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Friday, March 31, 2017

Horus Heresy Humble Bundle

I normally don't advertise specific sales here, but this is an amazing Humble Bundle deal...

Sorting through the below list, you'll notice that this is the first 15 books of the Horus Heresy series, plus a smattering of other things including three of the Garro audiobooks.

Paying $1 gets you:
- Horus Rising
- False Gods
- Galaxy in Flames
- The Flight of the Eisenstein
- Fulgrim
- Garro - Oath of Moment (audio drama)
- Black Library sampler
- Talisman heroes DLC

Paying $8,- gets you:
- Descent of Angels
- Legion
- Battle for the Abyss
- Mechanicum
- Tales of Heresy
- Garro - Sword of Truth (audio drama)
- Horus Heresy digital wallpaper pack #1
- Will of Iron #0

Pay $15 or more and you get:
- Fallen Angels
- A Thousand Sons
- Nemesis
- The First Heretic
- Prospero Burns
- Garro - Legion of One (audio drama)
- Macragge's Honour (Graphic novel)
- The Emperor's Will (artbook)
- Will of Iron #1
- 75% off the Battle for Tallarn
- 33% off Battlefleet Gothic

Thursday, March 30, 2017

Arkham Horror LCG - Last Dunwich Legacy Pack Announced

FFG finally announced the last pack of the Dunwich Legacy cycle.  It's called Lost in Time and Space.  Sounds like the Investigators are going to be leaving the safety of the well lit path.

The announcement made reference to 'extra-dimensional' locations.  Sounds pretty exciting.  Thus far, the Investigators have mainly been skulking around museums, train stations and other fairly benign locations.  It's nice to know that this game will branch out and go a little crazy by the end of the campaign.

They did spoil a handful of cards.  Two are powerful, but not particularly exciting, weapons.  There are 4 and 5 experience cards.  I expect them to be powerful.  They don't really add much in the way of new mechanics.  The Chicago Typewriter is pretty cool in that it lets you burn actions to get a more accurate shot.

The other card the spoiled is actually pretty solid.  One phase can frequently make or break a game, so being able to take two Investigator Phases in a row, or skip an Enemy or Mythos Phase is huge.

I'm excited to see what else the set has to offer.

Wednesday, March 29, 2017

Monday, March 27, 2017

Arkham Horror TCG

I can't remember how much I've written about Arkham Horror TCG.  I feel like I've written a bit about upcoming product, but not about my experience with the game.  I suppose I could look back through my post history, but that seems like a ton of work.  I'd have to click, like...  three links or so.  I don't get paid for that kind of dedication.

There are currently 10 investigators in the game.  They come in five different varieties.  Blue is Guardian, Red is Survivor, etc.  Each Investigator has health and sanity values.  These are like physical and mental health points.  If you die via physical damage, you incur a physical trauma and start the next game with one damage.  Same goes for sanity damage.  There are also four base stats that impact your ability to perform certain types of actions.  Lastly, each card has special rules unique to that Investigator.

Each player has a deck of cards to go with his or her Investigator.  There are usually a set of restrictions on what can be included in the deck.  Roland Banks, above, is restricted mainly to blue (Guardian) and grey (Neutral) cards.  Usually, it's possible to include a limited number of cards from other colors.  The reverse of the Investigator card tells you what you can use.

Decks of cards can be upgraded in between scenarios using experience gained during game play.  Cards have a level and can be purchased at the cost of 1 xp per card level...  so a level 3 card costs 3 xp.  In my experience, you get enough xp to upgrade a small handful of cards after each mission.

The game is driven primarily by two stacks of cards...  the Agenda deck and the Act deck.  Every round, you put a Doom token on the Agenda deck.  When the number of tokens matches the number on the card, the Agenda deck progresses.  This is typically bad for the players.  The Act deck is generally progressed by collecting a certain number of clues.  Sometimes there is another condition to progress the Act deck.  The general goal of the game is to get all the way through the Act deck.  If you do so successfully, you generally 'win' the scenario.  If you all die, all resign (quit early) or the Agenda progresses all the way, you usually 'lose' the scenario.

