Friday, April 8, 2022

40K Friday - Warhammer Plus ... 8 Months In

 


So I've talked about the service at launch and a month or so in but I haven't said much since - so how is it?

The short version? It's ... disappointing.

There is some really cool stuff here but they are so slow to release material that it feels like something is out of balance when it comes to price or content  - it just feels like there are problems in the pipeline somewhere. 

Animations are supposed to the big draw here, right? Well ...

  • Angels of Death is very cool, the "most" 40K thing on the service. There are ten episodes adding up to 190 minutes of space marines doing space marine stuff. It took the over 3 months to get all of that out, so it was not even an every week kind of release schedule, but the end result is good.
  • Hammer and Bolter has also made it to ten episodes. Now it took 7 months to get there and considering they launched with 3 episodes ready to watch it has been roughly one new 20-minute show per month. Seriously. That's terrible. What they have produced has been mostly interesting, at least. These are stand-alone stories and the subject matter has varied from orks to chaos marines to eldar to adeptus mechanicus and more so this is the not-marine area of content. I am still not a fan of the animation style but I can deal with it for now. It's just really slow to release. 
  • Oh look - they put Astartes up on the service ... all 13 minutes of it. Yeah, I'm not giving credit for something that was produced and freely available on YouTube before Warhammer Plus went live.
  • They have a 5 minute video of the armoring of a space marine.This is listed with the other animations as if it's a comparable work. It's not. This is effectively a videogame cutscene or a videocard rendering benchmark.
  • The Exodite - alright, it looked like we were getting a tau-focused show with some serious animation and we did ... for an episode or two. Then it became much more about the eldar ... then it ended! yes, apparently 3 ten-minute "episodes" are the complete series. It took 5 weeks to get the 2nd and 3rd episodes out. It looks pretty but there's no depth to it at all. This really just adds up to one episode of a show, not a complete series. 

They have battle reports too. In 8 months they've managed to put out 8 40k batreps, 3 Kill Team batreps, 5 Sigmar batreps, and 1 Warcry batrep. So, 17 battle reports showing people how the game  is played on a service that touts weekly content updates. That's roughly one every two weeks so far. That still seems light for the company that makes these games, makes these minis, and has staff devoted to making and testing and painting these things. There are YouTube channels with strong production values that release more frequently than that. 

There is an internal talk show that discusses their other shows, sort of like "Talking Dead" was with Walking Dead. I've never been super excited about these kinds of shows because I have a)friends and b) the internet where I can talk about them myself ... interactively. They've managed 4 episodes of this and if it's your cup of tea that's great but I would never pay for this kind of content. 

Beyond these we have:

  • Loremasters - there are 15 episodes of this now. It's the same thing I discussed in September. It's a guy reading well-travelled lore from other sources - there is nothing new here - mixed with slow pans and zooms of artwork you've seen many times before. I suppose it's something you could listen to while painting but even then if you've read, for example, any of the Gotrek books, you're not going to learn anything new about Gotrek in his episode of Loremasters. It's 18 minutes of summary ... like the Cliff's Notes version of an abridged audio book. 
  • 24 episodes of "Citadel Colour Masterclass" - it's a painting tutorial. Each one focuses on a specific subject - faces, ork flesh, grey knight armor - and it's totally fine but there are many, many painting tutorials out there on YouTube and the rest of the internet. I would never pay for this - considering the nature of the business, this should be something they put out on their YT channel and their web page for free. They do have videos like this on the Warhammer YT channel but it looks like they are different videos. Regardless, there are a lot of good painters out there who are happy to show off techniques for free. This is a nice extra but it's not a reason to subscribe. 
  • They have a "Learn to Play" series of videos for each of the games they make. Excellent! They should! Many game companies do this now - and no one should ever pay for them. Again, there are many free resources out there on the internet that can show you how to play Game X. 
  • Finally there are trailers. They have a trailers section for shows they have produced, are producing, and will be releasing in the future. They also release these on the YouTube channel so it's not as if they are exclusive or anything but I think it's symptomatic of this company's, and this service's problems - they think trailers are content. They're not - they are advertisements for what should be your real content. But when you don't have enough content you start announcing trailers as if they were the real show. 

