Monday 24 December 2012

The Mayans couldn't help him, Ash will face 40k soon

So the geese are getting fat etc blah blah blah, get over it. Bigger things are afoot tbh. Ash said, i guess hoping the Mayans were right (about the end of the world, not magic numbers, although he may, hope that too.) and that when he stated he would play 40k in the new year, it was an empty promise, well my friend, no erm .......  i'll insert a new word here later, lol. its nearly that time, to dust off yr Nids, if u have any left, or more likely, your nasty Blood Angels  or Grey Knights.

For i foresee a great happening and some $)k 101s happening on or around the 1st of jan  or it will wait  till my boss says i can have "...insert later.." round to play toy soldiers. it will be fun to rediscover the world of 40k  in the new edition as i still have had only 2 games, i cant believe it  but new shiny games have had my eye, so Mr Ash its Bolters and/or claws at dawn

EN GUARD

Beards 2nd take on 40k rulebook, after gaming.


Ok so i now have a copy of the 40k rulebook (thankyou ebay seller for not knowing the value of your item ;-P) its a mini rulebook with most of the errata in it. Ok the fluff is missing, who care i know the fluff , unless they have decided they are going to rewrite history again but i think the Horus Heresy books will see this stupidity off.

I have read rules, page by page making notes. then read again looking at my notes and making adjustments, I then would like to say i asked Ash to go through them, he is very anti 40k atm.to gain his thoughts on bits i was wanting to confirm understanding. it went as follows ...................................................
Me - "I doing a blog about new rule book"
Ash - "so u have new rule book"
Me - "yes"
Ash - frowns / screws face up

Also I have got quite a few games under my belt. So here is my take on 40k and the changes to its rules, how it will effect MY gaming in reference to how i play etc. This will be in 3 parts, this being the first, to follow will be a look at my Chaos Space Marines of the sonic weapon variety, then my Imperial Guard tank list.

THE RULEBOOK AS AN ENTITY

As i said in my first look at the rules etc, its a tidy book as in its laid out very well, no really, honest. if you are looking at a rules & references a 2nd rule, it says (2nd rule, page 32) for ease of finding, OMG finally GW is organised.

MOVEMENT
* Models with HVY WPNS can move & shoot at reduced effectiveness, makes sense, more about that later.

SHOOTING
* Overwatch is back, YEY, at a reduced rate see below.

* Snapshots - in certain senarios you fire less effectively, you hit on 6s
* Wound allocation - on paper it looks broken but i will explain this below.

in old 40k if i hit you 10 times u shared the hits out equally amongst your squad, and then rolled each group of saves, obviously u got rid of "clappers" first (spare models in units that are there just to soak up fire). In new 40k, the nearest model is hit, Now this creates 2 casualty senarios,

i) a sqd with all the armour save the same, if i hit you 10 times , u roll yr saves first, so u save 4 models, leaving 6 dead, new way is the 6 nearest models are removed, or if multi-wounds you remove models taking as many wounds needed on one model till its dead, then move to next model,easy and brilliant.

ii) a sqd with multiple save or characters, this is the worrying thing for me, time will tell, you roll one wound at a time the front model tries to save it, u keep doing this till the front model has failed enough saves to lose all its wounds, sounds simple, but look at this, a character at front of unit, has a 2+ inv save mayb "eternal warrior" or "feel no pain", i hit you 10 times, said character with 4 wounds will suck up all of those hits and leave entire unit unharmed ??!?!?!?!?!?!!?!?, ok your character may lose 1 or 2 wounds, but hello!! SPACE MARINES DONT FIGHT WARS IN CONGA LINES, it just dont happen, i feel it should be case as soon as character / front model. take its first wound it moves on to the 2nd nearest model. now maybe this rule on paper this looks bad, maybe on tabletop its ok. i guess u just flank these conga lines?

