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Edition Angst - D&D & 40K

January 28, 2008

There have been a lot rumors flying around the internet about a 5th edition for Warhammer 40k. At the same time, Wizards of the Coast is preparing to release the 4th edition of Dungeons & Dragons. Both developments are creating a lot of buzz, anxiety and angst among fans of both games.

What strikes me is WOTC and Games Workshop are taking two diametrically opposed approaches to these new editions. GW has not even confirmed that a new edition of 40k is in the works. As the saying goes, in the absence of information there is only speculation. There are huge threads on message boards rambling on and on about what’s going to happen to the game, how will this impact my army, does this mean all  the miniatures I’ve collected are now going to be under-powered under the new rules.

WOTC on the other hand had a big announcement at last year’s GenCon, has designers and developers posting regular updates on their forums, is talking about the new edition in its podcasts and has even put two compilations of design notes out on the market for sale. 

I’ve seen WOTC take a lot of criticism for this approach, but I personally think it’s brilliant. They must be actively seeking the criticism to put these design concepts out there. They receive nearly instantaneous feedback from their fans about the new rules. Add this to their playtests and it seems WOTC is going to have a pretty good idea how 4th edition will be received by fans of the game.

The other night I was in my local Barnes & Noble looking at D&D books when a couple of guys came in, picked up one of the 4th edition preview books and immediately started chatting about the game. We struck up a conversation. They told me about their campaigns and their favorite characters (One had a stormlord with some gauntlet that created a never-ending supply of javelins. If you know the prestige class, you know that makes him uber-powerful. Not sure I would allow that if I were DM.)

They were young guys and had never played 1st or 2nd edition D&D, so they never had to go through this kind of change before. But they were looking forward to it. They liked the idea of 30 level classes, new core races, new spellcasting systems, the works.

The conversation made me feel good about the future of D&D and re-affirmed my commitment to dive in to the new rules. These were young players, focused on building up their characters and having fun. They want new ways to do that.

GW, on the other hand, is playing its cards very close to the vest. Maybe it’s because they’re in a different market position that WOTC. GW has competition from a lot of different miniatures games and more are popping up all the time. WOTC has the corporate backing of Hasbro, so it can take some chances.

 Whatever the case, GW’s strategy is creating a lot of angst and rabid speculation among gamers. One could argue that any publicity is good publicity, but GW’s way of thinking is resulting in a sort of random buzz that doesn’t really help the company refine its thinking about 5th edition 40k, if indeed it does exist.

By contract, WOTC is receiving a lot of feedback on its new rules, which will hopefully help them create a better game.

I love both games and hope that they turn out well. At this point, however, I have a little more faith in WOTC’s ability to deliver than GW.

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Apocalypse Scenario 2 - The Cadians Fight Back

January 28, 2008

The Imperial Guard hits back at the Inquisition while holding off the Orks. The Orks realize their campaign is falling apart and unleash their secret weapon in one final assault against both the Marines and the 3rd Division. The Inquisition finds itself fighting a defensive battle as it tries to hold on to its headquarters.

 Setup

The Inquisition takes the long deployment zone. The two remaining zones are split between the Orks and Imperial Guard.

 

- The Inquisition will place two objectives in its deployment zone. The objectives must be at least 18” apart.

- The Imperial Guard will place on objective anywhere in their deployment zone.

- The Orks will have no objectives in their deployment zone.

 Victory Conditions

- Inquisition: The Inquisition must hold both of its objectives to win the game. There is no reason for it to attempt to take the Imperial Guard objective.

- Imperial Guard: The Guardsmen must hold their objective and take at least one of the Inquisition objectives to win the game.

- Orks: The Orks must take one of the Inquisition objectives and the Imperial Guard objective to win the game.

 Strategic Assets

Inquisition – Hold at All Costs, Orbital Bombardment

Imperial Guard – Supreme Headquarters, Strategic Redeployment

Orks – Vortex Grenade

 

The winning side will receive a bonus asset in the next scenario.

 

Imperial Guard – Orbital Bombardment

Orks – Minefields

Inquisition – Precision Strike

 

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Apocalypse Campaign - Scenario 1

January 3, 2008

Scenario 1 – Shattered Hope Points per side: 4000  

Initiative: Roll each turn. No player may go first in consecutive turns. If a player rolls the highest in consecutive turns, he re-rolls until his initiative order is determined. Ties are rolled off.

 Table set-up

- 6’x8’ divided into three zones. The Imperial Guard will set up in the zone that runs along the length of the table. The Orks will take one of the two remaining zones, the Inquisition the other.

