Hey everybody, May seems to have been a pretty long month, in some respects. It’s been very productive, though, so I’m not complaining or anything, but wow! It seems like an age since I was writing my April retrospective!
I’ve been fairly busy with painting miniatures, which is of course to be expected, although somewhere in the middle of the month I think my attention began to wane a bit, and I was more focused on other games than the miniatures stuff. Surprising really, because I have had two games of 40k in May! I’ve really gotten back into the Tyranids, with both of the games I played being with the bugs, and I must say, it was great. Tyranids have been an army that I have definitely waxed and waned on like no other, but there’s always something that has kept me from just selling them all off. I’ve talked about this ages ago, though, where Tyranids were almost my first 40k army, so I suppose there’s always going to be that side of things going on as well.
I’ve started to get more of my Sisters of Battle painted as well, getting the Exorcist tank finished, and also finally getting the last few minis from the launch box painted up as well. That felt really nice, I have to say, getting them finished more than 3 years after they first came out! In my defence, I have had two children in this timeframe… Sisters have been the biggest focus, I suppose, despite playing games with Tyranids. I’ve still got some work to do on the Novitiates that have been started, of course, but these were very much casualties of my attention shifting more towards boardgames in the middle of the month.
I’m doing pretty well to clear out the backlog, though. Last August, I undertook a bit of a hobby audit to see how much stuff I still had to contend with, so I think I’ll try to do something similar this summer as well, to try to get to grips with what I am working with/towards. While I am actively trying to reduce the backlog, there’s no denying that there have been some additions since I last did that stock-take.
Over the last bank holiday weekend, I’ve cleared out a load of room in the attic, and have consolidated all of my hobby stuff there. This has allowed me to see exactly what I have still do deal with, which in turn has prompted me to get a few bits and pieces onto ebay in an attempt to clear out once more. However, getting everything together has turned my attention to Warcry, which is a great skirmish game that I had taken my eye from during it’s second iteration in the realm of beasts. I have so much stuff that I haven’t yet painted (or even built, actually) that I don’t suppose I need to be supplementing my collection with any of that stuff, but after looking into it all a bit more closely, I have had the imagination fired up! I’m currently working on painting up the Darkoath warband from Red Harvest, anyway, and hopefully will continue to paint up models for the game as the year plods on.
However, like I said, boardgames seem to have taken centre stage for me for a while now, and I’ve surprised myself by playing quite a lot over the course of May! Part of the reason for this is how much Arkham Horror LCG has been played, as I have almost played through two full campaigns this month. Innsmouth in particular was quick, with half of the scenarios being played in a single day. I have well and truly hit my 10 plays for Arkham Horror LCG, at any rate, and have really bumped up my Elder Sign stats, too! I’ve really enjoyed that one, in particular getting to spend more time with the Gates of Arkham expansion, as it has allowed me to experience more of the box in a way that, up to this point, I just haven’t been doing. This is really the point of the 10×10 challenge, I suppose, to play a game more often. While a game like Elder Sign has seen a lot of play in total, the expansions have barely been touched overall – same is true for a lot of other stuff, though I’m thinking in particular about Eldritch Horror as well. I suppose it makes sense, the base game would get the most play because it’s out first, plus you play it more while learning the game, etc. However, Gates of Arkham had only been played twice since it came out in 2015, so this month alone has seen me exceed my all-time record by playing it 3 times, but these numbers are still surprisingly low. I think, if I were to do another 10×10 challenge next year, I would potentially tweak things to include expansions. It’s not just a numbers game, though, as I really enjoy seeing what stuff like Gates of Arkham has to offer. I can remember playing a lot of Eldritch Horror at the tail end of 2022, and while the base game has seen numerous games, the expansions have only hit the table 2 or 3 times, each. It would be good, I think, to try and play with those some more. It has been a bit like discovering these games all over again, and I’m really enjoying myself!
Of the 10×10 challenge, I have crossed the halfway point already, with 54 of the total 100 games being played. Three of the ten chosen games have also had all ten of their iterations played. Of course, it’s not all about trying to play games to bump the numbers up. I’ve still playing a fair bit of Marvel Champions, but I definitely seem to be on a bit of an Arkham Files kick at the minute, with all the Elder Sign and Arkham Horror LCG being played. Surprisingly, though, I haven’t played Eldritch Horror once in 2023, so I think it might be time to right that particular wrong soon enough!
That’s pretty much it, though, I think! A busy month for painting and for gaming, but otherwise quite sedate. I’ve been reading Thomas Mann’s The Magic Mountain for the most part, which has been pretty dull at times – while I was on leave last week, I’d put it aside in favour of starting on the third Shira Calpurnia book, Blind, along with Dave from wordaholicsanonymous. That book has been great, and I’m hoping to finish soon enough so that I can get some thoughts written up here, before returning to the Swiss sanatorium…
Back in 2021, I attempted the Innsmouth Conspiracy campaign for Arkham Horror LCG, using Zoey Samaras and Stella Clark, and it didn’t really go very well for me. Indeed, it often felt like a bit of a slog, I seem to recall, possibly due to the fact I didn’t have very good clue-gathering between the pairing of investigators. In the sixth scenario, both the investigators actually were eliminated and so I never got round to the final two scenarios in the campaign. However, after I had concluded my Dunwich Legacy campaign recently, I decided to build two new investigators and move along from there, using Zoey once again but paired this time with Finn Edwards.
I was intrigued quite a lot by Finn and his design, so was keen to see how he would work in the campaign. Once I had decided on Finn and Innsmouth, I had been looking at the old Innsmouth Horror board game for some inspiration, and discovered that both he and Zoey were investigators that came in that box, so went forth and built the decks. I have talked briefly about this in my recent Deck Progression blog, but I approached this campaign very differently to how I have previously. I tried to have some idea for where I wanted to take these decks over the course of the game, with a shortlist of cards that I wanted to add in once I had the experience necessary to pay for them. Doing so led me to come up with a sort of archetype for each investigator, so Zoey was the “holy warrior” who would have a focus on the blessed tokens that came in Innsmouth, and was building up to having the Holy Spear weapon in her deck. Even though that could have been bought quite early on, as a level 5 card, I wanted to wait for her to progress more through the game, and only included it towards the end.
Unfortunately, I hadn’t accounted for the fact that this campaign plays a bit with progression, and you can only spend the accumulated experience at designated points (normally after every other scenario). So my plans were foiled a bit there! I was still able to upgrade cards, of course, and I made a conscious effort to do so wherever possible, trying to spend as much of my experience as required to make the best decisions, but I think the fact that I couldn’t upgrade in smaller steps did kinda mess with my plans a bit.