The other part of the Warhammer Plus subscription service is the Vault and this is something I think could have some real value but it weirdly implemented right now. This web site allows you to access issues of older White Dwarf magazines and the "lore" parts of older codexes and game supplements - stuff from prior editions. This could be really cool but it's presented as  PDFs that can't really be downloaded separately, say into a reader program of some kind. They also have all of the game-specific material cut out which is jarring to those of us who were around in those days. It's a weirdly insecure policy, as if they're afraid someone might try to (gasp!) play one of those old versions of the game if they left the stats from Curse of the Wulfen or Warzone Valedor in there. I have mixed feelings about it right now but I think it could turn into a really cool repository of old Warhammer lore someday.  

The 40k app still has problems - I see bugs brought up almost every day in various online groups. I trust Battlescribe far more than do the 40k app, even after this much time. I have no idea what state the Sigmar app is in as I haven't touched it in months. 

Overall I have very mixed feelings on Warhammer Plus. Part of me says hey, it's only 6$ a month and if you're using one of the apps then all of the rest is a bonus. The problem is that there are free alternatives to everything it offers - many of which are better than what GW is offering. There are many battle reports, painting guides, lore channels, and even army builders out there. Even the vault material is out there in physical from, albeit for a price. The only thing that is truly exclusive to this service is the animation content and I feel like that was over-promised and under-delivered. It's been slow to release and when it is released there have been multi-week gaps between episodes which damages interest in the story - well, where there is one. I'm going to ride out the rest of my first year but at the end of that time I'm going to have to think about whether I want to keep supporting something that feels this lackluster. 

Thursday, March 17, 2022

The Star Trek Adventures Starter Set

 


I got this a while back and I felt like I really should post about it. While I have some quibbles with the rules themselves this is a really good starter set. It contains the expected basics for something like this: intro rules, intro adventure, pregen characters, a ship sheet, some map sheets, tokens, and dice.


The most recent starter box type products I have used are the Starter Kits for the various Star Wars games from FFG/whoever is doing it now. Those have similar contents - clearly an influence here and I have had good experiences running the Rebel set and the Jedi set for my players. I thought this would be an easy way to start my crew with the new STA game if the opportunity arises and I was pleasantly surprised as I read through this one.

First up the rules booklet is more thorough than I would have expected. It gives a solid presentation of the main rules, covers combat in a separate section, and the starship rules are in a separate section as well. You could certainly run the game with what is presented here. The only major mechanical element missing is character advancement - not really unexpected in a starter set.

The pregens are fine and representative of what you would find in a typical federation bridge crew. The ship is a Galaxy class so it should be familiar and fans will have a feel for what it can do under normal circumstances. 

The dice in this set are the same ones they sell separately.

The adventure is surprisingly good. There are three parts here and the first starts off fairly mundane - scan stuff. Beam over and check systems on another ship. Some basic combat. But that's alright here as this is very much a "learning the system" situation. It made me think about some of the old D&D Basic Sets in that way, although it is assumed a GM is running the game - it is not programmed self-instruction. This section is still decent as it introduces a mystery involving an old antagonist - one that is not over-used.

The second section involves further exploration of the mystery and brings in some familiar races. This time it expands to planetary exploration and action. 

The third section has a ton of potential as it brings in some major lore nuggets, space combat, and puts the PC's into position to make some major choices that could have a significant impact on the setting - much more so than a typical starter adventure.  This is not low-level characters in a starter dungeon type material - it's big time Trek and actually made we want to run this to see what my crew would do.


So yes, if you are considering checking out the game this is an excellent starting point and even if you already have the big core book a) the adventure is good and b) the small rulebook would be a handy player reference at the table. You could easily run this with a newly generated crew instead of the pregens and with experienced players that's probably the best option as we all know no one likes pre-gens. At 20-25$ most places it's a great way to start your campaign.







Monday, March 14, 2022

Ten years ago today ...

 


... my kids were mangling the Moathouse garrison on a spring break run.

I could probably do a lot of posts like this at this point. I suppose that's a good thing as I'm still at it but I'm also feeling the passage of time a bit these days as the last of them wrap up school and prepare to head out on their own - mixed emotions for sure. 

The same week we also had one of our early Marvel Heroic runs with Breakout from the main book. An awesome game cut down prematurely but we have good memories and I still break it out (Yeah I went there) from time to time. Plus now we have the latest general Cortex book in print and we're also waiting to see what the newest Marvel RPG turns out to be. Amazon is showing "April 19th" for the playtest release - hopefully it will be interesting at least.  































































Thursday, March 3, 2022

Sentinels of Earth Prime and Kickstarter

 


Well, look what finally arrived on my front porch over the weekend! I say "finally because, well ...


