Monday, September 19, 2005

CSM v3.6 sent to Fanatic

Version 3.6 of the Chaos Space marine list has been sent to Andy and Jervis at Fanatic and will hopefully make it into the Vault tomorrow or Wednesday.

There were not a lot of changes in the list. Primarily
  • Changed Dreadclaw cost to 5 points per unit
  • Rewrote Banelord fluff to allow for other faction specific variants of the Titan
  • Changed Noise Marine FF to 4+
  • Tweaks and rewrites to the Summoning section done by Audrey
  • Removed limitation on Undivided Daemon Princes
The biggest change is the modifications to the Greater Daemons. If you've been checking out the new Greater Daemon miniatures from Forgeworld you may have noticed that there are some very big and nasty Greater Daemons available for 40K. There is a move in the 40K design team to make Greater Daemons significantly more powerful and we have moved to do this in Epic as well.

What that means is that Greater Daemons have, on average, gained one new weapon system and somewhere in the range of three or four Assault attacks. In order to accommodate this change the GDs now cost 100 points each to add to the Daemon Pool and require 8 summoning points to summon. Which means that you absolutely need a Champion of Chaos to summon one now.

GDs are now very tough, very expensive and should rip a hole in your opponents defences if you can manage to summon one. Since these are fairly drastic changes we have decided to release a new version of the CSM list even though it doesn't have enough other changes to merit it. So if you get a chance please download the new rules when they are posted and test the new Summoning rules as well as the new GD stats and post any comments you have here, or at the Epic messageboard of your choice.

Sunday, September 18, 2005

CSM 3.6 out "real soon now"

I've been home in bed with a rather nasty cold for the last few days so I have been unable to work on v3.6 of the CSM list. There are only a few changes that need to be made to the document and once those have been added I will send it off to Andy Hall for posting on the Specialist Games website.

News blog

One of the things that I often do while surfing is try to find news about upcoming game and miniature releases. There are a few sites that I often visit, Gaming Report and TMP being the most frequent.

Both are fine sites but they are not as focused as I would like (both often publish RPG and board game news) and often contain quite a lot of "news" that I can't often see the point of. Several online retailers often send "news" items to TMP announcing the restock of an item or the imminent release of a new game. Fine and dandy if you happen to be a customer of them but hardly news for anyone else.

I'm also a big fan of RSS syndication and TMP doesn't offer it (although Bill has mentioned that it is in the works) and Gaming Report has them but none of the articles ever contain a description so the RSS feed is really not as useful as it could be.

So in order to fill what I think of as a bit of a void in the hobby I have started a new blog purely for news about tabletop games. No RPGs, no board games and no news items from some online retailer in Minnesota to announce that he has a restock on Heroclix minis.

Its still in the initial stages of planning and I am still working on tracking down news sources but its live, the Atom news feed is working and news, and reviews, are being published.

The URL for the blog is http://tabletopnews.blogspot.com/.

Wednesday, September 14, 2005

Quick Khador Photo

Managed to not only get Sorcha painted but also the Kovnik. For some reason none of the photos I have of Sorcha are in focus (my camera confuses me sometimes) but the Kovnik managed to stay in focus.

I'm avoiding the traditional red Khador colour scheme not only to just differentiate my figs but also because red is a PITA to paint. And that Dark Russian Green has a very nice WWII Russian feel to it that I think suits the figs. Next up on the painting table (for Khador at least) is the Juggernaut.

Tuesday, September 13, 2005

CSM 3.6 out tomorrow

I hope to have the edits to v3.6 of the CSM list done tonight (or even this morning) and sent off to Andy Hall for posting on the Fanatic site. The list is getting very close to being finished and the final issue we have to resolve is the stats and point costs for the Greater Daemons. I'll post a bit more about the changes to the GDs once the list is released

Friday, September 02, 2005

CSM 3.6 Coming Soon

A new version of the CSM list will be released in the next day or two. The two main changes are the inclusion of some tweaks to the Summoning rules that Audrey has sent and some rather significant changes to the Greater Daemons. The changes are significant enough that we felt it necessary to create a new release in order to get feedback on them as soon as possible.

