Vampire Counts Army Book Review

Today I am writing about the re-vamping (sorry for the punnagement) and the new book for my favorite army in Warhammer, the Vampire Counts. I like them the most because I like the Undead. They don't need to be fed, don't run away scared and can use the corpses of their enemy to bolster their forces. In Warhammer, these things don't exactly play out in literal translation, but are close.

The first thing that I would say about this new army book is that it is what I thought it would be. Just like the other 8th edition books, they nerf out the crazy combinations that you can do, gave some magic items and a lot of choices.

The units that are in the book have been more balanced and 8th edition friendly. Skeletons and zombies are now cheaper and and ghouls are more expensive. This still brings up the question of what to field, skeletons or ghouls. Ghouls are the more offensive choice while skeletons are more of an anvil. Ghouls have more attacks that are poisoned and a toughness of 4. Skeletons can have
a 5+ armor save and parry. Skeletons can also have a magic banner and a musician. One other note, skeletons are half the points of ghouls.

Zombies got better with now having a higher Strength and Toughness and now they can have characters. They make great bunkers for wizards that can't fight. Also, dire wolves are now again a true core unit.

The number of special units you can take now is great. This is where you can really customize a list to fight certain opponents and really give variety. The new Crypt Horrors are very tough and are hard to take down. The Varghiest on the other hand are very offensive. They have a lot of attacks with frenzy,
have a high strength and are the only monstrous infantry that can fly. Since they have the Vampire rule, they can also march. Also, because they are Vampiric, they are harder to heal and having no save makes them fragile.

Corpse Carts are great support for your fighting units. Their ability to give units are Always Strike First is better than it was before, since it goes off when a spell is cast.

Grave Guard lost a little bit with the loss of the Drakenhoff Banner and magical attacks but they are still a great unit for their points cost. If they are awesome when buffed with spells and corpse carts.

The Mortis Engine is good for lists that have lots of regenerating units and becomes more destructive as the game goes on. The main draw back to it for me is its points cost.

As for characters, they are string and expensive. With now having Master Necromancers being a Lord choice, It is possible having good hand-to-hand lord with a 4th level spellcaster. You can either do that with one Vampire Lord or a Vampire Lord with a Master Necromancer. There are also great new vampiric powers such as quick blood, dread knight and master of the dark arts. The Lore of Vampires is also a great lore for the army with 3 augments and Raise Dead to summon units that are not worth any victory points to enemies.

Overall, I really happy with the book and the lists that I have created. It gives a variety of lists and is balanced. A good book from Games Workshop.

On Dating a Gamer: Nerd Community Rebuttal

It's important to address on this blog some of the Nerd Community issues that come up, and it's come to my attention recently via the article that Anne Forsythe wrote about dating a Professional Magic Player -- the interaction of relationships and gaming.

Anne makes some good points in her article, about finding compromises and about the difficulty of immersing oneself in a community of diehard gamers when you're really not into their passion.  What's interesting, and I imagine more common, is that Anne is not only not into Magic, but she's not really into gaming at all.  This simple fact means that while she sits at a table full of serious nerds, she can't even divert their conversations with another topic. Unsurprising that her group of gamers won't stop a conversation for discussion about Biggie Smalls, but I bet they would if she initiated a discussion about "Game of Thrones!"  So of course I am utterly unsurprised that she finds difficulty in the MTG world, right?

I'm a gamer.  A hardcore gamer.  I have more board games and card games and video games than a lot of "gamer" men that I know. I play Dungeons & Dragons. I played WoW. Yet I myself was a Magic Widow for years, engaged to a "professional player" who, like so many others, strived to get on the gravy train and promised me that everything would be great once he did.

It was a big sacrifice that included MANY lonesome nights for me while he built decks with Mike Flores. I'd wake up sometimes in the night to find my bed alarmingly empty because he had snuck off and left after I'd fallen asleep to go to Neutral Ground.   The Spring Pro Tour for MTG fell during the first week of May every year, which happened to also be the week of my birthday.  When I wasn't left alone in the United States for that whole week, I got to go WITH him (to Pro Tour Nice in 2002) and watch boys play Magic the Gathering as a birthday present. I won't lie and instead admit that I was really excited when he got eliminated early so that we could actually go and SEE Nice and the surrounding areas instead of lingering in the stagnant convention hall.

