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Well, I've let it happen. Pretty much every one of my 40K armies has some kind of backlog but they also can all make playable and at least partially painted armies. I try not to let a gathering of plastic sit too long in an unplayable state even if it's not painted. So having achieved that state some time ago I decided to start expanding my Age of Sigmar forces ...
Yep, that's a big ol' pile of angry dwarfs waiting to be built. They are completely unplayable as nothing is built. I wanted to do this one a certain way so I ordered custom stonework-looking bases for the whole damn army and that meant I couldn't really buy already built or painted units so here they sit ... on the sprues. Now this has all developed this year so they are not too backlogged but I haven't made much progress beyond the "acquisition" stage. That's multiple Start Collecting boxes because they are a hugely better deal than the newer options and some individual unit pickups of Vulkites and Hearthguard. Grombrindal there in the blister pack will be my first Grimwrath Berzerker.
Beyond what's already here I don't need much - maybe a few more Magmadroths if I like how they play (I have 3 at the moment) and probably a few more Berzerkers and Doomseekers down the road to have more options. I want each of those to be unique so it will take a little more effort but I'm not in a rush.
The chaos warriors are in a slightly better state though it may be hard to tell. I talked about restarting this journey a while back and I did follow though on that. I put together a squad of chaos warriors, dusted off some knights I picked up a while back, found a heckuva deal on some painted chaos knights (the red guys up there), finished gathering up marauder parts and at least one of the Warcry warbands which seem to be big players in the AoS chaos books. I have some characters put together as well so while it's not all pretty yet I could play them in a 1000 point game at least - progress!
The big additions here were in the Slaves to Darkness army box that came out last fall that came with the new army book, new daemon prince, new chosen (finally in plastic!), and new "Ogroid Theriadons". That last unit is a pack of 3 ogre/troll/minotaur-looking things and I really like them so I added 3 more to make a nasty unit of 6. I used to field chaos trolls in the old days so I like having a brute squad in my otherwise mostly human-ish force and these are the new heavy hitters. I already had the prior Start Collecting box with warriors, knights, and the lord on karakadrakadrakka thing sitting around from a prior flirtation with these kinds of thoughts. Converting some of my old characters to round bases meant I had a pretty solid force right away so now the big task ahead is to finish building and get the rest of the painting done.
Then there are the Beasts! I've been bouncing these guys around for more than 20 years and I may finally get them onto the table as an actual army soon. In the early to middle years of Warhammer Fantasy "Chaos" armies included everything - warriors, beastmen, daemons, whatever. Over the years as they expanded the range they split each of those forces off into separate armies which felt very forced at times but that's how it went. These beastmen started off as add-ons to my Chaos army that was mostly chaos warriors. The daemons I had back then eventually became a separate army and ended up used in 40K more than fantasy. The beastmen though just kind of sat. They made good gnolls for D&D but I didn't really care about building them out to be a full Warhammer army. A few years ago I seriously considered making them a "The Herd" army for Kings of War so I picked up a Cygor/Ghorgon to be a potential centerpiece but I ended up just letting them all sit in a box for the next few years.
This year as the Sigmar interest developed and I started going through boxes and drawers sorting out fantasy parts I realized I had a pretty good amount of them. With the Beasts of Chaos battletome coming out for 3rd edition as well I figured the time was right so I started basing them up and adding up points and I realized I didn't really need to add much. I have enough old figures that are effectively Gors to make the battleline units I need. I have old metal shamans and beastlords so the characters are covered. My old metal dragon ogres are complete and while they aren't as pretty as the newer ones they are still perfectly usable here. The Chaos Warhounds I bought years ago to use as Flesh Hounds in my daemon army when the official models looked bad are still the current model for Warhounds so why not pull them back into the army they're supposed to be in?
The minotaurs are a pure indulgence on my part - I like minotaurs, I like the current GW models in particular, and I thought an all-minotaur army would be a fun skew list to play so i started buying some. Right now I'm at 6 which will probably be one unit and I also picked up an old metal Doombull I can use to make them Battleline. This is really the only part I have spent money on with this army other than the book and it's probably the most playable of the three.
