Friday, December 13, 2013

40K Friday: Return of the Deathwing



We spent the weekend iced in here and Apprentice Red wanted to play some 40K with his Ork army. At one point he wanted to orks vs. orks but that didn't seem all that exciting to me at the time. I ended up going with my Big Yellow Hammer - an Imperial Fists Deathwing army. I had added some tanks to them since their last outing and wanted to see how that would work. We went with 1750 points, made up our lists, and we were ready.

My army list:

1 Belial (HQ) @ 190 Pts
     Deathwing Assault; Independent Character; Inner Circle; Marked for      Retribution; Tactical Precision; Vengeful Strike; Warlord Trait: The Hunt; Terminator Armour; #Iron Halo; #Teleport Homer; Thunder Hm. & Storm Sh.; Warlord

5 Deathwing Terminator Squad (Troops) @ 270 Pts
     Deathwing Assault; Inner Circle; Split Fire; Vengeful Strike; Terminator Armour; Thunder Hm. & Storm Sh. (x5); Cyclone Missile Ln.; Deathwing Terminator Sergeant (character)

5 Deathwing Terminator Squad (Troops) @ 270 Pts
     Deathwing Assault; Inner Circle; Split Fire; Vengeful Strike; Terminator Armour; Thunder Hm. & Storm Sh. (x5); Cyclone Missile Ln.; Deathwing Terminator Sergeant (character)

5 Deathwing Terminator Squad (Troops) @ 250 Pts
     Deathwing Assault; Inner Circle; Split Fire; Vengeful Strike; Terminator Armour; Storm B. & Power F. (x4); Thunder Hm. & Storm Sh. (x1); Cyclone Missile Ln.; Deathwing Terminator Sergeant (character)

5 Deathwing Terminator Squad (Troops) @ 245 Pts
     Deathwing Assault; Inner Circle; Split Fire; Vengeful Strike; Terminator Armour; Storm B. & Chainfst. (x1); Storm B. & Power F. (x2); Storm B. & Power W.; Asslt. Can. & Power F.; Deathwing Terminator Sergeant (character)

1 Vindicator (Heavy Support) @ 135 Pts
     Vehicle (Tank); #Searchlight; #Smoke Launchers; Siege Shield; Demolisher Cannon; Storm Bolter

1 Vindicator (Heavy Support) @ 135 Pts
     Vehicle (Tank); #Searchlight; #Smoke Launchers; Siege Shield; Demolisher Cannon; Storm Bolter

1 Land Raider (Heavy Support) @ 250 Pts
     Vehicle (Tank, Transport); Fire Points: 0; Access Points: 3; Assault Vehicle; #Searchlight; #Smoke Launchers; #Power of the Machine Spirit;Capacity: 10; TL Lascannon (x2); TL Heavy Bolters

Models in Army: 24
Total Army Cost: 1745

Thinking: I ran through several lists trying to fit a command squad, a terminator librarian and/or a bike squad into this with all the tanks but the only way to do it was to drop the land raider at least and I wanted to try it out. The command squad not being a scoring unit made it an easy scratch. I decided that I wanted at least 4 squads to have enough scoring units to take some objectives, and I wanted to use all 3 tanks so that pretty much set my list to what you see above. Considering the previous battle's Ork army had 77 models in army, this was going to take a different mindset.

Strategy: If it's an objective mission one of the shooting terminator squads could sit on a home objective, play backfield defense, and still contribute with shooting. The two assault termie squads will deep strike in while the other shooty squad rides in the land raider. That was the theory at least.

Red brought Gahzgul and a unit of nobz in a battlewagon, a unit of burna boyz in another wagon, a unit of slugga boyz in a trukk, a 25-strong unit of foot-slogging slugga boyz, some lootas with a Big Mek with a Shokk Attack Gun, a ork fighter, and an burna-bommer.

1 is in the woods, 2 is in the ruins in the middle, 3 is in the middle of that storage area on the left, and 4 is back behind the wall top right.
Setup

You can see the table setup above. We chose to go side to side (no more diagonal madness for now) and ended up with "Crusade" (mission 1) with 4 objectives.  Belial's warlord trait is set at "The Hunt" where he ge. ts an extra VP if he or his unit kills the enemy warlord. Red rolled a "2" on the rulebook table and took 1st turn night fighting which we forgot to use, even after I mentioned that had happened to me in the previous weekend's battle with Blaster's Eldar. Red won the roll and chose to setup first/go first. I didn't even try to steal as I wanted to go second.

My thinking here changed a bit - I put the termie squad with the cyclone and stormbolters on the home objective(#4) figuring that the missile launcher would still be able to reach much of the battlefield. Belial's deviation-free teleport and the shooting squads's twin-link-on-deep-strike rule meant that the boss went with them into the Deathwing Assault holding area, ready for turn two, along with one of the thunderhammer squads. That meant the other THSS squad went into the land raider, riding in style.

