Tuesday, 23 May 2017

Monolith at UKGE


Monolith Board Games have successfully produced two massive miniatures games. The one is the Conan board game, and the other is Mythic Battles Pantheon.


Both games feature high quality miniatures, card components and boards. Conan aims to recreate the adventures of the barbarian, and where players take on the roles of Conan and his entourage, while another player takes on the array of minions and enemies that Conan and the others must face.

Now much like Kingdom Death, Conan has suffered from some critique of the model designs when it comes to women, the difference being Kingdom Death made models that were not part of the game and were explicitly pin up models. Conan of course aims to recreate characters from the novels, which of course were not very progressive.



Mythic Battles Pantheon, made between Monolith and Mythic Battles, lets players take the role of armies of gods and titans leading warriors of mythic Greece, and monsters of legend. Unlike other wargames, Pantheon makes use of battle mats with zones marked upon them, much like GW's game Deathwatch: Overkill.

So following on from these Monolith is developing the Batman Board Game. Knight Models of course make the skirmish wargame, so the question is, what is Monolith bringing to the game that is different?



SLA Industries and Cannibal Sector

If there is one game that sums up the visuals of hyper violence from the 90s, it is S.L.A. Industries.




In a dystopian far flung future the where S.L.A. Industries owns most if not all things in the known universe, and controlled by the mysterious "Mr. Slayer". S.L.A. Inc makes its home in Mort City, which is an overstuffed city surrounded by Cannibal Sectors, which a ruins that are home to mutants and rebels.

As Operatives, and employees of S.L.A. Inc, players are tasked with wet work jobs, crushing riots, and generally doing all the nasty jobs that, thanks to the prolific presence of cameras, makes for great TV ratings.



Currently Daruma Productions are producing a miniature game based on the world of S.L.A Industries, and so for those of you who are fans of the rpg, and need some minis to help you with complex battles, perhaps you should check them out. I know I will at UK Games Expo.

We like Cool Terrain!

UK Games Expo is not a place for games, but things that make your games look kick ass.

Battle Systems will be there, showing off their awesome card terrain system. After a number of successful Kickstarters they have a range of fantasy, scifi and modern terrain, perfect for a variety of games. I've had a chance to talk them in passing at the Beasts of War studio, but it will be good to catch up with them and see what is new.



4ground will be there too, with their excellent range of laser cut terrain, designed for different scales and genres. More recently of course their Fabled Realms terrain set is also a lead in for their upcoming wargame.









RuneQuest and Making Horror

Chaosium Inc is showing off at UK Games Expo a particular game that is making a big come back this year.

RuneQuest.



RuneQuest: Roleplaying in Glorantha will be out later in 2017, but Chaosium Inc will be making review copies of the Quickstart rules available at UKGE, and so that is definitely something we will be checking out.

I have to admit I have never played RuneQuest, and but its importance as the British answer to DnD, and also as the basis for the system used for the Call of Cthulhu rpg can not be overlooked. It will be very interesting how this new edition has been designed for the tastes of the modern gamer.

Now given we are going on the press day on the Friday, we will be missing out on the chance to go to the Chaosium talk on designing horror stories for your games. Mike Mason and Lynn Hardy will be leading this discussion, as well as talking about the gaming industry in general.

Getting back into the Games Workshop

UK Games Expo is looming on the horizon, and one of the exhibitors there is Games Workshop.




Yes you read that right. They won't just be there with a sales stand but actually interacting with the gaming community again.

This change in attitude to the gaming community has been a long time coming. For the last few years GW had shut down any interaction with their fans via social media, and were a company that was apparently (if you ask the CEO, Kirby, back then) focused on making miniatures, and that was because that is what their customers wanted first. Not games. Miniatures.

Let that sink in for a bit.




Then we had the change over, as if a different roll of film was put on the projector, and things seemed fresh and new. The new CEO, Rountree, has caused a change in direction of GW. No longer do we expect less miniatures for more money, and a diminishing quality in the games. Now we are getting back towards some of the good old days. White Dwarf magazine has proper gaming content within it, and is thick again and filled with hobby articles. Games like Gangs of Commorragh, Shadow War Armageddon, Shadespire, and Age of Sigmar skirmish, are pouring out of the GW studio. It's as if they want you to play as many games as possible with their miniatures. Shadow War even uses a system that is essentially Necromunda/Warhammer 40k 2nd ed. We have rules for Eldar and Tau using that system! It's as if GW is having their cake and getting to eat it.




For old grogs like me, these smaller games are great. I can paint small numbers of models for all these games, and I get to enjoy the variety without having to make larger armies of models just to be able to get a pick up game. For GW of course that means lots of smaller sales as players pick and mix their collection. And of course all the old fans are coming out of the woodwork.



At UKGE myself and James will be probing the guys from GW about the new skirmish expansion for Age of Sigmar, looking at Shadespire, and of course asking questions about Epic. Oh and those gigantic new Space Marines.

Thursday, 20 April 2017

Preparing for the UK Games Expo

It’s that time of year again, and Chris and I are both getting ready for the UK Games Expo happening in Birmingham from the 2nd to 4th of June. We’ve been picking over the list of exhibitors and it’s another bumper crop of interesting people to talk to and games to scout out.

Thursday, 23 March 2017

[review] Gangs of Commorragh

By the Emperor what the hell is this. I bought a new Games Workshop game?!

Yes I did, and it is good.



