Back from a long break; hope y'all didn't miss me too much.
More lulztastic posting starting tomorrow. Teh. Lulz.
Monday, December 12, 2011
Thursday, June 9, 2011
ZOMG! - Space Marine Vidjagame
Linky!
You actually curb-stomp an Ork; God, I hope that was in the design brief.
Despite all the recent GW shenanigans, this game looks pretty awesome.
Monday, June 6, 2011
Monday Game Reviews - Battletech
Few wargames have lasted as long as Battletech, which is currently celebrating its 25th anniversary. While not as well known in the states as Warhammer 40,000, its one of the longest running science-fiction IPs based on a wargame with several successful video games, an animated series, hundreds of novels, and countless source books to its name. To quote a comedian from the same vintage as BT: "What's the deal with that?"
"They've got thirty foot robots, but don't have iPhones. Its like going to a Monster Truck rally, but in space."
What's it all about?
Battletech is a game about warfare in the 31st and 32nd centuries, set in a universe where 30 ft bipedal robotic suits are the current kings of the battlefield. I'd go into the back story, but its extremely, extremely thick and loaded with setting specific jargon. Suffice to say, there's a ~30 page booklet that comes with the 25th anniversary box that details, in barest detail, the background of Battletech's IP. In single-spaced, 8 point font. If you're someone that likes an immersive setting, this is a game that's up your alley.
Mechanically, its a game that utilizes ~15mm scale miniatures on a hex-grid (that's right, you're playing on a board, not a table). You're typically moving around 8-12 models, most of which are battle mechs (the big robots). While the game's model count is low, the record keeping system is extremely detailed and belies a system that's attempting to be more simulatory than "gamey".
To that end, the core mechanic of shooting/moving is very basic, but with modifiers akimbo based upon terrain (broadly defined on the board) and mech position. That said, less effort is placed on complicated mechanics for rolling dice (almost everything is 2D6 + stat +/- modifier based) and a strong emphasis is placed on tactical positioning and ammo/heat conservation (mech's build heat for moving/firing energy weapons).
Interestingly, the core game is somewhat "gamey" and constitutes Catalyst Lab's tournament ruleset. There's a large list of "advanced" rules that are advised against for tournament play, but allow massive modification of the core game, including but not limited to: interstellar warfare, battle mech customization, "ace" mechwarrior rules, etc etc etc.
Lastly, the game requires each player have several mechs, a hex board to play on, and some core rules. The 25th anniversary boxset, the large "Total Warfare" (which contains all the standard rules), and the first technical manual (3050) will let players play with a large amount of replay via switching mechs, scenarios, etc. This set-up runs for almost exactly $100.
The Good
Wolf Clan: "We're 'good guys' but didn't have the budget for a logo. Here's some clip art."
Battletech is an affordable game with a unique science-fiction setting that attempts to mimic some realities of modern warfare. Its main attraction is mech vs mech combat and all the detailed record keeping that takes place (as strange as that sounds). There's something very charming about hitting an opponent's left arm and seeing the armour damage, then system damage, etc etc.
For fans of the Mechwarrior video games, the tabletop game is almost identical to the electronic version (at least the Mechwarrior 2 and 3 video games). While doing some of the crazier things people did in the video games (e.g. - loading up a light mech with PPCs, firing with knowledge that you'd overheat but with a nigh guarantee of killing a heavy mech) still works on the table. If you dig the video games, you'll probably dig the table incarnation.
Oddly, there's a lot in Battletech that was lovingly borrowed by Warmachine (Matt Wilson was an artist at FASA [creator of Battletech], so this isn't too surprising). Mech's get damaged in grids, like warjacks. Underlying systems get damaged, similar to the "system" boxes in warmachine. Battlemechs are kings of the battlefield (just as warjacks are nominally in Warmachine; Battletech stays truer to this in the game). The system is 2D6 + stat +/- modifiers in a very similar manner to Warmachine (Warmachine involves defensive statistics whereas Battletech focuses on modifiers).
If you like warjacks in Warmachine, but wish their interactions were more involved, Battletech might be worth a look.
The Bad
Jade Falcon Clan: "We're 'bad guys' and hence have a graphic design budget"
Battletech has a very detailed setting, but man, is it tough to crack into it. This is not a game that's easy to pick-up, grab some miniatures, and play. Catalyst Labs (current IP holders) have gotten much better about this (both the 25th Anniversary Box Set and recent "Starter Books" have greatly helped), but its still very difficult to figure who can use what mechs and when.
Likewise, this is a game that wants to move in two different directions, which can difficult for a starting group. Players are expected to know the extensive background (and buy the multitude of books to learn about it) so they can play "appropriate" mech groups (called Stars/Lances, depending on engagement size). If you want a straight simulation, this is relatively easy. Pick an era, buy the source book, pick a faction, buy mechs, and you're good to go.
Tournament play, on the other hand, is significantly harder to achieve due to the disparity between mech and non-mech units (despite an allegedly unifying "battle value" point system). My advice would be to steal from the larger (e.g. - Gencon) tournament packs, but that requires selecting battle groups from a selection of "balanced rosters" (that's right, major tournaments force you to pick a designated battle group). As such, if you have a favorite mech, but it isn't in one of the groups (or the tech level you like isn't represented), then tough cookies.
Lastly, the Battletech models leave something to be desired. A lot of this is due to the very old sculpts in place and the low profile the game kept for a long period. The new plastic mechs in the 25th anniversary box and a large improvement; however, don't expect Rackham or GW quality miniatures.