*** This will only be a problem if you are low on units towards end of game, or yr opponent takes multiple HQ choices because of 2 forces organisation lists, but I guess more conga lines means smaller army, means, easier to kill,  for now I haven't had a problem with this like I thought I would. But as yet played no full on CHEESE OR BEARDY players yet.

COMBAT

I am unsure still of random charge distance, atm, but combat works well,  including over watch, hitting on 6s as per snapshots.  I like new initiative order, and moving in.  The new way combat wpns, well power wpns are classified, as in different types of perks for sword, axe etc.

So all in I am liking my venture into 40k again, Ash has also made rumours about Tau,  soooooo, let's see what happens I guess.

Tuesday 4 December 2012

Star Wars X-Wing!

I picked up Star Wars X-Wing by Fantasy Flight Games earlier. Not had a chance to play it yet but having read through the rules and gone through the contents of the box I am very, very impressed! It's been a while since I last posted, but I've been inspired, so I'm going to a first impressions post do!


The box is actually quite nice - FFG do nice boxes. The outer is a nicely printed cardboard which is thick enough to do it's job, but not the strongest - mine has a pair of rips in it that look like it's been grabbed by the cut-out that allows you to see the three included minis and then mishandled before it was shrink-wrapped. Inside is a vacuum formed plastic tray with three partitions, two to hold the various cards, dice and cardboard tokens and templates that come with the game, with the third partition dedicated to the two-part plastic box containing the miniatures. It's the usual thin, almost flimsy plastic that we all expect, but it's fit for purpose, combined with the cardboard outer I'd have no worries about anything inside getting damaged were I to drop it into my bag before making the epic journey across the road to the cave of the local miniature giant space dwarf we call the Beard.


Anybody that has played any of the Wings of War/Wings of Glory (which I'm told is Wings of War WWII edition after FFG lost the publishing rights, and so will write as though it is) games will be able to pick this up with very little effort - certain core mechanics are very similar but the game as a whole is different enough that the games are not the same. Jason Little, the writer of X-Wing has done a fantastic job of creating an even more streamlined, faster-paced game than those it bares a similarity to, and has at the same time addressed some of my own issues with those games. FFG has a nice set of tutorial videos here that cover pretty much everything about the game. Go watch them. For those that can't or don't want to, I'll go over some of the things I've seen that I like so far.

With the Wings of War/Glory games mentioned above, players can simply use cards instead of miniatures - this is how I have always played it, as it was one of those games that while I was eager to play it, I was also the only person eager to play it, so I couldn't bring myself to sink money into miniatures that wouldn't see much use. Cards are also used for controlling the movement of your aircraft. It provides plenty of flexibility, but I find in some circumstances it can be quite fiddly and awkward - you'll put the maneuver card in place, reposition your aircraft, slide the maneuver template away and either nudge your aircraft as you do, or nudge it as you lift your finger off of it, or somebody else will nudge it. A minor issue, I know, but when everybody is in the same area and overlapping each other during play, cards get jostled, millimetres are lost and gained, angles are changed, and what was a range band one shot on the enemy becomes range band two and out of arc. X-Wing gives you no choice in the matter of minis and comes with them pre-painted and ready to play with. It then does away with maneuver cards and replaces them with simple maneuver dials and templates that fit in between two notches on the forward and rear faces of the miniatures bases - no fiddly arrows to line up! The maneuver dials also mean you aren't shuffling through a deck of cards looking for the right card and can't accidentally set yourself the wrong speed token for the maneuver you want to perform.

With Wings of War/Glory, everybody moves and shoots simultaneously in the respective movement and shooting phases. It does work, and is part of what makes them fun and interesting games, but in X-Wing there is a clearly defined initiative system that I've not seen anywhere else before. Every pilot has an initiative rating, and during the movement phase, each pilot moves in turn, starting from the lowest initiative to the highest, and any situations of two players having matching initiative is simple to solve - Imperial craft have priority over Rebel craft. In the shooting phase the higher a pilots initiative is, the sooner they shoot, which I think will give an overall feel of more experience, higher initiative pilots being able to react to the movements of less experienced, lower initiative pilots and being able to fire upon them first.

