I have a very large, seeping soft spot for Malifaux. Sadly, I can’t tell if its rot or love, but there is just something about that game that gets me. I enjoy the (old) art style of the Ortega Crew, and I very much enjoy having guns, for once, though they seem to not be overly effective. Maybe its me. Its probably me.

However, I recently dipped my toes into the game once again, and the the experience was rewarding! I won’t be looking to set aside time to play the game, but I’ll definilty not shy away from it as I have been.

Continue reading

I’m just kinda going to go around the nerd world in a few minutes, there have been a ton of developmens I want to touch on that I’ve not been able to just sit down and rash out into a full post. It’d be perfect for a bite size nerd, If I wasn’t trying to paint every second I possibly could!

Warmachine Developments/Spoilers

Recently, there were released a number of excellent spoilers/previews from the next/last Privateer Press Anthology book.

From the already released Exigence:

The Skorne Aradus model.

Aradus Sentinal from Will Schick

Aradus Sentinal from Will Schick

The Gatorman Sacral Vault

Sacral Vault

The Doom that came to Infantry Armies

I think there is a ton of potential for both of these models to be in my armies. I really wish that I played either Circle or Legion, so that I could use the Sacral vault in that army as well, but thats not happening any time soon.  I really like the look of the Aradus, but the base-to-model ration is, as always, suitably Skorny. The guns it brings are a welcome addition to almost every Skorne army!

The Sacral Vault I am a little less thrilled about because I am gonna have to get a PG to paint that monstrosity up for me, and then trade them a painted model of equal value. Hopefully I can get this done before Lock and Load, where I play my gators.

There were also reveals, releases and spoilers on the jacks for three of the five factions that are going to be getting new character Jacks in the upcoming Reckoning book.

Dynamo, who’s just a monster from hell, was released, Moros was spoiled in the latest No Quarter, and Ruin has their rapid prototype model revealed. Honestly, Ruin determined my second Khadoran caster, and is allowing me to comfortably expand into a two list pair that is extremely cool to theory about. Moros is going to cause me no end of fits, when I play Skorne. For the vast majority of the time, however, I play Cryx, and I won’t need to worry about that little machine from hell. Dynamo is the model I am least enthused about, but that is probably because I don’t want to get shot in the face anymore. I just can’t take it.

Well, I probably can. I’m playing Fist.

Oh, Right. Pictures:

A really cool model, though in ret, so BOO!

A really cool model, though in ret, so BOO!

King Missile

King Missile

THE Khadoran Warjack of the Future.

THE Khadoran Warjack of the Future.

Seriously, look at that thing. He’s wearing a Warpwolf for a cloak!

The Complete Release of Infinity v. 3 or N3

When this initially came out, I was ecstatic, and I think I still am. This game has a ton of potential, and is a very, very well made game. That doesn’t mean its perfectly balanced or an extremely tight ruleset, though is it better than most.

They had originally said that Human Sphere and Campaign: Paradiso were going to be kept as is, but they have since recanted, in their own way. Now, with the release of the edited rules for the expansion books and all my models with new stats and rules again, I can feel the excitement creeping up on me.

Oh, and have I mentioned that all the rules are FREE

What you would need and want to assess the game are:
Basic Rulebook
Troop Profiles
Human Sphere Rules
Paradiso Rules

I really think its a game that most minis gamers will enjoy and find enjoyable, and you should try it out!

Malifaux Avatars

According to this post, Avatars are completely removed from the game of Malifaux. While there are various ways of saying it nicely, they are out. There are rules for using them in a campaign, which is adorable, and there are ways to use them as legal proxies, which I fail to see as a reason to purchase them, but they don’t mean anything. I think its a brave decision, but its even harder on me in the wake of the Infinity Profile Trim. Out of three games I play, only one has never removed a model willfully from the game. While it may be eclipsed by other models, I will always be able to field the models I purchased within the limits of the game. Infinity recently took some of the weapons and options away from certain troop profiles, removing some of my models from the game, and now Malifaux is doing the same. Thankfully, I’d never gotten my Perdita Avatar after the rules made her so derpy I never wanted her.

Going along with that, I understand their decision. Its 30+ models that need to be worked into their new style of game, and I don’t even think its possible, especially when your trying to get player feedback. Certian Players are going to want big, nasty, awesome centerpiece models, while others are going to want the choices of taking or not taking the model to be nearly automatic. I agree with the decision, but I don’t like it.

