Bobby's Games

I will be posting monthly recaps of my gaming which I have been doing in GeekLists. I'll also be commenting on games on occasion, though I can tell you that I will be behind the curve because I just don't get to play the new games as soon as some people do.

Archive for Bobby Warren

1 , 2 , 3 , 4 , 5  Next »  [23]

Recommend
2 
 Thumb up
 tip
 Hide

Building the Fisherman's Guild and the Union

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
Besides getting the Brewer's Guild, I picked up the Union players that would play for them. Later, I picked up some more Union figures and then bought the Fisherman's Guild from a Kickstarter backer who might have overdone it when all was said and done.

I wrote how easy it was to build the Brewer's Guild figures for Guild Ball. Since then I have built the Fisherman's Guild (seven more figures) and all of the Union except two characters (Eleven-ish figures) and these were not all as simple as the Brewer's Guild.


Something fishy this way swims...

The Fisherman's Guild is the fast, score, score, score faction. Generally the figures were not that difficult to assemble, though their tabs were still loose in the base. Green stuff is your friend!

Shark, the team captain, is holding a spear in two hands and they line up pretty good, though it is a little more difficult that lining up Tapper and Hooper of the Brewer's Guild. This is because his right arm is detached at the elbow and not just the hand, so there is just a little more work in making sure everything lines up but it isn't that difficult.

Salt, the mascot otter was more of a pain to assemble. His tail is a separate piece and it is tiny. My final join of it to the body is obvious, even after trying to drill out the hole a little. He also has no tab and only connects to the base by two tiny feet and part of the tail.

Kraken, the giant with the harpoon, only has his hand and weapon to connect and he has a pile of rope which goes on the base. The nub on the arm was bigger than the hole so it took some work to file down the nub and expand the hole so the hand fit on cleanly. It's not something that is unusual to do when building miniatures. I saw some pictures where people connected the rope on the harpoon to the rope on the base, but it doesn't appear to be the actual intent and probably would take some conversion to make work, so I skipped trying to do it. Like a lot of the big guys, he doesn't have a tab but his feet are a pretty good contact point and he should stay put on the base.

Angel only has one piece to attach and it is her hand and weapon. Maybe my eyes are old, but I could not see a definitive point to connect the hand. Sure it seems like the spot is obvious, but there was no definitive hole for the nub to connect to. I am also not happy that the long weapon is connected by such a tiny connection point.

Siren was worse to work with, but not because her pieces weren't all together. She is connected to the base by the tips of her toes and while I was holding her arm to let the glue set I managed to bend her a quite an angle and was afraid she would snap off the tab like Hemlocke did (more on that later). Luckily I was able to straighten her out and glued a small piece of wood to the base and against the bottom of her feet so she is now sturdy. Her arm glued on easily as did her netting/skirt front.

Greyscales was also a bit tricky. He has to be attached to the base in such a way that you can also get his front leg into the anchor spot on the torso while still getting it to look good. I think it might also be possible to attach it in such a way that it would interfere with the harpoon which also is glued on, though it would be difficult. Being the unskilled oaf, I tried gluing the tab into the base with the green stuff filler while gluing the leg on at the same time. I got glue all over my hands but after a bit of fumbling I was able to make it work. If I had shown some patience, gluing him to the base while holding the leg, I bet it would have been easier. His harpoon is connected to both hands and went together quite easily.

Jac went together with little effort. Both arms need to be glued on, but have good contact points.

Overall, the Fishermen weren't as easy to assemble as the Brewer's Guild, but still weren't too difficult. The only real caution is Siren's connection to the base.


Making life difficult

Ahh, the Union. Their sole purpose in the world seems to be to meddle in the affairs of the hard-working guilds who are just trying to make ends meet. At least that was the thought until I started building the figures and decided their real purpose is to increase the suicide rate in miniature builders.

Sure, it all starts off fine with Blackheart, the captain of the team. He has a very dynamic pose, but the figure is well-cut and his sword arm, cape, and head all glue on with no difficulty and he looks smashing. Coin, the mascot is one piece so only a total moron would screw it up. I guess that means I am not a total moron?

Fangtooth is one of the big guys and he is one piece and even has a tab which connects him to the base. So far, so good.

Gutter has one arm to attach, but that arm has a tiny contact point. What prevents her from being a pain to assemble and keep that way when using her is the chain from the weapon also attaches just under the arm and gives a nice two-point connection. She was pretty easy as well.

Rage was cut in an odd way, though I guess I understand the reasoning. His sleeves are rolled up and he is holding a weapon in each hand. The arms were cut at the sleeve and not the shoulders. I think the shoulders would have made better connection points, but these do work. He went together fairly easily as well.

Avarisse & Greede is a strange pair of figures. They count as one in the game. Avarisse is on a big base and he assembles fairly easily. Both arms glue on at the shoulders and are a snap to do. He doesn't have a tab so you have to glue him directly to the base, which is a little bit of a problem since they sculpted the cleats on his feet. So instead of a nice connection point, there are about a dozen tiny points which I suspect won't hold him well. So I laid down some green stuff, pressed his feet into it, and let it set before gluing him to it. The unusual part of him is the big hole in his chest. There are three magnets in the kit and one of them goes in there.

There are two Greede figures, one which fits on a base and one which rides on Avarisse's chest. The one on the base needs to have a tiny arm glued to his tiny body. I am not sure it will stay connected, but it wasn't hard to attach. The rider Greede needs to have both legs attached and one arm. The arm is similar to the one on the other Greede and I feel the same way about it. The legs have much better contact points and should be fine. Then comes gluing in the magnet on the rider. Make sure you have the polarity correct, or you will be out getting some acetone to soak the figure in to dissolve all the super glue. There is one other piece which is the harness that is on Avarisse's chest when Greede is off running around. That also needs the magnet glued into it and also needs to be glued in the right way. I didn't and had to go buy some acetone.

Over all, Avarisse & Greede were pretty easy to assemble. The connection issue with Avarisse's feet was a portent of bigger issues to come and I also know is repeated on at least one figure from the Mortician's Guild.

Hemlocke connects at one toe to the base. I made the mistake of gluing her to the base before gluing on her other leg and arm. I recommend at least gluing her leg on because it connects nicely to her body and the foot connects to her cape and it is easier to position without having the base in the way. I know, I did it both ways. When gluing on her arm, my ham-fisted ways which were again displayed when I tried building Siren of the Fisherman's Guild reared up and bent Hemlocke so bad that she broke right off the tab. I tried to get her to stand on the base using green stuff and glue but nothing worked. I thought about sawing her in half and using the legs of Feiya, the Pathfinder iconic witch figure as someone on the Guild Ball forums did, but once I saw how much additional work would need to be done, I went with convention wisdom and decided to pin her. Since I had the acetone from the magnet fiasco, I dropped her in some to clean off all the glue and green stuff residue. I broke out the tiniest drill bit and was able to insert a pin going up her heel into her ankle and inserted a tiny (0.02") pin. That worked to give her a solid connection to the base. Her arm still has a tiny connection spot and I am worried about it staying connected. I might have tried pinning it, but the tiny bit broke while I was working on her ankle.

Mist is another figure which connects with just a toe. He also has a couple of pieces of his cloak which connect to the front and they go on with no real effort and have great connection points. His foot, however, is a pain. He broke off the tab while I was washing the figure before gluing him (which removes the mold release powder which can make gluing impossible)! I've washed hundreds of figures and never had that happen before. I grabbed the next smallest drill bit I had, maybe 0.03" or 0.035" and tried drilling into his heel but was unable to get a good hole started. Instead, I drilled a hole on the boot overhang so the pin would run parallel down the inside of his ankle. I then built up a little mound on a base with some green stuff, marked where the hole needs to go when it dries and gently pushed the figure into the green stuff so I have a good spot to glue him on later. I want to let the stuff set, so I haven't glued him onto the base yet. I figure I will use some grass or flocking to hide the pin if it is obvious after he is painted.

Snakeskin is another one which connects at one small toe point, but unlike the other she doesn't even have a tab. Luckily, her cape is this and comes close to the ground, so she can be glued with her foot connecting to the base while the hem of the cape also glues to the base. The other thing which I thought about doing was running a pin or two into her cape and connecting them to the base, and if I hadn't had to deal with Mist and Hemlocke, I might have. One of her legs also needs to be glued to the body as do both arms. The connections are pretty good on these. She also has a sword to glue onto her body somewhere, but I didn't see an obvious spot for it so I left it off.

I also have Decimate which showed up after I finished building the rest. She looks easy to build, though one of her epées is really curled up. If I recall correctly, one arm needs to be glued on as well as a cape and she looks like she will go together fairly easily.

The only Union figure I don't own is Minx. She also has one of those one-toe poses and her arms are flailing out and look brittle. I don't know if I will buy her any time soon because I just don't want to deal with worrying about connecting to her base.

Summing it up

The Brewer's Guild is the easiest of the three to build. If you are a novice to building miniatures I would definitely recommend buying them. The Mason's Guild also looks pretty user-friendly when it comes to assembly, though I haven't seen any pictures of the retail version of their captain.

The Fisherman's Guild isn't too difficult, though anyone building them should be way of Siren's feet and Angel's hand plus should be prepared to be patient with Greyscales.

Some of the Union are a breeze to assemble. Blackheart looks awesomely menacing but is still an easy build, but the decision to have so many figures with tiny connection points to bases when the figures are going to be constantly handled and moved is a bit discouraging. I know Mike has had some issues while building his Morticians as well which is one reason we haven't played again, though we hope to play next week since the official play mats will be here!

On the D6 Generation podcast episodethey appeared, the designers did say they learned some lessons from their initial miniature run and let's hope there aren't this many challenges for those looking to buy figures to play with over modelers looking for cool looking figures to paint. Blackheart and the Brewers show that there can be dynamic poses which are easy to assemble and sturdy.

Since the rules for the figures are all available, you can always use proxy figures, like Feiya for Hemlocke, if there is someone you wouldn't want to try building.

The issues were more frustrating for me than challenging. Both Mist and Hemlocke can be built with care and then their feet shored up like I did with Siren or using green stuff to make it look like they are pushing off a rock or a clump of dirt. Knowing what to expect in the future I will be a little more careful with the figures, like I was with Siren, though I am less likely to just buy every team now. This is supposed to be fun for me, not work.
Twitter Facebook
0 Comments
Thu Aug 27, 2015 2:05 am
Post Rolls
  • [+] Dice rolls
Recommend
8 
 Thumb up
 tip
 Hide

Guild Ball Overview

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
The other night, Mike and I played a game of Guild Ball using the Quick Start Rules which can be downloaded from the Guild Ball web site. We had both read the rules on the previous week but were not fluent with them.

We made some mistakes, but both liked the game a few moves in. The game went fast, as you might expect from a shortened, quick start game. Mike ended up winning by knocking out two of the three players on my side and I had scored a goal. We were in a position where I thought wouldn't be able to score and it wasn't likely I would be able to damage him before the head Fisherman would have been eliminated. So we called the game with him winning.

Thinking about it now, I should have kept playing. I would have been able to score if I pulled off a single success to gain a Momentum point, which is needed to shoot, then taken the shot. Oh well. And that's yet another reason why I like the game because there was a to pull that victory out if I had played it just right.

So what about the game?

Pros

The number of rules is relatively few and shouldn't take much effort to get the hang of and play a game correctly.


The playbook system for choosing a result for an attack/tackle attempt is brilliant! When a player attacks another, they count the number of success they have then look at the active character's "playbook" and count a number of columns from the left to right on the playbook. Once they reach the point which equals the number of successes the character has they can choose any result from that point, back to the left and the beginning of the playbook. The choices are usually damaging the opponent, pushing the opponent, dodging away from him, knocking them down, taking the ball away from him, or activating a special play. This means the more successes are rolled, the better the chance of pulling off the desired goal.

The players do not have point costs. Each team is made up of one captain model, one mascot model, and four other players. The players are supposed to be balanced and work within the teams, so any player can be used in any game as long as the team construction rules are followed. The way the results are ordered on the individual character's playbook allows the teams to be thematic and synergize with each other.

The model count needed to play is six. That's it. Adding a seventh figure (a fifth normal player) means the team you field can have five different roster choices. Adding an eighth or ninth figure increases the options to 15 and 35 possible teams to play.

The game is also not campaign-driven like many sports games are. There is nothing wrong with campaigns, but I've always had a hard time keeping them going because real life often interferes with fun times and some players just lose interest faster than the rest. There will be a campaign system in the second release, Season 2, but the players are already different from each other and don't need an experience system to give them a personality. They also don't die from under you. Except for one character in the rulebook fluff, but they are still, and will be officially playable in events.

And you can play for free! Did I mention this already? Maybe? Unlike many, many miniatures games, you can try it before you buy it. Even after buying in, you can print the stats out for certain characters and add them to your existing team to see if you want to buy a particular player.

Some cons...
I'm unsure about being able to measure everything before committing to a move or action. In my experience, this could cause the game to drag when playing with some people. Still, with only six players a side, it shouldn't be too big of an issue.

It's also disappointing that there isn't at least some kind of marker for the goals in the team box. Sure, I have lots of 50 mm bases I can use for them, but not everyone buying into the game will be in that position. Maybe Steamforged Games will make some cut-out stand-ups for goals and place them on their site? I did find a link to a company in the U.K. that has a couple of nice MDF ones which might work, so maybe I will order them?

Buying the game

Okay, you can get the game from Armada Games in Florida. Everything is retail, but they don't charge for shipping it (I don't know their overall shipping policies) and they ship quickly. All three of my orders went out the next day and Mike's order placed in the morning (about 11 a.m. Florida time) went out the same day.

They are also responsive to questions and have been helpful when I was first looking into buying the game and even gave me a head's up when a second order of the Play Cards and Tokens arrived after they were short on the initial order. Awesome service! It's like dealing with my FLGS, the Game Depot in Tempe, AZ but they are on the other side of the country.

So far I have the Brewer's Guild, all the Union players that will play for them, the Union captain and mascot as well as a couple more Union figures I ordered when I ordered the rulebook after Mike and I played.

The Union players were a little harder to build with several having very small contact clue points and Hemlocke having one of those as well as a tiny foot on the base and she is east to bend and might break off at the connection to the base.

