Sunday, April 3, 2011

(D&D 4e) We have met the enemy, and it kinda sucks.

I had the good fortune to be invited to my buddy Steve's 4th Edition game this past Saturday. The game was all the way down in Pottstown, but I didn't want to give up the chance to game AND see my other friend Nate as well...

Even if it was 4th Edition.

Now, before I begin with "the hating," I was forewarned on the drive from Steve's to Pottstown that the group was green, not so much like unripened banana green, rather a banana tree seed that had been recently planted. Fourth was the chosen game because (a) some players actually owned those books and (b) it was in print and readily available.

Steve was DMing the game at their monthly meetings until the regular DM, Jeff, could spend time to focus on it again, hopefully in the summer. Including Nate and myself, there were seven players, and the game was restarting with brand-new 3rd level characters. As my entire history with this edition involves me reading the PHB and DMG cover-to-cover in a Barnes and Nobles, I chose Miles, a Human Knight as my character. As a 2nd edition era player, things hadn't changed much, just... different. The computer program everything was printed from was nice enough to add all the bonuses for my melee and missile attacks and them boldly on the center of the first page. What made me take pause was the page and a half of "action cards": special class/race/level abilities, instead of just being listed on the character sheet were designed to be cut out and played as appropriate. Luckily many of mine were battle actions and stances I could declare for bonuses, as well as my magic items. Pity to the monk who had twice as many, or the deluge of cards each spellcaster had. I'm assuming after a high enough level, using cards becomes prohibitively complicated and the sheets are printed out to avoid referencing the books.

The set-up for the game was nice and just a step beyond generic: We were all in the employ of, or indebted to a certain lord that sounded like he was more Godfather than Lord of the Rings. We had to visit an abandoned temple to hire a guide to lead us across the border in an enemy territory. There was more, but since we didn't get that far, I'll skip it for now. A handful of us were given secondary/personal goals to accomplish, if possible. I didn't ask if this was part of the game system, but it felt like a nice touch to flesh out the new characters.

Here's where everything fell apart: in five hours of playtime, excluding dinner and set/clean-up, we got through TWO rooms. The group is full of rookies, but these are rookies who understood movement, shifts, and standard/minor/free actions far better than I did and it took forever. To be truthful, my "tank" actually avoided a full frontal assault on archers, drakes, and bandits to flank the enemy, cause, truth be told, I've played these games long enough to not do something that stupid. There was just the right amount of rookie cooperation (re: none) and the convoluted combat probably ran twice as long because of it, but in the Basic/1st/2nd edition block of D&D, this would have been a half hour fight, with mediocre characters winning the day with perhaps a casualty. In this scenario we had two PCs dead, two revived from near death, and the rest of us were forced to use multiple "healing boosts" just to stay upright.

The second room went much smoother, but still complicated. My knight decided to lead the group further into the temple, to avoid another foolhardy charge. Unfortunately, the orc and his kobold minions in the room were waiting for us. Again, the party cohesion evaporated as I took the brunt of the orc and kobold slinger attacks.

Sidetrack: I've loved kobolds ever since they were lovable dog-men instead of draconian humanoids. I've played the in the LVGA classic: They're Only Kobolds by Joe Ward. I've run them like little ninjas, and I've run them as lovable misunderstood critters. Fourth edition turns them into dragon-wannabe midgets from hell. As if the sling bullets with an appropriately increased damage rating weren't bad enough en masse, now they readily possess glue pots and incendiary pots. Now, I have used incendiary devices with kobolds, but that was only for warren defense. Kobolds openly using these items and fighting to the man? Perhaps it's the new rules, perhaps it's Steve, I don't know.

After we assessed the damage, we realized it was after 9pm, and with a two hour drive on my part, we departed. Rant On: When I ran the Hackmaster version of G1: The Steading of the Hill Giant Chieftain, we had six PCs, two PC proteges, and an NPC torchbearer royally screw up their stealth and be forced to fight a running battle against hobgoblins, ogres, and giants in the lairs beneath the great hall. Piles of humanoids fell, dozens of heroic actions occurred, and yet the combat itself concluded in just over two hours.