Conversions and Painting

After the success I had with my Bane Spartans, and the initial rush of the Ninja Nyss, I have expanded further outward with my desire to convert. Its not an overwhelming desire, but I do like the uniqueness it gives my army. The first thing I had decided was that I was going to turn my bane Knights into Samurai. That’s being done by a simple head and weapon swap, and I have actually built them and have em ready to go onto the new bodies when I get them. The second is the Bane Halberdiers. I use Steelhead Halberdiers from time to time in my  Cryx lists so I wanted them to match just a little. In order to accomplish that, I’ve decided to replace their halberd heads with Bane Axe heads and replace the Steelhead Bucket Helmet with Bane Knight heads. After I paint them up and get them matching the color scheme of the Cryx army, they’ll fit right in!

Painting is finally happening on my Skorne force. I’ve joined the Tale of Warmachine and Hordes Painting Group, and I have to paint five points of models every month in order to continue participating. To accomplish the monumental task, I’ve decided that I’m going to paint up the rest of my unpainted Skorne warlocks, and get using them on the table. First up is Rasheth, who I have to say, I am pretty proud of, for his spot. He’s sitting about 70% finished, and I look forward to having him finished!

You will also notice that my pictures suck less. Thankfully, the phone I have sucks less!

 

Nova Open and the ECR

Its about time for the NOVA Open and the East Coast Rumble to start getting ramped up, and I am looking forward to seeing a ton of people and getting some games in. Running and judging WMW qualifier events is no small task!

 

Last week, Corvus Belli worked together with Beasts of War to provide a sneak peak at the Infinity N3 rules that are on their way. I was able to gather up a few of them , but Friday proved to be the lions share of rules, going over Close Combat, Hacking and Weapons and Ammo, along with a two part battle report using a pile of the new rules. I spent last week talking about Infinity itself, and today, prompted by my experiences over the last few years, I want to ramble for a bit on the subject of edition changes within games.

It feels like, back when I was playing games as a younger man, that they never changed unless I wanted them too. Board games rarely changed, and D&D, at the time, was fairly stable. The first real change that I’d encountered was in MTG. While the sets pushed forward and added new and interesting events and cards, there was’t really a philosophical design change. The story followed the same characters, the same locations and felt almost eternal. With the end of The Weatherlight Saga and the departure from Dominaria, I felt betrayed, I felt lost. I didn’t want any part of this new game that had forced itself into the world that I had created for it. Now, with a changed world, new characters, and an inevitable change in philosophy upcoming, I snapped. I played the game at friends houses fairly regularly for a little bit, but the love had died off. I sold almost all my cards, keeping just a few here and there, and left the game.

during and after high school, I was also playing pen and pencil RPG’s, most notably D&D. My experience in MTG Still colored my opinions, and the change from 2nd to 3rd edition was one we did not embrace readily. It wasn’t until our group was introduced to the new edition by a friend who loved it deeply that we even gave it a shot, right before 3.5 came out. Again, we were convinced that the game we’d come to enjoy and love was being replaced with this foreign object that has the name and face of the game we still played, but the soul of it had changed, and the body had morphed into something wholly unrecognizable.

Shortly after my break with MTG, I was introduced to Warhammer 40K, a game that filled a similar void, that allowed me to nerd out with my friends and flexed my brain meat in methods that didn’t really get exercised with board games. I felt that I was making tactical and strategic decisions about the game on a scale that I’d not been able to with games like D&D. I spent and unknown amount of money and time on Warhammer. I poured many hours of creativity, thought and artistry into the hobby, eventually even getting a job at the local store and suckering in masses of people. Then, My first edition change with the game came, and man it was a doozy. I’d heard of the long ago days of Rogue Trader, and how it was a vastly different game and again the legends of the fabled Second Edition of the game, with complex and strange rules interactions. Now, Living in the age of Third edition, I was experiencing a toned down version of the game, streamlined to a basic, no frills game that allowed me to simply play. I’d built armies using all sorts of obscure and insane lists. Now, with the coming of fourth edition, I experienced something I’d never known before. Obsolescence. The army I had grown to love and enjoy playing the most, with which I had put tons of time and labor into converting and collecting, had been discontinued. This army was so specific I could never even pretend it was something different. I, as a player, had been tossed aside. I played the Fourth edition for a short time before being fired for Poisonous Thinking. Between being fired and having a favorite army discontinued, I’d quit Games Workshop games completely.

While I was playing these two games, I was also playing pen and pencil RPG’s, most notably D&D. My experience in MTG Still colored my opinions, and the change from 2nd to 3rd edition was one we did not embrace readily. It wasn’t until our group was introduced to the new edition by a friend who loved it deeply that we even gave it a shot, right before 3.5 came out.

 

While I was working at Games Workshop, I was introduced to this amazing miniatures game with a very different style of play than the one I was selling. A number of us all got into it at once. The game was over-the-top crazy! It has robots and undead and this new theme called Steampunk, with tokens and gadgets and all sorts of effects all over the field of play. The experience was as different from any wargame I’d played before or sense.  I’d fallen in love with a game in its first edition.

