Thursday, 3 November 2016

Latest Darker Days Radio and Network Zero Episodes are Live



We interviewed Andy Chambers and Tuomas Pirinen about wargames and games design, given their long history with Games Workshop, Warhammer, and Warhammer 40,000


We gave Beast the Primordial a in depth review. YMMV.



Mike and Chigg review Charnel House of Europe: The Shoah.





Chris, David, and Sam review Vampire the Requiem 2nd ed.




They then take a good look at Inferno, and how it can be used in the new edition of Chronicles of Darkness.







Darker Days Radio and Beasts of War team up to do a Let's Play series for Kingdom Death: Monster

Back in October I headed over to the Beasts of War studio to record the first few sessions of a Kingdom Death campaign.

Enjoy.


Friday, 16 September 2016

[review] Fallen Frontiers



So while I may have been obsessed with playing Kingdom Death recently, I got through from Scale 75 my pledge reward for Fallen Frontiers. Fallen Frontiers is a scifi game, with some of the typical tropes you would expect. It's a time of interstellar turmoil, as Humanity is led by megacorps into war with a alien race, not unlike our own, but more brutish, alien created super humans clad in power armour, and a race of strange cybernetic horrors.











Fallen Frontiers stands out a bit as the models are true scale, meaning no stupidly sized body parts, and are made to 35mm scale, make them stand a good head above GW figures, and makes them equivalent in size to Kingdom Death. Overall I am more than impressed with the designs and sculpts. The models are not too busy, and so there is room to paint the surfaces with a sense of shading and lighting, rather than just edge highlights. The models being resin are very crisp, and light, and they don't feel too brittle. Also there is a noticeable difference in height between the humans, and the superhumans and the aliens.


In the core box that everyone else will be buying, you get 10 Ares soldiers, a Ares command model, a Ares heavy weapon model, and two heroes. The Riff get 10 troopers, 5 assault troopers, a commander for each type of troop, a heavy weapons model, and two heroes. Add in some dice, counters, some terrain, and the rules, and for 75 Euro that is not a bad deal. Especially as that is two 300 pt armies. A typical sized army is meant to be 600 pts.

So the rules.


The game has 5 turns, each turn has 4 phases. The winner of the initiative roll for the turn gets to choose the order in who takes a phase. Each player gets to have 2 phases of activation of units in a turn. Units activated can either move, shoot, or charge. Moving and shooting is for particular weapons an troops. But, moving imparts a bonus defence against shooting. So already there is some sort of tactical element to the order in which you move and shoot and making your opponent do the same.

Where things get interesting is Fatigue. It can happen that a player can take more than 2 phases in a row, where that string of phases straddles two turns. When this happens, based upon the stamina of a unit, units have to pass a test to be activated. So again, there is a tactical risk is either taking a series of phases in a row, or forcing your opponent to do the same! A failed fatigue roll means the unit fails to activate. The Ares only take tests on the 4th phase in a row, Riff on the 3rd, Sayx typically on the 3rd, and the Harvesters never test and pass automatically.

A phase starts with cleaning up and doing stuff that has to be done at the start of a phase, followed by the chance to play a tactics card, followed by drawing a new card. Cards play a big role in the game. Each side has a deck of 20+ cards that are tactics, or things that can be used on a unit when it activates, or played as reactions to events and activations. The cards have a cost, in Logistic points. These points are generated at the end of each turn by the hero models. Some cards also require Krithium which is generated by capturing extraction points. So there is a element of deck building in the game to design a deck that best suits the army and play style.

It is also worth noting that hero models do not have profiles like troops, instead gaining the profile of the unit they are attached to, and lending specific benefits to that unit or the army.

In a phase, once tactics cards are played, units are activated. Each unit as stated previously can move, or shoot, or charge into combat.

Movement for troops is 6 inches, unless there is some sort of terrain, or special rule in play. Charging into combat lends a further 50% onto movement (so lets just say 9 inches... so long as it means they can get into base to base contact).

Movement confers a -1 modifier when being shot at. Short range when shooting confers a +1 to hit. Cover confers a +1 modifier to armour saves.

Units have a few stats. There is Training Factor (TF) which is how hard they are to shoot at. Armour is the bonus to the die roll to save against a hit. Weapon Strength is the value that must be equalled or exceeded on a armour save against a wound. Then there is Weapon Range, the max range of a ranged weapon. All weapons have a short range of 12 inches. Then there is the Close Combat Attack Factor, and Close Combat Defence Factor. These two values are used in combat.