Now I can't tell you how many squares Fonzie Schlepprock shifted to avoid an attack, or if Cecelia Darkspruce needed to use an action point to heal the magic-user, but I do remember three brave gnome titans wading through the unwashed hordes to save their friends, rid the kingdom of their problem, and get them to begrudgingly become an ally against The Master. And that's HACKMASTER, with a twenty point HP kicker and standard damage. Fourth edition jacked up the hit points and damage and it still feels slower.

Now, will I join in again if invited? Absolutely. Beggars in my situation can't be choosers and a game is a game. I enjoyed playing Miles, who I used my freshly painted Scottish golfer for the mini. The group dynamic is similar to my high school group, although the Charles archetype is more personable, and the Wooly archetype is still named Brian.

Now if I can only teach them Hackmaster. Or Talislanta. Or Gnome Wars.

Friday, April 1, 2011

(Gnome Wars) Scottish Golfer sans Mortar

I had a great day of painting figs with my daughter Maja. Now I don't recommend letting a 2-year old paint your "No-nos," but she did a decent basecoat for some packmules I'm still working on. Mind you, one of them is orange, but hey, they are for a Gnome Wars Tanga scenario. When she was fingerpainting, I'm very proud to say she refused to actually use her hands with her fingerpaints and preferred to use a brush to produce her masterpieces.

It's only taken me seven months into "my" year to paint a mini, but here is the Scottish Golf Mortar, without his trusty golf bag and tee:


Tiger Woods y'all...


I also got the flocking down for the boards for the Longido Mountain portion of the Tanga Campaign. Well, sort of. I think I only snagged one insulation board and most of the scenarios will need another sheet or two. Multiple levels on a 6x8 board is a bit labor intensive. I'll probably snag up another sheet tomorrow (thank God they're cheap).


One thing I did discover was that you need A LOT of tan static grass to cover a surface versus green. I hope it all stays put.


This week's project: Painting the edges of the foam board brown, putting together some rock walls, and assemble some trenches with just a piece of 1" x 1/2" wood and some craft sticks, but no dirt berm.

Saturday, March 26, 2011

The Apathy of New Releases (April 2011)

The latest Game Trade Monthly is out and I'm back to not impressed. The month's preorders are scheduled for May or June 2011, so we are in the pre-con season lulls.

My personal want list - absolutely nothing. Twenty pages of games and nothing comes close to tickle my fancy.

My wish list - I said earlier that I'd be interested Warlord Games' Swedish Infantry, so it would be foolish if I didn't want the Swedish Cav. The one big announcement that isn't listed this month is the Super Uber Mother of all Ogre Boxed Set. $100 worth of counters. Oh, if I only had the time and enthusiastic friend to play this every day!

The Store List: *Flames of War - Lots of artillery and entrenchments/emplacements. I'm still very confused as to the pricing. This month they release a Polish Armoured Train for $150. $150? $150 for a 15mm large piece of artillery that needs rail lines available to be used... and it's POLISH. Now compare that to the 28-30mm Armored Train from Brigade Games thats train, tender, three flats cars and a couple packs of figures for $125. *SHADOWRUN:ANARCHY - SUBSIDIZED

*NOBILIS: THE ESSENTIALS VOLUME 1 - FIELD GUIDE TO THE POWERS - A reprint of a game that people either love or find annoyingly pretentious. Now it goes from a coffee table book to multiple volumes. I just don't know.

*EXPEDITIOUS RETREAT PRESS releases The Secret of the Callair Hills for OSRIC(!)(?)

*Arkham Horror- Miskatonic Horror Expansion!

*Mark of the Xenos book for the Deathwatch (40k) RPG.