Finn is an interesting investigator, as he is a Rogue who can only level up in his class to level 3, however he can have up to level 5 in Illicit cards, which can potentially be from any class. Now, there are actually very few Illicit cards outside of the Rogue class, so I suppose the point is moot, but it does prevent some very useful higher-level Rogue cards from being included in your deck. That caused me a bit of consternation at first, however the amount of experience earned throughout the campaign afforded me the opportunity to use quite a breadth of cards, instead. So rather than having a fairly narrow focus of card upgrades from 1 through 5, instead I was freely swapping in and out comparatively lower-level cards more often, and there wasn’t as much pressure, it seemed, to make the “right” choice for the deck. He became quite an experimental build, and I definitely enjoyed playing him as the campaign went on.
The Innsmouth Conspiracy is, unsurprisingly, set in Innsmouth, and seems to take place around the same time as Lovecraft’s story. The Feds haven’t been in to see what is going on, but instead we follow Elina Harper, a member of The Agency (callbacks to Call of Cthulhu LCG here!) who is having a look into the town. Turns out, the Esoteric Order of Dagon is trying to flood the eastern seaboard and claim the world for Father Dagon (and Mother Hydra, while they’re at it). It’s all a bit of a jumble though, because an amnesia plotline is used, with scenarios following two separate timelines at first, while we try to recover our memories. So the first scenario sees us waking up in a strange cave, and we need to try to escape before the caves flood. The second scenario takes place weeks earlier, and on it goes. I have to admit, even playing it very close together so as to try to better understand what is going on, it isn’t always clear what I’m trying to do. I think the design was perhaps trying to emulate the previous Dream-Eaters situation, by having two storylines taking place, but because the same investigators are doing both storylines here, we end up with odd situations like recovering some relics but then removing them from our decks because the next scenario takes place before the scenario where we recovered them, and allies come and go from our decks, causing chaos and headaches along the way.
The storyline also feels a lot like bad fanfiction, unfortunately. It tries to entwine itself so closely in with Lovecraft’s original tale, but it just feels so cringeworthy in places that it really didn’t hook me in. Ultimately, we’re helping the investigator Thomas Dawson to track down his agent Elina Harper, who went missing while checking out what is going on in the town. Along the way, we encounter many of the folks from Lovecraft’s Shadow over Innsmouth, but it all feels like a box-checking exercise for the most part. When the conspiracy begins to reveal itself, it feels a lot like the Dunwich Legacy campaign, where someone adjacent to a Lovecraft character is trying to repeat the events that already happened in a Lovecraft story.
Unfortunately, I think this is where campaigns like Innsmouth, Dunwich, and Edge of the Earth fall down, because they don’t have an original storyline. Carcosa, Forgotten Age, and Dream-Eaters are all quite good in comparison, even if the Dream-Eaters follows the Dream-Quest quite closely in parts. I suppose I’m being a bit harsh here, but I would have preferred something more different. I’m not sure what, exactly, but I think the efforts to tie this one to the source material have been a bit too clumsy to be enjoyable, if I’m being completely honest.
That said, the scenarios themselves are often quite interesting, mechanically speaking. There are some which call back to earlier outings, especially stuff like trying to find the person who kidnapped Elina Harper feeling a lot like the Midnight Masks from the core set. I really enjoyed that one, as it has a very “investigation” aspect when you’re trying to deduce who has kidnapped her, and where she’s being held. Devil Reef has a lot of negative press, but I really enjoyed this one, as we’re travelling around in a boat while trying to find keys, and we need to have certain things in a certain order before we can advance.
Keys in general have become a physical thing in this campaign. Previously, if a scenario had cause to require evidence or something similar to be placed on a card, it would usually use resource tokens, but now we have several coloured key tokens, each one having a certain effect in-game, though these effects are different depending on the scenario. We also have flood tokens, which can cause a location to be partially or fully flooded, which in turn has certain effects such as making enemies more dangerous, or just dealing out damage at the end of the turn if you’re somewhere that has been flooded. We also have the blessed/cursed mechanic, which I really like because it’s classic Arkham to have, although part of me is a bit sad at the fact that the mechanic doesn’t seem to be fully supported outside of this campaign.
Overall, then, it’s a bit of a mixed bag, this campaign. The storyline was perhaps one of the weaker elements of the game, and even paying no attention to the timeline while playing through what was going on, I don’t think it prevented me from enjoying the scenarios on their own merits, and what was being done during the course of playing cards etc. The in-between-games moments let it down, I suppose. The finale, going up against Dagon and Hydra, seemed to be quite weak as well, in comparison to other finale scenarios. We had the chance to keep both Ancient Ones asleep, as the objective is to drain all of the locations in play, which can only done within the lair of each Ancient One. Whether I was just lucky, or whether I had strong investigator builds, I don’t know, but it was quite simple to keep them both quiet while Finn went around draining locations and Zoey was fulfilling the willpower checks to remove doom tokens wherever they popped up. There is a lot of movement involved, across all scenarios, and I think being able to take extra turns and move is really key here. However, it never felt too impossible to complete.
So, that’s everything played except for Scarlet Keys, which I still haven’t yet picked up. I think, of the six campaigns, Innsmouth is somewhere in the lower end for me. Good scenarios with a mediocre overall storyline. Carcosa and Circle Undone are still my two favourites, and I am about to embark upon a Path to Carcosa campaign next, with Marie Lambeau and Silas Marsh!
I wonder what’s coming next for Warcry? I have kinda checked out of this recent “season” with the revamped setting in the realm of beasts, mainly because it was too many big boxes that GW wanted me to buy. However, I’ve been looking at the minis when they did get released, and I am very, very impressed with it all. In terms of the overall look of the game, Warcry really vies with Necromunda for me as the best-looking game GW puts out.
There have been four box sets in the new Warcry 2.0, starting with the Heart of Ghur last summer. This box came with the Horns of Hashut, who were almost mistaken at first for Chaos Dawrves, and the Rotmire Creed, a sect of Nurgle-worshippers from the swamps.
We also got the fantastic jungle-swamp terrain that continued to form a continuous theme throughout the season of boxes.
The next box was Sundered Fate, released in the autumn and included the delightful Jade Obelisk, Tzeentch-flavoured cultists, going up against Skinks. Again, there was a backbone of terrain with some new bits thrown in to keep things fresh.
Box three, Bloodhunt, came out at the start of this year, and gave us Vampire Counts vs Khorne cultists, with yet more new terrain pieces…
By now, the similarities with the Kill Team model should be immediately apparent. There is a certain amount of terrain that is recycled from box to box, with new bits alongside two new warbands. The difference from Kill Team, however, is that both of these warbands are brand new, there’s no upgrade sprue for an older force.
Nightmare Quest, the final box in the season, has been a slight let-down in some respects, because rather than continuing the trend of having a god-aligned warband to give us a new take on Slaanesh, we’ve got Stormcast vs Flesh-Eater Courts. In addition, the “new” terrain for this box is the realmshaper engine that has been released previously as Seraphon faction terrain.
