What a slow week last week, huh? Ah, I've just been busy.
What do I have coming up this week? Well, I'm designing my own wargame (the rules to which should fit on a single piece of paper!), so I'll have some things to say about that process. I also got a hold of the new Dark Vengeance kit from Games Workshop, so I'll talk about that, and I got my copy of the V20 Companion in the mail, so you can bet your boots I got something to say about that.
I got called into work today, so this does count as Monday's update. I also plan on being partied-out for most of Tuesday, so Wednesday's post will be good, and I'll even throw in a Thursday too ('cause I'm boss like that).
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Monday, September 3, 2012
Sunday, August 26, 2012
Another Warmachine Battle Report
Psst! Here's a sneak post (this doesn't count as Monday's post). This is a game of Warmachine I played some weeks ago. It's not very long, but it's neat. Take a look.
Here it is!
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Here it is!
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Friday, August 24, 2012
The Onyx Path
"Oh most glorious Carmin! Please will you step down from your golden throne of gaming and share your glorious opinion with the masses regarding White Wolf's change to Onyx Path?"
"HAHAHAHA! NO! You cannot begin to comprehend the wondrous sounds that I form regarding this pleasing news, for you are mere mortals, and are of the flesh! NOW GO!"
"Please, oh game master! We are aimless! We know not what to think regarding this news. Shall it usher in a new era for the World of Darkness both new and old, or is it but another sign of the end times?"
"SILENCE!"
"But oh handsome typer of game-related musings, we beg you! Tell us already."
"FINE! But I cannot be held responsible for what might result from your hubris. Now let me put on these fangs and this cape. I'm just going to... Climb down... From this... Throne... Ah, there we go! NOW HARK... I SHALL BEGIN:"
It was announced at GenCon this year (2012, in case you just woke up) that Onyx Path Publishing (OPP, but not the kind you're thinking of) will be the new publisher for White Wolf's (WW) properties. OPP is run by Rich Thomas, who has been with White Wolf since the beginning, as well as staffed by all the writers, and designers we've loved from White Wolf's heyday(s). They also own the properties to the Trinity universes (Adventure!, Aberrant, and Trinity (Æon)), and Scion. They've announced a new edition for Exalted, and are probably going to do a new edition for Scion as well. But don't take my word for it; check out their release schedule here.
A bit of background: In 2006 White Wolf merged with CCP (Crowd Control Productions. The makers of Eve: Online). At first it was great, because it injected more capital into WW and allowed them to do cool stuff. However, the cracks soon became apparent when CCP had to lay off a huge majority of WW staff because of the shortcomings of Eve. It soon became apparent that while passionate about WW's stuff, CCP was just not fit to publish pen-and-paper games. So, Rich Thomas decided to start his own company and called it Onyx Path Publishing. He's licensing the rights to make pen-and-paper products of the World of Darkness (current and classic), and Exalted (these games are still owned by White Wolf, which is a division of CCP... Try and keep up). He also bought Scion and the Trinity universes.
So where does that leave us today? With much optimism. OPP is still banking on the digital production model, which I have mixed feelings about. However, One Book Shelf has stated that they're looking into ways to include the retail channel in their model, which would be stellar. Really, I'd just like to see the core books and the storyteller screens kept in regular supply through the traditional means of distribution, at least, but I'm no businessman.
OPP is also promising a slew of new stuff! Of course, I'm most excited about any Vampire: the Requiem stuff, including the new campaign/update to the game system, but I think I'm going to fall for the new WoD stuff, and the new Mummy stuff. I don't think I'll contribute to the Mummy Kickstarter, but I'll get the books through Print on Demand (PoD, or Now in Print, as they're calling it, despite the fact that it abbreviates to NiP. What's with White Wolf and these fairly tame sexualized abbreviations?).
I'm most excited for the revisions to the WoD and VtR games. I like how they're not going to a new edition, despite the fact that I normally back new editions pretty faithfully. I'd just hate to have to do extra work to bring my old books up to speed, and I dislike the stigma that a new edition evokes amongst gamers. They're also releasing more fiction, which will be a definite buy for me. I'm reading through the Clan Saga from the Masquerade days, and really enjoying it, and I've always thought the fiction in the gaming books was fantastic.
It does seem to be an ambitious schedule, especially for a company that's going through some pretty ambitious changes. As one of my favorite gaming companies producing one of my favorite games, I wish them the best, and hope that all the huge decisions they've made in the last few years turn out to be fruitful.
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P.S. I've had 18,000 viewers as of me typing this!
"HAHAHAHA! NO! You cannot begin to comprehend the wondrous sounds that I form regarding this pleasing news, for you are mere mortals, and are of the flesh! NOW GO!"
"Please, oh game master! We are aimless! We know not what to think regarding this news. Shall it usher in a new era for the World of Darkness both new and old, or is it but another sign of the end times?"
"SILENCE!"
"But oh handsome typer of game-related musings, we beg you! Tell us already."
"FINE! But I cannot be held responsible for what might result from your hubris. Now let me put on these fangs and this cape. I'm just going to... Climb down... From this... Throne... Ah, there we go! NOW HARK... I SHALL BEGIN:"
It was announced at GenCon this year (2012, in case you just woke up) that Onyx Path Publishing (OPP, but not the kind you're thinking of) will be the new publisher for White Wolf's (WW) properties. OPP is run by Rich Thomas, who has been with White Wolf since the beginning, as well as staffed by all the writers, and designers we've loved from White Wolf's heyday(s). They also own the properties to the Trinity universes (Adventure!, Aberrant, and Trinity (Æon)), and Scion. They've announced a new edition for Exalted, and are probably going to do a new edition for Scion as well. But don't take my word for it; check out their release schedule here.