Shoot is really simple. Check ranges on weapons in the unit, roll that many dice for each type in range, apply movement modifiers and perhaps other modifiers due to skills, and then see if you have equalled or beaten the TF value of the target. At short range you can target specific models in a unit and thus allocate hits accordingly. To save against hits, roll for each hit a die, add the Armour value, and if it equals or beast the Weapon Strength, then you survive.

Units that loose 50% of their current strength the unit must pass a die roll by scoring equal or less than their TF value. If they fail they are pinned, and the unit card is flipped, which results in their stat lines and abilities changing. Pinned units must pass a TF roll to activate and to be no longer pinned. If a unit that is pinned is pinned again due to another failed TF roll, the unit is removed from the game. Loosing a leader model also called for  pinning test using the TF value. The benefit of heroes is that they confer to their unit their own TF value for these tests.

Combat requires each side rolling a die, adding the number of models in the unit, and adding either their CCDF or CCAF value. The attacking side uses the CCAF value. The defenders their CCDF value. Is the attackers had charged that phase, they get a +1 bonus. If the attackers exceed the value of the defenders, they score that many hits. If the defenders have the higher value then no wounds are applied. Weapon Strength is used again for these attacks. Armour rolls are made as normal. But, the defending unit gets to hit back - this is simultaneous and so is done before removing models due to wounds. The defenders in that phase now use their CCAF, and the attackers use their CCDF. If the enemy unit eliminated then the other unit gets 3 inch move, and if all models make at least 1 inch movement they count as moving for shooting purposes. If no unit is eliminated, the unit that suffered the most wounds has to pass a pinning test.

An important aspect of the game is Krithium. This resource is gained by capturing extraction points. At the end of a phase each hero generates a number of logistics points, equal to their logistics value. Also for each Krithium extraction point captured, a Krithium point is generated, and also a victory point. A extraction point is captured by a unit if it is within 3 inches of it, and no enemy is in range. The extraction point remains captured even when the unit leaves. But if the unit sits on it, an extra Krithium point is generated at the end of the phase. These Krithium points are used to activate abilities, cards from the main deck, or also used to buy cards from the armoury, which is a separate deck you build for your army.

In total a game lasts for 5 phases, and the winner is the side that survives with the most victory points.

Other interesting aspects are that heroes have multiple wounds, and again, once they take enough wounds, their card is flipped and their abilities and stats change. Vehicles also have some specific rules, essentially equivalent to having wounds.

Overall the game has a tactical element with the turn sequence, meaningful choices of which unit to assign each hero in the army, coupled with the cards. The game clearly favours an aggressive play style, and each faction in the game has a definite style that distinguishes them from the others.

The first wave of releases is the core box (which has a number of model poses replicated) and the faction boxes (which have more variety in line with what we got in the Kickstarter rewards), plus a few heroes, terrain, and accessories and paints. The next wave I hope will be models for all factions, and then I hope next year will see some new additions to the game. Right now the Riff and Sayx have been the most fun to paint, but overall I can see myself picking up everything for small forces ore larger ones. The Harvesters look like great fun to paint.





Friday, 12 August 2016

[actual play] Kingdom Death: Monster - The People of the Stars - Lantern Years 10-11 - A World of Shit

Aapep Iron, bearer of the celestial spear, set out with Aapef, Alicha, and Abrasax, to hunt down the Phoenix. Their journey took them to a place where spring water erupted from the ground, appearing as if the the very faces wept. Abrasax drank deep and cried in anguish as he realised something profound.

Onward they went, coming to pools of bubbling saliva. Aapep and Abrasax were driven to sickness. Their stomachs empty, they were still not prepared for the next vista - fields of acanthus growing on a thick layer of droppings.

Ever more did they journey, hearing an unseen person whisper their voice, and the booming laughter of the creature known as Gorm. But then for the hunters time changed, it flowed wrong, memories faded, and new opportunities and fortunes became real.

The battle with the Phoenix saw the survivors swept about as it blasted them with gusts of wind, pecked them, clawed them, and tried to delete them from history. But it was the skills of Aapep, and their gifts of the Dragon, that allowed them to rend the beast apart, even dodging holes in time to deliver the killing blow.





The return to the settlement was shrouded by clinging mists, and for a split second, the hunters considered leaving their tribe finding a new home, a new hope. But they chose instead to set out to hunt again.

The sound of stampeding antelope drew their attention, and after following the herd a familiar figure emerged from the shadows. The man with the split face. The Death Gambler. The survivors survived the encounter, and thought better of dealing with him.