I suspect I will end up with several teams. All of them are appealing in one way or another. I am also impatiently waiting to get official pitch when it is released. Yeah, it isn't cheap, but the price seems in line with other war game mats. I've even thought about buying the Butcher's Guild and the Fisherman's Guild starters to get painted up and leave at the Game Depot so they will have the figures to let someone (not me) teach the game to potential players using the Quick Start Rules. Assuming, of course, that they will carry the game when it becomes generally available.
Twitter Facebook
14 Comments
Mon Aug 10, 2015 6:40 am
Post Rolls
  • [+] Dice rolls
Recommend
4 
 Thumb up
 tip
 Hide

Guild Ball!

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
As I mentioned earlier, I picked up a Guild Ball team, the Brewer's Guild. They were very easy to assemble and everything fit exactly as it should. The one issue I thought I would have is with the character Friday who has a handful of knives in her left hand and that tiny piece is supposed to be glued on to her left wrist. Fortunately, the looks like it was meant to lean against her hip and that made for a really stable gluing point and I don't think I will have any problems with her hand in the future. In her right hand, she is holding a throwing knife which is very thin and pliable and that could break off at some point.

Another small issue I had is the tabs which insert into the bases were very thin and I needed to add epoxy putty to the base slots so the figures could easily be positioned as they were meant to be. Neither issue should be a recurring problem because in the current episode current episode of the D6 Generation podcast, designers and grand poobahs behind Guild Ball, Mat Hart and Richard Loxam, said they learned from the issues in their first batch of miniatures and are mindful of those mistakes when designing future figures.

I have sent the figures off to be painted and hope to have them back soon since there are only six characters, a mascot, and a ball and Ken's a pretty quick painter. That's all that's needed for a team, plus another character so a substitution can be made as needed depending on the opponent.

Did someone say free?!?

Hidden in my earlier post is my saying that the game is free to play. You can download the rules, templates that are needed, and paper stand-ups for the figures from the Guild Ball web site. [http://guildball.com/#downloads]

Do it if you're at all interested because it looks like a really solid mix of a miniatures war game and a sports game. Hart and Loxam did everything they could to reduce the amount of math in the game to streamline the play of the game.

More, more, more

It's really hard for me not to buy even more figures because all seven of the normal guilds and the Union all look awesome. I did order the Union figures which will play for the Brewer's Guild as well as the starter so I can play them as their own team. Mike has ordered the Mortician's Guild and did the same for the Union players which will get on the field with his assortment of unsavory characters.

One of the reasons to resist buying more teams is I really need to focus on one team and their tactics. It's something I always struggle with in miniatures games because I often end up wanting to play multiple factions and leaders. I will likely pick up the extra Union players and am looking forward to getting one of the official play mats which should be available in the next month, or so.

As I post this, I am off so Mike and I can play the quick start game to get the hang of the game and I hope we'll play a full game later in the month. I also hope others in the group will think about getting involved in the game.
Twitter Facebook
3 Comments
Fri Aug 7, 2015 2:15 am
Post Rolls
  • [+] Dice rolls
Recommend
28 
 Thumb up
 tip
 Hide

Games Played in July 2015

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
I only got in a single Warmahordes in July. I ended not being able to make a couple of times Shawn and I were supposed to play so it is all my fault I didn't get to play more this month. I ended up buying into another miniatures game, Guild Ball, this month. My team, the Brewer's Guild, should be here on August 1 and Mike and I should get in at least one game in August.

I played 29 games a total of 45 times and three expansions logged 11 plays. Eight whopping games and two of the expansions were new to me in July. I played six of the games and one of the expansions in June.

Those things played in July were:

7 Wonders
Times Played: 2
Last Month Played: 6/2014
My Rating: 8

Two games with Mike and Damian. Damian had never played before and won both games. Mike had built the Broken Token insertwhich made set-up and tear down a lot easier. Really, you can say that about any game with one of their organizers, and I bet I say it again soon.


Bora Bora
Times Played: 1
Last Month Played: New to me
My Rating: 7

Another in the alea line that I can mark off as being played. I liked the game, but it falls into the category of games I will not want to teach.


Cacao
Times Played: 1
Last Month Played: New to me
My Rating: 7

A nice, fiarly light tile-placing game which is more similar to Samurai: The Card Game than it is to Carcassonne.


Caverna: The Cave Farmers
Times Played: 1
Last Month Played: 6/2015
My Rating: 6

Having the insert from The Broken Token really helps set this game up and put it away.

Again I focused on not going adventuring at all, this time Shawn focused heavily on adventuring, and Nico worked on a balanced attack of the game's mechanisms. Once again, I pulled out the win but think either of them could have won the game. Sometimes it just comes down to who selects certain roles at a certain time.


D-Day Dice
Times Played: 2
Last Month Played: 12/2014
My Rating: 6

Two scenarios with four players, which meant they were easy: even after we pulled the Bangalore torpedo from the mix.


Eminent Domain: Microcosm
Times Played: 1
Last Month Played: New to me
My Rating: 4

This might have been fun if the rules actually explained the game, the terms, and, you know, the goals.

A bad purchase on my part and a terrible job of writing the rules.


Exxtra
Times Played: 1
Last Month Played: 4/2014
My Rating: 8

Nico pulled out Excape, which he overpaid to acquire. Here's hoping it gets reprinted sometime soon since we both know people who would like to get their hands on copies.


Guildhall
Times Played: 1
Last Month Played: 3/2014
My Rating: 8

Wow, it has been a long time since this was played. It's still fun and two sets is plenty of card interaction so it doesn't need to be expanded any more.


Hanabi
Times Played: 1
Last Month Played: 4/2015
My Rating: 6

Three players with a score of 19. Not bad, not great.


Hordes
Times Played: 1
Last Month Played: 6/2015
My Rating: 8

I played Trollbloods against Shawn who decided to try Khador.

As always, I documented the battle and it can be found here.


Isle of Trains
Times Played: 2
Last Month Played: 6/2015
My Rating: 8

Two games. Once with two players and once with four.


King's Gate
Times Played: 1
Last Month Played: 4/2013
My Rating: 4

Still not a favorite, but I only have to play it ever couple of years. Both Cacao and Samurai: The Card Game handle the process of playing on a board to surround areas better than this, and nothing is quite as ugly as King's Gate.


Mystery Rummy 4: Al Capone and the Chicago Underworld
Times Played: 1
Last Month Played: 2/2015
My Rating: 8

Mike broke out his new copy which has cards that can be easily shuffled. How sweet it is.


Nations: The Dice Game
Times Played: 1
Last Month Played: 6/2015
My Rating: 6

A "flavor of the quarter" which I am still enjoying playing, though I suspect I will tire of it soon. The question is who will tire of it first (or get distracted by the new shininess)? Me or Nico who brings it and suggests we play it?


Pathfinder Adventure Card Game 2.0: Skull & Shackles
Times Played: 10
Last Month Played: 6/2015
My Rating: 8

Expansions Played: The Price of Infamy for two games and From Hell's Heart for six of them.

Michael and I finished The Price of Infamy in our two-player campaign and then later in the month played the beginning of the last adventure pack. Mike, Jerry, Damian, and I played two scenarios from that last pack, From Hell's Heart, which were supposed to be the first two, but we erred and played the first one and then the third, which we lost and replayed immediately. Whoops...