*Gale Force Nine is releasing the D&D Ultimate DM Screen:

It's nice, it's a behemoth, and yet the only thing behind that screen are little boxes for dice and small shelves for figures. Again, not impressed for $150 (another $150 waste!). At least the fictional SteamHack GM screen had charts in it! I'll stick to my 50-cent Gamma World screen I picked up at Kay-Bee Toys twenty years ago.

*Paranoia Flashbacks Revisted Redux Redux: a collection of classic Paranoia adventures fit for the current edition.

*SIX more Pathfinder items from Paizo!


*Digest version of numerous Castle & Crusades books

*Three new items from WoTC: DN2 - THE WITCHLIGHT FENS DUNGEON TILE, MONSTER VAULT EXPANSION -THREATS TO THE NENTIR VALE, and the CONQUEST OF NERATH BOARD GAME, a steal at $79.99, considering the description has bad flavor text, yet no mention of playing pieces, accessories, etc!
*Finally, a Captain America expansion for Heroclix, just in time for the movie!

Tuesday, March 22, 2011

(Gnome Wars) Scottish Golf Mortar Review

The only new release from Brigade Games for Cold Wars was the Scottish Highlander golf mortar.


The mortar comes in three pieces, Scottish golfer, golf bag, and armor-piercing mortar tee.


I mounted my mortar the same way the Brigade Games sample was: three separate 25mm round bases, although in hindsight, all three pieces could fit nicely on a 60mm round base in a mini-diorama that shows St. Andrews meet St. Ordinance.
All three pieces had inconsequential pieces of flashing on them, and only the golfer had a very minor mold line. A couple quick flicks with a pocket knife, and the figure is ready for primer, if I can find nice enough weather to break it out.

There are no current rules for the mortar in print, although I'm waiting for Jim to send me some updated sheets. I'm just hoping for fewer surprises with the Highlanders. With everything the Highlanders could do, the always breathed a sigh of relief because they didn't have (a) artillery or (b) medics. This eliminates "a" and now I only have to be petty when I see a lovely wench in a unit.

The mortar is only available at Brigade Games and retails for $8.50.




Monday, March 21, 2011

Super Galactic Dreadnought: Under the hood of the new OGRE

'cause I couldn't dream of doing it any better:

Super Galactic Dreadnought: Under the hood of the new OGRE

That's TWELVE POUNDS! No lead, just paper! Some people don't have enough books in their homes to weight twelve pounds.

Considering I've seen enough wargamers fork over $60+ for a wargame that the box weighs more than the counters and board (rulebooks don't count, that involves the death of five or six trees), $100 isn't too far a stretch.

Tuesday, March 15, 2011

Cold Wars 2011 Part Four: Analysis and Swag

Part four includes all the things that I failed to mention in parts 1-3. It may be mammoth. Grab a drink and a snack, cause this might take awhile.


*First off, the picture of Tri-corner hats and DaVinci machines was a G.A.S.L.I.G.H.T. game set in the Age of Franklin, Benjamin, that is. The British apparently had an earlier Industrial Revolution and are descendng onto the colonies via Canada. The Colonists turn to their resident scientist, and good ol' Ben throws together some weapons using electricity and harmonics. Really cool stuff


*SWAG --I didn't get a tremendous ammount of swag, although it was varied.
  • All the King's Men -- The Indians Plastic set #2
  • I snagged up a pint o' bases for 10 bucks. Not enough round ones for skirmish games and way too many for fantasy minis. I guess I will be working on the "Box of No-Nos"
  • WarStore -- one of their train layout green battlemats. Explantion will be detailed below.
  • I tried to snag up some zap-a-gap and Howard Hues paint, but the HH racks looked like someone put diamonds in the jars, and I never got back to them. The zap-a-gap was obtained and has been active already.
  • Brigade Games - The GW Scottish Golf Mortar from part one, another Skirmish Elite book, this time Rommel's actions during Verdun, one pack of German Schutztruppe in Sun Helmets, and a packet of Schutztruppe Askaris. I figured if Tanga is a reality, I might as well start the "historical" version of the campaign. All figs are already based and a after reading the Skirmish Elite, I have another mega-campaign to plan post-Tanga. I also saw a book covering the Sikh Wars, although that may be my Historicon purchase.
  • Eureka - a pack of the basic Mouse Warriors. Not as fancy as the Reaper mouselings, but very utilitarian as standard troops.
  • My search for terrain discovered either horribly overpriced and horribly produced items. Seriously, I know I need to order palm trees from a cake supply business, but don't have the audacity to sell ten of them in a bag for $10, when I can get them for $20 per 100-count.

