Showing posts with label General. Show all posts
Showing posts with label General. Show all posts

Warhammer 40,000 is reborn!!!

A new edition has dropped and unless you do not have access to the internet you have seen plenty of battle reports and moaning about the old edition.

Recently, i managed to dog back out my minis and played a "quick" intro game with the new rules. and WOW!! so much to learn and the game plays very differently.

I'm looking forward tot he new edition and the creative spark it has rekindled.


Eldar Craftworld background




Craftworld Mul-Girtab - “Their heads touch the sky, their terror is awesome and their glance is death”



Symbol:
Colours: Skull White, Lich purple; Aspect warriors follow tradition colouring patterns. Force includes an heavy presence of Striking Scorpions and Warp Spiders,

History:
During the Fall Craftworld Mul-Girtab was fleeing most of its citizens gripped in the initial madness and blood letting. They were hurled tumbling into the warp and pushed into a remote corner of the galaxy. Their sister fought brother, father fought wife and Mul-Girtab paid a heavy price. Far removed from their kin, Mul-Girtab began to colonize suitable worlds, a created various closely linked offshoot exodite communities.

As the communities grew, the wreckage and ruins of the craftworld were reclaimed. Due to the extended absense the Wraithbone forests had claimed vast areas of the craftworld. It was here the first Pathwalker was when a spirit scorpion stung a salvager. Putting him into a coma state, after 2 months he emerged reforming the society as Pathwalker Ci-caedr'aer . Setting them along their new found chosen Path, a path of deception, mixed honour and refined justice.

Each House world was defined by a specific task and sits as an equal on the Guiding Council. The council is overseen by She Who Guides, and it members elected by each worlds citizens. Mul-Girtab as a craftworld is known for its honor and secrecy, and has never reneged on an agreement with others, or dealt with them unfairly.

Mul-Girtab tactics revolve around deceptive ploys clearing enemies from the field swiftly and distracting reinforcements. Aspect Warriors are used to strike at the enemy’s weak points providing crippling blows, whilst other elements draw fire. IF the enemy is too strong preemptive strikes will be deployed to hamper the enemy whilst a Ci-can'a is mustered. All elements willing to die, as the future has no shadow to them.

Pathewalker Arahman currently leads Mul-Girtab as the continue along their Path. Mul-Girtab is currently reeling from loosing a world to Khronanus the Black-Hearted, Chaos Undivided Champion.
Autarch Yal-adrin - Harmonious Battle

Known Named Characters:
Farseer Arahman
Farseer Onetsa
Autarch Yal-adrin
Autarch San-shesh – Female (Swooping Hawk Wings)
Autarch Adzimehmed (Warp Spider Generator)
Exarch Tanorath (Striking Scorpions) Biting Blade
Exarch Danelon (Striking Scorpions) Scorpion Claw
Exarch Ta'ali (Howling Banshees)
Exarch Fisnes (Dire Avengers) Dual Shurican Catapults
Exarch Throezara (Dire Avenger) Power Weapon & Shimmer shield
Warlock Altin (Embolden) previous path Dire Avenger
Warlock Mitore (Embolden, Witchblade) previous path Striking Scorpion
Exarch Re-ther (Warp Spider) Dual Spinner & Powerblades
Exarch Ty'lion (Warp Spider) Spinnerette
Exarch Rennes (Dark Reaper) Tempest Launcher


What sort of government runs this society?
This society is run by a council following the path of Harmony and Hostility. The council is chaired by a Farseer, selected as the “She” Who Guides or Pathwalker, the other members of the council are selected from the satellite worlds and craftworld. Each Farsser and Autarch selects a replacement after serving for a period no less than 100 years. At the end of this time, during which his successor has been recognized, and trained thoroughly, in how best to manage the craftworld, he ascends to an inner circle of as a potential next offering to the Avatar

What sort of people are they in terms of relations to others?
Mul-Girtab as a craftworld is known for its honor and secrecy, and has never reneged on an agreement with others, or dealt with them unfairly.  Generally, it has stable relations with others as a result, though its enemies know no respite, and alliances are mostly made as a joint military venture, these ventures are often to only sort if it benefits Mul-Girtab. The craftworld's Houses sometimes engage in some trade with others.