Gangs of Commorragh is a reasonably priced boxed game for 2 players, where gangs consisting of murderous Dark Eldar screech about the skies of the torture empire of Commorragh, deep in the Eldar Webway. Within the game are enough miniatures to represent 2 gangs of Dark Eldar - a gang of Hellions who ride on skyboards and wield hellglaives, and a gang of Reavers who ride about on jetbikes bearing protruding blades. There are enough models for 10 of the former and 6 of the latter. That means there are an excess of models for the basic game, but extras that are ideal when playing the game as a campaign. In the box are also plenty of card counters, and some card terrain that represent the tips of the spires that thrust into the skies above the nightmare city of the Dark Eldar.




Now we know what is in the box, what is the game? Essentially what we have is the long overdue idea of gaming overfiend, Andy Chambers, that is in the same vein as Necromunda, Gorkamorka and Mordheim, and the forthcoming Shadow War. The game has far more in common with Gorkamorka of course. The Dark Eldar gangs fight it out for supremacy and glory and that all important money, diving about the gaming table on their vehicles. Much like Gorkamorka, or even Battlefleet Gothic, the skyboards and jetbikes must move a minimum distance, and get to turn up to a certain amount depending on the vehicle. Skyboards are slower than bikes, but have a shorter minimum move, but are also able to make a tighter turn. Bikes when shot at though are much tougher to kill than skyboard riders. And of course the riders of these vehicles have unique manoeuvres they may take advantage of. Bikes can ride past, raking their enemy with their protruding blades, or engage a white knuckle turbo boost to escape their enemies. Skyboards can make dead stops, hurl chains to drag their opponents of course, and use chains to hook onto spires and swoop about them.

So essentially movement is rather simple, and their are options to allow for some cinematic and tactical movement options. But is that it?

Hardly.





Gangs of Commorragh at the heart of it uses a novel movement turn sequence. At the start of the turn, hunters and prey and denoted. Each hunter and their associated prey are within 18 inches of each other, and such that the front arc of the hunter is facing the rear arc of the prey. These pairs of hunters and prey are marked and then movement begins. Hunters can also be prey to another hunter. Having rolled off in the case of both players having hunters, the winner moves one of their models that is a prey, performing any manoeuvres they like if they pass a skill test (get lower than rider's Pilot Skill + the vehicle's Agility rating). In response any hunters of that model then activate and give chase as best as they can. The movement of a hunter can of course trigger the movement of another model that is the hunter of them - leading to some interesting chases as models tail each other. Once a player has performed their prey movement, and all movement responses have happened, then the other player does the same with a prey model of theirs that has yet to move.

Once hunters and prey have moved, having rolled off, players take it in turns to each move their remaining models.

The next phase combat. Again players take it turns, having rolled off to find out who goes first. Much like Battlefleet Gothic, the ease of hitting a target depends on the relative motion of attacker to defender. So a target moving away or towards you is easier to hit than one rushing past you. But, things get a bit more involved than that. If the target you are attacking is your prey, it is much easier to hit them. In response a model can jink, making it harder for them to hit, but at the expense of not being able to attack. However, models designated as hunters can't jink - they are too preoccupied with keeping their target in their cross hairs.

Shooting is as simple again, where you roll to beat the target's Agility (or Agility + Pilot values in the case they jink). If hit, each weapon has a "kill value" you roll to beat. If you do, the enemy model is take out of the game. If you fail, a wound is dealt, which diminished the models Agility, and also makes future rolls to kill easier. Furthermore Hellions on the skyboards are easier to kill.

In the game there are a multitude of weapons to use. Reavers are armed with splinter pistols, and able to fire in all directions with those weapons, and the bikes have front arc firing splinter rifles, or can be mounted with other weapons such as a heat lance, blaster, and also further equipment to aid them like caltrops. Bikes are thus able to fire at long range, race past and rake the enemy, and use further equipment to hinder those that chase them. Comparatively Hellions skyboards have fixed armaments, but a skilled Hellion can have grenade launchers on their skyboard. But skilled Hellions can carry different close combat weapons, replacing their hellglaive with a power sword, stunclaw, or agoniser whip, and a splinter pistol. Thus Hellions are much more restricted in their weapon ranges though are much more agile on the table.





And that is really it in total. The game has rules for a campaign, though simpler than those of Gorkamorka and Necromunda, and that rely on dividing your gang up to gain greater amounts of loot. This means that when gangs come into conflict, there is much more diversity in which gang members, and how big those groups are, that fight. Of course there can be times when entire gangs fight each other. This should help stop one gang by luck always overpowering others in a campaign.

So in conclusion, having only played the basic game, it is a simple and quick to learn game, but has some deep tactics, without being cluttered on the table like X-Wing. The game also features cinematic combat, with the Hellions reminiscent of the Green Goblin, and the jetbikes being much like the hoverbikes from Star Wars. The combination of bikes streaking about and Hellions swooping about makes the chase of hunter and prey dynamic and cunning as you lure your enemy into the sights of your gang.

What is missing though? Well gangs can consist of Hellions and Reavers, but in White Dwarf there are already rules for the mysterious Harlequins.Though, it would be excellent to play defend the base games, or like Gorkamorka, use the concept of the rolling road and have one gang protect a skimmer, while the other attacks, and the spires of Commorragh move along the board to represent motion (and things that have to be dodged out the way of).

Finally for the price, you are getting the Hellions and Reavers at a serious discount.