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Thursday, September 12, 2013

Gaming Done Right





If you haven’t seen it yet, head on over to the Guessing Zero network and check out the new podcast, Gaming Done Right.  Dan, Brian and I have put our heads together and come up with a brand new podcast covering all things gaming (well, at least the parts that pop into our head).  For the first episode, you’ll hear us chat a bit about ourselves as gamers, then about Battlestar Galactica’s newest expansion and about some of our favorite Malifaux models.

While you’re there, check out the posts and articles.  I have been posting a lot more over there (which is why you see a downturn in my posts here).  We have a number of people posting gaming material on all different tastes.  There’s also another podcast, A Crit of Gamers, that focuses a lot of gaming mechanics, hosted on the network.  Check them out too.

Thursday, August 22, 2013

Guessing Zero





Hey all - a quick plug for a new gaming site and podcast.  Guessing Zero.  It's a little bare at the moment, but it will be picking up more soon.  The first podcast is already up, as are a few articles and blog posts, including one by yours truly.  You may not hear anyone familiar on it yet, but you may hear my voice sooner or later.

The site is not devoted to any particular type of gaming.  Miniatures, cards, video games, roleplaying... it'll all get talked about sooner or later.  Hit up the site, take a look around and subscribe.  I expect great things to come.

Wednesday, August 21, 2013

Battle Report Zoraida vs. Tara - 45ss




Game Size: 45 stones
Deployment: Standard
Strategy: Turf War
Scheme Pool: A Line in the Sand, Distract, Deliver the Message, Assassinate, Entourage
Crews:
 
Zoraida
 - Crystal Ball
Barbaros
 - Nexus of Power
Bad Juju
Silurid
Doppleganger
Terror Tot
Terror Tot
     6 soulstones

Tara
 - Obliteration Symbiote
 - Dead of Winter
 - Knowledge of Eternity
Nothing Beast
 - Voiceless Words
Karina
 - Long Forgotten Magics
Void Wretch
Void Wretch
Death Marshal
Death Marshal
     7 soulstone



Schemes Chosen:
Zoraida: A Line in the Sand (Announced); Entourage: Barbaros (Announced)
Tara: Deliver the Message (Hidden); Entourage: Tara (Hidden)


Initial Plans:
I wanted to use the Doppleganger.  I didn’t care if it was a good choice or not for the game, I wanted to use it.  I wasn’t too fond of it during the playtest, but it got a couple of buffs during the last revision and I wanted to try it out.

I went without the Hex Bag for Zoraida mostly to save soulstones, though I think that’s a mistake.  The Hex Bag is really good for her – giving her a useful (0) that she wouldn’t otherwise get to use.  I don’t think I’m going to find a game that I won’t use that for her in the future.

I stacked up Barbaros to make him really hard to take down with Nexus of Power and set him aside to get Entourage, and then had my Tots set up to get Line in the Sand.  I used the Doppleganger, Silurid, Bad Juju and Zoraida to clog up the middle as best I could. 


 Turn One:
Zoraida: 0 VPs, 6 Soulstones
Tara: 0 VPs, 7 Soulstones
Initiative: Tara wins, Zoraida goes first
Turn Summary: I was playing like a deer in the headlights.  Tara does a lot of things, and I wasn’t sure what to expect from her.  She activated early, got reactivate, and had a Death Marshal bury the Nothing Beast.  I played cautiously, sending Terror Tots and Barbaros around the flanks, and the Doppleganger up the middle.  Zoraida went and moved Juju and the Silurid up a little before following them.  Soon enough, though, I could see that the Nothing Beast was going to come in and wreck some face if I didn’t distract it.

So I sent the Silurid leaping down the field and charged Tara to put some wounds on her.  Probably a mistake, as she was able to unbury the Nothing Beast and give it Fast.  The Nothing Beast immediately activated, not counted as its activation for the turn, and attacked the Silurid.  I knew if I let the poor guy go, I’d probably be in danger of the Nothing Beast wrecking me, so I cheated to keep it alive after all the attacks.  On the real activation of the Nothing Beast, it killed off the Silurid and looked down the field, hungrily.

End of Turn: Nothing happened.


Turn Two:
Zoraida: 0 VPs; 6 Soulstones
Tara: 0 VPs; 6 Soulstones
Initiative: Zoraida wins, Zoraida goes first
Turn Summary: I wrestled whether I should go first or second and decided to go first.  I knew I wanted to get the Nothing Beast away from Tara and out of the lines, so I had Zoraida Obey it to come forward, then had Zoraida Obey Bad Juju twice to move him into melee and attack the Nothing Beast for a wound.  Tara activated and gained Reactivate, gave Fast to a bunch of models (including Bad Juju), then gave Juju Slow to cancel the Fast.  I activated Juju, worried he wasn’t long for the world, and used Flurry.  Unfortunately Dan had used so many cards already that the Nothing Beast’s defense was up to 7 and I only hit him for a couple more wounds.  The Nothing Beast went after Juju and nearly killed him.

