Friday, September 23, 2016

Deathwatch Review Part 1 of 4: HQ and Elites + Intro



Xeno Hunters.  There are very few things in the 40k universe more “40k” than that designation.  And now, I can field an entire army of them?  Fantastic.
When the new Deathwatch Overkill box came out, I read the rules for using the models for 40k and gave a big “eh”; I didn’t typically play Imperial Armies, and I wasn’t a huge fan of the way that the squads were layed out.  I was most disappointed in the lack of Battle Brother Allies for Nids from the other half of the box, but the Deathwatch half didn’t really register on my radar.
Until they announced that it would be its own codex several months later.  So cool!
So, I got my codex a little bit later than I was hoping to due to some shipping issues (no biggie, it’s in my hot little hands now), and I’ve got to say that the quality is very high.  I’m not sure they re-used any of the awesome art from the Deathwatch RPG, but since they’ve never had a codex before, I believe most of the art is original (and decent, at least).  It seems like they’ve tried to use the squads from Death Masque as much as possible.
The rules are interesting; the formations really add something new to the game.  In the Deathwatch formations, instead of just taking a combination of different units and a set bonus, they instead combine the units to a maximum size of 10 models; then give them a benefit.  It’s sort of neat to have a unit that’s a combination of Veterans, Terminators and Vanguard all in one squad.  The benefits are pretty substantial (re-rolling to wound or armor pen against a particular force org slot), but I’m not sure they overshadow the basic kill team formation, the Aquila Kill Team, which gets to re-roll to wound and armor penetration rolls of one against everything. 
The special rule the army has is called Mission Tactics – this rule lets you gain a bonus against a certain battlefield role type when you enact it at the start of the game.  It lets you re-roll 1’s to hit against said unit type (or a squad containing at least one model from that particular battlefield role).  There are numerous ways to be able to switch is as the game continues.
So, with that in mind, I’d like to briefly go over all the various army selections.

HQ:

Watch Captain:   

The Watch Captain is just a basic marine captain that costs 5 more points, but has special ammunition (the same as Sternguard, and this is a recurring theme in the army for characters).  He is a little more limited in the wargear he can take, so no bikes for our lovely captain, or any of the special Deathwatch swords/hammers.  I really feel like this is a missed opportunity for GW.

Watch Master: 

The Chapter Master analogue.  Comes stock with artificer armor, which is a nice touch.  Also comes with a great weapon, the Guardian Spear, which is basically the same weapon that the Adeptus Custodes get to use.  It’s a +1 Str AP2 at I weapon, so pretty good; plus it has an inbuilt bolter with specialist ammo.  He also lets you switch Mission Tactics an additional time.  He’s good, but I don’t really see taking him a lot compared to some of the other characters.

Chaplain:   

A normal, codex standard Chaplain with less options (no bike or JP) and costs 5 more points (for specialist ammo).  Not a bad deal, and can really augment some of the super bad ass Deathwatch CC squads.

Librarian:   

Again, 5 more points..blah blah blah.  However, an awesome character for Deathwatch.  Since most of the formations, including the humble Aquila Kill-team, can take a Librarian as an add-on, you can score just a ton of these dudes in your army.  Luckily, they have access to all the new Marine powers as well, so you can really customize your psychic phase with these bros.

Watch Captain Artemis:  

 I really feel like the special character Captain from Death Masque needs his own mention.  He’s 145 pts, so 50 extra points over a standard Watch Captain.  You get a power sword, unlimited use poison 2+ template, a great set warlord trait (change Mission Tactics once), and FnP 6+.  In addition, he has a Statis Bomb that lets you make a D-strength close combat attack that hits himself if it misses – which is pretty rad.  He’s a great character, well worth the extra points you pay for him.  I’d take him over a standard Watch Captain any day of the week (which you need one of in order to field the Watch Company, which we’ll talk about later).

Elites:

Terminators: 

Deathwatch Terminators are pretty boss, as terminators go.  You can take them in squads of 1+ (another theme for picking units), and they’re Fearless standard.  Also, they have the option for every single terminator to take a heavy or special weapon – I’d love to see a squad of all Assault Cannons tearing up the field.  The can also mix and match their squads – like Deathwing, so some Assault Terminators and some shooty ones.  Finally, they have the option to take a new close combat weapon – a powerfist with a built-in meltagun.  A super solid option for a squad that is going to deepstrike often!  I think they really shine in the combined units with the different kill-team formations, as they grant the squad fearless plus give some nice CC attacks.

