Tuesday, October 16, 2012

Iron Kingdoms RPG.

Hey loyal readers,

I've been out of the loop for quite a while, since my last post I traveled to England, France, and Spain, started working as a substitute teacher and got several exciting game things. A Chaos look over and some list ideas are in the works for later too.

First of all, if anyone wants to hear about my travels, I could do a post, leave a comment or hit me up on twitter @bryce963.

Second, I LOVE Iron Kingdoms RPG!

Privateer Press has released an all in house roleplaying game based off of their popular Warmachine. I was a big fan of the Iron Kingdoms setting for 3(.5) D&D. But this one is pure Privateer through and through and it is wonderful.

You can find an intro adventure with quick start rules (actually most of the rules needed to play) and pre made characters with sheets HERE.


Anyone familiar with Warmachine/ Hordes will be able to pick up the resolution mechanic and most of the rules of the RPG almost instantly. Just like the wargames it is 2d6+ Stat to beat a target number. Simple but this lots of ways to modify and improve your chances though either character abilities, weapons and gear or player use of Feat Points.

The system, in particular combat, does track quite closely to WM/H. But it is a zoomed in, detailed, granular, and personal version. This can lead to people saying oh, it's just a miniatures game. Not exactly, there is a lot of support for non combat skills, actions, abilities, and roleplaying supported by mechanics.
Unlike 4e D&D, where there was a lot of tactical combat choice and flexibility, there wasn't much besides handwavery between combats. I like mechanics that augment roleplaying, and having a good foundation under a well done combat system is exactly what I want from an RPG.

A few features that I think are major selling points include character creation, Feat Points, the action economy, and cross compatibility. Along with an overall high quality product.

Very first however, the first 103 pages of the book are nothing but setting information and history.

Character Creation

You have the choice between 7 races (Human, Gobber, Dwarf, Iosan elf, Nyss elf, Ogrun, and Trollkin), 4 Archetypes (Gifted, Mighty, Skilled, and Intellectual), and 28 different careers. Only 8 careers are limited by race or national origin, and two of those allow multiple races.

You begin with a race, this gives you your starting attributes, racial maximum attributes, and any extra abilities.  Humans of course are well rounded, the different types of elves are not only thematically distinct but mechanically as well, Trollkin just won't stay dead, Ogrun are enormous and hulking, and Gobbers are slight and nimble if a bit below average.

Then you choose an archetype, which gives one ability such as a extra die on damage rolls from Mighty, the ability to use magic with Gifted, an extra attach with Skilled, or a +1 to Attack and Damage rolls for nearby allies with Intellectual .
The archetype also grants you access to a large menu of related abilities to further customize your character, these include things like; an additional spell, spending a feat point to get an additional die on attack rolls against a named enemy, moving after you strike an enemy in melee, or a personal favorite exchanging a feat point to create a situation on the fly to hamper your foes.

After this you choose 2 careers that give you abilities, skills both combat and utility, starting gear and cash and advancement options. These are not necessarily what your job is, they are descriptions for your skill set and background. So a Gunmage/ Soldier would be more defined by the arcane gunfighter aspect of his career, whereas an Aristocrat/ Duelist could be a young rake with daddy's money and something to prove, or the educated and skilled heir to a notable family who has studied the gentlemanly arts.

You have a huge amount of options to tailor your character to be just what you want them to be. Privateer also has more books on the way, the first deals with the Iron Kingdoms( the human territories the setting is based around), and others deal with the wilderness ( looking at you Hordes players), and other surrounding civilizations( elves, dwarfs, etc.). These books will no doubt expand the careers, races, archetype options and everything else from the core book. There will also be books that delve more into the magic, mechanika, warjacks and other technology that make the Iron Kingdoms such an interesting place.

Feat Points

These are essentially actions points from other settings done about as properly as they can be, the Bennies in Savage Worlds(especially Deadlands) are done just as well I think. In the above linked intro adventure the full list of Feat Point options is listed. Some highlights include, Heroic Dodge- halving the damage taken from an attack, Two Fister- being treated as having two weapon fighting and ambidexterity for a turn, re-rolling a failed roll, or gaining an additional quick action
These can be recharged when you score a critical (two of the same number on a roll), downing an enemy, or for suitably heroic or cool deeds. 

Actions

Again here is a nice use of the Warmachine mechanics but with more zoom and choices. You get a move and an action on your turn, before any special stuff. You move can be an advance( more your speed stat), or a run or charge, these are all just like the war game. The action is where things get fun and choosy, you can
take a full action, an attack and a quick action or two quick actions. Things start to get interesting here, reloading a gun is a quick action, so fire and reload your rifle, pulling a grenade pin is a quick action, so pull the pin and toss. But casting a spell is also a quick action, so you can shoot and cast, or cast twice. All of that in addition to moving.

