Monday, April 18, 2016

Morituri vs. Legio XIII - Arena Rex

During the weekend that Adepticon 2016 took place (March 23-26), Red Republic Games announced a 15% sale on their entire Arena Rex line, at both the booth on the convention floor and their online store. I'd seen some people talk positively about the game, and a glance at the rulebook made it seem somewhat familiar to Guild Ball - lots of position, model interactions, combos - without the sports parts.

I decided to take the plunge, and ordered the Ludus Magnus starter and the rulebook. Unfortunately, the starter was out of stock, and so it may be several weeks yet before it arrives. Luckily, Kevyn took advantage of the same sale to buy two starter sets as well, and so demoed the game for me last week. 


Kevyn took the Morituri starter - the Egyptians - which consisted of Zahra, Ur-Kek, and Mago. I was given the Legio XIII starter - the Romanized Gauls - with Aquila, Gaius Pallidus, and Ban-Luca. The two ludi began two feet away from each other, as the game recommends.


The first turn was rather uneventful, with both sides advancing towards each other. I moved Gaius Pallidus twice (his movement distance was 4", compared to Ban-Luca's 5" and Aquila's 6") which gave him a Fatigue marker.


In the next turn, Kevyn's actions echoed mine - he moved Ur-Kek twice, while Mago moved around the rocky hazard. Ban-Luca and Aquila moved up to screen Gaius, who used the turn to remove the fatigue marker.


And then, thing's got a little crazy. Mago managed to get into a fight with all three of the Legio XIII members, with Aquila demonstrating the ludus' ability to move through and displace their own models. Ban-Luca took plenty of hits, however, and the whole of the Legio ended up fatigued without managing to take out Mago.


Another round saw Mago, Zahra, and Ban-Luca all taken out. Gaius would have gone as well, if not for his Stoic ability, which kept him around for another turn.


Unfortunately, that didn't matter. The Morituri's ability to remove all Fatigue markers during a clear turn, combined with the Last Man Standing rule that made every turn a clear turn in which the last remaining model of a ludus can still act, meant that Ur-Kek could keep swinging. A counter attack from Aquila almost took out the Egyptian gladiator, but couldn't do enough damage. Down went Aquila, and the Morituri claimed victory.

It was a fun, quick game, and I'm definitely interested in getting my Ludus Magnus starter. The rules are simple enough that, like in Guild Ball, it's probably best to jump right into the larger game formats as quickly as possible, as it's in the model interaction that the complexity comes from. I think either Kevyn or I may try to work on an arena soon.

Wednesday, April 13, 2016

Fistful of Lead: Reloaded - Kickstarter Review

April has been pretty good to me so far. Not only have I received my copy of the Open Combat rules, but I also found my reward for the Fistful of Lead: Reloaded Kickstarter in my mailbox a couple days later. 

I've considered dabbling in Western games in the past, and even played Wild West Exodus for a little while. But WWX leaned too heavily in the sci-fi realm - I wanted something more like the old spaghetti westerns, John Wayne's movies, or the newer, grittier western movies we've been seeing in recent years. I looked around and found games like Gutshot or Dead Man's Hand, but the Kickstarter based relaunch of Fistful of Lead got my attention. So I took a gamble and put myself down for a physical copy pledge. 


The author, Jaye Wiley, made an interesting choice and had the rules printed out in the form of a comic book. I'm a little worried about the long term survivability of the rules because of this. But, in the worst-case scenario of the book falling apart, I'm sure I'll be able to scan the book and keep it as a PDF. 

I'll be honest - the rulebook is not pretty. Last week, I talked about Open Combat's rulebook as coffee-table quality. Fistful of Lead's book is not that. It's black and white throughout, and has some problems where some of the italics in the text are choppy. The book is, however, is cheap, economical, and provides players with exactly what it says on the tin. 

The rules take up about a quarter of the pages. Everything is pretty straight forward - there's no real difference in gang members, so everyone shoots the same, moves the same, and fights the same. 


