Tuesday, April 15, 2014

WIP: Caledonian Volunteers and Traktor Mul

Been working on my Caledonian sectoral army for NOVA.  Here are the Volunteers I just knocked out.  Need to fix a few small errors but not bad for the table top. 


Working on the Traktor Muls.  Need to add some rust, touch up some spots and base them.


Tuesday, April 08, 2014

WIP: Cateran Sniper

Been working slowly on my Ariadna army.  Need to work a little more on the base and finsh some of the detail work but feeling like he is almost there.




 A few earlier shots.  The quarter shot is because a family member asked how small the figures are. 



Monday, April 07, 2014

Terrain: Companies that make our games come to life


As Todd (SincaiN40k) will tell you, I love me some city terrain.  Terrain is important.  It's as important as your models.  I always found it odd paying a boatload of cash on models to play with Solo cups turned upside down.  I always loved large terrain layouts.

Below is a list of terrain vendors to use to make your games come to life.  In no particular order and more will be added as I get to them:

Warsenal - I love there stuff.  I bought a fair bit from them.  I have to say their buildings are nice but their scatter terrain is friggin awesome.  They have a higher cost but the level of detail is excellent and worth it.


WarMill - Home of the "Happy Noodle".  They have some very nice and very detailed buildings.  I am ordering a few items from them in the coming weeks (a FoodBooth 9000, a Street Bar and a Clandestine complex to start).  They would have been my go to before Warsenal but their shipping cost was way too high.  They changed that and it's slightly more than ordering something from the states.


Laser Cut Card - They have a lot of terrain that is very 40k-ish.  They started expanding their Infinity terrain.  I ordered the "Futurehab #1 - the shop" a few days ago.  Looked cool and I think it will fit my table.  It's shipping from New Zealand but since it's card stock it's cheaper.  I will do a report on it after I get my shop.

Shark Mounted Lasers - I am not a big fan of the window design but the quality is nice and the ladders are made to fit a standard base.  Shipping is high for a US company but others who have bought from them said he will refund shipping if his estimate is more than actual cost.  They just released a city tile set.  It looks awesome and I would order it if I wasn't waiting for the SWG Tablescapes.



Sarissa Precision - Another great company.  I have played on a table using their terrain at Games and Stuff.  Looks sharp and nice detail.  Price isn't too insane and shipping is free over $75.  I plan on getting a set to do a wasteland board.  They also have terrain that is perfect for Malifaux.

Micro Arts Studio - One of the first players in the Infinity terrain biz.  Solid pieces and a decent price.  You can find their stuff online and at LGS.  I own a few pieces and love what they do and the cost. 





Plastcraft - Not a big fan of their initial design but playing with it at Titan Games won me over.   Their new line of Bourak terrain is really nice.  They also have a large selection of terrain that would be perfect for Malifaux. 

Saturday, April 05, 2014

Road to NOVA: The Dr. is in...SANE

Played some Malifaux in the Beltway Gamers league at Dropzone.  My second Malifaux game and my first with McMourning.  I have to say the game is really growing on me. The combos are insane.  I really like the game and as I become more comfortable with it I can see the appeal.

The part I am learning is the schemes and plots.  Unlike other games, its not as easy as juts placing troops on an objective.  Scheme are usually pretty straight forward.  Non-peon models next to a scheme marker get a point a turn or something similar.  Plots are another story.  Plots range from placing markers of your own to having an opponent kill one of your models.  Some factions are better at some plots and worse at others.  The learning curve appears to be figuring that part out.    

I have some new purchases to round out both my Neverborne and my Ressurectionists.  Can't wait till next week to play some more.

Wednesday, March 26, 2014

Road to NOVA: Malifaux and Infinity Prep


With only 5 months left to get everything in order for NOVA, I have started making progress on several fronts.

Malifaux

Malifaux has been the odd man out for several months.  Their aren't any regular tournament and I haven't made it to Games & Stuff for their Malifaux night.  Luckily, Mark has arranged a month long beginners league at Dream Wizards through the Beltway Gamers.  It has been met with a lot of enthusiasm and looks to be huge.

I have started working on my crews.  I am going with Resurrectionists.  I have Seamus and McMourning crews built and I ordered Nico and a few extras to bump me to 50ss.  I also ordered what I need to make my Neverborn crews 50ss.

On the painting front, I haven't been too happy with the skin tones on these models.  I am repainting at least one.  I think I understand the trick now.  Only time will tell.

As I stated earlier, I plan on playing in the Dream Wizards slow grow league.  It should be a lot of fun with some great guys. 

Infinity

I have done a lot of work on the bases for my Airadna army.  Going to get some more painting done this week.  The next few weeks will be spent playing Malifaux and get them painted.  I will be missing April's Games & Stuff tournament but plan on making the ones in May but I will miss the one in June because of "Scares that Care Weekend".  Priorities.

I have a few lists for Airadna I want to try that I think will be fun.  Going to try to get them ready for May. 

Monday, March 24, 2014

Infinity N00B: "Winning Strategy" or "Know When to Hold Them"

Wilson, from Beltway Gamers, won the Games and Stuff Infinity tournament for March.  During a discussion of what every new player needs to know, he said the following:

(Have an offensive plan)
(Hang in there)

Round one I wiped out a lot if my opponents order pool. I believe I left him with 5 orders. A combination of my cammeronean and Cateran sniper. Although I thought I had it in the bag, my opponent Jeff hung on there and had a solid offense with his ad combat offensive.. We ended 3-3.

