Tuesday, November 8, 2011

Necron impressions after a couple games

We went on a road trip this past weekend to New Jersey to pick up the Necrons. I wanted to start small since I haven't finished my Blood Angels yet, and a friend of mine has been waiting for this release for ages so he has models he graciously let's me borrow when playing. I picked up the Codex, a Cryptek, and the Ghost/Doomsday Ark (these names still confuse the heck out of me!).

I put together a quick list at 1,000 points and I got to play a couple games with them over the weekend. Seeing as they are the new hotness and my second army, I thought I'd give a quick run down of my thoughts after my games against Imperial Guard and Grey Knights. Here was my list:

HQ
Necron Overlord w/ Warscythe
Cryptek w/ Abyssal Staff, Veil of Darkness, and Nightmare Shroud

TROOPS
9 Necron Warriors w/ Ghost Ark
9 Necron Warriors
8 Immortals w/ Tesla Carbines

FAST ATTACK
5 Necron Destroyers w/ 2 Heavy Gauss Cannons
3 Canoptek Scarabs

HEAVY SUPPORT
1 Canoptek Spyder

I posted 2 losses. The first game I played against Imperial Guard. The mission was Capture and Control with Pitched Battle deployment. I decisively lost this game because my Immortals with Tesla Carbines couldn't scratch a Valkyrie that was contesting my objective and I couldn't get close enough to contest the other objective. It didn't help that my Necron Overlord hung out in the Ghost Ark all game with a unit of Necron Warriors far from the action. I also forgot that monstrous creatures have Move Through Cover and my Canoptek Spyder moved like 8" in 4 turns and left the Canoptek Scarabs on their own where they got crushed in assault. It's a humbling thing to see an army decimated in assault by Imperial Guard, but that's what happened.

The second game, I played against Grey Knights. The mission was Annihilation with Pitched Battle deployment. This game was a lot closer and I only ended up losing by 1 kill point. My folly in this game was forgetting the mission from the very beginning. I needed to just hunker down and open fire. I spent a couple turns moving my Ghost Ark 12" which meant it and the troops inside couldn't fire. That was 28 shots wasted. I wanted to be in rapid fire range, but that didn't get me anywhere. Next time, stay put! Plus, I got a bit too aggressive when deep striking my Necron Destroyers and they were annihilated by a Purgation Squad with 5 Psycannons and Astral Aim. I didn't do bad, I just couldn't cause enough damage to win.

Here's my observations:

Not So Fast
Going from Blood Angels to Necrons is going to be a steeper learning curve than I thought. I'm used to zooming around the battlefield laying down shots from my Razorbacks, but you don't have that luxury with Necrons. A lot of people are calling the Necrons a mobile army. I disagree. They are quite the opposite as you need to pick your spot and fire away. 

"Did you say nine pens?"
Canoptek Scarabs are INCREDIBLY deadly. Taking a Leman Russ' armor down by 8 points on all facings in 1 turn is crazy. Same goes for a Psyfleman Dreadnought with 5/5/3 armor. There really is nothing cooler than shooting with gauss flayers and all your hits auto penetrate on the damage chart.   

"Killian, I'll be back!"
The Necrons are crazy resilient. Reanimation Protocols works really well as does using the Ghost Ark to add D3 fallen Necron Warriors back to a squad. The ability for Canoptek Spyders to generate additional Canoptek Scarabs is awesome and my opponents were not pleased by how resilient my force was.

Gauss is Boss
Don't underestimate gauss weapons glancing on a 6. I did some serious damage with this. Maybe it was luck, but I was a mech armies nightmare and I wasn't even optimized for that. Of course, against the Grey Knights that didn't mean much with Fortitude, but there is a lot more potential there than most people probably realize.

"Don't get cocky kid!"
Starting fast doesn't guarantee a win. In both games, I started out with a huge lead putting some serious hurt on opposing vehicles by immobilizing them early. By the end of turn 2, it looked like I had both games in the bag, but my lead quickly flitted away. If you aren't careful, a couple assaults can really turn the game around. With this army more than any other I've seen, the tables turn fast.



