Many things happened in 1996, I lost my first tooth, I started first grade, and Origins Game Fair came to Columbus, Ohio. Since then, the convention has been drawing gamers and cosplayers of all varieties. This year, there were two new attendees (well I’m sure there were more, but I’m egotistical). Dimwitweasel and I (the two of us that run weazlrants.com) left on a grand road trip down I-71 to the Columbus Grand Convention Center for the day. And let me tell you, it was awesome, and it was a learning experience. We saw so many gaming systems, and different model companies, we didn’t know where to spend our money first (believe us, we got our money’s worth out of this convention).

When we got to Origins, we were a little lost, granted neither of us were from the Columbus area, so we didn’t know where the fair was being held in the convention center, we weren’t sure where to buy our day passes, lots of little things that we were unsure of. When we got to the exhibition hall, we were greeted by gamers galore, many people in costume, and many families (something I was only half expecting).

I want to talk about some of the things that we did (and how they related to our new found enjoyment from gaming conventions).

The Price: The price was very worth it for a single day’s worth of gaming and hobby related awesomeness. A standard Day pass was 5 dollars. This did not get you into any tournament, any special exhibits, or access to anything that needed a ticket to do. Now, even though we were limited in a lot of what was going on, we still spent 6 hours there. The day pass got you into the exhibit hall, the open gaming area, the art gallery, and a few other places too. Never having been to a convention like this, we wanted to make sure that we didn’t have a massive investment in what could have been a terrible time.

That being said, I wish I had paid the price for a tournament (especially considering I hadn’t played a high point game of 40k in weeks), but that might have killed my con experience lol :) .

The People: I know everyone in miniature wargaming knows “That Fething Guy” (To use DakkaDakka’s language filter), and if you don’t know him, well you are that guy. I was expecting to see people pushing and prodding their way to the front of the line to get the miniatures that they wanted, but I was pleasantly surprised. Everyone was kind, friendly, and the best part was, everyone was there for the same reason that we were, they were there for gaming. I met some really great people, lots of local business owners looking to break into gaming (or just to sell their wares in the case of the Toledo Game Room). I managed to pick up several pieces to a Trollblood army (including the Hordes MkII rules). Dimwit and I also met a few Tekes (members of Tau Kappa Epsilon) the fraternity we belong to, so it was really cool to see brothers from around Ohio at a convention dedicated to something that seems to be against the standard “frat boy” image (which lets be honest, how many people actually fall into that look nowadays?

The Venue: The Columbus Convention Center was huge, had plenty of space for people. The only thing that I was a little saddened at was the Gaming Hall. It was a huge room, and only had half of the tables filled :( So even though Dimwit and I couldn’t game there if we wanted, it seemed like a colossal waste of space. The terrain for wargames seemed to be supplied by the people running the event. A good example was the Warmachine/Hordes Tournament being run by a guy we used to game with (We hadn’t seen him in a few weeks, apparently he moved from the Ashland/Mansfield and he’s a Press Ganger!). The tournament had a few tables to its name, and had really good terrain (even though it was still just a bare table underneath it, but I certainly don’t expect themed boards for any game system especially when you need to tear down quickly after the event. So it was cool to see the different tables for the different games (even with the unused space). I didn’t get to visit the RPG or Larp Rooms, but they were simple conference rooms with plenty of tables to play.

The Impression: Origins Game Fair was awesome, I’m pretty sure that no one follows Dimwit or I on twitter, so they didn’t see what we wrote when we returned from the convetion, so I shall entreat you fair readers with this:

From me (@tsweo): Origins was amazing… sadly, this means I might have to go to Gen Con >_<

From Dimwit (I’ll let him add his twitter handle if he wants): Trying to plan a #GenCon trip… is 4 days in Indy at a gaming convention worth $500 and missing 2.5 days of work? Yes.

These two tweets show pretty much the effect that Origins had on us. We were both in awe from the moment stepped into the convention center, and on our way back from the convention, we were discussing how we might go about the trip.

If Origins was any indication of what a good gaming convention can be, it may have opened the door to something equally as awesome.

 

In The End: So, if you’re thinking if you should go to a convention, whether its Comic-Con, A-kon, Adepticon, or GenCon, if its in your area and you’re deciding if you should go… stop deciding, and go.

Malifaux – A Battle Report

Posted: 19th June 2011 by Alfndrate in Just for fun, Malifaux

So here is my first battle report ever, I’m hoping that i managed to get enough images to construct the battle so I at least get across what its like to play Malifaux (I know I could/should have taken tons more pictures, but the game was already taking a long time).
The Encounter: 20 Soulstone Scrap with Diagonal Deployment
The Factions: The Guild’s Death Marshals vs. The Resurrectionist’s Undertaker’s Lot

Death Marshals: 16 Soulstones         Lady Justice         The Judge         Death Marshals x3

Undertaker’s Lot 19 Soulstones         Nicodem         Mortimer         Samurai Punk Zombies x3

Strategies: Claim Jump: See Malifaux Rules Manual for full rules regarding Strategies.