Things really heat up when abilities from archetypes, gear, and careers start interacting with the actions. Granting you more, allowing you to do more with fewer actions, letting you get around restrictions on combining actions, etc. Finding ways to work with and exploit the actions is a mechanically rewarding expression of your characters abilities.

Cross Compatibility

As far as I can tell, you can easily fudge Warmachine and Hordes bad guys into IKRPG. Many of the abilities are similar, if not identical, and the operative combat stats are the same MAT, RAT, DEF, ARM, and damage rolls. The individual abilities of models might need some wiggling to make it fit, but not very much at all. Many of the details are covered somewhere in the RPG if they differ from the war game version, but there are not many of them. Most common weapons used on the table top are present in the RPG, if they even need that much detail for a combat encounter.

Most things can be reverse engineered from the war game to the RPG, the biggest problem I have found so far is what Warjacks would cost on the open market. Also, normal enemies with 1 box of damage on the table top would just have 4-5 general vitality in the RPG, no need for a damage spiral with mooks.


So in conclusion I really like this RPG, it takes the good parts of Warmachine(which is most of the game), and puts you into the drivers seat. You don't play with a squad of trenchers, you play a trencher, down on his luck working for a mercenary company. You don't have the officer use the Dig In order, you use your Dig In ability to dig a fox hole as a quick action and start firing at your foes.

So check out the free adventure which has most of the rules in it, look at all the good things the classes in the pregen characters can do, and hope your FLGS has a copy. Because IKRPG sold out at the manufacturer level about two weeks after release.

Thursday, September 13, 2012

Thank You Slate, Thank You Vets



I'm sure many of you have seen this wonderful article from Slate about US servicemen playing 40k and wargames in general.

I was astounded that our kind got such a fair, honest, and positive review. I know that this was specifically about active duty personnel and veterans, and they are likely the best spokesmen for our hobby one could find, but the way the hobby and players were treated was refreshing.

After so much negative coverage of video game players (not undeserved in many instances), having a positive, unprejudiced portrayal of wargamers is a great thing for the hobby. This article would be something to show family and significant others that just don't get it yet. We are not all the stereotypical basement dwellers with poor hygiene that traditional depictions of gamers have relied on.

Many friends and people I've played with are veterans,  we even have a couple active duty guys between deployments at the shop in Lubbock. I want to say thank you to them, and thank you to Slate for letting them make all the rest of us look good too.

Monday, September 10, 2012

6th Edition so far. Part 1.


Hey everybody,

I'm still looking for work, but now I'm getting some games in and doing some modeling.

I've played 3 games of 6th with 2 different armies, I have started to form an opinion.

I like it. A lot, it's different, it's zany at times, but its solid and fun. Warlord traits have yet to mean much to me, I've not rolled any that have been helpful, or that I can remember. I've not played with vehicles much, but I have played against them, and glancing things to death can be too easy. This edition might be a bit too much of a back lash at all the vehicle and especially transport heavy armies of 5th. It feels like GW has swung too far the other way. Especially with the FAQ changes to transports that make them even more detrimental to the unit inside.

With the changes to wound allocation since Friday, a lot of what I'll be talking about in these brief reports will be outdated. But I will try to address that.

I won a 40k tournament! Against two other guys not long after 6th came out. But I still won.

GAME 1- TAU & MARINES
Here we see the enemies of the Grey Knights arrayed before them. Awaiting their doom.
With the previous wound allocation rules I was able to just throw wounds I didn't want off of Draigo and onto my chosen bitch for the game, you see him there holding the daemon head. That one guy took a lot of fire and kept at it. I took railgun shots on Draigo because he just doesn't give a fuck, now he would no longer get the Feel No Pain rolls that happened way more often than they should have.

In this game and well all games with my Paladin army, I slowly marched up the board and shot the ever loving crap out of one thing a turn. After taking out the dread with Draigo, and then the marines there to the left I had most of a Tau army to contend with still. This is where I first got my taste of 6th Edition flanking. It's so cool that it matters where you are shooting and where you are shooting from now. His suits started picking off my guys on the side and I couldn't Look Out Sir(pre FAQ Paladins were characters) off of my psycannon guys and he took one of them down along with a couple extremely capable bullet catchers.

This was a kill point mission and I only had 5 total after combat squading my second 10 man Paladin squad. He did kill Draigo because I was dumb and sent him off after a Crisis Suit squad alone. But I still managed a double digit kill point lead.

