Friday, March 3, 2017

++: Incoming - Apocalypse Mission Briefing :++

Gearing up for the big Apocalypse game and/or procrastinating from painting, I present the current Apocalypse Mission (slightly altered from the rulebook version):

 


Yes, that's three 4x6 foot tables combined to form this battlefield. The centerpiece will again be the Bastion of Medusa in the Imperial Deployment zone.

The mission will follow most of the rules from the (6th edition) Apocalypse Rulebook, however we've decided to make some changes to reflect our group style and incompatibilities that exist with 7th edition, for example:

The Psychic Phase - Instead of rolling each player automatically gets 3 Psychic Dice (plus Mastery levels) to use on their turn. The defending side can choose to pool Psychic Dice for Deny the Witch rolls.
Rules for Fortifications, Super-Heavy Vehicles/Flyers/Walkers, Gargantuan Creatures & Flying Gargantuan Creatures, Stomp and D Weapons are taken from the 7th Edition core Rulebook (or Planetary Onslaught) rather than the Apocalypse Rulebook.
Banned Psychic Powers - Invisibility(Telepathy), Shifting Worldscape(Geokinesis), Worldwrithe(Geomortis)

Pictures of the actual battlefield soon to follow...

Thursday, June 30, 2016

Lukas the Trickster (Just for Fun)

They don't call this jerk the Trickster for no reason apparently. I've never had so many things, go so horribly wrong on a miniature before...

Here's a summary of what went wrong:
  • Airbrush nozzle split and showered this guy with a heavy heavy coat of gloss, covering a lot of detail 
  • The water affect spilled over the entire model on my first try and I scraped down to metal by accident trying to remove it
  • The water affect on later tries still didn't do what I wanted and covered the base and base rim with glossy lumps that needed lots of tidying up
  • I dropped the model once, cracking it off the base and ungluing ALL the glued parts - but thankfully due to the ridiculous amount of gloss it didn't hurt too much of the paint
  • I tried to sand the horrible lumps around the rim of the base and instead dropped the model onto cement this time... bent the claws badly out of shape with some minor paint chipping
  • I tried to bend the lightning claws back into shape, and then the paint started to chip off entirely
  • Finally, after sanding, re-priming spot areas and repainting the model as needed, I broke out my previously unused photo-booth. I promptly knocked over one of the lamps and the bulb broke -- right out of the gate.
Anyway he's done... here are some more pictures:






Here is after I dropped him on cement:

Here is after I tried to bend the claws back into shape:

I almost gave up at this point but decided to push through... a final shot:

Mostly this model was fun to paint, though I'd forgotten how much of a pain metal figures are. I have a backlog of individual models that I'd bought just because they looked fun to paint... I hope to start getting through them now finally.

Thursday, May 5, 2016

Conquest Campaign for Dummies! - Part 3: Why do this?!?

In the two previous posts I jumped right into the meat of how this campaign system works. Here I'm going to step back and answer the question (that nobody has actually asked me) -- why should I run a campaign and further, why this campaign system?

The first thing to know about the Conquest Campaign System is that you don't need to play 30K to use it. My group is using this system for our 40K campaign that currently includes Tyranids, Genestealer Cult, Eldar and even Sisters of Battle. There are a few optional features, like the character generation that don't translate but for the most part everything goes.


It's not army specific. Most of the recent GW campaigns have been tied to certain armies like the Shield of Baal or Sanctus Reach. Even the previous Forgeworld campaigns, like the Badab War stuff were limited in that regard. The Crusade of Fire book and even Planetary Empires both had promise but you really had figure out most of the mechanics for yourself and the map/tile system in particular left potential for locked-in pitfalls that could bring your campaign to a halt.


The Conquest Campaign System, while obviously in a Horus Heresy (30K) book, is designed as a standalone system with a modular structure, and a very well thought out one at that.

Another key detail is that you're not locked into any specific missions. This book, like most of the Forgeworld books does have some great missions; and you can also find missions from many different sources these days, they're in just about every 40K release. With the Conquest Campaign System, while your games share "Traits" (to add a consistent theme or flavor), you can still play whichever missions you like best. I'm partial to the newest "Cities of Death Maelstrom" card mission set from the Leviathan supplement and White Dwarf, but you can play all (Rulebook) "Eternal War" missions if you prefer, or any combination you desire.

Really what I like best about this Campaign system is that you're just playing games, the way you always did, using your favorite missions and styles of play... but they're all tied together via Warzone Traits. If you have a well conceived narrative for your games already, you can create a Warzone(s) that will easily fit your grand design - alternatively, if you don't have any narrative ideas, you can use the Warzone Traits system to create battlegrounds with built-in theme and flavor, so your narrative essentially writes itself.
Also, regarding Warzone Traits, if your group prefers everything to be "official", then I'm sure you'll still find the available Traits suitable; but otherwise once you get a feel for how they work, it's really quite easy to write your own Traits and further customize the Campaign to fit your own narrative.