I hadn’t quite learned. I thought that FAQ’s and Errata would be enough to stem the tide of a new edition forever. I never thought there would be a day when the game would need to be looked at in such glaringly harsh light that it would need to be upended, rewritten, and brought back into line with what the creators and designers of the game really wanted. Inevitably, though, it happened. This time, though, was different from all the others. This time, there was an open, public beta test that gave us insight into how and why the changes were coming. This was the first I had heard of such things happening, and dove in deeply, submitting feedback and trying to balance a game myself.

This was a turning point in my understanding of how and why games go through changes. What had once been assumed to be an ever stable landscape of games, founded on a bedrock of impenetrable rules and infallible game designers was now show to be what it was. These games I played were created by gamers like myself and my friends, who had a great idea and decided to run with it. They would play-test it and enjoy it and hone it, but inevitably, mistakes would be made, loopholes would be left open, and strategies would be missed. Game design, especially now, is a quick turn around affair, with internal testing and outside playtesters doing their damnedest to try and iron out all the kinks and make a spectacular game.

But, as more and more gamers get a hold of a product, these seemingly small portions of the game that were missed become magnified and extrapolated. It is especially obvious in the United States, where the culture of taking any edge to win is so ingrained that we don’t even find it problematic. In general, Americans enjoy pushing the boundaries to win and enjoy pushing themselves to discover new and unintended loopholes and kinks that they can exploit to their benefit. This comes not just from our culture, it is almost who we are as gamers, brought up on video games and sports, where anything that isn’t explicitly called out is fair game. To take that a step further we were even encouraged to find that way around that lead us to victory. Built into Super Mario Brothers are the warp pipes that let us cheat out whole levels!

Many times, it is this wide exposure and popularity that leads to a streamlining and changing of a rules system. To some, this is the worst of the worst, and evidence that the game designers are pandering to the masses by making the game more palatable, more understandable, and easier to sell. While this sometimes may be true, I would instead counter with the fact that it is under this new weight of players that the game must be rebalanced. A player base is a much greater testing ground than anyone could possibly hope to achieve prior to release, and many times this player base will find and exploit a system in the rules that allows for victory at a much lower cost than one is used to. This is countered by a tactic or seldom used loophole, and the rabbit hole continues. After years of these cycles, the game is often at a point that no one could have ever intended when they launched the game or wrote the rules, and the change of edition is a come back home moment.

The big problem with players is that they have very little of that frame of reference, and even less of a problem with the problems in a game. Between a lack of perspective into game design and Edition Fatigue starting to lay thick, many people rile against the changes in edition not even as a necessary evil, but as a betrayal of trusts.

These changes never get easier, but these companies will never stop making them. In the last 5 years, I’ve seen D&D, Warmachine, Infinity, Malifaux, and Descent each change editions and rulebooks. Each release I have looked at with enjoyment, trepidation, excitement and anticipation. These events are going to happen, and if you think your playing in the final edition of a game, I envy your ability to look at the here and now without looking towards the future. Each of these games changed, sometimes in significant ways, from the edition that preceded them. Some, Like Malifaux, Warmachine, and the Most recent D&D, have changed for the better, adding and subtracting complexity and rules where needed. Descent and Infinity are, currently, mixed bags, with Descent going to far, and maybe infinity not going far enough.

I’ve found its best not to look at the game you love, the one you currently play, with rose colored glasses proclaiming it to be the best ever, but once an edition change is announced, take a critical look at the game your playing and see how it varies from what seems to be the goal of the game in the first book, and how it contrasts with its image from the outside. Take your time and try to get inside the head of the developers. Remember, they don’t want any model, unit, or rule to be a stinker. They want every option to be good, competitive, and worth considering. Every bad model they make is simply another model that they have to pay development, design and production to make that will very likely never, ever sell.

Well, perhaps until a new edition comes out. Then some of those scrap models will have life breathed into it once again, as I very much hope some of the Haqq models are this year.

 

 

 

I just picked up my delinquent copy of No Quarter 55 the other day, and I just heard the rumblings of a Theme Force for Dr. Arkadius, the mad scientist of the Thornfall alliance. This has got me thinking about theme forces, and what they do for all games, not just for Warmachine.

I started tabletop games playing Warhammer 40k, and in that game, there was a ton of theme built into every army. While every codex presented the vanilla force of the faction, they also had tons of themed forces you could run. Cadians, Evil Sunz, Black Templars, Biel Tan and specific Hive Fleets dictated your army selection and gave you different benefits for taking them. From the beginning, though, some were obviously considered more powerful than others, and certain books, especially campaign books, boosted it to a completely different level. I remember playing an army of Warp Spiders that was completely bonkers, and might have even been good if I could have proxied it to try it out. Instead, I ended up buying and owning the very characterful Lost and the Damned, which was dropped from the main lineup as soon as the Eye of Terror campaign was over.