- The Imperial Guard will place two objectives in their deployment zone. The objectives must be at least 18” apart.

- The Orks will place on objective anywhere in their deployment zone.

- The Inquisition will have no objectives in its deployment zone.

 Victory Conditions

- Imperial Guard: The Cadians must hold both of their objectives to win the game. There is no reason for them to attempt to take the Ork objective.

- Orks: The Orks must hold their objective and take at least one of the Imperial Guard objectives to win the game.

- Inquisition: The Inquisition must take one of the Cadian objectives and the Ork objective to win the game.

 Strategic Assets 

Each side starts the game with the following strategic assets. They may have additional assets if granted by certain formations or datasheets.

-          Imperial Guard: Hold At All Costs, Shield Generator

-          Orks: Supreme Headquarters, Recon

-          Inquisition: Camouflage

The winning side will receive a bonus asset in the next scenario.

Imperial Guard – Orbital Bombardment

Orks – Flank March

Inquisition – Shield Generator

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Apocalypse Campaign

January 3, 2008

With the start of the new year, my gaming group has decided to start playing a series of linked scenarios for Apocalypse. We started kicking around the idea and I volunteered to write up some background and rules. What emerged was a pretty long document, so I’ll post each section separately.

There were a few design principles I tried to adhere to. First and foremost, we were going to have three players. The normal Apocalypse rules call for two sides battling each other, so I needed to come up with a  structure that would facilitate a three-way battle. The trick was to come up with victory conditions that would encourage everyone to fight each other.

Secondly, I tailored this campaign to fit with the armies each player owns. Pretty much a no-brainer, but still an important point.

So without further ado, let’s start with the campaign background.

Apocalypse Campaign – “The Warp Spore Deception”

It hasn’t been a good year for the 3rd Cadian Division on the outpost world of Spartacus V. The Imperial Guard has been fighting skirmish after skirmish for months through a seemingly endless series of invasions by Orks. The battles started off small, but grew with each encounter. It seemed clear the Orks were making exploratory raids in preparation of a full scale Waagh!

Now the Guard forces face perhaps their greatest challenge. The main Ork force landed on Spartacus V two weeks ago and quickly overwhelmed defenses all across the planet. The Orks were strangely aided by a force of Tyrannids. Sketchy intelligence reports indicate the Orks were somehow controlling the Tyrannid monsters. The exact method of control remains unclear, but clearly the creatures are responding to Ork commands.

The Cadian 3rd had grown accustomed to fighting on its own. On this world at the edge of the Imperium, they had beaten back invasion after invasion. The appearance of a combined alien force convinced Cadian commanders they would need reinforcements. Dispatches were quickly sent to the Imperial Navy, leaving the Guard with nothing to do but dig in, hold on and wait.

The plea for help, however, was intercepted by agents of the Inquisition. The situation on Spartacus V was red-flagged for further scrutiny. One seemingly unrelated report unlocked the secret to the Ork-Tyrannid alliance. A previously undiscovered species of plant had appeared on the world. The plants released spores which somehow resonated with energies from the Warp. Perhaps the spores were in some way inciting the aliens to work together.

Suspecting the hand of Chaos at work, the Inquisition sent orders to the nearest available chapter of the Space Marines.

Meanwhile, the Orks on Spartacus V were having the time of their lives. They had been trying to take the planet for months with little success. Then a vision appeared, telling them that they would find willing slaves on the Imperial outpost world. Heading this, the Orks gathered all available forces and immediately set out. They found a host of Tyrannids waiting, just where the prophecy said they would be.

The monstrous aliens seemed to be dormant, but wakened upon the Orks approach. The Tyrannids remained compliant, willing to follow any command. Clearly, the prophecy was true and glorious victory was at hand. Aided by the monsters, the Orks washed across Spartacus V, hacking and slashing to their hearts’ content.

In a strange twist, bands of Kroot warriors suddenly appeared, seemingly out of nowhere. However, they have been behaving strangely, and have been seen wandering in the direction of Ork and Imperial Guard camps.

Now, the Cadians have received word that reinforcements are coming. The Guardsmen have decided to draw a line on the map at one of their supply stations. Their objective is to stop or delay the Ork advance. If successful, the 3rd Division will be able to mount a counter-offensive with the help of the off-world reinforcements.

What the Guard commanders don’t know is they are not receiving any help. The Inquisition concluded that the “warp spores” which seemed to be affecting the Tyrannids might have also infected the Cadian troops. Better to eliminate everything than run the risk of an unknown plague escaping the planet.

