A fun battle with lots of heavy hitters knocking each other around.
Tuesday, February 19, 2019
Wednesday, February 13, 2019
Sentinel Comics RPG Kickstarter
A lot of you probably already know about this but just in case the RPG based on the Sentinels of the Multiverse card game has a kickstarter that wraps up in a little more than a week. The campaign is here and it looks pretty good to me.
There are a couple of things I really liked about the original card game:
- Each hero has a set deck and expansions add new heroes and villains, not new cards for existing ones. So it's expandable but it's not collectible. This keeps it a "game" and not a "hobby" - or an "investment".
- It's based on a fictional comic book universe including a fictional history of the comic book company and it ups and downs over the years.
- It's a cooperative game. You team up with the other players to defeat a villain who runs off of his own deck. So everybody can win but it doesn't feel like a "gimmie" game - everybody can lose too.
The thing I like about the RPG (having played the starter kit last year) is that it's an evolution of the Marvel Heroic / Cortex+ system with more tightly defined mechanics. I've played multiple sessions of the Marvel game and had one try-out session with the starter kit and it went well as the players got familiar with the mechanics.
Here's a pretty thorough review of the Starter Kit that explains some of the mechanics.
Here's a pretty thorough review of the Starter Kit that explains some of the mechanics.
Anyway it looks like fun and I thought I would help get the word out.
BatRep of the Week: Grey Knights vs. Tyranids
A new one from Miniwargaming that's fun and shows off some of the new Urban Conquest Rules
Tuesday, February 5, 2019
40K Tuesday: Chaos Daemons Update
I spent a fair amount of time in 2018 building up this army alongside the Grey Knights and while it's still a work in progress I did at least make some progress. I have all of the pieces I want, for now, and I managed to get the Nurgle half just about finished a while back.
As far as that Nurgle half Chapter Approved 2018 dropped the cost significantly. Now, 3 Soul Grinders and a Daemon Prince add up to 729 points where they were over 900 before. I'm not really looking to add any Plague Bearers or Nurglings or Beasts right now so that frees up some room for more Khorne.
The Khorne "half" looks like this right now:
- Daemon prince
- Blood Throne
- 30 Bloodletters
- 10 Bloodletters
- 10 Bloodletters
- Karanak
- 3 units of 5 Flesh hounds each
- Option A:
- A Jugger Herald
- 5 Bloodcrushers
- Option B:
- 3 Skull Cannons
So yes it's a Bloodletter bomb with some smaller units plus a speedy swarm of hounds. With the Grinders providing a solid fire base my Khorne units are free to rush over and engage the enemy force up close. My main plan is to take the Jugger squad as a fairly tough mobile unit (upgraded to 4 wounds each in Chapter Approved) but the cannons could be a nice "extra-shooty" option as well. The hounds, cannons, and juggernauts each run 250-300 points so I can arrange as needed. All of those are Acquired, all but the throne are Built, and I'd call Painting about halfway done on this bunch. They should get finished up the first part of this year and then I'll put up some pictures.
Future plans: At some point I need to get one (or three) of the big plastic Bloodthirsters but right now all I have are 3 of the older metal ones. I may have to test those out and see how they do after their big point drop in Chapter Approved as well. One of them could swap out with any of those modules mentioned above ... or ... they could swap out with the Nurgle force and let me go full Khorne. It's good to have options!
Monday, February 4, 2019
BatRep of the Week: Imperium vs. Khorne
This one is from Tabletop Tactics and it looks like they are having a ton of fun in this one. Also: comically bad dice rolls!
Labels:
40k,
Daemons,
Imperial Guard,
Imperial Knights,
World Eaters
Tuesday, January 29, 2019
40K Weekday: Grey Knights Update
I really really like the Grey Knights lore in 40K I remember them being an interesting unit in Rogue trader and then in Epic where they were a single unit you might take if fighting Chaos but not an army on their own. Then came 5th edition when they received a separate Codex and suddenly they were a whole separate force with some really nice miniatures all their own. It's a great look, a great theme, and a great concept for an elite strike force in the game.
In 5th they were a top-tier army.
In 8th ... they are widely regarded as the bottom tier army of the game.
This is sad on one level but it also opens up some possibilities as there have been Grey Knights all over eBay for the last year. It occurred to me that since they are an elite army and there are a lot of them showing up for sale online it might not be too hard to acquire them in nicely painted form at a reasonable price. I've been interested in adding them to the house armies for a while so this seemed like a great opportunity to do that.
So ... the goal: Build a fully painted Grey Knights army without ever lifting a brush to paint them myself and without paying a premium for having it done. This was to be a total refugee army.