The LaTD list was really powerful because it combined sepecific aspects of armies that were otherwise balanced separately into a single force, while limiting the forces that would normally be available to the main (Imperial Guard) force. This is the core of almost every themed army I’ve encountered. Its also why they have such a pull on the communities that they are involved in. If your allowed to run only your favorite model/unit in an army and get bonus’ for it, who wouldn’t?

But thats the rub, here. Most people don’t want to limit themselves because its creative, fluff filled, or interesting. Many people simply want bonuses to how a game functions for limiting themselves in their model choice. I don’t think theme forces really have a place, and though they are tempting, they are generally loose/loose for the communities they are part of.

Inherently, themes break the rules of the game in a drastic way that is extremely hard to balance correctly. This leads to themes that become either the default play style, or that are never used. They are simply black and white, with no gray in between. In Infinity, the use of sectorial armies, and by extension their link teams, is a large part of their discussion of list building and play strategy. I don’t vehemently hate them like I once did but I still cannot see why I wouldn’t just use them in every game, because the link teams are so extremely strong, in my opinion, that they can only be overcome by out-skilling your opponent, becoming a win-more button. Warmachine and Hordes have the signature theme lists for each caster, and sometimes more than one. These, too, I find moderately bothersome. These give various bonuses to the army you play because you restrict yourself in unit choice,  but sometimes the restriction is a moot point because the caster in question would only want to use those models anyway, thus rewarding the clear and normal build for a caster. I wouldn’t be against this if it was true for all of them, but many of them are fairly divergent from the normal way the game encourages you to play, and instead promote strange and janky army lists.

I think Malifaux does it the least wrong, but that’s because it has rules on the models cards that reward you for taking thematic models with them. The Ortegas have family, and the Drill Sergeant buffs models of the guardsman type. This form of theme building is interesting and more balanced to me because the model as it is intended has synergy with other specific models, thus rewarding you for taking them. It is build into the basic premise of the game instead of adding another layer of rules on top.

So, what do you think? Are themed lists and armies the way to go?

 

Gencon is like Nerd Christmas, and boy was it fun this year. Information poured in from every direction about every game I play and it was a glorious Thursday and Friday. Honestly, I am still trying to digest it, and some of the information still will be in its raw form.

Malifuax had the pre-release of its Crossroads book, which has both the Wave 2 models from the edition conversion, and some new models here and there. This is the one I’ve spent the least time Digesting. Gmort on the forum loaded up these daily congregations of pics, which I’ll just link here.

Day 1
Day 2
Day 3
Day 4

There is some really cool art in there, and when the book and decks finally release, I look forward to playing some more Malifaux. The Beta wore me out just reading about it, so its nice to have that joy creeping backin.

Infinity, with its coming 3rd edition, had a ton of information to share as well. Almost all of it was revealed in a video Here.

I do like the Japanese dude on a bike, showing off the the new style bikes and the larger 55″ footprint

Yojimbo, I assume?

There is also an awesome pic of Bostria giving out one of the changes:

adding 15% to the retreat threshold for 3rd

We’ve also got some fantastic concept and 3d sculpts, and a ton of pictures of them, that they are working on.

Of course I focused my attention, though, on the Haqqialam, because its my faction, and I have to say: When I first saw the Jannisary model, I cried out that the jannisaries were fine. When I saw the HMG model, I was instantly corrected, that model is freaking great.

This guy!

I look forward to the new Hassassin with a Missile Launcher

One day, I'll play a Hassassin army

One day, I’ll play a Hassassin army

A new Kum Character

to go with the thousand bikes I am going to buy

to go with the thousand bikes I am going to buy

And  a resculpt of the Maghariba Guard

A bad ass machine, here

A bad ass machine, here

 

Finally, there are the Warmachine Gencon pre-releases, which came out like a flood last Thursday, as the store opened and the pre-release cards were unboxed.

Overall, I like them all. They have their own flavor and I really think that they will stand on their own once the Doom Cycle shakes out.

Bradigus is a caster after my own heart. He is a druid that plays well with wolds, which is the only thing I want in a Circle caster. One day, I’ll probably build an army for him.

Absylonia 2 is an intriguing model to me, with a host of strange spells and abilities. Most of the time when that happens its because I just don’t get it, and get suckered on the table. I look forward to facing her.

Helga is crazy-fun. I initially thought that Cyclone was Twister, and was exceedingly unimpressed. Simply changing that one spell makes her 1000% more fun. I approve!

Jaga Jaga is freaking bonkers! I really like both her new spells, Gravewind and Spellpiercer. Her feat, as well, is completely awesome, and I look forward to using it one day here soon.