Who do they interact with?
Mul-Girtab generally covertly interacts with the Imperium, the Tau, certain Space Marines (Black Consuls & Desert Tigers) and other Eldar.  Tyranids, Orks, the forces of Chaos are all to be shunned.  The Adeptus Sororitas and Grey Knights are generally not to be trusted as allies, though will engage a common enemy unbeknown in such a manner that the aid of the Eldar is never discovered. They have “adopted” some surviving member of the Black Consuls and have allowed them use of one of their worlds.

What sort of beliefs guide their culture?
The culture is guided by a deep sense of honour, refined justice and respect. The society is governed by strict adherence to the Paths of the Eldar and the social norm is always to seek out the best way to improve. Disputes are settled by a tribunal of peers, whose decision is final. More serious matters are sometimes settled in the “Arena” battles are never to the death.

How large is this society?
Mul-Girtab is a single craftworld, with four satellite worlds, with a population of about 100 million.
Each world is designated to a function such as war craft, argicultutral, culture with additional functions in aiding the support systems of Mul-Girtab. A fifth world was recently lost in a Chaos execuriosn, the citizens sacrificed to the Dark Gods.

How much wealth is available to this society?
The society as a whole is fiercely independent and strives to provide everything needed for its maintenance without dependence on outside sources.  Its equipment and shrines are lovingly maintained, but the society as a whole is not exceptionally wealthy, valuing merit above material possession.  This means that trade between themselves and other Eldar is executed as necessity dictates.

What sort of environment does this society exist in?
The society is contained between the craftworld and satellite planets. Mul-Girtab is designed as a spacious forest wonderland, with each world having its own webway contained in the Heart Wood. Each world contains a smaller Heart Wood, linking to the other world and craftworld through a single webway with many paths. Besides its primary function, each world is designed, to be semi-sef sufficient as they serve as training grounds and in addition to additional functions. Much of the external commerce between Mul-Girtab is performed using the Houses as intermediaries.  As a result, the Houses are designed as both military and metropolitan areas of varying major portions, with a large area given over to shrines specific to the particular House in question.

How do smaller units of this society relate to the whole?
Mul-Girtab behaves as a fractured nation, each satellite world is treated as an equal.  The balance of power is held because most of the trade and defense of Mul-Girtab occurs through the actions of the sister worlds.  These are ruled by the members of the Inner Council who are subject to the will of the Path, who is always chosen from the council of Mul-Girtab.  The Council members form their own the Houses of Path whose members choose their successors from civilians of Mul-Girtab, though usually these will be civilians who have had extensive dealings on a particular world.

Army Philosophy -
Mul-Girtab place a premium on infantry with other elements serving supportive roles. They utilize preemptive strikes, whilst harassing the remaining elements of their enemy. The enemy is given varies feigns and lures never know which to be a true retreat. A favourite tactic is to retreat, then swiftly turn crippling the enemy in one blow. The tactics involved will be typical to the closing of a scorpions claw, focus on the claw and you will not notice the tail. Each part as deadly as the next.

Random Ramble on Terrain - bunkers on the cheap

Been an interesting couple of weeks.  The "gaming" bug has bitten hard, as has the modelling bug.

Looking around I noticed I had some cardboard holders that were itching to be made into some gaming terrain.  Since my gaming group has all broken our 7th edition cherries, we need new terrain to 'shake' things up.  

The shapes were good for bunkers or some building structure. After a few months of thinking I settled on bunkers.  Going through the bitz box(es) I scavenged a few items and settled in to work. 

Roughly 6 hours I was were done and still had the weekend left to spare.  Whilst not 100% satisfied, I think they will make a nice addition to our growing terrain collection.