I started looking last January, and this first month of 2019 has seen the final acquisition needed to make my Grey Knights army really playable in 8th edition 40K: A third strike squad! This opens up the Battalion option and a decent number of Command Points when fielding them. It's a nice milestone to have achieved.
The force now:
- Grandmaster Voldus
- 2x Terminator Librarians
- 2x Grand Master Dreadknights
- 3x Strike Squads
- 3x Interceptor squads
- 1x Paladin squad
- 1 Venerable Dreadnought
- 3x Razorbacks*
Now I like the silver look for these guys, not the literal grey look, and that seems to be the default color scheme along with red and white heraldry. It's been fairly easy to acquire and there are still a lot of options out there. I don't have any air units, I don't have a land raider, and I could always use another Dreadknight and some more Paladins.
*I'm cheating a little bit on the Razorbacks. They are not painted. I brought them over from another army and I will probably end up painting them myself.
It's around 2300 points right now so I can play pretty much any normal scenario and have some options on what to bring. The core of the force is 3 strike squads in the razorbacks who sport lascannons to give some usable heavy firepower. Pretty much anything in the force can deep strike either from the unit rules, a psychic power, or a stratagem so the rest of it is pretty flexible. The dread is also carrying a double lascannon as well. The recent buff to bolters makes everyone in the army a little better too.
I've been collecting them for a year but I have yet to play a game with them so I cannot tell you how they play - but that should change this week! I'll put up a report when it happens and hopefully it will be the first in a new series.
Monday, January 28, 2019
The RPG Catch-Up post
Despite the silence this month I have managed to get in some games - here's what's been going on at the beginning of the new year:
- I'm actually playing in two games! At the same time! Not literally!
- Paladin Steve's Pathfinder campaign is about to make it's 5th anniversary. We're 10th level now and even playing once a month, roughly, it does feel like a nice long continuous campaign. It's clearly going to outlive the system that spawned it ... and I don't care at all.
- Variable Dave has been running his 50 Fathoms campaign weekly for around 10 sessions now and it's going really well. I have not played in an extended Savage Worlds game in a very long time - actually never this long - and it's cool to see the intended progression at work. Playing a squid-faced water mage and ace swordsman has been a ton of fun. People always know when I'm speaking in character because I put my hand in front of my face and wiggle my fingers like tentacles and it cracks us up every time.
- In general it's really nice to be playing in some games regularly for a change. I've been a constant DM for so long it's good to have that perspective from the other side of the table and it helps remind me of the way the fun works on that side of things too.
- The main campaign which has run mostly consistently every two weeks is the "Classic Cormyr" 5th Edition D&D game.
- I really liked running Storm King's Thunder but I felt like I needed to focus on just running one D&D game for a while -not the 3 I was attempting- to keep on some kind of regular schedule. The players liked playing through Keep on the Borderlands and when I explained my thinking on what other
oldclassic modules we could play through as this campaign the immediately voted to make it "the game". Most of them have not played through these old adventures because they are too young or if they did it was back in 1st or 2nd edition and it's pretty fuzzy. - It's fun for me because it gives me a framework to build around but the process of updating to 5th gives me some space to flex my creative muscles in tweaking the encounters and working up some hopefully memorable characters to encounter, both good and bad.
- They are now finished with the Keep and next on the agenda is The Isle of Dread which starts later this week! Down the road we will probably encounter some Giants and then likely Descend into the Depths of the Earth.
- As a holiday one-off I ran Day of the Swarm for ICONS - yes, a Supers game again! It went pretty well so I expect ICONS will show up again as an ad-hoc game.
- I also managed to run another session of our extremely intermittent Marvel Heroic game! I will write it up in the future but the start of a new Event saw the return of Hercules, new writers for Colossus and Iron Man, and the first appearance of Wolverine. It took some time to shake off the rust but we had fun and this may turn into a once-a-month game to try and keep the rust off.
For the rest of the year I would like to keep these things stable and work in more as much as I can. Hopefully SKT will drop back into the rotation at some point, Savage Rifts is still being asked for regularly, and I'd love to run another fixed-run Star Wars game. We will see but it all looks pretty promising at this point.
Labels:
5th edition,
Icons,
Marvel,
Pathfinder,
Savage Worlds
Wednesday, January 2, 2019
Beginning Year 10 of the Tower
I started writing here in 2009 as an outlet for my game related-thoughts and that's continued every year since. Last year was a terrible year and posting fell way down, but as I climb out of the hole I intend to keep the blog here as a part of my online life. I'm still running games, I'm still playing games, so I should have some things worth sharing. I figure 2-3 posts a week will put me back where I'd like this to be so that's the goal for this year.