GAME 2- CHAOS & DAEMONS

Here our intrepid heroes face down a horde of berzerkers, daemon princes, defliers, and Skarbrand. This was an objective game with 3, he won the roll to place two, both in his side of the board, I put my one right in the middle.  He also had a large squad of blood letters in reserve.

Again our boys just marched forward and started firing. Taking out most of the berzerker squad turn one. Then his turn one the deflier charged first and got overwatched to death( I had the power that let me overwatch at full BS),  itwas glanced and pinned to nothingness before he could even say Blood f...! The remaining berzerkers then charged unmolested. They challenged and Draigo met the foul unit champion for single combat, we forgot about the re-rolls from the unit.

The Initiative 6 halberds getting to move in on their round stopped the charge in it's tracks, Draigo then handily defeated the berzerker champion.

After this on my turn we made our first rules mistake, I thought that the divination power let you use full BS when snap firing, it is only on over watch, so I shouldn't have been able to kill that swooping daemon prince so easily. Lesson learned. My other Paladin squad came in from reserve and one teleported in response to the blood letters that had materialized in my backfield and the other had a mishap while going after the defiler guarding the back objective. So my opponent placed them in the farthest corner from him that he could.

The game ended up with me shooting the crap out of the other defiler( the mission was the one where Heavy Support also scored), and my 5 man squad fighting off the blood letters handily. Also, Draigo broke off to challenge Skarbrand and the Chaos Lord alone.

Between the blood thirster and blood letters this was the first time by Grey Knights had used their anti Daemon rules, it was pretty ridiculous. Skarbrand failed his leadership test and was banished back to the warp after suffering only one wound and the Chaos Lord stood little chance at getting through Draigo's 3++ and 2+. But they did put some wounds on him.

Draigo then went after the other berzerker squad holding the objective in the building seen in the back ground. We called it after this fight. It was another victory.

So my first ever tournament first place, out of 3 guys. But we all won something and none of us had to chip in for the tournament cost. It was also a cracking good time.

I'll try to get another post up for next week about my first Escalation League game at Stormcrow Games, it was my first run with Dark Eldar in 6th and was the closest game I have ever played, and won.

In the mean time, I am leaving for Europe for vacation next week and will be in London next weekend, the 15-17th. If any of you UK readers want to get together and talk 40k over a couple pints let me know on twitter @bryce963. I'm wanting to do an interview with a UK gamer on the actual and perceived differences of the hobby in it's birth place and amongst us Colonials.

Friday, August 31, 2012

40k Follow Friday. #FF

Hey Everybody,

Today I want to share some people in Texas that I talk about gaming with on Twitter.

1). Jyo, a buddy of mine for a while now, we played in a doubles tournament at WarGamesCon a few years ago. He runs around on twitter as @hungryclone, has a really nice looking chaos army all with Space Wolf wolf helmets, they actually look cool with such consistency.

2) The Hitting on 3s podcast guys. Matt, Galan, and John plus guest stars, of which I hope to be soon, they talk gaming, life and do it in style. I have been listening to the podcast at the gym recently, it even makes an elliptical entertaining. I am the only person laughing my head off while on weight machines. Also, it's great to hear people talk gaming from the DFW area, makes me right at home. I hope to be able to stay in town long enough to get some games in with these guys and sit in on a show. You can find them on twitter at their site.

Thursday, August 23, 2012

Eleganza Extravaganza!

Today we are going to talk about extravagance.

Also, if you've not watched any of RuPaul's drag contests, you're missing out.

Right now I'm reading Double Eagle by Dan Abnett, a book about an air war during the Sabbat Worlds Crusade. Most often we get to watch the foot soldiers, sometimes with tanks, those offer nice human faces we can experience the 40k universe through. In a few of my favorite examples we scale up to Titan's and their crews duking it out like gods. But only in some short stories that I have found do we get to hang out with pilots. This book is 40k Top Gun, and I'm enjoying it.

But I'm not actually here to do a book review, I'm here to talk about an army that was inspired by Double Eagle, the costs of the army, and the costs of getting it painted.



Alright, here is the Phantine Skyborne army list I will be working from at 2000 points.