A bit of background: In 2006 White Wolf merged with CCP (Crowd Control Productions. The makers of Eve: Online). At first it was great, because it injected more capital into WW and allowed them to do cool stuff. However, the cracks soon became apparent when CCP had to lay off a huge majority of WW staff because of the shortcomings of Eve. It soon became apparent that while passionate about WW's stuff, CCP was just not fit to publish pen-and-paper games. So, Rich Thomas decided to start his own company and called it Onyx Path Publishing. He's licensing the rights to make pen-and-paper products of the World of Darkness (current and classic), and Exalted (these games are still owned by White Wolf, which is a division of CCP... Try and keep up). He also bought Scion and the Trinity universes.
So where does that leave us today? With much optimism. OPP is still banking on the digital production model, which I have mixed feelings about. However, One Book Shelf has stated that they're looking into ways to include the retail channel in their model, which would be stellar. Really, I'd just like to see the core books and the storyteller screens kept in regular supply through the traditional means of distribution, at least, but I'm no businessman.
OPP is also promising a slew of new stuff! Of course, I'm most excited about any Vampire: the Requiem stuff, including the new campaign/update to the game system, but I think I'm going to fall for the new WoD stuff, and the new Mummy stuff. I don't think I'll contribute to the Mummy Kickstarter, but I'll get the books through Print on Demand (PoD, or Now in Print, as they're calling it, despite the fact that it abbreviates to NiP. What's with White Wolf and these fairly tame sexualized abbreviations?).
I'm most excited for the revisions to the WoD and VtR games. I like how they're not going to a new edition, despite the fact that I normally back new editions pretty faithfully. I'd just hate to have to do extra work to bring my old books up to speed, and I dislike the stigma that a new edition evokes amongst gamers. They're also releasing more fiction, which will be a definite buy for me. I'm reading through the Clan Saga from the Masquerade days, and really enjoying it, and I've always thought the fiction in the gaming books was fantastic.
It does seem to be an ambitious schedule, especially for a company that's going through some pretty ambitious changes. As one of my favorite gaming companies producing one of my favorite games, I wish them the best, and hope that all the huge decisions they've made in the last few years turn out to be fruitful.
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P.S. I've had 18,000 viewers as of me typing this!
Tuesday, August 21, 2012
Happy Birthday Vampire: the Requiem
Eight years ago today, Vampire: the Requiem and the World of Darkness was unleashed upon the gaming world. I wasn't involved in the game at the time, but it has since changed my gaming. Now, Vampire didn't change my life, or have me meet my beloved the way that some testimonials claimed (which are touching, as any passionate gamer might agree), but Vampire had a profound effect on my gaming life. So I guess insofar as gaming is a part of my life, I guess it did change my life... No beloved, though.
Anyway, here's what I typed, ad hoc, on the White Wolf forums. It's a short birthday wish to one of my favorite games of all time.
I was a huge D&D player in the '90s, but an even huger CCGer. Vampire: the Eternal Struggle still occupies a top 3 spot for my favorite CCGs of all time. I never got into Vampire: the Masquerade because I always thought there was too much there, and it would be too huge a jump (I was also in my teens in the late '90s/early '00s so the idea of a role-playing game with gothic imagery was out of my comfort zone). So it went largely ignored.
In 2006 I began working for a game shop and we stocked the White Wolf role-playing games. It wasn't until a year afterwards that I thought I'd just give the World of Darkness a try. I had played every other RPG I could get my hands on, except this one, and thought I'd give it a shot.
I can surely say that Vampire: the Requiem changed the way I feel about role-playing games. It was refreshing to be free of plot, and given ultimate reign in a role-playing game. Not to say that others are constrictive, but Vampire told me I could be as free as I want. It was the first game I'd seen that suggested I use certain rules in the main body of the text instead of in a sidebar.
Ever since 2007 I've "embraced" the other WoD lines, and even went back and gave the Masquerade a shot. Nothing has replaced the joy and the excitement I feel for the Requiem, though.
Today it sits on my top 3 role-playing game list just like its card game cousin sits on my top 3 CCG list. Thanks a ton, White Wolf (Onyx Path), and Happy Birthday to VtR!
So that's that. Just something short, sweet, and fanged for today's post. There's been a lot of news coming out of GenCon (natch'!) and I'm not going to comment on all of it, but I will comment on Onyx Path Publishing in Wednesday's post, because the World of Darkness is so near and dear to my heart. So come back tomorrow, (blood)suckers!
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Anyway, here's what I typed, ad hoc, on the White Wolf forums. It's a short birthday wish to one of my favorite games of all time.
I was a huge D&D player in the '90s, but an even huger CCGer. Vampire: the Eternal Struggle still occupies a top 3 spot for my favorite CCGs of all time. I never got into Vampire: the Masquerade because I always thought there was too much there, and it would be too huge a jump (I was also in my teens in the late '90s/early '00s so the idea of a role-playing game with gothic imagery was out of my comfort zone). So it went largely ignored.
In 2006 I began working for a game shop and we stocked the White Wolf role-playing games. It wasn't until a year afterwards that I thought I'd just give the World of Darkness a try. I had played every other RPG I could get my hands on, except this one, and thought I'd give it a shot.
I can surely say that Vampire: the Requiem changed the way I feel about role-playing games. It was refreshing to be free of plot, and given ultimate reign in a role-playing game. Not to say that others are constrictive, but Vampire told me I could be as free as I want. It was the first game I'd seen that suggested I use certain rules in the main body of the text instead of in a sidebar.