Yeah ... that's straight from the Kickstarter page. That was set for a year after it funded, which seemed entirely reasonable. Actual delivery date: End of February 2022.

This really seemed like a slam dunk - see my original post on it here. See? I thought this sounded cool. Ask me how I feel about it now ...

Slam-dunk-wise this idea was to take the mechanics from Sentinels of the Multiverse - a well-known and well-liked game - and the setting from Mutants and Masterminds - another well-known and well-liked game with 15 years of development at that point - and make a new flavor of something cool. Both of these companies had been steadily releasing material, it looked like they had a plan - how did this crater so badly? How was this anything but a straight-up win? I don't know for sure but I have some ideas.

Splitting the effort across two small companies may have complicated things way too much. Greater Than Games was doing the mechanics even though Green Ronin was publishing the project overall. GTG got bogged down in finishing up their big finale module for SoTM (which ended up being 18 months late) and that pushed the rules work on SoEP back. Here's a KS update from 2018 where they already know the game is going to be a year late. Then here's another update from later in 2018 where they announce that the rules are finished. Alright, if the rules were done three and a half years ago why are we just now seeing the game?


Art is apparently hard. Like really hard. M&M has really good art and they wanted to maintain that standard - and I get that - but apparently they were not going to use any existing art ... they wanted it to be all new. 


Also the art had to wait for the decks to be designed to make sure it made sense for the card. I get that ... to a point ... and here is a 2019 update where the delays and the approach and the process are described. At that point they mention that they are in the final art order and yet that was still two and a half years ago. Then, more than a year later (Nov 2020) - hey! The art is done! So it took TWO YEARS to get the art for this game done after the rules were finished. I mean, I love M&M's art style but ... does it take two years to make the art for even a big book like Freedom City? And that was on top of the original year-long delay getting the rules written. 


At some point one starts to wonder if they couldn't have just written, tested, illustrated, and published their own card game in quite a bit less than five years time. I know, once you've made the deal for Sentinels with M&M characters and taken people's money you can't just change the deal but hopefully some things can be learned form this.

And no, I'm not giving allowances for the pandemic because this should have been done well before the pandemic ever started. That is a good example of why you don't want to get behind by a year or more on these kinds of things - sh*t falls out of the sky sometimes and disrupts your plans. Those first few years of delays though were all self-inflicted. Something that funded in 2017 and was due in 2018 doesn't get to claim "Covid". 

Side note: In the time between the start and finish of this project SoTM designed, launched, and published a second edition!

Second side note: In the time since I paid for this I backed 19 additional kickstarters, mostly RPG stuff. Only one of them came anywhere close to this kind of delay. 


The counterpoint in some ways to this is that I paid $40 for all of that - the listed price is $50 just for the main game. Remember when Kickstarter was kind of a deal? Nowadays it seems like it truly is a preorder system for things that would have been made anyway, particularly with Card or Board games and RPG's. I'm pretty sure Munchkin Batman would happen regardless of KS funding levels. I doubt Pinnacle is going to stop making Deadlands books anytime soon. And you typically get to pay the equivalent of full MSRP! And then not get your product for another year! Well, maybe a PDF ... but that's not what you paid for is it? I've cut way back on the number of Kickstarters I join - only 1 of those 19 I mentioned above was in the last two years. It really has changed and given a few experiences with things like this my policy is "let me know when I can buy it in a store or online" - I'm looking for finished products these days, not hope and promises. I'm happy to pay for things that interest me and look like they will add something to a game but I'm a lot less interested in paying up front for "someday"

To wrap up: Lots of mixed feelings on this one. 

  • Still like the concept - but I liked it more 5 years ago. We haven't played SoTM in a few years here. Our M&M campaigns have never focused on the "book" heroes so that's not a huge thing but just having it Freedom City themed with those locations and villains is still cool. Co-op board or card games can generate some of that RPG energy and that's a good thing. 
  • The price was a good deal but ... then it took 5 years to get here. 
  • Both of these companies seem like they know what they are doing  - but this one damaged my view of them in some ways. 
    • I did not back SoTM Definitive Edition - no way that's happening when I was still waiting on this one. I did back the RPG - we were only two years into this at that point -  and there were some delays but it still started and finished in far less time than this one did. 
    • Green Ronin has since gone to a Patreon model for a lot of their M&M work and for some "extra" type products that's probably OK but if the entire line is dependent on it I don't know. I just do not care about livestreams and voting options and most of the rest of what's listed on those pledge levels. What's the next book? When is it coming out? That's what I care about! 
I know there's a lot of crankiness in this post. I like to think these are real issues in the tabletop games industry right now - how do you fund your projects? How do you keep them on track? How do you keep small game lines alive? I would not claim to have big answers - all I can do is relate what I'm finding along the way.