*Site -- If there's one thing I prefer about Historicon than Cold Wars being at the Host, it's the outside food stand in between the the Host and the Tennis Barn. After spending a few seconds more than forever in line at the sandwich vendor right outside the ballroom, I want better choices, and the hamburger/bbq/brisket never did me wrong. Granted, I wouldn't want to be the poor guy stuck outside all day in the second week of March, but that was the one station I trusted. As a positive note, the snack stand next to the Battletech room sold a dozen wings for $6.00! The sauce wasn't the greatest, and they were ungodly messy, but they were HUGE! The bathrooms were passable each time I used them, and the gamer funk was relegated to a few select spots in the smaller rooms. I'm also a bit disappointed that I missed the painting classes, which were stowed upstairs. The tent would be a bit chilly, but it slapped me upside the head and said, "Go paint a mini, you big dummy!"

*HMGS - Politics -- I KNOW I've been reading too much TMP (http://www.theminiaturespage.com/) if I'm going to comment about it on this blog. I stand by "I'm okay, you're okay" analsysis of HMGS without further comment, but some people truly can not have a happy day without a Chicken Little episode. Income is down, expenses up, and attendance sinking. Of course it has nothing to do with poor business planning, pipe dreams, and poor weekend availibility for convention weekends? That Fall-In only had a 10-15% drop in attendance ON HALLOWEEN WEEKEND is a miracle!

Of course, there is a contingent that wishes to slash all expenses away like the Russians retreating from an enemy. They want to lower admissions/dealer prices for cons and run it as no frills as possible.

Sorry, I'm not packing up my stuff and getting a hotel room for no-frills con. That's what local one days are, and the ones that last have more organizational expenses than the current renegade cohort suggests. Seriously, suggestions on how to cut con expenses would barely work at a one day con at Legion Hall with thirty people much less an HMGS. The coffers are sizeable, let us not stash the money, but let's not waste it all.


And having been an attendant to the cons the group's leader put together, if that's a qualification to be a member of the board, then I should be nominated for President-for-Life. Pocon makes CoveCon look like GenCon. Hell, it rivals WhatCon!

Oh, and by the way, Teddy Roosevelt would spin in his grave if he heard the current faction use his "Bullmoose Party" name for their purposes. In modern terms they are Wargaming Tea Party members who wouldn't make it through the term, if they unfortunately got elected.

And I'm sorry I'm insulting the original Boston Tea Party members with that reference, even if they were drunken thugs.


*Guests of Honor - One of the sticking points the anti-board members have is the expenditure to bring in special guests or productions. Now, I do believe I got a piece of cake at the 25th anniversary and I had a blast at the Duke's Diamond Jubilee, but I've never attended a lecture or event for a special guest/guest of honor. And you know what? I don't mind. I must admit complete ignorance about who Rifleman Harris is, but he certainly seemed well-received.


Now, if the convention asked for a donation to attend a meet-and-greet or other special event, I don't have a problem. If the con staff thinks special guests are needed, I'm not going to mind seeing a buck from registration going towards that...


*Historicon - And finally, the big announcement. For Historicon, I'll be running A Very Gnomish Civil War! at 10am Saturday. I talked it over with "The Gnome Guy" Jim Stanton, and the only things stopping the game from being a complete success are two little girls, a family life, and picking out a paint scheme for a certain special unit.