So the next time we played, we went from scenario 2 to scenario 4, then on to scenario 5 and we ended up finishing the adventure path and are ready to move on to Wrath of the Righteous. We decided we won, since we were set up to kill the boss on the next turn when we ran out of time by the random roll of a die. The last scenario is one which is determined solely by the location of the bad guys in the decks. If you don't have enough explores the you can't win.


Princes of Florence
Times Played: 1
Last Month Played: 10/2013
My Rating: 10

I taught the game to Michael, Alex, Ben, and Shawn. Michael may have played many years ago when Jason S. was still around, and he played like a pro and pulled out the win over Ben. I was embarrassed because I didn't play smart and waited too long to start a work and never got a jester, which I would have needed to wait as long as I did. My final score was respectable because I managed to pull a couple of eight-point prestige cards and meet their requirements.

Here's hoping it doesn't take another two years before I get to play again.


Qwixx
Times Played: 3
Last Month Played: 6/2015
My Rating: 8

Nico picked up the Qwixx Gemixxt sheets and ordered an extra set for me. How cool is that?

I did have the chance to play with the mixed-colors score pad and it was definitely a different challenge, but still close enough to the original game.


Ra: The Dice Game
Times Played: 1
Last Month Played: 5/2015
My Rating: 8

I decided to focus on getting a lot of monuments and it didn't pay off.


Roll for the Galaxy
Times Played: 2
Last Month Played: 6/2015
My Rating: 6

What? Not a two-player game and not with Nico? Say what?

Both games were with Mike and Damian.


Saint Malo
Times Played: 1
Last Month Played: 7/2014
My Rating: 8

This was a brutal game. We ran through all the possible pirate attacks and in the end I lost 20 points and Mike lost 25 from the attacks. In other words, it was fun.


Samurai: The Card Game
Times Played: 1
Last Month Played: 2/2011
My Rating: 7

After playing Cacao I wanted to get this played again since it shares mechanisms with that game but the scoring is completely different, which changes the game completely.


Shadows of Brimstone
Times Played: 2
Last Month Played: 5/2015
My Rating: 9

Mike, Damian, and I played a couple more games with our Rancher, Preacher, and Scout. Mike's Rancher is significantly more powerful than ether Damian's Preacher or my Indian Scout. Maybe we'll catch up in power level as we increase in level? Mike made it to level five between our two scenarios and Damian and I are probably one adventure away from getting there ourselves.


Sheriff of Nottingham
Times Played: 1
Last Month Played: New to me
My Rating: 6

It reminded me of Hart an der Grenze, though I enjoyed this more. I looked and it really is a re-implementation of that game. I wonder if the change is theme is why I enjoyed this game more, or if there was some change in game play? It's been a long time since I played Hart an der Grenze. It wasn't the company, because when we played it way back in 2006 at the Gathering, it was a blast becuase of the bad Spanish accents and acting by the players and soem of the players might have consumed some tequila-like substances.

The one thing the original had over this version is the means of hiding the cards. The tins were much better than the oft hard-to-open bags. Shawn accidentally ripped the snap out of his bag when trying to open it for the first time.


Splendor
Times Played: 1
Last Month Played: 4/2015
My Rating: 8

Two players with Nico. I was surprised to see that I only played it three times this year before this.


Valley of the Kings
Times Played: 1
Last Month Played: New to me
My Rating: 5

I didn't like the pyramid for buying cards and that only cards buried are scored. I'd play again because it's possible my thoughts might change if I played it again, or even a few more times.


Viceroy
Times Played: 1
Last Month Played: New to me
My Rating: 6

I really enjoyed the building of the pyramid with the cards, but the auction phase for selecting the cards feels like it could make the game really frustrating for the players that end up tied a lot when making their selections.


VivaJava: The Coffee Game: The Dice Game
Times Played: 1
Last Month Played: 6/2014
My Rating: 6

Nico brought this along and we played a four-player game.


Voyages of Marco Polo
Times Played: 1
Last Month Played: New to me
My Rating: 7

A game Nico had played previously and he discovered that they were incorrectly placing the houses.

We played it with four players and I put almost my entire focus on acquiring contracts and completing them because my character was the one which received a good every time someone visited the market. I didn't enter a single city that my bonus cards would have scored for, and only moved two spaces on the board the whole time. Some traveller I turned out to be. Still, it proved the explorers might get the glory, but the merchants who stayed safely at home were the winners. You know, like me.


XenoShyft Onslaught
Times Played: 1
Last Month Played: New to me
My Rating: 7

Mike and Damian have been playing this cooperative deck building game two-players and Damian suggested the three of us play it when we didn't have enough time for another Shadows of Brimstone game. It is a pretty good cooperative game which feels nearly impossible to win, while still hinting that the players could have a chance to win. The possibility of a win snatched from the players in the third phase of the game and all hope is wiped from the game.
Twitter Facebook
4 Comments
Sat Aug 1, 2015 4:15 am
Post Rolls
  • [+] Dice rolls
Recommend
4 
 Thumb up
 tip
 Hide

That sound you hear is money fleeing from my bank account...

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
Oh no, not another one!

Yes, another one. shake

Guild Ball is a miniatures sports game that is not played on a board with a grid, it is played on a table like a miniatures game and movement is measured with a ruler. The board/pitch is a 3' x 3' area with a goal set on each side. The pitch can be wide open, or might even have terrain in the middle of it which needs to be played around.

The general idea of the game is that the guilds in this world use the soccer-like game to settle disputes, so teams are comprised of guild members. Currently there are seven guilds: the Alchemist's Guild, the Brewer's Guild, the Butcher's Guild, the Engineer's Guild, the Fisherman's Guild, the Mason's Guild, and the Mortician's Guild. There is also the Union, which are the mercenaries of the game and these players can each play for some (or all) of the teams. The Union players even form a full team themselves from time to time.

Most of the currently-available guilds have enough figures to play the game plus an additional figure so the team can be customized a little (not counting the Union players that will play for the guild). To get the full team with the extra figure from the one site which carries the game in the U.S. at this time is right about $100. (The site is Armada Games in Florida.) So it is not the least-expensive game out there, but all any one player needs is a team and without the extra figure that can be had for around $85.

The rules for the game are free. The stats and stat cards for the players are also available to download, as well as the templates needed to play the game and stand-up figures to use in place of the miniatures. That's right, you can download everything you need to play as long as you are willing to work a little bit of arts and crafts to create the stand-ups.

I haven't fully read the rules yet, but it looks fun. The Kickstarter campaign page has a video play through of the first couple of turns of a demo game with one of the Beasts of War guys as well as a discussion of the game after that.

Mike and I plan on trying out the game soon and are likely to order teams before even playing, because that's the kind of addicts we are. I'll make sure to post my thoughts on the game after we play.

P.S. I had a brief e-mail conversation with Aaron from Armada Games last night (very late for Florida time). He responded shortly after I e-mailed a question and was very helpful answering my questions and talking about the game.
Twitter Facebook
3 Comments
Sat Jul 25, 2015 3:20 am
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

AiO Battle 05: Fell Call of the Wild

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
Another battle using the army boxes.