I looked over the board and knew I was not going to do well if I let Tara reactivate to give the Nothing Beast another round of beat-down.  So I had the Doppleganger move up, Mimic Pine Box from the Death Marshal, and then buried Tara.  That eliminated the reactivation, which eliminated the Nothing Beast’s extra activation, and also eliminated the chance for Dan do reactivate Tara next turn.  If I could keep the Doppleganger alive.  A well-timed Black Joker from the Death Marshal allowed her to survive.

Meanwhile, my Tots grabbed two objective points and Barbaros moved behind the lines to start working on a Void Wretch.  Activation Order was killing me.  One of Dan’s Void Wretches healed up Tara while she was buried.

End of Turn: We both got a VP from Turf War.



Turn Three:
Zoraida: 1 VP; 5 Soulstones
Tara: 1 VP; 5 Soulstones
Initiative: Zoraida wins, Zoraida goes first
Turn Summary: I needed a dead Nothing Beast.  Bad Juju activated and swung at the Df3 monster three times, killing him with the final swing.  The Doppleganger died to an onslaught from a Death Marshal and Void Wretch.  Meanwhile, both of my Tots grabbed more Scheme Markers along the middle while Barbaros knocked the Wretch down to 1 wound.  A Marshal killed one Tot and Katrina left the other one with two wounds left.

Zoraida managed to kill off one of the Death Marshals by summoning a Voodoo Doll on it, then smacking the Voodoo Doll for enough wounds to kill it, but we both still had enough in place to get our VP for Turf War.  The Void Wretch moved up on Zoraida along with Tara.

End of Turn: We both got a VP from Turf War.



Turn Four:
Zoraida: 2 VPs, 4 Soulstones
Tara: 2 VPs, 5 Soulstones
Initiative: Zoraida wins, Zoraida goes first
Turn Summary: Who cares whether Dan gets a (+) on Initiative when I’m flipping 12s and 13s?  The Terror Tot charged Karina, dealing a couple wounds.  Dan decided not to activate Tara first, instead grabbing the sure VPs from the Void Wretch delivering the message to Zoraida.

Barbaros smacked Karina, killing her off.  The Void Wretch on that side of the board killed off the Tot, which in turn bled on it to deal its last wound, dropping both of us out of Turf War territory. 

End of Turn: Nothing happened.



Turn Five:
Zoraida: 2 VPs, 4 Soulstones
Tara: 4 VPs, 5 Soulstones
Initiative: Zoraida wins, Zoraida goes first
Turn Summary: Zoraida started off by killing off the Void Wretch, leaving Dan without enough models to take Turf War unless he gave up Entourage.  Tara gained Reactivate and then booked it to the end of the board.  Barbaros did the same thing, and the Death Marshal moved up and destroyed one of the Evidence markers, dropping me from 3 points for the scheme to 1.

End of Turn: Nothing happened.

We flipped and the game did not go on.  If it had, I had a decent shot of pulling out a victory, I think.  Zoraida could have moved to the middle with three AP and dropped a scheme marker, and there was not a marker in range for the Marshal to destroy in one activation.



Final Score:
Zoraida: 6 (2 Turf War, 3 Entourage, 1 Line in the Sand)
Tara: 6 (2 Turf War, 2 Deliver the Message, 2 Entourage)

I was very lucky in that Dan didn’t announce his schemes and denied himself two possible VPs.  If he had announced even one of them (probably wouldn’t announce Deliver the Message, though Entourage was a good choice to announce), he would have won the game.

I had a lot go my way – winning initiative nearly every turn, having Dan get the Black Joker a couple of key times (keeping the Doppleganger alive on turn 2, and forcing the Nothing Beast to waste its second activation killing the Silurid on turn 1).

Tara’s a scary beast.  She actually reminds me a little of Zoraida.  She can trade her activation for activations for other models.  She can lead things off by gaining Reactivate and moving up, having the Nothing Beast buried, and then at the end of the turn move up and unleash him, giving the Nothing Beast the activation from him…

Wait a second, I just read the abilities.  Dan’s a cheating whore!  You don’t get two activations out of friendly models at all!  Obliteration Symbiote has two abilities – one is a (2) that lets a model be unburied and activate, but doesn’t count as the model’s activation for the turn.  This ability requires an enemy model to work.  The second one is a (1) that lets a model unbury but can only activate if the model can still activate, and counts as the model’s activation for the turn.  You can’t double-activate the Nothing Beast or the like.



On the other side of the field, the Doppleganger was actually clutch to this game.  I am still not sold on it, but I love the sideways-ness of it.  It was able to hold off the assault for a turn in order to let me slow the bleeding.

I’m not sold on Bad Juju the way I’m using him.  I wanted him to be a front-line hitter too much, and he’s not survivable enough for that.  I think I need to partner him with another hitter.  Barbaros could have filled that role, but I needed to keep him safe and alive for Entourage.  I think in retrospect, I would have been better swapping the Silurid for Baby Kade to give a little more hitting power.  It was something I really felt I lacked once Bad Juju was dead.

Figuring out how to target Tara’s army is going to be clutch.  Katrina should be an early target, I think.  Not because she’s overly great – but she’s an easy kill and has a solid potential for damage.  The Nothing Beast (or whatever is used for killing) needs to die quickly.  And the Void Wretch.  I don’t think there are going to be a lot of these guys on the table, but if your opponent gets good at burying/healing its models, those guys have to go.

Overall, it was a fantastically entertaining first game.  Looking forward to the rematch, Dan.  (You cheating whore.)


Tuesday, August 20, 2013

GenCon Loot


At the end of the day, Slaz was able to ninja for me everything I asked for.  M2E rules, Neverborn deck, Miss Step, and Tara were all grabbed before anything sold out.  He managed to get one of the few WWX release Lawmen to add to that collection when it hits my hands from the Kickstarter, and he also managed to score the limited L5R RPG book.  I was certain something would get missed in all the chaos and given the limited releases of some of them, but he got them all.

I guess I'll forgive him for the Steam Summer Sale now.

I haven't had enough time to go into much of the new loot yet, but I did get a pleasant  surprise while Gencon was going on.  The new Battlestar Galactica expansion, Daybreak, came out already.  I managed to grab my copy from Huzzah Hobbies, get it all set up, and get my first game with it.  We had six players, giving us a chance to try out either the new Mutineer loyalty card or the new way to use Cylon Leaders.  Dan wanted to play Athena, so we opted for the Cylon Leaders choice.

Without going to much into detail, I have to say that so far this is easily my favorite of the expansions.  They took three pieces of the game that I thought always missed their potential - the Treachery deck, the Cylon Leaders, and the Sympathizer card - and improved upon them.  Add in 12 new characters, a couple new boards, and a new victory path (I actually really like Earth over Kobol, but it had mixed reviews in our game) and you've got a great box.

More detail to come on this later.  It might not be on this blog, but rest assured I'll let you know where it comes up if you're curious.


Friday, August 9, 2013

GenCon 2013



We are less than a week away from GenCon launching, the greatest event of gaming.  I have to say, the anticipation is killing me.  I can’t wait to… oh, wait.  I’m not going this year. 

For a number of reasons, I’ve had to put off my trip to GenCon for a year.  The birth of my son is the major reason.  He’s not even two months old, and as much as I would love to bring him to Indianapolis and cart him around, I know it’s just not feasible at this point.  His mother would be angry with me – either for taking him and exposing him to the con-crud, or for leaving him (and her) behind and not letting them go to the convention at all.  It’s a fight I can’t win whichever way I go, so as a wise man once said, “You can’t lose a battle you don’t show up to.”  Better to put off the plans for another year.

But that doesn’t mean I’m not excited this year.  I’ve already found my ninja-shopper and given him money, and let my friendly LGS-owner know what I would like him to order for me.

So what am I getting?

First, the ninja-ing.

Slaz has been generous enough to not only pick up whatever I give him money for, but also drive by my house on his way back home from GenCon to drop it all off.  The man gets mad props.

From me, he’ll be making a brief stop by three booths: the Wyrd booth, the AEG booth, and the Battlefoam booth.

At Wyrd, he’s grabbing only a few things this year.  Enough to hit what I think I want immediately, and the rest I’m holding until later.  With M2E coming out, there’s plenty to consider.  But in the immediacy, I only asked for the following:



Nightmare Tara
Evidently there’s some controversy about this model which, near as I can tell, stems around people who have decided they’re not going to buy it still complaining that they’re not going to buy it.  It seems to me that’s a central theme of capitalism – if a manufacturer creates something you do not want, you can vote with your dollar and exercise your right NOT to buy something.  Similarly, if you like something, you can vote with your dollar and exercise your right TO buy something.  Personally, I really like the sculpts in the box, the Nothing Beast especially.