Still, it’s interesting to see how the season has progressed. With all four boxes, you get a great set up that should give a lot of interesting opportunities for tree house tables of terrain, and I do like it!! Unfortunately, there is another difference with the Kill Team model here, in that the terrain has not been made available separately from the big box sets. You can still get the warbands, of course, but if you missed out on the big box, then you’re in for a tough time trying to build a massive jungle-swamp table. It’s a real shame, because this stuff is beautiful.
With all this said, though, the point of this blog is me wondering what they’re going to do next with the game. I really enjoyed the Eightpoints setting, and it was looking through my Warcry collection of minis from the “first season” (if we’re going to call it that) that got me writing all this, anyway. I would absolutely love to see a return to more ruined towns and off-the-wall stuff like Red Harvest’s chaos-tinged mine terrain. Hopefully there will continue to be some very cool models coming out, regardless.
The most important thing, though, is to slow down with the release schedule! Releasing big boxes that cost over £100 each, for different game systems, often on the same day, is just forcing a lot of players to pick one game and stick to it. Why they couldn’t space these things out more is beyond me. As it is, there’s just too much coming out to keep up with, and it’s starting to scare me a bit. I wanted to get into Kill Team, but the debacle of the Gallowdark season not being available has soured me on that. I do now kinda wish I’d kept up instead with Warcry, but having a fun skirmish game that saw some releases every so often suddenly ramping up and being aggressively milked in the same way has kinda put me off that, as well.
I’ve not actually played Warcry for some time, and certainly not with the new rule set, but I am now thinking about trying it out again. Obviously I’d only be going at it with my older warbands, although I have been taking a look at some of these newer bands with interest…
I hope that, whatever the future is for Warcry, it will be more under control, and will be available to buy freely when time and funds allow, rather than these heavy pressure sales we’ve had of late!
Hey everybody, Today’s topic is something that I’ve been thinking about off-and-on for quite a while now, but it wasn’t until my recent run-through of the Dunwich Legacy campaign that I began to think about it properly. Arkham Horror LCG is quite unique among the LCGs that I have experience with, for having the mini-RPG feel of levelling up your deck as you go through the game. Throughout each campaign, you’ll earn experience equal to the victory total among cards in the display, so whenever you defeat a big bad, or you fully investigate a difficult location, you could earn any amount of experience. This is then used as a currency between games to level-up cards in your deck. Cards in Arkham Horror LCG have “pips” underneath their resource cost, from 0 to 5, which denotes how much experience is needed to buy them for your deck. When you build a deck to start a game, you can only use level 0 cards, but as time goes on, you can grow it in all kinds of ways.
Sounds amazing, and like it should lead to a truly immersive experience as you go through a campaign. However, I find myself really struggling to find cards to spend that XP on, most of the time. So I’ve been thinking a lot about this, and I’ve been doing some research, and thought I’d present to you all the fruits of these labours. I’m by no means an expert in this, of course! But hopefully it’ll be useful. For the purposes of this discussion, I’m not going to talk about using experience to play standalone scenarios, which is another use of XP; this post is simply going to look at upgrading your deck as you play through the campaign.
First of all, and perhaps the easiest way to use experience points, is to directly upgrade copies of existing cards in your deck, for their higher-cost equivalents. That’s a higher cost in terms of the experience, not resources cost to play the card in-game. So the level 0 talent Hyperawareness costs 2 resources to play, and allows you to spend a resource to boost an attribute as a free action; the level 2 equivalent costs 0 resources to play, for the same effect. It also includes twice as many icons on the left hand side, so if you choose to commit it to a skill test instead, it’s giving you twice as much value. The level 4 version actually gives you the resources you need to trigger the effect, as well. It’s a good example of the principle, and provides the clearest target for your experience to upgrade the card, especially as it’s a much better version of an effect that you already had in the deck. With each class having a couple of these talent cards, it’s an excellent starting point.
There are a number of similar instances as well, where you’ll get weapons which may cost less in their upgraded cost, or with better effects, and so on. With the card pool where it is now, there are plenty of cards which can be straight-upgraded, although back in the day these options were of course more limited. In this respect, then, upgrading your deck becomes easier with more releases for the game, because the designers will still go back and provide upgrades (or downgrades) of older cards. It makes it easy, because you don’t really have to think about which cards to cut from your deck in favour of the fancier cards, I guess!
The way you approach deck progression can actually depend on whether you’re playing super-thematically, or whether you’re simply trying to make your deck the best it can be. I must admit, for all that I love the narrative of games (especially this game), I tend towards the latter, as I want to have the best options available to me when I go through my games. However, many cards exist as multiple points on the experience “tree”, so there will be a stepped approach to including them in your deck. Being able to upgrade a card to a level 1 or 2 version, then upgrade that same card again to a level 3 or 4 version, does have a thematic sense, especially if it is a skill that you can imagine your investigator learning, and getting better at applying to the traumatic events unfolding.
Working this way makes sense, naturally, but it has taken my writing this blog now to realise that the best way to spend experience is actually when you get it, unless you’re saving for something specific. While playing through the Dunwich Legacy campaign recently, I played through four scenarios without upgrading my deck once, meaning I had accrued 13 experience points with nothing to spend it on. However, making small adjustments after each game is perhaps a much better way to go about things, as I think it could lead to some better games with potentially stronger synergies over time. It also fits into the more narrative method of playing, as you’re slowly getting better after each encounter with the Void, rather than having it all in one hit.
But I suppose that’s just symptomatic of the fact I don’t really have a plan!
I think my biggest confusion with it all arises when you’re going for a completely different card, though. So you might be looking to swap in a level 5 weapon and find that your best swap out is a level 0 event, or something. There’s something of a disconnect for me, when you build the initial level 0 deck almost as a placeholder for some of the better, higher-level cards. It’s almost like you include some chaff to then purposefully upgrade later on. Or, and this is how I usually end up building a deck, I try to get it as best I can with the level 0 cards and, when I start to gain the experience, I find that the deck is working fine for me so I don’t have many viable targets for upgrade. Yes, there will be the standard straight-upgrades for better higher-level cards, but not all level 0 cards have a level 5 version (some don’t have any upgraded version, at all). In fact, there are some very useful – even some very powerful – level 0 effects that just don’t need upgrading. It seems perhaps odd, but I truly believe you could play through an entire campaign without upgrading your deck, if you built it well from the off. I know that the choice of investigators must be key, being balanced for each other and for the scenario, but even so, my getting through so much of the recent Dunwich visit without upgrading once is perhaps proof of that – I only started to spend the XP because I felt as though I had to!
In this case, I suppose it works best to have some kind of blend of the two approaches, so that you’re trying to build a good deck, that will see you through the first few games, but that has a clear trajectory for upgrade through the campaign. When building the deck, then, it might make sense to look at the level 5 cards first, to see where you might want to aim for, and then work backwards to see what sort of path you could take to get there.