 




Friday, February 18, 2022

40K Friday - Other Stuff

 


There hasn't been much 40K action around here lately. Blaster and I are both interested in the big Eldar update coming in their new codex. It looks like they're rolling Harlequins back into the main book and adding options for Corsairs too so it will be the "Big Book of Everything Eldar" once again - aside from the Dark Kin anyway. 

I've considered starting a Custodes army since it would be nice and small but I really need to finish the Necron Project I started last year. Got a lot done in December and then slowed way down in January ... I'm stuck on the "clearcoat" phase for a bunch of the army since it's been cooler here and a spray clearcoat is not something you want to experiment with below 70-ish degrees. 

The Blood Angels expansion continues as well. Still working on Death Company and Sanguinary Guard and I've added some painted Terminators and bikes ... and Rhinos. Not the most exciting unit and I held off for some time figuring I would mostly be jumping or drop podding or Stormravening-ing my troops in but ... a marine army should have some Rhinos in it ... or at least available. Now they do.


What has actually been getting some table time so far is Battletech. I mentioned it in the New Year's Eve post and the starting off 2022 post and it has continued steadily. We are playing again tomorrow and it's a lot of fun seeing it through fresh eyes again. I'm impressed with the effort that's gone into the current version of the game and the miniatures in particular - enough that I have picked up some pieces. Yes, I actually spent money on Battletech! That's a first for this decade at least, maybe the last two. Time spent playing it does matter.

I'll put up a full post all about it in the near future. 


Starting off the year I really thought there would be more Star Wars, particularly X-Wing and Armada as mentioned in those earlier posts. Well, I picked up some stuff, put them together, looked through the rules ... nada. Not much interest here right now. So, back on the shelf they go ... maybe a little later down the road they will see some action. 

That's pretty much it on the miniatures front this month. More to come on Battletech at least in the near future. 





Monday, January 24, 2022

X-Wing - Take 2

 


Our first dive into the X-Wing miniatures game was, uh, a -few- years ago ... and it stuck around as an every-once-in-a-while game for the apprentices and myself but it petered out eventually and the announcement of a 2nd edition in 2019 was a perfect reason to wash my hands of it for the foreseeable future. I'm not usually looking to spend money on a game nobody around here wants to play. 

Until now! I was reconnecting with an old friend and he's been digging in to Star Wars Legions over the past year and that started some old wheels to turning so I decided to check out the current state of Star Wars spaceship games. 

X-Wing is still in its 2nd edition  - current rules etc. are here. FFG was bought out by Asmodee who has moved all of the miniature games over to a different sub-company Atomic Mass Games who do the Marvel game and the various Star Wars miniatures games, including X-Wing. That's all fine as long as they keep making it and right now it looks like it's mostly been in a holding pattern - continuing production of the existing line without much new. That's also fine and word is that some new stuff from The Mandalorian should be coming along any time now so they are looking to the future. 


For the present I was aware there was a conversion kit for 2.0 for each faction back when it released. I did take a look at them and they seemed pretty pricey at the time for a game we were not playing and that's when I decided to let the game go. Looking around now though I was able to find them for a much more reasonable price and that certainly helped. Also I figured that I only needed the rebel and the empire sets as the other factions have flown off as some of the apprentices have moved on. The other upside was that they come with updates for ships I do not have and many 1st edition ships are fairly inexpensive online making future expansion of the squadrons fairly easy. 

So I ordered the two conversion sets and a few more ships and that first picture up top is the current state of things. I have a ridiculous pile of cards and cardboard so I also added some binders to hold the cards at least. I'm still looking at options for the ship tokens and the rest. I'm also looking over the X-Wing app which is where all the points are now kept instead of on the cards. I've heard mixed things about it but I'm going to give it a try. And no, I haven't played it yet - this is all getting it into shape and ready to play and I expect we will get a game in fairly soon. 

