Saturday, December 25, 2010

Campaign Ideas

So I have been thinking about this campaign that Wink is going to run... And I got struck by lightning with ideas. So here are my ideas in bullet form with explanations below.


Titles

  • War Master: The person with the most battle points and Painting points.
  • Master General: The person with the most battle points.
  • Master Painter: Person with the most painting points.

If a player qualifies for more then one title he gets to pick which title he takes.


  • General: 5 points for a win, 2 points for a draw, 1 point for a loss.
  • Painter: 1 point for fully painted army. 1 point for a fully based army. 1 point for a fully themed army. The last two points are at the discretion of the opponent. they get 1 bonus point for a well painted army. they get two for an extremely well painted army.


Play Balance

Ideas on how to balance the games/ opponent match up.

  • Armies are built on 2,000 points.
  • At the start of the game after the mission is rolled but before units are deployed each player rolls randomly to select one unit from the force org chart. That unit is not deployed and not used in the game. It is a missing unit
  • If the players opponent has 5 more battle points then him he gets to choose with of his opponents units are missing.
  • If the player has 10 or more battle points then he rolls for two missing units.


Round one all points are halved.

--------------------------

My general thoughts

Titles

With three titles up for grabs a player can play for what is important to them. if the player is a strong painter then go for the painting title. if the player is all about the wins then they can go for the general title.


Play Balance

There are several reasons for the missing unit.

  • if a player puts a ton of points into one super unit that is all but unstoppable they may loose it before the game starts.
  • If the army is a one trick pony the general might loose the pony.
  • A good general builds a well rounded army and can adapt to a changing situation.


these rules can be applied to team based or individual based campaigns. The last two campaigns were team based so this one might be better of individual.



Okay guys tear into it. please forgive the typos of grammar errors.

Sunday, December 19, 2010

Space Wolf: 1850 Roster in the Works to Test

Name # Grp WS BS S T Wo I A Ld Save Cost
Rune Priest 1 HQ 110
...in Power Armour
  Rune Priest in Power Armour 1
5 4 4 4 2 4 2/3 10 3+ [110]
Chooser of the Slain; Jaws of the World Wolf; Murderous Hurricane
Rune Priest 1 HQ 110
...in Power Armour
  Rune Priest in Power Armour 1
5 4 4 4 2 4 2/3 10 3+ [110]
Chooser of the Slain; Living Lightning; Murderous Hurricane
Wolf Guard Pack 1 Elite 247
Wolf Guard in Power Armour; Razorback
  Wolf Guard in Power Armour 4
4 4 4/8 4 1 4/1 2 9 3+ [172]
Combi-Meltagun (x1); Power Fist (x1)
  Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [75]
Lascannon and TL Plasmagun
Grey Hunters Pack 8 Troops 4 4 4 4 1 4 1/2 8 3+ 215
Mark of the Wulfen; Wolf Standard; Meltagun; Rhino
  Grey Hunter w/ Mark of the Wulfen 1
4 4 4 4 1 4 D6+1 8 3+ [15]
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Extra Armor
Grey Hunters Pack 8 Troops 4 4 4 4 1 4 1/2 8 3+ 215
Mark of the Wulfen; Wolf Standard; Meltagun; Rhino
  Grey Hunter w/ Mark of the Wulfen 1
4 4 4 4 1 4 D6+1 8 3+ [15]
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Extra Armor
Grey Hunters Pack 8 Troops 4 4 4 4 1 4 1/2 8 3+ 215
Mark of the Wulfen; Wolf Standard; Meltagun; Rhino
  Grey Hunter w/ Mark of the Wulfen 1
4 4 4 4 1 4 D6+1 8 3+ [15]
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Extra Armor
Grey Hunters Pack 8 Troops 4 4 4 4 1 4 1/2 8 3+ 215
Mark of the Wulfen; Wolf Standard; Meltagun; Rhino
  Grey Hunter w/ Mark of the Wulfen 1
4 4 4 4 1 4 D6+1 8 3+ [15]
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Extra Armor
Land Speeder Squadron 1 Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 70
Multi-Melta (x1); Heavy Flamer (x1)
Land Speeder Squadron 1 Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 70
Multi-Melta (x1); Heavy Flamer (x1)
Long Fangs Pack 4 Heavy 4 4 4 4 1 4 1 9 3+ 190
Missile Launcher (x4); Razorback
  Squad Leader 1
4 4 4 4 1 4 2/3 9 3+ [15]
Bolt Pistol; Close Combat Weapon
  Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [75]
Lascannon and TL Plasmagun
Long Fangs Pack 4 Heavy 4 4 4 4 1 4 1 9 3+ 190
Missile Launcher (x4); Razorback
  Squad Leader 1
4 4 4 4 1 4 2/3 9 3+ [15]
Bolt Pistol; Close Combat Weapon
  Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [75]
Lascannon and TL Plasmagun
Total Cost: 1847