The game has an interesting activation mechanic in the form of a deck of cards. Each player is dealt a number of cards equal to the amount of models they have on the table. One player acts as the "Caller" and calls out the symbols, starting with Kings and ending with Deuces. A player throws down a card if they have it, and can use that card to activate a model, once per turn, and can take two actions. If two or more players have the same card, then they use the suit to determine who goes first; Spades, then Hearts, Diamonds, and Clubs last. Some cards have special qualities. A model activated with the Queen of Hearts, for example, can heal one Wound. Any model activated with a Deuce can fire twice per action. And Aces can count as any card - but are beaten in priority by the "real" version of the card, if played at the same time.

The game says it should be scenario-based, and provides some basic scenarios, along with others to be used in the campaign rules. There are plenty of classics covered, from train robberies to cattle rustling. My favorite was the Bar Room Brawl, where players can only use their fists - no guns allowed - and takes place all in once building. Things can get a little crowded in games with more than two players!

Gang Building is also pretty simple. A starting gang gets 15 Build Points. Each gang member costs 1 BP, and can be given a weapon, which costs either 1 or 2 BP. Additionally, two members of a new gang can be given up to two positive and negative Traits (for a total of 4). A positive Trait costs a point, while a negative Trait gives back an additional Build Point for use elsewhere. To keep players from min-maxing negative and positive Traits, they're assigned randomly by drawing a card from the deck.

As I said earlier, the game comes with rules for campaign, so you can take your gang across the wild west, improving or losing members along the way. Eventually you'll stock up enough Renown Points to call for a Showdown scenario - a straight up fight to the death at noon.


Along with the rulebook, I also received some other physical rewards from the Kickstarter. Two quick reference sheets will help cut down on the amount of times that I'll have to check the rulebook, and I'll probably get them laminated pretty quick. The kickstarter also provided a free pair of d10s for backers, as well as a nifty MDF badge. A stretch goal gave each backer some free MDF tokens, and I ordered some more, just in case. And the themed poker deck is pretty cool, especially since the cards that have special affects in the game have the text printed on them as a useful reminder.

I'm excited to try out the game, and have already put in an order with Knuckleduster Miniatures for a couple gangs to paint up and play with.

Monday, April 11, 2016

Dwarves vs. Forces of the Abyss - Kings of War AAR

Only Gary, Dave and I managed to get together to play some Kings of War this past weekend. I forgot to record my game against Gary, where his Dwarves won a minor victory against my League of Rhordia in a Domination scenario. Not wanting to leave completely empty handed, I decided to stick around and watch the game between Gary and Dave. It would also be my first chance to see how a Forces of the Abyss army played. 


The scenario was Pillage, with five objectives placed on the table (one began under a Dwarf unit). Dave's Abyssal army was on the left, and included a few Abyssal Dwarf allies. Gary's Dwarves arrayed themselves on the right.


During the first turn, the Abyssals surged forward, the Succubi and Gargoyles taking the lead. The Dwarves shuffled their lines forward, firing off a few volleys in the hopes of knocking out a few of the weaker troop units. This failed, unfortunately, and the hellish monstrosities quickly regenerated their wounds.


The Abyssals then went to work on the Dwarven lines, quickly shredding Gary's left flank until only the Steel Behemoth remained. Dave began to swing his own left flank around, wary of Gary's cavalry units hidden behind the woods.


Another round of combat saw the Abyssals bounce off the stout Dwarven lines. The Steel Behemoth was keeping Gary's left flank protected from the Gargoyles, who couldn't see past the massive machine to be able to charge the units in the center of the line. The opposing cavalry units still held off, neither commanding willing to commit their units into the fight to only be charged by the enemy.


Unfortunately, the devilish strength of the Abyssal units wiped out Gary's Bulwarker horde, opening a gap in his line that needed to be plugged with the Brock Riders and other units. Another gap opened on Gary's left flank, with the distance between the main Dwarven line and the Steel Behemoth increasing, although the warmachine continued to hold on against constant attacks.

At this point, at the beginning of Turn 5, Gary decided to concede and pull his battered forces from the field. He knew that he couldn't beat back the Abyssals and move onto the objectives in two turns, while Dave only had to shred the remaining Dwarf units before moving back and winning the game.

Gary has had consistent problems with the Dwarves - while they can take a punch, their slow movement speed and relatively pillow-fist attacks means that, in objective based games, the stunties are always on the back foot. A future Forces of Nature army might give Gary the maneuverability he desires, however.

