Wednesday, May 1, 2013

GW v. Blogs: Legal Issues in Wargaming.

Hey again folks, 

Bryce here with a  few words on all the litigious goings on in the hobby lately. 

First of all, while Jack and I are attorneys this post does not constitute legal advice, if you have need of legal advice contact a licensed attorney in your jurisdiction. The legal information I direct you to does not constitute legal advice, it is merely a posting of Games Workshop policy and is to be used at your own discretion.

This post does not create an attorney client relationship between the authors and members of the public, nor do the authors accept or acknowledge any liability in regards to use of the legal information posted below from Games Workshop's website. 

Lately we wargamers have been seeing a lot of legal action around the hobby, whether the ongoing battle between GW and Chapterhouse, to the recent possible takedown of Faeit and BoLS. Even legal accusations between big name sites and the hobbyists who run them, Battlefoam going after TastyTaste (allegedly defamatory post here). We are seeing that our hobby is involved with more legal issues than most would even dream of.

So, here are a few highlights from GWs legal policies on their site. 

1) IP Policy

"BE AWARE that we will happily spend money bringing counterfeiters and other infringers to justice, regardless of the cost. Such activities kill the hobby for everyone."

2) The Dos and Don'ts of playing their games and talking about them.

Here is an example DO:
"We encourage fellow hobbyists to show off their painting skills by taking photos of their miniatures and putting the on the site. Please remember to correctly credit the IP - "miniature © Games Workshop 2003. All rights reserved. Used without permission - model painted by xxxxxxx""

Here is an example DON'T:
- Create, distribute, or use any material that is not consistent with the functionality, atmosphere, and parameters of the Warhammer universe as created and owned by Games Workshop

3) Disclaimers Here is the correct disclaimer that should be used with any blog or website discussing GW IP. 

"This web site is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners."

"Knowledge is power. Guard it well."  TM and/or © Games Workshop.

Wednesday, March 20, 2013

Bolt Action, Review and Models



Alright, I've found the new hotness Bolt Action.

This is a 28mm WWII platoon level skirmish game. You have a few command models and two to five squads that make up your platoon. In addition to this core you can add a selection of specialist troops, along with artillery, anti tank guns, transports and a tank.

The game itself is a rather simple d6 based wargame. But, there are a lot of innovative components attached to a simple, quick, and functional base.


The most fundamental and innovative aspect of the game is the use of order dice. These dice are placed in a bag or some other opaque container to determine the order that units are activated in. A die is drawn and that player activates a unit. There are 6 actions that can be taken. The die is then placed next to the unit with the action taken face up.

1 Fire shoots with no penalty but without any movement.
2 Advance has you to move and fire with a -1 penalty.
3 Run moves a unit at double speed without firing.
4 Ambush the unit does not move but gets to fire out of turn.
5 Rally allows a unit to remove pin markers instead of moving or shooting.
6 Down this makes a unit harder to hit but gives up shooting and movement.

So this is the core of the game, you pull a die, that player activates a unit, then repeat until there are no dice left in the bag.

Movement
Different units have different movement rates, for example infantry move 6 inches, and tracked vehicles move 9 inches with an Advance order. Terrain merely prohibits infantry from using a Run order.


Shooting
Now on to shooting, the meat and potatoes of any non ancient war game. All units hit on a 3+. Simple enough. However there are many factors that affect the die role and take into account a whole host of conditions. Shooting at over half range, -1, shooting by Inexperienced -1, target in light cover(woods and brush, etc.) -1, behind a wall or other hard cover -2, shooting while moving with an Advance order -1, shooting at a unit that has taken a Down order -1.

As you can see this is a quick and easy way to resolve shooting. If modifiers increase the score needed to hit to 7+, then the unit cannot be hit.

Damage
Now damaging units is based on the training of the target unit, much like it Flames of War. An Inexperienced soldier is killed on a 3+, a Regular soldier on a 4+, and a Veteran soldier on a 5+.
Fighting against vehicles is the same, but needs a high number. Soft skinned vehicles such as a jeep are damaged on a 6+, armored vehicles go up from there.
So only heavy weapons with a + to Penetration can damage an armored vehicle. This + to damage also applies to non vehicles, so a .50 cal machine gun gets a +1 to damage infantry as well for example.

Pinning
The Pinning mechanic is the other innovative and interesting part of Bolt Action. When a unit is hit by shooting they get a pin marker, one per unit that shot. Each pin marker forces a -1 to the Morale score of a unit. When a unit has pin markers on them, they must take an order test to successfully carry out what they are ordered to do. An Inexperienced unit has Morale of 8, Regular 9, and Veteran 10. An order test is essentially the same as morale in warhammer, roll under or equal on 2d6. To execute an order, the unit must pass a Morale test, but a pin marker imposes a -1 on the test. Additionally each pin marker imposes a -1 to hit on a firing unit.

