Saturday, August 14, 2021
Friday, August 13, 2021
40K Friday - 40K, Change, and The New Ork Codex
No I don't have a copy of it yet but there have been much sharing of the contents of the limited edition book that some people do have already. So we know how it's going to work.
Stepping back a bit there are 3 main ways an army changes in 40K
- The biggest overall change comes from a new edition. This resets everything from movement to terrain to combat rules to army structure. From 3rd to 7th edition the basic setup was an HQ unit + two troops. 8th edition changed that up by introducing a variety of options for building your force and it also introduced Command Points as a currency to spend on everything from more exotic force structures prior to the game to unit upgrades outside the normal point cost to dice re-rolls during the game. 9th kept both of these concepts but changed up both how CP's are acquired and the exact elements of each of the force organization options.
- The other area that can change up an army is a new codex. This is the book that covers what your army is, what it can do, and how it does it. Unit capabilities, point costs, psychic powers, special rules for the force, special rules for smaller groups within that force - there are a lot of elements to an army and the codes pretty much defines all of them.
- The final channels of change in 40K are the annual Chapter Approved book and the bi-annual FAQ updates and the post-release codex FAQ.
- Chapter Approved comes out once a year and lately has been updates to the matched play missions and the secondary objectives - these are both new to 9th edition.
- GW adopted a new FAQ policy a few years ago where they put out updates in the spring and in the fall to adjust any out-of-balance units or rules and to adjust points costs. This works quite a bit better than the old "random" approach or the old "never" approach - neither of which was something you could count on.
- They have also stated a policy of releasing an update about a month after a new codex comes out to address any big balance issues or errors in the book. This is a really nice approach that helps keep things clear with the newer releases.
- Downside: You can only take 9 mek gunz in an army now instead of 18. I don't care personally as I have never run them but some people are understandably upset.
- Upside: Many guns are "Dakka" weapons now and get more shots than they had before. These tend to be the mainstay ork weapons like shootas and big shootas and the warbiker guns so it has a big impact across the army. This divides the gun into two ratings. At half maximum range or more the gun has the same number of shots as before. At less than half the gun has 50% more shots. In general this is great as the closer you get (or they get) the meaner your shooting gets. This is generally better than the old Dakka rule of an extra shot on a to-hit roll of 6 - it's more reliable at least and let's you plan around having that higher rate of fire.
- Downside: Many ork guns that went to Dakka used to be Assault. This let you move with an extra d6" and still shoot with a -1. Dakka guns can no longer fire if you advance and in a melee-focused army that definitely slows you down.
- Upside: Orks are Toughness 5. That's a major change. It seems like it's been discounted in some quarters because this particular change came out first but it is definitely a big change. It is nothing but a positive and it demonstrates GW's willingness to "mess with the numbers" in this edition - finally! For most armies, most of the the shots you fire and the punches you throw are at Strength 4 or less. Putting all of those weapons at a 5+ to wound is a significant boost. There are a fair number of S5 attacks out there too, from heavy bolters to heavy flamers, and putting those to a 4+ to wound is also helpful. This is all good.
- Downside: Ork morale has drastically changed. For most of the last 20 years Orks could ignore leadership in large mobs because the effective leadership number = the number of boyz in the mob. In a game where leadership capped at 10 and ork boy mobs capped at 30 - and were often fielded as 30 - morale was only an issue for small bands and even then mainly after significant casualties.
That is no longer the case.
The old "mob rule" rule is gone and now orks take morale checks just like everyone else. That means with a leadership of 7, killing as few as 5 boys puts your mob in danger on a 3+. If that check is failed then you will lose 1/6 of your boyz on average. That would take a 30-boy mob down to 20 in one turn from light casualties. The only benefit orks now have is that they can ignore the "below half strength" modifier on those checks if they are near another ork unit that is not below half strength. Sure, that helps, but it is a dramatic change from how orks have handled morale for a long time. Also, this change somewhat offsets the T5 boost - You will take fewer casualties from say a volley of boltgun fire, but you have a much higher chance of failing a morale test if you do take any casualties.
Now there is the generic once a game "autopass morale for 2 CP" stratagem that everyone has and there is an ork-specific strat that allows passing morale for some mortal wound damage on the unit as the leaders knock out the cowards and it can be used multiple times but it i still taking boyz off of the board so it may not always be a great choice.