Xerxis 2, being that I play Skorne, is going to be a blast to play. Mobility is a ton of fun, and his beast bond is exceedingly good. 13/19 with transfers and 19 HP is nothing to scoff at either. Ignite is good, but is nothing extra special, as Skorne has a ton of high end damage buffs. I do look forward to sending Tiberion some 11″ and outside 10″ of Xerxis area during the feat. Who knows, maybe I even use Fate Walker to get him back in his standard control area after the turn ends.

Till Next time!

Every year during con season, and especially before Gencon, there is a  storm of information around  each company, and what they are going to release. With Gencon right around the corner, we are starting to become overloaded with cool things coming out.

I’ll start with a game that I don’t follow at all, but I have heard has a huge following, some game called X-wing. They are releasing an Epic Scale, if you will, game called Armada, and it looks potentially really cool. I like the concept of spaceship naval and dogfighting, and I would really like a game that enables me to play out that type of fleet action. The starter box is pretty cool, I’m not going to lie, with three capital ships, one of which is a Star Destroyer, and a quartet of fighter squadrons, but if the game really doesn’t get past that size, I’ll loose interest exceedingly fast. I want something big, massive, and fun. I’ll be keeping my eye on this one!

Next, Malifaux has released its list of box sets, Nightmare model, and Miss-model that it will be releasing this year.

Lookit alla that!

Lookit alla that!

Wyrd has been converting its entire product line over to plastic since the introduction of M2E, and this is yet another step along the way, with new, plastic, sculpts and crew boxes for Lucius, Zorida, Kirai, Von Schill, the Dreamer, and Ophelia. Also, for each Gencon, they produce a nightmare model that is a huge, alternate sculpt of one of their current models. This year they’ve decided to go with the Whiskey Golem, and I can’t really blame them! It is huge, awesome, and completely insane. Finally, as a treat for all the people picking up these models as pre-releases, every year they have a Miss-model – something you get free at a certian threshold of dollars spent. This year, they have a fantastic looking Alt. Teddy, Miss Ery.

BadTeddyRender If I played anyone who could use Teddy, I’d be all over that. Instead, there is nothing that really grabs me this year, so I’ll just wait for neat things to come out for my limited palette of models.

Infinity, too, is releasing a convention model, though I don’t know whether or not its their first time. Its gaining a lot of talk about its appropriateness, which I don’t care one way or the other about, but the model is at least passable. I don’t think the model looks particularly like the model. I also don’t play a faction that can field her, so her view on my radar is small.

Infinity Cosplay Model

Infinity Cosplay Model

 

In addition to this model, they will also have a Penthesilea Bootleg for prerelease. The bootleg line of models are supposed to be a botique style model that is made in the sculptors spare time, with an eye towards fun and beauty. The new Kum bike on her is pretty awesome, but again its not a model I can use, so it sits in the realm of neat, but not to interested

PenthesileaBootleg

Bootleg model for Gencon

Not to be left out, Relic Knights, in conjunction with Secret Weapon Miniatures, is releasing a line of colored Esper crystals. While I think they are cool, and people will definitely find a use for them, I just can’t.

Espers!

Espers!

Honestly, I think they are really, really cool, I just won’t ever use ’em

Finally, we come to the game I’ve been concentrating on for the greater part of a year now, Warmachine and Hordes. They have a trend of having big releases at Gencon, and this year the rumor mill is churning that the new Hordes book, Exigence, will be available for the purchasing, and there are tons of whispers about what it will contain. As the event comes closer and closer, we get more and more information about the next work, and even have a few tidbits from the mouth of PP itself, and with PP abandoning its long-used concurrent release concept for a more asymmetric style anything is possible.  We’ve already been privy to a pile of rules: Lesser Warlocks Zaadesh, Una, and Horgle; the Moonhound Argus and Rotterhorn Griffon, Dozer and Smigg, Borka, Vengeance of the Rimeshaws, and Fyanna the Lash. We’ve seen a combination of model, art, and concept sketch on Bradigus Thorle, A Character Satyr, Xerxis on a Rhino, a Strange Skorne Bug, Beetle Warbeast Pack, Epic Absylonia, Zuriel, Wasp Warbeast Pack, Jagga Jagga, Maximus, Meat Grinder, Sacral Vault, Swamp Gobber River Pirates,  Helga the Conquerer,  Brightblades, Neraph, and unpainted models of Troll Bandits.

Thats a TON of models with no rules or even hints, and I think that’s really, really cool. There were a ton of models that we knew everything about before the book even came out for Vengeance, and a lot of people were upset, almost as many as were exceedingly happy! Leading up to Gencon, as I said, we have some spoilers as well that have appeared. Some are substantiated, and others, well, believe for yourself

  • New Skorne Unit, Praetorian Keltarii, hinted at buy the Exigence Cover, and revealed in a Picture

    New Skorne Unit!