I played the Trollbloods all-in-one army box force list:

Grissel Bloodsong, Fell Caller (-5 pts.)
• Dire Troll Blitzer (9 pts.)
• Dire Troll Mauler (9 pts.)

Krielstone Bearer & Stone Scribe (Leader and 5 Grunts) (4 pts.)
Trollkin Champions (Leader and 4 Grunts) (10 pts.)
Trollkin Warders (Leader and 4 Grunts) (8 pts.)

Shawn played the Khador all-in-one army box force list:

Forward Kommander Sorscha Kratikoff (-6 pts.)
• Demolisher (9 pts.)
• Spriggan (10 pts.)
• War Dog (1 pt.)

Widowmakers (4 pts.)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts.)
• Winter Guard Infantry Rocketeer (x3) (3 pts.)
• Winter Guard Officer & Standard (2 pts.)
Lady Aiyanna & Master Holt (4 pts.)

Kovnik Jozef Grigorovich (2 pts.)

Shawn wanted to play and I suggested the Khador army as being pretty straight forward, so he ran with them. I suggested some changes in his set-up and he ended up having almost everyone in the center, with the Widowmakers on one flank in a forest with Aiyanna and Holt by them with the intent to run up the flank. I was also bunched in the middle, though Trollkin take up more space than men.

Shawn ran the Demolisher up and tried to wipe out the Champions which were advancing up the middle. The nice thing about Trollkin is you can do 20 points of damage past his armor and he might still survive. Mine did, even after being wounded some by the Winter Guard and Widowmakers. He then found out how nasty Champions can be with Grissel's feat which gives the models extra attack dice, especially when the target is down a lot of armor. Scratch one Demolisher.


The Spriggan was in battle with the Warders and fared a little better, still having the lance arm left.

Over by the Demolisher, the Winter Guard also suffered at the hands of the resilient Champions and the Widowmakers were eliminated. The Blitzer managed to take out Holt and get in a pot shot on Sorscha, doing a fair amount of damage. It was looking hopeless, so Shawn charged Grissel with Sorscha, using up precious focus to maneuver so she could make the charge. In the end, she didn't have enough focus and Grissel had more than enough fury to prevent damage. Sure, the Blitzer had to die, but it was worth it as I finally scored a win with Grissel.

Sure, it was against someone who never played, but it was a win.

I am still not a huge fan of the Krielstone Bearers, but my biggest issues when playing these guys is making sure the beasts are free to roam. Having a bunch of 40 mm-based troops takes up a lot of space on the table and I never position my forces to give the beasts the room to wreak havoc on the enemy.

I will play a different army next time. Since I was teaching, I really wanted to play something I was familiar with. I would have played Cygnar, but I wanted to play the alternate list with pHaley and Thorn which needs the Aiyanna and Holt from the Khador list, so that was out. I believe I will either play Skorne or Cryx the next time.
Twitter Facebook
0 Comments
Wed Jul 8, 2015 2:30 am
Post Rolls
  • [+] Dice rolls
Recommend
22 
 Thumb up
 tip
 Hide

Games Played in June 2015

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
I did get to play a few games of Warmahordes in June, though not as many as I hoped to get played because real life sprang up and interfered with fun and games. But that is the way it should be, even though we might not want it to be.

It was also nice to get some of the games from the last decade on the table and played and I hope to do more of that in the coming months.

I played 22 games (counting Warmachine and Hordes as the same game, logged separately) a total of 49 times and five expansions logged 13 plays. Three of the games were new to me. I played nine of the games and two of the expansions in May.

Those things played in June were:


Caverna: The Cave Farmers
Times Played: 1
Last Month Played: 1/2014
My Rating: 6

Beware! Weaponized dwarves live in this game!

This was painfully slow getting started because no one had referred to the rules to refresh our memories before we jumped into to playing with the copy Nico bought while we were at the store. He and I had played before, me just once about the time it was released, and I think it had been a while since he had played. Michael hadn't played before, but is quite familiar with Agricola.

Still, we managed to muddle through the game and everyone seemed to enjoy it. Michael focused on exploring with his guys, I focused on farming and family growth, and Nico played with a mix of the two strategies.

I did enjoy playing it again and Nico will likely bring it the next time he shows up to play on a Saturday so we can play it again and, hopefully, commit some of the differences between this and the parent game to memory. He also is thinking about ordering an insert/organizer from The Broken Token because this is one game that really needs organization.


Dead Men Tell No Tales
Times Played: 1
Last Month Played: New to me
My Rating: 6

An average cooperative game with really dark art and a pirate theme. I thought it was okay and would play again, but it would not be the first choice when I wanted to play a cooperative game.


Deus
Times Played: 1
Last Month Played: 5/2015
My Rating: 8

Nico brought this along and we played a four-player game with Arjun and Narani, who hadn't played before. Nico played first, placed his army and moved it into the board two spaces, then I played on the opposite side of the board. Narani played right by Nico's entry space, then Arjun played such that his army was between their pieces and stole VPs from each of them.

This meant that I had the inside position on the win after everyone took their first turn. I did end up winning, but the game was closer than I thought it would be with Nico and Arjun being within a few points of me. Narani was blocked off from placing early on and was unable to draw cards of the type she was looking for. I suspect that if the four of us play again the results would be quite different.


Diamant
Times Played: 2
Last Month Played: 5/2015
My Rating: 9

Snakes and death everywhere.


Dominion
Times Played: 6
Last Month Played: 7/2013
My Rating: 9

Expansions Played:: Prosperity and Cornucopia, each for three games.

I brought this along one Saturday and Nico and I whipped through a few games mixing Prosperity with the base set. Three games and not once did the Market show up! It's always fun to play and I still remember the cards from the original set, but need to carefully read the ones from other sets because I don't remember them quite as well as the originals.

A few weeks later I had it with me, this time with Cornucopia. Michael was there and suggested it, so he, Nico, and I whipped through three more games with them mixed in. My tastes have changed a little over the last couple of years, and maybe it is because I am not playing Dominion as much as before, but now I do enjoy the cards from Cornucopia and think I might mix them in using Prosperity as the base set some time. I have also bumped my rating up from a 5 to an 8.


Dungeon Dice
Times Played: 1
Last Month Played: 5/2014
My Rating: 7

Nico and I struggled through a game of this, coming in cold after not playing in a long, long time. He had a hard time finding things in the rules and I couldn't roll worth a darn, either as the monster or myself and he easily won.


Flash Point: Fire Rescue
Times Played: 1
Last Month Played: 4/2015
My Rating: 9

A three-story rescue that we won.

Obviously, Dave wasn't playing because we would have lost if he was.


Fresco
Times Played: 1
Last Month Played: 3/2012
My Rating: 8

The worst part about pulling this out to play is removing all the expansion bits from the mix before setting up the game with what came in the box (including the three "expansion" modules) so we can play with just that. I'd like to play with the expansions, but the game doesn't come out enough and I always end up having to teach someone how to play, or it is a complete refresher game for at least one of the players. It doesn't seem right to add in the expansions to this.


Geschenkt
Times Played: 3
Last Month Played: 5/2015
My Rating: 9

Even after more than 10 years this is still a simple and elegant design which is an addictive blast to play!