Red dropped 25 boyz on his backfield objective (#1) - probably won't be contesting that one anytime soon! His lootas and big mek went into a conveniently placed ruin at the back. His trukk was way out to his left (headed for #3) while the nobz and burnas set up right in the middle (aiming for #2).

The view from my side of the table
Ork Turn 1 - The boyz and the lootas sat while the trukk and wagons shot forward. The lootas shot at the terminators on objective 4 and one wagon took a shot at the Vindicator sitting in the ruins but missed, as did the Shokk Attack Gun. All in all pretty quiet, and I was happy that nothing died.

Deathwing Turn 1 - I didn't really have anything to move... except for one Vindicator who crept up juuuust far enough. Shooting: the Vindicator in the ruins blows up Ghazgkul's battlewagon - his ego was bruised, and the Deathwing now have First Blood. Then the Vindicator in the woods blew away 9 of the 10 nobz that tumbled out of it - Red was shocked at the devastation wreaked in my first two shots of the game. Ghazzy also took a wound from the exploding wagon, a nice little bonus. The land raider tried to do the same to the other battlewagon but was not as lucky. The Terminators' cyclone launcher blew away a few lootas though - I was determined to erase them, cover save or not!

End of Turn 1 - Gahzgul exposed
Ork Turn 2 - The ork flyers enter, Ghaz and friend run for the ruins, and the Trukk moves into Soda Can Square, nicely protected from most long range fire.The remaining battlewagon manages to stun the Vindi in the woods (he had the proper level of fear now). The SAG managed to land a potentially nasty hit on 2 of the termies on Objective 4 but they both made their invulnerable saves. they also took fire from the lootas and the flyers and suffered exactly zero casualties. So far, so good.

End of Ork Turn 2
Deathwing Turn 2 -  Belial drops in with his squad directly in front of the loota/Mek hideout and in the subsequent shooting phase wipes out all but 1 of the lootaz. The land raider then snipes him,  leaving the Mek all alone in the ruin. The THSS termies disembark from their ride and blow up the remaining battlewagon though they do lose one of their number to burna overwatch and then one more to the explosion, but only 4 of the boyz survive. The deep striking THSS squad drops in near Soda Can Square, deviating a small distance but not badly.

End of Deathwing Turn 2

Ork Turn 3 - The Burna Bomma flies over the Vindicator in the ruins but the bomb bounces off of his armor. The boyz in the trukk unload on Objective 3 (Soda Can Square) and the trukk moves up to block the entrance near the remains of the burna boyz. The Shokk attack gun holds his position, targets Belial's squad, and manages to kill a single terminator!

The most interesting development happens when Ghaz breaks off from the lone remaining nob and charges Belial's squad! When he does I choose practicality over narrative and refuse the challenge. He then banishes Belial from the fight and engages the 4 remaining terminators.

Mechanically I did this because Belial has 3 attacks, the rest of his squad has 8 combined. with only 4 men left he won't get a cheering section bonus so I decide to go with the greater number of attacks over personal bravery.

Narrative-wise I played this as arrogance on the part of my warlord - as the monster ork closes in Belial tells his men "take him" and steps back, arms crossed, as he watches the fight, assessing his opponent.

It goes badly for the Fists - The sergeant goes first and watches his power sword skitter off of Ghaz's armor. Then we have the big initiative 1 beatfest where the rest of the squad manages to land a wound on Ghaz and he kills 3 of the 4 marines opposing him. Great. Ghaz wins, but we are fearless so this dance party will continue.

End of Ork Turn 3

Deathwing Turn 3 - Not much maneuvering. The THSS squad near the land raider charges and wipes out the last of the burna boyz. The Vindicator in the woods, recovered from last turn, blasts the trukk into scrap, clearing a path. Everything else shoots, scores lots of hits, then I roll a ridiculous number of 1's to wound. The Lone Nob survives krak missiles, a Vindicator shot, and storm bolter fire, going to ground and hanging on for dear life.

In the epic confrontation between warlords, Ghaz issues another challenge and this time Belial accepts! Everyone goes at Initiative 1, Thunder Hammer against Power Klaw. Both score 2 hits and 2 wounds, but Belial's Storm Shield blocks both of Ghaz's hits while his blessed hammer strikes home, crushing Ghaz to the ground! Slay the Warlord - ding! The Hunt - ding! The plan worked perfectly, as after the wagon explosion and last turn's minion sacrifice, the big ork was down to only 2 wounds! Praise the Emperor!