After re-acquainting myself with the game I'd say it still has the 3 big advantages I noted years ago:

  • It's Star Wars! This is something we all would have killed to have as kids and now that we're all adults we don't have to scrape together allowances or lunch money to play x-wings shooting at tie fighters with the Millennium Falcon!
  • It has a relatively short play time. The games we played ... I don't think we ever went over an hour. That's important as it makes it much easier to get a game in when you don't have to devote an entire evening or a whole day to playing it.
  • It's pre-painted! It's well-painted! That means it doesn't add to the backlog for all of those other games I play! This doesn't mean I won't ever paint one of these ships - it just means I don't have to. I now have a pair of Firesprays so at least one of them will be getting some custom colors.
So I'm pretty happy to be opening up the hangar again. I hate having whole sets of painted mini's sitting around gathering dust for years so it feels good to shake that off. I'll post more once we have a game or three under our belts. 

Yeah, something like that ...





Thursday, January 6, 2022

Matrix Resurrections

 


Yeah, there will be spoilers ...


I mentioned in an earlier post that I liked this one. I should probably clarify further to "I didn't hate it as much as some people seem to online" but I do agree with much of the criticism. Then single most applicable word I can apply here is "unnecessary" as in no one was really asking for this movie to be made. 

The original 1999 Matrix movie is great, was incredibly impactful in its time, still holds up today, and is a great, self-contained story. If someone was only going to watch one this would be the one.

The first two sequels, Reloaded and Revolutions, are good movies in a lot of ways and they do expand the universe and we do see much more of the story of freeing humanity from the machines but most opinions feel I have read feel like they do not quite achieve the same level of greatness as the original. I'm in this camp as there are a ton of cool moments in them but I sometimes feel like we see too much ... by telling the rest of the story it limits what one might envision as "the rest of the story". I don't think they're bad but I think you can stop with the original and not be missing a lot of crucial information. 


The original is the story of Neo becoming The One - that's the trip we are taking. When you talk about a sequel you have to figure out what story we are telling. Is it a big picture on the war against the machines? Is it still about Neo using his new powers? Is it about Neo and Trinity? Is it about the scrappy band of rebel characters led by Neo and they're actions in the war? Is it really about the awakening and transformation of Agent Smith? There are elements of all of these in the sequels and that may be one of the things that weakens them.

For Resurrections it's still a good question. Time has passed, some kind of reset button has been pressed and Neo is roughly 20 years older and looks about like he would if he had kept on going on his original pre-red pill character's career. Trinity shows up on the fringes of his life and there is clearly some kind of connection but their lives have been configured to keep them apart - and yes, it is quickly evident that they are in the Matrix. 

One weird part is that scenes from the original Matrix are playing in the background regularly and at one point the entire opening sequence is re-done with different actors and even some different characters showing up. We end up going through the journey of "awakening" Neo all over again as well which to me is truly pointless. Then he decides to go get Trinity too so we go through the process one more time in the film. 

A mistake that is made during all of this is that the backstory that is presented as far as what has gone on since Revolutions, a civil war between machines, some of which allied with the humans, sounds like a more interesting story than what we are watching. You could have made that a sequel with resurrecting these particular characters and continued the story of the world without needing to continue those characters - but that's not the direction they went. 

And no, it doesn't retcon the events of the sequels so yes, Neo and Trinity did die. The new Architect type character decided to bring them back to life and talks about how it was difficult ... but he did it to fix some of the disruptions to the world and created a new Matrix. This is all pretty loosely defined so don't ask too many questions. 

There is a lot of self-referential, meta, inside baseball type stuff, especially early on but I thought it was fine, if not quite as clever as the writers maybe thought they were. I didn't think it damaged the movie.

My best effort at finding the point of this movie is as a take on aging. Those movies are hitting the 20+ year mark now and if you look at it through this lens some of it makes more sense. There is one line that drove this home for me:



I took it as a parallel for life in some ways: Something you thought was fixed or resolved years ago turns out not to be and ends up turning your current OK-ish life upside down. Can you measure up to those glory years or will you fail trying? What if getting your old team back together isn't enough? Then there's all the "ex" stuff and moving on, then not moving on, "who you're really supposed to be with" ... the whole Neo/Trinity thing is probably worth more examination. 

That's my best take on it.