For example, I’ve recently played through the Innsmouth Conspiracy campaign with Zoey Samaras, and had decided from the off that she would be built into a sort of “holy warrior” character, going for blessed effects, willpower buffs and hitting like a brick wall in combat. I definitely wanted that level 5 spear in the future, but more importantly, I wanted to build out thematically. There’s more to say on this in the upcoming blog on my Innsmouth experience, which is coming next week, but this approach to deck building was new for me, and required a lot more work than I’m used to, but I actually found it really rewarding!
Going off-topic slightly, I think I have also come undone at times by simply not really knowing the investigator class all that well. I think Guardian is perhaps the most straightforward, although there are nuances there that I like, and Seeker and Mystic are quite clear in what they are all about. Indeed, trying to build a Mystic deck can sometimes be an exercise in restraint, because there are too many good options to take account of. In contrast, Rogue and Survivor are perhaps the classes that I am least familiar with, although I have attempted to remedy that as regards Survivor in previous games. Rogue is still a class that often eludes me how to best play it, however, which is why I paired Zoey with Finn Edwards in my recent Innsmouth visit. Again, there’s more to say on his deck as well, but you’ll have to wait for the next blog for that!
Being able to make sense of what you’re trying to do is probably key, though, as it will allow you to make that decision for whether you want to swap out certain cards, or which level 0 cards you could keep in your deck. It’s all tied into having that trajectory, of course, and knowing how you want to progress your investigator through the campaign.
The other thing to bear in mind through all of this, though, is what your investigator is actually trying to do, of course. Marie, above, wants cards with doom on them so that she can take extra turns with her spells, so you need to make sure there are such cards to give you benefits of the investigator’s ability. As you go through the process of upgrading a deck, you need to bear these things in mind, rather than going ahead to get straight-up better cards. It’s a case of upgrading spells with spells, and so on. That said, we could be back in the realms of having chaff cards in the starting deck, with an eye to upgrade for some more powerful cards later on, which will feed in to the investigator’s ability. This can happen where the lower level card is either too expensive to consider for a starting deck, or a lower level card doesn’t exist.
A lot of this missive has talked about upgrading to higher level cards, but there is equally the option of side-grades, where you trade out cards of the same level. Doing this will cost one XP, as the minimum spend is 1, but it does mean that you can try out other stuff if your upgraded card isn’t working out for you. I have sometimes done something similar with level 0 Mystic cards, as there are so many good ones, it can sometimes be hard to know which ones to use. I know some folks like to allow a limited number of swap outs for level 0 cards after the first game in a campaign, to keep the XP gained but to guard against a dud card in your deck, which is a good idea, but I do like the fact you can keep on using different level 0 cards throughout a campaign, regardless.
The more I’ve looked into it, and the more I’m writing this, it’s making me realise that my usual approach of just levelling up at random, picking the higher-level versions of cards already in my deck (because I don’t know what else to get!) is not really working for me. After Dunwich, I chose Innsmouth for my next campaign, because of the campaigns I own, that’s the only one I hadn’t at the time played through fully (I’d started, but was defeated before the end). So I came up with a bit of a checklist for how to approach this next game, in terms of what I wanted from it, and where I was going with my investigators!
All in all, thematic deck progression feels the best, and most correct way to play this game. I have pretty much always enjoyed playing Arkham Horror LCG, but upgrading my deck was always something of a necessity, and seemed to get in the way of the game. I’d often approach it as an exercise is getting the biggest gameplay buffs to help me win in the end. But by building slowly, levelling up as often as I could, I was able to develop a narrative for the investigator over the course of the campaign. Zoey went from a fairly decent bruiser-type into quite the holy warrior that I had envisioned at the start, with a number of tricks up her sleeves, but she never used guns, and always had a focus on faith as she moved through, even so far as taking Brother Xavier down into the depths for the final scenario!
That’s also an important point to mention, here. Deck progression in this thematic manner isn’t simply a case of going from level 0 to level 5 by the time we get to the last scenario. I’d upgraded a couple of Zoey’s cards before the finale, including Brother Xavier who is s level 1 ally. It seemed as good a time as any to involve him, but by having the plan in place, and focusing on those key upgrades where possible, it was actually nice to have the ability to use some of the leftover XP to get some less-important stuff later in the campaign. It’s not all about building to the flashy cards, and indeed, some of the lower or mid-level cards are just as good and important to a deck as the top level stuff. But as I said before, you’ll still find a strong use for level 0 cards even by scenario 8, so it’s not like a deck building game where you’ll wish you could get rid of your basic cards after buying the flashier ones!
I hope this post has been of some interest for you, and if you’ve made it this far, fully heal your stamina, for sure! Look out for my next Arkham blog, which I hope to write up next week, where I’ll be putting all of this into practice as I take Zoey and Finn on a trip to the seaside…
Somehow, it seems to have passed me by that there is a miniatures game coming out, set in the GFFA – I can only assume that it’s because I have assumed any references I have seen were to do with the novel of the same name, but anyway.
Shatterpoint seems like it could be good. Small-ish scale, squad based miniatures game that reminds me strongly of the old Star Wars Miniatures game from WotC, it really seems to just speak to me. I’m also feeling a bit down with GW games at the minute, possibly due to the imminent release of 10th edition making it a weird time, plus all the negativity that surrounds pretty much any new release of theirs right now.
James and I are looking to get the core set between us, I’m most likely going to cancel my Leviathan pre-pre-order so as to afford this. From what I can see, though, the game is just based on having two squads as your force, so it isn’t a particularly heavy investment as you pick up a box as you see fit. It looks fun, even though the clone war era isn’t probably my absolute favourite! I think I read somewhere that it evokes those feelings of being a 10-year-old on a Saturday morning and, while it’s been a long time since I was that young, I really like that idea…
Lots more to be said on this, for sure, but for now… I’m excited!!
Hey everybody, It’s time for another game day blog, and in celebration of 40 plays with the game, I’m once again talking about Elder Sign, and the second expansion for the game, Gates of Arkham! Released back in 2015, this was the expansion that blew the game right open, taking us out of the museum and into the wider town. As such, the gameplay, while broadly similar, does have some significant changes along the way. We have a massive stack of adventure cards, but they’re double-sided now, and colour-coded with red for hard and green for easy (relatively speaking), as well as a passive effect that could be something that is beneficial, or could be an ‘At Midnight’ or similar effect. When set up, there are three cards face up, and three face down, although the adventure card stack is kept face down as you’d expect. I quite liked this idea of having some inkling of what is coming up next, whether it’s a green or yellow (or red) adventure, and it can allow you to plan for where you might want the card to go (more shortly).