End of Deathwing Turn 3
Ork Turn 4 - Shaken by the loss of their leader the Orks carry on. The Burna Bomma gets  a side shot on the woods Vindicator and kills it thru cumulative hull point loss. The turkk boyz prepare to face terminators up close

Deathwing Turn 4 - The land raider avenges the Vindicator by shooting down the Burna Bomma - twin linked is handy for rolling sixes. The Lone Nob survives fire from everything, including the surviving assault cannon (3 1's to wound!) and then Belial fails to charge him in assault! The other THSS squad finally moves in and assaults the trukk boyz in Soda Can Square. The nob and the sergeant kill each other in a challenge (Hammer vs. Klaw Round Two!) but the other 4 terminators absolutely crush the remaining orks, wiping the unit out and taking the objective.

End of Turn 4
We paused here and talked it over and Red conceded. I had two objectives, he had two objectives. One of his though was held by the lone nob with his one remaining wound with my warlord bearing down on him. I had 3 more VP's from First Blood, Slay the Warlord, and The Hunt. As it stood it was 9-6 in my favor. If everything went his way he might be able to make it 9-7 with a theoretical Linebreaker from his flyer. Most likely it was going to be 12-3 after I slew his Nob and he only had the one scoring unit of boyz left besides that.

Objective 3 - CLEAR!

It was a good game and went fairly quickly. I need to stop switching armies or play more often with all of them as there is always a ramp-up re-familiarization period that slows things down in the early part of the game.

Postgame

For Red his his hindsight take-away was that he should have run the big mob of boyz towards Soda Can Square and parked the trukk boyz in the backfield woods objective and that might have worked out better for him. Orks have a hard time with an all-terminator army in some ways when it comes to shooting as they just do not have much AP2. Volume of fire is all they have and he just didn't have enough.

  • Losing his battlewagon and nobz turn 1 took a lot of the fight out of his force but that's just how it goes sometimes. 
  • I do agree that parking 25 slugga boyz in the back was a mistake and I reminded him that 5 out of 6 games are about objectives and only having three scoring units in a 1750 point force, especially with orks, is a very risky strategy. 
  • The SAG did almost nothing the whole game and I think 25 boyz marching forward with a KFF Mek or a weirdboy would have done more.
  • His flyers impressed me with the volume of fire they put out, but most of it is AP4 and so does little against Terminator armor. 

For myself I thought it went pretty well. I actually used a terminator squad to hold an objective the entire game and it worked just fine. Belial coming down with a shooting squad worked out, and I had enough scoring units to handle this one. I think 1750 is the beginning of the sweet spot for a Deathwing army.

  • I took THSS Belial mostly because that's how the mini I have for a warlord is set up. I am always tempted to take his sword option, but I like the mini to match and the shield has saved his bacon many times, just like it did in this battle.
  • The land raider was purely an indulgence on my part - I've had it for a while and I've never fielded it and I thought it was time. I enjoyed it and it did shoot down a bomma, but I don't know that it's really worth the points. 
  • Vindicators! I knew they were good and they have continued to perform well. Given the points they will always be a part of this army going forward.
  • I wasn't sure about using that second shooting terminator squad with the THSS sergeant and the cyclone launcher. My instincts were to go with another assault squad but I wanted to try more shooting since they are twin-linked on the deep strike turn. As it turned out I started them on the ground but their shooting helped Red decide not to charge that direction and I think they are useful enough in general to keep in the list. 
If I was playing again how would I tweak the list? The land raider is really the variable here. I could take another squad and drop it in some where, giving me more options. I could take a librarian and a bike + attack bike squad if I wanted to get some mobile melta on the board along with some psychic power and another character. I could also take a command squad, forgoing the scoring ability to bring in a banner and possibly a medic to keep Belial alive for tough challenges. 

The Lone nob is hiding next to that d6 - and Belial is coming for him...
A good time and some good stories are what I look for when I play 40K. The epic confrontation between warlords was a lot of fun, as was his lone survivor nob. Overall we had a good time for a few hours and walked away smiling which is all you can ask for. 

Wednesday, December 11, 2013

ICONS Team-Up



Well it was long enough in coming, I might as well look it over. Honestly I haven't been running much ICONS lately so it wasn't a huge priority. The short version: it's pretty good, verging on to "better than I expected". It's about 100 pages long, full color, and has the same look and style as the original ICONS rule book.

The contents:

  • There is a big section up front that is basically an FAQ. It's good and does clarify a lot of things, many of them related to the DM-never-makes-a-roll concept and the qualities and challenges . A lot of them seemed fairly obvious to me but I have seen a lot of them online so maybe the concepts aren't as intuitive as they seemed to me. There is also the usual power-detail questions you get with any superhero RPG and that's not a surprise.
  • The second section is a whole bunch of variant rules mostly centered around alternate game mechanics. It's a lot like the Mastermind's Manual for M&M 2E. The Pyramid tests get a workout in this section too. It's useful and reads like practical advice based on actually running some games, not just theoretical options.
  • Third is a short section on battlesuits (using a battlesuit as one's origin and tying all powers to it) and military vehicles (stats for tanks, fighter jets, submarines, etc). It's fine.
  • There are a few pages of rules on adventuring in special environments - underwater, space, etc. The underground one had some interesting ideas which is kind of surprising considering how much of my RPG time has been spent underground. I think this kind of stuff is something most GM's would improvise and be fine but if you were planning a multi-session run or arc that dealt with being in space or underwater it can't hurt to have some more detailed guidelines in place. Plus it makes it easier to explain the challenges to your players (if they think to ask) what they are facing.
  • Sidekicks! A far more thorough treatment of the concept and mechanics than I have ever needed for any superhero game I have played or run. Clearly one of the authors likes the idea, but I have not run across anyone burning to play with a sidekick.
  • Super vehicles - this is a sort of mini-great power discussion of how the various super powers would apply to a vehicle. If you want the mechanics for vehicles themselves then you need Great Power - this is really just a discussion of the powers. It reads like the outcome of a group of experienced GM's talking through how to use the powers in the book as something built into a vehicle. Most of them are a sentence or two and are blindingly obvious if you think about the topic for ten seconds. Think I'm kidding? Example:

Wow, so this power works on vehciles in exactly the same way as it's described in the book! It's not a strong chapter at all. The best thing in it is a note on running an intelligent vehicle (think Knight Rider) using the sidekick rules presented earlier - I think that's an excellent idea and the most likely way those rules would come up in my game.


  • Next up is a chapter on bases and it's far more useful than the vehicle section. Instead of getting into a laundry list of powers it uses examples of how powers might be applied to a base. It also spends some time talking about using qualities and challenges on a base and gives more examples of those. Hey, about about some of that same discussion applied to vehicles?
  • The last section of real content in the book is by far the best - "Universe Style Play" - more about it below.
  • The book wraps up with an index that covers all 4 "core" ICONS books. Nice to have and it looks fairly complete to me.
So all of the stuff discussed in detail above is nice to have but not essential. If you're actually running a sustained campaign then I think it has quite a bit of value in solving problems and helping a GM adjust the game to the tastes of him and his group. Even if you're planning a mini-campaign I think it could add some chrome to the basic game. That said the most interesting part to me was in the Universe Style Play chapter.


One of the basic concepts is running a troupe-style game where every player has several heroes of different levels - Premier/A-Lister, Champion, Back-Up in their language. I think Superheroes is one of the best kinds of games for this kind of setup as it is completely true to the genre.This is not just a fluff discussion - there are numbers for how many of each level a player should generate, and some random charts for generating features and ties between characters. the whole chapter is a process on how to design a universe and it looks pretty solid to me. Lots of superhero games have essays on world building, very few have mechanics tied to it and this one does!

Beyond the setup this chapter also discusses the advantages of doing it this way, the "why". A lot of it revolves around being resilient in the face of player unavailability and being flexible enough to have multiple GM's taking turns running games.

There is also a discussion on setting up not to fail - things to discuss with players about assumptions and expectations of this particular campaign since supers is such a wide field. This is something you see in other super games but it's still good and focuses on practical things like niche protection too.

There is also a multi-page discussion on plotting, story arcs, pacing and it's also good stuff. 

I don't know which of the authors contributed to this section but it is the most practical advice on running a superhero campaign I have seen in a long time, maybe ever. 

I am not saying that lightly - I was prepared to hate this book given the mess surrounding it's long-delayed publication, and ICONS is not necessarily my #1 Supers RPG at this time, but this is great material.


One further note: this chapter is not ICONS-specific. There is some structure and a random chart or two but you could use this concept and process with any system. It's about building a comic-book world and running a comic-book style game, not advice on game mechanics.

It's 20 pages of great, useful stuff that actually walks you through building a world, planning out a campaign, and deciding what goes into your first session and how to follow up on them.


If someone was thinking about running a superhero campaign and asked me what one book's GMing advice should they read it would be this one, period. That's as high a praise as I can give. 


Tuesday, December 10, 2013

Trek Tuesday - Where No Man Has Gone Before



In contrast to the big glossy production I revisited last week, there are other approaches that are worthy as well. Where No Man Has Gone Before looks to me to be an ICONS type take on a Trek RPG - not in mechanics but in staying light and loose. Here's the introductory quote from the game:


This is a game about a five year mission, a world where
special effects never progressed beyond painted
Styrofoam blocks and cheap double-exposures. The 70's
were still The Future and Klingons had smooth
foreheads. The idea of a Star Trek movie was a
laughable proposition and nobody thought twice about
planets full of Nazis and space hippies.

I'm thinking you either read that and think it sounds cool or you laugh and close the browser.