Lady Justice heads into a graveyard just on the outskirts of Malifaux. The aethervox squawks in her ear “Ma’am, our marshals report Mortimer was seen in the area. Little strange, considering our records show hes currently employed under Nicodem on the other side of the city.” Lady Justice sheathed her large blade, and proceeded to sneak deeper into the graveyard, “Keep the marshals hidden until we see Nicodem, something smells like a gremlin’s dirty boot with Mortimer here.” she replied, “I’m going silent, get into position.”
The shovel dug deeper into the earth, and grunts could be heard as piles of dirt were heaved up and over the edge of a freshly dug grave. “Why can’t he ‘ire some decent help to dig up these bodies?” a gruff voice spoke to the still air of the graveyard. The large man finally reached a simple wooden box marked with the symbol of the Death Marshals, “Oh ho ho! e’s gonna be mighty happy ’bout dis one ‘e is.”"Pleased about what?” said a quiet voice, escorted closer to the hole by the crunch of boots on the frosted grass of the graveyard.”Just found me a pretty little death marshal.” Mortimer said, throwing his shovel out of the hole with a metallic clunk. The large man struggled to pull himself out of the hole, when he looked up, a gaunt looking gentlemen stepped out of the shadows, into the smokey glow of Mortimer’s Cigar. “Some fresh ones fer ya boss, couple o’ marshal stiffs.”Nicodem looked down at the casket, “Lovely, let us get to work.”
Schemes:

Marshals: Round Up!

Undertaker’s Lot: Death After Death.

Deployment

He won the flip to deploy, and let me deploy first. My deployment strategy was to spread out, and hope to flank around Nicodem and his crew, hoping that the critical strikes (if I remembered it lol) would help me get past the thick skins of his crew (all of his models had the hard to wound 1 rule which means that I have an extra negative twist to my flips (meaning that I flip an extra card and take the lower result).

Post Deployment Picture:


He wins the initiative flip, and moves one of his samurai zombies forward, I in turn activate a Death Marshal and double walk him foward (spending 1 action point to walk foward, and then using a second one to walk forward again). He activates Mortimer and walks him forward, and casts exhume, creating a corpse counter (We decided that the d6 would have a 1 if it was a counter and a 6 if it was a mindless zombie.

I activate another marshal and march him forward, hoping to get some in range for a few peacebringer shots into the zombies.This move back and forth continues until the end of turn one which looked like this:


Very few cards were used, and I was looking at that corpse counter, knowing that Nicodem can turn them into zombies, and then control them (Normally mindless zombies are controlled by both players at the end of everyone’s activation).
So turn two begins, and I win intiative, but I had to burn a soulstone to add a flip to my initiative flip. I knew I had a few to burn, and I really wanted the first chance to set up this turn so I could prepare for what might be a giant slug out in the middle of the board (knowing that I could take out his zombies pretty quickly).
About halfway through turn 2 I realized I had not snapped a photo in a few activations, so here is the picture that I captured. I do remember what happened though :) .

So in this photo, I moved 1 death marshal forward and cast Finish the Job: A spell that gives him a 4 inch aura that gives you +2 damage per ram’s head in the casting flip (I had 1 from the Death Marshal casting the spell, and 1 from the 10 I used to cheat fate to cast the spell (I flipped a 4 (plus the 4 CA that the DM has) = 8, so I had to cheat fate to get the spell off, but it worked well because each model with the death marshal type gained  +4 damage per hit till the end of the turn… Now here is where things got crazy…

My friend activates Mortimer, and uses exhume to create a second corpse counter, and attempted to get it again (but didn’t get it off, but it was okay because he forgot that he could only cast exhume once per turn). So he has a single action point left, and casts his (0) action Zombie Companion. This allowed 1 undead creature to immediately activate after him (this is a way around the you go, i go, you go game play). So he casts it on Nicodem (who is not normally undead, but can choose to make himself undead to receive the effects of talents, spells, etc..). Nicodem then moves forward and casts on one of my death marshals, dealing 3 damage to him and 3 damage to Lady Justice. Then he casts arise, summoning all of those corpse counters (total of 2 counters). Then when he ends his activation he immediately takes control and activates all mindless zombies within 12 inches. So those two zombies come closer towards me, steadily of course ;) . I activate a death marshal and move him forward 4 inches and take a shot at the closest samurai zombie, but I was a mm or 2 out of range. Then he activates that zombie and casts Self-Mutilate to deal 3 wounds to himself and inflict 3 wounds on his target. Then I activate Lady Justice and walk her forward 5 inches and cast Last Rites, removing all corpse counters (mindless zombies are still considered corpse counters) from play. Then he activates a samurai zombie and walks him forward. I move the judge up and attack the samurai zombie, putting 3 wounds on him (stupid 6 wound monster).
The rest of the turn ends without much happening… :( Again Alfndrate fails at taking pictures of battle reports :(
Turn 3 is where things got fun :D