As far as why we needed to see again the red pill sequence, the unplugging, the rescue, the training sequence complete with Morpheus and a dojo ... I don't know. I don't think we did but that's where they went. 



Overall there's no awesome moment in the film like the lobby fight or the helicopter escape, or "dodge this" or any of that. Nothing like the car chase in Reloaded, or the mech defense in Revolutions. The fights themselves are ... slow. They do not approach the fast, crisp, amazing fight choreography of the earlier movies and that was a shame. 

So I come back to "unnecessary" as my ultimate feeling on this one. Sure, it's fun to step back into the Matrix. It's cool to see some of those characters again - even if many of them have changed actors. It's just that a lot of it feels like a loop back through the first movie. It's revisited but not really enhanced or improved. There is more story for Neo and Trinity but I never felt like it was a better story and so I'm not sure why we did all that work to get ... nowhere really. 






Wednesday, January 5, 2022

Looking ahead for '22

 


It's a little strange -  I haven't done one of these new year type posts in a few years and I think my approach has shifted.  I don't feel any real urgency with the goals this year as far as must-do or must-have type things. I'm fairly happy with where a lot of things are right now and I'm guessing that has a lot to do with it. 

For example EN World has a Most-Anticipated RPG list every year and there are usually a few entries that have my attention but this year ... man there is nothing there that grabs me. Partly because of subjects, partly because of systems, and also because for some of them I can think of how I could run them in existing games without much trouble. D&D 5th is still rolling along as is PF2. Star Wars and Star Trek both have well-supported games. Superheroes are well-covered too. That new Marvel game scheduled for March is really the only thing on the horizon I am sort of excited about but even there it's very much a wait and see kind of feeling rather than thinking up a new campaign.


RPG-wise I expect to keep running Deadlands for the near future, hopefully to the conclusion of this particular campaign. I like the system and the setting, my players seem to as well, and for a published campaign it's pretty open and flexible. Pinnacle's plot point approach works pretty well for me. 

When that eventually wraps up we will have some decisions to make. I usually like to change things up and I've been talking up ToEE for 5th edition as our next game but you never know. I'd say Savage Rifts is a strong candidate as well. I'd still like to do at least a short run with some version of Star Wars but we will see. The ever-burning hope of an ongoing supers campaign is still around but I suspect some of these options will have to wait until I feel like I can run a second game alongside a main campaign. I've done it before but this past year or two has worked best with one campaign going that everyone can plan around. FOCUS! Do not split the player-party!


I haven't played an RPG in a while and that's something I miss. Paladin Steve's years-long Pathfinder  campaign ended in late 2019 and Variable Dave's 50 Fathoms campaign was blocked by quarantine in 2020. he eventually started running it online but I just do not like the online option and they eventually wrapped it up last summer. There has been talk of starting up something new but nothing has happened yet. Maybe this year will see a re-kindling.


Battletech was a surprise end of year option and we have one kiddo at least very much interested so that might become a thing this year. I'm not sure if it will stay a board/minis option or if it might erupt into the RPG side too but it would be fun after this long to actually spend some time with it. It's not like I really need to buy or build or paint anything for it so it's an easy option. 

On the miniatures front 40K will stay the big dog. First goal is to finish the Necrons, then the Blood Angels and then we will see. Maybe Eldar, maybe Chaos ... plus there is always power armor work to do too. Not sure I will do a new army this year.  The robots were a unique situation being in the starter sets and all. The Tyranids are the only other army I don't have that really tempt me these days but I don't feel they're a must-have yet. The other likely candidate is the Custodes because hey, you only need about 20 models to make an army. 

Besides 40K I'd -like- to paint up and play my Flames of War ... and my Kings of War ... and some Sigmar ... and maybe try Legions.  Legions is pretty likely at this point to be the "new game failure" for me in 2022. More to come there for sure. 

That's right - Total War Warhammer III is coming soon too - that'll be fun.

I've had a weird urge lately to go retro. We know there's a reborn old-school Warhammer coming some day and I'm tempted to start building an old-school army to go with it. I still have my Chaos Warriors but all that stuff sitting half-done for Kings of War would look good on individual bases. Dwarves are also an inclination as I've never built a fantasy dwarf army in any game ... also Empire and all their crazy variety ... and Dark Elves for some reason. Not sure where this will go. It's not an urgent feeling but more of a "hey I could get a unit here and a unit there and have something ready to go whenever the new rules arrive."