Assuming you're still reading the game can be found here. It uses the Microlite d20 system so it is broadly compatible with d20 stuff that is already out there. Significant differences:

  • You only have 4 stats: Strength, Dex, Int, and Charisma
  • There are only 3 classes: Blue Shirt, Red Shirt, and Yellow Shirt Classes are mainly a silo for Talents. There is a set of general Talents and then a list for each class. 
  • There are only 6 skills: Communication, Engineering, Knowledge, Medicine, Physical, and Subterfuge. Each character is trained in one skill.
  • Task resolution is the same as any d20 game - stat bonus + skill bonus + 1d20 vs. a DC
The Talents are great and capture the spirit of the original show perfectly and are thematically appropriate to each class. There are chapters for personal combat and starship combat that look like they would work well. There is an equipment chapter as well. Some stock NPC's and aliens, common ship designs, and lots and lots of random charts to help a DM run things on the fly. 

Notable fun-ness: The "God" section in the Enemies and Allies chapter: 
  • God, Almighty
  • God, Irritant
  • God, Metal
  • God, Petty
Plus a list of godly powers.

There is also an appendix on figuring the ratings for your series which can lead to unexpected complications like the dreaded "Monkey Sidekick". 

All of this is packed into just 45 pages! It's certainly enough to run a few one-off sessions and likely enough to run a mini-campaign. I think the limited list of enemies and ships might become restrictive over a long campaign but there is an expansion, "Controlled Implosion" which adds more goodness - and more random charts - in another 18 pages. There are also paper mini's (shown above), multiple character sheets, and a lifepath generator. It's an amazing little package.

All in all it's a very different approach to Trek than the Last Unicorn version. Where LUG Trek takes it straight and serious this is completely tongue in cheek but does have some ways to reward good setting-appropriate roleplay with Action Points and the expansion has more advice on running it straight as well. If you're at all interested it is definitely worth a look.

Monday, December 9, 2013

Motivational Monday



Wrapping up the villainous archetypes and my little CoH revisit as a whole is by far my favorite redside character type and one of my favorites in the whole game. "Controlled Chaos" was best exemplified in the game by the rare but awesome all-mastermind team where you might easily have 30+ figures running around all tied to the same team. Doctor Cerberus and his demons, Baron Metalstorm and his robots and quite a few others were always a blast. I came to them late and really really wish I had been able to enjoy more time with them. Truly I wish we'd had more time with the whole game, period.

Friday, December 6, 2013

40K Friday - Dusting off the Goffs


I run them as battlewagons because the forgeworld rules for squiggoths and giant squiggoths are just a mess,

So after all the time spent looking through, rearranging, and plotting upgrades for my space marines, both loyalist and traitor, when Blaster and I had a chance to play a game last weekend what did I take? Blood Angels? Ravenwing? Nope, I ended up running Orks.

Why would I do this? Well I did make up a list for some of the marine armies but my Dark angels are still largely in pieces as they are easier to paint that way. Same thing with my Blood Angels - bodies on bases but no arms or guns right now. I did make a decent Crimson Fists list and we may play another game this weekend (though the ice storm has probably taken care of that) but I was looking at the china cabinet/miniatures storage and realized I've barely played my Orks at all for 6th edition and I really wanted to give them a run.

Blaster has been wanting to play his Eldar lately and had a game against Red's Orks the day before and discussing the outcome of that game had me wanting to give it a try myself. So Blaster kept almost the same 1500 point list as he had used for that game while I wrote up an all-mechanized ork army. This was not particularly optimized, I just wanted to get all 4 of my "battlewagons" on the table:

1500 Pts  -   Orks Army

1 Warboss (HQ) @ 455 Pts
     'Eavy Armour; Cybork Body; Power Klaw; Shoota / Skorcha; Stikkbombz;Warlord

     9 Nobz (Troops) @ [350] Pts
          'Eavy Armour (x8); Choppa (x9); Slugga (x9)

          1 Battlewagon @ [130] Pts
               Grot Riggers; Wreckin' Ball; Big Shoota (x2); Zzap Gun

1 Big Mek (HQ) @ 125 Pts
     'Eavy Armour; #Mek's Tools; Cybork Body; Power Klaw; Kustom Force Field;Stikkbombz

19 Ork Boyz (Troops) @ 155 Pts
     Slugga (x19); Choppa (x19)

     1 Nob @ [41] Pts
          Power Klaw; Slugga

19 Ork Boyz (Troops) @ 155 Pts
     Slugga (x19); Choppa (x19)

     1 Nob @ [41] Pts
          Power Klaw; Slugga

19 Shoota Boyz (Ork Boyz) @ 114 Pts
     Shoota (x19)

1 Warbuggy (Fast Attack) @ 105 Pts
     Twin-linked Rokkit Launcha (x1); Vehicle Squadron

     1 Warbuggy #1 @ [35] Pts
          Twin-linked Rokkit Launcha (x1)

     1 Warbuggy #2 @ [35] Pts
          Twin-linked Rokkit Launcha (x1)

1 Battlewagon (Heavy Support) @ 130 Pts
     Grot Riggers; Wreckin' Ball; Big Shoota (x2); Zzap Gun

1 Battlewagon (Heavy Support) @ 130 Pts
     Grot Riggers; Wreckin' Ball; Big Shoota (x2); Zzap Gun

1 Battlewagon (Heavy Support) @ 130 Pts
     Grot Riggers; Wreckin' Ball; Big Shoota (x2); Zzap Gun

Models in Army: 77
Total Army Cost: 1499

So it's a pretty melee-heavy force. I went with the warlord + nobz because I haven't tried them in 6E before. Two mobs of sluggas because they're finished and complete. I'm experimenting with Nob loadouts but I stayed with the Klaw for now and skipped the armor. The unit of 19 shoota boyz went with the Mek. The rokkit buggies are there because they're cheap, fast, and usually pretty effective at shooting up tanks.

Blaster went with a "footdar" list which is a little weird because he has plenty of vehicles to go mobile if he chooses. he went with Asurmen and a Farseer as his HQ, 2 units of Guardians and a unit of Dire Avengers as troops, a unit of Harlequins as elites, a unit of Dark Reapers and a Wraithlord as his heavy support.

The white discs on stands are the objective markers. There are two in the ruins on the left, 2 in the woods in the center, and 2 in the open on the right.
We ended up with that still-annoying diagonal setup and the mission with 6 objectives. We did the full random setup for once and it was ... ok, if a little tedious. We prefer the  "one guy sets up, the other guy picks which side to take" approach. I ended up with setup first and move first. Warlord traits are iffy for Orks, I'm hoping their eventual new codex gives them some interesting choices. I took the "Turn 1 is nightfighting" result figuring it might protect my wagons for the opening turn. Asurmen gains 3 warlord rolls and Blaster took the incredibly annoying "re-roll saves of 1" for his special character with the 2+ armor save. Yeah, it really sucks to be on the wrong end of that, especially with Ork ballistic skill.

My goal was to grab two 3-4 point objectives and push the space elfs off of the nearest one to those to ensure a win for the greenside. I lined up and headed for the circular ruins with the 4-point objective, figured I would hold one of the wooded objectives, and kick him out of the other ruins. So I lined up like a football team on my diagonal starting line, ready to go.

Blaster's harlies and one guardian squad went for the same round-ruins objective I was eyeballing, his dark reapers and the other guardian squad went into the other ruined building - alright that just got a little tougher. His wave serpent (hauling Asurmen, the farseer, and the dire avengers) and the wraithlord went after the objective at the other end of the woods.

End of turn 1
Pushing forward, the first mob of slugga boyz ran into a harlequin buzzsaw and were wiped out in two rounds. Shooting broke the combat clowns and sent them running. The sluggas and the nobz battlewagons were both blown up (reapers, guardian platforms, the wave serpent, and the wraithlord all had some good turns here) earning first blood for the Eldar, while the big mek managed to immobilize his wagon in the woods, so he and the shootas jumped out too. They managed to blow away half of the other guardian squad when they left the safety of the red ruined building.

The impromptu Eldar death star moved into the woods to hold that objective. It didn;t stop them from shooting at things.

I think this is turn 3
The nobz and the shoota boyz went after the ruins - with the harelquins out of the way there was just a guardian squad holding them. The other unit of slugga boys went over to keep the "deathstar" busy, assisted by the buggies who were targeting the wraithlord.

Turn 4
The nobz move in and clear out the guardians, taking the big 4-point objective. The shoota boyz though are blown all over (despite the presence of the KFF) by reapers, the wave serpent, and the guardian platform in the red ruins. Blaster likes his missile launchers and they did well in this game. I lost the Mek and was down to 3 boyz by the end of this.

Over in the woods over the course of turns 3 & 4 the slugga boyz get wiped out by the combination of Asurmen and the wraithlord. They do manage to eliminate the dire avengers, so there will be no objective taken here. The wraithlord then blows up the battlewagon for good measure. Let's call it a draw...

Turn 5
On the potential last turn of the game the warboss and his few remaining nobz go to ground in the ruins to try and weather the ferocious storm of missiles from the dark reapers, especially once the Farseer starts putting "Doom" on me and "Guide" on his Reapers. The harlequins finally recover from their earlier morale failure and realize that the shoota boy remnants have moved into position to claim linebraker ...

The confrontation ...
The shootas wipe out 2 of the 3 remaining harlies. On the Eldar turn the lone battle-joker charges and ... is killed by overwatch fire from the boyz!

At the end of the turn the roll to continue is high, meaning we will go to turn 6.


As turn 6 begins the Orks stand at 4 VP's for the objective plus 1 more for linebreaker. The Eldar have 3 VP's for their objective, plus 1 for first blood. If I can just hold ...

The wave serpent jumps across the table for linebreaker. Great - we're tied.

