Thursday, August 28, 2014

Warmachine MK II lessons learned, 40K locally and the Borg this weekend...

So, the lessons I learned in Warmachine so far… 

1.       Learn your spell lists…  Seems obvious, but it has been a LONG time since last I played.  And frankly I am using casters I was never really familiar with in the first place.  One new one, Constance Blaize.  She is the leader of my Paladins (Morrowan).  Last night I completely forgot her “Flashing Blade” spell which allows her to spend 1 Focus to attack EVERYTHING in her Melee range.  She has Reach, so a 2” zone out, combined with Flank if she is near another (non Warcaster) Morrowan granting her +2 to hit and an additional Damage Dice…  Making this absolutely brutal, and as I had her between two War Jacks that were themselves engaged, this should have been an easy “And it’s destroyed” thing with a few focus…  Reacting to being swarmed by Undead Pirates, the Paladins…  Well, OK, SHE spent a focus and cleared EVERYTHING within her 2” range allowing her to move freely and get into position to call “checkmate” on the Cryx caster…  What I have played so far, I have fallen back to what worked in MK I, and in CPT Haley’s case…  Well, it does NOT work these days…
2.       Warmachine and Hordes are different…  Again, obvious, but the “fun, let’s try this unit” theory of list building does NOT work against a well-tuned uber Hordes list.  I suspect that despite the rebalancing of things that came with MK II, Hordes is still the “better” system.  Saying that, while breaking out the Werewolves and the like for my Circle forces IS tempting, I think I need to re-learn Warmachine first.  Since I was there at the beginning of Hordes, I am fairly familiar with what worked back then, and having faced a few armies (Skorne especially seems popular, shame Tim is off in his submarine, his was always quite fun to play against…).  Too many things that work well against Jacks still and not at all against Beasts.  And with the fact that Beasts are 100% until the die (almost), and the ease with which they can be repaired at will?  In any case, I am learning what works against them…  VERY different list than WM.  But my Gun Mages amusingly are really quite good against either…
3.       Synergy is key…  Should go without saying, but of course it is far more so than in 40K.  For instance, I used the Sentinel Light Warjack with CPT Kraye as “light cav”, and it was “eh” at best…  Now, had it Jack Marshalled by my Gun Mages last night…  Getting to use the ammo like the Mages for the 14” machine gun attack, or the thunder strike I guess, but really I think it is pretty much the 14” range.  Turns a “Meh” unit into something to be feared…  And Shield Guard to keep the LT safe from random sniper shots if needed…  But more likely the Caster or CPT Strangeways who is there to repair and give out extra Focus…
4.       Bring something to be your heavy hitter…  Ranged combat is neat and all, but in the end it WILL come down to being able to hit or be hit in HtH.  Was sorely lacking in some of my earlier lists…  I do wonder what some of the other casters I’ve not yet unearthed will do for me…  Haven’t broken out my actual HtH heavies yet either…

So far I am enjoying this game FAR more than what 40K has become locally even…  I know 5th was “highly competitive” elsewhere, but overall not as much locally…  Fliers WERE a problem with some armies magically getting cheap and REALLY good fliers (Necrons and to an extent the IG) while other armies had NO access to them…  6th  was a big change, and it ushered in the age of the Eldar and Monstrous Creatures…  7th seems so very much like version 6.5 for me.  Not a lot changed in the game itself.  Let me clarify, yes, a lot actually changed with Psychics getting their own phase, etc., but from a player’s perspective?  Not really.  What HAS changed is the insane speed with which GW is releasing this edition’s updated books for the various armies.  While on one hand that is great, it is simply too expensive.  And breaking things into multiple (expensive) books?  I guess that is the “smart” thing to do from a business perspective.  I do know it has cost them a fair number of sales locally at least, so I guess time will tell whether this is a viable or good strategy.  The Wolves book and the old Grey Knights ones are the ones I see having been split into 3 book each…  The Wolves is just insulting to me, but that is just my opinion of course.  Giving PART of the army list in one book, then modifications to it in a second with the painting guide going to a third book?  Overloading on recycled fluff and pictures as filler for a bigger page count…  The GK at least split logically with Assassins never really belonging in the GK book in any case and the Inquisition being split previously…  To me this made sense, but I’m an old time GK player who actually played them as “Grey Knights” and not as “Inquisition All Stars” playing under the GK banner… 