So yes, this year feels way more casual than many in the past - laid back if you will. No hard schedule or agenda, just knowing what I'm doing now with a rough outline for later. The last couple of years have shown me that hard plans for 6+ months are likely to be disrupted so keep them loose. Worry about the now thing and maybe the next thing and leave the rest flexible.

More to come. 


 



Friday, December 31, 2021

The New Year's Eve Post for 2021


2021 was not a bad year here. Personal and family stuff was good and that's about all you can ask for these days. Hobby-wise ...

  • I ran a fair amount of 5th edition D&D earlier in the year. One of these days maybe I will write those sessions up. That campaign was paused but I suspect we will come back to it down the road. It gave me a reason to spruce up the monster miniature collection and clean up the storage for it too. 
  • The campaign that closed out the year was a new Deadlands campaign I discussed here. One of the goals for the new year is to put up some session summaries here and then keep up with it going forward. it's been a long time since we've had a sustained western type campaign and I do like the Savage Worlds rules quite a bit so it's been nothing but good. It's been on hold for the holidays and my convention crew but we will pick it back up in Jan/Feb. 
Looking back I don't think I ran any other RPGs this year, even one-shots. That's pretty light for me. I suppose I should look at it as maintaining focus at a higher level than usual but it still feels a little weird. I certainly added enough new ones to the pile and of course there are ideas for way too many campaigns buzzing around my head but my players are happy with what we are doing so I feel like I'm doing something right. 


Miniatures-wise we played a reasonable level of 40K and I got a -lot- of painting done so that feels like a total win too. Close to wrapping up the Necrons and I am very happy with that. Simple paint scheme, as terminator-ish a look as I can give them. It's pretty much silver/chrome, red eyes and gun parts, and desert type basing. I won't quite finish them by the end of the year ... errr ... tonight ... but some of that is due to weather as you can't spray that final clearcoat if it's too cold, or too wet, or too windy and we will cover all 3 of those this week. 

  • The Blood Angels were also a big focus later in the year and I do now have a couple of Sanguinary Guard squads and enough Death Company to field a squad or two. This also pulled me into working on the BA dreadnoughts I've had laying around, the assault terminator squads half-built for a couple of years, some old unfinished tac squads and dev squads, and also finally figuring out the rhino & razorback situation I've had with them as not everything can have a jump pack or be dropped out of a Stormraven. It feels good to have these guys rounding into shape as my other major marine army
  • I added some stuff to my Crimson Fists - a landspeeder with two more almost done, a pair of stormtalons that have been "almost done" for a few years now - now they are "really done" - and I finished up some leader types - rebased, decaled where applicable, touched up, and clear-coated. There is more to do ... I suspect there will always be a backlog with these guys because they are my "normal" marine army and there is always new stuff coming out for marines, but they are in a good place for now. 
  • I played my Grey Knights early on but I haven't played them with the new book yet.  I have some units to build and tweaks to make and I need to focus on them for a while to do it - that will happen after the current wave is handled. 
  • I played the Imperial Guard early on as well and my force needs some tweaks (and a more experienced commander). All I really added was some more demolisher cannon turrets  - hopefully they stay good - and the lascannon gunship (Vulture? Vendeta? I don't know but it seems nasty) because I could and I'd like a flying tank destroyer to help protect my own tanks. I'm really kind of waiting for a new Guard codex to dive back into this army and tune it up.
  • I played my Orks in a Crusade campaign before the new codex came out and it is a really fun way to play the game. I got hammered pretty hard by Blaster's Ultramarines primaris gunline force but my warboss managed to wreck his redemptor dread regularly and to crunch his captain a few times too so it was not completely one-sided. With the new book I have added some bikes and since I mostly run Goffs I have the new Ghazghkull in the painting queue now too. I need to take a month next year and just play my orks only through a few games and I'll get them done. Also: The Great Re-Basing will happen as I have the base expanders sitting on my workbench to bump all the old boyz up to 32mm. not super exciting but it's a chance to change up how I base these guys and considering a lot of my army dates back to 2nd & 3rd edition I'm looking forward to it.


I did dive into Flames of War early in the year as this year's "miniatures game I will dive into hard and end up not playing" ... which is exactly what happened. At some point you might think I would learn but hope springs eternal. A few years ago it was Bolt Action, then it was Star Wars Armada (though we did play a few games of both) then Age of Sigmar ... I have played enough Kings of War that I don't count it as a non-starter but it was quiet this year too. Check in tomorrow for next year's candidates!