One of the core mechanics in the game is to take a skill test.  Skill tests always have a 'success' or 'target' value and are always versus one of the Investigators four base stats.  To perform a test, you pull a random 'chaos token' out of a blind bag and add the value to your stat.  On easy mode, the chaos token bag is made up of -2, -1, 0 and +1 tokens in addition to a few with icons (shown above).  There might be multiples of each number and tokens might be added as a campaign progresses.  If your modified total is at or above the skill test's target, you pass the test.  Otherwise, you don't.  Game difficulty is changed by modifying the contents of the chaos token bag.

Skill tests cover everything from looking for clues to fighting monsters.  Quite a few of the cards in your deck will have to do with improving your skill tests.  Some are permanent and some are one offs.

As an example, let's say that Roland is in the Study and wants to take an Investigate action.  He will pull a token from the chaos bag and add the value to his perception stat.  That's the one that looks like a book.  He compares this to the shroud value on the location card (2 above).  If his result is 2 or more, he gets a clue from the location...

The game itself can be played as a single night, one off adventure, but is really designed to be played as a linked campaign.  The core box comes with a three scenario standalone campaign.  The first deluxe box, The Dunwich Legacy, kicks off a much larger campaign.  The big box comes with a bunch of new player cards (for player decks) and generic scenario cards that are used for multiple scenarios.  It also contains the first two scenarios in the Dunwich Legacy cycle.

After playing through the first two scenarios, players can pick up scenario pack like the below, which each have one full scenario as well as two player cards for each of the five different Investigator types.

In addition to the linked campaign scenarios, FFG produces standalone scenarios that can be added mid campaign as 'side quests' or played as one night adventures.  If played as a side quest, each player has to pay 3 xp to 'unlock' the scenario.  Generally speaking, you'll earn the 3 xp back, plus or minus a couple, and also earn a useful card to add to your deck.

My final verdict is that this game is awesome.  Go out.  Buy it.  You will not be let down.

Friday, March 24, 2017

The Death Guard are Coming

I'm normally not a fan of Nurgle stuff, but man do these guys look pretty...

In other news, I've seen some advance FFG stuff that I totally can't share with the world.  I can't wait until the announce so that I can talk about it.  I am not a patient man.

Thursday, March 23, 2017

Scum Fleet Painted

I got a little bored tonight and cracked out the old paint set.  I've been enjoying flying a Scum fleet consisting of a Protectorate Fighter, 2x Quadjumpers and 2x Z-95s.  Since it's likely that I'll be using the same list (or close to it) for awhile, I decided to give them all a consistent paint job.  The pictures aren't the best, but here they are...

The list is currently 98 points, so I definitely have a little wiggle room.

Fenn Rau [Push the Limit, Concord Dawn Protector, Autothrusters] (34)
Jakku Gunrunner [Ketsu Onyo, Pattern Analyzer, Spacetug Tractor Array] (20)
Jakku Gunrunner [Intelligence Agent, Pattern Analyzer, Spacetug Tractor Array] (20)
Binayre Pirate (12)
Binayre Pirate (12)

Wednesday, March 22, 2017

Shadow War Armageddon

So...  this thing is going to launch on April 8th.  It's priced at 130 USD.  What do you get for 130 USD?  Have a look...

You get what appears to be a box of Ork Boyz, two boxes of Space Marine Scouts, some admittedly cool looking terrain and the rules/tokens.

I don't care about the Ork Boyz.

I don't care about the Space Marine Scouts.

I think the terrain looks cool, but I totally don't need any of it.  I rarely, if ever, play at home.

All I want is the rule book and tokens.  I'm betting that GW doesn't bother selling the rules separately.  130 USD just seems like a lot for a bunch of models I'm not interested in.  It's kind of frustrating.  GW hasn't yet figured out that core boxes need to be cheap to capture new players.

Chances are pretty good that I'll be able to pick up the rules off eBay for maybe $10-20.  I might give it a shot, but there's no chance I'm spending 130 USD for this.  I just don't see the value.