This ‘Streets of Arkham’ mode brings us the classic locations that we know and love from the Arkham Horror board game, so it definitely gets me right in the feels for that. The game mode uses its own mythos deck, because there is a greater emphasis on opening gates to Other Worlds in this one, as perhaps the name would suggest. These Other Worlds now enter play through gates, which can be brought into play via the mythos deck, or by the Ancient One’s doom track or monster defeats. When the Other World is drawn, a gate token is placed on it, and a corresponding token placed on one of the adventure cards. If you ever try to move to that adventure, instead you have to encounter the Other World, and if you succeed at the tests there, you close the gate and place a seal marker on the adventure card. It’s a bit convoluted, if I’m honest, but it does bring the gates mechanic from Arkham Horror into this game, which is nice to have I guess.
Also new are Events, another deck like the mythos deck which can be drawn if an adventure has the event icon. These cards are an almost equal mix of good and bad effects, and you never really know if you’re going to get the red dice for free, or if you cannot use unique items and spells for this adventure. In this expansion, we have the option to join the Silver Twilight Lodge, or the Sheldon Gang, which will grant bonuses when trying to complete some adventures (as well as allowing us to auto-complete some tasks without rolling the dice), but the mythos deck can penalise us for being members. This is where the face-down adventure stack comes into play – if you know you want to join the Sheldon Gang, and Hibbs’ Roadhouse is up next, you might go for a face-down adventure in the hope of completing it, so that it will be replaced by a face-down Hibbs’ Roadhouse that you can then use to join the gang. Finally, we have a new Skills deck, much like the common and unique items decks. These skills are quite useful, allowing you to draw two events and discard one, for example, or allow another investigator to recover sanity or stamina on your turn, etc. They are good to have, for sure, but I feel a tiny bit sad that they’re not backwards-compatible with the museum setting, too.
The adventures in Streets of Arkham mode are a definite step-up from the base game, I would say. There aren’t quite so many Terror or At Midnight effects going off, but in general the adventures will have flat restrictions on them, like “skip your movement phase” so you’re stuck there until you complete it. There is also a wider range of rewards and setbacks for completing or failing adventures – there is a lot of ‘don’t advance the clock’ effects, as well as recovering sanity and stamina for completing the adventure. They can also be quite difficult, because you can potentially be forced to discard assets for failing. Also, cursed/blessed is back, though in a somewhat subtle way. I do love the mechanic, but it does mean you need to have Unseen Forces for the dice, unless you particularly want to be re-rolling your green dice to stand in for them.
All in all, it is a solid expansion, and takes the game in a very different direction from the base game. Subsequent expansions have followed this model, from what I can tell, and provide a completely new adventure deck for the game. I’ve only played Omens of Ice up to this point, but it looks like all the other expansions also have a solid brick of adventure cards to work through.
So I’ve worked out that I’ve played Elder Sign 40 times now, since first picking it up in 2012. That isn’t really a lot of games for 11 years, I’ll grant you, but I suppose there was a lull in games generally from 2015. I often find that I have lots of peaks and troughs with this game, though. In many ways, I think it could actually be one of my absolute favourite games – it’s pretty self-contained, even accounting for the expansions, and I think I have had so much enjoyment from the base game alone, that I don’t always feel the need for any expansions to make it good. Of course, the expansions are always welcome, but it surprises me at times how I don’t automatically think to play with any of them.
Last week, I played with Gates of Arkham three times in a single day, mainly because I had the time and inclination to get an expansion out for the game, but it surprised me just how much I was enjoying the Streets of Arkham mode. I’ve now played with the expansion more in the last week than I have in the eight years since it was released! I think more than anything, I enjoyed getting back to the Arkham locations, and my first game (Finn Edwards and Norman Withers vs Atlach-Nacha) was such a washout that I had to shuffle up and re-set. I next went with my most recent duo in Arkham Horror LCG, Mandy Thompson and Tony Morgan (which was fun to dig into the next expansion, Omens of Ice, for his card), and that was a great game, very wide-ranging, with Mandy joining the Silver Twilight Lodge and Tony racking up quite the body count during the course of the game. Indeed, it was Tony’s soujourn into Ry’leh that gained three elder signs at a critical moment to ensure Mandy was able to pull out a win.
For the big 40, I had a bit of a composite game with investigators from Unseen Forces and an Ancient One from the base game, playing in Streets of Arkham mode, and it was really glorious. It helped, somewhat, that there weren’t a great deal of elder signs coming up as rewards, so as Hastur needed 13 to seal him away, the game went on quite long. But that just helped to really immerse myself in the proceedings. I was playing as Mark Harrigan and Diana Stanley, a classic combination that I enjoy ever since I had read the brief intro text in the Eldritch Horror rulebook. Having such a long game allowed me to experience more of what the game has to offer, although I was bizarrely rolling exceptionally well, to the point where it almost became boring – Diana was blessed early on, and re-joined the Order of the Silver Twilight. Mark was able to get so many items, and keep getting them, as well as a huge amount of clues, that it was never really a problem for him, either. I do like his passive ability to complete tasks in any order, regardless of an arrow – I think him and Amanda Sharpe from the base game (who can complete any number of tasks simultaneously) would be quite a potent combo.
There’s no doubt about it, the Streets of Arkham game mode is a lot more involved than the regular museum game. There is so much going on, it is a definite improvement on the base game in that sense. I suppose you could say that the base game will draw people in, but this expansion is the one that makes Elder Sign a real board game. Well, it’s all cards and dice, but you know what I mean. A lot of people online have said that it’s the only way they would now play the game, and I can see why they would say that. It definitely feels like the Arkham experience, and I think I want to try and mix-and-match more stuff from across the base game, Unseen Forces, and this one for some hefty games going forward!
Hey everybody, The Dunwich Legacy continues apace, after a very slow start. Last week, I played my way through the bulk of the campaign, I think, getting into Dunwich village itself and then rescuing some of the innocent bystanders from this whole affair. After putting Silas Bishop out of his misery, I’ve then been running around Dunwich countryside trying to chase down the spawn of Yog Sothoth. Undimensioned and Unseen is a really interesting scenario, I think I’ve mentioned this a while back on the blog when I was last playing the game. There are six locations in play, again all classic Dunwich Horror locations like Cold Spring Glen and the Whateley Ruins. There will be a pre-determined number of these spawn creatures roaming the countryside, and each location will allow you to manipulate the number of clues that can be put on them. This becomes important because you can’t attack them until you advance the act, which in turn will give the investigators the power to make attacks, which use willpower instead of fight, and you get +2 bonus for each clue on the spawn.
So there’s a lot going on that might not be immediately clear to you – it really gives the feeling that you’re an investigator, trying to piece together the clues.
The next scenario, Where Doom Awaits, sees us climb Sentinel Hill once more to finally remove the stain of Yog Sothoth from the world. Along the way, we are beset by cultists and the like, and the path isn’t exactly clear at first, due to a strange mist barring our progress. It’s quite a thematic scenario, once more – when we do get to the summit, we find Seth Bishop there trying to call down the cataclysm, and we need to stop him!