HQ
235 Company Command, 2 plasmaguns, vox caster, medic, carapace armor, 2 body guards, plasma pistol, officer of the fleet, astropath

Troops
165 10 Veterans, Grenadiers, 3 plasmaguns, vox caster, missile launcher
165 10 Veterans, Grenadiers, 3 plasmaguns, vox caster, missile launcher
165 10 Veterans, Grenadiers, 3 plasmaguns, vox caster, missile launcher
150 10 Veterans, Grenadiers, 3 meltaguns, vox caster, missile launcher
150 10 Veterans, Grenadiers, 3 meltaguns, vox caster, missile launcher

Fast Attack
260 2 vendettas
260 2 vendettas
260 2 vendettas

Heavy Support
190 Thunderbolt Fighter, Chaff Launcher 



Alright, the Forge World order will give me 65 troops to work with, lascannon kits for the Valkyries, 5 sets of weapons( for 10 total meltaguns and 11 plasmaguns), 6 missile launchers, and the Thunderbolt. Total $792.45, but hey free shipping.
 
From GW 6 Valkyrie kits, a Lord Commissar, a Primaris Psyker, and a group of Regimental Advisors comes out to $444.25.

Now to get them all Microart Bases. I chose the desert theme because they have them in all the correct sizes and in Double Eagle, the ground battles have so far been in the desert. 
7 sets of 25mm bases is $41.93, 6 60mm bases for the missiles is $53.94, and 7 120mm bases for the flyers is  $125.93. 

The cost of models so far is $1,236.70. Accessories are $221.80. 

For a total materials cost of $1,458.50.  Excluding tax and shipping. 

Alright, now to get them painted, I would use Thomas aka. Goatboy. Because I know him, I like his work, and he does it for a reasonable price. You can find his services at http://fullofmonkey.com

I would be going for a light-medium gray with dark blue accents for my drop troop army. 
For the troops at his Tier 1 paint level for all 60 25mm based soldiers would be about $600, build costs of $1-$3 each, and a painting cost of $8.00. 

For the 6 missile teams on 40mm bases it would be $96. Build costs of $3-$5 each, and a painting cost of $12 each. 

For the command squad, advisers, and extra HQ models for options we get $140 at his Tier 2 painting. With build costs of $1-$3 each, and a painting cost of $12 each. 

For the 6 Vendettas painted at Tier 1 we get $210, build cost $5-$15 each, and painting of $20-$30 each. 

And finally for the Thunderbolt I would want something special, so Tier 2 painting for this fighter ace. About $115, the Forge World model prices vary greatly. Build cost $20-$50, and fancy Tier 2 painting $60-$100. 

Painting total costs roughly $951.

Alright that brings our grand total for an almost entirely Forge World army, all in flyers, with professional painting to $2,409.50. That includes free shipping on all the models, but taxes for all of it and shipping on the bases would be extra. 

So there we have it folks, if I won the lottery I would be paying off my student loans, and my girlfriends, pre paying rent for a year on an apartment, buying all the equipment I need to start a law practice out of my home or an office, then buying an entire fancy 40k army and having it painted. 

Thursday, July 19, 2012

d50 Shades of Grey(hawk)

The link is a delightful post from the Challenge Rating 25 blog about the survey yesterday for D&D Next asking about iconic spells.

The survey seemed a bit silly to me, but if it helps make D&D better, I'm for it. I was not a fan of 4e, and play Pathfinder now. But I am excited to see what they do with D&D Next, not all of 4e needs to go, minions are a good concept.

But here is the hilarity.

http://challengerating25.blogspot.com/2012/07/im-helping.html

Thursday, July 12, 2012

Uncertain is the new normal.

Hey everyone, Bryce here, with some quick 6th edition thoughts.

 Jack and I are currently studying for the Texas bar exam, so here are a few of my precious moments with some thoughts on the new edition.

 Full disclosure I have not had the chance to play yet, though I have read through the rules and have an ok grasp on them for not having a chance to play.

 What I'm going to talk about today is what I feel is one of the biggest changes to the system. Uncertainty is a big part of the game now.



 Yep, I know we can premeasure and a few other things like hull points do make some things a little more certain. But the pervasive uncertainty is what I think a lot of people have a problem with.

 So the elephant in the uncertainty china shop, charging. Charge range has become 2d6. Yes "average" is 7, but if my dice always rolled average I would on Team America. But that is only a third of the uncertainty in charging. Since you roll charge range AFTER taking any casualties from the front for overwatch, that can really mess up any careful planning. Or it might not. Who knows?

The last part is the uncertainty of overwatch itself, it is fairly hard to hit a charging model, but if you can even get a few you can stop a whole charge and leave an assault unit out to dry.

Just this one example of charging into assault is indicative of the uncertainty I feel from reading the rules and as an under current in a lot of posts and comments. We can count on few things to come through for us anymore. I know that worries me.

So is it new rules, or is the the uncertainty of the new rules that is bothering people most?