Author Archives: Rushputin

About Rushputin

I've been painting minis for 30 years, and this is my hobby blog!

40K Black Ops – Models

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Although a bajillion other scenarios have popped off (Stormtroopers assaulting a Kroot encampment! Cultists infiltrating a Militarum base!  Goddamn Space Marine!  Just one!), my initial plan was to do Stormtroopers vs. Cultists.

I got a bunch of cultists back in the Dark Vengeance box and, even when I traded away the rest of the Chaos models, I hung onto them because they’re cool and they’re the sort of model I’d like to have around painted.  Obviously, it took me a bit to get to them.cultists-group

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They’re definitely Chaos-y, but maybe not so specific I can’t use them for whatever.

I was really excited about painting up some Stormtroopers.  I’ve been into the models since they came out, but haven’t had an excuse to paint them up.  Because they’re supposed to be stealthy, I used the same paint scheme for them that I used on the Deadzone Pathfinders I painted up a few months ago, and I’m nuts for it.  It’s black without being black, which is always the problem with painting things black, you know?

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I also used some of the Mantic Peacekeeper shields because, well, I thought they deserved some riot shields.

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40K Black Ops – Rules

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First off: some links:

As I said yesterday, I wanted to be able to run Black Ops-style scenarios (elite specialists assaulting a position held by less elite bad guys via stealth) in the 40K universe.  I wanted the attackers to go in ignorant about the force they’d be facing: in both general and particular.

Go ahead and open one of those up and and either read through them or follow along with them as I ramble through my thought processes.

Goals

So my goals were to:

  1. Use the 40K unit and weapon stats and rules wherever possible
    • I didn’t want to have to reinvent a way to articulate how an Ork is stronger than a Guardsman or how a Kasrkin is better trained than a Cultist.
    • I didn’t want to have to reinvent a way to articulate how an autopistol is different from a flamer or from a missile launcher.
  2. Emphasize stealth
    • The defender’s ability to recognize and respond to the attacker should be limited, pulling as much from the Black Ops noise rules as possible.
    • The attacker should initially know as little about the defending force as possible; with details about
  3. Single model activation
    • A skirmish game with 10-20 models a side simply requires that models be activated and treated individually.

The expectation was to run the game as a GM’d, convention-style game.  The hope would be that players would address the game creatively and with initiative… and that I wouldn’t have to try to account for every potential scenario in writing.  I think it’ll handle random, non-arbitrated play, but it definitely benefits from a GM.

As a baseline, I envisioned an elite squad of Imperial Guard Stormtroopers (yeah, yeah, “Tempestus Scions”) striking against a gaggle of Chaos Cultists.  I had 10 of the former and 20 of the latter.

Orders

For starters, I’m in love with the Bolt Action activation system.  I might hate the second edition of the game, but those dice provide a lot of flexibility, spontaneity, and complexity in a manner that is immediately understandable to a new player. I decided to shamelessly steal an idea that Casey had: each model (not squad) gets an activation die and, to reflect the better training and badassery of special characters, Character models get a number of activation dice equal to their number of wounds.  So, a squad of 10 guardsmen would get 11 dice: 1 for each guardsman and 2 for the sergeant.  When the sergeant loses a wound, a die’s removed from the bag.

The orders have to change a little bit: Pins and BA-style morale fall apart immediately when you’re looking at a single model.  Fortunately, I needed a catch-all order for button pushing, prisoner interrogation, and psychic power use, so “Rally” becomes “Special.”  I also wanted more of a 40K-style Overwatch, in which a model can fire repeatedly in a limited arc, than a BA-style Ambush, in which a model gets a single fire response to someone they can draw line of sight to, so “Ambush” becomes “Overwatch.”

The rest of everything comes together pretty quickly: Down is down, Fire, Advance, and Run all remain pretty much the same except an articulation of what sort of weapon can be fired on what order.

I did take the opportunity to change a thing I’ve never liked about 40K Rapid Fire Weapons: instead of this range-based 2 shots at 12″, 1 shot at 24″ business, I’ve always thought Rapid Fire weapons should fire two shots when standing still and one when on the move: so that becomes 2 shots on a Fire order, 1 shot on an Advance.

Nothing here is groundbreaking.  I’m sure any number of 40K players who’ve encountered Bolt Action have noodled through something that looks very, very similar to this… but it’s got to be documented, right?