I won initiative, as my opponent drew the black joker and basically failed automatically.So I choose to activate Lady Justice first. I want to take out his ability to create zombies, so I go for the throat. I have her cast (0) Sword Style Onslaught (so if I hit with a Greatsword Strike and have a mask in the duel total I get a free strike (we were curious if I got the option of an infinite loop should I manage to be lucky enough).  I charge Lady Justice forward (she passed through severe terrain, and paid 3 inches of her charge to do so (double movement cost for moving through it, she moved 1.5 inches so we decided 3 inches was fair (still made it into melee)). She hit with her first attack, and dealt 4 points of damage to Nicodem, attacked again and missed, and then used her Melee Expert Action Point to attack again, this time I dealt six points of damage, this time with a mask card, so I attempted another strike and failed. (We realized next turn that Nicodem would have died after this onslaught, but I forgot that her greatsword has Critical Strikes).
Side Rant: This is where we had our first major rules discussion. My friend wanted to activate Nicodem, target himself with Decay, to heal himself and hopefully catch Lady Justice in the Blast (Decay creates a 50mm blast radius if it does at least Moderate Damage. Rules state that you can’t cast ranged spells in melee, so Nicodem couldn’t do that. He then wanted to remove himself from Melee to cast the spell. Lady Justice has a melee range of 2 inches, so Nicodem would have to move far away to avoid her, and then she would get a change to strike him as he left melee… (if she succeeded he wouldn’t be able to move). So after we determined that Nicodem also couldn’t target himself as ranged spells are ranged attacks, and ranged attacks are considered ranged strikes, and you can’t hit yourself with a strike… (we ended up going to Wyrd’s website for this discussion).
So instead, he activates Mortimer, moves towards the melee that is happening in the middle of the board. Then he manages to cast Empty Grave. This ability lets Mortimer slow a target, but he ended up choosing to cheat fate with a card that had a Crow symbol, allowing him to paralyze Lady Justice instead (I burnt a soulstone and still couldn’t beat his casting cost). So before he ended his activation, he used zombie companion on Nicodem again. Instead of moving away, he left him in Base to Base with Lady Justice, but could cast spells because Lady Justice did not have a melee range (due to being paralyzed) he stood there, cast decay on the self-mutilating zombie.
The strange thing about this game is that his zombie still has to resist the incoming decay (lol wut) but the owner of the zombie can cheat fate to make it more beneficial to himself. He managed to get a moderate hit, hitting Lady Justice, the Zombie, and Nicodem.
Lady Justice at the moment has 7 wounds on her. I move up a death marshal (remember I’m down 1 marshal atm), who takes a pot shot at the zombie, managing to 4 wounds, taking him from 1 wound to 5 wounds (again stupid six wound monster). He activates a zombie and moves it forward, taking dealing 3 wounds to Lady Justice (shes only got 2 left :( and won’t be able to act until turn five).
Thus ends turn 3, where we haven’t managed to do anything. I killed 2 zombies, but without killing any of his starting models I haven’t managed to deny him his Death After Death scheme (though with 3 of his minions are still on the board, so I haven’t managed to get my Round Up! schem either :( );
Turn 4 begins with us both drawing the following cards for Initiative:

The third card had him winning, but I burnt another soulstone to win. I NEEDED to get Nicodem and as many models away as I could down this turn. The first thing I did was activate the Judge, and move him through the nearest Zombie’s melee range (making sure I stayed within an inch, to prevent a disengaging strike). I unloaded the Judge’s Blades and Bullets ability into Nicodem. I managed to strike the last 5 points of damage (I won combat, but had 2 negative twists of fate, meaning I flipped 3 cards and took the lowest results. I flipped 2 elevens (severe damage) and a seven (moderate damage). The judge’s moderate damage does 4 points of damage, and adding in the +1 damage from Critical Strikes, meant we had 1 dead Nicodem…

There was a tall gaunt man there ;) .
He advances a zombie forward and strikes at Lady Justice, I spend my last soulstone (I had burnt them elswhere :( ) to prevent damage, but its still not enough to beat the combat duel, meaning Lady Justice dies :( .At this point, we decide to call it a draw because we needed dinner (we started setting up at 6:45, started playing closer to 8 and quit around 10:15 so we could grab dinner from somewhere and hit up the bar (the main reason why we were playing lol).Here was the ending shot of the game.