Ever since 2007 I've "embraced" the other WoD lines, and even went back and gave the Masquerade a shot. Nothing has replaced the joy and the excitement I feel for the Requiem, though.
Today it sits on my top 3 role-playing game list just like its card game cousin sits on my top 3 CCG list. Thanks a ton, White Wolf (Onyx Path), and Happy Birthday to VtR!
So that's that. Just something short, sweet, and fanged for today's post. There's been a lot of news coming out of GenCon (natch'!) and I'm not going to comment on all of it, but I will comment on Onyx Path Publishing in Wednesday's post, because the World of Darkness is so near and dear to my heart. So come back tomorrow, (blood)suckers!
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Friday, August 17, 2012
Kingdom Builder
For the amount of board games I play, I sure don't write a lot about them on this blog. I guess it's because I play so many of them, and talk about them all day at work, that I feel I've said all I need to say about certain games. However, if you're too far from the shop, or lazy, or are afraid of vagrants on the bus, and your car is on cinder blocks, you don't get to admire the pearls of wisdom I shed to the customers who come through our door.
So let me speak of the winner of this year's Spiel des Jahres: Kingdom Builder.
I've played Kingdom Builder many times - probably 13 by now - and I really like it. It has some of my favorite aspects of board games: speed, ease of play, and player interaction (and maps... I love maps!). The average game takes about 30 minutes when you really get into it, but your first game will be closer to the 45 minute mark that the box claims. The game is simple to learn, and has many opportunities for strategic maneuverings within the confines of its basic game play.
In Kingdom Builder, your goal is to build the best kingdom. The quality of your kingdom is measured in points (or gold, as they call them). You only tally points at the end of the game, and you get points for touching cities (3 points), and fulfilling the conditions on the kingdom builder cards. Whoever has the most points, wins!
At the beginning of the game you have 10 kingdom builder cards, and 8 map sectors. You randomly choose four map sectors and set them up in a rectangle in any orientation (so long as it makes a rectangle), and three kingdom builder cards which sit at the top of the board. Each player then receives a terrain card, and the game begins.
On a player's turn, she flips over their terrain card (which she's allowed to peek at), and places three (always at least three, if possible) settlements on a terrain hexagon that matches the one on her card. These settlements always have to be touching a settlement belonging to her color, and matching the terrain hex on the terrain card. If this is not possible for whatever reason, all remaining settlements may be placed somewhere else on the board that matches the terrain card, but does not have to touch an existing settlement. The player then discards the terrain card, and draws another. Play passes to another player.
There are some neat things that one can do in this game, beyond simply placing settlements. If a player's settlement should touch a hexagon with a location on it, that player gets the location counter that's sitting on top of the location. There are always two location counters on a location, and a player may not receive more than one counter from the same location hex. She can receive another of the same location counter from a different location hex, but never from the same. The counters confer upon the player certain benefits that are explained in the game. Ship counters let you build on water, while barns let you move one settlement from a hexagon to a hexagon matching the card you just played. These counters can only be used once per turn per counter, but they have unlimited uses during the game.
The kingdom builder cards will give you more opportunities to score points. These ones are scored before cities, and include opportunities like extra points if you build on every horizontal line of hexes, or if you have the most settlements in one of the four sectors, etc.
It's that simple!
The game does have opportunities for strategic thought, though. One strategy I've used to some success is making sure I delay placing settlements so that they touch multiple terrain types for as long as I can. This way it leaves my decision-making open for as long as possible. If I can get to multiple spaces on the board quicker than my opponent, I can surround them, or just take some of those kingdom builder card conditions a lot quicker.
As mentioned before, I like the game because of its simplicity and speed. I find simplicity a virtue, and this game's got it. There are multiple areas for strategy and each game is going to be different what with the random board sections (which each include a different location), and kingdom builder cards. I normally move on to an expansion slowly, but with this one I'm dying to get on to the expansion.
At first I didn't like the random card draw for settlement placement. I thought this was too random, and I believe that a few players will see it that way, but ultimately I like randomness in my games, as I feel it's a great equalizer between player's skills. It also teaches you to roll with the punches, a skill I've noticed many gamers don't really like to utilize. I also wish there was a way to keep score during the game, but there's really not. I'd like to know how well I'm doing during the game, so I can adjust my strategy to suit the situation.
All-in-all a deserved win by the man who created Dominion, and though this may sound like heresy, I do believe I enjoy Kingdom Builder more than I do the father of all deck-building games. If you haven't played Kingdom Builder yet, pop down to your local game shop and do so.
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So let me speak of the winner of this year's Spiel des Jahres: Kingdom Builder.
| (photo by Raiko Puust) |
I've played Kingdom Builder many times - probably 13 by now - and I really like it. It has some of my favorite aspects of board games: speed, ease of play, and player interaction (and maps... I love maps!). The average game takes about 30 minutes when you really get into it, but your first game will be closer to the 45 minute mark that the box claims. The game is simple to learn, and has many opportunities for strategic maneuverings within the confines of its basic game play.