With these thoughts in mind, the Inquisition gave a simple set of orders to the Blood Angels: kill every last Ork, Tyrannid and Cadian on Spartacus V. Assisted by forces of the Inquisition and using the cover of camouflage, the Marines prepare to ambush both sides.

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A Busy Gamer’s Guide to Fragging

December 24, 2007

The holiday rush hit like freight train this year, so I haven’t had much time lately to get in much gaming. That means I’ve had very little to write about…until now.

Video games have taken a back seat in my gaming life this year for many reasons. When time is a limited resource, you have to make some choices. However, I recently picked up a game which may bring me back in front of the TV: Unreal Tournament 3 for the PS3.

Simply put, this is a game that can be enjoyed in small doses. All of the fast, insane action that made Unreal famous is here.  So are the deadly and delicious variety of weapons, especially old favorites like the flak cannon.

There are some beautifully rendered cut scenes showing off the power of the Unreal engine, but these serve only to put the barest of stories on the bones of this slick shooter. The real draw is the action, which UT3 serves up in nice healthy portions.

The game offers three modes, which all work well for someone who can devote less than an hour per play session. The game plays so fast you can squeeze in few deathmatch rounds in no time at all. Or you can work your way through the single-player campaign. I’ve played through a few campaign missions, which are a little too easy on the default difficulty. Ratchet that up a little and you have a worthwhile challenge.

The same goes for the off-line instant action options, which offer all of the multiplayer gameplay modes. The artificial intelligence of the bots can be tweaked, giving you the option of running around maps to learn where all the weapons. Or you can face off against some fairly stiff competition. For me, this works. Off-line I don’t have to worry about outside factors, like my daughter waking up early from her nap.

Of course, mulitplayer is where UT3 stands out. I usually stick to deathmatch, since it lets me get in a few quick games in no time at all. I have no illusions about my skills or any aspirations of being top dog in the online world.  I may get pOWNed, but it’s fast and fun.

For me, the bottom line is this: UT3 offers all the polish of a top-shelf title in small digestable portions. It’s not the deepest game, but it suits my needs.

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Apocalypse strategy and tactics

November 21, 2007

At this point, my group has played a few Apocalypse games and it has been quite a learning experience. So far, a few themes have emerged:

1. Take your army list and run with it. One of our guys fielded Orks and took 7 fighta-bomba raids. Before a single shot was fired he had stunned nearly half my vehicles, crippling me for the first round.  In return, I dropped four Callidus assassins behind his lines, carving up his ranks and blasting his vehicle crews with neural shredders.

2. Use all your tricks. During the same game, I used the “A word in your ear…” ability granted by my assassins to move my opponent’s barbed hierodule into a spot where it couldn’t hurt me during the first round when my tanks were stunned.

3. Superheavies are awesome…and they can die. Titans, hierodules and other legendary units pack immense firepower, but concentrated fire can bring them down. At least, that’s worked with “normal” superheavies. One of our players actually built a Warlord Titan that stands more than three feet tall. It took out my land raider, the squad of terminators on board and a predator with one shot. We never did manage to bring that thing down.

4. Don’t forget the objectives. It’s easy to get caught up in the carnage and shear desire to wreck havoc on your opponents. In our last game, one of my dreadnoughts did nothing at all besides walking right up to a key objective that somehow went ignored by everyone else. It accounted for zero casualties but played a pivotal role in the outcome of the game.

5. Don’t forget to use your strategic assets…and use them early. Nothing sucks worse than watching your carefully constructed plan to strategically redeploy your units than to watch them evaporate under your opponent’s guns. 