Malifaux – First Impressions

Posted: 19th June 2011 by Alfndrate in Malifaux, Random Thoughts

Okay gents! Just got “done” playing my first game of Malifaux… Here are my first impressions as well as things involving getting into Malifaux (will post a battle report later).
Rulebooks and Errata/Faq: Malifaux currently has 3 rulebooks (1 of which is currently ‘out of print’)
Malifaux 1: This is the core standard rulebook. It is currently out of print (though if someone really wanted it, I know my local gaming store in Cleveland has a copy, and I’d be willing to pick you up one and ship it ;) ). This rulebook covers all of the basics of the game, but does not include the Errata or FAQs (This is remedied as they are easy to find on the website, and are really in-depth and organized). The book contains ALL of the statistics of the models released before Rising Powers (Malifaux 2). Throughout the book are full color examples, expanations of the rules, and background of named characters and their stories in the city of Malifaux (think of this as the story line from M31 to M41 in 40k, but a lot more personal). There is background on all of the factions, and why they do things in the city of Malifaux (and the surrounding area). Examples of this include The Guild who are Earthers that have ‘settled’ into the city and offer “protection” to the citizens while they hunt for sorcerers, necromancers, outcasts, and the dreaded neverborn (think nightmares in your head), or the Resurrectionists that spend their days in graveyards and morgues, raising things from the dead. So this book offers EVERYTHING (up to the point of the second book) about how to play, setting up the game etc, and even how you win…Cost: 35 dollars when it was in print, but this book comes in a FREE PDF form on their website, but it does not contain errata, new rules, or any background and model information (its just the rules).
Malifaux 2: Rising Powers: This book I haven’t delved too much into, but what I do know is that it contains more information, as well as additional background information and plenty of new models and crews. (This review kinda sucks cause I don’t know much about it). Cost: 35 dollars.
Malifaux Rules Manual: This is the little 15 dollar rulebook, it contains NONE of the background information, and none of the stats of any model (you can infer things from examples, but not enough). This does contain all of the rules to play the game (as well as the first round of Errata… there is a second round though lol). I love this book, though sometimes I wish I had the big book in a non pdf form. Cost: 15 dollars
Malifaux 4: NOT OUT YET… But this book is the next book of the core rules, its going to be updated with the background, model, and rules information… Expected to be August (which is why Malifaux 1 is out of print).

No Dice? Lol wut This game does not use dice for ANYTHING important, instead it uses the almight Fate Deck… This game revolves around the idea that fate is fickle, fate is caring, fate is cruel, and fate… can be manipulated :) . Each player has a deck of cards (it can be as simple as a 1 dollar deck of cards, but I have the fancy looking fate deck from Wyrd. The difference is that Ace is a low card, the suits are different (Mask, Ram, Crow, Tome, instead of the normal suits… but they have a conversion chart :) ). There are also the two joker cards… the Red Joker and the Black Joker… The red joker is when fate shines down upon you, it is considered a 14 when a value is needed, it is almost always an auto-success (your opponent has to try hard to beat your stat + the Red Joker + any other modifier). The Black Joker is when you lose the good graces of fate. It has a value of 0, you cannot cheat fate to get out of using it, and when it is revealed you HAVE to use it… best case scenario that I saw was getting it in your initiative flip, because even though you go second in the turn, you know its gone for the turn.
Pricing: 1 dollar or so for a standard deck of cards, or 6-8 dollars for the Fate Deck (comes in ‘faction specific colors’)

The Models: The models are really cool. It uses 30, 40, 50, and 60mm bases (even for things like tokens and counters). Out of the two boxes I have, nothing seemed OTT or Cartoonish (sorry WG, I got 1 of my boxes chosen for me, and the other I picked so nothing cartoonish)… BUT he is correct, some are OTT or silly looking… Mostly I’ve seen these from some of the models in the Neverborn line, and some of the elementals found in the Arcanists line. Everything is proportional when it comes to body parts, so nothing really out there when it comes to big bodies, and little heads (you might see big boobs though… but these are gamers).
Pricing: The starter boxes are as low as 28 dollars and as high as almost 50. Single model blisters range from 5-7 bucks, to almost 20… depends on size of the model only from what I can see. The two starter boxes I bought were 28USD Nicodem’s Undertaker’s Lot and 37USD for Lady Justice’s Death Marshals.

