Friday, February 13, 2015

40K Friday - Progress Report - Marines Marines Marines - and Harlequin news



The Eldar are on hold for a bit while I build out more of the marine armies but I am going to have to get that new Harlie codex at some point. I have 30+ of the originals running around here and now with some actual support it could be a lot of fun to play them solo. Meanwhile ...

  • The Dark Angel vehicles are all base coated and just need some detailing and clear coating to be finished. I decided after sitting on them for a year I really needed to get them table-ready.
Insignia not glued on, but that's the general idea

  • The chaos marines have been getting more playing time than painting time. I am also building a second force of Iron Warriors now (mostly from existing chaos marines) for Apprentice Who and I to share as my Nurgle Space Hulk force is just about complete. 
Couple of tac squads, helbrute, heldrake, probably some havocs, led by a lord and a warpsmith
  • The Blood Angels are coming together. I have the new codex, the cards, and all of the elements I need for the force I have envisioned except for one more drop pod. The main work now is building and painting them though quite a few are already painted. The main force is this:
    • Dante + Death Company jumping around the board (hammer unit)
    • Two small assault squads with all-melta, likely deep striking in (tank-killers)
    • Two tac squads with heavy flamer, flamer, and combi-flamer drop-podding in on Turn 1(enemy objective takers and loota-killers)
    • One Multi-Melta/heavy flamer dread drop-podding in (wild card to be used as needed)
    • Devastator squad in the backfield (objective holders who can contribute to mid-field battle)

Depending on point levels there might be some scouts, small tac squads or another devastator squad or some terminators in here as well. HQ's were going to be a pair of sanguinary priests joining the tac squads but if I do I have to drop the squad down to 9 men to fit everyone into the pod and that means I lose a flamer. I may be OK with that but I haven't decided yet.  

I really like the Blood Angels' vehicular options - Baal Predator, fast vindicators - but for this force I don't really need any so that may be part of a later expansion of the boys in red.


Next time: More progress then the February Big Battle Report

Wednesday, February 11, 2015

Combining City of Heroes and Necessary Evil - Why Not the Rogue Isles?


Z3-R0 at the beginning of his career in crime
One obvious question that might occur to some people is this: If you're running a Necessary Evil game and want to set it in the City of Heroes world, why not use the City of Villains home area? Why not use the Rogue Isles? That's a good question.

For one, the campaign is all about juxtaposition and if I have villains running around the "villain homeland" it loses some of that feel. I need them to be reminded that they are "fighting the good fight" whether they like it or not.

Second, the Rogue Isles are a dump and no one cares about them compared to the attention given to Paragon City. What are the big landmarks in the Isles? There's not much. The interesting, memorable stuff is over in the big city where people actually want to live.

Thirdly, Paragon is where the money and the power is. If you're interested in taking control of things, then you need to go to the center of things, and that is not the Rogue Isles.

Boss Thunder out for a stroll
Also, my players and I spent a lot more time hero-side than villain-side so it is far more familiar. That matters. For a group that played more villainous characters when the game was active I can see it becoming the focus of a campaign but for us it just does not make sense.

In-game I intend to justify it by saying the Isles were blasted by the V'Sori early and often. Much like before, it's a somewhat anarchic zone that is monitored but not occupied. We may take a trip there during one of our missions, but it's never going to be the focus of the whole campaign.

No, there's really very little mercy here
"But what about Arachnos and Lord Recluse?" I hear you saying. To which I reply "yes - what about them?" Perhaps that's something that needs to be investigated. Perhaps our villains protagonists will investigate that. We will just have to see.

Astro-Ranger suspects this might be an old Arachnos base ...

Tuesday, February 10, 2015

Combining City of Heroes and Necessary Evil - the Content


Well, that's certainly still relevant

So now that I have a framework for how I think I can run this, I need to decide on the meat of each session. Since it's still "Necessary Evil", regardless of setting, I'm going to start with that.

The core plot unfolds in 11 adventures. Originally it was 10, but the explorers edition added an 11th which is good because the original finale was not good and I was planning on changing it anyway. With the reset to Paragon City I plan on changing it even more. For those familiar with the adventure, Star City has a sort of plot of its own tied to its history, and it ties in to the original finale. I'm planning to drop that whole element anyway, rendering that particular plot point meaningless. My players also finished the first 3 plot points back in 2010 when we started this and we're keeping those adventures with a little bit of a retcon to reset them in Paragon City. So I have 7 core plotline adventures. These are pretty much usable as-is with simple changes to names, locations, and some NPC's to reflect the new setting. There's only one other major setting discrepancy and I'll talk about that below.

