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Gear Check – Gaming Day

29/06/2016 by Leave a Comment

This week I’ve drawn up a list of everything needed to carry before heading to a tournament / organised play event / mega game or just a lazy Saturday at a mates house. Remember that victory cigars and expensive whiskey is optional, however if that’s how you roll you don’t need me pointing some out.

Water, 1 litre – Most people will first thing if the alcohol, this is folly and should be consumed later in the day. Do Not Break The Seal before the afternoon, madness will follow.
Sweets – Reciprocity is the first rule of persuasion and will have them treating you like a king for the rest if the day. Do not do homecoming unless you are a pro.
Pringles – If you have to travel, these are the most efficient to carry around in terms of the air to snacks ratio. Your mileage may vary and you might want to consider nuts instead.
Protein flapjack – These will allow you to continue functioning throughout the day if food is hard to find or prohibitively expensive.
Pen / paper – After a few hours your memory will drain out of you and you will need visual aids for most simple gaming tasks like remembering to move the turn counter on or remembering who you gave things to.
Paracetamol – Headaches are annoying, deal with them ASAP.
Ibuprofen – To cover all bases.
Plasters – It’s unlikely you’ll need them but you will be a hero if you do.
Wound kit / Bandages – If you are going to be prepared you might as well cover all your bases.
Hay fever tablets – It’s on the increase and someone will have been left unprepared, go for the non drowsy type unless you are playing to win.
Anti bacterial wet wipes – When you put lots of gamers in the same space the toilets will run out of paper within minutes, no one thinks of this. Save your self with these.
Earplugs – Nap time is sometimes necessary for multi day events and these will save your REM from the whoops of the drunk magic players at 1am in the morning finishing their epic control matchup.



Filed Under: Gear Check, General

What I got at UKGE 2016

26/06/2016 by 1 Comment

This is a quick catch up about everything I came home with when I went to the UKGE this year, if you want to read about why UKGE is such a great event or want to know about any particular item in more detail let me know in the comments section and i’ll write up an article on it, if you want a weekly email with my content subscribe here.

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In no particular order:

Space Marine Scouts and Tempestus Scions – For kitbashing and making better Deadzone miniatures with.

A box of Harlequin models and a Harlequin codex – From the bring and buy on Friday including a Death Jester, Solitaire and Shadowseer and 8 others for £30. Victims of an apparent nerf to Harlequins Kiss’s or something, they should make worthy challenges for my painting table.

Firestorm Armada Swordbreaker class Battleship – Picked up for £3 with the others on the Friday, I’ve seem some lovely painted examples of this online and feel like I should give it a go in preparation for Dropfleet Commander.

Army Painter sprays – Because they cost loads to post so getting them in person is best.

Pandemic Legacy – Apparently the best board game ever, this is a statement worth checking out.

Ice Cool – Voted best childrens game at UKGE, you basically flick a penguin through doors in a maze while another player tries to catch you, a mix of Subbuteo and tag, like all childrens games its best played by adults with alcohol.

Exploding Kittens first edition – This game makes a meowing noise when you open it, all games need this function.

Shadows over Esteren vol 1 – These guys have the most impressive lineups of products I’ve ever seen for a role playing game, they have multiple books, metal currency coins, resin miniatures, an album of in character music, a book of ghost stories and even a real recipe book for cooking your players actual real life food.

Tor Gaming Relics, Ridend starter set bundle – Voted my me as coolest miniatures in the show, they remind me of Labyrinth goblins wearing medieval armour.

Game Tee scented candles – For getting the background smell right at a gaming session, sadly the Elven one shares the same Jasmine scent as freshly cleaned urinals.

 

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Filed Under: General

White Dwarf, vol 1, Issue 99

25/06/2016 by Chilvers Industries Leave a Comment

I think that’s a Chaos space marine on the cover, you can tell by the H. R. Giger phallic backpack and the fact he’s holding an octopus faced AK47 pistol. Come to think about it, are those penis horns on his helmet? I fear this intro might have just triggered several Google Safe Search alerts.

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Inside the front cover we have an advert for Eldar Command models with one apparently holding a space harp. All these instruments and Giger influences are giving me flashbacks of the terrible Prometheus movie. One of the great things about these models is that due to the fact 40k is a wargaming trying to be a role play game, all the metal models have actual names such as Menhe Worldsong and Kaelle Lightprow.