The way in which the Warzones are constructed is what sold me initially, but the Campaign Turns mechanic also adds a new layer of strategy, and is a fun way to make sure the campaign continues to progress, as well as affixing consequence and weight to your games. The Campaign "Warlord Traits" add yet another layer of strategy, as each one has a massive impact on the Campaign Turns sequence.
One afternoon (1 Campaign Turn) for Warzone: Maddox...


I am very much of the opinion that campaigns are simply - the best, and most enjoyable ways to play Warhammer 40K (or 30K), and I think every group, big or small should give it a shot at least once. It's not a 'competitive' versus 'narrative' thing either, this system anyway is flexible enough to suit whichever style or styles your group might want.

Would you like to know more? ...about setting up the Conquest Campaign:
http://atticwars40k.blogspot.com/2016/04/conquest-campaign-for-dummies-part-1.html
Would you like to know more? ...about running the Conquest Campaign:
http://atticwars40k.blogspot.com/2016/04/conquest-campaign-for-dummies-part-2.html

Here are some good Podcasts specifically talking about the Conquest Campaign System:
The Independent Characters:
http://theindependentcharacters.com/blog/?p=3606
http://theindependentcharacters.com/blog/?p=3616

The Age of Darkness:
http://age-of-darkness-podcast.blogspot.com/2015/09/episode-12-conquest-campaign-system.html
http://age-of-darkness-podcast.blogspot.com/2015/09/episode-13-conquest-campaign-system.html
http://age-of-darkness-podcast.blogspot.com/2015/10/episode-14-conquest-system-part-3-and.html

The Battle Bunnies blog has a cool "tool kit" for the Conquest Campaign system:
http://battlebunnies.blogspot.com/search/label/Horus%20Heresy%3A%20Conquest%20Campaign%20Toolkit

I hope I've encouraged even just one person to try this Campaign system because it is just so nicely done and a lot of fun. Please leave questions or comments, I'd love to hear about Campaigns other folks have run and which mechanics worked and didn't work. Thanks for reading!

Tuesday, May 3, 2016

Imperial Knight - House Hawkshroud!

An Imperial Knight of House Hawkshroud, clearly "Oathsworn" to the Blood Angels Chapter.

I'm considering this done for now, at some point I want to revisit the black parts with some rust, but I'm moving on -- my todo list is too long! The name is also temporary, for my campaign...

Here are a few more pics:


I'll never paint this much yellow again, that's for sure! ...but these Knight kits are really amazing and I'm surprisingly excited to paint another (not yellow).

Please feel free to leave any comments or critiques.

Wednesday, April 20, 2016

Conquest Campaign for Dummies! - Part 2: Playing the Campaign

So now that you've Setup up your Campaign, it's time to start playing games!

Most of the heavy lifting is out of the way, and at this point there is only some minor, ancillary maintenance and bookkeeping required to make the campaign run smoothly; this is all managed in what are called Campaign Turns.

The Campaign Turns have 3 phases; The Mustering Phase, The Conflict Phase, and The Consolidation Phase.

Most of this process is easy enough to conduct over email or via a blog, wiki or forum; or even just with a notebook as long as everyone can access it.

Here's how the Campaign Turn phases work...

The Mustering Phase:

Where players from both teams take turns spending Reserve Points to Attack any of the Strategic Objectives (a roll off determines who goes first). Remember that Reserve Points represent your teams' pool of resources (men, tanks, ammo, supplies, etc...), and each team will start with an equal number. On page-168 there is a table to help you choose how many Reserve Points and how many Strategic Objectives would best fit your campaign depending on the number of people involved.

As long as there are Reserve Points to spend, any Strategic Objective can be Attacked, by either team, and as many times as desired (or until all Reserve Points have been exhausted). It's important to note that the team spending the Reserve Point to Attack a certain Strategic Objective is known as the "Attacker" in that game, and the opponent is the "Defender", because only the Attacker can score Control Points.

The Conflict Phase:

Where players from both teams play the games arranged during the Mustering Phase. All games in which the Attacker (having spent a Reserve Point) wins, gain his team a Control Point for that Strategic Objective; and all games in which the Defender wins denies any point for that game.

The Consolidation Phase:

Where both teams tally up all of the Control Points for each Strategic Objective. If either team has any more Reserve Points to spend then a new Campaign Turn can begin. If all Reserve Points have been exhausted, then the campaign ends. The team with the most Control Points on a Strategic Objective has "control" of that Strategic Objective, and the team that controls the most Strategic Objectives wins the Warzone; and if there is only a single Warzone, wins the Campaign.

Sample Campaign from Start to Finish!

Let's now apply this to our sample campaign from the previous post on Warzone: Terra. We have 4 players (2 per team), and each team has 5 Reserve Points to spend, which means that this campaign will be a total of 10 games. We'll be able to go through this entire campaign in this post - it's really that easy.

