Author Archives: Rushputin

About Rushputin

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

Alternate Approaches to Scenarios

Multiple Scenarios

The one really great thing (in my opinion) to come out of War of the Ring is its approach to scenarios.  As with 40K, there’s a little table and you roll for the random scenario for the game.  Where it differs from 40K, though, is that you roll more than one time.  So, you could roll up a game that’s both King of the Hill and Kill Points, for example.  Each scenario comes with a set of victory points, which you total up to see who’s won.

Now, we’ve been muttering about trying to play 40K this way pretty much all year.  The only sticking point is how to make the goals of the different scenarios roughly comparable.  Because, in theory, winning at one when your opponent wins at another should result in a draw.  It’s easy to compare how objectives in Seize Ground and objectives in Capture & Control should work together, but it gets a little tricker with Kill Points in Annihilation.  If we make the assumption that the average 40K army has 12 Kill Points (which seems like a reasonable assumption to me), we can say the following:

  • Seize Ground: Each objective is worth 3 VP.  That gets us an average of 12 VP, with a minimum of  9 VP and a maximum of 15 VP.
  • Capture & Control: Each objective is worth 6 VP.
  • Annihilation: Each Kill Point is worth 1 VP.
When talking about multiple scenarios, though, what happens if you roll Seize Ground and Capture & Control?  Do you get up to seven objectives on the table?  That seems crowded.  So, I imagine that if one rolled both scenarios, that it’d be the two objectives in the deployment zone,  plus d3 additional objectives.  The two deployment objectives could then be either 6 VP apiece, with the additional objectives being 3 VP, or we could combine them so the deployment objectives are 9 VP and the additional ones remain 3.  I don’t know how I feel about that.
Capture, Not Control
Anyone will agree that Capture & Control is really sort of built for the draw.  Most of the games I’ve played end up that way: I hang onto my objective while my opponent hangs onto theirs.  What if your objective doesn’t matter as much as your opponent’s (or at all)?  (I have no doubt in my mind that everyone else on Earth has thought about this already but, hey, I’m on a roll.)  This could go two ways:
  • Only your opponent’s objective matters: If you control your opponent’s objective, and your opponent doesn’t control yours: you win.  If both of you control each others’, or if no one controls their opponent’s objective, it’s a draw.   This feels to me like it would actually produce more draws, however, and possibly reward armies that are more in your face than ones that aren’t.
  • Your opponent’s objective matters more: If we’re working with the multiple scenarios setup above, we can weight the different objectives differently.  (Well, we could weight them even if Capture & Control was the only scenario, but it wouldn’t matter.  It’d be functionally identical to only having your opponent’s objective matter, as above.)

    I imagine this would work out like making your opponent’s objective worth 9 VP and your objective worth 3 VP.  In other words, it would make your objective just like any other objective… but your opponent’s objective as important as almost all of the other objectives on the table.

Hidden Agendas
This popped into my head in response to a goofy tournament format Ben suggested on the IFL forum (which is interesting, but I suspect is fundamentally too subjective to be wholly viable) and is also likely worlds away from being an original idea.
What if you didn’t know what your opponent’s scenario was?  

Battle Report Utility

Just wanted to take a moment to link to a neat utility that came up on the IFL forum the other week that I used to generate the map in my last post.
You drag and drop shapes that represent terrain and units onto a field.
I have no idea what it’s called, since I don’t speak the German, but here it is: http://www.coolmails.de/MBDespliegueEN.swf.

The “Get Picture” function seems to be busted, but it’s easy enough to take a screencap.  Also, it’s a shame there’s no 40K support.

Ratputin Triumphant

The game on Saturday happened, as planned.  As cramped as my schedule’s been, lately, I consider that a victory.

Harry ran High Elves, with a list that was something like:
Lords & Heroes
  • Noble – General, Great Eagle, Reaver Bow
  • Noble – BSB, Elven Steed, Battle Banner
  • Mage – Dispel Scroll, Dispel Scroll (Lore of Fire)
  • Mage – Elven Steed, Silver Wand, Starwood Staff (Lore of Death)
Core
  • Archers x10
  • Archers x10
Special
  • Dragon Princes x5 – Full Command
  • Dragon Princes x5 – Full Command
  • Ellyrian Reavers x5 – Full Command
  • Lion Chariot of Chrace
  • Phoenix Guard x12 – Full Command
Rare
  • Great Eagle
  • Repeater Bolt Thrower
  • Repeater Bolt Thrower
I ran the list I discussed here.
It was a full-on battle.  Very, very close with the dice deciding a lot of things.  It was a really good game.