Front View
Rear View - Bunker Doors
 Not bad for "free" terrain that cost nothing but some time.  Attempted to make each bunker unique.

Items used:

  • Cardboard Packaging
  • Cat litter
  • Plasti-card
  • Foam-core Board - the black kinda (its is sturdier than the white btw)
  • Spare Bitz

Terrain for the Gaming gods!

Monday Ramblings

 

A recent “demon” has arisen in the Local gaming Circle (LGC).  Our competitive natures are starting to get the best of us, and sometimes we try to eat off each other’s heads.  One or two conditions tend to bring this up but a pattern in forming.

The two touchy points are:

  • Unit Counters - Hard & Soft Counters, and;
  • Knowledge of the basic rules

 Before we get started some definitions to help those unfamiliar:

  • A hard counter is something that beats its counterpart even with inferior investment.  Whilst a soft counter usually beats its counterpart, but may lose with inferior investment (or bad dice rolling).
  • Knowledge of rules tend to run in two circles - RAW va RAI - RAW= Rules As Written- i.e. the literal interpretation of the wording of the rules to determine its true meaning.  RAI= Rules As Intended- I.e. trying to understand the motivations and the basis of the rule to understand how the words should be applied in action. (or using examples shown)
 These points are very hard to not ignore as they can stop a game in its tracks.
In WFB there are many counters to most units on the table. Some counters come on the form os specialized units and others are built into the rules.  NO UNIT IS UNKILLABLE!!!  Now that I have said that, it is often hard for players to forget that one rule.  And it can result in a very frustrating game as your ‘uber’ unit is taken off the board for your opponent not suffering much in return (soft counter) or having your ‘uber’ unit get destroyed as it faced another ‘unkillable’ unit (hard counter).  WFB is a game of dice, and the Dice Gods can (and are) very fickle.  This is hard to remember, and can lead to laughs when taken as intended.  I personally try to not field units that would be deemed ‘unkillable’ in certain situations, as I do now the frustration of facing them and the utter joy of watching them at work. 

Common ways to deal with a hard of soft counter:
  • Identify it and avoid it like the plague
  • Identify its (strength) weakness and confront on your own terms
  • Bait-n-Switch
  • Booze (drink booze, get drunk, enjoy the carnage inflected on you) <
Knowledge of rules is always a touchy subject and can devolve quickly.  I am quite guilty of adopting a (bad) approach on this matter from personal interest.  RAW vs RAI is a lengthy debate and can lead to allot of confusion and in-fighting.  The best approach is over all knowledge of rules.  Whilst not the best, solution it does help if parties know the rules of the game system and their armies.  If an opponent asks for clarity, fully read out the rule/ability (in full) from your army book, and/or give the page in the BRB.  This has been my recent approach and can come across rather cold when giving opponent the pages in the BRB to look over themselves.  Whilst not justifying my reasons, I do this as I have did abit too many introduction games and am tired of repeating basic rules when I play with ‘experienced’ players.  Have a rulebook (an updated FAQs) actually makes most arguments mute as allot of common questions are answered in said FAQ.  This also boils down to some trust in your opponent (to not cheat), it is , frankly,  too much work/hassle to attempt to know the rules for your army and an opponent you are playing against.  This also leads into a length debate over having a visible army list (preferably written the f@#$* down  - as you can see a very touchy subject for me) and WYSWYG vs Proxy but those are for another time.

The hardest thing (even for me to remember) is the Golden Rule – THIS IS JUST A GAME, RELAX AND HAVE FUN!!

Well time to get on with the rest of my week....But I need to work on my daemons.

What other daemons do players find get in the way of enjoying games?

Guess who's back!! WFB & List building


Well I’m back. The brain juices are flowing and I have killed the Writer’s/Painting/Living Block.  Many thanks to the sledgehammer of ‘stuff’

Recently, the local players have been on a WFB kick.  We don’t know why we stopped playing 40k when the new edition came out, but we slowly migrated to WFB.  We even have a campaign in the works to ‘close’ out the season. 