This morale change is 100% negative and is already forcing players to look at different approaches. I'm seeing a lot more MSU lists with ten-boy squads instead of massed 30 boy squads. I think there is still a place for big squads - strats hit a little harder, Da Jump is a bigger deal on bigger mobs as is Warpath ... but I think it will be interesting to look at popular ork lists in six months or a year and see how they compare to end-of-8th-edition-codex lists.
Thursday, August 12, 2021
Thinking About Non-D&D RPG's Again - also, Cyberpunk Red
Well apparently it's that time of year as I did this last year too. With an opportunity to run something that isn't D&D or Pathfinder as a possible ongoing game I started digging into options and found a lot of the same options as last year on my mind. Trying to narrow it down a bit:
- Star Wars is still an option. My players all have some interest at least and really any of the 3 major system options are fun. I have several campaigns outlined so it's really just a matter of picking this one and then deciding what to run.
- Deadlands (Savage Worlds) would be a strong choice as I have a lot of good campaign material and we have liked the game whenever we have tried it.
- Rifts (Savage Worlds) is a strong contender just because it covers a lot of similar ground to those two others and everyone has things they want to try. We've had some short runs in it but no long sustained campaign recently. This might be the easy consensus choice.
- Shadowrun is in the mix as I went looking back through my campaign binders and found tons of notes waiting to be unleashed on a party. This would probably use 2nd or 3rd edition for a variety of reasons. Might discuss that later - especially if we end up playing it.
- "Some kind of superhero thing" - yeah that's how I phrased it to my players. Lot of options here as I've discussed in the past.
Saturday, August 7, 2021
Friday, August 6, 2021
40K Friday: Grey Knights for 9th Edition
Pretty fired up about this one - the Grey Knights have been around since Rogue Trader where they were a very specialized unit - not an army - that dropped in to fight big daemons typically. They are Space Paladins after all and they definitely look the part.
This continued on into Epic which is where I painted my first batch - the requisite 4 squads of terminators that were something any Imperial force could use. That was around 91-92 when the second edition of that game came out so I can say that on some level I've been playing Grey Knights for 30 years, right?Wednesday, August 4, 2021
The Tomorrow War
It's a new movie on Amazon Prime that you may have heard of ... Chris Pratt, time travel, aliens, fate of the human race ... it checks a lot of typical sci-fi boxes.
NOTHING BUT SPOILERS BELOW!
I kind of want a prequel to tell us about this guy now. |
Longtime 40k player take: It's Imperial Guard vs. Tyranids
But I have to admit ... I liked it better than I expected to ... a lot better.
The premise: Current day Chris Pratt is an ex-special forces sergeant who is now married, has a daughter, and teaches high school biology while trying to get a more scientific research type gig. He's happy but frustrated. Then a terminator bubble/gateway pops open in the middle of a soccer match and humans from 30 years in the future walk through and announce that humanity is being eaten by aliens in their time and they need help. That help involves sending humans from "now" forward to "then" to help shoot aliens for a week, after which they return home ... if they live. Somehow the entire world agrees that this is legit in fairly short order so a worldwide draft is set up and people get notified at random that it's their turn to go. They get a brief training period - a week or less - and then they get sent forward 30 years to shoot aliens.
As you might guess, this does not typically go well. Humans are still losing and the survival rate is something like 20% for the draftees.
This is where I have some questions:
- They do go out of their way to cover the potential paradoxes in that only people who are dead prior to the current future time are drafted - no running into yourself.
- They also explain that they can only travel a fixed distance so it's only 30 years forward or back - to the day. This avoids some other questions and considering time travel was developed during an apocalyptic war it makes sense that there might be some limitations.
- I'm still not sure how it works from our end - apparently you just need the one transmitter in the future and you can jump back and forth. Seems pretty loose but ok.
- Location is never defined - apparently you can drop a shipment wherever you want and pick up form wherever you want. So it's kind of a teleporter too. This isn't discussed at all in the movie but it's hardly a dealbreaker.
