Friday, February 27, 2015

Chaos Daemons vs Ultramarines, 24.02.2015

Time to face some more Space Marines.

Mission: The Emperor's will
Map: Dawn of War
Lists:
Chaos Daemons:
  • 14 Bloodletters, icon, instrument, Bloodreaper, in deep strike reserve
  • 10 Bloodletters, instrument (intended for objective holding)
  • 5 Seekers, icon, instrument (intended to rush forward and provide precision deep strikes)
  • 3 Screamers
  • Skarbrand warlord, in deep strike reserve
  • Daemon Prince of Slaanesh, greater + exalted gift, lvl 3 Psyker (got Riftbringer and reroll invulnerable saves)
Ultramarines:
  • Librarian, lvl 1 Psyker
  • 5 Terminators with 1 assault cannon
  • Land Raider Crusader
  • 5 Sternguard with heavy flamer
  • Razorback, twin linked lascannon
  • 2x5 man tactical squad
  • Dreadnought
Deployment:
Marine bunker around one objective.
I put 10 Bloodletters on my objective in a ruin (opposite corner to the marine bunker), next to them the Daemon Prince and Screamers hidden and ready to run across the board. Seekers also hidden, read to feign a charge on the enemy lines and use their icon for precision deep strikes.
This is how it looked after my turn 1:
Nothing much happening. Everything is hiding behind cover and waiting to pop out and assault.
On the marine turn, you can see everything pivoting towards the DP. It was my mistake that I did not see the bottom floor windows on the ruin; I had thought my creature safe and hidden.
Got Nurgle's Rot on the warp storm, got a 6 for the Land Raider, can't hurt it. Yay.

The vehicles fired into the DP and the infantry fired into the Seekers. However they were out of rapid fire range, and after the first couple of casualties, the closest model could take cover saves using the huge rock.
The Prince and the Screamers weren't lucky however.

Turn 2, daemons.
Warp storm result, 2. I got really nervous, but everybody passed their test.
Daemon Prince went into glide mode, jumped out, assaulted a tactical squad, and wiped them out. Got a wound on the overwatch. Talk about bad luck.
Screamers jumped out and charged the Land Raider. Failed their charge and got left in the open.
Bloodletters deep striked successfully. Their icon and instrument combo successfully brought down Skarbrand. They ran; the Bloodletters spaced out, Skarbrand tried to get behind cover. Couldn't get there, ran 1 inch.
(The marines on the far left are casualties.)
Seekers charged the Sternguard, killed 1, got wiped out.
For added hilarity, the DP created 7 Daemonettes using the Riftbringer gift.
So on the surface everything looks good. However, everything is actually out in the open and not very close to the marine lines. The Daemon Prince is down to 1 wound. And I haven't killed anything important.
Marines turn 2.
Tactical doctrine activated in shooting phase. Bloodletters were almost wiped out, got 1 left. Daemon Prince killed. Daemonettes whittled down. Skarbrand got a wound. At this point I shook my opponent's hand. I just played my next turn to see what else I can destroy before going down.
Daemons turn 3.
Don't remember what I got for warp storm; probably something irrelevant.
This is the final state of affairs (apologies for the picture quality). I charged the Razorback with the one remaining Screamer and Skarbrand. It exploded, killed the Screamer and further wounded Skarbrand.
At this point I only had the warlord, 4 Daemonettes, 1 Bloodletter and the squad holding the objective, so I surrendered with an epic handshake.

Things learnt:

  • Shooty bunkers are very hard to crack.
  • Shooty marines work best against Daemons. I got beaten by the same tactic in my second game. I only won when my opponents went for a mixed shooty/choppy army.
  • Remember the rules. Some stuff was forgotten and only clarified after the game.
  • Hide your Daemon Prince. Or at least hide it better than I did.




Saturday, February 14, 2015

DIY Dungeons and Dragons


I actually got into DnD before I got into Warhammer. I got away really cheap, because everything I've used to play was DIY.