Something else that really excites me about this game is the list building, in that it has it. All the various aerial combat games I've seen before either completely ignore the concept, saying play whatever fighter you like against whatever fighter your opponent likes and have fun with it, or they provide scenarios, saying player 1 will use A, B and C while player 2 will use X, Y and Z. The only exceptions to this I've found so far are Forge World's Aeronautica Imperialis and Star Wars X-Wing. A Pilot and his craft have their own points value, and icons on the card representing what upgrades are available to them, such as extra weapons, Astromechs or actual talents applied to the pilot themselves, and these too have their own points cost. Imperials will just about always have a numerical advantage over Rebels, but Rebels will generally have better ships and pilots. There's also character pilots - you can play Luke Skywalker if you want to! This also leads us to my only gripe with the game - and it's not actually with the game itself. With the exception of Darth Vader, there are no Imperial pilots of note like there are for the Rebels, so they've been made up like call-signs, and it's the call-signs chosen I don't like, Mauler Mithel, Dark Curse and Night Beast. They're all a bit dark sounding. All a bit evil. Good and Evil are points of view. We can see the original Star Wars trilogy as the tale of Luke Skywalker leaving home to join the Alliance and fight against the Empire because we see it from the Alliance viewpoint. What if the story was told from the Imperial point of view? Would we have a story about the noble Darth Vader and his mission to save the Empire from the terrorism of the Rebel Alliance? Or to put it in a Wings of War/Glory point of view, do you think Adolf Hitler thought of himself as evil?


X-Wing uses a d8 system, the faces of which are above. The dice-based system allows the player to roll extra dice to their attack or defence rolls based on events in the game, or count certain die faces that would normally be considered a failure as a success. It's more interactive than Wings of War/Glory where if you fired upon the enemy plane, the opposing player simply drew damage tokens from a pile and applied any effect necessary. Damage itself is also simplified, which I like. Upon taking damage, you take a card from the pile and it counts as a simple +1 damage, and if it's a critical hit, you take into account the text on the card, which I think will keep things like mathematics to a minimum and game play fast and fluid.

The only problem with semi-proprietary dice is if you lose them, right? Pretty much. It looks like FFG thought about that ahead of time though. While they sell additional/replacement dice, they also have a smart phone app available for Android and iOS. It features dice for X-Wing, FFG's Star Wars RPG series and also has the option to roll common polyhedral dice too. It's easy to use, very pretty to look at, has nicely themed audio and supports up to twenty dice at a time. It seems to be a little power thirsty, but not terribly so - using the app for around 5 minutes near constantly resulted in around 1% to 2% use of battery. It is a purchased app, but for £3.20 I'm quite pleased with it, especially when you consider that the RRP on a pack of the six dice in the image above is £6.99! I can, already have, and will spend silly amounts of money on dice, and I'm really liking what I've seen of the game so far, but I'm not going to spend £1.16 and a half pence on dice for it when the phone app costs less than half a pack of six and will provide me with all the dice I'll ever need for it - the only thing I can see using twenty dice is a Star Destroyer!

The last thing to talk about is the miniatures. They are nicely detailed, but I'm not sure about the paint job on them. I know that with pre-painted minis the quality is never going to be fantastic, but I look at them and can't help but think they look a bit rushed. The painting around the cockpits and red markings on the X-Wing are well done, but the actual bodywork looks rushed and lacking in effort. I'm no painting expert though, and I'm not used to seeing this sort of thing at this sort of scale either, so I'm going to ask the Beard for his opinion when I get chance, since painting is his area of experience! Maybe I shouldn't complain - this is the only game I have where everything is fully painted!

I've spent much of this post comparing Star Wars X-Wing to Wings of War/Glory, which isn't fair.

Star Wars X-Wing is not Wings of War or Wings of Glory.

Star Wars X-Wing is better!