Tuesday, March 21, 2017

A Bit of a Rut

I've been in a bit of a rut lately with my energy levels and desire to paint.  Work has been kicking my ass.  I'm starting a new project today that's expected to take four or five years to complete.  It's a really big deal.  The downside is that I get home and just sort of shut down.  It feels like an overwhelming amount of work just to type this out.

I know this will pass.  I hope it passes soon.  If nothing else, I've committed to posting five days a week.

See you tomorrow.

Monday, March 20, 2017

Arkhamesque Dividers

Quick Post...

I downloaded the Arkhamesque Horizontal Dividers from the BoardGameGeek files section for Arkham Horror TCG.  Tons of printing and cutting, but I'm happy with the result.

Friday, March 17, 2017

Star Wars X-Wing Wave XI Pics

That TIE Aggressor is so pretty.  Hopefully, FFG will put up better pics soon.  I can't make out any of the upgrades.  Based on the tokens, it doesn't look like we'll see anything new.

The TIE Aggressor is pretty, but currently mysterious.  At two attack, two defense, four hull and one shield, it looks like a more than average durability TIE.  The basic pilot is PS2 for 17 points, so it's also fairly cheap.  I'm seeing focus, target lock and barrel roll actions, which again seems expected.  The upgrades are hard to see, but I can tell that it has two of the same icons and at least one card that uses both of those icons.  That's new, but again, not surprising or complicated.

The Rebel ship is a little goofy looking.  It seems to have a new action called Reinforce.  No idea what that does.  Shield regeneration?  Hopefully, we'll see something soon from FFG.

Thursday, March 16, 2017

Kharadron Overlords - Steampunk Dwarves for Age of Sigmar

OMG...  these things look amazing!  I'm in love with pretty much all of the models.  I might have to seriously consider these guys when they release for Age of Sigmar.

From the site...

"From the skies come the airborne armadas of the Kharadron Overlords – sky-fleets of iron-clad warriors aboard fantastical machines of war armed with powerful aetheric weapons.

They are a proud people and masters of strange alchemical powers. Guided by their Kharardron Code, and long-hidden from the rampaging forces of the Dark Gods, they did not merely survived the Age of Chaos, they thrived.

With the dominion of Chaos receding, they venture forth once more to seek plunder and riches among the realms.

This new Duardin faction is a force unlike any you have seen before. These are not the descendants of Grungni who hid in their mountain holds or fled to Azyr, and neither are they the firebrand berzerkers of the lodges that worship the fractured god Grimnir. The Kharadrons have become a race unto themselves, separated from their kin through the centuries.

You won’t see a single scrap of flesh on them – every inch of their bodies is clad in armour or complex suits, so as to protect them from the harsh environments found in the magic-infused skies of the Mortal Realms. Their weapons are powered by strange chemical processes, and their airships, while bearing some similarities to the gyrocopters of their ancestors, are clearly powered by a far more powerful and possibly arcane mechanism."

Here they are in all their beautiful glory...

First up is the Battletome plus some artwork.  Unsurprisingly, the Dwarves are Order.  I could have called that.

This is some pretty sweet artwork.  I love the single dudes with spears floating along on their iron balloons.  I love the concept that the 'lighter than air' component is a giant metal ball.

First up are four individual hero looking dudes.  Based on the weaponry, it's pretty safe to say that some of these are melee heavy while others are missile platforms.  The fourth guy down looks like he might be some sort of Engineer/Wizard equivalent.

I'm assuming that these are the basic troops.  I'm seeing a number of different weapon configurations...

  • 6x Pistol/Close Combat Weapon
  • 1x Big Pistol/Close Combat Weapon
  • 1x Two-Handed Close Combat Weapon
  • 1x Minigun Type Heavy Weapon
  • 1x ...Spear Launcher?
It's nice to see a variety of weapons in the basic Infantry unit.  These guys have to be Battleline.

These guys look like they're probably the elite shooting Infantry unit,  It looks like four different kinds of weapon in a five man unit.  Again, pretty awesome.  Variety is nice.

These next two are amazing looking  The lone guy looks like a hero version of the three man unit.  I absolutely love the aesthetic.  I'm assuming these guys have Flying and a solid Move stat.  They look amazing.