Iconic characters like ... Fusionette!
Fleshing out the main plot are a bunch of other adventures that form the meat of the campaign. Given my plan I need to build out 5 of these into "main" adventures, and pick out 12 of the remainders as "B plots" for the campaign. That will use most of what is provided but it does leave me some room to skip the entries that don't fit as well.

Finally I have to think about working in the flavor of City of Heroes. I think there should be some kind of touch point to Paragon City in each session. CoH had a lot of landmarks, like statues and islands and buildings and those could play a part. There are a lot of good and evil organizations and those should have a role. There are also specific heroes and villains that show up in the game and those make it feel like home too. My initial thinking is that each session should involve a group, a location, and an individual character in addition to whatever A & B plots are happening. Frostfire was a big adventure run at the lower levels in the game. One session will probably deal with Frostfire, the Outcasts, and the Hollows. If I can find a plot point that would tie into them nicely, so much the better. The Hollows zone was also tied into the Trolls and the Circle of Thorns and might lead into something with those groups in either the prior session or the next session. Officer Wincott was a normal cop in the zone and he might show up too. Laying out a web of these kinds of connections is the real challenge here in my eyes.

Faultline ... err "Overbrook" Dam - infested with Vahzilok
Another example: There is a non-core plot point involving a dam. I like it, so I plan to use it. In the original adventure it's Hoover Dam, so it involves a trip to Vegas and while that's very comic-bookish involving the landmark and all, it felt a little odd in a campaign that is so heavily focused on a single city. Fortunately, Paragon City has its own dam which was the location of a popular task force. Revisiting it during an alien occupation invokes both a familiar location and allows for some ties back to that original task force. The primary enemy there was the Vazhilok, a sort of zombie group. The primary allies were Longbow, a Shield-like organization. It involved a running fight into, through, and on top of the dam itself. This gives me some nice ties back into Paragon City lore and some ideas on how to expand it into the focus of an entire session. There were also some ties to the Clockwork and the Circle of Thorns in those missions so now I have some potential links to other sessions if I want to focus on any of those groups.

Battle atop the dam!
So flavoring and tweaking the preset adventures, then adding in some additional material for additional flavor is he plan. There are also some plot complications to resolve as well. The biggest one is that Atlantis plays a large role in Necessary Evil but there is no Atlantis in City of Heroes. This was a conscious design choice from what I have read and there were no plans to develop Atlantis or an underwater city of any kind. Solutions:

  • Just add in the NE version of Atlantis. I'm still toying with this but it really seems like the easy way out. I'm of two minds on the concept too:
    • Adding in something new that significant to the setting detracts from the effort to make it feel like Paragon City and shouldn't be done. 
    • Think of it as an "expansion" for the original game - new zone, new race, new other character options - all of these things are pretty common elements in an MMO expansion, so why not take advantage of it?
  • Find one entity to replace Atlantis - maybe the lost magical city of Oranbega can serve as a less-watery stand-in? How about the Shadowshard? Maybe Cimerora? Croatoa? I really just need a lost city that's difficult to access and has magical elements to fill in.   
  • Part-out the Atlantean story elements to other areas instead of trying to go for a one-to-one replacement. 

Honestly my initial reaction was the second bullet, but after taking a break for a few days and coming back to it, I'm leaning more towards the first one. Most comic book settings have some kind of Atlantis, so it's not like it's a genre violation. Also, characterizing it as an MMORPG expansion is really starting to appeal to me, especially since I'm using a no-longer-active MMORPG as the setting. I need to make some more notes but it has a lot of potential and requires a lot less ret-conning effort to the adventure.

