Wednesday, January 13, 2021

Mythic Americas - Rules Review


Unfortunately, the overall clusterfeth of the pandemic mixed with the holiday season meant that Warlord Games has had some trouble getting their shipments out.

I thought I would just wait, but the opportunity presented itself for me to pick up the limited edition collector's set and, well...


Yeah. So I thought I'd do a little overview of the system. (I'm still waiting on part of that order from Warlord. I want my Jaguar Warriors!)

To start, at it's very core, Mythic Americas is Warlords of Erehwon, and you can find a very good review of the system by DakkaDakka user auticus here. The bones of the system are the same: D10's, low rolls are better, randomly drawn order dice, etc.

Mythic Americas thoughtfully put together a single page that summarizes the differences between itself and Erehwon:

The Way

After creating a warband, you are randomly assigned one of two Alignments: The Everchanging or the Everliving. Since this is done right before the game, you never know exactly what resources your warband will have. Your Alignment will determine which Blessings (a set of six, single use abilities) your warband receives, which Devotions (secondary objectives) you can get, and potentially which Magic your wizards can take.

That's another difference - unlike Erehwon, magic in Mythic Americas is faction specific. An Inca High Priest and a Tribal Nations Medicine Man will have radically different spells.

There's a very nice set of cards that have all these rules on them, which makes selecting Devotions and keeping track of spells and Blessings simple.

So, to play a game, you make your warband, find out which Alignment you are, choose the Balance of the Way (the primary scenario) and randomly select a hidden Devotion of the Way (secondary objective), and your off! Games last for six turns or until one side breaks, with a 50% chance of continuing on for an additional turn.


The primary scenarios are pretty interesting. No straight up brawls here. "Build Altars for the Gods" has players building objective points and destroying the opponents. "Rainy Season" sees both players struggling over a series of bridges to push onto the enemy side of the table. In "The Great Hunt", warbands compete to run down randomly spawned spirit animals. During "Pillage the Village" both warbands need to raid five buildings while preventing the opposing player from doing the same. With "Liberators and Captors", the warbands will need to transport captured enemies across the field while trying to free those under the opposing warbands control. And in "Fog of War", only half the warband is deployed, as reinforcements pour into the fight from all sides.

The secondary objectives add some spice to the primary scenarios. For example, the Everliving have "Endocannibalism Ritual in Honor of Gaia" which will score a victory point if a ritual can be enacted at the site of a friendly unit's destruction. The Everchanging have the reverse, "Cannibalism for the Devourer King" where the ritual must take place using a destroyed enemy unit. More Devotions include, "Divide and Conquer!", "Through Enemy Lines", "A Worthy Sacrifice", and "Trophy Hunters".

I think my only complaint about the book is the imagery. There's some repeat usage of models and some black and grey renders of units that haven't been made yet. There's also a few images that are blown up to a degree that their quality takes a hit, or could have been replaced by better pictures. I think these could have been worked on a little more, or replaced with artwork.

To close this out, here's a quick look at the four factions included in the rules:


The Tribal Nations are described as "a hit-and-run, finesse army." You have a number of lightly armored, fast troops that can ignore terrain restrictions (and even have magic to move certain terrain features around). Wolves and giant eagles act as fast flankers, while hardier monsters like Sasquatches and the terrifying Wendigo can strike from the woods and cause havoc.


The Aztecs are "designed around a core of many, lower quality undead warriors that, when enhanced by magic, can stand toe-to-to with tougher enemies." Their living warriors are elite but fragile. The faction is supplemented by a number of decent spellcasters, including the formidable Quetzalcoatl, as well as the corpse-throwing, undead monstrosity of the Ayar.

The Incas "represent a balanced, elite force that excel in magic and other ranged attacks." Many of their units have the Shieldwall ability, giving them a slow, grinding playstyle. This is helped by ayllus (a bola-like weapon) throwing warriors, Condor Riders, and the snake-like Maras that works well as a harassing monster. The Incas also have access to the only spellcaster that can cast two spells per turn.