Sucks to see the game wither like this locally, but to be honest I just can’t seem to keep any particular interest in the current game.  It does seem like the mini players locally have moved (back in many cases) to WM/Hordes…  Mind, I haven’t gone on Monday for a while to see, but I know Dave had mentioned that attendance was lackluster at best for a while…  Guessing I was not the only one to adapt the “let’s wait a bit…  or longer” attitude…  Dunno, gets old quickly seeing the same things win every time, so even the challenge of building something to compete simply is not there…


STAW event Sunday at the Gopher…  Really looking forward to that.  The Ch’Tang I won in that raffle is not here yet, so it may well be my Federation Fleet going up against the Borg.  Have only the one Keldon class and it has been sold out locally for a bit J…  So, the Dominion builds I looked at are also looking more difficult.  May have a bit of a mix with the Keldon and whatever else I throw in there, we’ll see.  Looks like one I’ll need to be sure to not only win each match, but score 20 more hits against the Cube in each to have any chance of catching Lon who is sitting in first locally…  I’m #2, but no sure how far back.  OP3 is next Month for the finale…  I suspect it will be far more difficult to catch up then, and while missing out on the Vulcan prize ship was not good with some REALLY nice cards, I suspect I can trade for it if I decide to go with a Vulcan fleet…  and several of the good cards are already coming out as retail  in the next wave’s expansion set.  The Raven itself is of no interest to me, but some of the cards are…  Mostly looking for the Stargazer myself.  Another Federation ship, and a decent one at that…  The Grand Prize ship?  Not really interested, but…  Some of the variants are good…  Just not sure I can get to first place for the ship J…  Frankly, far more interested in getting the blind buy ships for the Federation, Klingons and Dominion…  Each of them have things or ARE things I’d play, so…

Monday, August 25, 2014

Grey Knights, Assassins and Borg... Oh My :-)

So, Assassins AND Grey Knights Codexes (Codii?) BOTH dropped this week.  Along with a THIRD Wolf book?  Looks like just a painting guide…  Just my opinion of course, but the releases are just coming WAY too quickly.  Or at least for my gaming budget.  Frankly pretty much ANY realistic gaming budget I think.  Looking over the releases, the Assassins are REALLY overpowered.  OK, on the surface at least.  The Psycher killer just removing blessings, etc. will deal with the Invisibility stupidity that is pretty rough…  And of course Demons, Eldar  and ironically, Grey Knights will all greatly fear this thing.  The Vindicare is still packing the giant AT rifle…  Against Vehicles, it is Str 10 AP 2, with a BS of…  Well, BS J..  Ignores Cover with everything…  Silly, but that does seem the Direction GW is pushing the game at this point.

Ironically, the Grey Knights seems like a pretty decent, balanced Codex…  Vehicles are no longer Psychers, the weird grenades are mostly gone, the Inquisition and Assassins are separate books now…  So I no longer feel like an idiot for playing actual Grey Knights in a Grey Knight army.  The “normal” GK force was Psybolt ammo for the Rhinos and DNs with a few min sized squads of normal humans riding/hiding inside.  Psybolt is gone too…    The "Psilencer" is now a high number of shots and Force, so potentially Instant Death?  Eh...  So, a decent Marine book.  Pretty good overall, but really it is just a minor update to the 5th Ed book if I’m being honest…  NO new units, just updating the rules for the 2 edition jump forward.  Worth $50?  Sorry, not really for me at this point.  Can I play the army?  Sure, frankly I find this a far better book than the Wolves one, and that pains me to say as a long time Wolf player.  So, good I guess but really nothing that I think will be the Paper to the existing Rock in the old Rock/Paper/Scissors game…  Sure, you can build unbound list and replicate a 5th edition GK army I guess, but the whole “unbound” thing is just silly in my opinion…