Terrain: The game is played on a 3×3 board, and terrain is important and it can have some really cool in game effects. Every model in the game has a height (not always determined by it’s base size) and terrain has height as well, like a height 1 model can’t be seen behind a height 1 tombstone, etc… Also elevated terrain helps and hinders, you can see certain things while on elevated terrain, but if you’re right up against it, unless someone is on the edge of the terrain, they can’t shoot you… We forgot to add in a  Location Feature. When setting up your board, you can flip cards to decide if you fight inside, outside, where you’re fighting (like a mine or a forest, etc…) and then you can flip another card to see what special terrain is being added to the location. My favorite is Drink Up! Where you spend an action point to interact with the location feature, and you heal damage, but you’re slowed and unable to use free actions till after your next activation.
What ever you have can be added in, I’m planning on using DnD tiles to create terrain pieces/set up my board, but if you want “Malifaux” Terrain they don’t have any… yet… Wyrd has been working with World Work Games to create full color terrain on heavy card stock called Terraclips, which features enough ’tiles’to create a multi-leveled 2.5ft by 2ft board, fully modular, and can be combined with any of the Terraclips products (There are only 3, the Streets of Malifauc, the Sewers of Malifaux, and the Buildings of Malifaux)… Since its all modular and interchangeable, you could create a 2.5ft by 2ft board that spans from the sewers on the bottom of the board to the buildings on the top, and have your encounter take place on ALL of those levels (about 2-4 per box of Terrain)… The only problem is (besides not being released yet) the Terraclips is going to be 50 dollars before you buy the 18 dollars of plastic clips to hold everything together… But you can go to the warstore, since they’re taking pre-orders right now :) .
Pricing:Free… or you can use what you have, buy terrain from anywhere, or spend 68 dollars on Terraclips
Getting Started: There are several steps you take before you even flip for initiative… The first thing you do is decide on your Soulstone count. Each Master or Henchman (think named hqs as Masters and generic hqs as Henchmen, even though most of these are still named) has their one Soulstone Cache, this adds to the number of soulstones you have to spend. Based upon your soulstone count you are fighting a brawl or a scrap. Starter battles will almost always be scraps, they range from a 1 point battle to a 55 point battle, your maximum hand size (your hand has the cards that you can use to cheat fate with) is 6 cards, and you can only have 1 Master running your crew. A brawl is 30 points minimum to 80 points maximum, you have 7 cards in your hand, and you can have 1 or 2 Masters running the show, provided they can work together (i.e. Lady Justice cannot work with Nicodem as they would be fighting each other).
Choose Faction: You simply decide if you’re going to play a faction… You choose from The Guild, the Resurrectionists, Arcanists, Neverborn, or Outcasts. That is all you do at this point.
Encounter Setup: Once you’ve determined your soulstone count, you flip to see what the deployment is. They have several different kinds of deployment from your standard pitched battle, to diagonal, to small boxes in opposite corners. Then you place terrain (but don’t choose location features yet).
Choose Strategies: Strategies are your basic mission objectives, they range from kill points, to seize ground, or as my friend and I got (like we always get in 40k) Capture and Control (though its called Claim Jump in this)… So instead of roll dice and tie, it was flip cards and tie :D . There are 3 ways to choose your strategies, you have your core strategies, your expanded strategies, and your individual strategies. You and your opponent decide how you want to do it (my buddy and I just did core though).
Hire Crew: Wait? You’re letting me bring tailored lists to this? wtf? Yes, you read it right, we’ve done all of this, and we’re just now getting to our crews… I like this about Malifaux, if you have a lot of models you can tailor your lists to the mission or the opponent, but your opponent gets to see what you’re choosing at the same time. The only thing you’ve locked into before this step was which faction to play. So you’re already limiting yourself to a specific creed, its like rolling up to an ork army with space marines, and no knowing what you’re going to face, and not telling your opponent what he’s going to face… Though you both have ideas.
Choose Schemes: MOAR OBJECTIVES!But seriously, you can choose to take 0-2 in scraps or 0-3 in brawls. Each scheme adds another objective to the mission. In tonight’s game I (playing Lady Justice and the Death Marshals) chose the Guild specific scheme of Round Up! and my buddy chose Death after Death. The schemes tell you if you have to announce them to your opponent, keep it secret (and when to reveal it) or if you want to announce it you can (generally get a +1 Victory Point for when you achieve the objective). They can be simple things like place objectives in each quarter of the board, if at the end of the game you have a majority of those on the board, then you gain x VP or you gain non if your opponent manages to remove them… Round Up was a killy scheme. I would gain 1 VP if I killed all of my opponents minions and gain a +1 if I announced it (which I did). My friend’s objective was to create more models for his crew, and if he had more models at the end of the game than when he started, he gained 2 victory points (he had to announce this). Any scheme you do not choose gives you 2 more soulstones (You can’t hire more crew with these, but soulstones will be discussed down below).
Deployment: Then you deploy as per your deployment type, flipping a card to see who chooses to deploy first (winner can deploy, or give deployment to his opponent)… We got Diagonal which made us deploy at least 12.5 inches from a line traveling corner to corner through the center of the board (leaving a 25 inch dead zone).
Initiative Flip: You then flip a card to determine who goes first. If at first you don’t succeed, cheat… You can cheat fate by using a soulstone to reflip your init.
Soulstones: Soulstones are these powerful minerals. They let you manipulate fate in such a way that it turns out in your favor. In the background, after the Breach and Earth and Malifaux collided, everyone started to become reliant on these powerful stones. In game terms, you spend soulstones to hire henchmen and minions. Any left over soulstones from hiring crew enter into your Soulstone Pool. This pool is any EXTRA soulstones you have, up to a maximum of 8. Each soulstone can be spent to add value to a flip (rather than replacing it as in a cheat fate), steal initiative, or even heal and prevent wounds. So in our encounter tonight, we settled on a 20 soulstone encounter leaving me with 6 stones due to only taking a single scheme, and 4 from having 4 left over. (We may have done this part wrong, but it made sense to us). So there is some bonus for not filling out your Soulstone count… LJ’s box was 19 soulstones before you include her cache, so effectively I only spent 16 soulstones, leaving me with the ability to start the game with 4 stones.
Action Points:In Malifaux, a model can only perform within its basic skill… There are no movement, shooting, or assaulting phase, everything is based upon the tactics of the almighty Action point. Every model has 2 General Action Points it can spend on anything it wants, movement, casting spells, attacking, shooting, etc… Everything has a cost, somethings have a cost of (0), (1), (2), or (all) (All means that a model literally cannot do anything not even spend a (0) action. So a model spends these points and when its done, it has stopped its activation. Some models have the ability to do something so second nature that it requires no effort at all. Lady Justice is so skilled with her Greatsword that she has a move called (0)Sword Stance. Which is a spell that lets her give her melee abilities with her sword a boost. Nicodem can bolster his undead minions, etc.. Other abilities grant you more action points. Nicodem has an ability called (+1) Casting Expert meaning that if he wanted to, Nicodem can cast 3 spells a turn (Spends 2 general action points to cast spells, and 1 Casting action point to cast an addtional spell).