Rocketmen Comments

So we managed to get a few games of Rocketmen in last night. The card distribution in the game seems a little wonky. I was, over a small number of packs mind you, able to get almost no Legion of Terra ships and my friend Ryan was, over the course of a case, able to get a huge number of rare Venus ships. Very odd.

Still I was able to trade for a large number of Legion of Terra ships so I'm not complaining :-) Why do I find evil so fascinating in games?

If you're familiar with Pirates the game has a fair number of twists to it. The main change is that each ship has an AP (Action Point) rating. A ship can use an AP to move, shoot, make boarding attacks and mine resources. Each ship also has a number of pods that it can use to mount shield or weapon pods. So each ship can be given a slightly different load of pods to effect its performance in the game.

As well as the cargo rating from Pirates ships also have a Weapon Rating to determine how effective the ship's weapons are and weapon and movement ranges. Unlike Pirates, where each mast has a distinct range and firepower, the ship has a single range for all its weapons. Rocketships, a particular type of ship in the game, have the Extended Range ability that allows them to pay AP to extend the range but at a cost of increasing the WR for the shot by +1.

Weapon pods are used to give a ship an attack. Shield pods are used to defend the ship by increasing the Weapon Rating (WR) of each ship firing on it by one per shield pod. Attack success is determined by taking the firing ship's WR, adding +1 for each shield pod on the target, adding in any other modifiers and then trying to roll that combined total or higher on 2d6. There is far more of a curve to combat than in Pirates.

What that means is that unlike Pirates you can never really be certain that you are outside of the range of your enemy. Or suer how many attacks it can make. A ship in Rocketmen, especially ships with long movement, can easily cross a third or even a half of the playing area in a single turn. And since a ship can fire as many times as it has pods. Some ships also have a special ability to allow them to either fire multiple pods or make additional shots for no AP cost.

So there is a balance between how much a ship can do in the game but it is possible that the ship that last turn moved across the board to position itself within striking range can now use that AP power to shot in the next turn.

Cruisers in the game can be quite difficult to remove since they all have the Armoured Hull ability that increases a firing ship's Weapon Rating by 1. Since quite a few ships have WRs of 7 or even 8 this has a decided impact in the game. In our game last night some of my ships were needing to roll an 11 or greater to hit Ryan's cruiser. Ouch!

Despite the fact that we were supposed to be trying to mine resources Ryan and I basically spent all of our time trying to blow the hell out of each other's ships. One area where this game pales slightly in comparison to Pirates is that there is a greater depth of interaction between characters, crew and ship in Pirates. But then this is only the first iteration of Rocketmen so that is really to be expected.

Since there are no firing arcs or turning restrictions its quite easy to move and maneuver ships into good firing positions. Hitting is another matter :-) Given the high WR ratings of a lot of ships its actually rather tricky sometimes to hit ships. Especially cruisers. So typically ships with either a lot of weapon pods or with characters like the Weapons Officer, who reduces the WR rating of the ship by 2, can have a fairly significant impact. As long as you can hit. I had a Legion of Terra ship with four weapon pods on it and spent two turns missing with every shot.

We played the game at its default 30 point size with no reserve fleet. The next batch of games will be with a reserve fleet and I think we may look at increasing the initial point allotment from 30 to 50 points to make it possible to have squadron elements that are defending mining ships. At 30 points there isn't enough room in a fleet to have ships that are specifically dedicated to mining.

So certainly a fun game. We both had a good time playing it and I definitely want to play again. Especially now that I have some Martian and Legion crews. But the 30 point fleet size is something that I am sure most people will quickly discard to allow for more interesting games.

Definitely a lot of potential in it and it will be fun to see what they do with the next expansion.

Update:
A few comments I forgot to add earlier.

Some of the smaller ships (the fighter squadrons mainly) are a it of a PITA to re-assemble. I'd actually suggest leaving the fighters assembled once you put them together. A Mercury fighter squadron might have as much as 16 individual pieces used to construct four fighters.

I have a few comments about the strategy of the game but I am going to leave those for now until I have had a chance to play the game with a reserve fleet and also play at a higher point total.

Defense of Palonious scenario map

It appears that when Fanatic published my Defense of Palanious scenario for Epic they didn't include the map with the deployment areas on it. Which probably makes deployment a bit difficult.

I've emailed Andy Hall about this but in the meantime here is the original map I made for the scenario if you had wanted to play it.