Monday, February 9, 2015

Combining City of Heroes and Necessary Evil - the Framework



Once I decided to combine these two things, I took a look at what I had to work with and how I wanted to integrate them:

  • Necessary Evil has 11 adventures that form the main plot, plus 20-odd more written adventures, plus a random adventure generator which is pretty solid. There is plenty of material here for a year-long campaign - it's more a question of what I'm going to leave out than what I need to add in. I'd be doing that even if I ran it in the original setting.
  • NE has its own setting and its own lore and some of the reveals in the adventure are very much tied to that setting. Changing the setting means changing those elements in some way or leaving them out entirely.
  • Paragon City has extensive lore, numerous characters, and a lot of enemy and friendly groups that players interact with during the game. On a basic level there is some reassignment that needs to be done but my players may want to know what happened to certain groups or teams or characters during and after the invasion, so I have to think beyond just renaming NE's NPC 's with City of Heroes names and re-write how the whole invasion went at a high level. This will give me some guidance when stuff like this comes up on the fly. I've been working on this the most over the past couple of weeks and I'm pretty happy with where it's going.

Speaking of Faultline Dam ...
I was originally thinking it would be a simple "repaint" (e.g. there's a mission involving a dam, well I'll just recast it at the Faultline Dam and we're good!) but there's so much more background available with COH that I want to do a lot more. Attempting to run this on a fixed schedule though means that adding anything in might require eliminating something to make room. With roughly 30 NE adventures and planning to run 12 sessions for the whole campaign (once a month for 2015) I'm looking at 2-3 of those per session before I make any changes. Now these are not lengthy dungeon-crawl type adventures, and Savage Worlds plays pretty fast anyway, so for now I'm going to schedule it out like this:

  • I'm keeping 10 of the original 11 core plot adventures. There's one I didn't like. Now my players have already done the first 3 back when we started this game years ago. So really I have 7 original core plotline items left. 
  • I like about 18 of the "other" NE adventures and think I can adapt them to Paragon City fairly easily.
  • Assuming I can fit in roughly 3 "plots" per session then this leaves me about 11 slots to work in something specifically tied to City of Heroes - about one per session. 
If I can pace this out correctly, that means I run a core plot item once every other session, an "other" plot item every session, sometimes more than one, and one Paragon-specific item per session too.  Now that's all fine as a mathematical exercise, but things rarely flow that neatly in play. Players get interested in a particular character/group/plotline, somebody misses a session, we have to cancel one somewhere, distractions mean we get less done than hoped for - there are a lot of variables. Heck, I don't have a great feel for how much we can get done in a "normal" session just yet so this is all just estimating for now. 

Atlas Park - head-on!
The other main consideration in planing is to make sure each session is self-contained - an episodic campaign rather than a normal serial-type campaign. By the end of session A, we should have completed X,Y, & Z. Playing only once a month I don't want to have to track combat states with a 3-4 week gap in between. This also helps deal with player schedule hiccups, among other things, and it feels more like a comic book anyway. 

Note: Thankfully in a supers game or any mission-based campaign it is possible to do this kind of planning as they tend to be more closely directed and/or more reactive so the GM has a lot of control over when and how things show up. If I was running a sandbox game or a mega dungeon I wouldn't be trying to manage it this way, namely a fixed-time type of campaign.

Now, with a framework for the campaign sketched out, I can start planning what goes into each session. More on that next time!

Friday, February 6, 2015

40K Friday - Chaos vs. Space Wolves and Eldar Battle Report



Apprentice Blaster and I got in our January 40K battle with a 2000 point fight. I took my Chaos Marines with Chaos Daemon allies while he took Space Wolves with Eldar Allies. With some recent upgrades to both of his armies he couldn't make up his mind so he took some of both, and I wanted to get the Bloodthirster back on the table so I took the minimum daemons needed to field him. My army list:

2000 Pts  -   Chaos Space Marines Army

1 Daemon Prince of Nurgle (HQ) @ 325 Pts
     Flying Monstrous Creature (Character); Psyker (Mastery Level 2); Daemon;
     Fearless; Veterans of the Long War; Fear; Hatred (Daemons of Tzeentch);
     Shrouded; Slow and Purposeful; Wings; Power Armour; The Black Mace; Gift
     of Mutation; Nurgle

1 Chaos Lord (HQ) @ 195 Pts
     Fearless; Champion of Chaos; Independent Character; Terminator Armour;
     Sigil of Corruption; Burning Brand of Skalathrax; Blight Grenades; Gift of
     Mutation; Mark of Nurgle; Lightning Claw; Warlord

4 Chaos Terminators (Elites) @ 241 Pts
     Terminator Armour; Mark of Nurgle; Power Weapon (x3); Chainfist (x1);
     Combi-Melta (x3); Heavy Flamer