Currently I'm mainly running 5th Edition on a regular basis finishing up a retro-run of Keep on the Borderlands. We could have gone in several directions but this is what my players wanted to play! It actually started in 2017 then had a long dry spell and picked up again this year and has become the main game - we've even managed something approaching a regular every-two-weeks schedule! As we wrap this up we do have plans to move into the next chapter of the 5E retro tour ...
Besides D&D, in the last six months I've run sessions of ICONS (first run in years - yes!), the Sentinels of the Multiverse RPG (Starter kit - looking forward to the full game), and Labyrinth Lord (Barrowmaze - lots of fun).
For the future I'm hoping to keep the D&D game going and work in a once a month Supers game somehow too. We will see. I'm sure the plans will change - they always do!
I'm still playing in Paladin Steve's Kingmaker campaign. After 4 years we are 10th level with only one character death! It's still fun and all of the original players are still playing.
I'm also playing Variable Dave's new 50 Fathoms campaign! I say new - it started in November and has run consistently since then. I have to say it is a lot of fun finally playing Savage Worlds - not just running it.
Miniatures-wise I've pretty much let Age of Sigmar, Kings of War, Frostgrave, Bolt Action, X-Wing, Attack Wing, and Armada fall by the wayside. The focus is on 40K, both playing it and getting some of those armies perpetually "under construction" finished - at least to the point of having a painted, playable, 2000 point army. I'll post more about that on Friday. I do hope to work some of those other games back in to some kind of rotation throughout the year but for now it's all about the GrimDark Far Future.
Boardgames-wise I've played more Smash-Up this past year than anything else. It's a good game, especially with kids.
Online I take occasional dips into Star Trek Online but I'm mostly playing World of Warships. It scratches a historical itch and is a lot of fun to play, especially when I have a group of friends playing it too.
Anyway there's the state of things as the year begins. I'm looking forward to getting back into the blog and everything else that goes with it.
Labels:
Boardgames,
Campaigns,
DnD,
New Year,
Online Inspirations
Monday, December 31, 2018
Greatest Hits #31 - Ye Olde Fumble Table
In honor of the kind of year 2018 has been for me, this is the most appropriate way to end the year:
In the interest of contributing something at least semi-useful to other people I present Ye Olde Fumble Table.
This is something I put together back around 2001-2002 when I was running a 3rd Edition campaign every two weeks with 6-8 players and we thought the game just cried out for something to balance out the spectrum with the Critical Hit rule. I'm not as big on things like this now as it can slow down the game but we did have quite a bit of fun with it. If I end up running Pathfinder or a 3.5 game again at some point I might break it back out and expose a new generation to the joys of damaging oneself. I believe v1.2 was the final version after we discovered some results needed more clarity or to be simplified. If anyone is interested I can probably turn this into a PDF and put it up on Dropbox or Google Docs in a more printable format than this.
Looking over it again for the first time in a while, this really would not e difficult to translate into 4th Edition - all those wonderful conditions could fill out a fumble table quite nicely. Hmmmm.
In the interest of contributing something at least semi-useful to other people I present Ye Olde Fumble Table.
This is something I put together back around 2001-2002 when I was running a 3rd Edition campaign every two weeks with 6-8 players and we thought the game just cried out for something to balance out the spectrum with the Critical Hit rule. I'm not as big on things like this now as it can slow down the game but we did have quite a bit of fun with it. If I end up running Pathfinder or a 3.5 game again at some point I might break it back out and expose a new generation to the joys of damaging oneself. I believe v1.2 was the final version after we discovered some results needed more clarity or to be simplified. If anyone is interested I can probably turn this into a PDF and put it up on Dropbox or Google Docs in a more printable format than this.
Looking over it again for the first time in a while, this really would not e difficult to translate into 4th Edition - all those wonderful conditions could fill out a fumble table quite nicely. Hmmmm.
Sunday, December 30, 2018
Greatest Hits #30 - Modern Marvels Session 3 - Enter Hercules!
The third session of one of my favorite campaigns ... and I'm sure we played a fourth that I never wrote up! I'll have to rectify that!