Rules That Are Probably Going

I did want to cover multiple attacks: in 40K, if you shoot a Heavy Bolter at a bunch of guys, you might kill three of them… but that only works because it’s really just one unit of models.  I’ve got a rule that says you can “walk” attacks 2 inches: if you had a 2 shot weapon, for example, you could decide to allocate 1 shot at a model and the other shot at a model 2″ away.  If you had, say, 3 shots, you could allocate 1 at a model, loose one in the middle, and 1 at a model 4″ inches away…. the same for close combat.

I thought it would be a good bit of spackle.  In effect, it didn’t come up once, which means it’s unnecessary complexity.

Similarly, I wanted to pull a bit from Infinity’s ARO system: I put in rules that allowed models access to a subset of Orders (Fire, Down, Advance) that they could take in response to an activating model (like BA’s ability to go Down in response to being fired at), with a test to continue to be able to accept orders.  Again, it never came up at all, was complicated and kind of hard to articulate.  So, I’ll keep the list of Reaction orders and dump the test and ability to continue to respond.

That’s about it on how I fiddle with the 40K mechanics to make it work for the this.  The rest all speaks to how those mechanics are used: stealth missions

Stealth Missions

This began as a very clear port of the Black Ops rules, but after some playtesting it became clear that it wasn’t going to work the way I wanted it to.

We’ve done a ton of “hidden model” scenarios in TGS and have seen what works and what doesn’t: even better, having encountered Infinity (but not having played it as much as I’d like) I’m familiar with the idea of silhouette markers.  In fact, I love them.  So much so that, for this sort of game, I’ve ordered and numbered 32 of them.

Each side gets a DBT tray with an insert that looks like this:

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Silhouette Marker 03 corresponds to whatever model’s sitting on 03 in the tray.

10 of the defenders are “Guards” these run on autopilot and respond to noise generated around them.  This started as a direct port from Black Ops, where all of the defenders worked off of the table, but that left the defender with too little agency.  So, instead it’s just the 10, and then the defenders get to control a handful of models in the same way that the attackers get.  Both attackers and (non-Guard) defenders begin as silhouettes.

The Guards are fine on the table, because they’re generic enough: Cultists are Cultists, and I’ll be picking up a handful of Cadians to use as Guards when the baddies are attacking.

The Noise table is what really drew me to BO, but quickly changed enough that I feel comfortable dropping it into the rules doc above: I’d originally planned to just say “Reference the book”.  “Noise” was confusing, because so much of it is visible, so I renamed it “Disturbance.”  In fact, I broke out the types of disturbance into Visual and Auditory.  Different weapons generate different amounts of disturbance and different ways.

For example:

  • Lasguns, which are just shooting beams of light, generate visual disturbance that’s centered on the shooter.
  • Grenades, which are freaking grenades, generate visual and aural disturbance that’s centered on the blast.
  • Corpses are sources of disturbance (that hopefully don’t go anywhere), but only to guards that see them.
  • Guards screaming bloody murder generate disturbance that anyone around can hear.

Finally, I was dissatisfied with the reaction table: it was both too forgiving and too punishing.  There’s a strong likelihood that I replace this table with a leadership test instead of a single d6 roll and have a few more options, but need to do some math to make that work.

Anyway, that’s all there is to the rules!

40K Black Ops – Overview

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A while back, I picked up Osprey Games’ Black Ops.  It’s a game that covers games like Zero Dark Thirty and Metal Gear Solid: modern (or five-minutes-in-the-future) skirmishes with a strong emphasis on attacker vs. defender and stealth. Like most Osprey Games it looks like it’s probably perfect for a convention-style game that probably wouldn’t hold up to extended, concentrated play.  A solid basis for the sort of game it set out to be.

I really dug the idea of a stealth game, but I’m not interested in trying to recreate contemporary conflicts that are actually getting actual people killed actually right now.

Fortunately, I had a fix for that: I love 40K, of course, but as should be obvious around here I haven’t wanted to play the game in a long time.  40K’s a complex setting, and even though the tabletop game’s become about The Big (sometimes you’d think it was a skirmish game at 5½ ” scale), there’s still a lot of room for the sort of smaller scale engagements that are analogous to the ones Black Ops intends to serve.

Now, I don’t have an opinion about the Black Ops game.  I haven’t played it.  I could immediately tell that it wasn’t going to work, though: it covers humans fighting humans using modern equipment: not humans fighting orks fighting daemons with microwave and laser guns. In the end, I ended up mashing together a whole mess of rules that I described in the initial game pitch as “It’s like 40K talked Bolt Action into having a three-way with Infinity, but Bolt Action and Infinity are kind of really into each other and neglect the hell out of 40K and now 40K just feels miserable and awkward and alone.”

I noodled on it for a long while, then finally decided: actually execute on the dang game: schedule it, build and paint for it, then run the damned thing.  That happened over the past weekend.

This is what’s occupied most of my hobby time over the past two months and, because I wanted things to be a surprise, that’s why I’ve been so quiet around here.  I’ve been busy… just not able to post about it.

I’ll break this across a couple of posts: this overview, a link to and a discussion of the rules, the models I painted, and some game photos.

Arnhem, September 18 1944

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Back in March, during our Foy game, we got to talking ’bout some Arnhem.  A quick lookup turned up that the anniversary of Market Garden actually lined up with our regular gaming slot in September, with the actual day being the anniversary of Operation Berlin (aka: the evacuation ending the endeavor).  With six months lead-time, surely we could do a big Market Garden game by then, right?

Fortunately, we very quickly scaled back our plans from a series of linked games covering the high points of the Operation from start to finish down to ‘simply’ doing Frost’s attempt to hold onto the bridge in Arnhem.  This was the right call.

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Steve, who knows a lot more about this than I do (I’ve watched A Bridge Too Far, and have read the book on which it’s based, but that’s about it), did all the planning,  John already had the Germans painted, and did all of the table, which is (as you’ll see) amazing.  I painted up the British paras.

There was an online, pre-game component where the British and German teams determined how they would deploy and maneuver.

 

Although the Germans responded the same way they did historically, the British did things a little differently, which resulted in 1) Frost not even getting to the bridge and 2) the British that did needing to defend it from the town and across the river.

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(Would you just look at this table?)

I ended up on the German team. Because we assumed they would concentrate their forces on the buildings overlooking the bridge, the plan was to advance through the buildings on the East side of the causeway, ensuring they were clear and approaching under cover.

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That didn’t last long. It turned out the British were riddled throughout the those houses.  Assaulting in Bolt Action 1E is decisive, and my rolling wasn’t so hot, so I lost 2 out of 3 assaults, which wiped out my infantry units pretty much by the very beginning, leaving me with a tank and not much else.

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That’s the silver lining of playing Germans in WWII: when you’re winning, you’re winning.  When you’re losing, the Germans are losing, and that means all is right with the world.

 

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We had a tough time pushing up that flank: both because the BA building rules, which are normally Good Enough, are especially punishing when there’s basically nothing but buildings. Needing to go room-to-room is entirely on point here, but I think we need to tweak things a bit somewhere here.

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Eventually, the models I painted deigned to leave cover, which let me get some photos of them in action:

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(I’m particularly pleased with that first image in the post. How cool is that?)

We eventually got near enough to the buildings around the bridge, which meant the PIATs opened up.  I did have one, brief, shining moment of usefulness when a PIAT from the top floor of one of the buildings fired on a tank: my tank returned fire and handily returned fire, killing everyone in the top floor.

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At the end of the game, though, the German progress was too slow: of the six buildings around the bridge, the Germans had taken/cleared two of them, and the British still occupied four.  All pretty much agreed that the British had won the game.

Frostgrave – Well of Dreams and Sorrows and Horrible Death

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Played another game of Frostgrave last week with Casey.  Third in the series.  The campaign is nominally “Thaw of the Lich Lord” (literally: that’s what I’ve been putting on my warband sheet), but we’ve mostly been goofing around with it.  Game 1 was Thaw’s “Total Eclipse”, Game 2 was “The Mausoleum”, and this one (Game 3) was “The Well of Dreams and Sorrows” except, obviously, we used the Dungeon Set-up.

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Because things blend in a bit: yellow stars are treasure, green stars are special roll-on-the-Lich Lord table treasure tokens, blue stars are dungeon entrances (we didn’t have enough ways in, so the stairs down are warband entrances and Wandering Monsters can pop up out of floor hatches or, if undead, out of sarcophagi.  We also parked Giant Frogs on top of the special treasures because that 16+ for Random Encounters doesn’t produce enough mayhem for my tastes.

The pool of blood in the center is, obviously, the Well.