Abbreviations.
DIY = Do It Yourself. Though if you hadn't known that, you probably wouldn't be reading this.
DnD = Dungeons and Dragons, the game we're playing here.
DM = Dungeon Master, the person who narrates the events and controls the monsters. If you're reading this, it's probably you.
WotC = Wizards of the Coast, the company that makes DnD. Keep up the great work guys! Disclaimer in the footer of the page.

Things needed to play DnD (as a DM):
  1. Rulebooks
  2. Dice
  3. Maps
  4. Figurines (miniatures)
  5. Character sheets (optional)
  6. Spell cards (optional)
  7. DM screen (optional)
  8. Background sounds and music (optional)
  9. An adventure
  10. Players 

No. 1 Rulebooks

First things first, there's no way around this. There are rulebooks, and that's that.

No. 2 Dice

Dice are cheap and are an integral part of the physical "feel" of the game. You should definitely use physical dice!
However, if you don't like or really can't afford them, you can download a dice roller app for your smartphone. There are graphical apps where you shake your phone and it shows dice being rolled; there are simple apps where you click a button and it shows the numeric result; your choice. An advantage here (if you use an advanced app) is that you can register certain rolls, such as "1d20+5" and name it "History check" or "2d6+3" and name it "Weapon damage".

No. 3 Maps

The first piece of DIY! Not exactly inexpensive, but here goes:
Step 1.
Search the internet for "dnd maps","dungeon tiles" and so on. There's a plethora of free maps available for download. You might have to work a bit on some of them (e.g. make sure that, when printed, the squares are 1 inch high/wide). You can find PDF editors for free on the internet, that you can use to make measurements and realign an otherwise un-editable document.

There's also the chance you can find freely available complete adventures, made by WotC, with attached maps. Here's one I've began with two separate parties, though we never finished it. If you're one of my players, don't click this! Keep on the Shadowfell This is the best option here, as you can be sure that the maps are high quality and of the right size.
Step 2.
Get a color printer and print the maps. This is usually cheaper if you don't use your own, as they would consume a lot of ink.
Step 3.
Maps (especially complete maps, such as those attached to free adventures) are huge. As in 6 A4 pages huge. Here's some ways that I tried to assemble them:
This is my first try. I tried to assemble all the fragments into a single piece of paper. Didn't work out very well, as the pieces on the left end (the one where they aren't glued together, so that I can fold them up) are not completely aligned. Good enough though.
This is how the other side looks like. (If you look closely, you can see the sheet of glass placed over the map - that's explained below.)
For this map, I only glued 2 sheets together each, so that 4 separate pieces form the entire map:
Of course playing with that and dragging figurines on it would be a nightmare. So add a sheet of glass (or transparent plastic, plexi, whatever):
This keep the map in place by adding weight and preventing dragging. If you have an erasable marker, you can also draw area effects on it. It also protects the map from spilled beverages.

No. 4 Figurines (miniatures)

As I've said in previous posts (and I can't stress this enough), miniatures are expensive. Furthermore, miniatures intended for RPGs are even more expensive than wargaming ones, since we're talking about detailed, individual characters, and not 10-20 almost identical models. There are still ways to save money (check out my miniature trade section). You can also try out one of the DnD-themed boardgames by WotC, they contain a fair amount of plastic miniatures. I've seen some of these at the store, but, as I wanted to play actual DnD (and these are still expensive), I didn't buy any. Check out Dungeons & Dragons: Wrath of Ashardalon at BoardGameGeek.
Another issue besides price is the huge variety of available miniatures. As an aspiring Dungeon Master, I looked up several adventures to play, and the number and type of creatures you can meet even in low level adventures is... daunting. You can buy an army's worth of kobolds, goblins, gnolls and orcs, and you may still find yourself needing just that one more goblin crossbowman. Or even worse, never using what you have.
Alternative 1 Buy some miniatures and use them as proxies.
Sure, you can pretend that all those kobold slingers are actually goblin archers. Your players might even get used to it. But pretending that that orc axeman is a halfling bartender is lame. You're better off using tokens.
Alternative 2.1 Arbitrary tokens
That coin is the halfling bartender. End of story.
Alternative 2.2 "Real" tokens
I'm talking about flat, coin-like pieces of paper with the monster drawn/printed on it. You can find some on the internet, or even produce them yourself using custom images and a photo-editing software (MS Paint works well). Just print them and cut them out. For extra durability, glue the printed-on paper on cardboard.