- They have tentacles that can shoot a spike to maybe pistol range. Wheeee! It is not particularly lethal because we see multiple characters get hit by one and survive so they aren't poisoned or anything. They are also not terribly accurate as we see many, many spikes embedded in walls or cars or other objects and they are not always surrounded by bloodstains. Plus we see a lot of missed shots during the action scenes.
- Typical assault rifles can shoot 600 rounds per minute or more. Even with a 30 round magazine that's a lot more lead in the air than the aliens can toss and Planet Earth does not lack for bullets. They also have a much greater range, hundreds of meters, than anything we see from the aliens.
- A lot of time the movie acts as though assault rifles and pistols are the only weapons humanity has against these things. Sure, in a room maybe - but how did they get into the room? I don't think we see a single grenade used in the entire thing. We do see an M2HB in action so that was nice.
- If the aliens had some superior technology or were spewing out some contagion I could see the problem but they don't - no heat rays, no black smoke, no force fields or super-tough alien metal ... they are basically animals. Mean animals that eat people sure, but still just animals to all appearances. They don't even have acid blood as an up-close hazard! We don't see them reproducing by laying bunches of eggs or anything like in some other movies so we don't know how any of that works.
- If they have overrun so much of the world then presumably they have exhausted the food supplies on those other continents in the course of this 3-year war, right? Once the Russians are gone, what do the monsters in Russia eat? Given their size and activity level they would need to eat a lot.
- Back to how do these things overrun the world - They are roughly horse-sized. They are bright white in color. They are not particularly stealthy - no predator camouflage here. So again, how do they overrun any reasonably defended position? Helicopter gunships don't have to be 50 feet off the ground and in jumping distance to do what they do. We have infrared, night vision, thermal sights ... they're not going to sneak up on anyone really.
Now despite all this I still liked the movie. I just had to let go and take it as a given that somehow some way a series of colossal screw-ups meant that humanity was losing and losing badly to these things. I kept waiting for the big conspiracy-expectations-subversion-twist that the aliens were really from an experiment gone wrong on earth or some government or corporate bad guy was responsible for them but there was none of that - thank goodness. The movie stuck to its' original premise and that made me quite happy. There are some interesting twists along the way but nothing that is flat-out stupid beyond the core premise of the aliens over-analyzed above.
Well other than the final defense of the last human holdout. Seriously - it's in the middle of the ocean and they are totally surprised when a huge wave of creatures swarms up out of the ocean. They apparently had no early warning system set up, no picket ships, no mines in the water ... it's laughable and whoever was responsible for that should have been fired - if they weren't eaten.
This movie does steal/homage from a LOT of other films. Alien, Aliens, Apocalypse Now, Terminator (it's sort of a reverse terminator in concept anyway), The Thing, Independence Day, Starship Troopers, ... even Stranger Things feels like an inspiration for some of the scenes here.
Chris Pratt's family figures in significant ways, not just a motivation to "get back". The supporting characters are given just enough personality and capability to cover why they are there and to make it enjoyable while they are. The special effects look pretty good.
It's not Star Wars. It's not super-deep. It is one of the better sci-fi action movies to come out in quite a while though and that surprised me. If you like this kind of thing it's definitely worth a couple of hours of your time.
Tuesday, August 3, 2021
The Cortex Prime Handbook
I really like this book. It is exactly the kind of shoring-up or reinforcement that is useful to someone who already has a Cortex game like, say ... Marvel Heroic Roleplaying! Yet it is also an up-to-date full presentation of the system and the concepts behind it that a new player could use to begin playing.
I won't break down every part of it because if you've played one of their games before then you have a good idea of how the system works. This is the most comprehensive presentation of that system published to date. The structure:
- The Core system - tests are the big focus here
- Characters - Stats, powers - all the different categories that might appear on a character sheet, experience, and yes - character creation, which was a source of complaints in the Marvel version at least. I don't see any gaps here.
- Scenes - this is a primer on how the game is structured and how conflicts work - combat and other types of conflict as well.
- Sessions - GM advice and how NPCs work in this system.
- Settings - this is one area I mainly skimmed because it has some good advice on defining a setting for this system specifically, with examples. I liked that. Then it goes into 3 new settings for the game. They're fine but I wasn't really looking for new settings with this book.