The Maya are an "elite, well trained force with warbands that usually muster fewer models. They rely on psychology rather than brute strength" to win fights, and many of their units have the "Cause Fear" and "Vicious" special rules. Apart from the regular units of infantry, the Maya can count on units of Werejaguars and swarms of Alux (small, totem statues that cause pins instead of wounds). They're backed up by the bat monster Camazotz, which can use its speed, flight, and Baleful Glare to strike fear into the heart of enemy warbands. Unlike other warbands, the Maya rely solely on their Alignment to determine their magic.

In the book, each of these army lists are accompanied by a well-researched (as evidenced by the reference section in the back) overview of the historical peoples that the factions are based on.

All in all, I'm very excited to start playing Mythic Americas, and I've begun work on my Aztec warband. And I'll be picking up a Maya warband when they're released later this year!

I'm also interested to see more units and factions added into this game.

When the original pre-orders for Mythic Americas went up, I decided to pick up the small starter set and some additional units to try out the game.

Thursday, December 31, 2020

A Year In Gaming - 2020

It's New Years Eve, and that means we're finally about to leave the hellscape that was 2020 for the fresh, unblemished year of 2021!

Thing's can only get better from here, right?

Thanks to Covid-19, I think it's safe to assume that everyone has been playing a lot less games this year, even with so many hobbyists taking to online venues like Tabletop Simulator. That's certainly been the case for me. Here are the game I played this year:

  • ADLG - 1
  • Battletech - 2
  • Bolt Action - 5
  • Brother Against Brother - 1
  • By Company Into Line - 1
  • Cruel Seas - 1
  • Domari Nolo - 1
  • Dracula's America - 1
  • Et Sans Résultat! - 1
  • Fistful of Lead: Horse & Musket - 1
  • General d'Armee - 1
  • Konflikt '47 - 1
  • Man O' War - 4
  • Middle Earth SBG - 3
  • Mordheim - 4
  • Muskets & Tomahawks - 1
  • Rebels & Patriots - 1
  • Red Book of the Elf King - 1
  • Triumph! - 1
  • Warlords of Erehwon - 3
  • WHFB: Renaissance - 1
That's 35 games total, only a little more than half as much as I played in 2019. The pandemic and the subsequent shutdown and social activity restrictions are, obviously, responsible for that. And even with the vaccines, a large part of 2021 will likely also be as difficult to put games together for. 

The shutdown and lack of gaming did, however, give me plenty of time to work on my various projects, and 2020 was definitely one for the record books for my painting progress:
  • 10mm Artillery - 12
  • 10mm Cavalry - 16
  • 10mm Infantry - 528
  • 15mm Artillery - 4
  • 15mm Cavalry - 2
  • 15mm Infantry - 270
  • 28mm Artillery - 3
  • 28mm Cavalry - 20
  • 28mm Infantry - 135
  • 28mm Monsters - 4
  • 28mm Vehicle - 16
  • 6mm Vehicle - 19
Wow! I know I've only been keeping track of my painting tally since 2018 (so that's a five year dark period), but I'm pretty sure that's a record amount of finished miniatures. 

It was also the year of 10mm miniatures, thanks to my work on the ACW project. Even 15mm got some love this year .

Even with so relatively few games played, that doesn't mean they weren't fun to play and great to look at!

Brother Against Brother

By Company Into Line

Cruel Seas

Domari Nolo

Et Sans Résultat!

General d'Armee

Konflikt '47

Man O' War

Mordheim

Muskets & Tomahawks

Rebels & Patriots

Warlords of Erehwon

So here's to a happy new year, and the hope for lots of hobbying in 2021!

Wednesday, December 23, 2020

Painting Update - Warhammer Fantasy

It's been a bit slow around here, with the holidays coming up and Covid spiking. I've also hit a bit of a slump with painting as well.


After the last game of Warlords of Erehwon, I decided to get back to work on my Orcs & Goblins project. I've only got a few units to work on left, one of which was this group of Orc Boar Riders.


I also picked up a unit of Trolls from Satyr Art Studio, which I found through a Black Friday sales promo. These are fantastic metal miniatures, with lots of life and detail. 

Wednesday, December 9, 2020

Skirmish in the Sylvan Forest - Warlords of Erehwon AAR

Warlords of Erehwon is a great set of skirmish rules for generic fantasy gaming. It's amazing that Rick Priestly turned a system intended for long-range, sci-fi action into a bloody fantasy melee. 