So, the Borg OP 2 is coming up Sunday so here are a few of the Fleets I am looking at playing:

List Name

Galaxy Class (26)
Ship SP: 26

U.S.S Sutherland (26)
Ship SP: 26

U.S.S Excelsior (26)
Mr. Spock (4)
Dmitri Valtane (3)
Photon Torpedoes (5)
Ship SP: 38

Total Build SP: 90

Generated by STAW Builder

Klingon Borg 90 2

Resource: Flagship Independent (Klingon) (10)

Vor'cha Class (26)
Gowron (4)
Ship SP: 30

I.K.S. ChTang (22)
Martok (6)
Flagship (0)
Ship SP: 28

K'T'Inga Class (22)
Ship SP: 22

Total Build SP: 90

Generated by STAW Builder


Federation is a straightforward move up, shoot at Range 2-3 and shuffle up and back until time or we die…  Not subtle, but it is built with ships I actually have at the moment, so it has that going for it…  I won a raffle for the Ch’Tang on one of the STAW Facebook groups, so that one may be here in time for me to play that Fleet…  It has a LOT of damage potential I think with the ships having 7, 6 and 7 Attack dice respectively, with potential re-rolls, etc…  Hoping for my fourth ship to be Klingon of course as well to completely synergize and throw metric craptons of attack dice against the cube before dying well…  VERY Klingon J….

Tuesday, August 19, 2014

Borg OP 2 coming up...

Borg OP 2:

So, gearing up for this in a few weeks…  Another 90 point game, this time played out at Wolf 359.  So, pretty much the opposite mindset as the Gen con build where the tougher, survivable ships were better than the ones that just threw out Dice for Attack/Damage.  Here, the situation is a very different one, a battle that literally cannot be won in a conventional sense.  You are just trying to buy time and do as much damage as you can before the Borg destroy you as they pass through the system.  I have a few ideas for a Fleet build here, and this is actually something I am VERY good at.  J  Reading over a few of my Army psych evaluations and fitness reports does make for some amusing reading, if a bit scary if you actually understand what they are trying to say without actually saying it…  The poor Psych officer they sent over to evaluate us was fairly new and clearly never dealt with a Line Combat unit before.  Most of the things she said were “Red Flags” were actually highly favorable and sought after traits there…  J  But in any case, I am fairly good at the “desperation defense” and the idea of “do as much damage as you can before you die”.  Likely will not run a Federation pure fleet this time.  The Klingons, Dominion and to some extent the Romulans can throw out a lot of damage.  Mind, if I do a mixed Fleet (Ships themselves will be pure), some of the Federation stuff CAN compete.  As the rules for the scenario are that the Borg simply fire last, no need to have the high skill CPTs there unless they also do something else critical, they’ll be needed in Sector 001 for the next battle.  So a few options I’ve come up with are:

Romulan

I.R.W. Valdore (30)
Mirok (2)
Advanced Cloaking (4)
Ship SP: 36

Good base ship…  CPT Mirok has the ability that if he ends his move within Range 1 of a Friendly Ship, repair one Hull or Shield.  With the Advanced Cloak, I should be able to keep Cloaked for a LONG time, using the Green maneuvers to clear Aux Power tokens and gaining the +1 Attack each turn from the Ship ability.  The Flagship which will likely end up here is another +1 Attack, Hull and Tech slot (needed for the Advanced Cloaking).  So, decent basis for a Fleet build…  The Romulans however do not have  lot of “tank” ships that can throw out Damage well.

Dominion?  Looking at what I have, the BB, the Koranak class Cruiser and the Fighters all throw out a LOT of Damage…  Enough to win?  Not sure…  But might be fun to try.

Klingons almost seem the “Easy Button” choice here.  A group of 3+ just flying in and shooting like they are voting in Chicago…  Early and often.  They also have a fair number of abilities that boost Damage and Attack Dice making them pretty darn good at the run up and shoot game.

