I’ve been playing some of the new edition of Warmachine/Hordes, and I’ve really been enjoying it so far. One of the more interesting changes is to back strikes- you now gain the back strike bonus as long as you are completely within the opponent’s back arc even if you did not start the turn within their back arc. This is changed from last edition, where you had to start your turn in the opponent’s back arc.
By default, a back strike grants a +2 bonus to strike in Warmachine/Hordes. Let’s take a look at a chart to see how much that’s worth.
Adepticon is just two weeks away, and my team is finishing up our armies. Mine is close to done, with a just a few details to be added. (A few power swords and blacking out the gun barrels.) A buddy of mine took some shots of them in his light tent, (sweet!) so I thought I would share them here. I’m not an expert painter, so don’t expect me to be lighting up Cool-Mini-0r-Not anytime soon, but I’m proud of what I’ve accomplished, especially since it was all done in 3 short weeks!
For those of you who are not aware, the Adepticon team tournament is an event where 4 players sign up as a team, and are then randomly matched together during the rounds of the event. Each person has a 1,000 point list, so every game is played with 2,000 points per side. There are some other restrictions I won’t bore you with. Read more
I want you to take a look at the two following Necron lists and tell me which of the two is stronger. I’m going to guess that if you have any knowledge of Necrons and how their lists tend to be built, one will immediately jump out at you:
Let’s not waste time on this one. The first two articles say a lot about the point of restrictions, today I want to talk a bit more about how and why a restriction should happen.
First, let’s go over the three factors that it’s important to consider when making any restriction or ban:
- The ban or restriction must be warranted. This seems pretty clear cut, but can actually be quite complex to figure out in practice. Everyone has a different definition of overpowered, and many go off of a “gut feeling” about how powerful many units and combinations are. Unfortunately, even with guidelines power balance is often a murky and difficult area.The obvious candidate for restriction/banning is one that severely effects the power balance of the game. If there is an item in a book that makes half the armies in the game unplayable against it when they would normally be on more-or-less equal footing, then yeah, that’s probably something that should get tossed out.
But some things aren’t as obvious- units that are clearly powerful, but may not be “overpowered” in that they don’t actively narrow the list of viable competitive armies. Trying to eliminate all strong units from the game is a fool’s exercise, for as soon as you bring down the hammer something equally overpowering in the context of the new set springs forward. What is important is to identify and eliminate the problem combinations that make entire choices and armies nonviable for tournament play, while leaving most of the rest of the game more-or-less intact.
The trick, then, is figuring out which units and combinations to effectively remove. Interestingly, in my first post about this, I did not list the units that were under consideration for 0-1 status, but most players were able to guess, and even send me messages asking me to limit or not limit them. Ask yourself, if someone says “units are going to be restricted” and you instantly know which ones, is that not some sort of indication? Read more
Recently, MVB over at Whiskey & 40k (and TO of the NOVA tournaments) has put up his first beta test mission. For those of you who aren’t up to speed, there’s currently a debate going on about how to adjust 40k to be a more fun and competitive game. MVB and others have proposed that the game be adjusted in its end-state, instead of before play, and that perhaps creating a better game can come solely from creating better missions.
I think it’s worth reading his original post on the subject, which I found quite thought provoking. It also gives as its example what is basically the following mission that we’re going to take a look at.
EDIT: Yes, I am reading all the comments. No, I do not have the time to respond to even 1/4 of you, and will generally try to stay out of it. I appreciate all your thoughts and ideas.
This is not going to be a short post. I will do my very best to explain what Feast of Blades as a tournament is doing, and to give you some insight into the thoughts going around at the high-level organizational level. For those of you who are unaware, I am the head 40k Tournament Organizer for Feast of Blades, an annual major 40k event.
With the recent release of Stronghold Assault and Escalation, 40k is, to put it bluntly, no longer suitable as a tournament game. The inclusion of Strength D into the game, following months and months of “power combo” lists taking top tables at tournaments has made it more than evident that this game as written simply isn’t designed for or appropriate for ANY sort of high-level competitive play.
Some people think that’s a good thing, or may simply say “no duh”. Believe me, none of us are blind to this fact, it’s something we’ve all been aware of for the few decades 40k has existed. But up until this point, we’ve still pushed for competitive play and organized tournaments because they’re fun. It’s great to be able to go to a tournament for a weekend, drink beers and play games against strangers. It’s awesome to see the variety of lists, the master-level paintjobs, and the crazy conversions that people come up with. And there’s nothing in the hobby quite like seeing one of those big-event Apocalypse tables, with more Baneblades, Titans, and Thunderhawks than you’ve ever seen, flying around and fighting on the same board. Read more
On High because I watched the entire weekend from the raised admin table. It was nice being face-to-face with attendees instead of having them all looking down at me for once.
I’d say Feast was a “massive success”, like every tournament does, but that doesn’t really say much as all you have to do to be a successful event in 40k is not have everyone flee the building before the weekend is over. I’m much happier saying that Feast was good.
It was good because events ran on time, it was good because our screwups remained behind the scenes, but mostly it was good because players had a good time. This was the year I heard the fewest complaints, and the most exclamations of “Woah, that’s really cool!” That’s always a good sign.
I’m going to talk about mostly 40k in this review, as that was my domain, but I would also like to give a shout out to some other events: Warmachine ran well and had great attendance, and we put on the biggest Infinity tournament. In fact the creator of Infinity showed up an played with us, which was extremely cool. Read more
Oh my, it’s almost time. The Fourth Feast of Blades.
Before the event, I like to take time to reflect on my experience with Feast. This journey has been a long one for me, and there’s no end in sight. That’s a good thing, really, as I’m quite enjoying the ride. For the most part, anyway. For the last few weeks I’ve been waking up with nightmares, tormented visions of the day-of, where I sleep too late, or the event breaks down, or where I’m simply sitting in an empty hall, painfully aware that no one has shown up.
That’s nonsense, of course, the event sold out weeks ago for almost every game, the hotel is booked and flights are already enroute for some. More than a year of preparation and planning will ensure that everything will run smoothly, and I have a great staff to help support me.
Still, it’s frightening. It’s difficult to describe, but the weekend is always… hard. Exhilarating, exhausting, painful and brilliant, it’s like nothing else.
Space marine HQs are a fairly simple lot: as a rule, they want to walk on over to the enemy and punch their faces in. And while the flavor of punching may change, the desire for fisticuffs does not. A full 16 out of the 18 available HQs bring the toys to kick ass in melee, only the Librarian and Master of the Forge aren’t entirely built for melee combat, and they still bring some decent gloves to the boxing match.
What this means is that, as a rule, Space Marines HQs are combat HQs. That affects your army in a lot of ways: these guys are far from cheap, so to get your combat efficiency out of them they tend to want a beatstick unit to hang out with, a delivery method, etc. Once you have a unit like that, you’re going to want to build your army to synergize with it. And on it goes. Luckily, SM HQs can pick up several good melee units on the cheap. Read more
The next battle pack has arrived- the continuation of the story of Iridus, as well as three more missions.
Take a look here! (Google docs)
If you missed the previous battle packs, you can find them here: