Sunday, August 4, 2013

Bought into Nomads for Infinity

A pretty nice looking army.

A lot of Infinity players in my area lately, so I figure why not.  I like the look of the models the most out of all the factions and I think that's enough to start playing the game.  This is the third time or so I've looked over the game rules in the last couple of years so why not, let's write a list.

 Nomads | 10 models
________________________________________________________

 Reverend Custodier Lieutenant (38|0.5)
 Intruder HMG (44|1.5)
 Intruder Sniper (52|1.5)
 Prowler Spitfire (37|2)
 Zero Minelayer (19|0.5)
 Tomcat Engineer (22|0)
 Tomcat Doctor (22|0)
 Riot Grrl Multi (37|0)
 Wildcat BS (19|0)
 Alguacil Combi (10|0)
________________________________________________________

300/300 points | 6/6 swc
open with Aleph Toolbox  : direct link

What you see here are various tidbits of models I bought to make what I think will be a solid list.  The Reverend Custodier is my Lt. and hacker.  I'm hoping the extra order will help me with hacking and the ODD will give me a little extra protection.  The free Lt. without any SWC is also very welcome.  My main damage dealers come from my Intruders with their MV2, CH and solid BS of 13.  One carries the HMG, the other the Sniper and together with my Spitfire Prowler, they'll be the main damage dealers.  The Zero Minelayer will make his way around the map dropping mines and helping me setup kill lanes while the Tomcats drop in to kill enemy cheerleader/hiding units.  The Riot Grrl is there with her Multi simply because I think her model is cool, and I guess PH13 + Hyper-Dynamics Lv.1 helps too.  Wildcat with the Boarding Shotgun also gives me a Deployable Repeater, and the Algucail with the Combi-Rifle just helps out with maxing out my orders.

There you go, 300/300 with full SWC.  Not a bad list I'd say so myself!

Friday, July 5, 2013

Wargame: AirLand Battle

AirLand nerding!
Been playing a lot of this lately.  A LOT.
Sorry for the lack of posts, but I've been out of a minis funk because this game is so damn awesome.


Here's what I wrote about it on my Steam Review:
One of the best top-down war simulation games I've ever played. For RTS players, there is minimal micro and macro. The depth of this game lies in how well you can negotiate battle tactics and execute the overall strategy on any given map. There is a much larger emphasis on unit choices, deployment, execution of battle tactics and smart use of attrition-based warfare. The game takes place during the height of the Cold War and so all the tactics are based on actual modern warfare. Infantry units dominate city battles, tanks rip apart APCs and aircraft play a dominant role on the battlefield. With a ton of historically-accurate units to choose from, this game is a must-have, must-play for any modern war enthusiast. I strongly recommend it.

Sunday, June 9, 2013

Three Dark Eldar/Eldar lists up for review!

I'm more Archon than Farseer.

Alright guys, it's your turn to review my lists.  I know I show off a lot of lists all the time and talk about them, but I think it's time for you guys to pick one of my lists.  I'll present three and give you guys a decent breakdown of what they have.

*Allied force

First list
1849
17 kp

HQ:
Farseer (JB, Spear, Mantle) = 160
Succubus (VB) = 70*

TROOPS:
5x Dire Avengers (WS/Holo/Scatter/SC) = 210
5x Dire Avengers (WS/Holo/Scatter/SC) = 210
5x Warriors (Venom NS/SC, Blaster) = 135*
5x Jetbikes (SC) = 95
4x Jetbikes (SC) = 78

ELITE:
3x Trueborn (Venom NS/SC, 3x Blasters) = 156*

FA:
Crimson Hunter Exarch = 180

HEAVY:
Fire Prism (Holofields, SS) = 150
Fire Prism (Holofields, SS) = 150
Night Spinner (Holofields, SS) = 140
Ravager (NS) = 115*

Alpha Potential: 8x TL Scatters, 6x TL Shurikens (or 2d6 S7 Ignore Cover), 24x Poison shots, 2x S9 AP1 Lances, S8 Monofilament blast, 3x Dark Lances

Main Strength of list: 5x AV12 Grav-Tanks with Holofields, flexible shooting methods.

Main Weakness of list: Lack of scoring bodies.

My competitive Eldar bucket

Scream at things.

So here's what I'm thinking:

Competitive bucket:
Farseers - Great. Should outright be in every list, or 90% of lists not focusing on specifically designed lists such as Wraith armies.  Double Guide is just fantastic and vastly improves the shooting output of your army.  When you need every shot to count, do not settle for anything less.  Plus you get the awesomeness that is Divination:  Giving you possible 4+ ward on Wraithknights, Scrier's Gaze, and the ability to combine Misfortune with Doom.

Avatar of Khaine - Works in the right list, mostly footslogging ones holding and offering target saturation. If you're running plenty of big units, Wraithguard, WK and WLs, then the Avatar is just another piece of the puzzle.  These guys shouldn't be too expensive with Fast Shot and possibly +1S for S7.

Eldrad - Works in the above said army and will continue to do so. Footslog is in a pretty good place right now minus the odd-ball AP2 template weapons. This is why I generally feel that footslog outright might not be the best, but mech + foot will be stronger. You are better able to conserve units that matter (scoring) while fielding units that someone like Tau can't really deal with (Wraithknights).  He's a footslogging champ because you get a very efficient Farseer that comes with all the bells and whistles plus a few more.

Autarch - Good.  His Strategy clause and reserve manipulation is the reason why he deserves to be in lists. When he is in a list, he needs to be cheap. Either hopping around with Warp Spiders, hanging around with Singing Spears, or tagging along with Jetbikes. Keep him cheap, for real.

Spiritseer - Better than Warlocks IMO, better leadership, larger array of spells, can join any unit, just an overall stronger pick than the Warlock. Wraithsight is just nice to have but the real boon is taking T6 3+ units as troops.

Warlock - Works in the right list, but is limited in where he can truly perform. His lack of spells worries me, his Ld.8 as well, but default Conceal gives him a spot in weapon teams, Guardians, Jetbikes, so if you're running those then he can see a spot. Otherwise, I prefer the stronger option of a Farseer with double guide, or the flexibility of a Spiritseer.

Friday, June 7, 2013

GDS: Translating fantasy into reality

Huskblades are well-designed.

To follow up on the previous article, I want to give you guys a first hand look on how fluff translates to any given ruleset.  I'll be going over my actual suggestions later, so stay tuned for that.  For now, lets look at how I go about translating fantasy into a playable ruleset.

  • The designer has the fantasy:  They make up the fluff and fantasizes on what is actually cool.  It plays out with stunning visuals and sound effects in his head, and this is when he'll pitch out ideas like.. wouldn't this be cool?!  E.g. D-Cannons briefly opens up a rift into the warp.
  • Now he has a pretty good idea of the type of item he wants to implement (keep in mind I say item and this can be unit, weapon, actual item, or whatever) and talks with other designers to see if they share his vision.  They gather around in a room and throw ideas at each other.  There is a lot of "wouldn't this be cool if..", and "what you think about this?"
  • The designer translates the ruleset based on the game system.  How does the D-Cannon in his mind play out on the table-top?  How does it work and what does it do exactly?  He has the vision of the weapon in his head, but he goes over the ruleset that exists in the game and translates it to the table top.  e.g. He constantly asks himself:  How would the devastating effects of the warp have on infantry models?  What does it do to vehicles?  Flesh targets need to wound right?  Or should it auto-wound?  How does it hit?  Does it have a template?  He uses the ruleset that already exists to generate a profile suitable for the item he's generating:  A weapon will follow the Strength, AP, Type profile that exists in 40K whereas a new Hero would have rough WS, S, T..characteristics.
  • The designer looks over the rules he has written and evaluates the consistency of his work.  Is this a completely new ability he has created or are there other ones like it in the existing ruleset?  If it's a Lance weapon, how does it differ in design and functionality to another weapon of its type?  E.g. How does this D-Cannon compare vs. other anti-infantry weapons in the game?  How does it compare as a anti-tank weapon?  Does it share similar properties of a lesser or greater weapon?  E.g. a Flamer vs. Heavy Flamer, both should have flamer templates.
  • All during this time, there's several design meetings going around to see if this is still plausible and solid.  Sometimes he would talk to the sculptor or production to see if this new weapon (pretend we're doing he D-Cannon) needs a new mold/model.  Which existing models would this be used on?  Are there any technical limitations that can prevent this idea from coming to fruition.  Keep in mind that these steps are not finite, all these steps go on constantly in the back of the designer's mind.  Sometimes the idea is even abandoned because a better idea comes along.  Personally, I'm always thinking about how the piece translates from the fluff onto the ruleset, how consistent is it, and how well it will play once it's released.
  • After the designer is confident about his test piece, he looks at the balance of the item compared to everything else (internal and external).  How does this new item compare with the rest of the book?  How does this weapon balance out with the other weapons in the book he's writing.  Are there any glaring balance concerns that need to be addressed?  This is the time where he internally balances the piece with the rest of the elements of his book (internal balance), and makes SLIGHT changes with respect to external balance (how does it compare vs. other armies).
  • The reason why external balance was put on the backburner is because this is the playtesting and QA phase.  Playtesters get their hands on the piece and gives it a whirl.  They right feedback to the developers and they make changes to the internal and external workings of the item at hand.  This can take days, weeks, months, but after several revisions and multiple playtesting sessions with these different revisions, the designer is happy about his work.  It is now ready to ship.

Thanks for reading.

Thursday, June 6, 2013

GDS: More Eldar tidbits

Come on man, you can do better.

I originally posted this in the BoLS forums, but I don't think people have a clue about what I'm talking about so I'll transfer it here.  Hopefully the IQ jumps up a bit more.

Here are my predictions on Eldar:
Eldar will be very much in the middle of the line of 6th Ed. books power wise (and only 6th Ed. books and not including 5th), but weaker in terms of overall design mechanics. There's just too many inexcusable misses which seriously weakens the book. Fortunately, there's enough units in the Eldar war arsenal that doesn't throw off internal balance too badly.

I just need you guys to understand one thing:
Eldar is a hard army to design, so I can't rag on Kelly too much. The reason for this is because you're trying to design a high-priced, elite army with specialist roles, all at the same knowing that it's army-wide T3 in a very lethal environment. In order for this to this design to succeed for such a specialist army, every role must be clearly defined in design, function, and balanced through points. A specialist unit that's not good in its role is simply, trash and not worth taking.

For example, and let me just throw out some design ideas (or changes rather) I came up with so you can get a better picture:

What if Banshee Masks also counted as having assault grenades?
...Runes of Warding forced enemy psykers within 24" to re-roll their successful psychic tests.
...Runes of Witnessing allowed you to re-roll your failed ones.
...Crimson Hunters come with Holofields and Exarch upgrade allowed him to ignore the Snap Shot rule.
...Hemlocks were Torrent/Template weapons.
...Wave Serpents gained assault ramps.
...Harlequin's Veil of Tears should not require a psychic test.
...Autarch could take Exarch weapons and powers.
...Dire Avenger's Exarch kept his Bladestorm mechanic from the old book.
...Wraithtknight's Heavy Wraithcannons are 36" S10 AP2 Blast.
...much much more.

This is an example of what I call design inconsistency AND incorrect fluff to table-top translation:
Heavy D-Sycthe loses template, gains Blast, when the fluff and description of the weapon says it ignores cover and is NOT a blast. The lesser version of the weapon, the D-Sycthe, is a template weapon and ignores cover.

This is an example of just poor, lazy design:
Wraithknight's Heavy Wraithcannon only adds +24" on the weapon's range and nothing else.

This is an example of poor design AND incorrect fluff to table-top translation:
Banshees are melee specialists without grenades, and masks don't do anything to change how they attack into cover.  Why?

This is an example of poor design AND incorrect fluff to table-top translation:
Crimson Hunters are an Eldar Ace aspect, the best pilots in the galaxy, and has the same defensive ability as an Ork pilot.  Not to mention it doesn't come with the most basic of all Eldar vehicle countermeasures; Holofields.

What do you guys think this is?  Bad design, design inconsistency, or poor fluff to table translation?
Random spell generation, Ld. 8/9/10 Warlocks/SS/Farseer, one-use crappy psychic items.

I think it's all three.

Poor design, inconsistency, and poor table-top translation are all over this book.  This is one of the reasons why I docked them so hard in my previous review.  My next article will go over some of my own alterations to the book and explain the fantasy and logic behind all of them.  Stay tuned.

Wednesday, June 5, 2013

What kind of player are you?

Ready yourself, shit's about to get deep.

There's 4 camps for me in terms of table-top games:
  • The story-driven casual player who likes to bring one of each unit, regardless of their effectiveness and adhere to cinematics and fluff.
  • The competitive player who min-maxes his list, picks only the most points effective and stellar units for the purpose of winning games.
  • The WAAC player is a competitive player but will do anything to win.  This includes cheating, calling the judge for random shit, being a horrible sportsman, running the clock, and is generally the type that gives competitive players a bad name.
  • And then there's me.  I have no idea what happened over the years, but I think I'm somewhere between casual and competitive now.  Probably around ~5 years ago, I was definitely the competitive player:  Taking only the best choices without looking at anything else that's ineffective.  If Dark Eldar came out then, I would of probably went pure Venomspam.

However, something happened to my personality between then and now and I think it's changed for the better.  Shhh.. I'll tell you a secret:  I started off this hobby being very casual, only playing with what I like, loving the fluff, never fielding an army if it's not painted, and enjoying every facet of the hobby.  Sometime around the time where I'm constantly getting my teeth kicked in by better players using min-maxed armies like Nidzilla and Eldar, I changed.  If I started at year 1, my second year was devoted to becoming a better player.

Given my personality, this seems fitting because I'm by nature a min-maxing Tuner Spike.  From year 2 to year 7, I became a very good player.  During that time, I attended and won a lot of tournaments, placed well in many GTs and become to go-to person at local shops for strategy and tactics.  I also taught GW Academy during some of these years and I'm actually quite proud having introduced, taught and mentored many fine tournament players today.  I still get emails from them from time to time to talk about the hobby and how things have changed since I moved to the West Coast.

At year 8, something changed.  I refused to play the units I thought were lame fluff wise or didn't look good on the table top.  I found myself running themes like Kabal-only and no weird Haemonculi shit.  Hell, I don't own a single Thunderwolf because I think the idea of Space Marines riding giant wolves is a crapmix of Sci-fi and Fantasy.  Even today, I own a single constructed Venom lol.

I look back and see what has happened in the last 5 years and I see the following:  I started working at Blizzard (where a lot of people play casually), I got married, I got a house, and I'm looking to have kids in the near future.  Could this be me maturing as a gamer?  Or am I just getting old?  I find myself focusing more on the design of the units and talking about how things should be a lot more.  Part of this is because I work in the gaming industry, but maybe the other part is that I just don't find cutthroat games fun anymore.  Shit, maybe some day I'll paint again.

What about you guys?  How do you play your hobby?