Next up: Some reviews of the Cold Wars swag....

Sunday, March 13, 2011

Cold Wars 2011 Part Three: Gnomes!

This con's GW events covered Verdun. In the Saturday afternoon session, German forces were tasked to take the trenches outside of the village.

The Germans prepare for battle.

The Germans set up with a heavy armor presence on their left, plus a few dinosaurs for good measure, the cav formed the middle, and their right was standard infantry, the witch, and a few good pirates.


The Village, just prior to deployment

The allies seemed to field an adequate force for defense. French forces occupied the trench with the bunker, the Swiss De Fooze (sp) occupied the center and the far side was a group of Sikhs with a machine gun, personally command by me. There were scores of Highlanders and Irish waiting in the village in case part of the trench line fell. One lone Gnomenizer tank sat at the break on the near side of the board.

The French. Only the faithful dog perished...

The early turns involved an all-out charge by the Germans, and lots of ineffectual special weapons fire. Mortars and machineguns might as well have been firing gumdrops. The Allied Gnomenizer tank did have some success slowing down the dinosaurs and oncoming tanks, but no serious damage. The Germans fateful error the entire game was focusing its mortars on the French bunker, never completely realizing the bunker was completely unoccupied! Only one errant shot managed to veer off and kill the French medic! Are we sure the German artillery officer's name wasn't Von Vick?

When Elephants Go Bad..

In the middle rounds, the German artillery found its mark on the Sikh War Elephant. The beserk elephant spent three rounds charging forward, mercilessly trampling a whole unit of Swiss reserves, terrorizing the Sikhs in the trench, and finally demolishing pirate catapult!


Utter Devastation on the trenches

Despite the Sikh's machine guns hitting true, the German cav survived long enough to hit the trenchline. The Sikhs had jumped out of the trench to volley fire and the bunnies barely made it to the line with the charge. It was a bloody, tragic affair for the Sikhs, but the triumphant
Bunny cav was decimated by second line troops, the one who had fallen in the trenches put out of their misery by the Irish cav.

Jurassic Cheese

Meanwhile, a unit of Swiss, under the command of a young officer, had successfully tunnelled from the rear and popped out in the middle of the German Dino assault. The Swiss Cheese Thrower fired *shooka shooka "1"* and the device exploded. The wall of molten cheese did manage to catch the T-rex, who otherwise just would not die. The cheese wall effectively cut off the French defended side, diverting the remaining Germans between the hardened De Fooz Swiss in the center and the crumlbing Sikh flank.


At the end, the Germans and the Witch reached the Sikh trench, the Swiss De Fooz had layed a swath of dairy devastatation to block the flank from getting further comprimised. As reserve Sikhs charged forward to retake the line, the game was called. The Germans had gained a foothold in the trenches, but the majority of the army fell back to reorganize with the next wave.

The most heroic of all the actions during the battle came from the Tan Swiss. Their diggers had braved significant danger to dig a long tunnel to reach the enemy. After the cheese thrower exploded, they frantically dug underneth each trapped Swiss gnome to rescue them from the Cheese Suffocation Rule. Not a single Tan Swiss perished in the incident.


Above is a picture of De Fooz's officer, riding atop a rabbit. Except for the same varnish shine my guys suffer from the entire unit was a pleasure to look at, and the young man commanding them certainly earned a field promotion.

I was only able to help set up for part two and play another hour and a half of it. The trench line shifted up towards German deployment, and a bit diagonally. The few Germans and the Witch were still in the trench, but the others were just coming on the board. The Allies regrouped in the town and decided to move out to retake the trenches. In a mirror image of the previous game the bunkered trench had significant casulaties, both T-Rex and Vampire-related.
The ride back to Wilkes-Barre was long and dark, so I had to depart, even as the going was getting good. The Sikh Elephant had gone berserk again, but this time no casualties, and I left the con with this image in the middle of the battlefield.

I think the fun was just getting started