These are great since they're inexpensive (printing costs) and graphical enough (actual monster shown). Your players might also be used to using them, since many boardgames rely on such tokens.
 However, for someone who has already played with miniatures, they feel too 2D.
Alternative 3 3D paper cutouts
This is the option that I've actually settled at. There's more work here than with tokens, but it's greatly satisfying to push around your miniature-like cutouts on the board.

Producing 3D cutouts

Step 1. Produce some blueprints
Search the internet for "free paper cutouts"; here's a collection of links to get you started.
There's a huge variety available. However, if one your players happens to choose that one race/class combination that you haven't found anywhere, feel free to produce your own.
Step 2. Print them
If you want to save on printing costs, you can produce 1-sided "figurines". However, I don't feel like turning them constantly around so that everybody gets to see what's on them, so I've printed them double faced. You'll see what I'm talking about immediately. This is easy to do at home with your own printer.
Step 3. Cut them out
Make sure you make gluing easy. So if you've placed the picture of the monster two times next to each other, cut them out together and fold the cutout in half, so that each face presents the monster.
Step 4. Glue them
This should produce appropriate sized, flat, double-faced cutouts.
Step 5. Produce bases for them
Basically repeat steps 1-5 for the bases. Look for "cutout base for miniatures" on the internet.

You only need a limited amount of bases (you won't have more than 20 monsters on the map at once).

This gives you an unlimited amount of inexpensive figurines. Being flat pieces of paper, they are also easy to store. i.e. a butter box holds around 100 such cutouts and it isn't even half-filled. You can see them in action in the pictures at the bottom of the post!

Comment: We're done with the required material part. You can skip to step 9 if you don't feel like doing anything more. However, I felt that the following small items greatly enhance gaming experience.

No. 5 Character sheets (optional)

Instead of scrawling down everything by hand on sheets of white paper, use the character sheets provided by the rulebook. Print them out in black-and-white. You can fill them out for each character before printing, and use a pencil for additions, or just print them out blank and fill them by hand. In either case, it adds a personal touch to put in a picture/portrait for the character. Even in black-and-white, they give the player a sense of how their avatar looks like.

No. 6  Spell cards (optional)

You can note down the powers on the character sheets, but you will either write in a very small font (hard to read) or just note the powers' names (everybody needs to keep a rulebook open). You will also need to mark, un-mark and re-mark used up encounter and daily powers.
Use spells cards instead. The WotC website provides a spell card generator customized for DnD, but it requires a paid subscription for their service (which, by the way, offers lots of awesome stuff). Since we're taking the cheap route here, use a generic spell card generator (e.g. http://tools.omnichron.net/dnd/pow.html) and fill out the cards by hand. Print them out in black-and-white, then use colored markers to color-code them (to keep inline with the rulebook, green for daily, red for encounter, grey for daily powers).
Not only will spell cards allow a player to spread out the list of available powers on the table (instead of flicking back-and-forth in the rulebook), they also provide an easy way of tracking used-up powers: flip the spell card face down!

No. 7  DM screen (optional)

I've read some pros and cons about the DM screen, and I've decided to use it. Since we're going cheap, I've made my own DM screen using two pizza boxes. The white side is facing the players (if you can print some pictures/illustrations and glue them on it, even better) and the colored side is facing the DM. Over that I glued white paper, on which I printed/wrote by hand useful things such as standard difficulty classes, actions that can be taken during a round, prices etc. This greatly speeds up the game when you have to take a quick decision on the spot.
It's a great front behind which you can roll dice, prepare monsters for the next encounter, hide a notebook and scribble down the going of the battle e.g. initiative order, monster health left etc.
You can also use it to show initiative order to the players. Use pieces of white paper bent in the middle and place them on top of your DM screen. For the players, write the character's name on both sides (so that both you and them can see who's coming up). For the monsters, write the monster's name on you side of the paper only (so the players will know a monster is coming up, but won't know which one). Then go left-to-right (or right-to-left, whatever). Rearrange at the start of each battle (and watch the expression on the players' face as you put up 4-5 blank pieces of paper :D).