Dreadnoughts: 

Standard Dreadnought fare.  If you bring them in the Decurion formation, they can DS without a drop pod, which is nice.

Venerable Dreadnoughts:  

Again, same stuff.

Vanguard Veterans:   

Vanguard Vets are a little more playable in Deathwatch.  With combined squads, they give you the option to add some really cheap specialist close combat weapons to your units.  They have Jump Packs stock, and come with special ammo for their bolt pistols.  Definitely a great choice, either as part of a kill team or on their own.

Friday, August 26, 2016

So, have you thought about Malifaux?

Malifaux, why not?

I'd just like to start this post off right - Malifaux by Wyrd Miniatures is hands down the best skirmish game available on the market.  If you haven't given it a go yet, I can't recommend it highly enough.  You might be asking yourself, "But Danny, you're a great war gamer, tell me what makes this game so amazeballs?"

That's an excellent questions, and one that I'd be happy to explain to you.

1.  Malifaux doesn't use -any- dice.

Fate Deck Sample
While most modern war games use dice to determine the random results of their models actions, Malifaux uses what it calls the "Fate Deck".  The Fate Deck that Wyrd Miniatures sells uses their own symbols and numbers that translate into a normal deck of playing cards.  Models get into duels against each other, or a set number.  When the duel is opposed, both players flip cards and add pertinent stat to the duel total to determine the winner.

Now, just flipping cards against each other might sound like you're just playing War or Slap Jack, but that's where Cheating Fate comes in. Each player has a hand of 6 or more cards, which they can substitute in rather than the card they flipped on the duel.  This allows you to potentially trump your opponent...unless they too Cheat Fate!

Not only does the duel total matter - it matters what Suites you get in your duel as well!  Some models have defensive triggers that happen when they are targeted by actions and fail, or, more often, models have triggers that go off on their offensive actions that give additional effects to their attacks or actions!  As you can see, there's quite a bit of strategy in just planning on how and when to cheat.

2.  Malifaux has great rules balance.



I have yet to read the stat card for models that I've found to be criminally under powered.  It seems to be there's always a good reason to take any model, as long as it fits in your faction or in the strategy/scheme pool that you're playing (more on this later).  The interactions are very well defined (though sometimes complicated), and most abilities are clearly explained in the main rule book.  If it's not in the main rule book, then it is always explained well on the cards for the model!

In addition, the factions are fairly mutable - many Masters (a leader like a Warcaster in WM/H) can be played for multiple factions, and some Masters can take models that have certain keywords from -any- faction.  So you can get a lot of bang for your buck and play one type of list in many different styles.

Malifaux uses an I-go/You-go system, so it feels very interactive.  I haven't played a game yet where i felt like my opponent was just doing things to me and I couldn't mitigate them by either Cheating Fate or using my model's abilities.

Also, for the more tournament-minded player, they have a great set of missions that only apply to tournaments (though we use them for fun games pretty much exclusively).  They also put out FAQ's and Erratas if they're in need - I believe they've only put out 6 or 7 since the 2nd edition game released 4 years ago.

3.  Malifaux has the best mission system I've ever played.

Some tidbits from the Schemes and Strategies deck


This is probably the best thing about Malifaux.  No, full stop, this is the best part about the game.  Before you pick your army, you tell your opponent what faction you'll be playing (there are 7 total), and then you flip cards to see what the Strategy and Schemes will be.  After this, you build you list.  You're never caught out with the wrong list for the mission - you build the list that will work the best for what you're trying to do!

The Strategy is the over-arching mission that both you and your opponent will be playing.  This is the main mission, and there are 10 different Strategies that could potentially come up.  This leads to a great variety of different play styles - some are about killing enemy models, but most are about  having models in certain zones. 