Changes with 6th Edition
A lot of people said that some stuff with the Necrons won't make sense until 6th Edition. First off, rapid fire sucks. Necrons are a shooting army with primarily rapid fire weapons which means you sit around a lot. Rumor has it that 6th Edition will change rapid fire to the following:
Rapid fire weapons may be fired twice at max range if the shooting unit didn't move that turn, or once at max range/twice at 12" if they moved.  
If that's the case it will be a HUGE boon to Necron armies as it will pretty much double your shots. It also makes a lot more sense why Death Marks have rapid fire sniper rifles.

Necron Destroyers have Preferred Enemy (Everything). Dumb, right? If the rumors are to be believed, in 6th Edition Preferred Enemy will work with shooting attacks. I think there will be some change to Preferred Enemy, but I'm not sure the rumors are right on this one. If they are accurate, I'll be annoyed that they didn't just make the weapons twin-linked instead. I don't want my Necron Destroyers in close combat anyway.

Overall, I think Matt Ward did a great job with the Necrons. I don't see them as overpowered. Sure, there is some nasty stuff in there (Canoptek Scarabs, Death Ray!), but so far so good. It's a cool book with a lot of really interesting choices that should shake up the current 40K meta with it's focus on anti-mech.

Till next time,
The Harrower

Sunday, October 23, 2011

Mordheim: Initiative, Climbing and Jumping

In Mordheim, the Initiative stat is used for multiple actions. Spotting enemies that are hiding, who strikes first in close combat, climbing, and jumping. The jumping actions also come into play when initiating a diving charge or when you get knocked down close to an edge on an elevated platform. Today, we are going to focus on climbing and jumping and the issues it brings to Mordheim.

What's the Problem?
The advantages of climbing and jumping are underestimated by a lot of people who play Mordheim. One of the issues we've run into throughout the years are Warbands that have a really low Initiative are at a disadvantage and can get easily out manuevered. More than that though, they can't climb or jump across gaps at all and this could be detrimental depending on the scenery you are using and the scenario you are playing.

How do we fix it?
This is the tough part. Honestly, at this point I'm not so sure. The goal is we want Warbands like Undead and expansion Warbands like Dwarves and Lizardmen to be able to move more freely through the streets (or jungles) of the battlefield. At the same time, we don't want to take away the superior maneuverability of other Warbands and create a shift in power.

The way the rules are now, we run into situations where Skaven and Elves are so good at climbing and jumping that they hardly ever fail and Dwarves and Undead are so poor that they almost never succeed. I know some people are probably thinking, "Yeah, that's the point! Your comparing the most nimble warrior to the clumsiest and that's how it should be."

The problem I have with this approach is that no model should ever be so good that it never succeeds or so poor that it never fails. This kinda came up in my post on fixing parry where someone in the comments suggested we create a chart for parrying. The rational reason being that a warrior with a higher weapon skill should be able to more easily parry an attack from a warrior with a lesser weapon skill.

From a practical standpoint it makes a lot of sense, but when it comes down to feel and how it plays out in a game, it doesn't work because you are creating a gap where the lesser warrior always fails. That type of situation is great when you have the better warrior, but sucks when you don't. Sure, when the lowly warrior gets off a parry against a more skilled opponent or manages to cut him down, we feel great! That's why we play miniature games for moments like that, but Mordheim already has those moments and this isn't the best way to get more of that into the game.

I don't want to go on too much of a tangent, but I had a really long discussion with Jervis Johnson many years ago about Weapon Skill and why you only ever needed a 3, 4, or 5 to hit. In my impetuous youth I told him the system was broken. My reasoning being that a warrior with a Weapon Skill of 10 should be able to hit a warrior with a Weapon Skill of 1 on a 2+. The lowly warrior with a Weapon Skill of 1 would need a 6 to hit him back. Makes more sense right? I don't remember if he told me Warhammer used to be like that (I started with 4th Edition) or if they play tested it like that, but they came to an inevitable conclusion: it was a disaster. The power gap was too great and the game wasn't fun because playing out the battles was boring since you knew who was going to win.

Getting back to Mordheim, I'm all for good positioning and solid tactical gameplay, but when a low initiative Warband like Undead is in a position where they are on street level and Skaven or Elves are raining missiles down from on high, the outcome is a foregone conclusion and they are pretty much dead. Not only are they at a disadvantage to begin with, but attempting to climb or jump to get at their assailants is too much to risk. If they do somehow manage to get closer, they either suffer a diving charge or get knocked off the ledge and suffer failing damage which is going to hurt more than the missile fire!