Also, a brief comment on my part during the game led to Dave revealing an apparently massive collection of Warmaster miniatures. If everything works out, I'll hopefully have an after-action report for next week.

Friday, April 8, 2016

Open Combat - Kickstarter Review

It's said that good things come to those who wait. I've gotten a little proof of that truism with the arrival of my copy of the Open Combat rules for miniature skirmish games. 


This updated release of the previous version, authored by Carl Brown, originally funded through Kickstarter at the end of March, 2015,. The physical copies of the rulebook were planned to be released mid-summer in the same year. Unfortunately, a series of unfortunate events, including the bankruptcy of the printers that Second Thunder had originally chosen, meant that delay followed delay. Now, a year after the Kickstarter originally ended, the books have finally gone out to backers.

This was fine by me, as one of Open Combat's biggest strengths is its relative openness when it comes to miniature use. Games that I played in the meantime, like Saga and Frostgrave, all provide miniatures that can be used in Open Combat, as it's a set of rules for low-fantasy and pre-gunpowder historical games. 

As for the physical product, it's a very high quality book, and would look fantastic out on the coffee table. A matte cover with varnished images catches the eyes, and the colored glossy pages throughout the book look fantastic. It's not a very long rulebook, but that's fine; the rules don't need to be excruciatingly detailed, and there's no background or world to build up. 


The majority of the book is taken up by the rules, which are relatively straightforward. Open Combat is a skirmish game in which players will create small forces of 3-12 miniatures and play on a 24"x24" playing area. And when I say "create," I'm serious. Players fill out the profiles of their miniatures from the ground up, from their characteristics to their equipment and skills.

A profile is made up of the following characteristics:
  • Speed
  • Attack
  • Defense
  • Fortitude
  • Mind
Increasing these costs a point of Renown, and new warbands usually start with 150 Renown to work with. So a model with 4 Speed, 3 Attack, 4 Defense, 4 Fortitude, 2 Mind, and equipped with a Spear and a Shield will cost 19 Renown. These characteristics can be decreased over the course of a game, and will negatively affect a model accordingly. So a model with 0 Speed will be unable to move, while a model with 0 Mind will have its Attack and Defense values cut in half. And any model that hits 0 Fortitude is killed. 

It should be noted that, while the rules can be used for fantasy games, there is no obvious magic system. The rules suggest that "magic" simply be skinned over certain skills and weapons. Future supplements will address this hole that may bother some potential players. But the rules should work for those players looking to play in worlds akin to those found in the Song of Ice and Fire books, or other series that deal with fantasy worlds with little to no magic.


Another large chunk of the rules are dedicated to the campaign system, which was added thanks to the success of the Kickstarter. These allow players to create and retain warbands over the course of a number of games, with rules that can help even the playing field between two warbands of greatly unequal Renown (the resource spent to create miniature's profiles). I'm looking forward to trying these out with my Dark Ages miniatures. 

For those of you who might be worried that trying to build your own profiles might be difficult, Open Combat provides plenty of examples that players can work with. The campaign sections has mercenary profiles for hired hands, and an additional "Sample Profiles" gives even more examples, including such staples in Fantasy as dwarves, elves, orcs, goblins, and trolls. It even demonstrates how certain abilities can be treated like magic to create profiles for vampires and wizards. 

Additionally, Carl has talked about additional supplements, both digital and print, that will expand on both certain historical periods and more fantasy elements. 

As for now, I'm certainly excited to dive in and give these rules a try. Expect an after-action report on the blog soon.

Wednesday, April 6, 2016

Painting Update - Wargods of Aegyptus

This week's post is a quick painting update, as I unfortunately didn't get the chance to play any games during the last week.


I finally finished the last of the Asar miniatures I have for Wargods of Aegyptus; a Harbinger, who is the leader of the warband and the chosen of one of the gods; a Priestess, who brings certain tokens of favor depending on what god the Harbinger serves along with some minor magic; a Hero, who is more capable in combat that the rank and file soldiers; and a Master of Words, the Aegyptus equivalent of a wizard.

With these finished, I have a small 750 point force, which is about half of what is needed for a full sized game. Hopefully I'll get to use with with the collections that some of the other local players have, and I'm still considering what units to buy to at least get to 1500 points.