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Monday, April 11, 2016

Imperial Assault - Return to Hoth Night One


Sunday night was an Imperial Assault night.  I'd called it a success, with a few caveats.

We decided to play the Return to Hoth Campaign despite none of us having played Imperial Assault before.  This isn't really a big deal though.  From what I can tell, this expansion is just "more of the same" but with different art, monsters and missions.  There are three new heroes and thirteen new bad guys.  The game also comes with tokens to represent bad guys whose models weren't included.  A good example is Dengar.  FFG sells little expansion packs for around 10-15 USD that include those models (so you don't have to use the tokens) as well as some additional upgrade cards and a side mission.  It's a pretty solid deal and I don't really mind that FFG is effectively selling "Day 1 DLC".

Here's an example of what are initial mission looked like.  As you can see, this isn't an enormous map.  I think this shot is from a couple of turns into the game.  The mission represents the player's initial flight from Hoth.



So, onto the caveats...

The first caveat is that the game seems balanced for four rebel players.  We had only three.  With three heroes, each hero gets three extra hit points (moving one guy from 12 to 15 as an example) and they collectively get an extra activation each round to share between them.  This means that for every round, each Imperial unit gets to activate and the three heroes collectively activate four times, with one hero activating twice.  Now, the hit point bump might seem nice until you realize that the average hero has around 12 or so and you're trading that potential 12 for 9.  In that sense, the extra three each is almost a penalty.  Four each might be more balanced.  The second major issue is that with one hero activating twice each round, they "tire out" quicker.  Activating twice as often also means you're resting twice as often.  That allows the Imperial player to capitalize on the down time and deal damage without fear of repercussion.

The second caveat might be wrong, but here it is.  The heroes don't know what they need to do to win at the start of the mission.  They're just told how to progress the mission.  Generally, once they progress the mission, they're told what to do.  It seems that if they don't actively progress the mission, they won't be in a good position to go for a win once they uncover the win condition.  In the second mission we played, the heroes needed to first open a door.  Once the door was opened, they needed to deal four damage to a "Force Vision" version of Darth Vader, similar to what Luke fought on Dagobah.  Unfortunately, the party took long enough opening the door that they were only able to deal three of the four needed points of damage to Vader before the clock ran out.

Given these caveats, we did a midstream correction.  The Rebels picked a fourth party member that they'll collectively pilot and we just gave that character enough XP and credits to catch up.  I'm also hoping that they play to the mission going forward.  The missions tend to have Bad Things(tm) that will happen either as the rounds progress or when certain events trigger.  Trying to achieve the mission objectives quickly means that fewer bad things will happen.

All told, it was a fun night (for me).  I think everyone else left feeling a little frustrated.  I feel like a bit of a jerk since I won both missions and three other people lost, but I'm pretty confident that future missions will be more balanced.  I'll post more as we progress through the campaign.  I really want to see the Rebel scum win so that everybody has more fun.

Friday, April 8, 2016

Rail Raiders Infinite Kickstarter

I'm not generally a fan of the games that Soda Pop Miniatures puts out.  On the surface, they sometimes look amazing, but then the actual game play falls short.  I bought Super Dungeon Explorer and just ended up disappointed.


Hence, I'm a little hesitant about their current Kickstarter offering.  The game is called Rail Raiders Infinite and is about a group of outlaws from the future trying to loot a space train.  It actually looks pretty solid.  I'm a big fan of the chibi mini style.  If nothing else, I might be able to make some custom cards and use these minis with Arcadia Quest.

The game itself is only 50 USD.  Of course, you'll end up paying a little more when shipping is included, but that's really not a bad price for a game like this.  Currently, you're getting 10 heroes and 14 bad guy "Lawbots".  Chances are pretty good that by the time you're reading this, the number of bad guys has doubled through a stretch goal.


There is also a single add-on right now for a 5th player expansion.  The game normally only plays 2-4 players.  I might end up getting this expansion, but haven't decided yet.  This company doesn't tend to do Kickstarter Exclusives.  The exansion will be available via retail later, but might cost a little more.


There are about two weeks until this campaign is done, so I'm expecting to see quite a few stretch goals come and go.  I'll probably post another update in a couple of weeks showing what I end up getting.

You can check out the campaign here...

https://www.kickstarter.com/projects/sodapopminiatures/rail-raiders-infinite?ref=discovery

Thursday, April 7, 2016

Miike Snow - Genghis Khan (Official Video)

I'm going to start posting some of the music I listen to when I paint.  I usually need something a little lighthearted and fun to put me in the proper mood.  I ran across the below via someone else's blog post.  Not only is the song good, but the music video is hilarious!