Proposed Fix
So I'm not settled on a fix yet, but I do have a few ideas. Here they are:
  1. Models succeed on a climb or jump check if they roll a 3+. If they fail, they slip but can attempt to save themselves. To see if you save yourself, make an Initiative check. If the Initiative check is passed, the model succeeds as normal. We've been playtesting this for quite some time. It's okay, but doesn't seem like the long term solution. Pros: Gives lower initiative models a better chance to succeed. The mechanic is similar to what is already in the game and is easy to pick up. Cons: Gives higher Initiative models a better chance to succeed. Requires two rolls to resolve one action.
  2. Steal the climbing and jumping rules from Legends of the Old West. On a roll of 1, the model fails and falls. On a roll of 2–5,  the model is successful and his movement phase ends. On a roll of 6, the model is successful and can continue with any remaining movement. Pros: It's simple and quick to adjudicate. Cons: It might be too simple. It puts everyone on an even playing field which takes away the flavor that Elves are more nimble than Dwarves.
  3. Come up with a new system entirely. This is something I have been working on recently and what I have been leaning toward. The way the system will work is each model will have a climbing/jumping rating. This will be either a 3+, 4+, or 5+ and the model will need to make the roll to succeed. All of the races will be rated on a chart. The preliminary chart will have Elves/Skaven at a 3+, Humans at a 4+, and Dwarves/Undead at a 5+. A model attempting to climb or jump will need to roll that number or higher to succeed. Models wearing heavy armor and carrying a shield will suffer a -1 penalty. Pros: Requires 1 roll to perform the action. Is simple and keeps differences between nimble and clumsy warriors. Cons: Introduces a new mechanic and a chart. :( I don't like charts as they slow down game play. Needs to take into account skills, items, and special rules that use the climbing and jumping rules. Every model in the game would need a climbing/jumping rating including third party Warbands.
Settled on a Fix
I started on this post long before my post on Tweaking the Parry Rules and after letting this sit for a couple weeks in my queue and giving it additional thought, I've decided to go with option 3 above. The additional skills, items, and special rules can continue to work as is. The only issue will be creating the chart which shouldn't be too bad. Again, I don't like going with a chart, but I think this is the best way to go.

Not sure what is on tap for my next Mordheim discussion. I have a few things I have been tossing around as of late. Maybe I'll post a rewrite for one of the Lustria Warbands. The Lizardmen have always lacked in flavor and needed to be taken down a notch, so maybe I'll post the what I've been playtesting recently.

Till next time,
–The Harrower


Wednesday, October 19, 2011

Making destroyed wrecked markers for 40K

I recently went went shopping with the family at the local dollar store and like always, I was on the hunt for some cheap stuff for the hobby. They had packages of 3 LED tea lights that I picked up. I've seen people make destroyed wrecked markers out of tea lights before, so I wanted to give it a try. As an aside, when a friend of mine was first starting in the hobby he asked me why I had "skunks" on top of my tanks. Apparently my cotton spritzed with black spray paint didn't look very good. Hopefully with these new glowing markers that won't happen again and it'll save me some embarassment.

This tutorial is straight forward and doesn't take a lot of time. You can easily make a dozen of these in an hour or so and they really look cool on the battlefield. Here is what you need to get started:
  • LED Tea Lights
  • Christmas Snow or Poly-Fil 
  • Glue Gun
  • Aerosol Hair Spray
  • Hair Dryer (If you are impatient like I am)
  • Spray Paint (I used black and red)
  • X-Acto Knife
Before we get started, a word on "smoke"
I have 2 types of materials listed above that you can use to make the smoke. The first (and the one I prefer) is Christmas snow. The kind you want to buy is the snow that you have to pull apart. Resist the urge to buy the cheap stuff at the dollar store. It's a lot thinner and doesn't work as well.

The second material is Poly-Fil. You can buy this at Walmart in the craft section. They use it to make pillows and stuffed animals. The reason I am listing this material is because it is available all year round and does a decent job. If you can, get the Christmas snow. If not, Poly-Fil will do in a pinch (I've seen people use cotton too!). I'll explain the differences in the tutorial below. Let's get started!