Then a final volley of missiles from the reapers blasts into the ruins and ... finishes off my warboss. Shoot.

Eldar win 6-5 in a very bloody confrontation. At the end I have one battlewagon, 3 nobz, 3 shoota boyz, and 2 rokkit buggies left. He has Asurmen, the Farseer, a wounded wraithlord, the wave serpent, about 5 guardians, and 5 dark reapers left.

Post-Game thoughts: 

  • I immobilized the one wagon on Turn 2 when he tried to move out of the woods. I then forgot to use his grot riggers for the next 3 turns and I ended up just turning him to have better protection from the wraithlord's missile shots. He did stay alive for the whole game though.
  • Wrecking balls are useless - 2" range is just not enough to be useful. If I was going to run up and "melee" my vehicles I would use deffrollas. Zap guns did nothing the whole game. I like having some AP2 guns in the army but they just were not effective.  Next time I'm taking more big shootas, maybe one with all rokkits. 
  • Shoota boyz are great and I need more of them. I used my old 2E Kommandos for them in this game and completely forgot about their big shootas the entire game because they aren't modeled that way. I can fix that.
  • The shredding of the slugga boyz and then the shoota boyz meant that I wasn't able to go after the reapers and guardians in the red ruins. If either one of those units survives then I have a chance to take it to that firebase. 
  • The decline of the Kustom Force Field from a 4+ save to a 5+ save is significant and I'm wondering if it's truly needed anymore.
  • Doomed Nobz being fired on by Guided Dark Reapers are easy meat. I need to look into Mega nobz for next time. Or I just need to send the nobz after the reapers directly.
  • Despite mistakes and some poor decisions it all came down to the last phase of the last turn of the game which is a pretty close fight and one we were both happy to have.


    Units I already have that moved up the to-do list after this: Shoota Boyz



    Units I do not have that I think would make a difference: Nob Bikers

    It was a fun game and we're going to make it a priority again to get in more games as everyone's interest levels are back up again. Now if I could just get them to paint more...

    Thursday, December 5, 2013

    Super News Thursday



    I keep bumping into superhero RPG news this week so I thought I would share:

    Mutants and Masterminds

    • Emerald City is out in PDF and will be out "soon" in print
    • Next up is the Cosmic Handbook
    • Q2 2014 is supposed to see the compiled Gadget Guide book released
    • Gen Con 2014 will see Freedom City 3rd Edition
    • The "weekly PDF" for 2014 will be the Atlas of Earth Prime, a series of articles on the rest of the world of Freedom City and Emerald City

    ICONS
    • Adamant is running a 10th anniversary sale and Team-Up! is on sale for $1.99. 

    Savage Worlds
    • Pinnacle is working on Necessary Evil 2!

    Lots of cool stuff there. It's nice to see a full schedule for M&M. I like everything I see on that list. I picked up all of the weekly villain releases in 2011 and the power profiles in 2012 but this year I backed off of the gadget guides, just getting some here and there, because they weren't as immediately useful as the other stuff. A collected guide though is something worth getting. I wonder how setting material will do in that format? They mentioned that it will be priced a little higher, be a little longer, and will come out every two weeks. If there's some crunch in there too then those could be very interesting. Updated Freedom City should be a treasure trove of ideas and characters.

    Team-Up - Hey, for being two years late it's pretty cool. I'll probably put up a full post about it down the road.

    Necessary Evil 2 is a surprise - I never thought they would seriously return to that specific universe - but it's a good one as that is a great campaign. Apparently this one will also involve playing villains pushed into unexpected behavior. Christopher McGlothlin is writing it and I've liked a lot of his stuff (Time of Crisis for M&M among others) so the limited information I have is all positive so far.


    Tuesday, December 3, 2013

    Trek Tuesday: The Last Unicorn Star Trek RPG



    I used to own this book, in fact I bought it the month it came out back in 1998. My main impression was visual - this was the first full-color, full-of-photos RPG book that I had seen and it blew me away when I flipped through it in the store. Plus, it was Trek! We hadn't had an in-print Star Trek game in about 10 years when the FASA RPG petered out with the Next Generation Officer's Guide. Now there was a new Trek game, from a company I'd never heard of, using a system I had never seen before - and it looked amazing!


    To continue with the visuals I had a lot of experience with FASA products, from Trek and Traveller in the early days on into Battletech and Shadowrun where they entered their "art is everything" phase, and even they did not publish full-color rulebooks. Even their Trek game was not overstuffed with photos - the main rulebook was, but the supporting material mostly used line art. TSR had gone sort-of full color with the 1995 AD&D 2E revisions (the black cover PHB-DMG-MM) but even then it was mostly black text on white pages with some red headers and some art here and there. This new Trek book was way past that, with full color photos from the show all over the place and LCARS borders in different colors. The closest comparison I can make is with Underground and it's use of color to mark different sections and full color art throughout the main rulebook, but even it didn't have photos to draw on like this. LUG's Trek stood above all others in look and presentation.