In Kingdom Builder, your goal is to build the best kingdom. The quality of your kingdom is measured in points (or gold, as they call them). You only tally points at the end of the game, and you get points for touching cities (3 points), and fulfilling the conditions on the kingdom builder cards. Whoever has the most points, wins!
| Kingdom Builder Cards (photo by Raiko Puust) |
At the beginning of the game you have 10 kingdom builder cards, and 8 map sectors. You randomly choose four map sectors and set them up in a rectangle in any orientation (so long as it makes a rectangle), and three kingdom builder cards which sit at the top of the board. Each player then receives a terrain card, and the game begins.
| (Photo by Mikko Saari) |
On a player's turn, she flips over their terrain card (which she's allowed to peek at), and places three (always at least three, if possible) settlements on a terrain hexagon that matches the one on her card. These settlements always have to be touching a settlement belonging to her color, and matching the terrain hex on the terrain card. If this is not possible for whatever reason, all remaining settlements may be placed somewhere else on the board that matches the terrain card, but does not have to touch an existing settlement. The player then discards the terrain card, and draws another. Play passes to another player.
| Terrain Cards (photo by Chris Norwood) |
There are some neat things that one can do in this game, beyond simply placing settlements. If a player's settlement should touch a hexagon with a location on it, that player gets the location counter that's sitting on top of the location. There are always two location counters on a location, and a player may not receive more than one counter from the same location hex. She can receive another of the same location counter from a different location hex, but never from the same. The counters confer upon the player certain benefits that are explained in the game. Ship counters let you build on water, while barns let you move one settlement from a hexagon to a hexagon matching the card you just played. These counters can only be used once per turn per counter, but they have unlimited uses during the game.
| Location Counters (photo by Chris Norwood) |
The kingdom builder cards will give you more opportunities to score points. These ones are scored before cities, and include opportunities like extra points if you build on every horizontal line of hexes, or if you have the most settlements in one of the four sectors, etc.
It's that simple!
The game does have opportunities for strategic thought, though. One strategy I've used to some success is making sure I delay placing settlements so that they touch multiple terrain types for as long as I can. This way it leaves my decision-making open for as long as possible. If I can get to multiple spaces on the board quicker than my opponent, I can surround them, or just take some of those kingdom builder card conditions a lot quicker.
As mentioned before, I like the game because of its simplicity and speed. I find simplicity a virtue, and this game's got it. There are multiple areas for strategy and each game is going to be different what with the random board sections (which each include a different location), and kingdom builder cards. I normally move on to an expansion slowly, but with this one I'm dying to get on to the expansion.
At first I didn't like the random card draw for settlement placement. I thought this was too random, and I believe that a few players will see it that way, but ultimately I like randomness in my games, as I feel it's a great equalizer between player's skills. It also teaches you to roll with the punches, a skill I've noticed many gamers don't really like to utilize. I also wish there was a way to keep score during the game, but there's really not. I'd like to know how well I'm doing during the game, so I can adjust my strategy to suit the situation.
All-in-all a deserved win by the man who created Dominion, and though this may sound like heresy, I do believe I enjoy Kingdom Builder more than I do the father of all deck-building games. If you haven't played Kingdom Builder yet, pop down to your local game shop and do so.
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Wednesday, August 15, 2012
Sunday is Game Day!
This past Sunday I, once-again, ventured into Vancouver's North Shore (I say that it's Vancouver's, but it's really two independent cities named after Vancouver) to roll dice, drink beer, and yell. Sunday's game was Warhammer 40,000, and Sunday's army was Chaos Space Marines.
What I love most about this club I go to ("CHOP!") is that the members are completely concerned only with amusement. They're infamous for being loud; in fact, their name derives from the sidebar in the Warhammer rulebook on page 72, and they're known to yell it out whenever something incredible happens in a game (in which case you're supposed to yell along with them). This might irk some people who desire a more chess-like atmosphere, and it has made some people cringe who aren't used to the Vancouverites' antics (such as my beloved American folk), but I think it's fantastic!
Miniatures gaming is supposed to be fun, and crazy. I think Games Workshop knows this too, as their new rules sets lean more towards this kind of play (see my posts about Warhammer 40k 6th edition during June 2012). Of course, the strategic element has to be primary, but who says you can't season it with wackiness?
Anyway, I digress. CHOP!'s loudness and outgoing approach to wargaming has forced them to find a venue where they can be themselves. They found one in a local lodge in North Vancouver, where they get their own room, and access to as many British pints as they can drink (which is a lot).
Now, I don't mean to paint these guys as amateurs; they're not. They will give you some of the hardest games you've ever played. They're not power gamers in that they'll bend the rules to benefit themselves, but they're not above taking advantage of certain "hidden gems" or oversights on the part of the GW design team.
All-in-all, I have a fantastic time gaming with these guys, and they're hosting a tournament in a couple months, in which I'll take part, and begin a long-desired project on this blog: a tournament preparedness series.
Regarding my game of 40k: I lost, but just barely, against an opponent I respect greatly. He had a terrible series of die rolls, but in the end he snatched victory from the jaws of defeat; or should I say I snatched defeat from the jaws of victory? CHOP! to me, I guess.
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What I love most about this club I go to ("CHOP!") is that the members are completely concerned only with amusement. They're infamous for being loud; in fact, their name derives from the sidebar in the Warhammer rulebook on page 72, and they're known to yell it out whenever something incredible happens in a game (in which case you're supposed to yell along with them). This might irk some people who desire a more chess-like atmosphere, and it has made some people cringe who aren't used to the Vancouverites' antics (such as my beloved American folk), but I think it's fantastic!
Miniatures gaming is supposed to be fun, and crazy. I think Games Workshop knows this too, as their new rules sets lean more towards this kind of play (see my posts about Warhammer 40k 6th edition during June 2012). Of course, the strategic element has to be primary, but who says you can't season it with wackiness?
Anyway, I digress. CHOP!'s loudness and outgoing approach to wargaming has forced them to find a venue where they can be themselves. They found one in a local lodge in North Vancouver, where they get their own room, and access to as many British pints as they can drink (which is a lot).