Final Thoughts
As the kids would say "PEW PEW!", and such.
Battletech is making some massive improvements due to Catalyst Labs taking over the product (its time with FanPro and Wizkids was rough). Its nice to see a mature IP gain market share through intelligent management, fan engagement, and cross promotion of its IP via video games, etc etc. The 25th anniversary box is a great bargain and a great to start looking if you're got any curiosity about the system. For more info, check out Catalyst Labs Battletech Page.
Friday, June 3, 2011
A Winner is You!: GW Fineco$t
Sometimes, pictures are worth a thousand words. So, to save myself all that typing, please see exhibit A:
Finecast plastic material + sunlight = lulz to the max
I'm really, really, REALLY reconsidering playing GW games. Factoring in concerns about a game going too long and my models literally melting due to a high room temperature (time to donate an extra AC to the LGS) with all the other new costs tossed on to the playerbase by GW, this just sucks.
I really wish I could say "Well, its janky the customer got stuck with the R&D cost of Finecast, but they do hold detail better than metal and the new material's easier to work with", but I can't. This is a problematic material, covered in flash, a higher percentage of miscasts than metal (from samples I've seen), at a 20% cost reduction using a price-stable material (source: GW investor relations page) to GW, all with a 5-25% price increase.
On a game you just increased the size of 33%.
Oh, and no more previews of upcoming material. Ever.
Continuing coverage Monday of non-GW/PP game systems (Love PP, but there's ample Warmahordes starter info out there). Normally I end this with a cheeky reference my blog's name, but um... Kirby/Wells might, in fact, want to consider quitting their day jobs. For realz.
Thursday, May 19, 2011
GW: Globalization and Wargaming (hey, that could an acroynym...)
First off: I'm back, sort-of. Work's been insanely crunched and I've been dealing with some health issues (tore something in my arm playing bass at a show; nothing says "Rock'n'roll" like your arm going numb in the middle of a song).
That said: There's been some interesting developments in the wargaming world since my last post, the juicest of which have come from Games Workshop. Here's a quick summary:
- Games Workshop asks online retailers in the EU to stop shipping to non-EU customers.
- Games Workshop announces their transition from metal to resin (and a subsequent price increase).
- Games Workshop announces annual price increase.
- Games Workshop allegedly is only going to announcements of new models one weel in advance (not clear if this is one-week in advance of pre-orders or product release).
(all rumors from Dakkadakka.com)
It'd be really easy to go a rant about how terrible GW is etc etc etc. As someone who's only marginally invested in their games, its hard to get emotional to the point of irrationality. For me, looking at these new prices and the price trends, the "fun-to-dollar" ratio is such that I'm going to stop buying new models. That said, this isn't an article about that.
The first bit of information is what really interests me, because I think its quickly going to become a "teachable moment" to other waragaming companies with regard to globalization/non-local markets.
Like a lot of companie, GW is still learning how to do business in a "globalized" world. They've certainly taken advantage of many of globalization's perks: easy access to low wage labor (they print products in China), low tariffs, and access to a wide number of markets. Suffice to say: the above have all been "pluses" to GW.
Woo Hoo!
However, much like many other companies, GW is getting stung by globalization as well. GW-the-manufacturer has to contend with other companies copying their designs and recasting using lower cost (i.e. - lower Asian) labor sans R&D overhead. Largely, this hasn't been a big issue. GW-the-retailer has to contend competition via the internet, where consumers have access to markets where prices are lower than they are locally (due to taxes, quicker access to exchange-rate differences, lack of store front overhead, or a combination of the above). This, clearly, is hurting GWs retail operations in some locales (Australia/New Zealand notably).
D'oh
Which brings us to Monday's announcement. Unsurprisingly, the reaction from many AU GW consumers has been negative (they're being asked to absorb a ~60% increase in price due to GWs price structure). To me, this was a poor PR decision for a myriad of reasons:
- Consumers don't generally like price increases on the magnitude of >50%. Add to this the state of the global economy and GWs good being luxury items; not a great place to be.
- GW feels very comfortable adjusting prices every 6 months to offset their own costs. They've been very resistent to readjusting exchange rates, particularly when it doesn't favor them (e.g. - in this instance). That's a morally bankrupt position to take and consumers are going to have a strong negative reaction to their brand.
- Compounding the above is intellectually bankrupt position that GW should be allowed to reap all the benefits of globalization but its consumers shouldn't.
I don't the above is going to cause the downfall of GW (it most certainly won't). However, I do think its going to be a boon to GW's competitors in the Australian market and cause GW to reevaluate their price structure in the region (I can imagine the resulting sales drop coupled with their data on consumption pre-"embargo" will let them know where to place prices).
I also think its going to signal more frequent price "reallignments" in non-US/non-EU countries by a number of manufacturers. Its clear consumers are savvy enough to naviagate large exchange-rate discrepencies; why give them a reason to take the extra effort to?
It'll be interesting to see where this issue is at (and where the AU community is at) in 6 months to a 1 year.
Tuesday, May 3, 2011
Pardon the Interuption....
Sorry for the radio silence this week; work's been off the proverbial chain.
More lulz coming next week.
Monday, May 2, 2011
Dear Fox News/Donald Trump/Birthers/Wing Nuts...
Posting for prosperity. Proud that we got him; I just hope we can keep the boys we have over the safe in the coming months.
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