I did work on building an Undead army for Kings of War ... and also for Sigmar as that book came out while I was feeling it and so progress was made but not completed on both. I held off on 3rd edition AoS as we haven't played since 1st and I'm trying to be better about throwing resources at rulebooks I may not use. Armies - sure. We can play a few games with the old rules if we can get some armies together and make sure it's something we want to expand. 

Overall the miniatures situation is better then last year. I got a lot done and I also took the time to reorganize my work space  - cleaned out the workbench completely, picked up some new drawer/organizer things, and went through a bunch of paints and tools and supplies and got rid of a lot of clutter. I've enjoyed it more the last few months than I have in quite a while so I'm calling that a win. 


Then, last week of the year, the big surprise - we ended up playing Battletech of all things. We haven't played BT since the boys got interested years ago so I decided to go back to the original source and we played with the original BT boxed set, mechs, and map. This all came about because Paladin Steve's oldest son was asking about the 40K miniatures again when he was over for our boardgame night and rather than try to explain all that we started talking about how if he want to have giant robots moving around and punching and shooting each other Battletech was a better bet than 40k. It's also cheaper to get into if he really liked it. Paladin Steve hadn't played in 20 years but he was interested in dusting it off - so that's what we did. One mech apiece ... 3025 tech ... one original map board and we ran for several hours. It was a lot more fun than I expected - even when my Wolverine went down to a punch in the face that crushed my cockpit. 


Going through all of that old material hit me with a pretty heavy nostalgia wave. All those custom mech sheets, some sheets that still have damaged marked on them from battles 25 years ago, and even re-discovering old Mechwarrior character sheets ... we spent a LOT of time playing Battletech in the 80's and 90's. I have a ton of painted BT miniatures some of which I painted back in the 80's and it always feels good to put those on the table again. 

It was a ton of fun and Apprentice Boom Gun was already asking when we could play again before we finished the first game. That's a good sign. It was a nice way to wrap up the gaming year. 

Wednesday, December 29, 2021

40K Wednesday - Tau Headline Does Not Lie

 From today's Warhammer Community post:



Ok, we've seen hype like this before ...


Gulp! But it's only 1 shot ...


Nice. But what if you're fighting a horde army?


Ah, well ... covers all the bases then doesn't it? I mean it hurts big targets, ignores invuln saves, gets a re-roll, causes automatic mortals, and has an option to do mortals to big groups. This is what a "big gun" in 40k -should- look like.

It does raise a question though - can we get some upgrades for some other lackluster "big guns" in the game? Necron Doomsday Arks wish they were in this ballpark. So does the Leman Russ Vanquisher which has been getting progressively worse as the "tank killer" cannon in every new edition of the game. The recent leaks show the Eldar big guns improving so I don't think they're feeling as left behind but there are definitely some holes out there. Here I am finishing up Necrons ... the oldest, most powerful race in the lore ... and they have nothing as good as just slinging a solid metal slug at something at a very high rate of speed. 

The best way to make a single or very limited shot gun feel better in play is to give it some reliability - nothing feels worse than to have your big gun fire and roll a 2 with its 3+ chance to hit. They've done a LOT of that here. Multi-meltas went to two shots this edition and that has made them much more interesting. Missile launchers only have the one shot with krak missiles but they have the frag option so there is some flexibility. Plasma Cannons get d3 shots with blast boosting them against hordes. Lascannons are feeling a bit down this edition I think because of the only-one-shot statline and only 1d6 damage. If it's going to stay at one shot then it would be nice if there was some kind of bonus or re-roll on that damage so that you get more out of it. Doesn't have to be the d3+3 of the Eldar lance weapons but some kind of boost would be nice. 


I do like that they are exploring the design space more when it comes to the numbers and also that they are trying to make different weapons actually feel different. I don't like the spreading out of the "can only be wounded on a 4+" type mechanics or the "can only take x wounds per phase" silliness so I'd like to see more innovation on the defensive side but at least they are trying on the offensive side. 

I always thought the Hammerhead was one of the coolest looking tanks in 40k - now we might finally see them on the table again.

Anyway, today's info on the Tau - which I do not play - have me feeling pretty positive about the upcoming Eldar codex - which I do. A lot.