Future acquisitions will likely include more of the giant monsters as those would be fun too. More minotaurs obviously. I'd like to get up to 18 of those to be able to throw out 3x 6-bull squads. I know Bestigors and Ungors are major parts of the army but I just don't care about them that much. One day I'm sure I'll want some but for now it's mainly what I have plus Bullgors.
Beyond these newer arrivals I still have the half-painted-mostly-built Seraphon army in the miniatures closet from a few years back and also the large pile of Stormcast and Blades of Khorne I acquired through multiple boxed set purchases back in 1st & 2nd edition.
There are also the 4 daemon armies that are mainly for 40K but work perfectly well in AoS too and those are actually in pretty decent shape - probably the most "done" of any of these forces. It helps that you can play them in both games.
So yeah, this is a fairly stupid way to get into an army - stumbling into it with half-done units over multiple editions. I would not recommend doing it this way at all. The choose it/buy it/build it/paint it approach, ONE army at a time, is far more sensible. So if you're not already invested in one of these games do it that way, two armies at most so you can play games or teach people on your own. Hopefully I can make enough progress on these to feel it's worth posting about them again later this year. Maybe even play some actual games too ...
Onward!
This is an updated version of the original Strike Force from 1988 and is the product of a Kickstarter drive in 2016. I made a post about the original over ten years ago and thought very highly of it. With a newer version out there I figured it was high time I looked it over too.
Some straight-up comparisons:
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| "Bolo" |
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| Kestrel |
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| Skyrocket |
First up: it's the usual nicely-produced GW hardcover. They have this figured out and it loks very much like a 9th edition codex style-wise. The grey tone throughout offset by colorful artwork and pictures of miniatures ... it looks exactly like what "9th edition 40k book" should conjure in your head if you've been keeping up with the game.
That said it is less than 100 pages and was going for 50-60 bucks most places. So it's thinner than a codex and yet costs more. It's about 40 pages of lore and background, 10 pages of pictures, roughly 20 to cover the new Boarding Action rules, then about 20 more for specific boarding action missions. I rarely bring up cost here with 40K because it's just part of the hobby - it's expensive and always has been. For someone who remembers the $22 box of 30 marines and 5 metal minis in a blister pack for 5.95 it's just part of the deal. This one though feels like a boundary-push given the size and scope and that it's supposed to be FIVE (!) books. I am assuming that the lore will progress and also that each one will contain additional rules for Boarding Party games so if you want the full scope of those it will cost 5X what any one army's codex did -and then we will turn right around into an edition change and it will all be moot anyway. In an earlier edition this would likely have been a one-off softcover supplement book for half of that price but this is where we are now.
Cost gripes aside I admit I love the Boarding Action idea. I always liked both the Space Hulk game and the concept within the setting and that seems like something that a) would be worth fighting over within the universe of 40K and b) gives an easy excuse for any number of factions to show up for a battle or a campaign regardless of location or temperament. The rules are solid and the missions are interesting enough and with a 500 point limit it does keep the games fast. I was a little disappointed at some of the restrictions, namely the lack of dreadnoughts as this seems like exactly the kind of mission where an armored walker would be desirable. Without them it's goes back to a hero-hammerish approach where characters are the heavy hitters in many cases. Sure, "no vehicles" is the simple approach but I think a few rules tweaks could have made this work well. Maybe add some of the dreadnought-sized monsters in too just to be fair.
There is more to the whole Arks movement than just these specific books. There is the latest tournament/mission pack and it seems solid enough though I've played zero games with it. The missions mostly look like refinements of the Nephilim missions as do the objectives -the big change for this season is the force org chart:
There was a lot of hubbub when this first came out but that seems to have settled down as people have embraced and begun exploring the possibilities this change offers. Sure, it might be an end-of-the-edition-take-what-you-like-blowout kind of thing but damn it looks fun. That's why we play the game, right?
So it's a mixed bag for me. I like the content but I think it's overpriced, even for GW. That said I'm probably going to buy them all because I'm a sucker for the story, especially the potential for some kind of game-changing lore of significance and the return of The Lion. I know, but that's just where I am right now.