Step 1: Use the X-Acto Knife and cut the flame off of the top of the tea light. This makes the "flame" a bit brighter as the light isn't getting dispersed by the soft plastic flame. You want to be careful not to cut too far as you'll cut into the LED and ruin it. Just run the blade around the base of the flame and pop it off.


Step 2: With the glue gun, run a line of glue around the sides of the tea light and glue down your smoke. Don't worry if you use too much glue. More is better in this step as it will help to keep the smoke attached.

Step 3: Once the glue dries, start forming your material so it looks like smoke. You can use the glue gun at this stage to glue the smoke to the top of the tea light around the LED. Also, if you are having trouble and your smoke is too thin, you can use the glue gun to glue pieces together if it isn't cooperating. This is the stage where I prefer the Christmas snow. You can shape it a lot easier as it comes in sheets and is made to be pulled apart. With the Poly-Fil, it breaks apart too easily and takes a bit more time to get it shaped correctly. Again, allow the glue to try before proceeding.

 


The marker on the left was made with Christmas snow. On the right, I used Poly-Fil.


Step 4: After the glue dries, give it a good shot with the hair spray. Make any final tweaks with the smoke and let it dry. I got tired of waiting at this point and used a hair dryer. You can probably skip this step if you don't have hair spray, but I wanted the flame to be a bit more stiff and with my wife and 2 daughters in the house, we have tons of hair spray. If you are using Poly-Fil, I would definitely use hair spray as this material tends to fall apart.

Step 5: Now that the hair spray has dried we can start painting. I'm still experimenting with coloration, but you want the paint to be thicker at the bottom and lighter as you get to the top. Once the paint dries, you can pull on the smoke again to let more white show through (I wouldn't do this if you used Poly-Fil). I added just a spritz of red for color and I like how it looks. Just keep painting and tweaking until you are satisfied with the look and allow everything to dry.


Step 6: Turn on the tea light and marvel at the burning destruction! Above is a picture of 2 different markers I created. The marker on the left was made with Poly-Fil and the marker on the right was made with Christmas snow. You can see why I like the Christmas snow better as you can give the smoke the illusion of blowing in the wind. All in all, it takes maybe 10 minutes to put one of these together.

Updated 11/23/11: Added some videos so you can see the effect better.




You can get a lot of variation with these markers. Make the smoke bigger or smaller, add more coloration, or use multiple tea lights to create burning terrain that blocks line of sight.

I think it would be cool to use 25mm round bases and make signal grenades with plumes of green or purple colored smoke and use them as objective markers. I always wanted to model a smoke launcher template to cover my tanks and after this I may give that a go in the future. There are also rules for burning buildings in Mordheim so these will work for those as well.

Hope you enjoyed this quick tutorial. I'd love to hear your comments and see the markers you put together. Drop me a line with some photos and tips and I'll feature them in a future blog post.

Till next time,

–The Harrower

Friday, October 14, 2011

Mordheim: Tweaking the Parry Rules


This post may come as a bit of a surprise. Why tweak the Parry rule? It works fine as it is. Well, not exactly.

The first problem with parry is that warriors with a higher Weapon Skill are more likely to have their attacks negated. When you have a higher Weapon Skill than your opponent, you hit on a 3 making it much easier for an opponent with parry to roll a 4, 5, or 6 and parry that attack. This leads to some pretty unrealistic situations and doesn't make a lot of sense. 

Secondly, the rules for parry are really fiddly and it is one of the more complicated rules in the game. Let's look at the original rule from the Mordheim Rulebook:
Parry
Bucklers are small shields which offer no increase to the armour saving throw, but allow you to parry attacks. Swords are also used to parry enemy attacks. 
When an opponent scores a hit, warriors equipped with bucklers or swords may try to parry the blow. 
Roll a D6. If the score is higher than the number your opponent rolled to hit, the buckler or sword has parried the strike. Note that it is therefore impossible to parry a blow which scored a 6 on the roll to hit. 
A buckler or sword may only parry one blow per hand-to-hand combat phase. A parried blow is ignored and has no effect. If your opponent scored several hits, you will have to try to beat the highest score (if the highest score is a 6, you automatically lose the chance of parrying that opponent’s attacks). 
If a model is fighting against several opponents, it may only parry the strike from the enemy who makes the first hit(s) (ie, the attacking model with the highest Initiative). In the case of equal Initiative characteristics roll a dice to decide who strikes first. 
If your model is armed with a buckler and a sword, you may re-roll any failed parries once. A model armed with two swords can still only roll once. A model may not parry attacks made with twice (or more) his own basic Strength – they are simply too powerful to be stopped.
Wow. Instead of a simple rule we get one that has conditions built upon conditions and a giant wall of text. One of my other key design goals with Newheim and really any type of design work I do uses the KISS principle: "Keep it simple, Stupid!"