Great Heartland Hauling Co.
Times Played: 1
Last Month Played: 11/2013
My Rating: 6

With Isle of Trains being popular, Mike pulled out this older game from Dice Hate Me. I still find it to be okay and will play it, but it is not something I would ask to play all that often.


Heckmeck am Bratwurmeck
Times Played: 1
Last Month Played: 2/2015
My Rating: 8

I pulled out the mini version of the game when Dave, Patty, and I went to dinner and we played most of a game which Dave was winning when the food arrived.


Hordes
Times Played: 1
Last Month Played: 3/2013
My Rating: 8

I played this late in month against Nick. I played the Trollbloods all-in-one (which is why I logged it as Hordes) and he played the Cygnar all-in-one. You'd think after I have spent so much time looking over the nine army lists released so far and coming up with my strategy hints that I would remember simple things, like transferring damage from my warlock to a warbeast. I didn't. Nick beat me and I went into a little detail in this linked battle summary.


Isle of Trains
Times Played: 3
Last Month Played: 5/2015
My Rating: 8

This will definitely be seeing play for a while. Clever, compact, and it scratches the San Juan itch. Who knew something so clever could come out of Tucson?


Keltis: Das Würfelspiel
Times Played: 1
Last Month Played: 5/2015
My Rating: 7

Mike, one of his daughters, and I played a game and I managed to win even with the luck of the child working against my superior strategy and die-rolling skills. shake


Machi Koro
Times Played: 1
Last Month Played: 4/2015
My Rating: 8

Expansion Played: Machi Koro: Harbor Expansion.

Just once with The Harbor. Alex tried going without rolling two dice and buying cards which pay off on a 1 to 6. He did well, but my 'skill' still won the day. I guess living in Okinawa as a kid really does help me with this!?!? :shake


Nations: The Dice Game
Times Played: 3
Last Month Played: New to me
My Rating: 6

Better than I thought it would be, though I didn't enjoy it as much as Mike and Nico. I suspect that having turn order is quite powerful and think I planned to play to go first as much as I could the second time I played it.

In that second game, Arjun decided to go book-heavy early on and ended up winning because no one challenged him on the book track.

The third time I went blue-die (book) heavy and made sure to grab as many dice as possible. Early on it looked to me as if I was behind, because I wasn't the only one really looking at books and I didn't get out to the front until round three. I did manage a win, though. The moral seems to be to make sure you don't ignore the books and let one person run away with them. If you are in the race for them, you should be able to be in contention for the win.

I noticed how lopsided the dice were. If I was thinking about buying it, I wouldn't because the dice are not at all square and I wonder if it would be possible to get some really malformed dice. I don't know how an experienced company comes out with such low-grade components?


Pathfinder Adventure Card Game 2.0: Skull & Shackles
Times Played: 6
Last Month Played: 5/2015
My Rating: 8

Expansions Played: Island of Empty Eyes for one game and The Price of Infamy for five games.

Six scenarios down in the campaign at Mike's with Damiel, Jirelle, Seltyiel, and Oloch and five more to go. Then we can sink out ships, drop out microphones, and walk off stage to start the next adventure.


Pathfinder Adventure Card Game 3.0: Wrath of the Righteous
Times Played: 3
Last Month Played: New to me
My Rating: 8

The first time playing was with four players. None of us were strong healers and we lacked the cards to be able to cycle through the decks so we lost the first time playing the first scenario. I was playing Imrijka the Inquisitor and turned in the recommended starting spell for Cure after the loss. We did manage to win the second time we tried the scenario, but it was more because the Henchmen showed up earlier in the decks than our play. Still, it is always tough starting out a new adventure path and this one is supposed to be harder, so let's see how it goes as we advance.

The second time was so I could get the promo character at free RPG day, and a whole lot of thanks goes out to Alex and Nick for indulging me and playing.


Qwixx
Times Played: 2
Last Month Played: 5/2015
My Rating: 8

It's currently the filler I recommend when we're undecided on what to play or looking to play something short while waiting on others.


Roll for the Galaxy
Times Played: 6
Last Month Played: 4/2015
My Rating: 6

Nico and I played six games during the month.

I am interested in seeing how they will expand this and hope the announced expansion makes it out before 2020.


Saint Petersburg
Times Played: 1
Last Month Played: 9/2013
My Rating: 8

We played this and Jayson was even along for the ride. I was able to corner the market on the nobles and come away with a victory. Everyone I know, including me, who owns it has the original version which is enough for me.


Taluva
Times Played: 2
Last Month Played: 5/2015
My Rating: 8

Two two-player games with Nico who picked up a copy of the original version as we played last month.


Warmachine
Times Played: 1
Last Month Played: 5/2015
My Rating: 8

Nico and I played a game which was his first in a year. He also had never played anything more than a 15-point game so it ended up being a refresher and major learning game. He played the Cryx and I played the Khador all-in-one boxes. I summarized the game here.
Twitter Facebook
4 Comments
Fri Jul 3, 2015 2:50 am
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
0.05
 tip
 Hide

AiO Battle 04: Insurrection

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
This time I was playing Nick during what I hoped would be a day where several of us played multiple games, but it just ended up being Nick and I playing a game because real life and Father's Day weekend interfered.

I played the Trollbloods all-in-one army box force list:

Grissel Bloodsong, Fell Caller (-5 pts.)
• Dire Troll Blitzer (9 pts.)
• Dire Troll Mauler (9 pts.)

Krielstone Bearer & Stone Scribe (Leader and 5 Grunts) (4 pts.)
Trollkin Champions (Leader and 4 Grunts) (10 pts.)
Trollkin Warders (Leader and 4 Grunts) (8 pts.)

The Retribution of Scyrah had just released and I hadn't quite finished building it, so Nick wanted to try out the Cygnar all-in-one army box force list:

Major Markus "Siege" Brisbane (-5 pts.)
• Avenger (9 pts.)
• Defender (9 pts.)
• Squire Solo (2 pts.)

Arcane Tempest Gun Mage Unit (6) (6 pts.)
• Arcane Tempest Gun Mage Officer (2 pts.)
Stormguard Unit (10) (9 pts.)

Journeyman Warcaster (3 pts.)

So Grissel was leading a force trying to force out some Cygnar forces that were encroaching on the territories that a Kriel claimed as their own.

When we set up, our deployment areas were a little small because the table we were playing on was not quite four feet by four feet. This is a pain when all the troop figures in a faction have 40 mm bases! I definitely felt crowded and suspect Nick might have as well.

He deployed his Stormguard in the center, the Arcane Tempest Gun Mages to my right, and the battlegroup to my left. Across from his battlegroup I deployed the Champions, then the Krielstone Bearer squished behind them and to the right. I deployed Grissel there with the Warders in the center and the two beasties to the left.

The entire battle amounted to a standoff in the center between the Stormguard and the Warders which did an admirable job standing their ground until Siege popped his feat and all hell broke loose. He dropped a ground pounder on Grissel and almost killed her in one shot. That turn Nick eliminated all but one of the Warders, three of the five Champions, and damaged the big beasties as well. The next turn he finished off Grissel with a shot.

I was definitely not used to playing a Hordes faction. I forgot that I could transfer damage from Grissel to a beast for a focus point and that would have let her ignore the big hit from Siege's attack on his feat turn. Another mistake I made was not keeping the Champions in base to base contact which gives them +2 armor which might have saved a model or two.