Then you have the Schemes.  Schemes are the goals you are trying to achieve.  These can either be secret, or you can tell your opponent what you're trying to do in order to make them worth additional points.  You generate 5 different schemes, then in secret both players choose 2 of them.  Most Schemes rely of Scheme Markers in order to score points.  Scheme Markers are an empty base that most models can place (as long as they're not in close combat), and represent your faction picking up intel, placing warding stones, listening devices, spies etc.  Whatever you imagine them to be!  Enemies can attempt to remove them, but they stick around until the end of the game otherwise.  By placing these in certain areas, you use them to achieve your objective.  It's up to your opponent to guess what you're up to!

At the end of every turn after the first, you score points.  The game usually lasts 5 turns (though it's random, so it could be as many as 8!).  There's no kill-off rule, so if you lose every single model, but still have more victory points than your opponent from achieving your objectives, you still win the game!  I love that about this game - because sometimes, your opponent will just be running roughshod through your whole army, but you're trying to trying to complete your objectives...then at the end of the game, you might have one or two dudes left, but you still win because you concentrated on what the victory conditions were, rather than wholesale slaughter.  It helps to tone down the power gaming quite a bit.

4.  Malifaux has amazing theme and models.




I can't say enough how rad the models are for this game.  The best part - their entirely plastic.  While most people would say that GW has the market cornered on plastic miniature kits - I'd say that Wyrd definitely puts out a product that's just as good.  The details are small and sometimes fiddly, but they are such amazing sculpts.  I like the more proportional style as opposed to the heroic style that GW uses.  But honestly, great models to paint and build!



They also release special edition models - these models have the same rules as normal, run of the mill models, but they release them in other formats, like gender-bent models or sets cast in clear plastic.



So, not only are the models gorgeous, but the themes for them actually work.  So if a model works with another one in the background, in the game they often have mechanics or keywords that make them work well with that model.  So not giving them overt buffs like free models in formations or theme force price reductions, but rather the models that actually work the best together work that way in the game too!  I hope that GW follows this trend in the future; though I'm not sure how they'd implement that.

5.  In summation...



...you should be playing Malifaux.  I know that our local Henchman (Wyrd Sponsored helper) would love to show anyone and everyone how to play!  Plus, Matt is a pretty good guy, and I'm sure he'd be happy to give you the low-down on getting started with models to buy to get started, or let you use some of his fantastically painted dudes to show you how to push Malifaux dollies across the table.  Matt typically demos at Tier 1 Cards and Games in Anchorage on Mondays, so if you're interested let him know!

So, it's been awhile.

You know, life and all that.  Since posting last, many things have happened:

I've had a brutal college semester learning web design
Been to Hawaii

Gotten engaged


Taken in two amazing pets (a rat and a bulldog) 
 
Otis 

 
Fred

And played numerous games of my favorite hobbies.

Played a 3-way Malifaux game with some bros - Collodi puppeted up a storm!

I haven't done any traveling for any events, as we're saving up for our wedding (this means decreased model purchases as well, much to my chagrin), but I'm hopeful I'll be able to resume traveling for events after our honeymoon next Christmas.

Lucius - the man with the plan.  The plan is to make all his minions do the work for him.


So, as it stands, my favorite game currently is Malifaux; we've been playing the crap out of it.  I try and play every week, and we've had two local tournaments.  I've been lucky enough to be able to take away the Big W during both events, beating face with my favorite Lucius crew through various iterations depending on the scheme and strategy generated.  By far the best skirmish game ever; if you're into that kind of game.

I've been trying to get in games of 9th Age as well - such a great system.  I love the mechanics, the fixes to some of the OP aspects of 8th ed Warhammer, and the re-balancing of army books.  The magic system (a perennial issue with Warhammer) has been pretty much fixed - it's a powerful phase of the game but it's probably not going to dominate the enemy army.

I've played quite a bit of 40k as well, and a similar amount of 30k.  I pretty much only play 40k at tournaments anymore.  I'd like to get back into playing casually, but I don't really have time to do that and play other games.  Too many options for what to play!

Well, I'll be checking in against soon; I'm still waiting for my Deathwatch stuff to get into the local shop; but once I get my book in I'd like to do a review post of that book.  I'll also be doing a review of the new Malifaux book (I got my name in the play-testing credits!) as well.

Thanks for reading!

-Danny