Also, the astute among you will realize this means I'm painting.  More to come!

Star Wars: Rogue One Trailer... YESSSSSS!

This look absolutely amazing.  The klaxon sound is going to be my new alarm clock sound.  This is amazing.



Incidentally, this totally counts as hobby material because this time next year, I'll be showing off the paint job on my new Rogue One Armada or X-Wing minis.  Consider this early research on how the scheme should be done. :D

Dark Souls

It's funny because it's true...

Star Wars Imperial Assault - Hired Guns Done!

I ended up getting some free time this week and knocked out the two Hired Guns for Star Wars Imperial Assault.  I went with the purple shirt scheme from the box art.  At least, I think it was purple.  My wife said they ended up looking like Joker's goons.  Oh well.  I think they turned out pretty well.




Next up is either Dengar or the General.  We'll see.  Chances are pretty good that I'll knock both of them out at the same time.

Wednesday, April 6, 2016

Waiting... Always Waiting...

While I'm waiting for my Cyclone Missile Launchers and Servo Harness to come in from Anvil Industry, I decided to work on a couple of the miniatures from Star Wars Imperial Assault.  I'm running a campaign for a couple of my friends, so I have a solid reason to do some painting.  They're not as detailed as an average GW miniature, but they're pretty decent.  Fantasy Flight Games may not make the best models, but they're consistent and the casting quality is generally pretty solid.


As you can see, I have Dengar, General Sorin and the two Rodians from the Hired Guns kit.  Dengar and General Sorin have a more or less fixed color palette based on the movies.  I'm going to try to stick to that.  The two Rodians will likely get brown pants with shirts to match whichever of the colored tokens I decide to go with.  The skin will obviously be green.

More to come as I intend to have these all ready for a game next week.  Right now I'm waiting for the paint to dry.

Tuesday, April 5, 2016

Star Wars Armada - Hyperspace Assault Tactica


Hyperspace Assault aka A Fool’s Errand 


Too often when I’m player one for this mission, I watch my opponent spread three tokens over the entire 6x3 play area. I deploy my fleet so I can shoot the closest token with two ships and then speed out of there. My opponent feels pressured to get something out of his ship before it’s too late and deploys into my waiting turbolasers. Womp Womp.

It sounds far fetched, but that exact scenario happens pretty frequently. Most players who use this objective get it wrong, and what should be the hammer of their fleet ends up being a sacrifice to their opponent. This is largely because of the objective’s strategic nature. Unlike most other objectives in Armada, you have to have a plan for this mission while you’re building your fleet. And not in a “I can pull it off” way. Your list has to have a completely defined six turn plan should your opponent take this mission.

Most players take this objective using the following logic: “I wouldn’t want an unknown ship and whatever squadrons coming out of nowhere at me.” Fair enough, but your forces aren’t coming out of nowhere. Really all this thought process does is leave you short a ship for a turn or two or six while you fight your opponent’s full list.

Then things only get worse when you deploy your reserve ship while your opponent has first activation. Your ship is hanging in the wind and getting pummeled by a huge fleet that’s already given them fits by using the activation and points imbalances to gain a significant tactical advantage. Afterall, all they have to do is keep the entry points in arc.
If you’re thinking about using this in a tournament, make sure you practice your plan at your FLGS until you feel sick from repetition. Make sure your fleet can do without the 42-100 points for however long it takes. And DO NOT under any circumstances let your opponent bully you into deploying before your ready.

The second mistake players make when they deploy their reserve ship is putting directly into their enemy’s primary firing arc. Wait an extra turn or two until the threat has passes and the conditions are favorable. After all, there is no point in deploying a ship for your opponent to use as target practice.

With all the draw backs, this objective might be one you leave at home. However, all hope is not lost. A disciplined player can make this mission a nightmare for their opponent.

Lets start with list building. The best three ships to use with this objective are: Gladiator, Raider, CR90, MC30c and Nebulon B Frigate with title. The Victory can do a good job too, but it’s low speed makes it a bit riskier. If those ships don’t interest you, then neither does this objective.

Four Solid Plans for This Objective:


1) Bumper Cars

Using one of your ships usually some form of Corvette to pop out of hyperspace and survive long enough to stop one or more of your opponent’s ships from moving. This move can be a bit telling when you’ve got one bumping ship and hold it back for the mission, but the beautiful thing about a speed three or four ship is there isn’t much your opponent can do about it.