    New Skorne Unit!

  • Bradigus Thorle has Synergy and Wold-only Battlegroup
  • an enormous pastebin of crazy rules
  • Helga the Conqueror has Dash and Defenders Ward

Even Privateer, though, can’t resist releasing limited edition miniatures for Gencon, and just a few days ago revealed that they will have their pinup model this year as well. The Blighted Bather, a blighted Nyss bathing in a Spawning vessel. I do have to say the Shredder duckie is awesomely cute!

Blood Bath!

Blood Bath!

We’ll see what else comes out at Gencon, and whats proved unfounded. I look forward to it, and all the insanity it brings!

Every year about this time, I start gearing up for one of the larger events I run, the NOVA Open, a 4 day gaming convention in Crystal City, VA, just north of DC.

I’ve been Pressganging for almost three complete years now, and NOVA holds a special place in my heart, because its my Pressgang anniversary. Each year I’ve stepped up my involvement with running the events, and this year, I’ve been given the privilege of running the whole show. If I seem to come off as selling this years event, don’t worry, I am shamelessly.

the NOVA Open, as its name implies, is open to all sorts of gaming. There are 40k, Warhammer Fantasy, Bloodbowl, Flames of War, X-Wing, Infinity and Malifaux events going on all weekend as well as workshops and seminars to boot. Justin from Secret Weapon Miniatures has attended multiple years, as has Dan Cotrupe from Tectonic Craft Studios.Justin from Malifaux 2e will be on hand this year as well!

One of the things that makes the NOVA Open unique is the load of what they call Lemonade Raffles – Prizes for loosing games. For every game you loose, you get your name put into the drawing for the Lemonade Raffle, and if your name is picked you get a prize. Sometimes, its a fantastic price worth over a hundred dollars (I think, I seem to remember someone winning a colossal last year). This makes Warmachine, Malifaux and Infinity players extremely happy, as we play, and loose, many games over the course of the day.

Speaking of those games, there will be tons of tournaments to attend in every shape and style you can think of. While the official schedule is here, I’ll break down the Warmachine events.

Thursday:

4:00pm – Midnight : Tierany Tournament
– A 32 slot, 50 point,  Theme list tournament, requiring your army to be qualified for at least Tier 1 of the Warcaster or Warlocks Theme force. One list is required, with a second list optional, using the Top Table variant.This event uses the Deathclock timer, and will qualify the top 2 players for the masters on Sunday.

Friday

8:00am – 3:00pm:  NOVA Team Tournament
– a  35 point, 3 person team tournament. Each team will have designated themselves, however they desire, into Captain, First Lt., and Second Lt.. Each round, each Team will play the other team member of the same rank. Once during the tournament, the Captain can use the team feat and swap two players on his teams rank for the rest of the tournament. This Tournament uses the Top Table and Deathclock variants, and will qualify the entirety of the top 2 teams for Masters.

5:00pm – Midnight: Hardcore Tournament
-a 50 (corrected from the earlier 35) point, out of the book Hardcore tournament. That mweans 1 list, fully painted, Timed turns, Deathmatch Scenario tournament! Bring you’re A game and shoot for the Commendations: Vanquisher – Best Overall Record,  Master Craftsman – Best Painted Army (as judged by the NOVA Open Judges), Executioner – Most Army Points Destroyed, and Mage Hunter – Most Efficient Caster Kill. The top 2 players, determined by record and SOS will Qualify for masters.

Saturday

8:00am – 6:00pm – Steamroller 2014
– a 50 Point Steamroller with just a few variants. Deathclock Timing, Divide and Conquer (1) and Finals Table. The top 3 Players, as determined by record and SOS, will qualify for masters.

10:00am – 8:00pm – NOVA Open METAL FIST

An unofficial Iron Gauntlet event, following all the iron gauntlet rules.

7:00pm-Midnight – Who’s The Boss!
– Everyone favorite broken format! build a 41 point list and spin the wheel every round to see who the leader of your army is! Deathclock and Finals Table Variant! Other special rules are

The caster becomes a Friendly Faction model and gains all the benefits of being a caster of that game system. Focus and Fury manipulation of the caster will change as part of the army’s parent game system.
– Warjack and Warbeast text on the casters card will change as part of the army’s parent game system with the exception of offensive spells or offensive abilities. Offensive spells or abilities wording remains unchanged on the card.

–  Abilities and Spell effects on the caster cards that add Focus will remove Fury in a Hordes army.
–  Abilities and Spell effects on the caster cards that remove Fury will add Focus in a Warmachine army.
– Elite Cadre and similar abilities of the Warcaster/warlock are lost unless the defined models exist in the army they are playing for.
-Abilities/spells that heal/repair will change as part of the army’s parent game system.
– Animosity and Abilities that specify caster battlegroup types are removed from their card.