This of course is just the 90 points I build beforehand, getting another 30 point ship can be good (if I pull the Klingon or Federation ship) or not so much, except another target to soak fire while my heavy hitters move in and do damage.


Warmachine is the other thing I am playing at the moment I guess…  Found some more minis in the basement, even some I never painted.  Played out several games with CPT Kraye, so I think perhaps it is time to go with another caster combo…  Having all of the older ones, I do have a large selection of them to choose from, so I guess I should figure out what I am bringing before Wednesday as I hope to load up onto the ancient Silverwing and head out…

Sunday, August 17, 2014

Gen Con 2014...

So, went to Gen Con yesterday...  Wound up playing in one of the STAW events.  Pretty well run, all of my opponents were quite fun to play against.  Kind of an odd heat though, 12 players I think and only a handful of Borg at all, NO "super cubes".  Problem for a LOT of the guys was that everyone built to deal with, some making it the focus of their fleets...  Did NOT work all that well against "normal" builds.  I was definitely in the minority playing a completely faction pure build, all Federation.  Not the potential to do the overwhelming damage that my Klingon or even Dominion builds can do, but WAY more survivable.

Gen Con Fed 1

U.S.S Excelsior (26)
Mr. Spock (4)
Adm. James T. Kirk (5)
Dmitri Valtane (3)
Quantum Torpedoes (6)
Ship SP: 44

USS Voyager (30)
Jean-Luc Picard (6)
Montgomery Scott (5)
Miles O'Brien (2)
Hikaru Sulu (3)
Ship SP: 46

Total Build SP: 90

Generated by STAW Builder
http://www.dracossoftware.com/STAWHome.html

Game one I got my ass kicked by a well build Borg Cube (bare bones) and Excelsior loaded out as a Torpedo boat like mine.  Lost because I maneuvered stupidly...  Kept bumping the cube instead of simply moving 6 forward and outrunning the cube...   Was pretty rushed getting there and was not really all there for the first game.  Got wiped because my Voyager was unable to use it's 3 actions/turn at the critical juncture.  DID burn through the shields and almost kill the cube in spite of my errors.

Game 2 was MUCH better, played against a mostly Romulan Fleet built around a Flagship Vo/Donatra supporting a Khazara (D'deridex) loaded out with the Ferengi Missile Launchers and a LOAD of attack cancelling things.  This game I did the "Wolfpack" thing, found the weaker ship and killed it first.  Saw the trick, survived it and focused fire into the 2 Hull ship to kill it despite the huge number of Defense dice.  Just taking 2 failures means I'll not be doing that for my own fleets...  Burned through all of the attack cancellers, took no losses and with the support ship dead, I got the win.  Got some damage through to the bigger ship, but did not kill it in time.

Game 3 was against a good player with a good Fleet...  Built again to deal with Uber Cube fleets, so less successful against a build like mine.  He had the Enterprise D with CPT Khan Singh, ADM Kirk, Scotty, AM Mines, Flagship for Battlestations, Tom Paris, etc...  Supported by another Vo/Donatra combo.  So, same thing here for me...  Kill the little ship quickly then the long dance...  He hit my Voyager hard, taking down the 6 Shields and a single Hull...  But then we flew around and had Scotty repair Shields.  His build was close to 70 points on the Enterprise D, so not as unbalanced as "I killed half of his Ships" might lead you to believe...   So, we basically ran out of time, I am not sure who would eventually have won...  I suspect it would have been him unless I was able to line up the Quantum Torpedoes AND the Voyager at range 1 with 2 Shields to disable to let Scott's action give me more dice...  His CPT skill of 10 though meant he would shoot first...  So, "less likely".  My strategy of "just survive" worked out.

So, 2-1 overall record...  Wound up winning the Doctor Bashir and Odo cards out of the DS9 pack   Overall I was really happy and the guys I played against are I suspect also on Board Gaming Geek's forum as I recognized a few names...