2) Coup de Gras

You’re going to hold a ship back until it can slaughter a damaged opponent. Great idea! But everyone tries to do this by deploying into their target’s rear arc, which makes it easy to counter. Instead whittle down your target’s shields and deploy the ship so it only has to crush one hull zone. You want to place your tokens to create a kill zone. My preferred deployment is a triangle roughly one stick apart. By doing this, you create a large amount of dangerous space. Then force the engagement to move in that direction.

The Gladiator with Demolisher and a few bombers can accomplish this with no problem. My favorite is a titled Nebulon B Frigate with Luke Skywalker and Nym. However, any ship will do so long as you deploy it with your opponent duel firing arcs. Don’t forget you set your dials when you deploy, so you can make a call about squadron commands or not at the time of deployment.


3) Deterrent and Board Control:

This is a bit of a sacrifice play, but positioning the tokens so your opponent can’t move comfortably. Your goal is to make him squirm as he tries to keep all your tokens in a ship’s main fire arc. Wait for an opportunity to harass, block, or kill a ship presents itself and deploy your ship.

The idea is to counter the traditional movement patterns used by specific lists. For example, the Rebel Towel Swirl is very weak to this attack. I like to place all three tokens as far into my opponent’s path as possible (3 off their board edge) outside the deployment zone, which is legal according to the card. But ensuring I will land in a manner uncomfortable for them with a significant threat. If you get good you can drive an Ackbar player nuts as they try to keep your tokens in arc, deal with your fleet, and not fly off the board or into their other ships.


4) Fighter Ball Harassment

This counter was built for the Raider with one its title upgrades. Nothing messes with a Rhymer ball like having a Raider dumped on top of it engaging everything in site. Yes, you’ll lose the ship, but not for a turn or two while you pour black dice into all his squadrons. It’s a nice bonus to an Imperial list, but you shouldn’t plan on your opponent having a fighter ball.

All of these ideas come down to placement and your movement. No one wants to spend a game where no one fires a shot and both players dance around in a circle, after all it’s your mission so you’d win out anyway. Setup your tokens in a reasonable area of the board, generally speaking 12-18 inches apart and try to give yourself at least two good deployment options.

I hope this was fun to read as well as somewhat helpful and informative. Until next time—She’s Got Admiral Ackbar Eyes.

Monday, April 4, 2016

More Betrayal at Calth Assembly

I ended up getting a bit of free time over the weekend and decided to stick the models that I've assembled thus far onto bases.  I'm going to use cork painted a sort of grey rocky color with some of the reddish crackle paint on the flat areas.  The goal is to make them look like they're on an alien planet.  I have some red, yellow and orange grass to decorate the bases with.




In all fairness, the Terminators aren't done yet.  I'm using them as the Iron Warriors signature Terminator Squad.  All five of the non-HQ Terminators will have Cyclone Missile Launchers.  I just ordered the ones below from Anvil Industry.  They make amazing stuff.  This will be my second order from them.  Hopefully it won't take too long for the package to arrive.


I also ordered a Techmarine style backpack.  If I'm playing Iron Warriors, I'll definitely need to have a Master of the Forge looking dude.  I might even be able to stick this on a Terminator armored guy.  I'm still not 100% on their rules.


The arms all come separate and there's actually a nice little Power Weapon included.  I didn't realize that until AFTER I made the purchase, when I was grabbing the photo for this post.  Bonus!


More to come soon!  Tactical Marines next.

Friday, April 1, 2016

New Conquest Goodies!

Fantasy Flight Games released a new product this week as well as some information about an upcoming expansion pack.  The product is this nice looking two player battle mat.  At 29.95 USD, it's not a bad deal at all.  I might consider picking it up.  I realize that these mats are a pure luxury, but hey...  I play a lot of these games.  Might as well treat myself every once in awhile.


The other bit of information released this week is regarding the second pack in the upcoming Death World Cycle.  It's called Unforgiven and looks like it'll be focusing on the Dark Angels, featuring a new Librarian Warlord named Epistolary Vezuel.  His ability allows him to draw a card every time you Deep Strike a card.  Nice, but pretty much dictates your deck build.


The war pack should also be including a series of Support cards designed to buff or otherwise enhance the usefulness of Elite units.  I know the below picture is small, but as an example, the Tyranid one allows you to exhaust to drop two 1/1 Termagant tokens on the same planet whenever you deploy an Elite unit.


I'm pretty optimistic about this game still.  I was a huge Magic the Gathering fan back in the mid to late 90's, but the game is now unplayable in any meaningful way unless you're willing to spend potentially thousands of dollars a year FOREVER.  I like the concept of these Living Card Games where you the most you spend is 15 USD on a fixed contents expansion pack every couple of months.