Sunday
10:00am onwards – Scrambles!
Fast moving 4 or 8 man tournaments, meant to be quick and have players perhaps play people that you’ve not played yet at NOVA. Submit your list and when we get the requisite number of people, we’ll start the tournament! Deathclock will be required to keep the tournaments moving, and we will be giving out prizes for each scrambles event!

10:00am – 6:00pm – Nova Masters
The culmination of the NOVA open, pitting the qualifiying winners from tournaments all weekend long against each other for the title of NOVA Master. Be prepared to play by the Masters Rule set: 3 lists, Divide and Conquer 1 and Deathclock timing.
The Qualifiers are as follows.

  • Tierany: 2
  • SR2014: 3
  • Team Tournament: Top Two Teams (6 players)
  • Hardcore: 2
  • Metal Fist: 3

There will be alternates, as described in the primer, so even if you don’t qualify, make sure to note that you could get in if someone doesn’t show!

We also will have a Kingmaker Tournament on Sunday for the High Command players, and will be having Iron Arena and all sorts of goodies to win via playing open games!

Caveat: We are still hammering out the final details, so there might be some minor changes here and there, once the final Primer comes out, that supersedes anything I’ve written here (which shouldn’t change much, honestly, if at all)

So, if you have the weekend of August 28th-30th free, consider taking a trip down to DC and playing awesome games of whatever system you play. Stop down by the Warmachine area, and we’ll give a demo to you if you’ve never played, or challenge a PG or anyone else. I’ll have my Cephalyx and hope to have them fully painted, looking for games between running events.  It’ll be an amazing time!

Feedback is encouraged, either through Twitter or Comments! Let me know what you think of the schedule!

 

 

One the final playtest of the Malifaux Wave 2 beta finished up, we got the final cards, and now, we are a week into the Avatar beta test.

This is a make or break period, I think, for Wyrd. These Avatars are models that people have purchased and put a lot of effort into, or that languished on the shelves because no one wanted them. They now, with this test, have the chance to bring all the Avatars into line and create a fun, cinematic experience that everyone will enjoy.

The small amount of discussion I’ve had here indicated that they are not as on target as I would hope. After two full beta tests, I expected a better initial delivery. There have been some obvious oversights that I would have expected them to catch.

Maybe I am being to harsh on them. I don’t run play tests, and I don’t generally try and break a game. Instead, I like the game to conform to my idea of balance within a game. That is something that’s actually really hard to do, and I understand that from the get-go, but I think that as gamers, we think ourselves a smart bunch and expect the game designers to be of the same cloth.

When Crazy interactions pop up, It gives me little hope that the game designers are paying attention. Lucas McCabe can somehow get 15 actions in a single activation. Then there is the Sacrifical Manifestation issue with Outcasts. Maybe its supposed to be a no-cost manifestation on turn 1, but it seems wonky.

My three avatars are pretty tame in my first glance at them. I’m probably missing something, honestly. Malifaux, or any game really, is one that I have a hard time managing to see things before they are on the board. Its taken a very long time for me to become comfortable with Cryx in the method I am.

I look forward to picking up Perditas Avatar one day, and trying her out. Lucas I have mixed feelings on, and I just have to try and figure him out overall. McMourning, however, I have high hopes for. His Guild Avatar is pretty cool, with some 6 actions a turn, and the ability to fly around the board with Scalpel Slingin’. I really wish I knew what cool guild models would make him hum, but I am so bad at building crews I just don’t have the closest clue.

Lastly, I’ve been doing a lot of painting lately, and that’s got a neat little concept of a Model Spotlight post brewing in my head. I can always just post pictures of my painted models, but It might be nice to take a post to lay out what I want to get from the model, along with why I painted it the way I did and my general thoughts about the model. Should be fun times!

OK. Wait a minute here.
I have to come clean: I’d only seen images of Perditas avatar on cover art and what have you. I’d never actually seen the damned thing until I went to grab some pics for the article.
That thing is fantastic! I now have a very vested interest in getting and playing that model as soon as my poor self can do it! Man! I’d just assumed that there would be stumpy wings and a lame looking face. Instead I get a really fantastic model. Painted here by Viruk of Independent Painters.

Perdita by Viruk

 

 

 

Malifaux 2e beta wave 2 has come to an end!

Well, Almost. There are two more stages that are coming, but neither of them are extremely earth shaking. Instead, they will finalize the game as it was, and will allow the developers to go forward with their new, shiny, awesome game.

The finalized rules are set to come out on Feb 10th, a little under a week away, and are going to represent the arsenal cards will for the models. I’m extremely glad that the large part of the beta test is over, as I can start preparing for what I want to have painted and able to be put on the board one day. The Avatar playtest is scheduled soon, and I’ll only have one or two dogs in that race, so we will see how involved I get.