- Powers, Abilities, sample milestones, vehicles, and some sample characters.- it's the "stuff you can use in play" chapter.
I still love these character layouts - everything you need to know is right here! |
Monday, August 2, 2021
New Marvel RPG - I Went Ahead and Pre-Ordered It
I don't do pre-orders most of the time - outside of the occasional kickstarter ... and it's not going to be released until March ... and I don't like paying for playtest versions of games ... but it's ten bucks and I decided it was worth a shot. Superhero RPGs are an area of interest and I have been playing them for 40 years so I can step outside the lines here. No idea how the system will turn out but it's probably worth keeping an eye on Matt Forbeck's blog for clues.
If you're interested here's a link to the pre-order on Amazon.
Wednesday, June 30, 2021
40K Friday Special Edition - Halfway through 2021
It has been a while since I made a 40K post but that doesn't mean I have not been active so I thought I would share some updates.
We have played a few more games since my march post and the focus has been on Crusade. I played Orks and blaster played his Ultramarines primaris force but I expect we will branch out soon. With no ork codex I was just using the core book options and I thought it was still a lot of fun. More on that to come later.
The majority of the effort this year has been on "finishing". I have armies that have been sitting around half-done and maybe not even in a playable state for years. It's stupid at this point in my 40K "career" to have this much unfinished so I wanted to make an effort to clean things up this year. I have way too many armies but with a little focus I should be able to put a dent in things. Blood Angels, Crimson Fists, Dark Angels, and my Iyanden Eldar have all received a fair amount of attention. My method here is to pick one army and for the next month spend most of my workbench time working on them - building the unbuilt or half-built units, finishing the half-painted or 90% painted units, and then making sure some things get finished - decal-ed, clear-coated, and based. Done.
Now to aid this plan I also made a vow in December: "No new armies this year". Well for 40K anyway. With a wave of codexes coming for the new edition I knew I would be spending money on new books, new cards, possibly a new unit if one was released for a particular army - I really do not need to be building up a new force to leave half-finished for the next few years. That said I bought heavily into Flames of War around that time and it remains, uh, "very low mileage" let's say. Those starter sets are still a great deal.
I did manage to hold onto the vow for a month or three. Then I realized this was probably the best time in the history of 40k to pick up some Necrons as they had a major refresh to the models and are in 4 different starter set boxes right now. I looked around online and, well, the prices were right. So I have a Necron army now. In a concession to my plan for the year it remains unassembled. It's roughly 2000 points so I did not go completely nuts. I know how I want to paint them too so when it's time I should be able to get going easily.
Eldar
- Iyanden :Lots of painting and base work to get a bunch of stuff to "finished". I added more wraithblades, more wraithguard, a second hemlock, two more wraithknits to complete the set - let's just say wraithknights are pretty reasonable right now if you are patient - some wraithlords with different mixes of weapons, a pair of Falcons to get me to the magic "3" if I want to go tank-heavy. Once I decided a few years ago to keep all of my Craftworld stuff Iyanden and avoid the mistakes of my marine forces it made for a pretty comprehensive force. I'm pushing 10,000 points now and around 8,000 of that is completely finished. It can be done!
- Dark Eldar: I built a drukhari force a few years back but I haven't played it much and it's never been in a really "finished" state. I've loved the models ever since the 5th edition revamp and then once we knew they were getting a new codex early this year I picked up a fair amount of stuff to fill in what I thought were the gaps in the army - mainly Venoms, Raiders, Talos/Chronos, and Mandrakes. Most of that remains unbuilt but they will get a month and I will put them all together and get them on the table. I'm thinking they would be good for a Crusade run where I could build up over time.
- Harlequins: Blaster mentioned trying them out and I have plenty of clown trooper infantry and characters but I have zero of the transports and bikes that seem to be part of their typical armies these days. At some point I will pick some up and we will make that a real, modern army.
- Howling Griffons - nothing new here. I do toy with the idea of expanding them at times but that would probably be best as a "when everything else is finished" goal.
- Imperial Fists - my army of big yellow terminators has no recent additions. It's still all terminators with a few bikes and a land raider being built originally as a Deathwing force. I looked it over recently and it would probably be a dammed strong force if I put it back on the table. I need to clean it up and unify the basing, put some decals on some squads, but it's totally painted and playable now at 50 or so terminators. The only possible addition might be a some dreadnoughts since it has zero right now and they are kind of a Deathwing thing.