Turns: After you determine who goes first, you shuffle the init cards back into the deck, and draw your maximum hand size (6 cards in a scrap). Then you activate a SINGLE model on the table, and run through it’s activation spending its action points, once it has finished doing what it wants to do, you hand the activation over to your opponent who then in turn activates a model and uses it. You continue this until ALL models have been activated (so if you have 8 models and your opponent has 4, you will be able to activate those final models without interruption from your opponent)
Closing Phase: You enter this phase once all models have been activated, once in this stage, you finish any effects that end in this stage, you shuffle all of your discard pile into your deck (plus any cards in your hand you don’t want) and then you draw enough to reach your maximum hand size and then you flip for initiative again. (So the person who won turn one won’t always go first… because if they did, using a soulstone to win INIT would be overpowered).

Impressions: Its a cheap game money wise. If I bought LJ’s box, the rules and the fate deck it would have cost me 61 dollars… Add Nicodem’s box price and you’re reaching the price of AOBR… BUT you can play most game sizes with those models, so you get a lot of bang for your buck (If we stretched it, we could easily have gone up to a 25 Soulstone Scrap).
The rules were very simplistic*. I only add the asterisk because we did have a lot of rules questions, but most of those were answered quickly in the rules, or by the Errata and FAQ (BTW the FAQ is a little more official than the GW ones as they actually explain stuff). Rules were very hard to exploit for additional damage/wounds/whatever. Whenever we found something exploitable it was tactics wise. Like my buddy was wondering if he could target Nicodem with a spell Nicodem was casting. We found out you can’t, because ranged attack spells (which this was) are considered to be ranged attacks, ranged attacks do what are called ranged strikes (because you enter into a strike duel to see if you damage anything) And Strikes cannot target the attack i.e. the one casting the spell. He wanted to see if he could heal Nicodem (who had 2 of his 12 wounds left, and in the process see if he could injure an already paralyzed Lady Justice (since she was engaged in combat with him the turn before he wouldn’t normally have been able to do so, but since her melee range was 0 and he could disengage from combat, he was able to cast spells). The rules exploit on my end was similar to a rule in Warmahordes, where I can attack another enemy without leaving the opponent’s melee range (yay for having a 2 inch melee range).
We didn’t finish the game, as we only entered turn 3, and there was no clear winner (though I was down a minion and Lady Justice, and my buddy was down Nicodem… his main powerhouse)… and yes, you heard it right… Our masters were killed and the game still went on (yay for objectives).
I like this game, I like the models, I like everything about it with the exception of the community… its such an unknown game (in comparison to 40k) I only know 2 other people that have played this game, its really small, but it is growing.