So how do we fix it?
Items which have the parry special rule are good at deflecting an enemy’s attacks. A successful hit against a model with the parry ability can be negated on a roll of 6. The model making the parry attempt can freely choose the hit he is attempting to parry.

When a model is armed with two items which grant parry (such as a sword and buckler), the attempt succeeds on a 5+. A model can only make one parry attempt per close combat turn and may not parry attacks made with double or more its own Strength–they are too powerful to be stopped.

Going from a rule that was 240 words to 103 words is a serious win in my book. Plus, this keeps the game flowing at a quick pace, doesn't penalize warriors with a high Weapon Skill, allows the defender to choose to attempt to parry the more dangerous weapon (as it should be), and fits more inline with the way the mechanics of Mordheim work. One thing that always bugged me about parry is that it used an opposed roll mechanic when the rest of the game uses target numbers.


Try this out in your next game and let me know what you think. I wouldn't be surprised if there is some resistance to this change. My group liked the tension of trying to beat an opponent's attack roll and they weren't thrilled with this at first. They have warmed up to it after a few games though and it has been working really well.

Next time, I'll work on jumping and climbing. This will probably be the most drastic change I intend to make to Newheim and this has been giving me some trouble so we'll try and work through it together.

Till then,
–The Harrower

Tuesday, October 11, 2011

Necrons Release Date Confirmed!


Looks like the Necrons will finally be back later this month. Rumor has it that preorders will be up the week of October 22nd with a release date of Necrovember 5th. See what I did there?

I've been looking for a new army that plays differently than the Blood Angels and this just might be it. Besides, how can you not love a Necron/Blood Angels fist bump?

Till next time,
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010010000001110100011011110010000001100100011100100110
100101101110011010110010000001111001011011110111010101
110010001000000100111101110110011000010110110001110100
01101001011011100110010100101110 (The Harrower)


Sunday, October 9, 2011

Blood Angels Painted Models & Avoiding Burnout

I've been all over the place with my hobby the last few weeks. For starters, I have been doing a rebalance on Mordheim called Newheim, painting and assembling my Blood Angels, and planning our first 40K Battle Report featuring something really cool that I don't think anyone in the 40K blogosphere has done before.

There was a great post by Miniature Tim on how to avoid hobby burnout. If I can give any advice, have multiple projects going on at once. When you get bored of one, switch to something else. Also, try to avoid too much hobby crunch time leading up to a tournament or an event. While those deadlines are good to get some serious work done, a lot of times you finish that last model and walk away from the hobby for a few months. Just look at my run up to the Doubles Tournament at Adventure Games. No posts for almost 2 months after and I didn't get close to getting done what I wanted to.

The painting bug has struck me recently and I have been working a lot on my Blood Angels. It all started at our recent Club Day with getting busted on how all my Land Speeders had no pilots so they couldn't move or shoot. I started assembling and magnetizing a new Land Speeder and I couldn't fully assemble it without painting some of the details. So I've been working on that, my converted Librarian, and my Death Company Rhino/Razorback. Here's some pics.



I'm happy with how the Land Speeder is coming together. All of the magnets are in except for the gunner. Don't fret, I'll have a tutorial on how to magnetize a Land Speeder in the future. My recent snag is trying to get transfers on the shoulder pads of the gunner and the pilot. My first experience with Micro Sol and Micro Set didn't end very well. Hopefully my next go will yield decent results.