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My copy of this issue is missing Marginalia and Culture Shock so you’ll have to imagine those articles this week. We skip straight to a page of Ork war buggy rules and an advert for 40k Adventurers including halfling cook and what could be a couple of female space marines. Sadly the sculpting is so bad it’s had to prove the models is female however at least they are wearing clothes. There are a few in character quotes in this section such as “Death Sells and you’re buying” attributed to Pirate Mustain which would not be out of place in a B movie. Thrud is more nonsensical than usual this week with a character called Lymara the she wildebeeste (sp).

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Next and advert for the first ever Space Ork dreadnought which has been assembled and painted terribly like the space marine ones from the last issue, it does have an expansion kit for it that makes it even larger and more terrible. There is also and advert for the Citadel Expert Paint Set with a range of inks and the stages of producing the effects which as this time hasn’t been done before.

Illuminations features all kinds of studio artists this month including a cool looking Reaper by Jes Goodwin, Jes will go on to be one of the group who kicks off the Golden Age of Wargaming.

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We have a Warhammer fantasy battle adventure called the ritual involving Skaven that takes up 10 pages, it could fit any tunnel dwelling race in any high fantasy setting.

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We then come across Index Astartes about the Legion of the Damned no less. I guess they wanted to really flesh out the more exotic of all the space marine chapters and an army of heavy metal ghost marines who have a change to go into a frenzy once they get into combat certainly does that. They go into quite a bit more detail than necessary and previous version of them introduce them more of a mystery than a mutated space marine legion.

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Next some more adverts for an Ambull which is best described as a gorilla lobster and the Space Marine Attack bike which as this time was inexplicably called the Vincent Black Shadow. It’s still not clear why they would name their attack bike for a sci fi game after a famous 1950’s motorbike, I suspect a John Blanche influence.

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Next up a watershed moment, the first ever step by step painting tutorial with colour pictures, miniatures gamers across the world rejoice at this. This is capped off by the appearance of John Blanches toothless smile behind the finished model. Next is the Blanchitsu article that begins by suggesting that gamers try transfer decals from other companies and even railway numbering to decorate their Space Marines. Someone somewhere in Games Workshop just had their eyes roll back in their head and £ symbols appear in their place. Scenic bases, cleaning models with copper wire and using pepper and chilli powder as basing materials are also discussed but not endorsed by myself.

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Chapter Approved adds modified indirect fire rules, critical hits and developing psi-powers to 40k as well as rules for the Mole Mortar, Tarantulas, Land Speeders and using Ambulls as a GM controlled creature as well as the attack bike which is now called the Blackshadow side car combination. Catchy.

The Realm of Darkness Slaves to Chaos series starts here, at this stage it’s WFRP material about chaos mutants but will eventually be its own giant Chaos expansion for Fantasy Role Play, Fantasy Battle and 40k. It’s 14 pages covering every conceivable mutation including Tarantula Head, Overgrown Body Part (you can guess which part most male gamers wanted) or the devastating Silly Walk. This is a D1000 chart and Very Fast, one of the options, was a 1/250 chance. The article is so large there is no room for a readers letters segment, Chaos was and still is hugely popular to write about, it seems to capture the writers imaginations nearly as much as Orks (or Orcs if you like fantasy).

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This is relevant to you in 2016 if:

  • You want to role pay ideas for Skaven.
  • You really like the film “The Fly” and you need to experiment with body horror role play.
  • You like the Legion of the Dammed and want to see exactly how they were envisioned.
  • You want to see the first ever versions of a lot of famous 40k hardware.

Filed Under: White Dwarf, White Dwarf 98 - 103

The Cost of a Game

22/06/2016 by Leave a Comment

I was drawing up a list of all the current miniature games in existence and came across many companies who are nursing a popular franchise of a game into its 3rd or 4th year and for the reasons of wanting to turn a profit or keeping the game fresh have expanded the initial rule set or printed more cards or created more models than they originally planned. This is entirely normal for publishers as they need to create more content to sell to players to employ their staff. The bigger the company the more of the staff and the more of the product needed to sell to support it.