Now, I do enjoy this campaign, as I have immense affection for the source material as well as the board game. However, part of me can’t help but feel like it’s just been a bit of a slog to actually play it. Part of this might be down to my choice of investigators, of course, as well – they have been interesting to play, but I don’t think I’ve been particularly attached to either of them. As I think I mentioned in my previous Dunwich blog, I’ve been feeling a bit annoyed with my deckbuilding for them, particularly in regards to the experience that I have built up, but seem to have no inclination to spend.
So, I’ve resigned from the campaign, poised as I was on the brink!
Tony and Mandy have been put away for a rest, after their ordeal, and soon I think I’ll be choosing my new investigators ready for the next campaign. I am about 90% sure I’ll be trying to make my way through the Innsmouth campaign, having resigned from that one when my poor investigator choice led to some un-fun games, but I have also been considering perhaps going to Carcosa or Circle Undone once again. There is so much to enjoy about the game, I feel spoiled for choice!
It has made me think a bit differently about this game, though. I’d put Arkham Horror LCG on my 10×10 list at the start of the year, mainly because I’d been really enjoying my time with the Dream-Eaters before Christmas, and I suppose the thought that a campaign would be 8 games, so it would make things quite easy in that regard! However, given the fact I had such a long gap between games at the start of this one, I think that has shown that my heart wasn’t really in it. I was just playing the game for the sake of it, really, and while it has been fun at times, I can’t say that I’ve enjoyed it overall. I certainly wasn’t looking forward to playing it for the sake of playing, as evidenced by the four month gap between games two and three! There’s also the fact that the investigators were built with no specific campaign in mind, but rather just to have some decks ready to go for the next campaign, whatever that may have been. I have been thinking a lot about deckbuilding for this game lately, and I want to try to change up my approach to this for the next one. There’s a lot more to be said about this, however, so stand by for another post in the not-too-distant future!
At any rate, I’m ending my stint in Dunwich for the time being. I’ll have to have a think about which campaign will be coming next, and also which investigators will be along for the ride, and then take it from there. Of course, I’ll be rambling all about it here, when the time comes!
Hey everybody, Thankfully it hasn’t been quite so long since the last game this time, but I have made some more progress with my ongoing Dunwich Legacy play-through. It’s the third time I’m playing through this campaign, as I’ve said already, and I’m playing as Tony Morgan and Mandy Thompson, who I am not convinced are the best partners for this one! Though I suppose I played through the Carcosa campaign with Daisy and Ashcan Pete, so it’s not like I haven’t played with mis-matched pairs before now!
After escaping from the Miskatonic Museum with the Necronomicon, I’m on the train to Dunwich. I had definitely forgotten just how much fun the Essex County Express is, though. In my mind, I think I was writing it off as being a bit of a road block to us getting to Dunwich, but in reality, I really enjoyed the mechanics of the scenario, as the end carriages of the train were sucked into the void and we had to make our tortured progress onwards towards the engine. At least Tony had much more to do this time, with there being more enemies for him to gun down. There are plenty of Cultists on the train, one of my favourite encounter sets for the game that sees them enter play with a doom token, and there are numerous other ways to play around with this mechanic. I am using the alternative encounter cards from the Return To box as well, Resurgent Evils and the like, which is nice to help this run through feel a bit different. It isn’t a proper Return To… campaign per se, although I have begun to think maybe I could start to sub in those cards as well, and get more of a flavour of how that goes.
After playing the Essex County Express, I finally went through to use all of that experience and level up my decks, as I had a total of 13 xp from the campaign so far, and I suppose I am at the half-way point! In my head, they were using their time on the train to ready themselves for what will be facing them when they get to Dunwich!
The next scenario, Blood on the Altar, has us racing around Dunwich itself as we try to find out why the townsfolk have been disappearing. It’s all very wonderful, as I do enjoy these sorts of quests where the old boardgame is recreated for us. I was able to rescue all but one of the townspeople, anyway, so have now got a bunch of assistance as we go forward into the campaign. Indeed, this scenario is then followed by another interlude, which has the flavour of a re-set about it – no matter how badly we’ve been doing up to this point, we have another opportunity to rescue the folks who we should have already got while still in Arkham in the earlier quests, and indeed, we have two ways to get the Powder of Ibn-Ghazi, which I think becomes critical in the next scenario. It’s all very useful, though, and I have another 4 XP to add to the bank, so I can’t complain! I think I’ll need another pitstop to upgrade some more before I carry on, anyway.
However, deck-progression (as opposed to deck-building) in Arkham Horror LCG is definitely something that I feel I’m not good at, as I often get into these situations with a lot of XP and no idea what to do with it! I might write up some thoughts on that at some point. As it stands, I’ve just made some fairly basic swaps for stuff at a higher level, and I’ll see how I get on with them. Oddly, though, I’ve found myself wanting to deckbuild for some new investigators, so I can try out some different things!
So, after having taken my time so far this year to get moving with this campaign, I am now well and truly in the thick of it, with just three more scenarios to go before I see if I can indeed save the world. Fingers crossed…
Hey everybody, It feels like a while since I’ve had a game with Marvel Champions, certainly since I’ve done one of these round-up style blogs. Today, though, I thought I’d have a bit of a rambling talk about some of the games that I’ve been playing, all of which have involved Justice and Protection decks, although that was a completely unplanned theme. I’ve finally gotten round to playing with Ghost Spider and Miles Morales, despite having had the box since Christmas, and I’ve had a game with some of the newer X-Men heroes, as well!
Sinister Motives is the box that I have played the least, in part because I’m not really that big a Spidey fan. He’s fine, and all, but I’m just not really that into his whole universe of goings-on. However. This has started to change recently when my eldest has started to get into Spidey and his Amazing Friends on Disney+. I think it started from a boy in her preschool class being into Marvel, and she’s taken an interest in daddy’s game ever since. Anyway! After a few weeks of seeing the adventures of Spider-Man, Ghost Spider & Miles Morales (who is called Spin, apparently?) I thought I could take them out for a game against Mysterio – who I’ve gone up against a few times already.
It was pretty good, I must say. Mysterio’s thing is Illusions, cards going into player decks. It can be really annoying, as when you draw these cards they’re dealt to you as encounter cards. Now, you do get to draw a card back, but I had this happen when Gwen ran out of deck, so she ended up with about 4 encounters to deal with! To some extent, it was lucky because she seems to be one of these heroes who wants to play during the Villain phase, but even so!
Miles Morales is a curious deck. I really liked his hero cards, and how they can work together to get some pretty impressive turns – especially using the Peter Parker ally card to ready him, which was very nice at times! He comes with a Justice deck that has a very defined SHIELD sub theme running through it. This is all well and good, but it doesn’t seem to fit with him and his deck, really. I have the feeling they included these cards because the campaign system is based around SHIELD upgrade cards, but who knows.