Now, I don't mean to paint these guys as amateurs; they're not. They will give you some of the hardest games you've ever played. They're not power gamers in that they'll bend the rules to benefit themselves, but they're not above taking advantage of certain "hidden gems" or oversights on the part of the GW design team.
All-in-all, I have a fantastic time gaming with these guys, and they're hosting a tournament in a couple months, in which I'll take part, and begin a long-desired project on this blog: a tournament preparedness series.
Regarding my game of 40k: I lost, but just barely, against an opponent I respect greatly. He had a terrible series of die rolls, but in the end he snatched victory from the jaws of defeat; or should I say I snatched defeat from the jaws of victory? CHOP! to me, I guess.
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Monday, July 30, 2012
Daemons and You: Addendum
So, I've had some time to digest the new daemon stuff (gross!) and I'd like to give a couple new opinions on the revised lists.
I think all my opinions regarding Daemons in 40k still stand, however, I've looked over the Flamers of Tzeentch in Warhammer again and I'd like to re-iterate that I don't think they're "nerfed" (as common gaming nomenclature), nor do I think they're "broken." I had problems with them in the 7th edition book, and those problems were somewhat addressed. They're still a good choice, but they're not as unbalanced as they used to be.
Also, the Exalted Chariot of Slaanesh isn't as bad a choice as I thought. I'm ashamed to say I only got as far as the points cost in the army list, and got scared that I'd have to dig into my Rare choices to get it. Daemons don't have a ton of rare choices (especially now that Flamers are Special), anyway, and I neglected to see that it gets to bring twice the number of Steeds of Slaanesh, and Daemonettes to the party, as the other chariot. Combined with the 8 Wounds it has, and the fact that it does 2d6+1 Impact Hits for only double the points cost of the lesser chariot, makes me do a 180, opinion-wise.
Alright, now on to more pressing news: I'll be away this whole week on a mystical island somewhere in British Columbia, Canada. Therefore I won't be posting anything here. I'm not bringing my laptop, and I won't get much hobby time in anyway.
However, I hope to have read the majority of the High Adventure Role-Playing (HARP) rulebook so I'll have something to talk about when I get back.
See you (on August 6th), space cowboy!
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I think all my opinions regarding Daemons in 40k still stand, however, I've looked over the Flamers of Tzeentch in Warhammer again and I'd like to re-iterate that I don't think they're "nerfed" (as common gaming nomenclature), nor do I think they're "broken." I had problems with them in the 7th edition book, and those problems were somewhat addressed. They're still a good choice, but they're not as unbalanced as they used to be.
Also, the Exalted Chariot of Slaanesh isn't as bad a choice as I thought. I'm ashamed to say I only got as far as the points cost in the army list, and got scared that I'd have to dig into my Rare choices to get it. Daemons don't have a ton of rare choices (especially now that Flamers are Special), anyway, and I neglected to see that it gets to bring twice the number of Steeds of Slaanesh, and Daemonettes to the party, as the other chariot. Combined with the 8 Wounds it has, and the fact that it does 2d6+1 Impact Hits for only double the points cost of the lesser chariot, makes me do a 180, opinion-wise.
Alright, now on to more pressing news: I'll be away this whole week on a mystical island somewhere in British Columbia, Canada. Therefore I won't be posting anything here. I'm not bringing my laptop, and I won't get much hobby time in anyway.
However, I hope to have read the majority of the High Adventure Role-Playing (HARP) rulebook so I'll have something to talk about when I get back.
See you (on August 6th), space cowboy!
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Friday, July 27, 2012
Daemons and You!
Now I could go on, and on, ad nauseam on the changes to the Daemons of Chaos/Chaos Daemons update, and how it will change this, or tweak that, but we both have better things to do on the Internet, so I'll keep this as succinct and readable as I can.
Introduction
This 16-page booklet came free in the August issue of White Dwarf. With the introduction of new plastics for old Daemon favorites, the design studio felt it appropriate to update the Chaos Daemons codex for Warhammer 40,000, and the Daemons of Chaos army book for Warhammer. This booklet does not touch on every unit in the army/armies, but it only gives us a few units that were in the direst need of change. It also introduced new Slaanesh units, much to my excitement, as that damnable prince of pleasure is my favorite of the Chaos Gods.
Warhammer
Let's begin with the Warhammer portion of the Daemon changes. The most noticeable change for Daemons of Chaos is the introduction of the Soul Grinder. Though many of you may scratch your heads at the idea of a mechanical construct coming down from the Realm of Chaos into the Empire, need I point out the 4th edition Warhammer Chaos Army Book with the titan in the background?
There's always been a weird mix of the technological with the Warhammer World, so let's get over it. The Soul Grinder is about the cost of a Slaaneshi Giant, but is way more reliable. Though I wonder why I would pay 55pts for a bolt thrower upgrade for the damned thing (pun intended), it does get access to a stone thrower, a fire thrower, and what amounts to a power fist (S10) that does d6 wounds. I don't know if I'd take all three upgrades, as they're ~50pts each, but I can see taking a couple just to give it some versatility. Six Wounds and a Toughness of 7 means that it's going to be around for a bit, but the WS and BS of 3 isn't anything to write home about. Overall, I like it.
Flamers and Screamers of Tzeentch got a much-needed change. Flamers went up by 5pts and no longer destroy any unit they look at. They now count as shooting with Multiple Shots, which gives them a -1 to hit penalty. Their attacks are still flaming, but now they have a Warpflame ability which pretty much means there's a chance the unit targeted will suffer additional hits for being covered with daemonic fire. Their Strength got dropped to 4 (which makes sense). I hate to toss around the phrase "broken" the way so many gamers on the Internet do, but now they're not broken.