Dealing with Grey Knights

Posted: 3rd June 2011 by Alfndrate in Random Thoughts

Sorry its been quiet around here for the past few weeks, I’ve been busy with real life, and Weazl is camera shy when it comes to writing on his own site. So I thought I would touch upon something new in the hobby without being too cutting edge. Grey Knights. The members of chapter 666 (see what GW did thar?) are like that annoying neighborhood kid, no one knows where they came from, why they’re in your house, or why they have cooler stuff than you even though you’ve been around longer. They are a rather annoying, with their force weapons, their potentially high intiatives, and their stupid psychic powers. But the biggest thing that makes them annoying (more than anything else in my opinion) is  the inclusion of Psybolt ammo and psycannons.

The Grey Knights have developed their own special type of ammo, which according to their codex breaks down the inner workings of the gun more, but the durned things never blow up. This ammunition grants an additional point of strength to the gun. Well what does this mean? It means that seemingly awesome Rifleman Dreadnought (the dread with the twin-linked autocannons) is now pumping out 4 twin linked Strength 8 shots a turn. So while its not the greatest at taking out infantry (most will still get their saves, especially marines) but it does a number on vehicles. Strength 8 means that you’re popping razorbacks, rhinos, dark eldar vehicles, and even chimeras extremely easily. And given the propensity for many armies to spam light vehicles because they can get a large amount of fire power for the small cost of points, this strategy is popping up more and more around the internet with people loving the psybolt ammunition because of the added oomph it gives for five points. So the psybolt ammunition can also give heavy bolters strength 6 shots. Throw that on a razorback, and for 45 points you’ve got 3 shots that can tear into other light transports. It just seems to be an upgrade with its only downfall being that it is 5 points a model, so you spam it on vehicles and take psycannons on your infantry.

Which brings us to our next point. The almighty psycannon. This little bugger is only usable by the Grey Knights, and comes with the ability to fire as  an assault weapon or a heavy weapon. Oh and it has rending as well. So what does this mean to your fancy little transports? Lets take the humble rhino, stock transport of the Imperium’s finest (apparently not that fine though if the these guys have better equipment). The rhino has front armor 11, not to terrible, but it does prevent those pesky bolter and lasgun shots from getting through. Now if we look at the psycannon, with its trusty 24 inch range, strength 7, AP 4, shots, its able to pump in at least 2 rounds (assuming both hit). Now the psycannon can be carried by a simple strike squad, the Grey Knights’ basic troops unit. These cannons will rip through most of your light armor, being able to glance on a 4, or penetrate on a 5+ isn’t too shabby for something that only costs 10 points. Considering that a missile launcher is free (in Codex: Space Marines) it still only gets one shot at strength 8, I’d almost alway prefer the volume of shots to the quality of shots. I mean my dice are terrible, I need all the help I can get.

So what do we do to handle this psychic ammo? Well GW did make it friendly to infantry by allowing MEQ to retain their 3+ armor save, and anything with a 2+ won’t have to worry too much, but we do have to be careful when looking at some of the more horde-like armies. They’re going to take a beating anyways, but then again, what are nids without feel no pain, and orks without a KFF? The issue with psycannons and psybolt ammo is that boost in strength makes it easier to wound your models, more wounds means more saves, which in turn means more chances to fail these saves. But we’re not here to talk about how our troops handle this psychic ammo, but how our vehicles handle it. Ever since I started playing 40k, everything I’ve played has been about the small, light vehicles. No one really liked taking that 250 point monstrosity known as a Land Raider, just too much melta to put something that awesome out of business quickly. I personally love the land raider, nothing says hello like a massive tank barreling towards you with a payload of marines angrier than a soccer team that really has to pee, and the next rest stop is 56 miles away. But what the Land Raider can bring back to the game is its pure awesome of AV 14. It forces the psycannons to roll sixes to get the rending so they can have 1 more chance at penetrating your armor.