I do really enjoy playing the precon decks, but I have decided to change up the Miles deck as I found it just wasn’t working for me in the way I’d like. I’ve kept him as Justice, but have swapped out all of the SHIELD cards (which is pretty much everything else!) for an alternative build. I’ve since taken this new deck out for a spin alongside Captain Marvel, going up against Crossbones.
This game was actually a whole lot of fun, although Miles was actually defeated due to the Full Auto card dealing him precisely the amount of damage that he had left. Everything seemed to go wrong at this point, because while Captain Marvel was able to defeat the first villain stage, he brought out his Machine Gun as well as the next experimental weapon, and on his activation I had to somehow absorb 6 points of damage while she only had 6 hit points left. Fortunately, I had the Cosmic Flight card that could ignore three of those points of damage, so on her turn she was able to trigger first the Energy Channel upgrade, which dealt a full 10 damage to the villain, then she had a Photonic Blast to finish him off. In a way, it was fortunate that Miles was eliminated before the first stage was flipped, because he only had 14 hit points thanks to there being only one hero left!
Even though I hadn’t got to play with a lot of the deck, as a result, I did enjoy seeing the new Miles Morales – having cards like Concussive Blow and Clear the Area meant that I was actually doing things with the Justice cards in the deck, and Concussive Blow in particular led to some very good turns, as I was able to Confuse Crossbones with that one, then Captain Marvel played a Tackle to Stun him also, which meant when Miles played Arachnobatics, he was able to deal the full 8 damage as a result. I do think it still needs a bit of work doing to it, of course, but I’m much happier with the deck this time around than I had been earlier.
I’ve also finally picked up the Rogue precon, which gives me all of the X-Men to date and, for now I think, all of the hero packs that I want. There are still the four heroes from the Sinister Motives cycle that I have yet to add to the collection. While initially I hadn’t really fancied picking these up, I can see myself getting these before too long! I suppose it’s more for the cards, to allow for more deck building options, than for the heroes themselves.
At any rate, after getting Rogue, I’ve taken both her and Gambit out for a game against Ebon Maw from the Thanos campaign.
I have no real clue about Gambit as a hero, although I know he’s very popular in the fandom. I think this is possibly because I had come to X-Men through the Bryan Singer movies rather than the comics. Rogue, of course, I know about, given the fact she’s pretty front and centre in those films. In game terms, Gambit has a Justice deck and is, I believe, the first hero who can thwart while in alter-ego mode, thanks to his ability to remove threat by discarding cards from the top of the encounter deck. He has an effect with charge counters while in hero form, where he can get +1 to attacks for removing these counters. It can lead to some very punchy turns, and I think I was really enjoying how his deck was working until I had taken my eye off the ball and he ended up being eliminated!
Elimination proved to be a disturbing theme of these recent games!
Rogue comes with a Protection deck, and her main thing is around moving the Touched card around. It represents the fact Rogue can absorb the abilities of other mutants, so if this card goes on a villain, a minion, a hero or an ally, she gains different things like Retaliate 1, or Aerial. Her suite of cards is somewhat kitted for this as well, gaining additional bonuses depending on what she’s Touching. Once I kinda got the hang of that, I think the deck played pretty nicely, and I did find myself playing a lot of the aspect cards as well, which often doesn’t happen with some of these pre-con decks on the first outing.
Rogue was actually eliminated not long after Gambit as well, unfortunately, so that ended in a fiasco, but even so, it was an enjoyable game!
Well folks, after last week’s game with my Tyranids against JP and his Word Bearers, we’ve had a rematch where I have basically brought the same list, and he decided to change things up considerably. After seeing two squads of Havocs staring at me from across the board, I think I was just paralysed with terror and played quite badly for the first couple of turns, especially when I had my units of termagants and genestealers just scythed down in short order. Losing my Warlord in turn two was a significant blow as well, but after an initial feeling like I wanted to just give up, I decided to just try and see what happens, and was quite surprised.
I think this is something that is talked about a fair bit, when playing games and you think there’s no way you can claw something back, you just sort of give up and either don’t try, or just check out from the game and it becomes un-fun for everybody involved. When I lost that key piece, the warlord, I wasn’t really sure how I was going to come back, as he was providing a major source of synapse for the rest of the army. However, I was able to make a few things work, and it did seem to go in my favour as the game went along.
The tooled-up carnifex is quite the beast, equipped as he is with all manner of things that make him an absolute beast. Without command points, he isn’t quite as horrific, but he still hits like a brick, and was able to scythe through the Daemon Prince and the Dark Apostle with ease. The Venomcrawler put up a slight fight due to the fact JP had a stratagem that reduced all incoming damage to 0 once per battle, so my crushing claws doing 12 damage suddenly did nothing, but even so, I was able to kill it before anything too drastic happened. He was then able to charge across the field to take out a squad of Havocs and then a squad of Cultists, so he really was the MVP in that game!
The genestealers were a particular loss, I felt, as I was upset with not getting to use them as I had wanted. Well, I didn’t get to use them at all, unfortunately. That is the effects of having a shooty army vs a melee army. But regardless, through a combination of objective control and the Cranial Feasting objective, I was able to get a lot of victory points. When round 5 came around, I had reduced JP’s army to a single Havoc holding one objective on my turn, and it was 39-43 to me. We shook hands, then thought “let’s play out his turn, to see what would happen”, whereupon we realised that Havoc scored him 5 victory points without doing anything, for a Word Bearers win at 44-43! What an utter reversal!
We’ve agreed that lessons have been learnt, on both sides of the board, and I for one am already planning my next list, as I feel like changing it up a bit. Playing at 1000 points is a little hampering, although it is also good for both the size of the table we’re playing on, and for ensuring games don’t go on into the small hours of the morning. That said, given the points investment that I have made with some of my units, I don’t feel like I’m getting a lot back in terms of table control.
So I’m going to make some changes.
Let’s start with some Hormagaunts. JP actually gave me a bunch of Tyranid nastiness back in 8th edition, although it was around the time my eldest was born, so I never really got to look at them until recently. Turns out, there are 18 Hormagaunts, alongside a bunch of Termagants, and some other gribbly bits. Taking the melee gaunts as a starting point, let’s do some math-hammer…
I like the Hive Tyrant, I really do. However, he’s a massive points sink for a 1000 point game, and he’s also a massive target. So let’s look at the Broodlord, instead. The Broodlord can improve the AP of a core unit within synaptic link range when that unit rolls a 6 to wound in melee. The Tyranid Prime can allow a core unit within synaptic link range to re-roll a wound roll of 1 when it makes an attack. The best supportive Warlord Trait for our purposes here is Direct Guidance, which allows the warlord to select a core unit within Synaptic Link range and grant them +1 to hit when they make an attack. So we’ll make the Broodlord the new Warlord, and keep the Prime in there for his ability.