VERY disappointed in the Wizkids convention exclusives, etc...  Seeing the actual Dragons for the D&d game was "neat", but really not too impressive.  The STAW exclusives being sold out so quickly to other exhibitors and speculators rather than the people actual playing the game?  The message that sends is pretty bad I think.  I would have liked to have the cloaked ships, and the cards are pretty neat...  Not even having the OP ships for sale/prizes made the cost of getting there and entering the event pretty high...

Still, Gen Con from a family fun day standpoint was a great success...  My wife and the girls (+1 with one of my daughter's friends joining us) all dressed up and seemed to enjoy the spectacle...  We were only there for the day though, and with me gaming 3 hours, not as much fun...  Parked a LONG way off.  The Colt's pre-season game the same night made traffic a nightmare.  We wound up eating from a food truck in the little "court" they set up...  LOVED that idea.  So, definitely a major plus.  The lack of a "loot" bag made the price of the admission tickets a bit on the expensive side, especially with the kids costing the same as an adult and no gaming of "free stuff" really included.  So, next time, a multi day trip, more time to game for everyone and a more relaxing trip all around...

Monday, August 11, 2014

Wolves in Seventh, initial thoughts... Oh, and a bit more...

Right, so after a quick read through of the Wolves Codex…  REALLY not seeing anything to drag me back to playing 40K any time soon frankly.  Perhaps I missed something, but the big thing seems to be to use the “Great Company” Formation allowing your up to 6 HQ slots, etc…  This allows you to get the BA like roll for each Unit to Outflank.  6+.  Down to 4+ iff you add an IC to a Troops unit.  This is what we pay the extra points (presumably) for to get “Acute Senses”…  For at best the 50% chance to use them iff I use the format listed in the Codex.  Mind, I probably would since my Wolves have always been based on Grey Hunters.  So, unless I am missing something Wolves lack the “Objective Secured” rule as well.  So, they Score, but cannot Secure anything unless nothing else is alive nearby.   Eh, lazy writing at best.

Essentially the whole feel I got from the Codex was a lot like the 3rd Edition one where it was in the “Hero Hammer” phase for GW.  Bring out your tooled up uber Characters, the minimum “other” to support them and run at each other.  This time I get the feeling they also want to sell a LOT of Thunder Wolves.  Since pretty much every IC can be mounted now, and the TWC have come down in price.  So, that seems to be the “good” unit in the book at the moment on first reading…  Problem I have is that this is a fucking Science Fiction game set in the FAR future involving genetically modified humans wearing Powered Armor with many futuristic weapons, etc… Oh, and now riding giant Wolves as Cavalry if you didn’t get that this game was simply the Fantasy game ripping off Tolkien’s (and Moorcock, etc…) stuff and changing the setting to be the far future, the Chariots and Cavalry should drive that point home again for you.

Not ALL bad, I like that the “Iron Priests” (Techmarines) finally got the IC rule, and this time they remembered to cut/paste in the rules allowing them to repair things…  J  Since I have at least one edition’s book where they didn’t, and when it was pointed out and the FAQ was asked for the reply was essentially “too bad”.  That and the Terminators remembered what the bloody teleporters were for.  They can once again Deep Strike.  Cheap Terminators, and since I have always liked them and have a mess I might at some point play that list…  Score now, but cannot easily mix Powered and Terminator armors…  So, not a complete waste by any means I guess.  Fliers look OK, but being limited to Wolves?  Eh…  Seems odd to produce an expensive kit that cannot be used for more Armies…

Negatives I already went over a few…  The biggest ones are the loss of the “Mark of Wulfen” and the Scout’s ability to go behind enemy lines.  Having converted the one Wulfen/Squad for my Grey Hunters and having played them in EVERY Wolves list I ever  used for several editions now, that loss is annoying.  Not devastating, but annoying.  HtH has not been the way to win games for a few editions in any case, I just tend toward the “No Kill Like Overkill” and “Fortune Favors the Prepared”.  Maybe the DLC books which hit, well probably next week, will add it back in, but that is itself another insulting and annoying negative.  $50 for the book that is itself incomplete on day one?  The Scouts loss of their traditional ability however is a killer for me.  When the Quad guns hit with the silliness that was “Interceptor” in the previous edition, these lads were essentially shelved.  Yes, I COULD bring them and if I were especially careful actually get them into position to get in their one shot with Plasma Pistols and Melta…  Then of course, they lost the ability to bring a Wolf Guard in Powered Armor with them and the ability to Assault out of Reserve.  Was great against the rear echelon gun line Troops, but really that was about it.  So, they were a Denial unit that was small, lightly armored and very vulnerable…  Now, well even worse.  I cannot come in on the Enemy or say my own table edge if the situation demands it…  So, one of my oldest and best units is now completely useless.  “Elites”, not even bloody Troops.  Not that it matters much except that the Elite slot is crowded with stuff that might actually DO something…