Assault
Units can charge into close combat with another unit by using a Run order. Each side rolls dice to kill(no rolls to hit) at one or more per soldier depending on weapons and special rules. The defender gets the chance to shoot, the attacker rolls to damage first, then the defender, and the loser is wiped out baring some special rules.

Conclusion
Here's some pictures of the stuff I have done so far.


 My first painted section and Cromwell. 

 My 6pdr anti tank gun. 
 Sniper stand. 
 A somewhat better picture of my painted section. 
Closer picture of the Cromwell. 




Wednesday, March 6, 2013

Small Update on the Guard + Space Marine list

I have been getting to paint for about 15 min a night and my progress is finally worthy of a small little blog post.  The list as it is right now is a Vendetta (minus the las cannons) + 20 guard which will either end up being vets or part of a mob + 1 painted imperial fists marine.




I hope you guys enjoy the progress update. I am sure Bryce will be along soon with an update with more substance. Also I would love to know if anyone else out there has tried out a guard/marine list. I have read some battle reports and they do about as well as anything else it seems. Thanks everyone, Jack!

Wednesday, February 20, 2013

Wolf Priest, Podcasts and a List.

Hey folks,

Looks like Jack and I are up to a storm of hobby activity.

I've been listening to a lot of podcasts on my commute, usually Hitting on 3s  and recently the Heroic 28s.
Both are hometown gaming groups from Fort Worth, so that is a nice touch. Also, between the two of them they cover the full range of the hobby; from the Ho3s boys being all about having fun and hanging out, to the 28s being full of good competitive discussion and advice to bring your game up.

Here's some pictures of my fresh Wolf Priest.




After the pics and plugs, here is what I am going to take to the shop next time I get a chance to play.

1849
HQ
Wolf Priest, Saga of the Hunter
Rune Priest, (See discussion on psychic powers supra)

Troops
10 Grey Hunters 2x Plasmaguns, Rhino
10 Grey Hunters 2x Plasmaguns, Rhino
10 Grey Hunters 2x Plasmaguns(WG 2)
10 Grey Hunters 2x Plasmaguns (WG 3)
10 Grey Hunters Meltagun, Flamer (WG 1)

Elites
Wolfguard
1. Terminator Armor, Powerfist
2. Terminator Armor, Power Axe
3. Terminator Armor, Power Axe

Heavy Support
6 Long Fangs, 5 Missile Launchers
6 Long Fangs, 5 Missile Launchers

Fast Attack
3 Thunderwolves, 1 Powerfist, 1 Storm Shield
3 Thunderwolves, 1 Power Axe

I have forgone my customary roughly land raider price mounted Wolf Lord or two. I can get many more boots on the ground, and two thunderwolf based threats with larger numbers, though less survivabilty.

So the plan is to put my objectives in the middle, maybe a bit to each side, and go get them and make the other guy fight me for them and for his. Either as two battle groups consisting of a rhino as mobile cover and dude mover, another squad full of plasma with a terminator to tank wounds/ punch guys in the dick, and a thunderwolf unit for face eating hoping out from behind the rhino.
Or as a united force on a flank or straight up the middle as needed.

The Rune Priest might join a walking squad to provide area abilities over a chunk of the army, or go with long fangs and shoot from the back. Or he could go in with the outflanking squad. So I don't know what powers to take.

I think the army might benefit from having a mobile 5+ cover save, especially with the outflank squad then it's a 4+ in the open, also if he is with the other elements of the army he can give that bonus to a few squads marching towards the fight. For another power either Living Lightning or Murderous Hurricane(hits lots and screws up movement, oh yes.)

Or divination is also pretty generally applicable for any of the squads because they are all strong shooting, with badass counter attack and generally high melee ability.

So any thoughts on the psychic powers?

Friday, February 15, 2013

Pig Iron Products Review

Hello Interwebs, I started my own law firm in November after passing the bar and have been away from the hobby, the blog, and life in general for a little while. So I hope to be a regular addition to the site again. BUT ANYWAY!

I have decided to start another guard army and wanted them to have some pizzaz! The obvious way to go about this for me was to upgrade my guardsmen by ordering some head sprues from Pig Iron Productions.

Specifically I ordered these bad boys:
I wanted to give a brief review of the product in case people were on the fence about them. In short my review is get off the damn fence and buy them. They are great quality, perfectly sized for guard, and they are cheap, like i was prepared to pay about 3x what I payed for them. After shipping them all the way to texas they ended up costing $15.00 American Dollars total and were here within 2 weeks.

They did not have any flaws on them, no cracks or mold lines at all. The only beef I really had was that it is really hard to get the metal off the bottom of the helmet where it was attached to the sprue. It took a pair of diagonal cutters, a file, some time, and all of my cunning to remove a majority of it.