His big victory came at a South African Grand Prix that was minimally attended.  The money he won barely covered the airfare and hotel room, but it was a huge coup for him, and for our relationship at the time.  I remember meeting him and Alex Shvartsman at the airport at 4 in the morning, excited and proud, and extremely, extremely tired in the deserted waiting area of the terminal.

But the gravy train never came. He never became the next Kai Budde or Jon Finkel. So were the compromises we made to our relationship worth it?


Even when you're a gamer, dating a Magic player is hard.

I could talk here about nerd hierarchies, and the perceptions even amongst gamers regarding collectible card game players, but it's not relevant and I don't like to generalize or pigeonhole. Besides, it wouldn't account for the amount of stress that MTG puts on a lot of relationships. There are a lot of extremely brilliant tactical minds that play Magic, and the number of factors and variables that account for a good deck or a good win involve tons of BRAIN time in addition to play time.  It is intentionally an all-consuming hobby, and the competition is duly fierce. It is not enough to *just* be clever.  It takes a dedication that leaves room for little else.

But I think Anne's suggestions about Magic Widows "learning how to play Magic" is a little oversimplified. I actually played MTG for 2 years between the ages of 13 and 15, casually. I know how it works, I can rattle off card names and make jokes about tapping and trample and mulligans, but it didn't make it any easier for me to be engaged to a professional player.  Hanging out with a group of Magic players was similarly baffling, because there comes a point where it is not about the funny flavor text on a card, and it's just deck percentages and strategies and to me, that is just dry.

But what I would recommend for Magic Widows is finding an intermediate nerdy/gaming hobby that you can share with your man.  Co-op video games, especially RPGs, are a lot of fun (though some couples fight through all of them) .  Board games are TONS of fun to play together and there are a lot of 2-player card games that will not only be fun for you as a couple, but will spark your partner's love of holding CARDS!  My husband and I absolutely LOVE Lost Cities and FLUXX.

At the end of the day, dating a MTG player is still totally doable if you know what you're getting yourself into. In retrospect, it actually wasn't Magic that fractured my relationship with my ex-fiance at all.  He may not have gotten on a gravy train like Jon Finkel, but he did transition into professional poker playing like Jon did.  If you think being a Magic Widow is bad, being a Poker Widow is WORSE. If you thought "Money: The Gouging" was egregious because your partner keeps having to buy new packs, just remember your family's savings aren't in jeopardy. At least when my ex was sneaking out in the middle of the night to play Magic he wasn't ALSO stealing the cash we'd set aside to pay rent!

Nerd hobbies take advantage of our intellect by sparking it and taking hold of our interests.  But if Adam can wait for me to finish my level on Arkham Asylum, I can certainly let him be for an afternoon to play Warhammer!  Every relationship, between nerds and non-nerds alike, needs to find compromise. Like mixed-color decks, you just have to find the blend's balance by emphasizing some cards and removing others to the sideboard. Some color combinations are always disparate, and maybe you can't handle dating a MTG player.  (So don't respond when Jon Finkel IMs you on OKCupid)

Regardless, dating gamers of any variety is always fun and challenging, and filled with accessories!

Survive! Escape from Atlantis

Overall Rating: 10/10
Replay Value: 10
D20 Roll for Non-Nerds: 20
Playtime: It took a group of 4 about 40 minutes to complete a game

When Adam and I were at Origins this past June, we kept walking by the Stronghold Games table and seeing this game.  It's hard to miss, as it can end up being extremely colorful once you've got all the people down, along with the adorable pieces in the shapes of sharks, whales, and sea serpents.

But the table was always full!  On the last day of the convention, we FINALLY got to play, and boy, was our perseverance worth it!  Who knows whether it is a result of the country's obsession with LOST, but island survival games are fast becoming a trope in new games. 

This game stands out among them as one of the funnest, easiest games I've ever introduced to my non-gamer friends.

Who put a river full of monsters in my island?
The premise is that you are on an island that is sinking, and you've got 10 people to try and evacuate before the whole island explodes-- and you get only 2 boats that hold 3 people each. DEATH IS COMING!

There are 40 hexagonal landtiles, much like Settlers, arranged randomly and comprised of beach, forest, and mountain. Each person must take a land tile (starting with only beach tiles) during each turn, so it's not long before the island is looking patchy and supremely unsafe. The land tiles have a dual purpose, as they also serve as the cards of the game, dictating whether more sea creatures or boats are added to the board and where.