Screamers have an additional Wound, 2 additional Attacks, and an additional Strength and Toughness all for a measly 10pt upgrade. Their slashing attacks got better, wherein they now cause d3 S4 hits on a 4+ to one unengaged unit they move over (note that I didn't mention that the unit has to be in the open like in the old entry. Not even forests can protect you from creepy daemon fish). They also have this thing called Lamprey's Bite, which means they cause Multiple Wounds (d3) to Large Targets.
Now onto the good stuff: Slaanesh. He/She/It's got some good stuff in this update in the form of chariot-thingys. One is a Seeker Chariot of Slaanesh which is a T4/W4 chariot that does Impact Hits with Armor Piercing. If you're sick of the phrase "Glass Cannon," then I'm sorry to use it again, but this is it. It's only got a 6+ save, so don't expect this thing to take a hit. But it's 20pts cheaper than a Chaos Warrior chariot so I'm alright with that. I wouldn't say it's an amazing buy, but it's nice to see Slaanesh get a heavier hitter. It also comes in Exalted form, which doubles its Attacks and Wounds, and gives it 2d6+1 Impact Hits with Armor Piercing! But for double the points, and a Rare space. For the last two points, I'm not sure if I'm necessarily down with the Exalted version, but I'm willing to see it in play and judge for myself. I think I'd take one, just for the sake of having more Slaaneshi stuff, but I'm not making any judgement calls either way. Ooh, but 2d6+1 Armor Piercing Impact Hits is tempting... Much like the allure of Slaanesh...
Now there's this thing called the Hellflayer of Slaanesh which looks like a Chaos version of farm equipment. It seems like a version of the regular chariot but, like the Exalted chariot, has an Exalted Alluress on it. It still has only W4, but it has an ability called Soulscent which gives the Exalted Alluress extra attacks based on the number of unsaved Wounds caused by its Impact Hits. For 130pts I think this one's a good buy. It still takes up a Rare space, which you might want for a Soul Grinder, but choice is a part of army construction.
Warhammer 40,000
For 40k they pretty much just updated the same units. Flamers of Tzeentch are 12pts cheaper and are now limited to 9 models per squad (Tzeentch's number). They have an extra Wound, and an extra point of Initiative. It's important to note that all the Daemons in this update don't have Save values, but instead have the Daemon special rule (which states that they cause Fear and have a 5+ Invulnerable save).
Screamers have an extra Wound, and extra point of Initiative, and two extra Attacks for 9 more points. Again, their squad size is limited to nine models, and they get Lamprey's Bite just like their Warhammer cousins. In 40k, however, this attack does a S5, AP2, Melee attack with Armorbane. They lose Warp Jaws because of this attack. Now, just like their Warhammer cousins, they get a Slashing Attack which works similarly to the Warhammer version (d3 S4, AP-, hits (no rolling to hit) to one unit you fly over), with the exception that takes advantage of 40k's new wound allocation rules: "Use the final position of the Screamers for Wound allocation..." This means that if your opponents are hiding their choice targets at the back of their units for fear of them dying to incoming (usually 12 o' clock) fire, these puppies (er - fish) can take 'em out with a back strike.
So far, I think these two units are still worth it. Flamers have always been pretty nasty, but now their Save is lower. I think Flamers are now a total no-brainer (if they weren't before), but from what I understand from people who understand the "meta-game" more than I, Chaos Daemons needed a bit of a boost.
The new Slaaneshi units take advantage of the new Chariot designation in the 40k, 6th edition, rulebook. I can't remember any specific details about Chariots (and to be perfectly honest, it's 2:38 and I'm kinda tired), but they're pretty much 11/11/10 vehicles for 40pts (for a Seeker Chariot), to 60pts (for a Hellflayer), to 90pts (for an Exalted Seeker Chariot).
I've noticed a couple interesting typos in regards to the Slaaneshi Chariots: For one, in the army list entry for the Hellflayer, the Alluress has I5 instead of I6 like in the Bestiary, or the other Chariot entries. Also, the Hellflayer entry doesn't have Fleshshredder like it does in the Bestiary or like the other Chariots have.
Fleshshredder gives you a Hammer of Wrath attack (pretty much Impact Hits like in Warhammer) at S4, AP-, with Rending. It also gives you d6 of these Hammer of Wrath attacks for each Hull Point it has remaining (they all start with 2 except for the Exalted Chariot which has 4!). This makes the Exalted Chariot a total no-brainer, unlike it's more ambiguous Warhammer counterpart (it's not like the Chaos Daemon codex was brimming with other Heavy Support choices, either).
The Hellflayer is a Fast Attack choice that has the exact same rule from Warhammer: Soulscent. Except replace Impact Hits with Hammer of Wrath attacks.
Conclusion
I imagine Games Workshop will release this as a PDF for free (or they may charge... They do have a digital library these days) a month or so after release like they've done with many White Dwarf army lists (Blood Angels 4-5, Sisters of Battle, etc.). Overall the toning-down of the Flamers in Warhammer, and the beefing up of all the Daemons in 40k were much needed. I hated Flamers in Warhammer, and I always felt that Daemons in 40k needed more punch. I don't know if these changes will fix the balance with 40k Daemons, but I'm looking forward to find out. At the very least it can't hurt. The changes in Warhammer were less dramatic, but now I really want a Soul Grinder (they finally stuck the damn thing on a base too! I'm gonna get the big oval base for my Chaos Marine Defiler), so I can use it for Warhammer and 40k.