We had a chance to get a game together but not all of our Pathfinder crew was available so we settled on ... Marvel Heroic! I ran it as a continuation of our previous games which you can see here:
We had a chance to get a game together but not all of our Pathfinder crew was available so we settled on ... Marvel Heroic! I ran it as a continuation of our previous games which you can see here:
Yes, it has been a couple of years since we last played. I wasn't going to let that stop me - the boys are still interested, I have notes/recaps, and I'm making more of an effort to finish things I start
With Paladin Steve joining the campaign he was going to need a character and I had one in mind as soon as the option to play Marvel came up - Hercules! He's brash, he's bold, he's unquestionably a good guy, and while his usual approach is to punch things he almost lives like he's playing in a big game - I knew my friend would have a good time playing him and that he would add a lot to the team. Steve took him on with no hesitation.
Apprentice Blaster continued with Black Panther while Apprentice Who continued with Colossus.
In a cut scene, Zeus summons Hercules then tells him that foolish mortals are monkeying around with the Serpent Crown again and it's time to intervene. "Go and get it before they hurt themselves or do something even more foolish" is the gist of the conversation. Herc is more than ready to help!
Emerging from a mystical gate hidden deep in a cave the prince of power isn't exactly sure where to go but the closest landmark to him is a large structure best described as an ice fortress. Closing in on it he notices two flamboyantly dressed men also approaching the place and decides to introduce himself as only the mighty Hercules can!
A brief but loud conversation (complete with backslaps and strong handshakes and promises of shared drinks later) ends up with Herc's new friends "Black Panther" and "Colossus" agreeing to investigate the ice fortress as they too seek the Serpent Crown.
Seeing no obvious entrance Hercules challenges Colossus to a contest - "Let us smash our way through this ice" - basically the first one to something interesting, like an interior room, wins.
This is one of the reasons I love Marvel Heroic's milestone system - it directly ties XP into character traits like this in a really fun way.
Swinging away, the two mighty-thewed heroes bash a tunnel into the ice and The Mighty Hercules is just mightier enough that he smashes into a large open cavern/room first! Black Panther follows at some distance, mostly trying to stay clear of flying ice chunks. Emerging from the tunnel, they see a large ice/stone room with a throne-like seat. A man sits upon the throne:
He has long, shaggy hair, an equally unkempt beard, a yellow costume, and a blue cape. When he shifts in the chair, they see an S upon his chest. They have no idea who this is. Warily, they approach.
"I do not know who you are or why you have disturbed my solitude but go now and you may leave in peace. I wish to remain alone, not to fight, but I will fight if I must."
...and Hercules takes over! Falling back on what he knows best Herc touts the virtues of wine and song and comradeship and beating badguys and good times and drink and winning in general. Faced with this unstoppable torrent of optimism, the stranger's "... almost godlike assurance that he’s guilty" is overwhelmed by Hercules Godlike Positivity!
He stands, brushed the hair out of his face, walks over to Herc, smiles, and puts a hand on his shoulder: "Perhaps you are right old friend. Perhaps I have forgotten how good life can truly be. Perhaps it is time I returned to the world. Thank you." With that, he flies straight up and out of the room into the sunlit sky.
Hercules is extremely pleased with himself. Panther still wants to know who that was. Colossus wants to know what he meant by "old friend". Still pondering, they head for the large skull-shaped mountain in the distance, certain that their goal lies there.
At the foot of the mountain they find a village - a primitive village. As the heroes approach, a group of inhabitants gather. Many have obvious mutations. A four-armed giant of a man moves to the fore and points back the way the party came - "go".
Hercules asks for the ancient custom of hospitality. "Go".
Herc asks again. "Go".
Sensing trouble, Panther fades into the nearby foliage.
Annoyed, Hercules announces/lectures that it is customary for villagers to welcome travelers with food and drink. "Go".
In a cut scene, Zeus summons Hercules then tells him that foolish mortals are monkeying around with the Serpent Crown again and it's time to intervene. "Go and get it before they hurt themselves or do something even more foolish" is the gist of the conversation. Herc is more than ready to help!
Emerging from a mystical gate hidden deep in a cave the prince of power isn't exactly sure where to go but the closest landmark to him is a large structure best described as an ice fortress. Closing in on it he notices two flamboyantly dressed men also approaching the place and decides to introduce himself as only the mighty Hercules can!
A brief but loud conversation (complete with backslaps and strong handshakes and promises of shared drinks later) ends up with Herc's new friends "Black Panther" and "Colossus" agreeing to investigate the ice fortress as they too seek the Serpent Crown.
Seeing no obvious entrance Hercules challenges Colossus to a contest - "Let us smash our way through this ice" - basically the first one to something interesting, like an interior room, wins.
This is one of the reasons I love Marvel Heroic's milestone system - it directly ties XP into character traits like this in a really fun way.