- Crimson Fists - more dreadnoughts! I added a bunch last year and I just added a pair of contemptors this week, with another redemptor waiting. I would consider them my main "normal marine" army so they do tend to get more attention than a lot of mine. A primaris expansion is coming soon for them.
- Black Templars - for some reason I decided last year I needed yet another marine army so I built up a ridiculous Black Templars force which I have yet to play. Triple land raider crusaders, triple rhinos, triple crusader squads, all of their special HQs ... it's a stupid thing to do and I thought about selling some of it and using the generic stuff to reinforce my other armies - a lot of it is base coated but not painted - but with rumors of new BT units and a codex supplement coming later this year I just can't - I want to get them finished and play some games.
- Dark Angels - years in the making and finally possibly maybe making progress towards finished ... if I set aside a month for them. A ridiculous number of tac marines and bikes and terminators and land speeders ... it's all acquired and almost all built and almost all base coated - I just need to finish them. Latest adds I picked up a stalker and built a strikemaster and a deathwing champion. They are so close ... it's really dumb that they are not in better shape.
- Blood Angels - One of my favorite armies and the one that really started me down the path of "hey one more won't be so bad". A lot of this I picked up painted but even then I had all different bases through the army and it didn't always look like a real coherent force. So this year I spent a big chunk of March working on their bases. I didn't want to do more snow or sand so I went with a gray dusty/rocky look and I am happy with how it came out. There is more work to be done but it's really coming together as an army now. Last year I picked up a bunch of primaris units for them and then completely failed to finish them so that's a goal for this year now too.
- Grey Knights - So once you realize you have a problem with too many armies and you decide you need yet another one the smart move is to buy painted units for it. That way you are at least not adding to the backlog. It also helps if it's an elite army with a fairly small number of units. This was my approach with the Grey Knights and it has worked really well. I have a nice playable army, about 3000 points worth, so I have some options to rotate through. This year though ... I picked up some actual boxes for strike squads and terminators and some unbuilt venerable dreadnoughts in anticipation of tuning up my force. With a new codex coming this summer I'm in a pretty good place with a playable force ready to go and reinforcements waiting to be customized based on how the rules change.
- Imperial Knights - yes I have a set of knights acquired over the last 3 years. Have I played them? No. I have 3 big ones built, 2 more on the sprue, and 2 each of the smaller types awaiting construction as well. So plenty of stuff, just no time spent getting them ready. Another candidate for "focus of the month" sometime this year.
- Imperial Guard - I've always liked the idea of the guard, going back to Rogue Trader and that picture of the Necromundan army marching forth, but I've never really enjoyed playing them all that much. It's one of the few armies I have ever gotten rid of and I've done it twice. Yeah. So why dive in again? Well, I decided it was a good candidate for an all-tank army, a deliberate, consciously chosen all-tank army, with only enough infantry to fill in some formation requirements and maybe hold some objectives. Picked up an extra Manticore, extra officer types, then took it against an expert crafters Eldar army and got shot off the table multiple times. I ahve added some more Demolisher turret options since then and I think some Bullgryn would be a smart addition .. and I also added a Vulture full of lascannons to put another threat on the table. This is another army in the 'tuning up" stage. I need to unify the look and then play some more games with it whether it's "meta" or not.
Chaos
Beyond adding the killer robots I built up my Nurgle Daemons quite a bit early in the year. I've had the daeon prince and the soulgrinders finished for a long time as an allied force for my Khorne daemons - why not make a usable all-Nurgle force? So theyhave a great unclean one and a bunch of plaguebearers and the big flying bugs and a ton of nurglings. It should be a fun force though a lot of it is at varying stages of unbuilt, built, and painted. This was more of an acquisition effort, but it means my chaos daemons are in really good shape now with a sizable force for all 4 chaos powers. In 2018 I was building Khorne, 2019 was Tzeentch, 2020 was Slaanesh, and this year was Nurgle. This was also sort of laying the groundwork for when their new codex comes along as I will have a decent force with options ready to go and new ones waiting depending on how the updated army works. The daemon bonus is that they are fun in Age of Sigmar as well so you can get double duty out of them if you play both.