     1 Terminator Champion @ [56] Pts
          (character); Champion of Chaos; Terminator Armour; Mark of Nurgle;
          Combi-Melta; Power Fist (x1)

4 Plague Marines (Troops) @ 140 Pts
     Fearless; Feel No Pain; Power Armour; Mark of Nurgle; Plague Knife; Bolt
     Pistol (x4); Bolter (x2); Meltagun (x2); Blight Grenades; Krak Grenades

     1 Plague Champion @ [24] Pts
          (character); Champion of Chaos; Mark of Nurgle; Power Armour; Bolt
          Pistol; Plague Knife; Bolter; Krak Grenades

4 Plague Marines (Troops) @ 140 Pts
     Fearless; Feel No Pain; Power Armour; Mark of Nurgle; Plague Knife; Bolt
     Pistol (x4); Bolter (x2); Meltagun (x2); Blight Grenades; Krak Grenades

     1 Plague Champion @ [24] Pts
          (character); Champion of Chaos; Mark of Nurgle; Power Armour; Bolt
          Pistol; Plague Knife; Bolter; Krak Grenades

4 Plague Marines (Troops) @ 150 Pts
     Fearless; Feel No Pain; Power Armour; Mark of Nurgle; Plague Knife; Bolt
     Pistol (x4); Bolter (x2); Plasma Gun (x2); Blight Grenades; Krak Grenades

     1 Plague Champion @ [24] Pts
          (character); Champion of Chaos; Mark of Nurgle; Power Armour; Bolt
          Pistol; Plague Knife; Bolter; Krak Grenades

19 Chaos Cultists (Troops) @ 119 Pts
     Improvised Armour; CCW; Autogun (x17); Heavy Stubber (x2)

     1 Cultist Champion @ [16] Pts
          Champion of Chaos; CCW; Autopistol; Shotgun

5 Havocs (Heavy Support) @ 148 Pts
     Power Armour; Bolt Pistol (x5); Bolter (x1); Missile Launcher (x4); Frag
     Grenades; Krak Grenades

     1 Aspiring Champion @ [23] Pts
          (character); Champion of Chaos; Power Armour; Bolt Pistol; CCW;
          Bolter; Frag Grenades; Krak Grenades

4 Chaos Spawn (Fast Attack) @ 144 Pts
     Beasts; Fear; Fearless; Mutated Beyond Reason; Rage; Random Attacks; Very
     Bulky; Mark of Nurgle

Models in Army: 52


Total Army Cost: 1602

Chaos Daemons Army

1 Bloodthirster (HQ) @ 300 Pts
     Flying Monstrous Creature (Character); Daemon of Khorne; Demonic
     Instability; Deep Strike; Daemon; Furious Charge; Hatred (Daemons of
     Slaanesh); #Warp-forged Armour; Lash of Khorne; Axe of Khorne; Lesser
     Rewards (x1); Greater Rewards (x2)

10 Bloodletters of Khorne (Troops) @ 100 Pts
     Infantry; Daemon of Khorne; Demonic Instability; Deep Strike; Daemon;
     Furious Charge; Hatred (Daemons of Slaanesh); Hellblade

Models in Army: 11


Total Army Cost: 400

So we ended up at 2002 points as Blaster ran over a little too.

The battlefield:


We set up the table with the idea that "Fuel Station 7" is a lonely refueling outpost somewhere on the planet Tranicos that just happens to be located near one of the numerous chaos shrines (the ruined tower thing in the lower right with the skull symbol in the center) that dot the planet. Chaos is coming to take the control of the shrine and the Space Wolves and the Eldar are coming to stop that from happening.

We usually play from opposing long-edges but this time we rolled for deployment zones and got the short sides, making for a narrower, deeper battlefield. Blaster chose the side with more trees so Chaos actually begin in possession of the shrine this time. We placed objectives (we're doing tactical missions) and deployed.

The blue dice around the table are the objective markers
Blaster set up first and went first. I hid in cover for the most part and hoped to be able to survive early fire. I started in total control of one objective (the chaos shrine), 2 within easy moving distance, and 3 others farther in his territory. My plan here is to hold the shrine with the chaos cultists, hold those two mid-field objectives with the plague marines, intercept his attacking units with the spawn, the bloodthirster, and the daemon prince. The havocs are there for fire support. The bloodletters are a bullet shield for the plague marines for the first turn or two. For his backfield objectives I'm going to drop in my terminators and my chaos lord. If the spawn or the big daemons survive they can help with late game objective seizing too.