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Let’s have a look at how much product complete your collection for what I would consider the largest traditional miniature or card games out there:

Games Workshop 40k 7th edition released May 2014 and kept most of the previous editions supplements

  • Rulebook: £25
  • 16 Codexes £320
  • 7 Codex supplements: £140
  • 9 Campaigns and expansions: £180

Total: £665 or £330 per year plus an army of £300 – £500

Games Workshop – Age of Sigmar released July 11th 2015

The rules on how to play and stats for each unit was published for free on Games Workshops website so I’m not sure how much of this you actually need. There also aren’t any agreed conventions on force size so you have to agree on that before the battle. However in order to enter into a discussion on this you have to know what it does, so you will need:

  • Age of Sigmar book – £45
  • Grand Alliance 4 book collection – £60
  • Realmgate Wars: Godbeasts, Balance of Power, Quest for Ghak Maraz: £130

Totalling: £235 per year (well 10 months worth) plus the cost of buying an army. As there is no defined limit for an army it’s hard to say at this point.

Privateer Press – Warmachine / Hordes

  • Prime Mark 2 rulebook – £20
  • Primal Mark 2 rulebook – £20
  • 21 expansion books over the last 6 years: £525 or £95 a year. Plus £150 for a competitive 35 point army.

However in June 2016 a new rulebook will be released online along with 12 faction decks with each unit in the game published up till that point.

Up till that point rules were published in either the boxes with the models or in the factions main book for people willing to look at them all before creating an army.

Wizards of the Coast – Magic the Gathering, Standard Format is everything published in the last year so:

  • Dragons of Tarkir – 264 cards
  • Magic Origins – 272 cards
  • Battle for Zendikar – 274 cards
  • Oath of the Gatewatch – 184 cards
  • Shadows over Innistrad – 297 cards

You won’t need all the cards in the same way you won’t need all the models a company produces so estimates online are around £1000 a year but it depends on how far you want to really go.

Top end competitive decks for the yearly standard format weigh in at nearly £400 but that assumes these players won’t ever buy a booster pack or a core set, it also depends what players believe their cards are worth, the best cards are around £20 each.

Netrunner – standard rotation since 2012

  • Boxed game x 3: £75
  • 4 Deluxe Expansions: £88
  • 5 cycles of 6 (30) data packs: £330

Total: £493 or £120 per year

12 older data packs will rotate out next year.

Fantasy Flight Games – X Wing the miniature game Since 2012

  • 23 small ships: £230
  • 4 deluxe expansions: £100
  • 9 large ships: £180
  • 4 Huge ships: £220
  • 2 core sets: £60

Total £790 or £195 per year

This takes into account 1 of everything, rules can be found on Wikipedia style websites online if you wanted to. If you wanted to play against others or in a organised event you need to buy multiples of certain models, however you could just skip one huge ship or faction to cut down your costs.

Hearthstone – standard

  • 133 Basic cards – free
  • 245 Classic cards – £30 when starting

Totalling 378 cards always available, plus:

  • 132 The Grand Tournament £30 for launch promo
  • 134 Whispers of the Old Gods £30 for launch promo
  • 31 Blackrock Mountain £30 for launch promo
  • 45 League of Explorers £30 for launch promo

Totalling 342 cards that can cycle out over 2 years. In addition, as a digital card game, old or unused cards can be converted to “dust” which can then be used to create individual cards for your collection. Also playing games daily allows you to buy packs in game. Daily playing accumulated easily enough to get almost all the carded needed in the expansions.

So what does this tell you, well if cost per year is your key factor the list goes:

  • Hearthstone: £120, Though you can play and win for free if you are good enough
  • Netrunner: £120
  • Warmachine / Hordes: £95 (plus models for £245)
  • X Wing: £195
  • Magic: £400
  • Age of Sigmar: £235 (I’m assuming you will be playing with £200 worth of models)
  • 40k: minimum £600 for a years worth of rules and a small army

This isn’t entirely fair as a) the figures are estimated for a hypothetical person b) this assumes the gamer wants every rulebook, it doesn’t factor in deck protectors, paints, brushes and the cost to travelling to get a game and d) no one thinks about this kind of yearly cost before planning out a hobby, in fact when these games are released the company won’t know how much product it’s planning to release that year.

But what about the cost of picking up the previous rulebooks in order to know all the rules to play competitively. If so 40k rockets up to £965 and Warmachine to £675, Netrunner to £493 and X Wing to £570 (huge ships are not tournament legal). It does make recommending games like this a tricky prospect.

But wait you cry, “I just want to play a few games with my small group of mates and won’t be interested in playing competitively”. I don’t need / want / have the time for all these rules damnit. This is fine it that’s your Jazz, let’s look at what that costs.