I can only really talk about the Guild and what changes were made regarding their models, sadly, I just didn’t have the resources to keep up with all the factions and masters. I barely play my own faction as it his. I’ll just rundown a few of the changes I liked or disliked real quick

The-Guilds-Judgement

Captain Dashel, the old Drill Sargent totem from 1e, has had a full upgrade to henchman, and can now use soulstones! He’s really a Buffers buffer, and can aid almost any Guardsman shooting with Ready! Aim! and Fire!  He is significantly difficult to kill with both Armor +1 and Hard to Wound, and has a significantly brutal attack with his baton, ranging from 3/3/4 up to an absurd 5/5/6. He can even apply slow if needed, smacking the opposing model in the head. His final ability is a reactivation for a single friendly minion that then is sacrificed. I’m not a fan of sacrificing my all to precious models, but I play Perdiata. Maybe its just my training.  All in all, I am looking to putting him on the board with Either McCabe or McMourning!

Abuela Ortega:  went through a ton of changes throughout the playtest and was one of the models I was happiest to just let others hash out. She now has a varied suite of support and denial abilities, and a couple defensive measures. Her obey was changed, and she is now thematicly in a wheelchair with Roll Backwards and Roll Me Closer, Dear. Overall, I think the changes are neutral, and will have her in most of my Ortega Lists. I’m sad that she’s not cheap enough to fit into every list, just for the fun it’ll be.

Guild Hound: Ugh! these models have been beaten to death. I’m just glad that their 3 points and conditionally Significant. everything else is just bonus.

Guard Seargeant: Poor bastard. Demoted because Dashel was such a bad ass.The old Guild Guard Captain is now just a lowly Sergeant. I was initially displeased with Him, but I really like where his is now, with one caveat – his health. Frightening Authority, Lead the Patrol, and Accomplice all net hims some good, passive synergy with Guild Guard. His axe has a pretty decent damage potential, sitting at 2/3/4 with the possibility of Crit Strike, which is the same as his Collier army, making him just as good at range and in CC. His final ability to shift Scheme markers around is neat, but does not fit his theme. It really does make me sad that this pudgy bastard doesn’t have more hp though. You can’t have everything, though, I guess.

Exorcist: This guy got batted around a ton through out the playtest, as well, and ended up in a pretty decent spot overall. Finish the Job and Hard to Wound make up his utility suit, and he retained his ability to banish undead and Spirits, but found a way to turn others into undead to make this worthwhile. Overall, he’s got a thin niche, but I’m fine with how the rules on him turned out.

Pistolero De Latigo: A model near and dear to my heart, as I really wanted him to be good this time around. I think they might have made. With Ruthless, and Look Out! they want to activate last, and thats compounded with their Press the Advantage trait. Their weapons do appropriate damage for a 5ss model, and they have about the right HP. Lastly, the added family to the models, because unlike 1e, you only get to activate 2 models in a row. While they are more expensive than before, they also don’t seem to be laughably bad.

Pale Rider: This model is one I never got to use in 1 or 1.5, so I don’t have a lot of cause for celebration or sadness at his rules. He seems to be a shooting model that gets better over time with a pile of HP and a huge speed boost and a really cool push action. I am really looking forward to putting him on the table to see how he actually pans out. Oh, and his model is pretty bad ass, so there is that.

Guild Riflemen: I really couldn’t be involved in the continued, heated debate on this model from the start of the wave 2 beta, but it was really interesting to see the back and forth that went on this one particular model throughout the playtest. Almost everything on this model changed at least once during the test, and his final ruleset seems to have come out the better for it. Hold! is a unique ability allowing them to keep the Focus condition for longer than a turn, Firing Line enables multiple Rilfemen, or any guardsmen, to work together well, and the ranged damage and focus bonus, along with a touch farther range, really make them shine in the 5pt slot.

The Final two are the Guild Pathfinder and the Clockwork Traps. I never really got how these models were supposed to work but I look forward to trying them out. From the Shadows, Set the Trap and Scavenge Supplies all seem to work well for the pathfinder, and his gun seems to do a ton of work. The Clockwork Traps really seem to take on their own life, literally Clamping Shut on models moving by.

As it sits now, I have a three master collection centered around the Guild Masters of Perdita, McMourning, and McCabe, with plenty of cowboys and guild guard all around. I am anxious to get a non-Perdita crew on the table, and I thought I’d never say that. Its good to know that The test is near an end, and that sooner rather than later there will be a complete rule set out there. I waited patiently and was well rewarded with a game that seems balanced, fun, and challenging. A good move for Malifaux, and an excellent move for Wyrd.