Other news, apparently the Grey Knights are coming out as soon as this Month?  Between the online army builder and the White Dwarf, looking like it will be very soon.  And this one will be just the Grey Knights, not “Inquisition, Assassins with a few token Knights…  Maybe.  The Dread Knights and Storm Ravens  were pretty darn good, and I rather liked using the Terminators (yes, running theme for me)…  Heck, even the PA Knights were good, better by far than their “normal” Marine brethren…  So, yea?  I guess…

Seems like it has gone to a subscription model that is simply too rich for my gaming budget, and the game itself has devolved to the point I have little interest in playing anymore…

But on to more fun gaming…  Getting a bit more used to the Warmachine v2 rules and CPT Kraye’s Cavalry battlegroup…  Fun, not hugely powerful I think, but FAST and able to surprise a lot of folks with the speed and accuracy of the fire… And the game itself is fresh enough to me that I do not have the baggage associated with the 6 previous editions J… 

Gen Con this weekend for me, playing in a STAW event, 100 points, pretty simple, taking either:
List Name

Resource: Flagship Independent (Fed) (10)

U.S.S Excelsior (26)
Mr. Spock (4)
Adm. James T. Kirk (5)
Dmitri Valtane (3)
Quantum Torpedoes (6)
Ship SP: 44

USS Voyager (30)
Jean-Luc Picard (6)
Flagship (0)
Montgomery Scott (5)
Hikaru Sulu (3)
Positron Beam (2)
Ship SP: 46

Total Build SP: 100

Generated by STAW Builder

Or
List Name

Resource: Flagship Klingon (10)

Vor'cha Class (26)
Martok (5)
Ship SP: 31

Negh'Var (30)
Worf (3)
Flagship (0)
Ship SP: 33

K'T'Inga Class (22)
Gowron (4)
Ship SP: 26

Total Build SP: 100

Generated by STAW Builder


Depending on how silly and brutal I feel like being…  The Dominion fleet is a possibility as well of course…  J…  Game time decision I guess.

Thursday, August 7, 2014

Warmachine V2...

So, got in my first Warmachine/Hordes (Warmahordes) game last night…  So much vaguely familiar and forgotten, but overall it was quite good…  We only played 15 points each, so it was really quite a small game.  His army was just 3 figures.  Trollbloods, so a Warlock (I do not know their names), a Mauler and the big named Mauler character.  My own force was a lot different.  His was essentially “We have a Hulk”, counting on the HtH abilities of the big nasties.  I went with:
CPT Kraye
  Defender
  Charger
Arcane Tempest Gun Mages
ATGM CPT Adept