I hope this was readable and informative. If not, then I apologize. I've gotten progressively more and more tired as this thing went on. I have a Warhammer game scheduled for 11:00 today, so I really should be up in ~5 hours to do some errands and get ready. Any more Daemonic questions, or to berate my naïveté, just leave 'em in the comments section and I'll respond in kind. I'm pretty good about allowing even the most critical comments (as you might be able to tell if you go back and see some previous comments). I just keep the filters on to weed out spam, and racist/sexist/homophobic stuff.
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Introduction
This 16-page booklet came free in the August issue of White Dwarf. With the introduction of new plastics for old Daemon favorites, the design studio felt it appropriate to update the Chaos Daemons codex for Warhammer 40,000, and the Daemons of Chaos army book for Warhammer. This booklet does not touch on every unit in the army/armies, but it only gives us a few units that were in the direst need of change. It also introduced new Slaanesh units, much to my excitement, as that damnable prince of pleasure is my favorite of the Chaos Gods.
| New plastic Plaguebearers |
Warhammer
Let's begin with the Warhammer portion of the Daemon changes. The most noticeable change for Daemons of Chaos is the introduction of the Soul Grinder. Though many of you may scratch your heads at the idea of a mechanical construct coming down from the Realm of Chaos into the Empire, need I point out the 4th edition Warhammer Chaos Army Book with the titan in the background?
There's always been a weird mix of the technological with the Warhammer World, so let's get over it. The Soul Grinder is about the cost of a Slaaneshi Giant, but is way more reliable. Though I wonder why I would pay 55pts for a bolt thrower upgrade for the damned thing (pun intended), it does get access to a stone thrower, a fire thrower, and what amounts to a power fist (S10) that does d6 wounds. I don't know if I'd take all three upgrades, as they're ~50pts each, but I can see taking a couple just to give it some versatility. Six Wounds and a Toughness of 7 means that it's going to be around for a bit, but the WS and BS of 3 isn't anything to write home about. Overall, I like it.
| Soulgrinder |
Flamers and Screamers of Tzeentch got a much-needed change. Flamers went up by 5pts and no longer destroy any unit they look at. They now count as shooting with Multiple Shots, which gives them a -1 to hit penalty. Their attacks are still flaming, but now they have a Warpflame ability which pretty much means there's a chance the unit targeted will suffer additional hits for being covered with daemonic fire. Their Strength got dropped to 4 (which makes sense). I hate to toss around the phrase "broken" the way so many gamers on the Internet do, but now they're not broken.
| New plastic Flamers of Tzeentch |
Screamers have an additional Wound, 2 additional Attacks, and an additional Strength and Toughness all for a measly 10pt upgrade. Their slashing attacks got better, wherein they now cause d3 S4 hits on a 4+ to one unengaged unit they move over (note that I didn't mention that the unit has to be in the open like in the old entry. Not even forests can protect you from creepy daemon fish). They also have this thing called Lamprey's Bite, which means they cause Multiple Wounds (d3) to Large Targets.
| New plastic Screamers of Tzeentch |
Now onto the good stuff: Slaanesh. He/She/It's got some good stuff in this update in the form of chariot-thingys. One is a Seeker Chariot of Slaanesh which is a T4/W4 chariot that does Impact Hits with Armor Piercing. If you're sick of the phrase "Glass Cannon," then I'm sorry to use it again, but this is it. It's only got a 6+ save, so don't expect this thing to take a hit. But it's 20pts cheaper than a Chaos Warrior chariot so I'm alright with that. I wouldn't say it's an amazing buy, but it's nice to see Slaanesh get a heavier hitter. It also comes in Exalted form, which doubles its Attacks and Wounds, and gives it 2d6+1 Impact Hits with Armor Piercing! But for double the points, and a Rare space. For the last two points, I'm not sure if I'm necessarily down with the Exalted version, but I'm willing to see it in play and judge for myself. I think I'd take one, just for the sake of having more Slaaneshi stuff, but I'm not making any judgement calls either way. Ooh, but 2d6+1 Armor Piercing Impact Hits is tempting... Much like the allure of Slaanesh...
| Plastic Seeker Chariot of Slaanesh |
Now there's this thing called the Hellflayer of Slaanesh which looks like a Chaos version of farm equipment. It seems like a version of the regular chariot but, like the Exalted chariot, has an Exalted Alluress on it. It still has only W4, but it has an ability called Soulscent which gives the Exalted Alluress extra attacks based on the number of unsaved Wounds caused by its Impact Hits. For 130pts I think this one's a good buy. It still takes up a Rare space, which you might want for a Soul Grinder, but choice is a part of army construction.
| Plastic Exalted Seeker Chariot of Slaanesh (Can be built with two Seeker Chariot of Slaanesh boxes) |
Warhammer 40,000
For 40k they pretty much just updated the same units. Flamers of Tzeentch are 12pts cheaper and are now limited to 9 models per squad (Tzeentch's number). They have an extra Wound, and an extra point of Initiative. It's important to note that all the Daemons in this update don't have Save values, but instead have the Daemon special rule (which states that they cause Fear and have a 5+ Invulnerable save).