The change in pace to WFB was fun and has raised a few interesting questions. List building it totally different in WFB!!!  In 40k you can (almost) just throw a list together and be able to do something with it. In WFB that same approach will leave you with a very disjointed list.  In building my lists, I personally take three (3) different approaches.

Approach #1 – What is this army’s theme going to be?

By theme I mean, what units does the army general prefer? How does he/she/it like to fight? Do they not choose any units do to a personal distaste?  Once I have decided I then pick units that suit the ‘flavour.  I still take time to include internal balance to the list.  This helps it be more flexible in its approach and on the table.  Whilst not an optimal way of choosing a list, it does make for some fun games. 

Approach #2 – What mood am I in today?

This approach is rather weird as it makes no rationale sense and can produce some weird list.  Sometimes I just can’t be bothered so randomly pick units that I think will be fun to play.  Once I have grabbed those units I add in some supporting elements then hope for the best.  It can sometimes produce an “all eggs in one basket (deathstar)” style list.  The list usually fails to have any real impact on the table but has been known to win games (only due to VPs).

Approach #3 – Who do I want to play today?

This is also known as List tailoring and I something I hardly do.  Why? I personally don’t think it is fair to the opponent and comes down to who has a unit the opponent may not have ever faced or how many of ‘x’ can I field that he can’t handle.  I only do this approach if I have an arranged game and we (both players) decided to play a competitive, no holding back game.

Additional Consideration: Does this list have a magic defence? If the answer is No, I will sometimes find a way to include atleast a basic mage, unless the list fluff doesn’t allow.  

--------

What approach should someone take?  The above are the ways I normal chose a list, but they are not the only ways out there.  I tend to like fluff over functionality so create a ‘reason for the battle’ before I build a list.  I personally, think that approach creates some good strong list, with an ability to be able to be fun.  I play for fun but that does not mean I don't like to win.


Not dead! Yearly recap and look forward

This update is LONG over due, and comes with apologies.Life hit me with a few hard blows but I am recovering.  Since my last post my PC decided it didn't want to work, my CC decided to steal funds and a massive work project. All in all it has been fun, but kept me from my plog..

So, new year , new goal.  I WILL have a post up every few days.

I have been working on finishing my Eldar, Vampire Counts and exploring the realms of Chaos.  There is also and "aftermath" from the campaign Apocalypse game that is needed.

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New Facebook Page:
The local group I play with has expanded their reach and created a Facebook Page.  Drop them a visit, they have been busy it appears.Warhammer on de'Rock


Wednesday Ramdomness and Painting Charts

 Stumbling through my blog list, I came across the post that seemed to come from my mind.  The post was on finding a balance between playing and playing the image below sums up the post.

As I read through the comments I can across a mention of a painting chart.  This is not something new, BUT i finally took the time to create one myself.  I followed a link to Admiral Drax's blog and took it from there.


The hour spent creating my initial template was worth it. I can now see how far I have come and how much work I need to complete for my Eldar army. I look forward to creating the Space Marine, C SM and Vampire Counts charts.

Eldar Painting Chart
As you can see, I have made allot of headway in very little time, but still have a way to go. I look forward to my Eldar getting completed.

I wish to thank Admiral Drax for inspiring me to get this done.