This is my Death Company Rhino/Razorback. I picked up an airbrush recently and the dust on the bottom half of the tank was done by spraying vermin brown. It still needs more weathering/battle damage and I'm not sold on the dust effect. The back door is a conversion I did. I figure the only way the Death Company would get back in the vehicle after the battle would be at the behest of Sanguinius himself. I'm not happy with the realistic painting of this. I'm going to redo it in aged bronze like I painted the Honoured Imperium. Tutorial and pics here.


I got tired of being schooled by all the Psykers in Farseer Frank's Eldar army and one of my other friends recently joined the hobby and started playing Grey Knights. I figured I needed to do my own Librarian and aside from hating metal miniatures, none of the Librarians available appealed to me. This one is made from a variety of bitz. You'll see Death Company, Sanguinary Guard, Grey Knights, and Dark Angels parts on there. I'm thinking of changing the Warding Staff for the Flaming Sword from the Empire Wizards kit. Do you like it as is or should I change it up?

Not sure what I'll be posting next time as I just bought a bunch of tea lights to make some destroyed vehicle markers and I've been doing a bit more work on Mordheim. Who knows what the future holds?

Till then,
–The Harrower 

Thursday, September 29, 2011

Mordheim: Revisiting two weapon fighting


Want to start an incredibly long and heated debate? Go to any group of Mordheim players and bring up using two close combat weapons. Back in the day on the Specialist Games Forums this generated a ton of debate and pages upon pages of posts with varied solutions. Looks like this hasn't changed as there is a stickied thread on Tom's Boring Mordheim Forum that has 7 pages and 161 replies. The only topic I recall generating more conversation was Elves, and as the original designer on the Dark Elf Warband, that is definitely something I'll be revisiting in the future.

So what's the problem?
It's a few problems actually and one of the main issues with the game. Armor in Mordheim is too expensive and doesn't offer enough protection. This causes two weapons to become the de facto standard in Mordheim and choices which were better from a historical perspective, like sword and shield, are invalidated.

In order to fix this, we need to do a few different things and this is where this gets really tricky. First, we need to make armour better so its a more enticing choice. Second, we need to make using the classic sword and shield combination better. Third, we need to lessen the effectiveness of using two weapons. There are a lot of options out there and one thing that came up during the rules review was having both attacks at -1. Not a bad idea, but this swings the pendulum in the other direction and penalizes warriors when they get more attacks.

So how do we fix it?
Before we get into that, I just want to mention that my philosophy with doing Newheim isn't to rewrite the ruleset and spin this off into another game. I'd like to keep the changes as simple as possible and use fixes that are either recognizable or keep the game flowing smoothly. So while some of these rule changes won't be statistically perfect, they'll make for a better and more familiar game.

First, let's fix the sword and shield combination. A shield grants a +1 to a warrior's armour save vs. ranged attacks. When used in conjunction with a hand weapon (sword, hammer, mace, club, spear, or axe) the save improves to +2 against attacks in close combat. A buckler used in conjunction with a hand weapon grants a +1 save vs attacks in close combat. These saves stack with armour. Nothing new here.

Second, let's fix armour. In addition to the armour save bonus, a warrior with heavy armour can make a 5+ save against any injury suffered in the post battle sequence. Warriors with light armour can save against injury on a 6+. In addition, there are no longer any movement penalties for using armour with a shield (this will make more sense in a future post on jumping and climbing). Aside from the bit on no penalties to movement, nothing new here either.

Finally, to the task at hand. When fighting with two weapons, a warrior suffers a -1 penalty to hit with the off hand weapon. In addition, the off hand weapon will always strike last. A new skill will be created were a warrior can ignore these penalties.

Why did I go with this?
A -1 penalty to hit with both weapons is too harsh. You shouldn't be penalized for using both weapons as it's the additional attack that causes problems. Rolling at the end of the phase speeds up dice rolling as you are looking for the same number to hit and don't need to use different colored dice to differentiate a sword from an axe. Plus, it makes it less effective and more balanced with sword and shield.

I have been toying around with creating a new weapon property called Off Hand and letting those weapons strike in regular initiative order. This would primarily be for the dagger, but I'm not sure if that would make sword and dagger the preferred combo. Thoughts?

This definitely requires additional playtesting, but I am happy with the results so far. Speaking of playtesting, below are a few pics I took from the Mordheim set up we were using this past weekend to try out some of the new rules I've been working on. Click for a larger image. This scenery is probably over 10 years old and something I plan on replacing in the future, but it serves its purpose.