Pre-game I took Nurgle for one (compulsory) and Biomancy for the other on the Prince and got Iron Arm. A flying Nurgle prince with Iron Arm ... this should be fun. The 'thirster got various ridiculous awards that gave him fleshbane and armorbane etc. It's not like he would be running from much of anything anyway - this just made him that much nastier. For the warlrod trait though, I got the ability for the warlord and his unit to outflank ... hmmm ... Instead of deep striking the terminator unit I now decided to outflank them.


  Blaster's wolf list was a wolf priest in a land raider crusader with 15 blood claws (his core unit), a squad of grey hunters deployed in some woods at the back on an objective, a unit of wolf guard shooty terminators on foot, and a unit of blood claw bikers. His Eldar force was a guardian squad with a missile launcher at the back, a wraithlord, a unit of harlequins on foot with a farseer, and a unit of rangers on another backfield objective. He also had a crimson hunter in reserve. His strategy looked to me like he planned to leave the 3 troop units in the backfield and send everything else forward in a wave with the Eldar going left and the wolves going right.  

Final Setup
Turn 1

First turn for the good guys  - he moved up and shot some bloodletters and one plague marine. Notably, his harlequins failed their psychic test to cast veil of tears.


Turn 1 for most of the Chaos force involved moving up and taking some objectives. For the Havocs it involved blowing away a chunk of the harlequin unit, including the Farseer! Bad luck and bad positioning meant he ended up as the closest model in a torrent of frag missile hits and died - first blood to Chaos!


At this point I have troops sitting on 3 of the 6 objectives and I'm pretty happy with the situation despite not having any cards for them.

End of Turn 1: Chaos 1 VP, Law 0 VP

The circles mark the other 5 objectives (other than the chaos shrine)


Turn 2

Law, second turn: Lots of moving up, some shooting, lots of charging.  The remaining harlies and the wraithlord moved up and charged the bloodletters while the terminators got themselves into position.  

The bikers moved up and charged the spawn.



The blood claws debarked the land raider and then failed their charge into the plague marines - uh oh.

The Wolf Priest says "oops!" 
Chaos Turn 2: The plague marines and the daemon prince tear into the blood claws. There are a few of them left at the end, but not many.


The fight between the bikes and spawn continues, down to 2 on each side.


The bloodthirster tore into the wolf guard - and one managed to survive!


Last but not least, the chaos terminator force came on from outflank and started roasting Eldar

Note the lack of eldar on the hill - heavy flamer + burning brand of skalathrax will do that.

End of Turn 2: Chaos 5 VP, Law 2 VP

Chaos losses at end of turn #2 - not too bad

Turn 3

Forces of Law: The eldar airforce makes an appearance and shoots up the daemon prince. The grey hunters move up to engage the chaos terminators.The spawn finally beat the bikers, wiping them out. The thirster finshes off the last of the wolf guard, and kills the wraithlord in the same combat! That did not go according to the good guys plan ...


The blood claw remnants charge the plague marine remnants.


Turn 3 Chaos: The daemon prince fails to get his iron arm off this turn - uh oh! so he continues to beat on the land raider to try and finish it off. The plague marines blow away the last of the harlies. The chaos terminators fry the eldar scouts.



At this point I have control of objectives 2-4-6 towards my half of the board plus objectives 3 & 5 and I have wiped out several of his units so the points start to roll in. 

End of Turn 3: Chaos 8 VP, Law 2 VP


Turn 4

Combined: They grey hunters move back into the woods, realizing I can charge them and that powefists will make short work of them. Shooting kills 1 of the chaos termies. Return shooting kills multiple grey hunters. The crimson hunter moves over and shoots up the bloodthirster, taking him down to 1 wound. The blood claws kill the last plague marine in melee, but the undamaged squad sitting on the objective blows them away. The prince fails to kill the land raider while the spawn and the thirster head down towards the grey hunters.

End of Turn 4: Chaos 10 VP, Law 2 VP

Turn 5

Combined: The land raider manages to  kill the daemon prince (who has been at 1 wound for some time now) with his multi-melta but we called it there.