Option Footnotes
Psychic Powers
Jaws of the World Wolf As a Psychic Shooting attack, the Rune Priest may trace a straight line along the board starting with the Rune Priest and ending 24" away. This line may pass through terrain. Monstrous creatures, beasts, cavalry, bikes and infantry models that are touched by this line must take an initiative test. If the model fails the test, it is removed from play. Monstrous creatures may subtract one from their dice roll although a roll of 6 is always a failure.
Living Lightning A psychic shooting attack with the following profile:
Unlimited Range; S7; AP5; Assault D6.
Murderous Hurricane A Psychic Shooting attack with a range of 18". The target unit takes 3D6 Strength 3 hits with AP -. Place a marker next to the affected unit - next turn that unit treats all terrain, even clear terrain, as both difficult and danergous.
Wargear
Chooser of the Slain Place a Chooser marker anywhere on the battlefield before the enemy has desployed. This marker must be smaller than the Rune Priest Model and cannot be destroyed. Enemy units may not use Infiltrate to deploy within 18" of a Chooser marker. Should the Rune Priest make a Shooting attack that has a line of sight to the Chooser marker, he may treat his BS as one higher than normal.
Extra Armor Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.
Wolf Standard Once per game, for the duration of the next Assault Phase, all models in that unit may re-roll any dice rolls of a 1.
Weapons
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Close Combat Weapon If used with another close combat weapon, +1 attack in close combat.
Combi-Meltagun 24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle)
Heavy Flamer Template; S5; AP4; Assault 1
Lascannon and TL Plasmagun Lascannon: 36" Range; S9; AP2; Heavy 1.
TL Plasmagun: 24" Range; S7; AP2; Rapid Fire, Gets Hot!, Twin-linked.
Meltagun 12" Range; S8; AP1; Assault 1; Melta.
Missile Launcher Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Multi-Melta 24" Range; S8; AP1; Heavy 1; Melta.
Power Fist Ignores armour saves, increases strength in close combat.
Runic Weapon Counts as a Force Weapon. Whenever an enemy model suceeds on a Psychic text within 24" of one or more models with a Runic Weapon, that power is nullified on a 4+. A runic weapon always wounds Daemons on a roll of 2+; this has no effect on vehicle models.

Roster Design Information
And They Shall Know No Fear... (p74 WH40K)
Acute Senses (p75 WH40K)
Counter-Attack (p74 WH40K)

Validation Report
b-2. Apocalypse Allies: Trusted Allies only; d-1. Formatting: Competition Output, for AB 3.2; c-1. File Version: 1.07b For Bug Reports/www.ab40k.org; b-1. Roster Options: Apocalypse, Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Space Wolves
Roster satisfies all enforced validation rules

Roster Statistics
% Elite: 13.4
% Fast: 7.6
% Heavy: 20.6
% HQ: 11.9
Model Count: 61
% Troops: 46.6
% Wargear: 0.0
Files version: 1.07
Faith Points: 0

Group Min Max Used
HQ 1 2 1
Formation - 0 0
Other Units - 0 11
Legendary Units - 0 0

Created with Army Builder - Copyright (c) 1997-2006 Lone Wolf Development, Inc. All rights reserved.

Saturday, December 18, 2010

Dr. Arkadius Tier List Leaked.