For the next Mordheim post, I'll talk about the problems associated with climbing and parry and describe how I intend to tackle those.

Till then,
–The Harrower

Saturday, September 24, 2011

Blood Angels and all things... Mordheim?


In the coming weeks, you are going to see a bit of a shift to what I'm covering with the blog. Previously, I've been exclusively doing Warhammer 40K, but I'll be expanding to start covering Mordheim. Don't worry, if you read the blog because of the Blood Angels and like the tutorials and 40K material, none of that is going away. I'm just going to be sprinkling in some Mordheim now and then. 

Why are you covering Mordheim? That game is like 100 years old.
Very true, but of all the Games Workshop games I've played, Mordheim is one of my favorites. It's easy to get into as you need a small model count and the integrated campaign system makes for some really memorable games.

I have a bit of history with Mordheim as well as I was one of the original designers on Lustria, Cities of Gold and I wrote the Dark Elves and a lot of other Warbands. I hear the collective groan, Dark Elves were so overpowered. Well, that is the type of stuff I aim to fix and really not that overpowered (unless you power game). Truth is I worked on Lustria with a great group of enthusiastic people, but they weren't game designers and most of the decisions that were made were done by consensus which is the wrong way to approach such things and resulted in decisions that I wasn't proud of. Here's a picture from Town Cryer of the first event for Lustria we ran back at Gamesday.

Harry Golden, Derek Whitman, Jeff Visgaitis, Steve Cornette and John Herrington
That's me in the middle. I was much skinnier back then with long hair and full of hopes and dreams. I met and talked to a lot of great guys in the Games Workshop Studio including Space McQuirk, Tuomas Pirinen, Jervis Johnson, and Steve Hambrook (RIP). I got a tour of the hallowed design studio, saw the amazing work of Jes Goodwin first hand, drank at Bugman's Bar, and was the first person outside of Games Workshop to see anything for The Lord of the Rings line and the Tau.

Thanks for the history lesson, but where is this going?
Right! Mordheim is a great game, but it is definitely showing it's age. Several editions of Warhammer Fantasy Battle have come and gone and a lot of the rules are outdated and the Warbands based on fiction that has been updated. My first goal is to be rebalance the ruleset and attempt to address some of the issues such as:
  • Armor is too expensive and not worth purchasing for the benefits you receive
  • Using two close combat weapons is better than using a sword and shield
  • The weapons themselves aren't balanced with each other (i.e. slings are better than short bows, blow pipes are useless)
  • Etc.
You do realize that's what Coreheim does, right?
I do and I have taken a look at Coreheim which I think is a well done rewrite of the rules. My problem with Coreheim though is that it is a rewrite and doesn't feel like Mordheim anymore. A lot of things were changed unnecessarily in my opinion and while well balanced, it invalidates a lot of existing fan material that is already out there. My goal with Newheim (catchy, huh?) is to address issues with the current ruleset without invalidating all of the existing material out there.

At the end of this journey, I'll be leaving the community with an updated ruleset for Mordheim that presents options instead of pigeon holing your choice to taking sword and hammer and scorning armor. Of course I'll update some of my favorite Warbands along the way including Lizardmen, Dark Elves, High Elves (NOT the Shadow Warriors, mine were never printed), Norse Raiders, and maybe I'll add some new surprises. I plan to set up a website at http://www.newheim.com where you will be able to download PDFs of all the rules and step back into the dangerous streets of Mordheim once again and experience something that is both familiar and new.

Till next time,
–The Harrower

Monday, September 19, 2011

Doubles Tournament Results

Long time no post. I won't go into a long winded apology about why I haven't updated in almost two months as Ron Saikowski had a good post on what not to post about and I don't want to break the Lord of the Warp's 3rd rule.

Anyway, the doubles tournament is long since over. For my first tournament experience, it went well. I paired with a friend of mine from the DED 'ARD Club that plays Imperial Guard. He brought all the big guns and I brought forth the might of Sanguinius with my Blood Angels and a deadly assault force. 