Screamers have an extra Wound, and extra point of Initiative, and two extra Attacks for 9 more points. Again, their squad size is limited to nine models, and they get Lamprey's Bite just like their Warhammer cousins. In 40k, however, this attack does a S5, AP2, Melee attack with Armorbane. They lose Warp Jaws because of this attack. Now, just like their Warhammer cousins, they get a Slashing Attack which works similarly to the Warhammer version (d3 S4, AP-, hits (no rolling to hit) to one unit you fly over), with the exception that takes advantage of 40k's new wound allocation rules: "Use the final position of the Screamers for Wound allocation..." This means that if your opponents are hiding their choice targets at the back of their units for fear of them dying to incoming (usually 12 o' clock) fire, these puppies (er - fish) can take 'em out with a back strike.
| New plastic Nurglings |
So far, I think these two units are still worth it. Flamers have always been pretty nasty, but now their Save is lower. I think Flamers are now a total no-brainer (if they weren't before), but from what I understand from people who understand the "meta-game" more than I, Chaos Daemons needed a bit of a boost.
The new Slaaneshi units take advantage of the new Chariot designation in the 40k, 6th edition, rulebook. I can't remember any specific details about Chariots (and to be perfectly honest, it's 2:38 and I'm kinda tired), but they're pretty much 11/11/10 vehicles for 40pts (for a Seeker Chariot), to 60pts (for a Hellflayer), to 90pts (for an Exalted Seeker Chariot).
| Plastic Hellflayer of Slaanesh |
I've noticed a couple interesting typos in regards to the Slaaneshi Chariots: For one, in the army list entry for the Hellflayer, the Alluress has I5 instead of I6 like in the Bestiary, or the other Chariot entries. Also, the Hellflayer entry doesn't have Fleshshredder like it does in the Bestiary or like the other Chariots have.
Fleshshredder gives you a Hammer of Wrath attack (pretty much Impact Hits like in Warhammer) at S4, AP-, with Rending. It also gives you d6 of these Hammer of Wrath attacks for each Hull Point it has remaining (they all start with 2 except for the Exalted Chariot which has 4!). This makes the Exalted Chariot a total no-brainer, unlike it's more ambiguous Warhammer counterpart (it's not like the Chaos Daemon codex was brimming with other Heavy Support choices, either).
The Hellflayer is a Fast Attack choice that has the exact same rule from Warhammer: Soulscent. Except replace Impact Hits with Hammer of Wrath attacks.
Conclusion
I imagine Games Workshop will release this as a PDF for free (or they may charge... They do have a digital library these days) a month or so after release like they've done with many White Dwarf army lists (Blood Angels 4-5, Sisters of Battle, etc.). Overall the toning-down of the Flamers in Warhammer, and the beefing up of all the Daemons in 40k were much needed. I hated Flamers in Warhammer, and I always felt that Daemons in 40k needed more punch. I don't know if these changes will fix the balance with 40k Daemons, but I'm looking forward to find out. At the very least it can't hurt. The changes in Warhammer were less dramatic, but now I really want a Soul Grinder (they finally stuck the damn thing on a base too! I'm gonna get the big oval base for my Chaos Marine Defiler), so I can use it for Warhammer and 40k.
I hope this was readable and informative. If not, then I apologize. I've gotten progressively more and more tired as this thing went on. I have a Warhammer game scheduled for 11:00 today, so I really should be up in ~5 hours to do some errands and get ready. Any more Daemonic questions, or to berate my naïveté, just leave 'em in the comments section and I'll respond in kind. I'm pretty good about allowing even the most critical comments (as you might be able to tell if you go back and see some previous comments). I just keep the filters on to weed out spam, and racist/sexist/homophobic stuff.
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Thursday, July 26, 2012
Couple Things
First: Baldur's Gate.
Holy carp!
To say that I'm excited for this game, is an understatement. Baldur's Gate is my favorite video game of all time, bar none, and AD&D 2nd edition still holds some emotional allure to myself. It seems that they haven't tinkered with it too much, except to add stuff, so I look forward to re-creating Archer, the human rogue, and taking him back into the Forgotten Realms.
Second: If you want to read a WARMACHINE battle report I took part in, go here.
Third: I got my White Dwarf with the Daemons of Chaos/Chaos Daemons updates in it. I'll write-up a review tonight and have it ready for Friday's post (for once).
Fourth: I have a 2000pt game of Warhammer tomorrow, wherein my Warriors of Chaos will (hopefully) put the iron boots to an Orc & Goblin horde.
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Holy carp!
To say that I'm excited for this game, is an understatement. Baldur's Gate is my favorite video game of all time, bar none, and AD&D 2nd edition still holds some emotional allure to myself. It seems that they haven't tinkered with it too much, except to add stuff, so I look forward to re-creating Archer, the human rogue, and taking him back into the Forgotten Realms.
Second: If you want to read a WARMACHINE battle report I took part in, go here.
Third: I got my White Dwarf with the Daemons of Chaos/Chaos Daemons updates in it. I'll write-up a review tonight and have it ready for Friday's post (for once).
Fourth: I have a 2000pt game of Warhammer tomorrow, wherein my Warriors of Chaos will (hopefully) put the iron boots to an Orc & Goblin horde.
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Tuesday, July 24, 2012
I think it's Daemons
Have y'all seen this?
I think it's Chaos Daemons/Daemons of Chaos. What do I have to back this up? August's sealed White Dwarf to my left that has a free booklet full of updates for Warhammer and Warhammer 40,000 Daemons.
More on this, when I'm allowed to purchase/open my copy.
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I think it's Chaos Daemons/Daemons of Chaos. What do I have to back this up? August's sealed White Dwarf to my left that has a free booklet full of updates for Warhammer and Warhammer 40,000 Daemons.
More on this, when I'm allowed to purchase/open my copy.
+++END TRANSMISSION+++
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