After smashing their way through a carpet of ticks, they attacked the antelope, facing down the gibbering beast. But compared to the Phoenix is was a far easier battle, even though they were exhausted.




With the antelope dead, Aapep wrenched the spear from the carcass of beast and she looked the sky, looking up at a shrouded face and the stars themselves. She was blessed by the constellation of the Storm. She hacked and vomit up a piece of iron, formed from her very own blood, a sign that she was now to be the mother of slayers.

The return from the hunt was also fraught with danger, as the very earth opened up, and Alicha fell to their death.

Aapef led the warriors out once more, this time to find the Dung Beetle that Akhelkhu had seen years before. With Aida Wedo and Aido Hwedo, the troupe faced waling fire, the shocking revelation that one of their tribe had been stolen by knight and used as a training dummy, and a man covered in bugs. They followed a trail to discover the insectoid knight, and ambushed it. The battle was hard, with many of the hunters being caught and stuffed in the resin ball, but Aido Hwedo summoned the strength of the dragon, and with his Acid Palm technique, was able to crack the shell of the creature with his bare hands.













With the creature dead, Aapef sought to explore the strange tunnels beneath the battlefield, only to die as she was tested by a variety of trials.

Upon returning to the settlement, Abrasax was murdered by Aida, driving the settlement mad, but they all became sterner warriors. The tribe was now more than able to face many of the larger creatures.


As far as lantern years go this last lot were incredible. I have a survivor now on strength 6, another on 5, and one with a constellation - critical for the end game - and another on the way towards that. Survivors are being born with lots of stats increases, and a whole load of abilities and fighting arts that makes the entire tribe a bunch of excellent little murderers.

Sunday, 31 July 2016

[actual play] Kingdom Death: Monster - People of the Stars - Lantern Years 7-9 - Of Gods and Stars

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Aido, Akhekhu, Agri-manios and Abzu set out on another hunt for the Antelope. They search the desolate darkness, finding a pile of vomit from one of the creatures, recovering a piece of pelt and a large tooth from the belly of one of the beasts. In the night Agri was lucky to wake before an insect bit off his manhood. The next day, from the dark, a man with two mouths, or a mouth split in two, presented each with a wager, and none of them had the will to try again.

Then from the night, a roaring lion attacked. The battle was bloody and testing, as this was the first creature of this size they had faced. Agri died of fear as the beast bellowed, and Abzu was torn apart. But eventually the beast was slain.

Returning the the camp, a stranger in the night approached, and a number of the camp faced them and their lanterns dimmed, each feeling drained of life.






Aido Wedo Gold, Akhekhu Gold, Alicha Gold and Aida Hwedo set out to find an Antelope, hoping to find the beast and not a wild and ravenous lion. The journey was hard as the beasts were migrating. They then came upon a large book, but none had the understanding to know how to write in it. They were able to track the beasts as they found acanthus plants strewn about and half chewed.

As they trekked along the plains they came upon a towering, five-sided pillar. A pillar of flesh, and limbs and organs. They chose to move on, and heard a loud booming voice break the silence of the darkness.

The battle with the antelope was some what easy for the hunters, as they easily surrounded it and directed it. Aida dealt horrific wounds thanks to his acidic fists, but was severely wounded in one arm, leaving him able to only fight one handed.

With the antelope dead, they returned to camp and were met by a strange person, apparently a dentist. But none needed their skills, or wished to risk their crazy augmentations.


The Tyrant once more descended from his throne to test his people. Aapep, Alicha Gold, Aida Hwedo and Abrasax faced the imposing figure, striking with fist, spear, axe and sword. They arranged themselves to work against the Tyrant and his supernatural ability to teleport. With Aapep striking at the Tyrant's heart and slaying him. Or at least that was what they thought had happened. The Tyrant stood up, impressed by his pets, and blessed Aapep. She was now closer to the Tyrant with even more dragon gifts, and he presented her with a shimmering spear of celestial iron.

He led the warriors back to the camp and looked to the sky, and the heavens opened. Alklha Gold is blessed with ability to resist injuries. Aapef gains the noble title of Lead, and Am-mit is born to him and Aapep, a child blessed by the Tyrant and already skilled in the spear. Aida Hwedo gains the noble title of Mercury and is also marked as reincarnated and endowed with great strength. Abrasax also gained a reincarnated title, Titanium, and remembered his previous life and ability with the axe.