End of Game: Chaos 11 VP, Law 3 VP

Final chaos losses (plus 1 daemon prince)
Aftermath

It was a big fight at 2000 points and it took a while to get it moving but once we did it was a lot of fun. That deployment type is not my favorite but I can live with it -just makes mobility an even bigger factor than normal.

Blaster complained somewhat about his cards but I still believe you have to go and get them, you can't sit back and wait for them to come to you. I had very few objective #x cards early on but I did have some "kill a unit" types and I went after those. In a game this big I could do that and still go for objectives I did not yet have cards for to control them just in case I did pull some on a later turn.

He did admit very quickly that putting the grey hunters so far in the backfield was a mistake. I think putting 3 big units of troops back there was a mistake - one or two, sure, but I like my backfield holders to be either a) cheap or b) long ranged enough to contribute to the rest of the fight. This outlook also affects my placement of objectives as I don't want all of them in my backfield - I want them where the fighting is. 

He took the loss well and is game for a rematch, likely with just one army this time. There were some fluke rolls in there like missing the harlies' protection power and failing a 5" charge. Those might have made a difference.

For my force, I think everything went pretty well. The havocs blew stuff away and the cultists held the objective and neither were ever touched. The bloodletters served their purpose as cheap bullet shields. The spawn did well being fast and tough. The deep-striking flamer terminators did exactly what I wanted them to do, and the big daemons were bullet magnets while they were busy wiping things out. It was a fun game and I'll probably take more chaos next time - until my Dark Angels are ready.

Monday, February 2, 2015

Catching Up - the Grab Bag




The Kickstarter for the next big Deadlands adventure is out and available here. While I wasn't a big fan of some of the recent settings when they put one out I do like I will support it - and I did.



Green Ronin is releasing a giant hardbound version of Freeport for Pathfinder. "Awesome! I thought when I first heard about it. I used Freeport in a 3rd edition D&D campaign I ran years ago and thought it would be fun to revisit in the wake of the original trilogy. Then my players mentioned that they hated that place! If it hadn't threatened the rest of the world I think they would have left before the big finale and let the city suffer whatever horrible fate awaited it. Reluctantly, I let that kickstarter go on without me ... sniff. Ah well. I have plenty for Pathfinder anyway.

Other News

  • D&D Layoffs. WOTC is making themselves look bad, at least to the online forum crowd.
  • The "BAMFsies" superhero RPG awards came out last week. Now I like the guys who do the podcast but right there at the top is the gamer's choice award and it's G-Core! Who the heck was stuffing the ballot box for G-Core?! My take on G-Core is here.
  • Star Trek Online is celebrating its 5th anniversary. I was there when is started and I have come and gone at different points over the years, but if you're at all interested in a Star Trek RPG type experience, it's out there, there's a lot of content to play through, and it's still free.
  • For Warhammer 40,000 the new Codex Necrons is out, with Harlequins on the way. Undead space robots and battle clowns for 7th edition!



Monday, January 26, 2015

The New Campaign for 2015: Necessary Evil - with a twist



Things finally came together and I had a chance to fire up a new campaign alongside our continuing Pathinfinder adventures. I've been wanting to play more Savage Worlds, I've been wanting to play some kind of super-RPG, and I've been thinking a lot about City of Heroes, so ...


I know NE already has a twist - you play Supervillians pressed into saving the world - but the city setting in the book is a gimmick that while I was OK with it, I always felt like it could be better, less "generic modern city" on the surface. I felt that as far as the players were concerned it had an unusual shape but the background behind it kind of washed over them or was never fully discovered. I never had a good feel for the street-level view of the place. Given that my group were all fans of City of Heroes and played it quite a bit, why not use that familiarity to amp up a tabletop game? Why strain to make "Northpoint" interesting when I can say "Steel Canyon" instead and they instantly have a picture of the skyline, the layout, and where it is in relation to the rest of the city - and so do I.