A whale-capsized boat has left this band of people as monster chum!
The pace of this game is a bit manic. While it may start methodically, piling  people into available boats, before long you are just trying to navigate through a perilous sea toward any nearby safe zone.

To add to the strategy, your 10 people have an array of "values" (Atlantis didn't practice communism) that you are only allowed to look at before placing them on the board, so you might want to keep track of your 6-point doctor/teacher more carefully than your 1-point politician/lawyer. Actually remembering which person is which when they're all swimming next to a shark is another story!


 
This game isn't about baking cookies for friends, as we laughed about all last night.  It's a Salad Game. As in, you don't want to focus on winning friends. On each turn, you roll the MONSTER DIE and get to control one of the Sea Terrors, and if you don't use these opportunities to EAT YOUR FRIENDS, they will win and YOU WILL LOSE.


And that's one of the funnest parts -- seeing what alliances form and smash apart (WILL husbands refuse to let the sea monsters eat their wives' citizens??)

This game was so easy to play and pick up that two of my girlfriends, neither of whom are game aficionados, were quick converts by the end of the evening, eager to play again.

A multicolored world!
I will mention too that we played the expansion for 5-6 players, and having five players in the game not only makes the board a LOT busier and more colorful, but makes it go super fast!  It was difficult to save more than 10 points of characters, and, in a game where End Game Slowness is not ever a problem thanks to Whirlpool Tiles (that consume everything in the sea around them), oftentimes you don't even get a chance to save your imperiled citizens because too much happens between turns!

Really, though, this game moves fast, is fun and easy to play, and made for 2 nights of raucous fun this weekend.  A playing tutorial will be posted later this week too!  Well done, Stronghold Games!







The Road to 'Ard Boyz

Austin here talking about Games Workshop's 'Ard Boyz tournament coming a week from this Saturday! After long thought I have decided I am going to play. And I wanted to share my list!

Here is my Grey Knights list:

Draigo - 275

Xenos Inquisitor - Power Armor, Rad and Psy Grenades, Psyker, 3 Shervo Skulls - 102

2 X 10 GKSS, 2 Psycannons, 1 hammer, Rhino, Psybolt Ammo - 580 (290/squad)

2 X 6 Purifiers, 2 Psycannons, 4 halberds, Rhino - 424 (212/Squad)

1 X 6 Terminators, 1 Psycannon, 3 Halbards, 2 Falchions, 1 Hammer, Psybolt - 295

1 X 6 Paladin, 2 Psycannons, 3 Halbards, 1 Hammer, 1 Sword, Banner, Psybolt Ammo - 415

3 X 1 Psyrifle Dreadnought - 405 (135/Dreadnought)


Here is the thoughts behind this list. The Psyrifle dreadnoughts are for tank busting or squad hunting. They have 4 TL Autocannon shots that are strength 8!

The Grey Knight Strike Squads will be combat squaded and the 2 psycannons placed in Rhinos for extra protections and will just be a weapon's platform for anything that comes midfield against me.

The real brute force are the terminators (vanilla and paladin flavors!) and the purifers. The Purifiers are purely (oh puns!) for midfield domination and the terminators deep strike or outflank from behind and take the fight to the enemy. Or I could walk them up the middle and have them keeping a weight of fire on the enemy!

I will hopefully post some pics tonight or this weekend since I am painting the army and they are starting to come together!

-Austin

Grey Knights, a Size Comparison


I wanted to give a size comparison for the Grey Knights. This was my force. 500 points and all I could afford was 2 Strike Squads with 5 men each, an Inquisitor and a Dreadknight (my opponent really wanted to fight one). In each squad I had a daemon hammer and a psycannon. Not a lot for 540 points! The Dreadknight did have a great sword but I should have given him a teleporter! 6 inches of movement is too small for him! (I also had a unit of psykers because my opponent went over by 40 points. If they go off they are useful!)

My opponent had space marines and he could field two squads of 10 marines with flamers and plasma cannons, a predator and a space marine captain with a lightening claw! The Plasma cannon ripped apart my units but the Dreadknight, once it got into close combat was amazing!

Sometimes small games can be fun but elite armies will always be at a disadvantage for not being able to put more boots on the table!

Grey Knights HQ Units

Codex: Grey Knights is out and I have had a chance to play a few games with them. While it will not be for everyone it is very well balanced and very hard to play. I will go through the different units and War Gear options in the coming weeks but I thought I would talk about the normal HQ Units.