Here is an example from last night. I’m in an escalation league where we game once a week, and increase point values every three weeks. Well, because tactical squads suck with anything less than 10 marines in their unit, I took the land raider as a transport for them and my HQ unit Captain Quintus Falconis Sertoris (Counts-as Vulkan He’stan). Unit barreled its way up the board, hoping to avoid too many shots from my opponent’s dreadnoughts, and get me close enough to deposit my payload right smack dab in front of those pansy strike squads. I had to sit around for a turn because I forgot that my land raider could only pop his armor with it’s assault cannon, so while I was sitting around I took 4 shots from the psycannon that survived his transport blowing up the turn before. 4 shots, 4 hits, 2 rends. He rolled twos for the rending, meaning he could only glance my land raider. My land raider sat there out in the open and eventually lost the assault cannon, and its ability to move, but it still took so much fire that it allowed my tactical squads to get into position and take the objectives that eventually gave me the win.

Best part of that game? Turn 6 my opponent had a single strike squad marine on an objective, he moved him forward, hoping to get him out of rapid fire range for one of my hurricane bolters. My part of the turn comes around, I take care of movements, hoping to spread everyone around and pick up two objectives with a single squad. Move my (useless) terminators towards the dreadnought, attempting to drag the darn thing into combat. Come around to shooting, I’ve become a pretty good judge of what a 12 inch range is, and I was certain I had it with my hurricane bolter. Just as I declare who I’m shooting at, he makes a comment about being out of rapid fire range, and I place the tape measure, with the 12 inch marker on the far side of his base. I unloaded six shots into him, caused 4 wounds, and he saved only 2 of them. Even immobilized in the center of the table the land raider was still effective.

The Playscape – Setting the Mood – Lighting

Posted: 18th May 2011 by Alfndrate in Playscape

In the grim darkness of the far future there is… not a whole lot of lighting ;-) In our ongoing mini-segment, I’m bringing you ways to think about setting up your gaming area. Last time we talked about having the physical space to play, but what else do we, as wargamers, need? No not dice, or models, or even rules, but we need to be able to see this empty table. Lighting is very important in all aspects of war gaming, from playing to modeling, even to trying to figure out what dice look the coolest on that brand new necron tomb world table you build. But what type of light is the best?

It all depends on where you play, but lets talk about the different types of lighting usually encountered.

Incandescent light bulbs: Very stock and standard light bulb, it looks like someone just had an idea. Incandescents are not a bad choice for home lighting. They set a calm mood, and often give off only moderate amounts of light. Incandescents are cheap, but are becoming a tough commodity to find here in the states, as the government is trying to see alternative sources for lighting (we’ll talk about those later). Incandescents might be inefficient, but they’re not harsh and don’t cause migraines from being under them for too long, but the problem with the smaller amount of light is that they require more bulbs to properly light a room.

Fluorescent bulbs: These are what you most commonly see in schools, prisons, college dorms, and psych wards (as well as hospitals). Fluorescent bulbs give off a substantial amount of light and are extremely efficient in comparison to incandescents. The only problem with them is that they’re harmful to your health. I’m not strictly speaking they cause migraines, but more like the gases that produce the light are literally harmful to your health. Something about mercury vapors. All I know is you do NOT want to breath that stuff in. Most fluorescent bulbs come in those giant tubes that light up an entire room for just one or two bulbs. But because of the push to get rid of incandescents, now you too can own compact bulbs (CFLs).  These bulbs fit into most lamps, and give up a large amount of light.

Daylight: By far my favorite (when filtered through a window). I’m not saying go outside and play, as the sun can damage your paintjob, but playing with the use of daylight is probably the best way to enjoy a game inside. The natural light won’t hurt anyone’s eyes, cause migraines, and even pleases the hippies by being extremely energy efficient.

So now that we have some of the most common types of lighting, we need to realize what works the best. When you’re at home, playing in a large open space (like half of a converted garage if you’re lucky enough to live like Carl from the Independent Characters Podcast) might allow you to et away with very few lamps or over head lighting. All of this open lighting will make for a very relaxed, natural setting, and give plenty of light to see the important things like perils of the warp, failed invulnerable saves, and those pesky leadership checks at -7. When we have to play in unnatural lighting, I suggest using fluorescent lights. While some people might get headaches from simply standing underneath them, the most important thing in this game is being able to see dice results, as well as models. If you’re in your private library, lit by a single lamp and small fire in the fire place, I’m sure your opponent wouldn’t mind opening a window and letting in some daylight so he can see if he shot up your fancy marines, but barring that stick with some of those compact bulbs. three lamps (so maybe like 60 bucks at Walmart) can sufficiently light a room.

When it comes to gaming in a store, you’re most likely going to encounter large fluorescent bulbs, don’t blame them, its a cheap way to light their store, and as many gamers know, no one wants to go into a grungy looking store, with no lighting, and no gamers ;)

 

Next time, we’ll take a look at some of my personal perspectives on anything additional, like music, food, etc… Remember The Playscape is all about how you prepare to play your games.