The Krielstone Bearer still doesn't seem worth the four points to give one unit +2 armor for a turn, and Grissel is just not my kind of warlock. I also did a poor job of positioning my beasts because they never really got into the fight nor made much of a contribution. Not having a way to ignore the terrain was also a hindrance. An Axer with their animus sure would have helped.

I'm looking forward to playing the Trolls again and trying out some of the other Hordes factions, specially the beast-heavy Legion of Everblight list. Alex was watching and stated a desire to play his Everblight again. It might be a while before we have another Warmahordes-friendly Saturday where a group can play, but I hope to play a few games here and there before we try another one.
Twitter Facebook
0 Comments
Tue Jun 23, 2015 2:25 am
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

Upgrading the 35-point all-in-one army lists to 50 points

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
Here are the 50-point lists for the four base factions from both Warmachine and Hordes. I had done a detailed post on Khador for their 50-point list and their alternate 35-point lists and that was way too much work! So I'm posting the lists and commenting on them.

The ones which are red are the units that were added to the all-in-one box to bring it up to 50 points.

Warmachine factions

Cygnar

Major Markus 'Siege' Brisbane (-5 pts.)
• Avenger (9 pts.)
• Defender (9 pts.)
• Squire (2 pts.)
Alexia Ciannor & the Risen (Leader and 9 Grunts) (5 pts.)

Arcane Tempest Gun Mages (Leader and 5 Grunts) (6 pts.)
• Arcane Tempest Gun Mage Officer (2 pts.)
Black 13th Gun Mage Strike Team (4 pts.)
Rangers (5 pts.)
Stormguard (Leader and 9 Grunts) (9 pts.)

Journeyman Warcaster (3 pts.)
Reinholdt, Gobber Speculator (1 pt.)

This is an expensive list to get to 50 points: Alexia Ciannor ($64.99 retail), Black 13th ($16.99 retail), Rangers ($30.99 retail), and Reinholdt ($5.99 retail).

The Black 13th is another effective ranged attack unit, the Rangers would help the ranged attacking units, Alexia can be a machine that cuts through units like a hot knife through butter, and Reinholdt can give Siege an extra shot with his cannon. I still can't see buying all of this to boost the list to 50 points. I can see getting Alexia at some point because I didn't realize how good the unit could be for only five points.


Cryx

Wraith Witch Deneghra (-6 pts.)
• Leviathan Helljack (9 pts.)
• Nightmare Helljack (10 pts.)
• Nightwretch Bonejack (4 pts.)
• Nightwretch Bonejack (4 pts.)
• Skarlock Thrall (2 pts.)

Bane Riders (Leader and 4 Grunts) (11 pts.)
Bane Thralls (Leader and 9 Grunts) (8 pts.)
• Bane Thrall Officer & Standard (3 pts.)

Pistol Wraith (3 pts.)
Warwitch Siren Solo (2 pts.)

All that is added is the warjack and a couple of solos. Nightmare gains Stealth while in Deneghra's control area, so it's a good match. The Pistol Wraith is a solo-hunting machine, and the Skarlock Thrall is attached to Deneghra and can cast one of her spells each turn.

This is a list that I could easily see upgrading to the 50 points if we end up playing at that point level.


Khador

Forward Kommander Sorscha (-6 pts.)
• Demolisher (9 pts.)
• Spriggan (10 pts.)
• War dog (1 pt.)

Kayazy Assassins (Leader and 9 Grunts) (8 pts.)
Kayazy Assassin Underboss (2 pts.)
Lady Aiyana & Master Holt (4 pts.)
Widowmakers (Leader and 3 Grunts) (4 pts.)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts.)
• Winter Guard Infantry Officer & Standard (2 pts.)
• 3 Winter Guard Infantry Rocketeers (3 pts.)

Kovnik Jozef Grigorovich (2 pts.)
Widowmaker Marksman (2 pts.)
Yuri the Axe (3 pts.)

I talked about this list in a long posting on expanding the Khador box. I already own the Widowmaker Marksman and Yuri and had planned on getting the Kayazy Assassins at some point, so I'll likely be upgrading this when I am done getting the army boxes and having them painted. As a 50-point list, I like what all three of the additions do for the list.


Menoth

Grand Scrutator Severius (-6 pts.)
• Redeemer (6 pts.)
• Reckoner (8 pts.)
• Vanquisher (8 pts.)
• Hierophant (2 pts.)

Choir of Menoth (Leader and 5 Grunts) (3 pts.)
Exemplar Errants (Leader and 9 Grunts) (8 pts.)
• Exemplar Errant Officer & Standard Bearer (2 pts.)
Holy Zealots (Leader and 9 Grunts) (6 pts.)
• Holy Zealot Monolith Bearer (2 pts.)

Exemplar Errant Seneschal (2 pts.)
Initiate Tristan Durant (3 pts.)
Rhupert Carvolo, Piper of Ord (2 pts.)
The Covenant of Menoth (2 pts.)
Vassal of Menoth (2 pts.)

The Exemplar Errant Officer & Standard Bearer is a nice addition though I suspect it means the wrath of God will rain down on the unit from the word go. I guess that could be a good thing since it means other things won’t be targeted.

The Holy Zealots and their Monolith Bearer make a nice, inexpensive unit of rabble that also sets things on fire and have the ability to get tougher when one of them is killed. They seem like a nice addition to the list as a tarpit to slow the progress of the enemy.

The Covenant of Menoth is a solo and it gives crazy protection to the friendly figures in its command range or stops enemies in the range from casting spells. All-in-all, it's an awesome addition to the list. I see more and more why Menoth is all about the buffs.

Initiate Tristan Durant is a journeyman warcaster and really should be assigned a warjack. Unlike the Cygnaran basic journeyman, Durant’s spells work on a model in his battlegroup alone, so I would want to assign one to him. I just don’t know which one it would be.

If I had bought this box, I could see myself looking into adding the additional models to bump the list to 50 points. The only additional model not used in the alternate 35-point lists is Durant and those add a warcaster, a warjack, and a mercenary (and I have both mercenaries already). See, I should have bought this one as well!


Hordes factions

Circle Orboros

Kromac the Ravenous (-4 pts.)
• Warpwolf Stalker (10 pts.)
• Ghetorix (11 pts.)
• Gnarlhorn Satyr (8 pts.)
• Gorax (4 pts.)

Tharn Blood Pack (10 pts.)
Shifting Stones Unit (Leader and 2 Grunts) (2 pts.)
• Stone Keeper (1 pt.)

Gallows Grove (1 pt.)
Gallows Grove (1 pt.)
Blackclad Wayfarer (2 pts.)
Lord of the Feast (4 pts.)

Ghetorix is a another Warpwolf which is better melee attacker than the Stalker and it can be bonded to Kromac. The Gallows Groves are terrific solos that Kromac can use to channel spells and prevents enemies from healing and making Tough rolls. The Blackclad Wayfarer can help fury management by allowing friendly models charge or make slams without being forced. The Wayfarer is also has a magic spray attack.

This would be a pretty easy to expand and everything additional works with what is already there.