    The next impression was (not coincidentally) the price - it was $35! This was by far the most I had ever paid for a single rulebook and it was a shock, but the presentation - and the subject matter of course - won me over and I picked it up as soon as I could. Remember the D&D 3E books that came out in 2000 were $19.95 full-color hardbacks, and later jumped up but only to $30. This was a couple of years before that. Even sticker shock and general stinginess can be overcome with the right content and presentation.


    Mechanics-wise I was somewhat disappointed. My standard of comparison was FASA's Trek game and it was a percentile roll game with a large skill list, an action point personal combat system, a fairly detailed ship combat system, a Traveller-esque character generation system, and in general a lot of simulationist crunch, to use the popular phrasing. I played it for years and I loved it. LUG's Trek worked on a 1-5 scale for stats & skills which seemed incredibly narrow and limiting at the time. It also had a much shorter skill list which also seemed limiting. On the plus side it did keep a sort of lifepath/background generation system and it added in Hero/GURPS style advantages and disadvantages which could add some flavor to a character beyond their stats, skills, and service record.

    I also was not impressed with the die mechanics. That 1-5 stat is how many dice you roll for a skill check, then you take the highest die and add it to your skill rating (also 1-5) and that's your total. So the entire range of possibilities is defined by a d6+5. That certainly makes every point count but that is a huge amount of variability. One die in the pool is the drama die and on a 6 you get to add another die to the total, on a 1 there are increased consequences for failure. The recommended difficulty numbers are 4 (Routine) - 7 (Moderate) -10 (Challenging) - 13 (Difficult). Those seemed really high considering you're going to average around a 4 + skill level).

    Starships were also less detailed and starship combat was far less gripping than FASA's game.

    I was disappointed enough with the whole thing that I only tried to run it a few times and only played it a few times before the book hit the shelf. So much potential wasted. I eventually sold it or traded it for something else.


    Recently though I've been digging into Trek after a long phase of not really caring so much. I stll have my FASA Trek stuff and a complete set of the later Decipher Trek RPG but I wanted to take a second look at LUG.  I picked up a copy of the book again (less sticker shock this time) and at first glance it's still very pretty.

    Rules-wise I like it better than I did then, probably because I've played a lot more rules-light games and get this idea more now than I did then. It definitely leans towards the rules-light end of the spectrum, though it gets oddly detailed in some areas like starships, which ironically enough now seem almost too detailed to me in relation to the rest of the game system.

    The game also is clearly and proudly in the narrative structure camp of gaming. Adventures are built around scenes and acts and there are really no random encounters and that kind of thing found in the book. That's fine, I can work with that when I know it up front. There are still some elements of a "Trek Universe Simulator" there but it's mostly a "Trek Series Simulator" rather than a physics engine like the FASA game was.


    I am still not sure about the main resolution mechanic - relying on a handful of d6's still seems very swingy. I play enough 40K to know how unpredictable a few of them can be (saving throws for a terminator squad come to mind). I think to make this game work I would have to be very very strict about limiting tests to "only when there is truly a chance of failure" which is something I am not always good at doing. It would also need to follow the narrative convention of "one stealth check gets you from the shuttlecraft landing site to the hidden klingon base" rather than the more traditional "one stealth check per 100 feet" approach used in most of the games I have played. I'd be willing to give it a try, but it's definitely something I would have to watch.

    So, yes - I like the game better now than I did and I might be up for giving it a try sometime. Only one of the Apprentices is really interested in Star Trek so I'd have to talk one of my other friends into it and that's going to be a tough sell. It's definitely going on the list as a secondary/try-out game though.




    Monday, December 2, 2013

    The End of Paragon City - One Year On


    Somewhere, the Mighty Crimson Fist is still fighting crime ...
    City of Heroes came to an untimely end one year ago yesterday, specifically about 2 am Sunday morning my local time. It's still a sore spot around here and while I don't lay awake nights pining for it I do miss it at times. Quite a bit of the wallpaper rotation on my main PC is CoH screenshots so it still feels very recent to me. There are efforts underway to create some new games in the spirit of CoH but for today I'm wishing the original was still around.

    Early on the last day in Atlas Park. Kaptain Amerika is the red one in the center there.

    Motivational Monday



    One of my favorites, redside or blue - the fury mechanic made them a lot of fun to just jump into the middle of a crowd and start throwing punches. Incredulous Bulk, Master of Beast-Fu, The Thangg - I do miss running around as those guys. Hopefully one of the successor projects brings in a similar mechanical approach and they can rise again.

    Thursday, November 28, 2013

    Thanksgiving!



    All is well, off to the parents for the day with the whole crew. Not quite as rowdy as above, but probably not as quiet as Mr. Baggins would like it either.