No. 8  Background sounds and music (optional)

Background sounds work wonderfully for setting the atmosphere. Use a free website (e.g. http://naturesoundsfor.me/) or smartphone app to play any number of nature sounds when going through a forest, crossing a river etc. You might even find background sounds for sitting in a tavern or fighting. Just don't forget to change the sounds along with the scenery!
Alternatively, play some inspiring music. Get your hands on soundtracks for suitably heroic movies and games (fantasy RPGs work best) or use this free website (https://www.radiorivendell.com/)

No. 9 An adventure

As a new GM lacking experience, your best bet is to look for the free introductory adventures provided by WotC. These are great as they provide a complete story, full description of characters, locations, monsters, background events, as well as full description of encounters, monster actions, mechanics, traps etc. You will also find monster stats next to each encounter, so you don't have to keep flicking back-and-forth through rulebooks.
Once you have gained more experience, you can look for other adventures on the internet. There's a plethora of free fan-made stuff available. Some are even as (or almost as) complete as the ones made by WotC. The only drawback is that they're mostly for older editions. This is why you need the experience - to make the necessary adaptations. Don't forget to transplant all monsters, traps, characters etc to the current edition.
Here's a link to get you started.

No. 10 Players 

I can't help you with this one. You must gather your own!

Feel like playing yet? Here are some pictures of me and my friends playing with the accessories listed above to get you going.


After annihilating a large band of kobolds, the heroes rest around the magic circle in the shade of trees. From left to right: ranger, warden, bard, wizard, cleric.
Accessories: spell cards (printed black-and-white, painted over with colored markers), character sheets, pencils, dice.


A different band of adventurers take on the goblin overseer of the kobold bandits.The panther is a druid in animal form.

The DM's view: laptop (to keep track of the adventure), DM screen with cheat sheet on it, paper notes to track initiative. The DM screen also hides my notebook where I scribble down the flow of combat and monsters' health, whose blooded etc. and the next horde of monsters about to charge from the back of the cave.

 The party's first boss encounter is going badly. Two heroes are already down...

 ... but the goblin finally dies. The warden poses triumphantly on his corpse. Now, to haul their friends to the nearest temple for resurrection...


The fully restored party takes on the next challenge. Leave it to the minotaur to ignore all tactics and charge in!

Wednesday, February 11, 2015

Painting session, 10.02.2015

Just a short post showing off yesterday's painting session at our local game store.


I had a so-called "wash day". I brought 20 basecoated Bloodletters and applied a black wash on them. Not sure everything's visible due to the phone's flash, but here goes:
I'll post more about these guys when I've done the highlighting. Don't worry, at least one squad must be ready until February the 28th, as that day is the deadline of the first painting competition this year!
The real stars of the evening were, however, these two chaps:

... which you may recognize as a basecoated Blood Angels tactical marine and a Death Company assault marine. These two are the first miniatures that a fellow wargamer has painted (who, I am proud to say, has started down this path thanks to me). They will likely provide joyful entertainment for my Daemons in the following weeks!

Sunday, February 1, 2015

Daemons of Chaos vs Lizardmen, 13.03.2014

Another very old game. I still didn't have any models (though the order was already on its way), so once again I used the store's supply of elves.
Details are sketchy, because I didn't take so many pictures, but here goes.

Deployment: Battleline
Lists:
Daemons:

  • 4 units of Pink Horrors
  • 2 Heralds of Tzeentch
  • Soul Grinder of Tzeentch with phlegm
  • 5 Flamers with champion (notice a theme here?)
Lizardmen:
  • 2 units of Saurus
  • 2 units of skinks (javelins and blowpipes)
  • 2 Salamanders
  • general on raptor mount
  • some kind of huge dinosaur with horns and carrying skinks on its back (I remember the giant blowpipes)
It looked something like this:
* My friend and mentor is contemplating the exact method of my destruction.
* On the left side, you can see some appropriate models, and some proxies (the long base with nothing on it is the general, the large square base with nothing on it is a Salamander, the large cardboard with some skins on it on the far side of the table is the dinosaur.
* On the right side, there's only elves. From bottom to top: Flamers (in skirmisher formation, which we didn't really understand at that point), pink horrors, and the grinder on the far end, represented by the same orkish wagon that played the skullcannon in the previous game. The pieces of paper contain the spells each unit knows.