We ended up winning our first two games and playing in the third and final game for the championship which we lost to a really tough Grey Knights and Orks list. They used a Big Mek with a Kustom Force Field and a Grey Knights Librarian with The Shrouding to blanket most of their army with a 3+ cover save. It was like Episode I all over again. Unfortunately (fortunately?) our opponents were the Gungans and while I kept thinking it would get better, in the end it just sucked.


Late in the game, I made a last ditch charge with my entire army and beheld my Death Company felling an impressive 23 Ork Boyz on the charge and running down the remaining few. We had them on the ropes and nervous, but in the end, the nut was too hard to crack and some Grey Knight reinforcements arrived via deep strike and sealed their victory. One highpoint was my Reclusiarch standing toe to toe with an Ork Dreadnaught for 2 rounds and refusing to go down. I actually made four 4+ invulnerable saves in one round to stay alive at the end of the game and made the Primarch proud. I also got a good chuckle out of their Vindicare Assassin who couldn't hit the side of the barn even with an 8 Ballistic Skill.

As for my models, I never got them finished. I got the required 3 colors done for the bonus points, but I don't think they even scored painting (not that it would have mattered anyway). I'm still working on my Assault Squads, but honestly I haven't painted much since. I did pick up a Paasche Talon Dual Action Airbrush that I have been messing with, but I really haven't had a lot of time to do hobby stuff. I worked on some scenery here and there, but that's about it. I did finish up a lot of the details on my Death Company Rhino/Razorback and I'm pretty happy with how that turned out.

There's going to be a bit of a shift in what I'm covering in the blog in the coming weeks as I start doing some game design work again and focusing a little more on... Mordheim!

I'll talk a bit more about my history with Mordheim and describe the changes to the blog in my next post.

Until then,

–The Harrower


Tuesday, July 19, 2011

Change of Plans (1,000 points • 4 Days Left)

Everyone from DED 'ARD got together at my house 2 Sundays ago for some 40K madness. I ended up playing 2 games. First one was against club member Necromonger and his homebrew Vanilla Space Marines chapter. He's new to the Space Marines and was trying out a list with a Land Raider, Thunder Hammer Terminators, 2 Predators, a Vindicator, Land Speeder Storm, and Vulkan. We ended up playing Capture and Control.

In the first turn, I immobilized his Land Raider and took out the Demolisher Cannon on his Vindicator. From there, it was pretty easy to control the board and stay away from the Thunder Hammer Terminators. I pretty much dictated the flow of the battle and my opponent couldn't do enough to get into position and capture the objectives. Victory for the Blood Angels!

Second game ended up being a 3 vs. 3. with Chaos, Blood Angels, and Eldar vs. Grey Knights, Vanilla Marines, and Imperial Guard. We played 3,000 points per side with 1,000 points each and our own force orgs. I ended up trying the list I intended to take to the Two Headed Giant Tournament at Adventure Games this weekend and I absolutely hated it. We played Kill Points with Dawn of War deployment and won the day, but I sunk way too many points in the Stormraven's unit with Death Company a Reclusiarch and a Death Company Dreadnought. We won a narrow victory with my army giving up most of the kill points.

I decided to scrap that list and start over from square one. I have a much more balanced list which I'm confident will play much better. I'll share my list after the tournament. I haven't had time to post since I've been feverishly painting this past week, but I have taken a lot of in progress pics so expect some painting tutorials in the near future. Been messing around a lot trying to get a nice black and this is what I came up with. There is a lot of clean up and little details needed to be done, but I'm pretty happy with the final look.

I learned a valuable lesson with using Badab Black Wash to try and "tint" down my highlight lines. It left a ton of brush strokes all over the tank and I had to redo all of the black. I've done a lot of black previously with my old Death Company and the Rhino I entered in Golden Demon many years ago and I never ran into this problem. Maybe that was because I used Games Workshop's old Inks or my pot of wash is just bad. Anyone else run into this issue?

Lastly, Ron Saikowski had an interesting post on From The Warp on the top 3 things not to say in a post and I'm sorry to say that I'm guilty of all of them. I'm going to do what I can to make sure what I post shows a model or something I am working on and isn't just filler because I've been a lazy git and I feel bad because I haven't done more with the hobby and updated my blog.

Tomorrow, I should finish up my test marine and get going on my infantry models. I'll post it here in the next few days.

Till next time,

–The Harrower