Not a lot happened with most of the rest of the Chaos forces:
- I picked up a fighter for my World Eaters and added a squad of possessed and a rhino for them to ride in. Then the Death Guard codex came out and possessed are now treated like terminators - they can only ride in Land Raiders and take up two slots. Great. Why do I suspect we might be getting new models, say "greater possessed" sized models, when the Chaos Marine codex comes out? Anyway no major changes - I just really need to finish these guys.
- The Iron Warriors are one of my most-finished armies (6000 points at least, 90%+ painted/finshed/etc.) but I do have some units in waiting even for them. I did build my 6 newer style big Obliterators. They really look like mini-helbrutes. I just need to paint them and then I am looking forward to trying them out. I also have a bike unit I should finish up and a squad of possessed that I thought would be a good cargo for one of their six rhinos ... of course.
- Death Guard: many changes here - let's talk about that tomorrow!
Contained! |
Tuesday, June 22, 2021
Rifts Savage Worlds Kickstarter - Atlantis!
Well it's time for another Savage Worlds Kickstarter, in fact another Rifts Savage Worlds Kickstarter. The first run was in 2016, then another one in 2019 to expand the books with Magic, Coalition, and regional stuff books, plus an upgrade of the original to the new Adventure edition of Savage Worlds.
This time it's for Atlantis for this version of Rifts. I always thought Atlantis was one of the cooler areas of Rifts and one of the cooler books for it as well - magic items, races, tattoo magic, plus all of the worldbuilding and backstory that came along with it ... it was a very strong early entry in making Rifts Rifts.
Now I never did much with it in my games as far as the region. It seemed horrifically dangerous for most characters to approach, much less enter, sort of like going to the Nine Hells in a D&D game. It was more an "aspirational" destination than a likely one at low to medium levels. With the Savage Worlds version of the game levelling the playing field a bit I can see where it might actually get used at some point.
The short version is that the original Atlanteans look very much like humans but they were driven out or enslaved when the Splugorth invaded a long time ago. The city magically TARDIS-d out when magic diminshed on Earth but it returned when the rifts opened up and magic flooded the world again. This is one of the major evil powers of the setting so it's a dangerous place but there is a sort of underground rebellion of True Atlanteans active there as well. Oh and it's also full of dragons.
It's awesome but deadly. I've used Atlantean slavers several times as a campaign opener so maybe next time they won't go somewhere else - maybe they will go back to the big island.
The good news is that Pinnacle knows how to run a Kickstarter and I am absolutely sure this one will run smoothly and deliver what it promises pretty much on time.
The part that bothers me a bit is that Pinnacle has a ridiculous amount of KS experience because pretty much everything they publish these days is done via Kickstarter. I know I know, it's rough for small publishers out there these days and doing it this way makes sense. Doesn't it seem like today, though, with 5E doing this record business for several years now, that the RPG market should be better? There were a ton of smaller publishers in the 80's and 90's and early 2000's who supported game lines for years before crowdfunding ... shouldn't it be easier now? Shouldn't an experienced, respected, well-liked company be able to sustain their main game line without having to crowdfund?
Who knows, maybe they could but they know this is just better - more predictable at least.
The downside of doing it this way is that you can't just buy a $30 book like you can with many other games. No, you are going to get the book, some character cards, and a poster map. Now the basic digital-only version is pretty reasonable but if you just want a printed Savage Rifts Atlantis Book you're in for the $45 package. If that's all you want your best bet is to wait until after the campaign, whenever it's printed and shipped and you can buy it at the FLGS or online for the cover price or less.
The other stuff in this campaign include a set of cardboard stand-up pawns, like Pathfinder pawns apparently, and a couple of map packs along with the book and the cards and the poster map. It's all cool stuff, it's just the forced bundling that itches just a bit and granted that is a temporary state that will only last until it's all released separately, likely early next year given what they are saying on the KS page.
So yes, I will probably back it at some level - Rifts is a great setting and Savage Worlds is a great set of rules that works well for it. I like a ton of what Pinnacle does so I try to support them directly like this when they make something I like. If you have some similar inclinations then go check this one out.