The new Thornfall Alliance Warlock, Dr. Arkadius will be released this Wed., but his Tier force was leaked.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwWoII91PoSnf8b2tUZCwtyU02TWaU6MrWmn0jQ-cCHwoP9qaMO5jrf2MYQF8heMy6d6wmUh09v_p-TJKohI1XuAvD7xog3WxSOS3v3MArssqfDM7xzMZxPH4m0u8D-6qxjawyiGLxW2Q/s1600/arkadius-02.jpg

Personally, it looks pretty good. All the requirements are easy to meet, and the benifits are usefull but not overly so.

Friday, December 17, 2010

The Forces of Warmachine and Hordes: A Breakdown

A small breakdown of the forces of Warmahordes:

Cygnar: The boys in blue, Cygnar are a favorit for a lot of new players.
Background: Cygnar is an industrious nation with advanced technology. Their very reminiscent of Britain and America during the industrial revolution. This is reflected by the fact their military has recently undergone massive shifts from traditionally poorly equipped warriors armed with swords and spears controlled by noble lords, to a well disciplined, highly trained professional force, each armed with the most advanced weapons the state can provide.
The mages and wizards of Cygnar have mastered the use of lightning as a weapon of war, and their enemies know dread when the skies darken and the roll of thunder his heard.
Play Style: Cygnar is normally known as the shooting faction, and they do indeed have a monapoly in that area compared to most other factions. However they have many great melee units and models, including the fearsom Stormblades. Cygnar's Warjacks are fast and very accurate in melee as well as at range.

Khador: The Reds, Khador is a strong 'brick' faction with few frills.
Background: Khador lies in the frozen north, its people are hardy and warlike, large of stature and proud in bearing. Khador controls a large amount of land, but has a relatively small population. Ruled by their Empress, Khador has recently launched aggressive attacks at its neighbors, completely occupying the nation of Llael and encroaching upon Cygnar.The battle wizards of Khador can bring the frozen winds of their home with them to battle, freezing the enemies of the Motherland in their tracks.
Playstyle: In a game typified by units giving bonuses to other units and synergy, Khador is unique in that its armies are largely self sufficient. Khador has powerful shooting and melee forces that can usually get the job done without much help. Its Warjacks are a byword for tough and can survive a massive beating.

Cryx: The Nightmare Empire, the undead forces of Cryx can be a headache for anyone to deal with.
Background: Cryx is an island nation of the undead. It is controlled by the Dragon Toruk, who is worshiped as a god by its inhabitants. The nation periodically raids its neighbors. Many have suggested a sinister pattern in these raids, though nothing conclusive has been unearthed... The necromancers of Cryx can literally steal the souls from their enemies and bring down a black rain of acid from the skies.
Play Style: Cryxian units are typically fast, hit hard in melee or have magical shenanigans. However, they lack the ability to have a strong ranged-game and are usually quite fragile. They also have the unique ability to 'de-buff' (weaken) enemy units. Cryx usually requires more finesse to win with than an army like Khador.

Protectorate of Menoth: Religous fanatics, their enemies must convert or die.
Background: In the beginning, the god Menoth created humanity and gave us the gifts of writing, civilisation and fire. But, humanity has turned its back on the Creator and worships weak gods. This must be rectified, and the armies of the Protectorate march forth to convert and purge. The priests of Menoth can call down fire upon the enemies of their god, and can perform small miracles to shield the faithful.
Play Style: The Protectorate is very much an army of synergy. Individually many of its units are inferior to those of other factions, but together they create a force greater than the sum of its parts. There is a very strong theme of fire throughout their army, and the Protectorate can set entire enemy armies ablaze. The Protectorate is mostly a melee centric force, but does have several strong ranged units.

Retribution of Scyrah: The Elves of Warmachine, the Retrebution is a highly flexible force.
Background: The Elves have long been separated from the wars of humanity in their nation of Ios. But a strange affliction has taken hold of their race; more and more elves are being born without souls, and their gods are literally dieing. The Retribution of Scyrah is a radical group that has determined that human magic is the reason for the withering of their gods and the Soulless births. Their solution? Kill all human wizards.
Playstyle: The Retribution is an extremely flexible and fast force, its Warjacks (called Myrmidons) exemplify this by being equipped with ranged weaponry as well as being more than capable of mixing it up in melee. Retribution battle-mages can alter the state of the battlefield by moving enemy or friendly models, setting up charges from positions thought secure only a few moments ago.