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Solo Wargaming

November 5, 2007

I’ve been on the lookout for some time for a good set of rules for solo wargaming. Sometimes you just can’t meet up with your regular group, or sometimes you just have to strike while you’ve got a spare hour or two when everyone else in the house is taking a nap on a Saturday afternoon.
That brought me to the rules for 5150. a science-fiction skirmish game by a company called Two Hour Wargames. These rules are intended for multiple players, but they happen to work really well for solo games.. I gave the rules a quick playtest over the weekend and I have to say I’m quite impressed.
The big drawback to any kind of solo gaming is there really is no good way to simulate a human opponent. 5150 doesn’t quite do it either. Instead, it uses a system called reaction checks to determine how forces on both sides act during an encounter. It’s really simple, roll some dice, compare the results to your basic stats and consult the tables provided in the rule book.
5150 does a great job of setting up different reactions for different phases of an encounter. For example, you have to take an in-sight check when an opponent comes in to view. When a unit is fired on, it takes a “received fire” check to determine how it reacts.
This really takes away any chance a player has to “rig” a solo game, unless you fudge the dice rolls. And then you’re only screwing yourself.
One of the best things about 5150 is it allows you to use any figures you want from any system or range of miniatures. Brilliant. I played a skirmish between a tactical squad of space marines from Warhammer 40k and a detachment of Dragonov Kommandos from AT-43 supported by a combat strider.
The 5150 rules contain army lists for a variety of forces, which are generic enough to adapt to your gaming needs. It was simple to come up with lists for my game.
I breezed through the battle quickly. Despite the name of the company, these games can be played well under two hours.
The only drawback is the relatively poor production quality of the rules set. They are spiral bound and its easy to see these were a labor of love, not a slick booklet from a production house. Still, the content is there. If anything, I’m thinking about photocopying out certain pages to avoid flipping pages back and forth as I search for the appropriate table.
So if you’re looking for a simple, relatively crunchy and fun-to-play set of rules, give 5150 a shot.

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Pumpkins of Doom!!!!

November 3, 2007

Haven’t posted lately, but life interferes. I suppose that’s the whole point of this blog.
Last week my friends and I played a most excellent 40k home brew variant for Halloween which we called Pumpkins of Doom!!!
We had four players. We scattered about two dozen “pumpkin” tokens across the board. One player was the Defender of the Pumpkin Patch and was allowed 3 figures (monsters, in the parlance of this game) kitted out as independent characters, no point limit. He also had a number of zombies, which keep replenishing each round. The other three players took one unit of troops from their respective armies. The object, the attackers were trying to grab as many of the pumpkin tokens possible and escape with them to the edge of the board.
The result was a mad cap dash for pumpkins while fleeing in abject panic from the terrorizing monsters and zombie hoardes. It was great fun, so much so that we’ve encouraged the guy who came up with it to write up his own set of combat mechanics and try to sell it to a game company.
As a space marine player, I was vastly outnumbered by the Imperial Guard forces and the Orks, but this actually worked in my favor. The Defender of the Patch didn’t view me as an immediate threat and concentrated on the other two. This allowed me to snag a few extra pumpkins and eventually win the game.
During our post-game de-brief (otherwise known as the walk through the parking lot to the cars,) we all agreed the monsters could have wiped out my marines if he really tried. But that’s what makes this a game, the dynamic nature of individual player strategies.
Anyway, we’ve got another Apocalypse game in the works. If possible, I’ll post another battle report. I’m also got some thoughts on adapting vehicles and figures from different games systems to help save players time and money. Finally, I just received an excellent set of rules from a company called Two Hour Wargames. The game, called 5150, seems like an excellent option for busy gamers.
Until next time, Ave Imperator!

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Apocalypse Battle Report

October 24, 2007

For our first battle under the 40k Apocalypse rules, the guys of my Monday night group decided to do a 4000 point-per-side battle.

The raw carnage which ensued was impressive. Air power played a key role in the ebb and flow of the battle. Both sides lost legendary units to concentrated blasts of firepower. As the battle drew to a close, both forces were down to a few remaining units. The Xenos laid waste to nearly my entire company of marines.

In the end, as so often happens, victory was decided not by a massed charge of troops and armor but by the decisive action of a single unit.

This battle report is based entirely off of my recollection of the game. Without detailed notes, I’m unable to provide a completely detailed round by round, blow-by-blow replay. However, this summary hopefully captures most of the highlights of the game.

Our team fielded 2000 points of my Blood Angels, two Imperial Guard tanks, a Warhound Titan, and a Thunderhawk Gunship. Going in, I thought we would need the armor and super-heavy units to churn out a lot of firepower because on a battlefield of this size my troops could easily get cut to ribbons before reaching assault range.

We faced a mixed force of Orks and Tyranids. Most notably, the army included three basilisk artillery units, two barbed hierodules, a fighta-bomma and a Skullhamma battlefortress packed with 30 tank-busta orks. This force could lay down incredible amounts of firepower in any given turn.

The Xenos deployed first and took the initiative. The ork artillery immediately knocked down the Titan’s void shields, which would prove to be an important feat. During the opening round of fire, a hierodule killed more than half of my Death Company marines, weakening one of my key offensive units.