(Remember the mission)
(Know what to kill)
(Know what to avoid)
I played Wilson this week against his Ariadna.  He went over a few key points that he learned and helped me almost tie.  I lost 4-3 but that was mainly due to not knowing the YAMS system.  I will explain that in a future post.

Have an Offensive Plan

This goes into knowing the mission.  The best way to "know the mission" is to play the missions multiple times.  Once you know the mission and your army, you should generate a game plan.  How will you achieve victory?

Wilson mentions he wiped out a lot of his opponent's order pool.  This is a double edged sword.  Wiping out your opponent's order pool reduces their effectiveness.  A lot of strategies involve having orders to move pieces into position.  Reducing the orders of your opponent basically takes the wind out of their sails and forces them on the defensive.  This is something I struggle with.  I am worried about covering fire lanes that I easily lose cheerleaders.

The other edge of the sword is killing too many sends your opponent in retreat.  This means that in the new ITS missions you reduce the maximum amount that you can achieve for the match.  You may have won the match but you just reduced your chance of winning the tournament.  I will get to this in "Know what to kill".


Hang in There

"No plan survives contact with the enemy".  This is very true.  You planned, you are ready to forth and conqueror and then thing go all upside-down.  You lost a chunk of your team or maybe your TAG is down and now your playing catchup.  Don't panic.  The game still might be winnable.  If your opponent is thinking right, they know that they can't wipe you out till round three.  This makes you more dangerous.  You can try desperation tactics.  Run that chain rifle or flamer into view.  Will he use the ARO to kill the threat and risk losing out on points?

Just remember that they want the most points.  Round three is when they are going to break you.  Try to make it painful or, better yet, win.

In my game versus Wilson, I had three models left and was in full retreat.  He said let three of the models run off and use the last model to kill his guy in my DZ.  I did just that and cost him a point.  The one thing I wasn't ready for was planning for when I was in retreat and using that to win the game.  Wilson is the master of snatching victory from the jaws of defeat.

Remember the Mission

It's easy to get hung up on the killing and maneuvering but you have a mission.  That should take precedence.  You probably also have two classified missions.  Those are important as well.

The issue a lot of people have is target fixation.  They get so "in the groove" of taking out an opponent and they forget the mission.

Know What to Kill and What to Avoid

This goes hand and hand with "Remember the Mission".  Knowing what to kill allows you to remove threats, like TAGs or other special characters.  Taking out a TAG may not mean hitting the TAG.  Taking out the TAGs order pool can be just as devastating. 

There is also a time of knowing what to avoid.  Deplete an enemy's pool too fast and secure a first round victory but a low point score.  Not good.  Running piece meal at the TAG with Combirifles.  Equally bad.  While a lot of the game can be like Chess (pawns can kill a queen), its still better to know your match ups.

That's about all I have for this post.  See you all next time.

Thursday, March 13, 2014

Infinity N00B - Cover and Positioning

Infinity is a game that has a very steep and painful learning curve.  The past several games have taught me a lot about positioning and cover.  The wrong position can cost you a TAG or lose you a link team.  This post is to cover some of the painful lessons I learned about this.

I want to use Infinity N00B as my way of talking through areas of the game I find difficult to grasp even when the concept is an easy one.

Deployment

Many games are won or lost due to bad deployment and this is one of them.  While it isn't as bad as 40k, I have seen a TAG go down before my turn began.  Likewise, I have depleted an opponent's order pool because he didn't see that fire line.

The first thing you should look for is fire lanes.  A fire lane is an area where there is clear or nearly clear LOS between two points and will most likely see some traffic.  If your opponent has already deployed, look to see if he deployed in a fire lane.  He's either covering it or maybe mistakenly placed his model there.

The image below shows lots of lanes of fire.  No models are down so it's easy to see lots of interesting areas.
The picture below show an O-Yori with a nice fire lane clear into the enemy deployment lane.  Too bad he was smart enough not to deploy there.  The O-Yori has a nice corner to provide cover. 
During the Game
One of the areas that are easily over looked is cover and fire lanes during the game.  The heat of battle.  Your going for the objective or, in my case, you over estimate what your TAG can do.  

The image below shows more fire lanes on another board after the start of turn One of another game.  The O-Yori on the left has a nice fire lane but an opposing TAG is already there as well.  Both have cover.  The HMG Link Team on the right has a fire lane and used it to destroy a remote that was deployed in it without cover.  It was the only mistake my opponent made.

If you look closely, there is even a  small lane of suppression fire.

Here is a close up of the TAG on TAG action.  The O-Yori will go down to a hail of bullets. 
This image shows the good cover he had but cover does very little verse good ammo. It gives a -3 to being shot and a +3 to soaking damage.  Many of the special ammo types are there to make sure cover isn't a complete game changer.  If you look at 40k, unless the weapon has the "Ignores Cover" rule cover is a great equalizer.  In Infinity, it's used to provide a sliver of hope.

I am not saying that it's useless.  Most of the time cover can prevent you from even having to roll.  Against a Combirifle, it will make a huge difference.  Against a HMG or a Spitfire, not as much.  You should always get cover.  Standing in the open is asking to lose a model and the order it provides.  The O-Yori below is even behind cover. 
In closing,this was my quick run down on positioning and cover.  Two areas that I have been struggling with.  I know I only scratched the surface of a very complex game but it's an area that I have been struggling with.  Feel free to add any advice or other comments.