I really don't have a step-by-step breakdown of the turns here, so here's what I remember:
  • The Saurus advanced.
  • The skinks and flamers shot at each other a lot, until finally the skinks won.
  • Due to low results on winds of magic, the horrors generally weren't effective. Some saurus died though.
  • The Soul Grinder was absolutely ineffective. One stone thrower shot scattered 12 inches off the map. The other hit the giant dinosaur exactly, but rolled 1 on To Wound. The third and final shot was a mishap and the Grinder suffered a wound.
  • The dinosaur was also ineffective at shooting (as my opponent put it, everything that has "Giant" or "Great" in its name sucks), but made an excellent charge and gored the Grinder with its horns (impact hits).
 The final turn looked something like this:

 Then everything mass charged and I surrendered.

Things learnt:
  • If 1 wizard level/army is useless, so are 10 wizard levels/army. 2-5 is the sweet spot, depending on the game size, I think.
  • Horrors are useless against elite infantry. The blue horror rule killed around as many Saurus as did the Horrors themselves (which is to say, not that many). They might do better against regular infantry though (e.g. pikemen, skaven).
  • Never pit elite skirmishers against skinks. They won the shooting match easily. Those d6 shots/flamer would have been much more useful against the Saurus.
  • Again, war machines suck. You need incredible luck to do anything with them.

Daemons of Chaos vs Lizardmen, 22.02.2014

Oh boy, the first Warhammer Fantasy I've ever played!
Prepare for proxies. So many proxies (I had no models whatsoever yet.)
And some rules were not remembered.

Deployment: Battleline
Lists:
Daemons:

  • 29 Bloodletters, full command
  • Skulltaker
  • 10 Pink horrors
  • 10 Furies
  • Skull cannon
Lizardmen:
  • 2x20 Saurus warriors 
  • generic Saurus warrior hero (don't remember the name)
  • 10 javelin skinks 
  • skink priest
  • Salamander
* We used the store's supply of painted elves as proxies. On the left side, at least the front rows of Saurus are made up of actual Saurus models (and completed with elves and dice). On the right side, from top to bottom: furies, bloodletters, horrors, skull cannon (proxied by an orkish wagon, also from the store).
The Bloodletters' perspective:
I went first (I think). The Bloodletters advanced. The Horrors failed in casting their spell. The furies took refuge behind the fence (and discovered that the mysterious structure is a haunted mansion. It did no damage that turn, and nobody dared go near it again. The cannon failed its shot, with the "can't fire for two turns" result.
The lizardmen shooting was at least as ineffective. The salamander overshot the template. The skinks killed some furies.
Next turn, the furies charged the skinks. The combat went on for a couple of turns, and eventually the furies died, while winning every round of combat. Damn you, cold blood!
The chariot circled around. I didn't risk any more failed shots.
The horrors continued doing nothing.

The Bloodletters did their charge and obliterated half of a Saurus regiment, which fled off the table along with the General. Fortunately, the demons stopped before going off the table.
The skink priest cast a giant spell (some kind of meteor) that decimated the horrors (you can see the sole survivor in the back field). Everything else prepares the final charge against the Bloodletters.
The Bloodletters reform, and embrace for the charge. The chariot destroys the Salamander.
I don't remember exactly how the melee went, but here's the result:
For added hilarity, the meteor spell (which kept striking the same place) annihilated both the last surviving horror and the skink priest, which moved too close to the point of impact.
Epic handshake and victory for the Daemons!

Things learnt:
  • chariots rock
  • warmachines suck (seriously, I was lucky the cannon/chariot didn't blow up)
  • bloodletter horde rocks
  • 1 level 1 wizard is completely useless