The Heart of Steel Canyon 
I did consider taking another tack. I did think about using the DC or Marvel universe but those are so detailed and so vast I think a "devastated and conquered earth" campaign is tougher to pull off. I lingered for a while on using M&M's Freedom City setting but a) my players are not that familiar with the city as I've never used it for a sustained run and b) I don't want their introduction to the setting to be post-alien invasion Freedom City as I'd like to use un-invaded FC for a future campaign.  Then I realized the answer was Paragon City, the setting for City of Heroes:

  • Familiar to everyone? Check.
  • Easy to visualize iconic locations? Check. (plus I have lots of screenshots to refresh memories)
  • Well-known heroes and villains and organizations to play various roles in the campaign? Check.
  • Conflict with canon? Nope, since the game closed two years ago I can pretty much blow up whoever and whatever I want after a certain year.  
  • Online resource with tons of information? Check.
I'll cover more of the details in future posts and how I'm substituting parts of the adventure with my own and stitching together some other elements to make it more tied to Paragon specifically. They are still villains, they are still working for a major supervillain who has formed the resistance movement (some more willingly than others). In the original adventure this is "Dr. Destruction", a Doom-esque villain. In my version it is Nemesis.Yes, it is literally a "Nemesis plot."

He's sort of a steampunk Dr. Doom who's always plotting something
Why not Lord Recluse as the resistance leader? In fact where is Lord Recluse? Well that's an interesting story. My players may uncover it during the campaign - or they may not. That's one of the keys to my approach. There are a ton of threads one could pursue in post-invasion Paragon City. We could spend years on "Whatever happened to hero group/villain group/giant monster/villain/hero etc." and while I have plenty of ideas I'm going to let the players drive the focus on where things go.

Also, we are picking up the game where we left off in 2010. We're assuming that all of those events happened, even if we are retconning the location and some of the names into Paragon City from Star City. The players brought back all of their old characters (everyone managed to hold on to their character sheets in paper or digital form for 5 years!). I'm working on a "retcon recap" to update the events of those old sessions to fit them in.

Atlas Park lives again!
While this is not quite as zero-prep as running it straight out of the book, it should be quite a bit more rewarding. plus, knowing the setting so well makes it easier to run on the fly anyway. If you are familiar at all with both games then you will know there are certain elements of NE that do not have an easy counterpoint in CoH. I have thought about them and I already have some possible replacements and re-works. Some elements I'm just going to de-emphasize, others will be ignored entirely. As far as the core concept and general plot, it's still Necessary Evil - but it's MY Necessary Evil, and when we're done it will be mine and my players' take on it, by way of Paragon City.

Finally,  this is not just planning - we played the first session over the weekend. Three of my four players were available so it is officially kicked off! Right now the plan is to play once a month though if schedules line up we may work in an extra session or two. I'm going to sketch it out as 12 "Issues" with this kick-off session as an "Issue Zero". If we play more, well, there's no lack of material in my head. More to come.

Friday, January 23, 2015

It's been a long busy week



... I expect things to get back to normal next week. Hopefully. Cool stuff happening regardless - I'll share that later too.

Friday, January 16, 2015

40K Friday - Irons in the Fire: Building Armies and Goals for 2015


I look at the miniature army-building process as really having 5 stages:
  • Designing it - figuring out what are the units you need to make a playable force (of say 1000-2000 points for 40K) and how you want the army to work.
  • Collecting it - acquiring the models you need to field it
  • Assembling it - putting the troopers together, building the tanks, and getting it into physically usable shape. This may overlap with the collecting part.
  • Painting it - putting the colors on to make them look like a unified force, other than the Primer Legion. This may overlap with the assembling part.
  • Playing it - that first game with the new army is always a big moment. Even if it's a 500 point skirmish with a leader and a couple of squads it's still a cool thing. I always feel like that's the moment I can say "yeah I play (army x)".
My first marine and eldar forces were built back in Rogue Trader and expanded throughout 2nd Edition. I also added ork and chaos armies during 2nd. For 3rd I reshuffled things. I traded off  my eldar for more orks, traded the chaos for more marines, tried imperial guard and traded them off for more orks and more marines, and built a second marine army optimized for 3rd edition. That was pretty much it for ten years. I stuck with my old marine army, my new marine army, and my ork army and was mainly an orks and marines player through 4th and 5th, though at the end of 5th I did pick up a painted deathwing army. I had picked up a few eldar parts and some chaos parts along the way but not enough to make them real armies - just good deals as I came across them with the idea I
would get around to them one of these days. Then the boys got old enough, got interested in the Dawn of War computer games, and 6th edition came out.

Looking back, I have been working on four different armies over the past two years with varying approaches and to varying degrees of success. I thought I'd recap them today.