Mercenaries: Whether its adding a few needed models to a main faction, or taking to the field as an entire army, Mercenaries can get the job done...for the right price.
Background: There are many different sub-factions that fall under the category of Mercenaries. The Dwarves of the Searforge Commission march from their ancestral holds to secure trade routes and gain an insight into the wars of man. The pirates and sea dogs of the Talion Charter rule the high seas. The resistance fighters of the Highborn Covenant fight to free the nation of Llael from Khadoran invaders. The private army of Aseth Magnus moves to replace the king of Cygnar. Finally, the honored Stealhead Mercenary company fights simply for coin.
Play Style: Mercenaries can be used in two ways. The first is to simply add a mercenary model or unit to one of the other factions. This can be done to provide a unique angle that the faction in question might not be able to provide. The second is to field an entire army of Mercenaries. Mercenary armies are very flexible and full of character, easily able to take on the other main factions using synergy and cleaver tactics.

Trollbloods: Tough and rowdy, the Trollbloods are a force to be reconed with.
Background: Trollkin are large, intelligent humanoids that have been uprooted from their ancestral homes by the wars of the human nations. Though lacking in the technology that humans can produce, they more than make up for it with natural toughness, and their potent allies; Full-Blood Trolls. Ten tons of mean muscle that's always hungry.
Play Style: Trolls are tough (each model in the army literally has a special rule called Tough) but slow. They are also extremely potent in melee. They have a simplistic, but fun playstyle typified by the simple expression: Axe-to-face.

Circle Orboros: Druids from the wilderness, they must destroy civilisation to save the world.
Background: There exists a god named The Devourer Wurm, or Orboros. The essence of all that is, was and shall be, the Devourer is the world and the world is the Devourer. The Devourer Wurm represents all that is primal and pure in nature, but civilisation is his anti-thesis. When Menoth provided mankind with civilisation, the Devourer attacked him, and for thousands of years the endless battle between Orboros and Menoth has raged, echoed in the hearts of mankind. Should civilisation spread to far, Orboros will return from his war with Menoth and destroy all of humanity. This the Circle of Orboros cannot allow, and thus they must destroy civilisation to help save it. They are the wardens of the apocalypse.
Play Style: The Circle of Orboros is a Guerrilla army that strikes swiftly and then vanishes, silencing its enemies before they can strike against them. It can call upon the powerful Warpwolves and Skinwalkers to rip apart its foes, as well as druids mastered in mystical arts. The army can teleport across the board, rip the enemies heart out, eat it and then retreat back to the safety of the forest like it never even happened.

Skorne: Cruel invaders from the east, the Skorne Empire enslaves all before it.
Background: Far away in the eastern deserts, a race known as the Skorne created an empire founded on the backs of slaves, its machinery oiled by blood shed in bondage and pain. The Skorne Empire now march to subjugate and enslave the weak powers of the west and take their riches for themselves.
Playstyle: The Skorne are a highly disciplined and professional force, with capable melee and ranged infantry, as well as powerful warbeasts. While their armies are considered slow by Hordes standards, their heavily armored. An interesting mechanic for the Skorne is that many of their units get more powerful from the pain inflicted on them, or those nearby, harnessing the power of their souls.

Legion of Everblight: The personal army of the dragon Everblight seeks to take over the world.
Background: The dragon Everblight has corrupted a race of northern elves named the Nyss with his blood, and plans to use this army to slay and devour his siblings, increasing his power to godlike proportions.
Playstyle: The Legion of Everblight is very fast, its infantry mainly consisting of elves. It has a very strong melee game, but better shooting than most other factions. Its warbeasts are powerful dragonspawn created for a specific function. Many Legion models suffer from low armor however, but their high Defence makes up for it.

Minions: The Mercinaries of Hordes. Will fight for food.
Background: The wars of man have created new opportunities for races hidden among the wilds. The tenacious Farrow, a race of humanoid boars and the ferocious Gatormen have appeared in armies larger than anyone thought could exist and are fast proving to be more powerful than anyone could have predicted.
Playstyle: Currently there are only two Minion armies, the Thornfall Alliance (Farrow) and Blindwater Congregation (Gatormen). The Thornfall Alliance has a surprisingly strong shooting game, with some great melee support from the warbeasts. The Blindwater Congregation on the other hand, has virtually no ranged weapons at all, but is extremely powerful in melee.