I'll have an update looking at the Angron book soon, maybe for next Friday.
Looking over the blog I realized it's been quite a while since I said anything about STO and that's a shame because I've spent quite a bit of time on it lately. First off, yes - it's still around still adding new material and still fun to play in my opinion. I've been playing it since launch and though I have had a few gaps it is never a game I've "quit" - usually it just gets de-prioritized while I do things like the move last year.
The game just celebrated it's 13th anniversary so it has been going for quite a while now. The last two years' major storyline has been fighting the Terran Empire from the Mirror Universe and I have to say it's been pretty interesting with some unexpected characters showing up in a big way.
The pace of content development is not fast with about one new "big mission" per quarter alongside new ships, new uniforms & gear, various bug fixes, and tweaks to existing content in general. The downside is that if you're "caught up" there is less new to do, but if you're coming in fresh there is a ton of content here and plenty of time to do it given that pace of releases.
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| Inside the Dyson Sphere - I love that zone |
One of the things that became far more prominent after the game had been out for a bit is the regular recruitment of Trek actors to do voice work in the game. From TOS to TNG to DS9 to Discovery many of the actors have contributed to a storyline and it really does add something. Running around fighting alongside J.G. Hertzler's General Martok was a particular bit of fun for me. In the recent terran arc Admiral Janeway is a big presence and you get both the one we know and a Mirror Universe Janeway which is quite a bit of fun.
With the Terran arc wrapping up now it looks like the Next Big Thing in STO is going to be some kind of Borg ... resurgence? Invasion? It's hard to say just yet but they were the big bads in the early days of the game but they have diminished over the years, powercrept and relegated to older missions that are not played as much outside of some raid-style Task Forces (in STO terms). I'd be happy to see them become terrifying again.
Given the opportunity to start a new superhero campaign I dove into the deep end and ran through a bunch of games I own and checked into a few I did not. Part 1 of this covered the Marvel Superhero options as I do love the old warhorse and there are a lot of options out there built around that chassis.
Beyond that though there are many other games in this genre. I hit most of the big ones in my exploration so I thought I would share some thoughts on each in this post.
As a follow up to yesterday's post here are some links to some great support sites:
First up is the granddaddy of them all Classic Marvel Forever. This site has been around for years and was the one-stop shop for all things MSH including PDFs of the original books. The obvious links are gone these days but I suspect they are still reachable with some creativity. Beyond that there is a ton of extra material from character profiles (including DC!), organizations, house rules, and just a lot of interesting material if you're actually running a campaign.
Another solid one is FASERIP.com which is a site I was previously unaware of but does have a ton of material as well. The Links section in particular is a gold mine for characters and character generators and all kinds of useful materials. The site's author has also created their own MSH retroclone which apparently takes the FASERIP rules I mentioned in yesterdays post and adds a bunch more stuff. I have not checked it out myself but I will at some point. Until then here's a link to the FASERIPopedia in case you want to take a look.
Finally there is MSH Gamer which is another great, modern site with character writeups, rules, links - it's just a great site and is definitely worth a look if you're interested in MSH.
Finally a personal note - MSH has gotten some flack over the years about the color chart and how people don't like charts and how it may seem like a kids' game etc. I'd like to point out that one of the goals of many more recent RPG designs is to achieve something beyond basic pass/fail results with their base mechanic. From Savage Worlds success/raise mechanic, One-Roll Engine's height/width mechanic, FFG's funky dice results for several of their games, various dice pool games, and others, have all tried to implement a simple mechanic that gives something more than a simple made it/didn't make it result.
Well ... here's a game that had -three- possible levels of success plus failure on -every- roll with guidelines on what those different levels could mean while covering a power level that ranged from Aunt May to Thor and Hulk and beyond ... and it's from 1984. So before you dismiss it as "the kid's superhero RPG" or an introductory superhero game, take another look. There's a reason people still discuss it and use it today beyond "nostalgia". There is a serious, robust, time-tested game system here that is as capable as anything newer on the market.