A unit of 10 Hormagaunts with adrenal glands and toxin sacs costs 110 points, and will move 11”, will hit on 4s and will wound power armour on 4s thanks to the glands. The toxin sacs will make any 6s to hit auto-wound, which is very handy indeed.
The Bounding Advance stratagem allows them to advance a flat 6” and they can still charge in a turn in which they advanced, all for 1CP. So they are moving up 17” in the move phase, and can still potentially move a further 12” during the charge phase. They have the Bounding Leap ability which allows them to pile-in an additional 3” as well, so once they’re in base contact, they can really swarm a prey unit. This works well with the Swarming Masses rule, which extends engagement range to 2.5”.
When in close combat, they have 3 attacks each and the Adrenal Surge stratagem gives them +1 attack for 1CP.
Synaptic Imperatives are the new thing for Tyranids, and give Synapse creatures additional benefits that are chosen at the start of the turn. The Broodlord allows an infantry unit within 6” to receive the benefits of light cover against an attack. Tyranid Warriors have possibly the best one for them, though, as 6s to hit in melee score one additional hit. With the amount of dice being thrown here, odds are there will be a few 6s coming out!
In terms of psychic support, there is Onslaught to allow them to advance and charge, which is fine if you don’t need that extra 6” and/or don’t have the CP to spend on Bounding Advance. There is also Paroxysm, which prevents a unit firing Overwatch, and that unit is -1 to wound when it fights back, which gives them some help if they’re going to be stuck in melee.
Once the combat is over, there is the Overrun stratagem for 1CP which allows a core unit to make a normal move after the fight phase, provided they are no longer engaged with an enemy. There is also Endless Swarm, which allows you to return D3+3 destroyed models to the unit in your command phase, to bring back the swarm to go through it all again.
I’ve been playing my Tyranids as Behemoth so far, even though they’re painted in the colours of Hive Fleet Gorgon. Behemoth, though, has got some very good utility for an aggressive bug build. To start with, they are all +1 strength on the charge. They get +1” move and can consolidate an additional 3” so they are quite vicious there. The psychic power grants a unit within Synaptic Link range +1 to wound in melee. So that group of 10 Hormagaunts is making 40 attacks at S5 and +1 to wound, with all the additional shenanigans going on.
Gorgon makes any wound roll of 4+ a success, which is very nice to have, and can reroll one wound roll either to shoot or to fight. I really like the Gorgon psychic power, which allows unmodified 6s to wound to cause one mortal wound in addition to normal damage (to a max of 6 mortal wounds). Their unique stratagem improves toxin sacs to a 5+ auto-wound in melee.
Leviathan grants a decent camouflage for units by making it slightly more difficult to wound these models. They can re-roll one hit roll either in the fight or shooting phase, which is nice. However, I particularly like the Leviathan psychic power that allows two synaptic imperatives to be active for the army, which can be really useful. The Leviathan unique stratagem allows you to improve the AP for a melee attack for a unit, if there is another Leviathan unit also in the combat.
I think out of these three, I prefer Behemoth for the brutality of it all, although Leviathan certainly has its place!
This is all well and good, of course, but I’m fighting with the idea that actually, Genestealers might be a much better investment for all of these bits and pieces! Of course, a unit of 10 Genestealers will cost 160 points, so we’re already starting from behind, and adding in toxin sacs will bring that up to 190 points. However, the additional 80 points does buy you a more accurate, and more resilient, bug. They’re hitting on 3s and would wound normal marines on 4s without any kind of investment of command points or outside influences, plus they have the Vanguard Predator rule that allows you to set them up anywhere more than 9” away from enemy models or the enemy deployment zone.
Let’s take a look and see what can be brought over from all those buffs. The Broodlord’s aura will be very useful here, especially as he can also be set up the same as the Genestealers. The Warlord Trait of +1 to hit makes them effectively hitting on 2s, which is very useful.
For 1CP, Vanguard Onslaught allows them to re-roll the wound roll if they charged or were charged. They also get access to the Overrun stratagem for 1CP, which lets them move normally if they finish the fight and have killed everybody. Now, their normal move is 8”, and they don’t have the myriad ways of increasing that like Hormagaunts, because you can’t give Genestealers adrenal glands.
However, when they’re in the fight, their claws and talons are S4, AP-3 and D1, with 4 attacks base meaning that is a lot of saving rolls to make for the opponent – if indeed, they get a save with that AP. Remember, the Broodlord can allow any 6s to wound to be AP-4 as well. If they gain the Tyranid Warrior synaptic imperative ability of 6s to hit causing one additional hit, that could be devastating when they’re hitting on 2s already from the Warlord Trait.
Obviously, Onslaught can allow them to advance and charge although, given how far up the field they could potentially start the game, that might not be necessary. Behemoth Genestealers will be hitting at S5 and with the psychic blessing, they’d be +1 to wound, so they’re still wounding marines on 3s but could very easily shred a unit of Cultists by wounding on 2s.
The more I’m looking at this, I think I like the idea of Hormagaunts and Genestealers working together, rather than trying to weigh up one or the other. So that’s that decision made, then. A Broodlord, a Tyranid Prime, a unit of Warriors, then the Hormagaunts and Genestealers. So I’m getting somewhere with the army now.
So with all that said, let’s take a look at the list!
The Broodlord should be a beast with all this going on. I had no idea until this week that subfaction-specific Psychic powers are known, in addition to the powers you select from a faction discipline. I know this is almost useless now because the psychic phase is going in 10th edition, but it has kinda blown my mind that it’s the case! The Broodlord can only cast one power though, so it’s not going to massively change the game. I’ve given him the Maw-Claws of Thyrax, which increase his attacks to 7, lets you re-roll the wound roll in melee, and whenever he defeats a unit in melee, he gets +1 attack until the end of the game (to a max of +3 attacks). I was toying with giving him the Resonance Barb for additional Psyker stuff, but it only allows him to know additional powers, he can’t cast additional powers unless I use the stratagem to allow that. However, 7 attacks hitting on 2s and wounding power armour on 3s with rerolls, he should be an absolute beast and I could definitely see him getting up to 8 or 9 attacks thanks to that relic.
The Prime and the Warriors will all have some useful Synaptic Imperative abilities as we’ve discussed, so the big focus here is on sending up the Hormagaunts and Genestealers to cover the advance of the Carnifex, who will just wreck the place. Getting the Carnifex into melee is so satisfying, because he’s just so incredibly dangerous once he gets there. I think I often shy away from tooling up models like this – he has 65 points’ worth of weapons and upgrades, which is very much unlike me! But I think his recent performances have shown it is a definite investment.
Hopefully, of course, I can make all of these plans work when the time comes, and it’ll all be just beautiful!