John hosted a game intended to help those unfamiliar with the rules, and to perhaps get one more game in before the year's end. Brandon and I led the forces of evil with a dread alliance of Orcs, Goblins, and Barbarians. John and Sam combined to command the forces of good, with Olympians (fantasy Greeks) and Nymphs (fairy Elves) defending a series of river crossings. 


The horde of evil rumbled on to the table, with the Greenskins on one flank and Barbarians on the other. 


Arrayed against them were the Olympians and Nymphs.

The horde, with its lower quality troops, had 20 dice while the defenders had 15.  

Also, a good look at John's hobby bunker! It's a dream of mine to have something half as nice as John's space. 


My Orc Warboss lead his Orc warriors and cavalry over the river and into the woods. Unfortunately, we misread the rules for rough terrain and thought any movement through it halved a unit's move speed. It turned out that the unit needs to take an agility test, which for the Orcs was a 50% chance. 

This could have given them a better chance at getting into the fight, but this wing of the forces of evil never really got into combat. 

All of the sections of river that weren't fordable could be crossed, but at the risk of being attacked by a lesser cousin of Charybdis.


Brandon lead the charge against the Olympians with his Barbarians, while my Wizard led my Goblins and artillery in support. 


John's Nymphs were also split. He moved his Hero, Guard and treekin to counter my Orcs, while the rest of his force raced to support Sam's Olympians. 


With only one area to cross the river, most of the combat between the Olympians, Barbarians and Goblins was ranged. Here the forces of evil had a definite advantage, although Sam had a flying unit of Harpies that could throw rocks off the cliff that the waterfall emerged from. 

Brandon's Berserkers and Chariot raced to get across the ford and into the thin line of Olympians, who had left the hoplites at home and had instead brought smaller units of skirmishing cavalry and peltasts. Out-manned, out-gunned, and out-magicked, Sam could only hold on as he watched the Nymph reinforcements race down the river's edge. 

The Berserkers tore apart the unit of Peltasts blocking the river but Sam's Warlord and some supporting fire forced the raving warriors back. Likewise, the Chariot was charged by the Olympian hero and, thanks to a number of pins that was already on it, was destroyed. 



It was the unit of Wolf Riders that first managed to make it out of the woods. Having sprinted to do so (they have a special rule that allows them to sprint four times their 6" move instead of the normal three times) they didn't get a chance to fire their bows at the Nymphs. This allowed the Nymph Guard to charge into the Wolf Riders. 

The combat , however, end in a draw - no casualties on either side! Both sides backed off, with the Goblins nervously looking for their supporting Orcs foot troops. 

With the Olympians close to breaking, the Nymphs finally reached the battle, sending a group of Goblin archers fleeing off the table. However, the elder folk's light armor wasn't effective against the return fire of black-fletched arrows and fireballs!

Unfortunately we had to call the game there as we ran out of time. The group felt that we had gotten a better handle of the rules, and rescheduled for another game in January. There's also talk of a campaign, with the greenskins as the antagonists. 

Wednesday, December 2, 2020

Painting Update - ACW, Battletech

With Covid-19 cases rising in the area, gaming has slowed down, and unfortuantely my painting enthusiasm has flagged. I'm still chipping away at various armies and projects here and there. 


I finally got back to completing my 10mm ACW project. I had drifted away from it after working on the infantry regiments, and I only had the artillery and limbers to work on. So I pulled them out of storage and focused on them. That's the project complete! 

I may add more brigades over time. It seems like four brigades of four regiments each (and each regiment made up of five bases) makes for a good sized force. At the moment I have half those numbers, so they'd be good for either smaller engagements or for combining with someone else' collection. 

Recently I got my pledge for the BattleTech: Clan Invasion kickstarter, which produced newly redesigned plastic miniatures of older, iconic battlemechs used by the Clans and the Houses of the Inner Sphere.

I've painted my mechs as part of Clan Jade Falcon. 


The Clan Command Star contains a light-class Mist Lynx, and two medium-class mechs, a Shadow Cat and Storm Crow.


Also included are a heavy-class Summoner and an assault-class Dire Wolf.


And I also completed my last lance for my mercenary company! This lance contains two heavy-class mechs - a Warhammer and a Rifleman - a medium-class Phoenix Hawk, and a light-class Wasp