9.16.2013

Relics of Treasure - Intro and Week 1

The latest league has started up at Black Knight Games, my friendly local hobby shop, and it's quite the doozy.  Not only is it nine weeks long, instead of the usual six, but it's got a whole host of unique rules and restrictions in play, courtesy of the much-ignored variable terrain rules from the later part of the big rulebook.  This promises to be a campaign like none other!

There's an actual player pack for this thing; for those interested in it, there's a pdf up of it, available here. For those who don't want to go through the whole thing, let me give you the highlights. The league is a tile-based campaign, with everyone starting with a single tile and each victory seizing another one to add to your points overall. No special or named characters; every game is played under the Ice World rules (Dangerous Terrain rolls fail on a 1 and 2, and Gets Hot weapons don't); lightning storms will strike on a 1 each turn, either forcing flyers to hover or to take a S7 hit; every game is Crusade, with D3+2 objectives; any Infantry model can hold an objective.

The big thing, however, is the Relic system. Each warlord starts off with a single Relic upgrade, and gains new ones by either seizing the secondary Relic objective in each mission, or killing the enemy warlord in a challenge (or both). There's a d6+d6 table to roll on, providing a full 36 possible options, though in each of the six sections there is an Explodes result, in which you get nothing. The relic effects can be stacked, and if you get a double that doesn't (having Fear twice, for instance) you're allowed a re-roll.

From a Tau perspective, the campaign rules have a couple of obvious effects. First, the increased risk of dangerous terrain will make it more dangerous to jump crisis suits in and out of nasty pieces of cover to get a better shooting angle. At a one-in-six chance this can be an entirely reasonable risk to take to get a better shooting angle; at one-in-three, however, it means that statistically it'll happen to your three-suit squad every single turn. To me, though, that's more than offset by the fact that Gets Hot stops being a thing. Ion weapons, already good, become even better with these rules in place, to the point where I almost considered trying to find some way to make use of the cyclic ion blaster. But the ion accelerator, the ion cannon and the quad ion turret all get a significant boost from the reliability of no longer having to risk Gets Hot rolls. This is especially useful on the ion accelerator with early warning override, as it means you can reliably pull off the blast against deep striking units of 3+ and 2+ models while they're maximally clumped together. Given that two of these weapons (the cannon and accelerator) were things Tau wanted to bring along from the start, this increased reliability is immense. Honestly, I even considered trying to incorporate the cyclic ion blaster.

Briefly.

Anyway, the league starts off at 1500 points, and eventually finishes at 2000, rising by something in the area of 75-100 points per week. So, let's start from the beginning!

8.13.2013

Tau Heavy Support – Part 1: Breaking Out the Big Guns!

The old Heavy Support slot used to be only slightly less of a no-brainer than the old Elites slot; two squads of XV88s and a Hammerhead, with the number of the former depending on the size of the game. Enough has changed, though, that it's not always so easy to decide. And, as Martha Stewart used to say, that's a good thing.

8.01.2013

Like 300, But With Way More Gunfire

I just have to say this; the opening to Dredd is awful. It's just really, really bad. It consists of a freeway chase and a mall shootout, and while the action is decently staged, it in no way, shape or form looks like the kind of world Judge Dredd should be operating in. It looks like it's taking place in a particularly rundown section of contemporary Los Angeles. It's about as underwhelming as an opening can be, really.

Which is annoying, because the rest of this movie is pretty great.


7.23.2013

The Best $7 I've Spent in Ages!

Pacific Rim is one of the greatest, dumbest action movies I've seen in a long, long time. And I mean that in the best possible way. This movie isn't dumb like, say, Star Trek Into Darkness, whose villain's behaviour can only be reconciled by assuming he is both working for and against another villain simultaneously, or The Dark Knight Rises, which completely wastes the entire emotional arc of the trilogy by having the people of Gotham not do a damn thing to save themselves. No, Pacific Rim is dumb in the biggest, coolest, most fantastic way possible, in the kind of way that doesn't let silly little things like reality and physics get in the way of grandiose displays of pure spectacle.

For example, there's a scene in the trailers where the hero's robot, Gipsy Danger, wields a cargo ship like a sword. This scene is dumb as a box of hammers. Just picking up a ship like that from one end would probably snap it in half amidships, nevermind dragging one end along a pretty long causeway. And then it gets swung through the air and collides with a giant monster. Multiple times! You can punch a hole in the hull of a ship like this by hitting it with a particularly sharp rock; the chances that it would've remained intact long enough to serve as a make-shift weapon for not just one, but several strokes, is essentially nil.

But it looks cool as hell!


6.30.2013

Tau Fast Attack – Part 2: The Vehicles - Furious, But Fragile

With six options available, the Fast Attack section is second only to HQ for being crowded out. Last time, we looked at the infantry models available. This time, we're going to see what the vehicles have to offer.

6.27.2013

Tau Fast Attack – Part 1: Fighting On Foot (or Hoof, or Wing, or Anti-Grav Generator...)

Aside from the HQ section, the Tau's Fast Attack is the most heavily populated section of the new codex. And amazingly, of the six units available, the worst of them is still solid enough that you won't get laughed at for plunking it down on the table.

6.25.2013

As Criticism of Criticism, This Post is Insanely Meta

A formal warning, right here at the very start; I am going to be talking, in some detail, about Man of Steel, its critics, their criticism, and several key plot points and scenes. This post absolutely will contain spoilers. Anyone who hasn't yet seen this film, but wants to, and wants to do so un-spoiled, should not read this post.

Man of Steel has now supplanted Superman III as the most contested of the Superman films. Pretty much everyone agrees that I and II are good, if a little slow and uneven and very 70s; likewise, pretty much everyone agrees that IV and Returns are awful. Before this, III was the go-to movie if you wanted to find people actually arguing about whether a Superman movie was good or not. But now we have Zack Snyder's Man of Steel, and all of a sudden the presence of Richard Pryor's comedy stylings in a Superman movie seems a downright quaint point of contention. Ah, progress.

6.23.2013

It's Not Perfect, But What Is?

Man of Steel accomplishes in its 143 minutes what Smallville spent 10 seasons alternating trying and failing, and just plain not trying, to do; show how Clark Kent, a young man of strange parentage alternately blessed and cursed with fantastic abilities, grows into the role of Superman, as much a symbol of heroism as a hero himself. It's not unlike Batman Begins, a similarity helped along by the presence of Christopher Nolan as producer, in the way it tracks its titular hero from their definitive origin point (the alley shooting for Batman, the destruction of Krypton for Superman) through a somewhat dissolute period of travel, into a return to their point of origin, and ultimately the establishment of their superheroic identity amongst the broader public. It's a bit formulaic, but hey, not all formulas are bad.


6.19.2013

Tau Elites – All Suits, Great and Small

The battlesuit. Is there any more iconic unit for the Tau Empire? And of course, the reason it's so iconic is that, in the first and second codexes, it's had to do almost all the heavy lifting for the army, in terms of fielding special weapons. Oh sure, you could put a single fusion blaster on a Piranha, or a twin-linked plasma rifle on a Broadside, but if you needed anti-light vehicle or -heavy infantry firepower, the battlesuit was your choice.

Plus ca change, as the French say.

6.05.2013

Tau Troops – The Few, the Proud, the Squishy

Unlike the HQ section, which was basically reworked from the ground up, the Troops portion of the new Tau codex is more a matter of subtle changes. That's not necessarily a bad thing. Tau Troops might not be Grey Hunters or Guard blob-squads, but they were solid choices stuck with slightly out of date points costs. And thankfully, those costs are now more in-line with the game-wide standard.