Being all Psykers all your independent characters are great at buffing units. You can use them to cast Hammerhands on the unit they are in. That is +1 Strength to the unit. This is a great benefit if you want to save your Grey Knights psychic power to turn on their Force Weapons.

Grand Master: The HQ units in this books are all about versatility. The Grand Master can change the very nature of your units. You want scouting Terminators? He can make them. You want counter attacking Purifiers? He is the HQ for you also. He also can make units score objectives like there were troops. Now you can't make a Dreadnought a scoring unit (it says in the Basic Rule Book that walkers can't take objectives), it can the mighty Dreadknight scoring! He can also change the reserve roll of reserve units by +1 or -1. Grand Master show that they are worthy of leading the most Elite of Space Marines.

Brother-Captains: Everything a Brother-Captain can do a Grand Master can do. So why take him? Well he is less points than a Grand master, so if you don't need to change your units rules, take the Brother-Captain. He can affect the reserve roll of reserve units and can take the same wear gear as the Grand Master. Really, you should take a Grand Master and just figure out how to afford him, the Brother-Captain is just a cheap knock off.

Librarian: If you can't take a Grand Master you might want to skip the Brother-Captain and get a Librarian. They have some truly awesome psychic powers. They can cast 2 powers a player turn and some of the powers can change your enemy's turn from offensive to defensive. I won't list every power but some can teleport units to the Librarian or make a safe area for your units.

Brotherhood Champions: These guys are combat monsters. They don't have normal attacks but have three different settings. They can attack every one in base contact, reroll all saving throws or make some devastating attack against monstrous creatures/independent characters. And if they die they have a nasty surprise for the enemy. These guys are cheap and make a great surprise to the enemy who attacks their unit. The trade off is they only have 1 wound! So you have to be careful with them.

Inquisitors: They are dirt cheap and don't have Space Marine stats. Why would you take them? Their War Gear is amazing! They come in three flavors, Ordo Malleus, Ordo Hereticus and Ordo Xenos. Each one has different war gear options. Being cheap they can be the icing on the cake of an already strong unit. I like taking the Xenos Inquisitor with Power Armor, Rad Grenades and Psychotroke Grenades. Rad Grenades give -1 to the toughness of the enemy unit and Psychotroke Grenades affect the enemy's combat potention. There are a ton of options for shooting Inquisitors and close combat monster Inquisitors. And the best part is an Inquisitor unlocks the henchmen. They make an already unique book open up with more units, adding more flavor to an already unique book.

Portal 2

Overall Rating: 9.7/10
Replay Value: 9
D20 Roll for Non-Nerds: 20
Playtime: About 10 hours on the single player and maybe 5 hours on Co-Op


Portal was one of the break out hits to come from Value. When it was first announced for the "Orange Box" I don't think anyone knew how much of a break out hit it would be.
You first impression of Portal 2 is a lonely world of disrepair. Your starting room is in disarray and your the only living being in the world. This would be disconcerting if you did not have your pal Wheatley, helping you through this dark world with light quips and bumbling assistance. Wheatley is voiced by Stephen Merchant and this is one of those performances that should cross entertainment mediums! There should be a special Golden Global or Oscar for Mr. Merchant because without him Wheatley is just a sphere floating in air. You will enjoy every moment that Wheatley is on Screen and miss him when he leaves.

In this sequel you are still up against your old enemy GLaDOS. She is just a little annoyed at being destroyed in the last game and is out for revenge. No longer is she helpful. Now her true nature comes to life! Even with all that has happened to her she has the same desires as before and with hilarious lines and murderous rage that made her one of the greatest video game villains.

With any sequels you have to worry that the game will just resort to the same old tricks. Your main weapon will still be the portal gun. Able to fire two interconnected portals, it will push the limits of your problem solving imagination. If you played the first game and thought there was nothing more you can do with the portal gun, well you were wrong. Added to the mix is acceleration gel, light bridges and living companion cubes! There are more tricks in this game than ever!

The single player game is broken up in 3 acts with 9 Chapters, this game is about 3 times as long as the first. Added into the mix is an amazing Co-Op mode that continues the story from the single player. I don't want to talk to much about it because it might spoil the Co-Op and single player game but it is one of the most innovative Co-Op modes in recent history.

If you are looking for a game that is not about shooting hundreds of nameless bad guys and will challenge your problem solving skill and make you laugh, Portal 2 is the game for you. Science and exploration await in this Game of the Year contenders!