Swinging away, the two mighty-thewed heroes bash a tunnel into the ice and The Mighty Hercules is just mightier enough that he smashes into a large open cavern/room first! Black Panther follows at some distance, mostly trying to stay clear of flying ice chunks. Emerging from the tunnel, they see a large ice/stone room with a throne-like seat. A man sits upon the throne:
He has long, shaggy hair, an equally unkempt beard, a yellow costume, and a blue cape. When he shifts in the chair, they see an S upon his chest. They have no idea who this is. Warily, they approach.
"I do not know who you are or why you have disturbed my solitude but go now and you may leave in peace. I wish to remain alone, not to fight, but I will fight if I must."
- Hercules is confused - he doesn't really understand brooding
- Black Panther is interested but wants to know who this guy is before getting too involved
- Colossus is concerned and breaks out the armchair psychology
...and Hercules takes over! Falling back on what he knows best Herc touts the virtues of wine and song and comradeship and beating badguys and good times and drink and winning in general. Faced with this unstoppable torrent of optimism, the stranger's "... almost godlike assurance that he’s guilty" is overwhelmed by Hercules Godlike Positivity!
He stands, brushed the hair out of his face, walks over to Herc, smiles, and puts a hand on his shoulder: "Perhaps you are right old friend. Perhaps I have forgotten how good life can truly be. Perhaps it is time I returned to the world. Thank you." With that, he flies straight up and out of the room into the sunlit sky.
Hercules is extremely pleased with himself. Panther still wants to know who that was. Colossus wants to know what he meant by "old friend". Still pondering, they head for the large skull-shaped mountain in the distance, certain that their goal lies there.
At the foot of the mountain they find a village - a primitive village. As the heroes approach, a group of inhabitants gather. Many have obvious mutations. A four-armed giant of a man moves to the fore and points back the way the party came - "go".
Hercules asks for the ancient custom of hospitality. "Go".
Herc asks again. "Go".
Sensing trouble, Panther fades into the nearby foliage.
Annoyed, Hercules announces/lectures that it is customary for villagers to welcome travelers with food and drink. "Go".
As the last straw breaks, Herc punches the village champion. The mob gasps! Panther moves out of the bushes and into the village, leaping to the top of a hut.
Then Colossus punches Hercules and a huge brawl erupts!
Panther's leap from the rooftops dispatches his wolflike opponent in one move. Feeling himself under mental attack he picks out the mental mutate and the "Peerless Strategist" faces off with a "Super-Genius". It ends a minute later with Panther reversing a surprisingly strong attack and knocking out the mentalist.
As the heroes gather together Herc is hit by a psychic attack - it wasn't just the one mentalist! Seeing a woman peering from the door of a hut Herc throws a rock at her, cursing her interference! Panther joins in and throws a rock and insults her as well. Somewhat reluctantly, Colossus does the same thing and the woman runs out of the village, crying out in fear and shame.
The heroes pause to catch their breath.
Then Hercules punches Colossus, and the heroic contest resumes. Panther watches silently, arms folded, tapping his foot. Herc eventually wins using some Greco-Roman wrestling tricks Peter had never seen before. It ends with a handshake, much backslapping, and promises of drinks together.
The skull mountain awaits ...
![]() |
| Wrong heroes, but you get the idea |
- The big mutate drops, flattened in one punch by the mighty Hercules
- The mob charges the mighty Hercules
- Hercules grabs his jaw - "so that's it, eh?" and slugs Colossus back
- A sniffing sound at the base of his hut causes Panther to leap into action against a particularly animal-like mutate
- One mutate with an oddly shaped head tries to mess with the King of Wakanda's mind
Panther's leap from the rooftops dispatches his wolflike opponent in one move. Feeling himself under mental attack he picks out the mental mutate and the "Peerless Strategist" faces off with a "Super-Genius". It ends a minute later with Panther reversing a surprisingly strong attack and knocking out the mentalist.
As the heroes gather together Herc is hit by a psychic attack - it wasn't just the one mentalist! Seeing a woman peering from the door of a hut Herc throws a rock at her, cursing her interference! Panther joins in and throws a rock and insults her as well. Somewhat reluctantly, Colossus does the same thing and the woman runs out of the village, crying out in fear and shame.
The heroes pause to catch their breath.
Then Hercules punches Colossus, and the heroic contest resumes. Panther watches silently, arms folded, tapping his foot. Herc eventually wins using some Greco-Roman wrestling tricks Peter had never seen before. It ends with a handshake, much backslapping, and promises of drinks together.
The skull mountain awaits ...
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