That monster was ferocious, tearing into the Imperial lines without fear. It immediately drew a barrage of return fire, which hurt the beast but it remained standing, ready to do more damage.

The Imperial counter-attack in the first round didn’t amount to much. Some Xenos units suffered damage, but not enough to cripple them. However, the Death Company, two squads of Veteran Assault Marines and the Marine Commander were poised to assault the Xenos flank.

When the assault happened, the marines quickly slashed through the Xenos line. A gun truck, a carnifex and a Hive Tyrant died quickly beneath the fire from a Land Raider, a Predator and the blades of assaulting marines. It was to be one of only two highlights for the Blood Angels this game.

The Xenos losses, however, were nothing compared to the damage they inflicted in Round Two. With its void shields again battered by artillery fire, the Titan had nothing to protect itself from the bio-cannons of the hierodule. With staggering blasts of fire, the beast cut down the mighty Imperial war machine. The Titan died in exactly the same spot where it had started the game. The most powerful Imperial ground unit was gone without accounting for a single Xenos casualty.

Another hierodule soon entered play using the flank march strategic asset. It vaporized a squad of marines guarding an objective, and whittled down another with its second bio-cannon.

At this point, air power started to take over. The Fighta-bomma started bombing my squads of marines, who were caught in the open. The Thunderhawk swooped in and annihilated the entire battery of ork artillery in one bombing run. A great achievement, but it came too late to save the Titan.

The ork Skullhamma deployed, bristling with guns and packed with six squads of orks armed with rocket launchers. Since the battlefortress operates as an open-topped vehicle, those squads allowed the Skullhamm to pump out an obscene amount of firepower each turn.

Over the next few turns, the aircraft continued to pound away at ground units. In Round Four, the Xenos called down an orbital bombardment on the heads of five Veteran Assault Marines holding an objective. It seemed like overkill at first, but in the end only two died.

In the same turn, the ork aircraft bombed one squad and the Skullhamma blasted another. I was forced to make four leadership tests or what was left of my company would break. But the Emperor’s words “And they shall know no fear” held true and each squad remained in the fight, ready to die for their cause. Ave Imperator!

So far, the Imperial team had not used any strategic assets. Now, it was time. Using strategic redeployment, we completely abandoned our side of the board, surrounding the Skullhamma with everything we had left. A few marines, a Imperial tank and two land speeders formed a ring around the super-heavy battle fortress.  The second hierodule was left with nothing to fight.

Despite repeated volleys of fire, the Imperials were unable to crack the armor of the Skullhamma. It was, however, rendered immobile, prompting the orks to spill out, fresh and ready to rumble against the depleted Imperial ranks.

A series of quick and dirty close combats broke out. With two surviving Terminators and some Veterans still standing and able to charge, the Blood Angels had the initiative and held a slight advantage in their respective fights. At last, a small measure of revenge.

On the other side of the board, the last hierodule made for the closest objective, but still had a ways to go. Time was running out. The Xenos had by far inflicted the most damage, but did hold any objectives.

The Thunderhawk cut loose with its battery of heavy bolters, tearing apart entire squads of orks. Casualties on both sides were staggering with both teams celebrating the carnage.

In its last move of the game, a lone landspeeder, wounded and down to its last weapon, moved to set up a shot against a squad of orks. In doing so, it claimed a single objective. The landspeeder never fired that shot. The orks were torn apart by the Thunderhawk’s heavy bolters, but the objective lay in Imperial hands.

This was the deciding move of the game. The remaining orks were locked in close combat, unable to make a play for any objectives. Across the board, the hierodule found its target objective remained just out of reach.

It would have been nice to play out at least one more turn, but our gaming room was shutting down for the night. As things stood, the Imperials won by a score of 1-0. That’s purely going by the rules as laid out by Games Workshop. If you wanted to count the bodies, then the Orks and Tyranids carried the day.

In the end, the Xenos could have finished off the remaining Imperials and claimed the objectives, or the dice gods might have favored the few remaining marines. If the last troops finished each other off, then the Xenos would have won because the Thunderhawk could not claim objectives, something the hierodule could easily accomplish. Who’s to say?

 

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Apocalypse!

October 22, 2007

I’m planning to play a 40k apocalypse game tomorrow. It’s taken a couple of weeks to plan this game but we’re finally going to throw down tomorrow night. We’re looking at 4000 points a side. My team will feature all of my Blood Angels and a couple of super heavy units. Our opponents will be a crazy mix of Orks and Tyranids.
I can’t wait. Stay tuned. I’ll try to post an after-action battle report.