Legion of Everblight

Saeryn, Omen of Everblight (-5 pts.)
• Nephilim Bloodseer (5 pts.)
• Angelius (9 pts.)
• Neraph (7 pts.)
• Scythean (9 pts.)
• Zuriel (10 pts.)

Blighted Nyss Striders (Leader and 5 Grunts) (6 pts.)
Spawning Vessel (Leader and 5 Grunts) (3 pts.)

Blighted Nyss Shepherd (1 pt.)
Blighted Nyss Shepherd (1 pt.)
Strider Deathstalker (2 pts.)
Strider Deathstalker (2 pts.)

At first glance this looks like a relatively inexpensive list to bring to 50 points, until you consider that you'll have to purchase some lesser warbeasts to add during the game as the Spawning Vessel creates them. So this is a pass unless I come into a bunch of mini-beasts. Zuriel looks like an awesome addition and a second Deathstalker can’t be a bad addition, so it’s possible I could change my mind.


Skorne

Supreme Archdomina Makeda (-5 pts.)
• Basilisk Krea (4 pts.)
• Molik Karn (11 pts.)
• Titan Gladiator (8 pts.)
• Aptimus Marketh (3 pts.)

Cataphract Incindiarii (Leader and 5 Grunts) (9 pts.)
Paingiver Beast Handlers (Leader and 5 Grunts) (3 pts.)
Praetorian Keltarii (Leader and 9 Grunts) (8 pts.)
Praetorian Swordsmen (Leader and 9 Grunts) (6 pts.)

Tyrant Commander & Standard Bearer (3 pts.)

Like the Trollbloods, they had only two large beasts in the initial box, but at least they got another warbeast in the Basilisk Krea. The Krea get plus points for having Eyeless Sight and causing Paralysis, but negative points because its animus targets itself and its Flank bonus doesn’t work in this list. Still, it seems like a decent enough beast. The Tyrant Commander & Standard Bearer is like having an über-powered Kovnik Joe because the Commander’s orders work on all friendly faction units or models.

The Keltarii are decent-enough models, but I still have nightmares from trying to assemble the Stormguard and these guys look like they might be just as cantankerous to assemble. I really don’t want to put the Keltarii together, so I’m likely to pass on expanding this box, though if they are a lot of fun to play I might change my mind.


Trollblood

Grissel Bloodsong, Fell Caller (-5 pts.)
• Dire Troll Blitzer (9 pts.)
• Dire Troll Mauler (9 pts.)

Kriel Warriors (6 pts.)
• Kriel Warrior Caber Thrower (Leader and 2 Grunts) (3 pts.)
• Kriel Warrior Standard Bearer & Piper (2 pts.)
Krielstone Bearer & Stone Scribe (Leader and 5 Grunts) (4 pts.)
• Stone Scribe Elder (1 pt.)
Trollkin Champions (Leader and 4 Grunts) (10 pts.)
Trollkin Warders (Leader and 4 Grunts) (8 pts.)

Fell Caller Hero (3 pts.)

I didn't like the Kriel Warriors when I used them in the past and mine are for sale. I would rather have seen the Fennblades plus UA and a Trollkin Sorcerer in place of the Kriel Warriors. The Fennblades have one less armor, but one more point of MAT and speed as well as having reach, doing two more damage when they hit and Vengeance, which lets them advance up to 3" and make a normal attack during the maintenance phase if they any member of the unit was destroyed or removed from play in the opponent's turn. Plus you would get the Sorcerer added, which is a handy little solo. The other loss is two less bodies, but I like the ability advantage over the numbers advantage.

The Stone Scribe Elder is a good single-point addition to the Krielstone Bearer unit and I was surprised that the Fell Caller wasn't used in the initial list because the bonuses and abilities it gives to the others is awesome.

In fewer words, I won’t be making this 50-point list or one of the alternate 35-point lists, which uses them. I might build the other list at some point, if I decide I would like to play with Grim Angus as the warlock.
Twitter Facebook
0 Comments
Wed Jun 17, 2015 7:55 am
Post Rolls
  • [+] Dice rolls
Recommend
1 
 Thumb up
 tip
 Hide

AiO Battle 03: Cold Death

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
mbmbmbmbmb
Nico and I got together to play a game. He has been a Cryx player every time he has played, so it was obvious who he would play.

I played Khador all-in-one army box force list:

Forward Kommander Sorscha Kratikoff (-6 pts.)
• Demolisher (9 pts.)
• Spriggan (10 pts.)
• War Dog (1 pt.)

Widowmakers (4 pts.)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts.)
• Winter Guard Infantry Rocketeer (x3) (3 pts.)
• Winter Guard Officer & Standard (2 pts.)
Lady Aiyanna & Master Holt (4 pts.)

Kovnik Jozef Grigorovich (2 pts.)

Nico played the Cryx all-in-one army box force list:

Wraith Witch Deneghra (-6 pts.)
• Leviathan Helljack (9 pts.)
• Nightwretch Bonejack (4 pts.)
• Nightwretch Bonejack (4 pts.)

Bane Riders (Leader and 4 Grunts) (11 pts.)
Bane Thralls (Leader and 9 Grunts) (8 pts.)
• Bane Thrall Officer & Standard (3 pts.)

Warwitch Siren (2 pts.)


I set up the board with a terrain feature in quadrant of the board, with one of them on the Cryx side being shallow water. The others were all forests. I didn’t put anything in the center of the board and that really had an effect on the game.

First, I had the extreme advantage in shooting and it made Nico and I both hesitant to try advancing through the middles of the field, but the terrain in the middle-area of each of the quadrants really forced us to congregate in the middle of the table.

I tried charging the Leviathan with the Spriggan while managing to scatter some AOEs from the Demolisher into the Bane Thralls. The Demolisher did his job, but the Spriggan ended up a bit short. The Leviathan and Deneghra managed to severely damage the Spriggan while the Bane Riders came to realize why the Demolisher is such a tank. Denegrha popped her feat, which left the Khadorans stationary.

The remaining Bane Thralls took out Master Holt while Lady Aiyanna was harder to hit. The Riders were unable to hurt the Demolisher too badly, thanks to poor rolls, and the Spriggan was finished off while Deneghra moved back to get out of the line of sight of the mostly-intact Winter Guard.

The Winter Guard then moved in, did some damage to the Leviathan while another group targeted one of the two remaining Bane Riders, boldly shooting into melee because they knew that they couldn’t harm the Demolisher, took out one of the Riders. Snezhok (a.k.a., Snowball), the War Dog, lined up and charged the other remaining Bane Rider and finished it off before bringing back a nice, large bone for Sorscha to throw for him during play time. She then moved up to make sure Deneghra was in the range of her feat, which she activated then cast Boundless Charge on the Demolisher, which then activated and charged, turning Deneghra into a pile of bone dust and goo in one hit.

We plan on playing again soon, with Nico keeping the Cryx, which is fine with me, and my playing one of the other all-in-one lists.

He needs to rely more on the Bane Thralls being hard to damage with ranged attacks and use them as a screen as they move to engage the enemy in melee combat. I think he should also have used the Bane Riders to charge into and try to eliminate the Winter Guard.
Twitter Facebook
0 Comments
Thu Jun 11, 2015 4:30 am
Post Rolls
  • [+] Dice rolls

1 , 2 , 3 , 4 , 5  Next »  [23]

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.