I neglected to take photos turn-by-turn (maybe we’ll make a point of doing so next time?), but you can kind of see the direction the game goes in: both of us break some guys off to each side and push down the middle with our Wizards.  Wizard vs. Wizard, Apprentice vs. Apprentice.

On the left, my Treasure Hunter chumped the Giant Frog, leaving the special treasure for the Thief to collect.  He sent two models into the secret room to fight the Giant Frog on his side, which was a Mistake.   They were obliterated by the Giant Frog immediately.  What was going to be an Apprentice-on-Apprentice showdown ended early when his Apprentice caught a Crossbow Bolt to the face.   Things are going my way, right?

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Not as much in the middle.  A bit of back-and forth, a few henchmen cutdown, and a clever gambit on my part that fell apart after reading all of the Leap spell text, and before we knew it the game boiled down to both of our Wizards, standing a few feet from each other, on their last legs, flinging Bone Dart at each other.

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At this point, I would really like you to picture two guys, somewhere further along the Kovacs’ Wizard DCC evolution track:

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standing in a mall food court gibbering, spitting, and flinging chopsticks at each other for an extended period of time. People stand by, uncomfortable and unsure how to respond. It goes on and on.  Suddenly, a chopstick embeds itself in one of the combatants eyes.  He screams, and blood sprays across across the bystanders as he dies messily.

Seriously, round after round of “I’m at 1 wound.  I probably should run away, but he just missed Bone Darting me, and he’s only at 1 wound, too, and if I can Bone Dart him I’ve got this!  Okay.  Bone Dart it is!”  Ending, of course, with my Wizard getting eyeball chopstick’d and dying messily.

We’re using the Just Play rules, that are explicit about between game order of operations: roll for Treasure, then roll for injuries.  I got out with one of the Lich Lord treasures.   Rolled: Crystal Rose (lets you reroll on an Injury table).  Rolled for my dead henchpeople, then the Wizard: rolled a 2.  DEAD.  A dead hireling isn’t a big deal, but a dead Wizard is HUGE.  But wait: Crystal Rose!  Re rolled the 2, and got a Close Call!  My wizard lost all of his gear (Magic Spectacles and a Staff of Power (3)), but lived on!

Talk about close calls!

1/72 Red Devils – done for now

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It is accomplished. I’ve finished my (minor) contribution to this weekend’s Arnhem game.

  • 4 command model (including a Frost and, almost more importantly, a Tatham-Warter model)
  • 4 10-man squads with NCO w/ Sten, Bren, 2 Stens, 6 Riflemen (though there’s an extra Rifle to the side in case we want to throttle down and only have 2 Stens in each squad)
  • 4 PIATs
  • 3 Medium Mortars
  • 3 MMGs
  • Also ended up with 2 extra Brens

This is a hair more than we’ll actually be using, I think, but it’s a substantial step down from the original plan.  I’ve got another 5 squads’ worth of minis prepped for painting, but I’m glad this is all I needed to do in the end.  Having painted a bunch of these, I’ve decided that I hate this scale.  1/72 combines the drawbacks of 15mm (poor/difficult to paint detail, requires volume) and 28mm (sufficient detail to require attention) with none of their respective benefits (seriously who cares about detail, they’re 15mms and interesting detail enough to merit the effort), hitting a sour spot between hassle and payoff.  That’s why I won’t be sticking these bastards into the lightbox.

I’m sure I’ll finish off the rest of them at some point.  It’s a shame that they’re Paras, and so likely don’t need much in the way of vehicles, which I gather is the point of the scale.

The table, however, is going to be magnificent.

Wednesday Workbench

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I’m grinding away at these damn 1/72 Red Devils for later this month.  I have to admit: the Eureka AB models are definitely better than the Plastic Soldier Company… but they’re still awful.

Juuust about done with the 20 up top, then it’s weapon teams and (I need to double check my numbers) probably a couple of riflemen to round out a squad.

Then on to Deadzone terrain!

#SkinnyDamnAnkles

Those new Hadross Pit Fighters are rad, right?

Except…

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They’re top-heavy as heck, and those tiny feet & skinny ankles are going to be a beast to pin.

NOVA 2016

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Despite having what felt like the most harried build-up to the convention yet, this was probably the lowest-key NOVA I’ve had.  My schedule was pretty light, and I didn’t stay at the hotel, so most of the convention ran only about 8 hours a day for me.