I focused not so much on “run over there and bash them” instead going more for an Ender “The Enemy Gate is Down” approach.  The Gun Mages all have the ability to shoot with their magic pistols and push things d3” out of the way, and if I roll a double, knock it down.  The Charger becomes “Light Cavalry”, so it can run for free, and has a 5” move after it activates.  Making it a great choice to move, shoot and then probably move back out of the way.  It has a decent shooting attack, but takes 2 Focus to run effectively.  The Defender is Cavalry, and with its 16” BFG shooting a POW 15 shot, it is a very long ranged threat and it is surprisingly effective with boosting against…  Well, whatever.  The Charger and Defender pretty well just won me the game last night with the Charger shooting and doing some damage to the Caster, with the BFG then hitting.  Since it did an additional 10 damage over and above the Caster’s armor, it would have killed him with the damage already done…  So, using the Warlock ability to shunt the damage to one of his Beasts…  But 10 damage almost takes out one of the Heavy Beast’s spirals.  Rolled the 5 for the “spirit” spiral, which is critical for the Beast’s effectiveness…  The Gun Mages then shot it, doing a few points, but more importantly, knocking it down and finishing off the Spirit Spiral…  So, in one turn the Warlock was wounded badly and one of the Beasts was crippled.  He charged his Mauler into my Defender, but it was too late really.  He hurt it badly, and threw it onto my GM CPT Adept, killing him instantly…  So, there was a casualty…  But CPT Kraye’s feat allows my Jacks to stand for free, I was in range to just stand and shoot again with the Defender’s BFG, the CPT’s carbine and the Charger…  Oh, and the Gun Mages…  So, he called it as it was obvious that the game was over and his Warlock was more or less set up for the end of "Butch and Sundance"...


So, a good start to my League run…  I will be able to finish up the painting of my models for more points…  Have to pay attention to the rules, points, etc…  Was surprised how many players there were J  Guessing this is where the 40K crowd went…  STAW planning I guess...  I may try to get in a 100 point game before Gen Con if possible to test the fleet I intend to bring there...  

Need to clean the Basement of Doom (tm), and clear off the painting desk to swap in for another table or something that will work a bit better...  But I have WAY too much sitting on the desk these days and too many things I want to get assembled and painted...  Imperial Knight, Wolf Terminators and Siege Breachers, now my Warmachine stuff to get touched up and finished...

Tuesday, August 5, 2014

Wolves stalking slowly, Warmachine and STAW

So, Wolves hit this week... And there is already a "supplemental codex", ie: DLC on day one.  So, painting guides and a few pages of rules for ANOTHER $50?  Sorry Dave, going to have to pass on this...  Still not seeing anything at all that brings the 7th Ed codex up to anything like the Generic Marines Codex in terms of leveling the field against the power armies.  Hell, the Marine book is pretty "eh" overall in that respect.  A few good options, but overall I think it has a difficult time coming up against one of the real power armies.  Plus side it does have Grav weapons to deal with the MCs.  Not seeing that with the Wolves yet.  Looks like they get some if not all of their magic spells back, but they seem weaker.  DNs, but those are "eh" at best still.

Was just down in the Basement of Doom (tm), and clearing off the table...  Some REALLY nice resin I picked up in trade, so Forgeworld Terminators being painted up in the old Legion colors along with the rest of my old "repaint" project for them...  Maybe I'll play them again i a few months or years...  Did get a bit of work done on my Knight.  Amazing model.  Just a bit annoying that the game has gone to this extreme that the big toys are really the only things that work...

Otherwise, gearing up for Warmachine tomorrow.  Haven't played since the beta of 2nd edition, and frankly I haven't a real clue what are the current "good" pieces.  Packed up the bag with my Cygnar stuff...  Well, most of it.  Sadly, I have more.  Stuff like this:
System: Warmachine
Faction: epic Caine - The Huntsman
Casters: 1/1
Points: 15/15
Tiers: 1
Captain Allister Caine (*5pts)
* Charger (4pts)
* Hunter (6pts)
Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts)
* Arcane Tempest Gun Mage Officer (2pts)
Gun Mage Captain Adept (2pts)

So, basically, the charge of the Trench-coat Brigade :-)  Nothing that does all that much damage, just mobile, accurate and should be fun to hit the field with...

STAW still going pretty strong locally.  Probably Gen Con next for me, so 100 point Joust fleets, followed by the Borg OP 2.  Thinking seriously about a Romulan build to throw out damage while being extremely survivable to outlast the other player.  The other options being a standard Klingon "Just Shoot Them" build with a swarm of high damage ships to die well and do a lot of damage on the way out...  Or a Dominion build somewhere between...  LOADS of damage potential, almost as much as the Klingons, just not as cheap...  Could be MUCH harder to kill though...  Some time though, so no hurry....