However, that being said, to me thats just part of the hobby so I wouldn't knock them for it. Below I have attached some pictures of some unpainted guardsmen and some painted guardsmen with the pig iron helmet sprue.

Unpainted

Painted

Also, disregard the paint scheme for now, I am trying to figure out what I want to do. Thanks, Jack


Monday, January 21, 2013

Paintin' & Drinkin'

Hey folks,

Bryce here with some more Flames of War, I've been busy here in January. I've been looking for work, painting, trading, and trying new booze.

So today I'm going to have some of my painted minis, some pictures of my loot from wheeling and dealing, and finally a short review of a new whisky that I just picked up. We are nothing if not diverse in our hobbies here on DissentingDice.

Alright, so here's some progress shots of my Airborne infantry platoon from the Open Fire starter set.

Now here are the same guys after some washes and more work. Again, sorry for the terrible pictures, trying to find a good place in the house to take pictures. I need some more washes and such on them, and basing of course. 


Now on to my new acquisitions, I traded some Dark Eldar, I still have a functional army left still. Traded 20 hellions, a box of warriors, wyches and threw in my converted Baron. 

I got an Airborne company with 3 full size platoons, extra bazookas, snipers, a box of M1A1 105 artillery, a Sherman 76mm, an Airborne machinegun platoon, an 81mm mortar platoon, an M8 armored car, a bunch of extra guys and the D-Day boxed set, Dog & Devils, and D-1. 


Apparently these are engineer hand carts. 


M8 armored car, part of a recon platoon. 

Finally, here is a quick whisky recommendation, Grant's Whisky
I'm a Glenfiddich guy, the 15 year old is my favorite Scotch whisky. Grant's is the little brother brand to Glenfiddich, being blended as opposed to single malt. A 750ml bottle is $17 here in Houston TX, so that is what we are looking at investment wise. 

I would say this is a wonderful starter Scotch, it allows you to see if you like the liquor without having to lay out a lot of money. Also another reason this is a good starter Scotch, it's tasty and pretty mild. A good flavor, more leathery than Glenfiddich, but no where near as much as Glenlivet. It's a good Scotch, especially for the price. 

So if you want some Scotch whisky to get you into another hobby of mine besides wargaming, or if you want a good drink that you won't mind having daily or sharing, check out Grant's. 

Monday, January 14, 2013

Flames of War: Open Fire Review

Hey Gamers,

I've just moved to the southern Houston area. If you know any good game stores, or are in the area and wanted to game or grab a beer, let me know on twitter @bryce963.

But I have recently purchased the new all plastic Flames of War starter box called Open Fire. It's a great deal, you get a ton of miniatures, a mini rule book, some cardboard terrain to get you start, a quick start guide, markers and tokens, and some dice for $70.

You get the core of a German Grenadierkompanie, and some British tanks along with a US Airborne platoon.  We'll see those here in a just a bit, but first I want to discuss my thoughts on Flames of War so far.

I have played two games with myself , as well as watching some of a tournament at Asgard Games. Which is going to be my new gaming home so far. They have a very welcoming atmosphere, gamers who are enthusiastic and want to help people get into the hobby, and involved management. Basically, what else do you want?

All jokes aside playing with yourself is a great way to figure out a new game. It let's you try out things and figure out the rules at your own pace. So I'll have some idea what I'm doing when I get someone to do a learning game with me.

I just moved in Friday, and the fiance and cat are back in Lubbock, so I have had a lot of time on my hands to build and play. Sadly my paint is all packed up or I would have a lot of this cranked out by now.


Here we see a struggle between the German defenders and Allied attackers trying to take a village square.


I've played two different times and the Germans have just trounced the Brits and Americans. The Airborne platoon holds it's own, but the Pak40 anti tank guns just make a mockery of the Shermans when they can get a shot at them, and for the Shermans to try to knock them out they have to be in sight too. Also, the German platoons seem more than a match for even the most determined, skilled, and well equipped US infantry there is when there are twice as many of them.

So most of the challenge is to keep the Shermans alive so they can keep firing.
Alright enough of my ramblings, here's more model pictures. These new plastics put the metals to shame.

First we have the Germans:


Here we have a Company command team with a Panzerschrek team. Two platoons of 6 teams of Rifle/MG infantry with a platoon commander. In the back are three StuG assault guns. Not picture are the two PaK40 anti tank guns, those things go through Shermans like butter.

Finally we have the Special Relationship, a British tank company, and a US parachute infantry platoon.


We have a Brit Sherman V company command team, along with two platoons of Sherman Vs with a Sherman Firefly VC each. The Firefly mounts a large anti tank gun onto the Sherman body. Backing them up is a US Airborne platoon, with 6 Rifle/MG teams, as well as a mortar and a bazooka team.