Campaign Turn 1

On the first meeting all 4 players show up to play and decide that they'll play 2 games a piece. To keep things simple each player decides to play one game as the Attacker and one as the Defender; so that a total of 4 Reserve Points (2 per team) will be spent during this day of gaming. We'll make them Team Red and Team Blue...

During the first Mustering Phase Team Red wins the roll off and decides to spend a Reserve Point to Attack Strategic Objective 1 (North America), which uses Zone Mortalis boards. Team Blue then decides they will Attack Strategic Objective 3 (Eastern Europe). Team Red decides they will counter by also Attacking Strategic Objective 3, and finally Team Blue copies this idea and they will also Attack Strategic Objective 1. Each team has used 2 Reserve Points.

During the Conflict Phase all 4 games are now played. In three of the games the Defender was able to win, denying any Control Points to the other team, but a player from Team Blue was able to win their Attack on Strategic Objective 1, giving Team Blue a Control Point for that Strategic Objective.

Now in the Consolidation Phase we tally up all of the Control Points, which at this point is only 1, for Team Blue at Strategic Objective 1.  Note the results down for future use. As both teams still have Reserve Points to spend, another Campaign Turn can begin - but that's for another day of gaming.

Campaign Turn 2

Another day of gaming comes the following weekend, and this time just 2 opposing players decide to duke it out over a couple games.

In this Mustering Phase Team Blue (after winning the roll off) decides to double down on Strategic Objective 1 and spends a Reserve Point to Attack that location. Team Red decides to Attack Strategic Objective 4.

During the Conflict Phase these 2 games are played over beers. Team Blue wins the Attack on Strategic Objective 1. Team Red also pulls out a strong win on Strategic Objective 4 in a game using the "Cities of Death" Maelstrom cards; the city ruins helping to shield his infantry from the harsh "Frozen Wasteland" Trait.

Remember you're not limited to any specific mission or point restriction. You can play whichever types of games you like best - with your applied Traits to tie them all together thematically.

In this Consolidation Phase we note that Team Blue now has 2 Control Points on Strategic Objective 1, and Team Red has 1 Control Point on Strategic Objective 4. Each team has 2 Reserve Points remaining, so the campaign is not over yet.

Campaign Turn 3

A long weekend comes and all 4 players get together again to wrap up the campaign. In the final Mustering Phase Team Blue wins the roll off and not knowing what Team Red might do, they decide to make sure Strategic Objective 1 remains theirs, so they spend a Reserve Point to Attack it yet again (or maybe they just really like Zone Mortalis). Team Red then presses that fear and spends a Reserve Point to also Attack Strategic Objective 1. Team Blue now realizes that they should try to win control of another objective so they Attack Strategic Objective 2. Team Red then sees an opportunity to control Strategic Objective 3 and Attacks that location. All Reserve Points have been spent.

The last Conflict Phase has some bloody matches and both teams win their Attacks on Strategic Objective 1. Team Blue was denied at Strategic Objective 2 as the "Ferocious Storms" and bad dice wreaked havoc on their jetbikes and skimmers. Finally Team Red was able to win their Attack at Strategic Objective 3 after deciding to play a "Kill Team" game on a 4x4 table - the "Frozen Wasteland" Trait really hurt both teams but the "Endless Forests" cover was crucial to the victory.

In the closing Consolidation Phase we can count up all the Control Points at each Strategic Objective and determine who has control at each location. Neither team has Reserve Points left so the campaign will end here. Team Blue solidly controls Strategic Objective 1, but nothing else. Team Red controls both Strategic Objective 3 and Strategic Objective 4, giving them control of the Warzone (2 to 1) and thus making Team Red the winner of this campaign.

And that's all there is to it! This was an example of a fairly basic campaign, but you can see it essentially has a built-in narrative and room for any type of game/mission.

There are several more "Traits" that I left out, as well as tons of other options in the book for building your campaign just the way you like it, there are also so many great missions to try; I would definitely recommend buying, or at least borrowing the Conquest book if you can.

The only other thing I'll talk about are Strategic "Campaign" Warlord Traits just because they're really cool. The Strategic Warlord Traits for this campaign work similar to the Warlord Traits you already know, except that they only affect the Campaign Turns rather than the actual battles. For example, the "Logistician Prime" (Strategic Warlord Trait) comes into play during the Consolidation Phase and gives you a chance (4+) to also gain a Control Point for a Strategic Objective when your opponent has actually earned it... and so forth. Really all of the Strategic Warlord Traits seem fun and can potentially have a major impact on the overall campaign.

The Campaign Turns and especially with the Strategic Warlord Traits you can add an entire new layer of strategy to your games. If you're playing 30K Legions you can even tie-in your Strategic Warlord Traits to specific Primarchs.

I'll just mention that there is also a Campaign Character Generation system that, while obviously very geared towards 30K, looks impressive.

Anyway, go out and play Campaigns! ...and please leave comments and/or questions.

See also: Setting up the Campaign.