Last up is a variety of ships.  They look different enough that I can't tell if they come from the same kit or not.  In any case, it's great to see these sorts of models for Age of Sigmar.  So many of the armies just have masses of foot troop guys.  I think this army is going to really jazz up the options.

Can't wait!

Wednesday, March 15, 2017

Runewars - More Waiqar Details

FFG has been publishing multiple articles about Runewars lately.  Unfortunately, we still don't have a release date.  I'm REALLY looking forward to the game.  Mechanics-wise, it looks a bit between Armada and X-Wing, but with fantasy troops instead of space ships.

When looking at the models, my favorite of the lot is the Carrion Lancer.  The model itself has an unusual look.  I'm so used to seeing skeletons on skeletal horses or in shambling hordes.  It's really nice to see a giant worm being used.  It's something different.

From what I can tell of the leaked bits of rules, units can be taken in "tiers".  For the Carrion Lancer unit, there are four available tiers.

  • Tier 1 - One Carrion Lancer for 15 points.  You can take whatever the icon below means for upgrades.  I'll call it 'basic' with the other kind as 'advanced'.
  • Tier 2 - Two Carrion Lancers for 27 points.  That's a 3 point discount over two singles.  Same upgrade options
  • Tier 3 - Four Carrion Lancers for 46 points.  That's a 14 point discount over four singles.  That's almost a free Lancer.  You also unlock the second kind of upgrade at this tier and above.
  • Tier 4 - Six Carrion Lancers for 68 points.  That's a 22 point discount over six singles.  That's a free Lancer and a half.
My working assumption is that the larger units will get discounts that you'll end up spending instead on upgrades.

I still don't understand the movement/action dials well enough to comment.  On the below dial, the blue items involve movement with the white numbers indicating initiative speed.  I'm not sure yet if low numbers are quicker or slower.  The right side is a modifier.  So, you could select a forward march distance 3 at initiative 5 and then modify it with a left or right "bank/sloop" at a reduction of one distance.  You could also charge or "bank charge".  It's a neat scheme.  Red looks like fighting and green look like maneuvering/re-positioning.

I REALLY wish they'd just go ahead and post the rulebook.  It would be nice to be able to read up on things before the game actually releases...  which looks like it'll happen in late March/early April.  It's been on the boat since 1/25 and they normally stay that way for 4-6 weeks with another 2 weeks or so of shipping to stores before release.  If we guess 8 weeks, that puts us right about 2 weeks from now.

I am so antsy for this game to hit.

Tuesday, March 14, 2017

Star Wars X-Wing Tugboat List

I am committed to making the Quadjumper work.  I spent a while debating and planning and reading forums and eventually came up with this...

  • Protectorate Starfighter - Fenn Rau (35)
    • Expertise, Concord Dawn Protector, Autothrusters
  • Quadjumper #1 - Jakku Gunrunner (20)
    • Ketsu Onyo, Pattern Analyzer, Spacetug Tractor Array
  • Quadjumper #2 - Jakku Gunrunner (20)
    • Intelligence Agent, Pattern Analyzer, Spacetug Tractor Array
  • Z-95 Headhunter #1 - Binayre Pirate (12)
  • Z-95 Headhunter #2 - Binayre Pirate (12)

The Quadjumpers are there mainly to apply tractor beam tokens and lower an opponent's agility.  The Intelligence Agent lets me know where my target is going and Ketsu makes sure whatever tractor beam tokens I apply stick around.  The Z-95s are amazing, with only 2 dice for attacking, but they're A LOT better when they're attacking something with no defense dice.  That's a consistent 1-2 damage per attack at range 1.

Fenn is a trap.  I realize that I'll probably lose him first.  Hopefully, he takes someone out before he's gone.

I ended up playing two games against my buddy Vaughn.  He's VERY new to the game, so I'm not sure it's a fair test, but I ended up winning both games versus the Finn in a Falcon/Poe list from the recent X-Wing 101 Rebel article on FFG's website.  I'm looking forward to playing some more.