I have a suspicion about the Nightmare box.  I honestly believe that the Nothing Beast is probably the only unique sculpt in that box.  Once the actual release hits, everything will look the same except the Nothing Beast.  When I first saw the box, that’s what I thought the case was.  I still believe it is.  And as soon as I saw the box, I decided it was worth it to pick up.  Nightmare Chompy was the only nightmare model in the Dreamer release back several Gencons ago, and that went over fine.  Why should this be such a controversy?

Regardless, I didn’t intend to get into that whole deal.  End result: I like the model, and I’m buying it.




M2E Rules Guide
Kinda need it for the game, or at least you need to have one between yourself and your opponent.  Strategies and Schemes are within.  All the updated rules since the last Open Beta are within.  Plus, lots of art, I’m sure, and a ton of fluff.




Arsenal Pack: Neverborn
The only Arsenal Pack I’m picking up from GenCon is the Neverborn one.  Eventually I’ll be getting five of them, but I’ll hold off on the other four and pick them up from my LGS.  It just means for the short-term, I’ll be playing only Neverborn.  No problem there – I love the new feel for all three masters.  Lilith is fantastic, Pandora’s actually fun to play against (until I figure out how to make her real annoying… I have some ideas), and Zoraida’s got a new feel to her as well.




Miss Step
This is a free goodie that will be stuck in my bag thanks to the fact I’m buying at least $100 from them.  I don’t like Archanists, but it’ll give me something else I can throw into my bin of “cool miniatures” that one day I want to paint up.  Might have to go through that bin at some point and see what all I have in there.  I think I have a Dead Justice box set.  Might open that up finally and paint up the Death Marshals to work with Tara.  Oh, and that would get me a painted Judge too, since I’m missing that guy.  Hmm… sounds like a good idea after all.


Okay, so after hitting Wyrd, Slaz will be checking out the AEG booth to try to grab a limited-run RPG book.  Evidently they’ve got a small book they were going to put in PDF only, but decided to put into print for a limited number at GenCon.  Most of them will be given away to people involved in a particular event, but there are some they said would be sold, if I read them right.




Secrets of the Empire: Naishou Province
It’s been a while since I’ve run L5R for my group.  My son was born at the end of June, and we’ve been on hiatus since then.  Eventually we’ll get back to the game, and I hope getting books like this will spark my enthusiasm to get back to it faster.


Finally, Slaz will head over to the Battlefoam stop.  Wild West Exodus, a miniatures game I backed from Kickstarter, will be released soon and they have a couple of prerelease models available.




US Marshal McClain
He’s an Outlaw and Lawman model (wha??) and looks pretty sweet.  I don’t know how much of WWX I am going to play after all is said and done, but I’ve got a lot on my way and I like this model, so it’ll be another nice piece to have painted up if nothing else.  Since it sounds like he’s a GenCon exclusive, I figured it’d be my one shot to grab this version of him.


I mentioned there were other things I was asking my LGS to order too.  I won’t go into as much detail, but I’ll be picking up the Arsenal packs for Outcasts, Guild, Resurrectionsts and 10 Thunders, as well as the new Battlestar Galactica expansion from Fantasy Flight Games.



Also wondering whether I should pick up the new Lilith box.  I don’t have any other way to get Barbaros, and I really like him.  I think the new Cherub is miles better than the old one.  I think the new Terror Tots are better than the old ones.  And the new Lilith sculpt, while not as good as the alternate metal one, is still pretty solid.  It might be one of those things I pick up a month or two down the line once I’m set with everything else.  But I was surprised to see that there was a box set I was tempted by, especially since I own all the metal versions already.

For those off to GenCon, enjoy!  Hope to make it out next year.

Wednesday, July 31, 2013

Malifaux M2E: What's in a Score?



I was playing a game of Malifaux yesterday with a new player who has been coming by the past couple weeks to learn the ins and outs of M2E.  He took Jacob and I took Pandora.  We took one upgrade each, played at 40 stones, and went the full length with the strategy and scheme pool.

As a friend of mine said as he watched the end of the game, “Mike, it’s a good thing you’re not a henchman.”  What he meant by that was that I didn’t hold back a tremendous amount.  I didn’t go for the gut-wrenching, soul-crushing kill moves I do against veterans and people I know better, but I also didn’t put the kid gloves on.  I tried to win the game, and I did.

At the end of the game, as the dust settled, the score was 6-3 in my favor.  Had my opponent decided to play to max out his VPs with his last activation rather than take one last chance to axe one more of my models as the last round of the game slipped away, I would have won 6-5 instead.  So the outcome of the game didn’t hang in the balance – and on the whole, he chose the more fun, trash-talking-inducing move.