In some ways, this was good: I didn’t really push myself hard, didn’t do much in the way of scrambling from one thing to another.  In other ways, less so: there was a lot more to do that I simply didn’t.

Initial registration was for nothing but Capital Palette and Jessica Rich seminars. I didn’t know what game to commit to, and although I gotten a lot out from the other instructors in the past I hadn’t met or had the chance to take any classes with Rich before.  Then, just about a month ago, I decided to throw in on the Wrath of Kings event(s).  Capital Palette looked like it was going to be a waste: between my heartburn over the change in format and my lack of hobby time leading into the convention (still adjusting to the new job’s schedule and what hobby time I’ve had I spent painting Wrath of Kings), I simply had nothing to enter a week before the event.

In the end, I ended up with 3 CP entries, 3 seminars, 1 speedpainting entry, and 1.5 tournaments.

Capital Palette

Up front: I did have heartburn about the new format, but I think I was probably wrong, which is good.  I don’t know what’ll happen to the format next year, but at least 2016 wasn’t the problem I feared it would be.

How bad was I about taking pictures this year? So bad that I don’t even have pictures of my own stuff in-cabinet to post here.

The weekend before NOVA started on my entries. I didn’t expect them to go anywhere, but figured I’d paid for the pass and more models in the case is better for the event. I ended up entering a Trenchworx A7V (previously documented here) and the Konflict ’47 M5A9 Coyote Walker as well as, after some consideration, a selection of my Frostgrave Cultists as really the only new minis I’ve painted over the past year that I think hold up well.

In the end, I made final cut with the Cultists and got a Bronze with the A7V.  This exceeded any reasonable expectation, I think.  This isn’t false humility or self-deprecation: this is, I think/hope, a realistic assessment of the level of my skill, my work, as well as that of the other folks who compete in these things…. and my game was pretty weak this year.

Anyway, despite some work into tarting up the display block, the Coyote, frankly, was unfinished.

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That the Cultists made cut but no more is on point: I do think they’re good models, but hey: they’re gaming minis and I painted 7 of them in a weekend.

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I think there’s a lot of cool stuff going on with the A7V, but it, too, feels less than fully complete to me so that it got a medal is a huge, pleasing surprise. Unfortunately, the CP photographer doesn’t know what an A7V looks like, and so photographed it backwards.

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The best thing about the new format: they did a separate awards ceremony before the closing ceremony.  Everyone got to see every entry that won a medal and got to put faces to names. Keep this up for sure.

Here are all the photos I took. (Don’t ask me why I photographed these and not any of the other, 100+ entries.  I LOVED Daenerys and the Mobile Brigada, but there was a lot of other great stuff.)

CP 2016 (4)

CP 2016 (1)

CP 2016 (2)

CP 2016 (3)

Grex Speedpainting

Speed Painting 1

I’d considered doing it, then decided against it.  Then, while shooting the breeze, John convinced me to sign up for it after all.  I’m really glad I did: I had a great time with it: it was a lot of fun, I’m proud of my entry, and I liked it enough to consider doing it again at 7:30 Sunday morning to take advantage of my lessons learned. (I didn’t, but maybe I should have: those 7:30 entries swept, I think).

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Given where I was with an airbrush this time last year, this is amazing.  Heck, given where I was with an airbrush this time last year, that I freaking medalled with an airbrushed vehicle is freaking amazing.

Anyway, I will definitely be doing it again next year.

Wrath of Kings

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As previously mentioned: I did it.  I got a WoK skirmish list painted up in time for the con.  The format calls for two sideboards: I only had the one, but it was enough.

Now that I’ve gotten some more, focused games in, my opinion of the game hasn’t changed: it’s got some depth/complexity but not too much depth/complexity. There’s not enough there for a primary game to play week after week, but it’s definitely worth having around to break out every now and again. CMON has been relentlessly aggressive in getting a starter into the hands of pretty much every man, woman, and child in America at this point, so there’s no reason not to put the models together, paint them up, and push them around.

The Friday tournament was small: 6 people, but tight enough to be a good time. I ended up going 1/1/1, with two good games and one okay-but-I-think-we-were-both-tired game.

It was light enough that I decided to pass on the Battle tournament, thinking that if Skirmish only got 6 players, Battle (with a larger model count) would get fewer.  I was right: only 3 turned up (though 2 of them hadn’t played on Friday).