Many of the camps were becoming more powerful and more like their Tyrant lord.





Saturday, 16 July 2016

[actual play] Kingdom Death: Monster - People of the Stars - Lantern Years 5-6 - Blood and Empires



Aapef, Aapep, Agri-manios, and Abzu, set out to hunt once more, eventually coming upon a lion cub and slaying it, and drawing the attention of its parent. While the lion attempted to lure the survivors into a trap, they prepared to lunge upon it while gathering resources from the obsidian pillar and the corpse of the survivor.

The fighting arts that had marked them as the blessed of the Tyrant allowed them to make short work of the lion, landing powerful blows and rending slices.





Upon returning to the camp the survivors dreamt, and imagined that they were just pawns of some giant being, and they were pieces on some board.

Leaving to hunt once more, Aido, Aapep, Abrasax and Aapef found the lion quickly, as their scent was blown to it on a strong wind. In the night a booming alien voice terrified the hunters, but they soon found their quarry.

The survivors were becoming experts in hunting, lunging and slicing and dealing killer blows to the lion. The dragon vestments along with his iridescent skin made Aido near impervious to the lion's claws.



Upon returning with their bounty from the hunt, another acid storm swept the plane of stone faces, an the survivors welcomed more young to their society. Having learnt the importance of building bloodlines and conquering the lands around them, the newborns of the settlement were taught all they could be by their parents, and children were now born of those who shown signs of being the chosen of the Tyrant.

From the skies a single shimmering feather landed. The phoenix had arrived.


Wednesday, 13 July 2016

[actual play] Kingdom Death: Monster - The People of the Stars - Lantern Years 2-4 - The Tyrant and His Children





Abzu, Abrasax, Aapep and Aaepef set out to hunt once more, seeking to find another lion to slay. It did not take long to once more find a cub that was abandoned by its mother. The hunters slew the creature and set upon by the father as the cub's cries brought the large animal forth. But the survivors had been inspired by their Tyrant lord, and quickly slew the lion, rending flesh from bone, and chopped limb from body with hacking axes. Returning to the camp they were all given nicknames. Some were disparaging, while others were venerable.




Setting out, the same band of hunters went seeking monster they had heard recently. The antelope. They endured a carpet of ticks that bit and scratched at them. But they soon found the antelope, out in the dark plains, and got on with the task of hunting it. They were also lucky to dig up a piece of iron, and were able to smash the dark pillar that also gifted them with a further piece of iron. They knew such pieces would make wondrous weapons in future. The antelope took a serious of wounds, and it was soon vomiting blood as is stampeded about. But with the beast dead, the survivors were soon hampered by the acrid mists that stung at their throats. They eventually returned to the camp, and to their lord tyrant, but were exhausted.




The Tyrant looked upon his people and descended his throne and called for four amongst them to face him in mortal combat. Four came forth, all fresh and who had never faced a monster. The donned their weapons and armour and readied themselves. Ahrimanes, Ai-Hwa, Aida Wedo Gold (gold being a noble name bestowed by the Tyrant at birth), and Agri-Manios, surrounded the Tyrant and attacked. Darts, axe and sword struck the Tyrant, with the Tyrant at times being impressed and bestowing new gifts to his attackers. Though as they attacked, the survivors had to manage the mystical manner in which their lord Tyrant was able to swiftly move. He would teleport, leaving behind a stone statue of himself. Using the spear, one of the surivors was able to smash a statue and appear next to the Tyrant, and used such an opportunity to strike him. The Tyrant was unlike anything the survivors had faced. He was able to attack from a distance. With a pointed finger he send pulverising blasts at his opponents. At other times he was able to summon from the heavens themselves meteorites and burning light. Ai-Hwa eventually fell dead, having bled out from his wounds. But the others were able to land their attacks, with Aida drinking a potion to send him into a wild frenzy that allowed him to deal the final killing blow. With the Tyrant impressed by the skills of his followers, he issued to them fine robes, and marked a number of them mystically. They thought themselves gifted, and Aida now possessed skin that was harder than stone. With the fight over, the heavens opened and an acid rain fell, washing the blood from the stone faces of the ground. While the others went to find shelter, and Ai-Hwa was buried, Aida danced in the rain. They were becoming the blessed people of the dragon. The Tyrant gifted his people with a dark orb, that produced heat, and those who looked upon it and were already touched by the dragon, learnt new fighting arts.

A new hunt was called, and many of the survivors donned their new dragon vestments and prepared for the fight ahead.