I bring all this up because it got me thinking.  At Dan’s suggestion, I started listening to the latest Gamers Lounge episode where Bill and Andrew chat about the virtues and flaws of the new edition of Malifaux.  I confess I am not far into the conversation yet, but one of the first topics slides straight into the recent experience I had in my game last night.

I played a player whose first game of M2E was a week prior and who had never seen Jacob’s cards before.  I, on the other hand, have been playing M2E longer than most, have played Pandora quite a bit, and had an exhaustive background in Malifaux.  And I only won the game 6-3.

To give some perspective, similar to Bill, I am used to situations from v1 Malifaux where I would come into a game against a less skilled opponent and quite easily walk away with an 8-0 or 8-2 victory.

So I have two questions:

First, why is it different in new Malifaux?

Second, is it a bad thing that a skill disparity does not lead to a huge score disparity?


The first question is easier to answer, and stems a lot from the way M2E was designed.  Strategies offer points at the end of most turns now instead of only at the end, so no longer can I wipe out your crew to prevent you from getting VPs.  Schemes offer a wider variety of points – they no longer come in an all-or-nothing set.  And because the game is only five turns, the rush for victory points starts almost immediately.

As for the answer to the second, it should come as no surprise that I do not think the closer scores is a bad thing.

I feel like in old Malifaux, the progression of score based on skill looked something like this:



I think in new Malifaux, it looks something like this:


In other words, there was a huge gap between the new players and the somewhat-skilled players, and a huge gap between the somewhat-skilled and the highly-skilled.  It made almost “tiers” of players.  At least it did in our playgroup.  If you went to an event and someone in a higher “tier” was playing, you had NO chance of walking away with the win unless they handicapped themselves in some way to try to even things out.

In the new Malifaux, I believe that the newer players hit the table with a higher level of understanding and skill in the game.  They’ll be playing at a disadvantage to other players, certainly, but the gap in what they can achieve is smaller.  Meaning the more skilled players have to continue to hone their craft to keep that edge.

In other words, in v1 Malifaux, if I had more skill than my opponent, I won flat out.  In v2, I still have to work for that win.  If I want to win games, I have to work to make sure I’m at the top of that curve, and even then I need to make sure that I’m doing things right throughout the whole game.

Some people don’t like that, and I understand.  I know there were opponents I could play blindfolded and still expect I had a good shot of winning.  Now I feel like every activation in the game could matter heavily.  It makes games more taxing to puzzle through at a high level, certainly, but that’s part of what I like about the game.  The feeling that everything I do matters.



Another advantage to the score system set up this way is that even if I reach a level of high skill, playing against players of lower skill still offers a challenge.  And the inverse, if I face a player who outstrips my skill level, I know I still have a chance against him.

Andrew mentioned in the Gamers Lounge that a single mistake against a less-skilled opponent cost him the game.  From the perspective of both the more skilled and the less skilled player, that seems a big boon to the game system.  Just because I have more games under my belt, or I know the rules better, does not mean I WILL win the game.  There is an advantage to that, but the advantage is lessened.



I guess the main point is that I think in-game skill becomes far more important than out-of-game skill.  I could be the most learned person about Malifaux, but if I cannot execute skillfully every activation, I’m going to suffer in my score.  Being learned gives me an edge, and having more experience gives me an advantage, but I still have to execute at the different phases of scoring:

1.       I have to gain points for my strategy every turn I can.
2.       I have to prevent my opponent from gaining points from his or her strategy every turn I can.
3.       I have to gain points for both of my schemes.
4.       I have to prevent my opponent from gaining points from both his or her schemes.  This can be harder since hidden schemes are more prevalent.

In order to win the game, I need to execute on three of these four phases.  It generally doesn’t matter which one I fall behind on, but I have to execute on three of them.

And it is HARD to execute on three of them.  If I execute on two of them and fail on the other two, we tie.  Executing on three of them gets me a closer victory.  And that’s what we’re seeing a lot of in M2E.

I’m sure that the scores will widen six months or a year down the road.  The pack of players will diversify enough that the hyper-skilled players will reveal themselves at the top of the curve, but I think that will be a smaller subset of players.  Or maybe we'll all realize that the player skill progression is exactly the same, but we were all sitting at the very smallest part of the very beginning of that progression right now, so we all had virtually the same level of skill right now.

All of this babble could be me talking crazy-talk.  Or it could turn out to be prophetic.  Time will tell, I guess.  In the meantime, I’ll keep enjoying Malifaux.  Hope you do too.