  • Hearthstone – free to play
  • X Wing 4-9 models a side £40-£90
  • Magic fat pack each – £30 (although due to the nature of the game things will rapidly escalate)
  • 40k – “lets play” miniature boxed set, rules and codex £100
  • Age of Sigmar – God knows but probably a “lets play” set £50
  • Warmachine – Battlegroup each with rules included and main game rules £45, however rules are currently and will be free online in its 3rd edition.
  • Netrunner – A core set each at £25

The problem here is that at these small scales I’m not sure how playable Warmachine, Age of Sigmar and 40k are, if it’s just a small scale game between two players you might be better off with a skirmish game like Infinity, Mantics Deadzone, Dreadball, Blood Bowl or Malifaux.

This is a problem if you want to buy into 40k and Warmachine games, except that as wildly popular franchises it clearly isn’t. So in conclusion we have learnt nothing from this exercise, see you next week for another thrilling article.

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Like mirrors in a Terry Pratchett Novel, Chilvers Industries feeds on a little part of your soul every time you look at it, to continue enabling me please Subscribe now.

Filed Under: Board games, Card games, Miniature games

White Dwarf, vol 1, Issue 98

18/06/2016 by Chilvers Industries 1 Comment

Space Marines on the front cover again. It’s the Ultra-marines we read about in the last issue, and they are stepping over Ghost Rider. Poor Ghost Rider, first defiled by Nicolas Cage and then by a blue painted space fascist about to step on his head. Also, is that a bayonet attached to a magazine?

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The first advert is for the first ever 40k supplement, called Warhammer 40,000 Chapter Approved, I think this is as good a place as any to quickly review it as the book gives a good idea of the state of the game at the start of 1988, it also gives the first full colour catalogue of all available models for it. First off you had a plastic space marine box, metal space marines, mostly prototypes (the first ever space marine was not among them having gone out of production by this point) Jet Cycles, Dreadnoughts, a land speeder, Marneus Calagar sitting down and attack bike model called the Vincent Black Shadow. You had a box of Orks, and some command models, a warbuggy and a Ork Dreadnaught, some human Mercenaries, assorted space dwarves and their command models, a dozen Eldar guardians and some command models, some Zoats, some mutant space pirates, some metal Imperial Guard models, (prototypes for the upcoming plastic kit) an Ogryn, some Imperial Guard with jetpacks, a Tarantula and a Mole Mortar. Sadly the Christmas Marines were not in this catalogue. It was £5 which is £13 today however it was only 4 months after the main 40k release and contained so many rules it could be counted as a necessity if you wanted to play the game. The rules and scenarios included involved using a games master for most of the random effects still. You can see how the historical wargamers probably loved that.

As for reviewing the models themselves, the plastic marines were the best value and also the only plastic models available at this time. It’s hard looking back at this and determining if this is the reason for their enduring popularity or it’s the idea of an army of super humans who are just like yourself but with Iron Man style powers. It could be a simple matter of Games Workshop only producing miniatures for the armies that sell the most. Or maybe they were the favourite race of the guy who designed the rules so they got their pictures on the cover and were constantly written about in White Dwarf. I don’t have enough information at this point, and as there were only 2000 copies of 40k sold on its first release the data just doesn’t exist. Regardless Space Marines are here as the top dog to stay. It’s also worth noting that this book allows for balanced forces and army lists being created so a little less of the diplomacy at the start of the game that most historical wargaming had to deal with.

There are Chaos Thugs and Chaos Centaurs in Warhammer Fantasy and the White Dwarf version of Chapter Approved gives a 5 page background article on the making of a Space Marine in the 41st millennium, I’m not a biologist so I couldn’t say if this all checks out, but it looks fairly realistic for a far future medical procedure. It also features the only sketch of a marines arse I can think of.

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Thrud is drek as usual, this month featuring a punchline that has to be highlighted as a punchline incase the readers forget or want to skip straight to it. Gobeldegook is in German this week which gives it much more of a surreal edge.

Illustrations this month is from Tony Hough who draws in the same style of Ian Millar for past issue, you can buy his book Fragments here.