I started out this new wave of 40K interest with a desire to build a brand new army from scratch instead of rehashing the same parts I've been using for the last 20-odd years. Having purchased the 6th edition starter set I decided to go ahead and build a Dark Angels army. You can never have too many marine armies, right? The trick for me is to gear them for different styles of play - foot, mounted, drop pod assaults, etc. I spent most of 2013 and the early months of 2014 acquiring the parts and changing my mind about how I wanted the army to work. I finally settled on it around the end of 2013 (see here and here) and acquired the rest of the parts in early 2014. I'd call it "Designed" and "Collected" at this point, but I'm still working on the "Assembling" and the "Painting" phases. It's been back-burner-ed the last few months while I worked on Chaos and Eldar but I do intend to come back to it soon.

Not super-impressive in boxes and bags but it should be fun to play
This was the first army where I followed this new approach and it's worked pretty well. It's nice to have the whole army in-house prior to starting up the painting process and it's also nice to be able to say "it's done" - well, as much as any 40K army can ever truly be "done".  It does mean I have all the elements of the army I want to play and I can start picking up pieces of the next army while I am painting and playing this one. Now I just need to finish them ...

Behind all the spaceships the painted stuff is looking pretty good
Around the same time I figured I ought to build up a chaos marine army too since the starter set came with a pretty good set of mini's too. This turned into a more extended process than I had planned but I eventually settled on a force structure and a look for them and I've been slowly making progress ever since. Since Daemons work so well as allies with CSM's I converted my fantasy daemon army over to 40K bases and it works pretty well. I have done some work on these recently so maybe I can finish them this year. They're Designed, Collected, and Assembled, I just need to finish the Painting part of the process.

Chaos stuff in progress

At the end of 2013 I also started thinking about an Eldar army, specifically an Iyanden-style wraith army. Thinking I could get the parts together while I was painting up the Chaos and Dark Angel forces. That's not exactly how it went. By the end of 2014 I had settled on a Design (since expanded, naturally) and I have Collected almost all of it, but it's not Assembled or Paintable or Playable yet. Writing up this post I'm thinking maybe I should go back and finish one of these others up before pushing ahead on the space elves but you have to go with the fire you feel at the moment or it turns into work. We'll see. I'm up to around 3000 points of Eldar "Collected" and I have yet to pick up any wave serpents so it's going to get pretty ridiculous this year. With DA's and Chaos pretty much built out, this one and the BA's will be 2015's armies of acquisition.

More boxes and bags but progress is being made
Finally, a latecomer to the scene has been the Blood Angels. It started with a  moment of "hey, I have a lot of unused marines here" and turned into a minor acquisition streak of picking up a unit here or there on the cheap. After reading through the codex the wheels start to turn and the realization that it wouldn't take much to make this a real army sets in. So in 2014 I added some assault squads and some death company troops and Dante. Now with the new codex there are a lot of interesting options with this army and I'd say they are in second place for 2015 for the Collecting phase of things. I really just need vehicles, so it won't be cheap but I don't need all that many. I have an initial force in mind which I will discuss in a later post and that will guide my acquisitions for now. Once I play them a few times I'm sure I'l have some modifications in mind but they are not quite there yet.

Blood Angels forming up - some of these are even painted.
So that's the big four at the moment. One of these days I'll go back into active mode with the Orks and bring them into 7th edition but I really need to finish one or two of these others first.

Eldar recent arrivals
For 2014 my goal was to have the Dark Angels completely finished by the end of the year. I failed there. I did add to the Eldar, and I did get the Daemons playable so I did accomplish some things. For 2015 my goals are:

  1. Completely finish the Dark Angels! I mean it this time!
  2. Completely finish the Chaos Marines! Also finish the Daemon allies! This is all very close right now so it should be achievable.
  3. Finish collecting and building the Eldar and play some games with them. Get some of them painted.
  4. Collect and build the Blood Angels force that's in my head and get in a few games with them.
  5. Finish a small expansion to my old Crimson Fist army
  6. Play at least one game of 7th with my old RT Howling Griffons army
  7. Finish some detailing on the Deathwing army, even if I don't play it
  8. Build Lady Blacksteel's Dark Eldar figures so she can paint them, even if we don't use them in a single game
  9. Design the Ork army restructure by the end of the year. Think of them as the army to build for 2016
  10. Play at least one game of 40K a month - with whichever army. No dead zones this year.
That's not a short list, but I'm happy with it. If I accomplish everything that's a helluva productive year. Next January I'll look back and see how I did.