Monday Randomness

Catching up on my weekly reading at Bell of Lost Souls, I came across one of thier many 'intersting' reads.
Whilst I usually comment on thier site. I have chosen to write on my own regarding my view of the article and its comments.  The original article canbe found here "Grey Knights make me a worse player", please take some time to read the article if you haven't.  I persoanlly found it amusing and (to me) typical of BoLs misdirect.
To parapharse the article:
  • GK are too easy to win with.
  • I learned them on one game.
  • they are not a challaenge.
  • GW needs to balance its codex
  • ranodm whine about how broken they are
  • random gripe.
  • insert commentors.
The best response to this artcile is sadly posted on another page.
Brent Davey   I find it funny that theirs this whole rage about the competitive nature of 40k people need to learn that the internet lists don't always win. at 2000 points if you believe the internet a dark elder witch army would destroy any tau army but i have found that to no be the case in my personal experience.
In my experience it my suposidly top tier space wolfs army actual dose bad against grey knights, where as my low tier armys being Tau and Orks actually mess up grey knight quite well. admirably the grey knights i fight aren't the silly over the top but nether are my Tau or Ork armys.
and on the subject of codex creep find it funny cause if you all look at who writes any given codex it wards stuff that seams to brake all the rules (still think he was ether stoned, drunk or both when he wrote grey knights).
Why do i feel this comment is a relevant reply? Because it sums up an amusing point.  GKs can and do get beaten by the more lower powered armies. But shouldn't they be an 'auto-win'' button? 
 The article makes a few valid points (I think) but fails to note one thing, player ability. There was a series of articles the weeks before regarding "Playing laterally and how to win when the internets say you suck".
I think this is a HUGE factor in the creation of this articel. BigRed forgot to factor in the fact that is is a highly skilled longtime player.  I persoanlly have found that more skilled players can do wonders with any army that they play.  Will an "easier" to play army give them less of a challenge? Yes, but the same can be said for any army. 

I have seen  new players, cream  veteran players in thier first games.  I have also seen veteran players finish 2k battles in under 1 hour.  Player ability has allot to do with how an army plays and how easy it seems. 
Also Warhammer 40 and WFB has a main flavor that has been GWs philosophy for a long time.  "All armies are not created equal" this menas that some are easier to play then others, some test a players ability and furstration levels. Some match-ups will ebe tough as they are SUPPOSE to be.  This is one of the aspects I enjoy about playing 40k, they amount of discussion arguements I have had with new and pld plauyers around 'this is OP'd etc..' are amusing.  Most of these discussion can be resolved by considering all units of the codex in comparison to another codex and the armies overall theme  (strengths/weaknesses)

I think thiis ramble, went in a weird direction....

So you think a player's skill/ability has a major factor on thier fun/and if they win?


Suffer not the heretic to live!


For the past couple of months I have been suffering the gamers equivalent of ‘writer’s block. Let us call it what I really is, I have become BORED and restless when it comes to gaming. This has not only been tabletop gaming, but also board games, cards, PS3 and PC games. This has causes mental crash and build-up on my project table and life in general.

Return to Giddeon Prime - Campaign Errata & FAQ


No rulebook is created in a vacuum.If you have ever written a campaign booklet you understand the conflictual rules you sometimes create.  Thanks to all the players and your patience so far with the campaign.

Thank you to all involved as we streamline the rules.

Errata

Movement Phase:
  •   Delete - 'At all times at least one army must be kept within a players empire to defend the land, any other armies may roam freely' YES, this means you can attack with all three (3) armies, but you might leave yourself open to attack.

Declare War:
  • A commander and his/her force can only answer one (1) challenge per turn. 
  • Declare War:  If another player *non allied* has an army in your empire you must issue a challenge to them. To answer the challenge move a corresponding commander token to the same square. D6+1 movement to see if you can reach.
Resolve Victories & Defeats:
  • Delete - The Defeated player must roll on the Ignominious Defeats table. Any Commander that was removed as a casualty during the game must roll on the Character Injuries table.
  • Delete - their capitol.
Resolve Expeditions:
  • No change

Removed from Play:  Defeated Armies (Removed): can return the next turn, but can not move, build or defend. This is to represent the forces regrouping.


Total Defeat: A player can be removed from the campaign by being totally defeated.  To be removed they need to lose all tiles and have the army "removed from play" result on V&Defeats table.  If they are driven back they shall go in a random (scatter die direction). They can choose to fall back into a "allies" territory or to their fleet.

Attacking with No Tiles:  A player can choose to make lightning strike against any territory without an army.  This is to represent the remaining forces attempting a gamble.  

Cancelled Campaign Turns:  If three (3) players are unable to make a schedule movement phase that campaign turn will be a "draw" and no armies will move nor will territories change hands.

FAQs:


Can I take the last two territories of 'player X' he isn't here to defend? - Short answer, No.  A player needs to fight for his last few territories, due tot he implications it would be unfair to allow this to happen via dice rule.

Can I capture a territory if no battle was fought? (lack of defending force/ player absence/ player trade) - Yes, these rolls are made the moral victory and defensive line modifiers.


Do I have to capture the tile?  - No, but why not!

How many buildings can I build? -There are a finite amount of buildings available, once they are gone no more can be built.




Feel free to submit additional questions.................

Playstyles - Simple

...and then the Grinch got a wonderful, *awful* idea!


I have been doing some random thinking and watching games played in the last couple of weeks at my local gaming club. Each player seems to have developed various styles of play and tactics. These tactics do not always suit the army being played but can be used as a base.

Power Armour Challenge - Final Results


I was robbed! The competition was loaded and stacked against me! The loyalist scum will rue this day! *joking BTW*


The results have been posted and yours truly did not win. But I did place a respectable second place. I do not have a WIP of the champion as it was a slight rush job. You can find the results at Millest's Mediocre Meanderings - PA Results

I will be posting a “What I did” analysis later this week though of my entry.

The winning entry is nice piece, very simple in design and execution. I personally, like the striking contrast of the chosen colour palette.

I wish to thank Miliest’s for the exposure.

New year....a new something

So I have decided to expand my blog. Not to sure the direction I will be taking but will mostly be an outlet for whatever rambling comes across my mind.

I have also joined "The Power Armour All Comers Open Challenge" hosted my Millest. You can follow my progress at his blog.
Millest's Mediocre Meanderings

Terrain for great justice!!!!!


Recently I have hit a gaming funk, so have switched to terrain and campaign design to keep my spirit high. After looking at my terrain making/painting tools I realised I need to update and jot down some tips. IMO the key to making good terrain is to have an idea and then let the creativity flow.

Bda does not have any dedicated hobby shops, so I tend to use a different approach.

Tools:
Large 2” paintbrush
Large 1” paintbrush
Scissors
Foamboard or cardboard
Gorilla glue
Spray paint
Spray glue and large bottle of Elmers
Spray varnish (matte)
Large pots of base colour paints (paint samples are good as they give enough paint at a reasonable price)
Cat litter (any cheap brand)

General Tips:
  • Use a notepad to plan the initial design: This is a great tool, as when the design changes (and they all change) you will have a base guide that can be followed and visually see the changes.
  • Paint large Surfaces: When painting a dry brushing large surfaces always use down ward strokes, this gives a natural (aka semi realistic) look to the weathering pattern.
  • Sparse use of metallic paint: Be wary of using too much metallic paint on a building it can sometimes be too much and detracts from the other building features. Of course, if the building is something industrial go crazy with the metallics.
  • Painting order: Basecoat, 1st highlight, 2nd highlight, wash and leave.
  • Cardboard + cat litter on one side + varnish on the other makes a very sturdy base.
 Stay tuned for the next few post. I will be going over specific projects I have built, with pictures this time.

1 degree of seperation

Last week was very interesting!!

I found out I had 4 aunts and a bunch of cousins I never knew! A semi-family hushed secret was unburied. It is quite a shock when one finds 'new' family members. Even more shocking when you have known some of them for years, and could not figure why they seemed familiar. It also helps bury the stories of people seen your "twin" somewhere you have never been.

Now my brain in in less of a spin I can get to some updates.

Blogger Challange

I have challenged myself to update my blog every day for the next week. I oddly have a few articles in the draft from that I need to finish.

This "challange" is just to help/force myself to get some of my ideas written and posted.