I did end up playing in the Sunday tournament, but that was a mistake.  It appeared to have a different format: “WoK: Skirmish Level Tournament” vs, “WoK: Skirmish Battle Royale“, there was a smaller window (3 hours vs. 4 hours), but ended up as a regular matched play tournament (like Friday) and because we started late and were ending early (I had a hard-stop at 2) I only got a hair over one game in.  A little disappointing, but at least it was inexpensive.

The CMON booth and game room was humming pretty much all weekend. I expect they sold quite a bit, so hopefully it’ll have a bigger presence next year.

Unasked-for-but-hopefully-constructive feedback:

  • The Conquest of Kings format time limits were probably invented in a vacuum. It’s plausible that the game’s designer is able to finish skirmish games in 1 hour or less, but for the rest of us… especially people who potentially just did a build-and-play the morning before.  Of four games, I finished one in time.  They need to pad that time out.
  • The tables were not-great.  Not bad, but not great. They were on par with the 40K tables, but I find those merely adequate and they have to have 800 of them. One of the lessons I think I’ve learned from HMGS & TGS is that beautiful tables have a greater impact than beautiful miniatures. Great example of this: Hobbit / LotR sure as heck feels like it’s a dead game to me, but it has the most beautiful tables at NOVA and so is humming with activity all weekend long.   If CMON only has to schlep 8 4’x4′ tables out, I’d recommend considering punching them up.
  • I missed them announce the winner. I stepped out to use the restroom and came back and there was a plaque on the table. When there are enough participants to count on less than two hands, I think it’d be worth making sure everyone’s there when you do that.

Overall

I have to admit that I went into NOVA a little down on it.  I had stuff that I was going to do, but not a lot, and it’s too expensive to just putter around. I had a great time, though, and I’m pumped and motivated and looking forward to next year.

Infinity

Next year I’m definitely doing Infinity.  I’d had heartburn over the (lack of) painting requirements at Infinity events in 2015 & 2016 and, as with other my other heartburn, I don’t think it was born out.  I cruised through the Infinity room a couple of times to see what people were running and although that’s hardly a scientifically sound polling mechanism, I think I saw one or two unpainted armies and that was it.  The average quality of the models there was hundreds of times higher than could be said of the 40K room.   Definitely in the cards for 2017.

(Can you tell I’m happy to say “I thought this would be a problem.  It wasn’t.  I was wrong.”?)

Games Workshop

The big rumor mill was about Games Workshop and it’s involvement in NOVA.  It was such a non-secret that I honestly hope nobody expected it to be.  They provided a ton of prize support and are apparently going to be much more involved in NOVA 2017 0in some way or ways that have not yet been articulated. I’m cautiously optimistic. The only reason that’s ‘cautiously optimistic’ and not ‘fully glad to see’ is I do have some concerns about how it’ll impact the Capital Palette.

One of the rumors was that this might herald a return of the Golden Daemon to the US.  Although that would be great, the CP has had quite a large number of non-GW entries over the past several years.  I wouldn’t be surprised if they were in the minority.  Any move that would exclude the sorts of models that have been getting submitted (especially now that there’s effectively a whole non-GW category: busts) would be a bad thing.

If this happens, what I think needs to be the case is a parallel/sub contest.  For example, Historicon has its categories: Sci Fi/Fantasy/Historical, etc… but there’s a whole two categories for Flames of War, and there’s a Warlord Best in Show award that’s done independent of the 10 categories people can submit to.  If you’re going to do a Golden Daemon at NOVA 2017: follow the Historicon model and either have separate, GW-specific categories or (better yet) simply have the GD awards selected from GW models entered into the existing categories.

Closing Ceremony

This was the best closing ceremony yet. For most events, they handled awards announcements and prizes within the context of the specific events: just as they did with the Capital Palette. This shaved down something that at one point took hours and hours and hours to something really lean that hummed along in great time.

NOVA has solved the closing ceremony problem.  Let the bells ring.

Frostgrave – Campaign!

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I pretty much immediately got pumped about running a Frostgrave GameDay after my first game. I envisioned a couple of simultaneous 1v1 games, culminating in a larger melee with everyone on the table.

We’ll be running this at Huzzah Hobbies on 10/23 and, I’m sure, as a TGS weekend event.  If you’re interested in playing in the 10/23 game day: let me know!  There’s room for 8 and that’s it.

You can get the campaign here: Frostgrave – The Confluence Game Day