Some notes:

  • The battlefield was different than what I’m used to seeing.  This was great.  I’d just been complaining with some other folks on RPG.net about how WHFB battlefields always look pretty much exactly the same: Forests to the right and left, halfway between deployment zones with one to two hills along the back edge of each deployment zone (for bolt throwers, etc).  Harry started dropping hills in the middle of the board for fear of the Warp-Lightning Cannon.  I put forests in each deployment zone, hoping I could scout my Gutter Runners.

  • He lost his mages immediately.  On his first turn, his scroll caddy miscast with double 1’s (kill the Mage).  The other Mage died on my second turn: he’d been in a unit of Dragon Princes… which had lost a member to Storm Daemon, allowing the Warp-Lightning Cannon to snipe him.  To say that this helped is to wildly understate.
  • The Throwing Stars on my Night Runners didn’t really do much for me, though it did have a strong psychological impact on my opponent.  He seemed unreasonably concerned that he was going to get shot to pieces; I’m not sure why.  Yes, most of my army had shooting, but so much of it was at a negligible range… and it’s not like it was two blocks of archers and two bolt throwers.
  • I did like the larger unit of Night Runners, though.  They were more effective at screening, and tied things up pretty well.  Shame they’ll be losing Skirmish in a few months.
  • The Gutter Runners did quite nicely.  They locked down two flanks effectively and, on springing into combat, did me proud.  They were unable to help with warmachines, though.  I probably should try a Tunneling Team, after all.
  • I still like the Warlord with the Cautious Shield and the +5 Ward Save.  He’s not a death machine, but he helps keep the unit around very effectively, and is about as hard to kill as I can manage.
  • The Assassin wasn’t able to do much of anything, but that’s because Harry moved his general halfway across the table.  A flying general is handy to have.  I’d probably be better off with two Warlock Engineers, though, if only to provide Dispel Dice and Scrolls.
  • Ratling Guns didn’t get to shoot once.  I don’t expect them to, any more.  They’re another target, though, and are a threat that must be dealt with, which protects my other units.
  • Likewise, the Giant.  He didn’t get the chance to do anything except eat two rounds of shooting… which is pretty much what I thought he’d do.  At 200 points, I probably should have higher expectations, I think.  Maybe next time, I’ll try Ironguts or something.
  • The Jezzails kicked ass.  They deployed behind the hills, in the back corner, which meant they were safe from enemy fire (so the only thing that would chase them off the table would be misfires).  They still had a clear line of sight to the middle of the field and, if anything crossed over the hill (which happened several times), they were able to unload on it at short range.
  • The Warp-Lightning Cannon did quite well; threatening the heck out of most of his units.  It paid for itself in frying the Mage.  At one point, it shot down the flank of the unit of Dragon Princes that contained the BSB.  At S10.  I rolled a 1 to wound the BSB, but incinerated the rest of the unit.  That was pretty close, there.
  • The MVPs for the game, I think, were the Globadiers.  Small enough that he didn’t want to waste anything on them, those two 20 point units were able to kill hundreds of points of Dragon Princes, as well as opening the door to put down to enemy characters.  They were fantastic.

At the end of the game, he had:

  • General (fleeing)
  • BSB
  • One full unit of Archers
  • 2 Bolt Throwers

I had:

  • Nearly full block of Clanrats (with General)
  • Nearly full block of Slaves
  • Nearly full heap of Jezzails
  • Warp-Lightning Cannon
  • Half a unit of Gutter Runners
  • 1 Globadier

One quarter was contested, one empty, two mine.  I’d captured a banner, as well.  Ultimately, I won by over 800 points, but it could have very easily been a defeat had his Mages not been fried.

Ratputin Returns

I was so unimpressed with the way the Bubonic Court worked last time I played, I think I’m done with it for now.  It sacrifices too much of what it doesn’t have in the name of getting too little.  Plus, if I’m going to play in Dragon Wars, it’d be nice to refresh myself as to how the rest of the army I’ll be playing is supposed to work.

I’m playing a game against Harry on Saturday.  There’s a comp tournament next weekend, so he’s prepping for that.  My list unintentionally meets all of the comp tournament’s rules, save that I’m including a Dogs of War Giant, but he’s okay with that.  (I doubt it will make a difference, anyway).

Ratputin Returns
Skaven – 2,250 points

Lords & Heroes

  • Warlord – General, Heavy Armor, Cautious Shield, Foul Pendant
  • Chieftain – BSB, Heavy Armor, Storm Banner
  • Assassin – Weeping Blade
  • Warlock Engineer – Condenser, Warp-Blades, Dispel Scroll, Storm Daemon

Core

  • Clanrats x27 – Musician, Standard, Ratling Gun
  • Clanrats x26 – Musician, Standard, Ratling Gun
  • Giant Rats x24 – Packmasters x4
  • Giant Rats x24 – Packmasters x4
  • Night Runners x10 – Throwing Stars
  • Night Runners x10 – Throwing Stars
  • Poisoned Wind Globadiers x2
  • Poisoned Wind Globadiers x2
  • Slaves x20 – Musician
  • Slaves x20 – Musician

Special

  • Gutter Runners x7 – Poisoned Hand Weapons, Poisoned Throwing Stars
  • Gutter Runners x7 – Poisoned Hand Weapons, Poisoned Throwing Stars
  • Warplock Jezzails x7

Rare

  • Giant
  • Warp-Lightning Cannon

That’s 15 drops with 205 models.

I’m trying a number of different, new things out here.

  • The Giant, for one.  This started out with a decision to include some Ogre Ironguts but transformed into a “A Giant is more likely to suck down (and survive) all of my enemy’s fire,” decision.  Plus, it looks like it’ll be goofy and fun.
  • Gutter Runners.  I’m probably making a mistake here by taking so many of them, and by making them so expensive (those poisoned weapons increase their cost by 50%), but it’s something I’m not used to using.  I really need a way to deal with enemy warmachines, and these are it.  Initially one of these was a Tunneling Team, but after rereading the rules on that… no way.
  • Similarly, I’m taking slightly larger than usual Night Runner units of 10.  In a few months, I’ll be taking blocks of 25, but for now they skirmish and I’m used to units of 5.  I hope that, with groups of 10, they’ll be better at screening.  I’ve given them Throwing Stars to eat points: this Mainstay Unit stuff makes list construction difficult: if you can’t afford to buy another unit of Clanrats, you’re sort of stuck trying to find places to spend a few more points.  It will, hopefully, make them a bit more of a threat, though.
  • I’m only taking seven Jezzails for two reasons.  Seven is the magic number for these small units: it keeps them small (and cheap) while maximizing the number of models you need to kill before they break and run away (note that I don’t say “test to see if they break and run away”).  I’d take two units of them… but I only have ten Jezzails.  I hope we see plastic ones in a few months before I buy up to fourteen (but I’m not holding my breath).
  • As it turns out, I’ve always done The Cautious Shield wrong, thinking that if I give up my attacks, I can force a model to lose an attack.  What it actually does is automatically force a model to lose an attack and, if I give up all of my attacks, it forces them to lose two attacks.  That’s twice as useful!
  • I’m probably going to get my teeth kicked in on Magic.  (Heck, I’m probably going to get my teeth kicked in anyway, since I can’t outfight, outshoot, outmagic or outmaneuver any other army right now).  Just one caster, with one scroll probably isn’t going to be enough… but I want to play with the Assassin.

For Whom the Bell Tolls

This past weekend was my first free weekend in what seems like forever; I had high hopes of Getting Things Done.  And, although I didn’t get as much done as I’d have liked, I did get 95% done with my Screaming Bell conversion.

I’ve had the pieces for it for probably over six months, but I’ve held off on doing it because of frustration with the Skaven and diversion into War of the Ring.  Plus, I was never really sure how I was going to get some thin and small plastic hands to support a large and heavy metal bell.  I could have waited for the rumored new kit, which if it exists should have a plastic bell but…

The announcement of Dragon Wars, an annual Fantasy Tournament built around dragon fetishism and goofy but fun rules motivated me to pull the tub down and get to work.

The first problem I’d faced was what to do with the hands.  The dragon claws weren’t large enough to convincingly hold the bell.  After several months of deliberation, I realized I have a surplus of Rat Ogre arms.  Problem solved.

The grip isn’t perfect, but at least it’s convincing.

Getting the secured was the biggest challenge.  I finally gave up on supporting it from above and decided to support it from below.  I’ve got a thick paperclip coming up  nearly 3″ from the base and shoved into a wad of greenstuff and superglue in the top of the bell and secured with more greenstuff and superglue near the opening of the bell.

The paperclip runs another 3″ or so on the bottom of the base and is secured by… you guessed it: greenstuff and superglue.

A little bit of the pin is showing, but I don’t think it’ll be all that noticeable, especially when camouflaged with some aquarium rocks.

Skaven don’t truck with dragons, but the do have an endless horde of hideous and vile mutants to drive onto the field.  The main goal of the conversion was to transform it into a enormous wing’d rat beast.

So, I gave it gnawing, buck teeth, and filed down what was a forked tongue into a more normal, ratty tongue.

And then I started sculpting hair.  This is what made it take a weekend instead of an afternoon, since I had to wait for the greenstuff I’d just sculpted to cure before I could start on another section (lest I maul what I’d just completed with my clumsy fingers).

I orginally hadn’t planned on doing so much hair, but this is where I ended up.  I think it looks good.  Also, I put on a few buboes, since Skaven always have a few of those.

The only thing I’m not entirely sure I’m happy with is the tail.

It needs to look like a ratty tail.  The bottom of the tail is fine, in this regard.  The top’s another matter.  I don’t feel comfortable trying to file or buff the scales down (especially now that it’s all assembled, but even before), since the end result would just be something unnervingly smooth (or unnervingly smooth and with horrible texturing).  So, I’m leaving it.

The other thing that needs doing is the mount.  Originally, I’d planned to build a little platform over the saddle for the Grey Seer to stand on.  That plan is on hold, though, because there’s talk of a number of mount options in the new Skaven book: Giant Rat, Rat Ogre, litter, etc.  Also, the style of the Skaven is changing a little bit.  My hope is that there will be some new riding legs that I’ll be able to use to mount the Grey Seer on it’s back like a rider.

Of course, this presents me with a difficult decision: paint it now (and in time for Dragon Wars), or leave it unpainted and therefore more easily altered with whatever new bits there will be in November?

(Also, this post has convinced me that I need to buy/build a lightbox.  My current setup clearly isn’t holding up.)

Planning for the Enemy

I’ve been doing some thinking about tuning your list for a specific opponent.   Taking advantage of your strengths as much as your opponent’s weaknesses.

Most of the games I’ve played have been with “All Comers” lists; lists intended to perform as well as one could hope against any possible opponent (I’ll come back to why that is in a bit).  It’s become clear to me that, while this is sometimes appropriate, maybe sometimes isn’t.

Warhammer 40K

I’ve spent more time playing Warhammer 40K than I have playing any other miniatures game.  Far and away, the bulk of that time has been spent playing in leagues (escalation and otherwise) in the Iron Fist League, a group that’s pretty competitive in the way it approaches the game… mostly because many of its members like to play in tournaments.  Lists are often refinements of tournament lists.

Tournament lists, ideally, are all-comers.  Although there’s a certain amount of metagame involved (like the fact that you’re somewhat more likely to face an MEQ army in any particular game or that there are a lot of Ork and Guard players out there), there’s really no way to know what armies you’re going to face.  Building to completely obliterate one kind of army is generally setting yourself up to take a beating from another kind.

Additionally, 40K has random scenarios and deployment rules.  You don’t actually know what sort of game you’re going to be playing until you start playing it.  You need to build your force to handle every possible scenario.

Discussions on the IFL forum about specifically customizing your army to your opponent generally involves universal abhorrence.  Although it’d be madness to for a company of Astartes to not recognize that they’re assaulting a Tyranid warzone and equip themselves accordingly, the consensus is that it’s just bad sportsmanship and indicative of low character.

I’m not altogether sure where to draw the line between specifically customizing your force to address your opponent and simply responding to the local metagame, however.  What’s the difference between deliberately saying, “I’m about to play against orks.  Better load up on the flamers,” and just playing against a lot of orks and coming to the conclusion that flamers always end up useful?

Warhammer Fantasy

Most of my Fantasy playing has also been with the IFL… though the WHFB culture is remarkably different from that of the 40K culture.  Almost all of the Fantasy players participate in a challenge pyramid, which is all about knowing exactly who you’re going to be facing and building a list to crush them.

It feels like the magic item lists really support that approach, too.  Dwarf-Slayer doesn’t look like something I’d ever take, unless I knew I was going to be playing against Dwarfs, you know?

It also makes sense in that it truly encourages a player to learn all the ins and outs of both his army and his opponent’s.  If you don’t really understand what you might be facing, you can’t really prepare for it.

Unlike 40K, Fantasy pretty much just as the one scenario.  I’ve looked at the variant scenarios from the 6th edition rulebook, and they’re fundamentally not so much alternate scenarios as mildly different deployments.

As I’ve only played in on WHFB tournament (an escalation league tournament), I don’t really know how that scene works.  I’m not sure how the WHFB players make the transition from the specific-opponent army to the all-comers army that I’m sure a tournament requires.

What’s interesting is that, here too, I have to wonder if there is a line: one of the more recent local scandals is when a player, on seeing that his opponent had unpacked (and therefore likely would be fielding) a dragon, put a unit back in the case and pulled out more bolt throwers.  There was a great deal of outrage over this on the forum.  Is this specific act fundamentally any different from more generally deliberately building your army to defeat your opponent’s?

AT-43

I’m only just getting started with this game, so in many ways I’m talking about of my ass.

One thing that we’ve identified is that it really feels like we’re supposed to pick the scenario, look our opponent in the eye and then build our list with full knowledge of what army they’ll be playing.  Showing up with a list typed up the day before that seemed like a good idea is just asking for frustration.

The mechanics of the game seem to encourage it, as do the extremely awkwardly phrased unit costs.

Conclusion

It seems to me that, depending on the game and metagame, it’s sometimes appropriate to construct a list with a specific opponent in mind.  Given that my default setting is 40K, which discourages that, I’m likely to generally continue building all-comers lists, regardless of the game and I’m likely to continue being disappointed when I’m up against someone who hasn’t.  I think that’s probably my fault, though, for not tapping into the game better.

What do folks think?  Always all-comers?  Are things more nuanced?

Therians: The Future of Mankind

I won an excellent auction on eBay last week, and it finally showed up yesterday.  I wasn’t really looking for a second AT-43 army, but it was too good a deal to pass up: the lot had been going for $100 when I noticed it and I ended up snapping it up for $153.

The guy noted that he didn’t really know what was in the lot, just that what was shown was what I’d get.  Not a problem.

Now that I’ve had the chance to really work through what’s in the box: it really was a great deal:

  • Characters
    • Sigma Urash
    • Alpha Atis-Astarte 
    • Omega Tiamat
  • Golems
    • Overseer x1, Nanoblaster, Reaper Blades
    • Overseer x1, Nucleus Gun, Reaper Blades
    • 24x Nanoblaster, Reaper Blades
    • 11x Reaper Blades, Reaper Blades
    • 9x Sonic Gun, Reaper Blades
    • 7x Flamer, Reaper Blades
    • 4x Nucleus Rifle, Reaper Blades
    • 3x Nucleus Gun, Reaper Blades
  • Assault Medusae x8
  • Bane Goliaths x6
  • Wraith Golgoths x4
  • Hekat Golgoths x5

If I assume that as many of these minis came from Operation Damocles boxes as possible (which is tremendously likely, though I don’t actually believe it to be the case), that’s ~$650 worth of stuff at MSRP.  More likely, because so much AT-43 is still floating around at deep discount on sites like The War Store and FRP Games, all of this stuff is worth much closer to $400.  That’s still an incredibly good deal; somewhere in the neighborhood of 77% – 62% off, depending on how I want to look at it.  Plus, Assault Medusae aren’t listed anywhere, now… not even on Rackham’s AT-43 site.

There was a slight drawback in that every single strider in the package was broken.

The seller had too much faith in styrofoam peanuts.  I expected there to be a bit of breakage, but this is far more extensive.  Even that I’m okay with (he did warn that there was some breakage, and it was a great deal)… the only really vexing thing is that I seem to be missing a couple of bits of of Golgoth.  I’m a few spiky bits short of having five Hekat Golgoths.  Given the savings, I can’t complain much, though.

I might, in the near-term, supplement it with a Nina Zero, a Baal Golgoth and maybe some Assault Goliaths… but nothing else.  There’s no need.

Genestealer Color Scheme

In between other things, I’ve trying out different color schemes, trying to settle on how I’m going to paint my Space Hulk genestealers.  I’ve got a very solid idea of how I’m going to paint the terminators already (heck, I’ve got the terminators from the last edition painted up, though I’m not sure I’d like to parade them around in public… in fact, I could field all of them as Deathwing Terminators, though the bases would cause me problems).  The ‘stealers have always given me problems.

About this time last year, I’d settled on a paint scheme for a Tyranid army that I’ve since abandoned, and really need to put on eBay (if you’re interested, let me know, I’ve got a great deal! :) ).
I’m actually very happy with the scheme: basecoat, highlights and then brushed with Minwax.  Dipping’s great for painting a huge number of space bugs, but Space Hulk has less than thirty.  Too much hassle, I think.
Plus, although I like the scheme, I’d like to make them darker, creepier, nastier.
I’ve thoroughly abused a spare genestealer I’ve had floating around (possibly/probably from the previous edition of Space Hulk), and have settled, I think, on a paint scheme.
The chitin on the leg is the scheme I’m going to use for chitin.  It’s P3 Cryx Bane Base highlighted with P3 Cryx Bane Highlight and washed with Devlan Mud thickened with some matte medium.
The flesh pretty much everywhere here is what I’ll be using for flesh.  It’s Dheneb Stone washed with Devlan Mud thickened with matte medium.
This’ll give me a nice, wicked and creepy color scheme.  Dark, dangerous and insectoid chitin and pulpy, gross flesh.
I still need to settle on how I’m painting the claws.  I’m thinking I might try Dheneb Stone washed with some sort of Badab Black.  Not sure, though.  They need to pop out and look dangerous.

Arch-Plaguelord Nurglitch

Finished Nurglitch yesterday.  (Technically, I finished him today, but all I did today was glue the banner on, wash a few small things and varnish him; I did a lot of work on him yeterday.)  Here he is:

I’m not entirely happy with him; I relied a little too much on washes, which might have turned out okay but my Devlan Mud seems to have thickened up a bit.  Still, he’s pretty cool, and I think the base looks great.

Plague Rats

I should be playing WHFB this coming Tuesday.  Hopefully, timing work out such that I get not one, but two games in.

I’ve been working on painting some miniatures for the army, too.  I’m not quite up to powering through a full unit of 25 in a single week just yet, but it’s entirely appropriate to paint Nurglitch. He’s maybe halfway there, but I hope to find some time to finish him before Tuesday.

(Hastily taken with my phone this morning.)

This is the list I’m looking to use:

Rashputin Marches
Bubonic Court of Nurglitch – 2250 points

Lords & Heroes
  • Nurglitch – General
  • Plague Priest – BSB, Stormbanner
  • Festering Chantor – Dispel Scroll x2

Core

  • Plague Monks x26 – Full Command, Extra Hand Weapon, War Banner
  • Plague Monks x26 – Full Command, Extra Hand Weapon
  • Pusbags x20
  • Pusbags x20
Special 
  • Frothing Giant Rats x25
  • Frothing Giant Rats x25
  • Plague Censer Bearers x10
  • Plague Censer Bearers x10

Rare

  • Rat Spawn
  • Rat Spawn

We’ll see how it does.  Not many changes from before: pretty much just dropping the Lvl 2 upgrade on the Festering Chantor and using the points for more bodies.  I was pretty happy with how everything worked out in the last game, and I’m not sure that any of the other units would be that much more useful.

(God, doesn’t that image make you want to hurl?)