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We have a follow up article to the issue 91 one about WFRP nobility. It’s an interesting one but the only faction in Warhammer at this time this would be useful for were the Bretonnians and it doesn’t mention them at all, It could be repurposed for the Elector Counts in the Empire or Dwarf Kingdoms but it reminds me more of a historical article in the style of the Ley Line one from issue 90 than a play aid, which is no bad thing.

Iron Warriors in the well thought of RPG supplement Griffon Island, that name is going to be re purposed soon.

Chapter Approved explores the Mentor Legion, who are portrayed as the absolute best of the best who are loaned out to other legions. They have an Owl logo, and a piece of wargear called a Timewarper which allows them to move incredibly fast around the battlefield. For those that don’t know they have been effectively retconned out of existence as all Space Marine chapters are so elite they don’t need them.

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Grapes of Wrath, a WRRP scenario has colour maps and goes on for 18 pages, it’s about occurrences in a wine making village, it’s great that the people behind Warhammer Fantasy had such amazing world building skills at this time, these days if they aren’t producing elite troops running around on wingless Griffons no one seems to be interested in fleshing them out. Fun fact, the Skaven language is called Queekish.

Eavy Metal going into how to paint red, it always was a tricky colour to paint, how to do a checkerboard pattern (With a technical pen) and how to paint faces (tactical wash application after highlighting). Meanwhile Blanchitsu answers readers questions on pencils, modelling putty, inks, shading and storing custom paints.

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The Stormbringer campaign finished this month. On the Boil was all about errata and critical hit charts and we’re done.

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This month was a bit of everything, it is of interest to you in 2016 if:

  • You want to read Chapter Approved
  • You want some advice painting the hardest details you can get
  • You’re interested in kings and haven’t got enough of your information form the documentary Game of Thrones
  • You like the history of The Empire and Warhammer Fantasy and want to know more about how life goes on in it.

Filed Under: White Dwarf, White Dwarf 98 - 103

Great Mechanics – Netrunner

15/06/2016 by Leave a Comment

In my Great Mechanics posts I will be discussing some of the most creative and interesting rules that I have discovered while playing games, it’s really an attempt to review games in a way that isn’t done by traditional review sites. This week the mechanic of revealing of cards in Netrunner, Fantasy Flights LCG.

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Why do people buy packs for a collectable card game like Magic the Gathering? Discounting the people who buy them not knowing what they are going to get or are buying then for nostalgia reasons (which a 20-year-old game is going to get) people pick them up because they like the little hit of endorphins when they look through a freshly opened pack of cards and see a powerful rare card staring back at them. Wizards of the Coast knows this and have made sure that even players who don’t know what the cards are extremely rare can see the foil holographic finish and / or the orange mythic rare symbol on the strongest cards in the set.

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If you’ve ever played a collectable card game or know how addictions develop, you can see how the problem with this occurs. More product is brought and the rewards happen less and less often, the buyer’s excitement level lowers as they have experienced it all before but they continue to buy in to this minigame of random chance because they are still looking for the hit they get when they discover one.

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Netrunner is a living card game which means all the cards you will ever need are in the packs and ready to be used in your games, there aren’t rare cards or mythic rare cards, there aren’t even random foil cards, every card in a certain pack is exactly the same. However, that addictive hit of discovering a rare card still exists except it’s been transferred to be part of the fabric of the game instead. This is because during a game every time a Runner makes a successful attack (called a run) they see a random card either from the top of their opponents (the Corporation) deck or from their hand. This gives out certain information on what the Corporation has ready to use, sometimes it lets the Runner force the Corporation to discard it but the main use of this is to discover the Agenda cards hidden in the Corporations deck, these cards have a number on and when the runner has a set of them that add up to 7 or more they win the game.

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So the Runner makes runs steals the agendas and goes home happy with that endorphin rush, except, wait, that’s only one side of the game. The Corporation can seed their deck with ambushes that come into play when the Runner accesses them on their hunt for agendas, these things can damage the Runner directly, destroy programs or place nasty tokens on the Runner called tags that can be used to trigger even nastier effects like the removal of all the Runners money or the demolition of their house and surrounding houses in their neighbourhood.

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So you have risk and reward working together in glorious concert, though be warned the total cost of all the Netrunner expansions released so far is over £400 so its hard for me to recommend anything over than sharing a copy of the basic game.

 

Like mirrors in a Terry Pratchett Novel, Chilvers Industries feeds on a little part of your soul every time you look at it, to continue enabling me please Subscribe now.

Filed Under: Card games, Great mechanics

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