Thornfall Alliance - 35 points

Lord Carver, Bringer of Most Massive Distruction, Esquire the Third. - 6 Warbeast Points
- 2 War Hogs - 16 points
-1 Gun Boar - 5 points

1 Maximum unit of Farrow Briggands - 8 points
Rorsh and Brine - 9 points
Gudrun the Wanderer - 3 points or Alten Ashley Monster Hunter - 2 points

Depending on what army I'm facing I'll switch out Gudrun with Alten. Overall I rather like how this list has been performing, Rorsh and Brine have a few tricks up their sleeves which can catch my opponent offguard, the War Hogs are brutal bacony beatsticks and the Gun Boar provides some much needed AOE support. Briggands are a solid and flexibal infantry unit.

Warma-What? An Introduction to Warmachine and Hordes

As some may have noticed, recently at Top Deck, a new force has taken over the right hand wall, encroaching on the time-honored place of Reaper Miniatures and Historicals. What is this rising star? Its the twin gaming system produced by a company called Privateer Press named Warmachine and Hordes (affectionately and hereafter called Warmahordes). This will be a bit of an introduction into this system, specifically tailored to those familiar with Warhammer 40K.

The first thing a lot of people will notice when looking at a game of Warmahordes in action, is that the armies are significantly smaller than those used in systems by Games Workshop. Usually a Warmahordes force numbers around 20 models, with numbers fluctuating depending upon the army and build in question. Warmahordes as a system is designed to be fast to play. The objective for each game is to kill the enemy leader (called a Warcaster in Warmachine and a Warlock in Hordes) in a manor reminiscent of Chess. However, it is the Warcaster/lock that controls the most fearsome elements of your army, the massive Warjacks and ferocious Warbeasts and they can only control them within a limited area. So, unlike in chess where it is ideal to keep your King as far from the enemy pieces as possible, in Warmahordes it is required for you to move your leader into the fray.

One thing that often confuses people, is the difference between Warmachine and Hordes. I'll go ahead and clear that up a bit. Warmachine and Hordes are twin game systems, with only a few differences and are designed to be played together. They are not two entirely different systems (like Warhammer Fantasy and Warhammer 40K). Specifically, the differences lie in the interaction of Warcasters and Warjacks, and Warlocks and Warbeasts. In Warmachine, your leader is called a Warcaster and controls Warjacks, providing them with bonuses in the form of FOCUS points. Each Warcaster produces a certain amount of FOCUS which it can then use to provide bonuses to its Warjacks, cast spells or do certain other things. In Hordes, your leader is called a Warlock and controls Warbeasts. In hordes, the mechanic is reversed. Your Warbeasts produce FURY, which your Warlocks then leach and use to power spells and provide bonuses.

One considerable difference in the game system, is in the releases provided for it by Privateer Press. Instead of producing and updating each army alone and creating 'codex creep' Privateer Press produces and releases new rules and models for each faction together, usually with a new update book that provides the rules for new toys each faction receives. This maintains a striking amount of balance between all the factions. Another difference, is in the fact that all books produced for the game are entirely optional when it comes to purchases (other than the rulebook). Each model produced by Privateer Press is provided with a card that details all the rules required to play with said model.
The actual game play of Warmahordes is very fast, and its not uncommon for tournaments to have a time limit for turns (usually round 7-10 minutes a turn, with 3 minute extensions for one round) The current record for shortest game ever played was 8 minutes, and was during this years Gencon. Another theme for the game play is that there is a heavy reliance on stacking abilities between different models. There's an abundance of models that provide bonuses to others, and can turn a very poor unit into an astounding one.
Finally, another theme for Warmahordes is the sheer lethality of play. Basic infantry models die by the bucket load, and nothing in this game is safe. There is very little forgiveness for mistakes or room for error. I hope this has been some help.

Remember, PLAY LIKE YOU'VE GOT A PAIR!