So, I've been thinking about lists for the upcoming Mangled Metal/Fang and Claw Tournament. I hadn't really giving this format much thought before. I'd played in a lot of mangled metals in the past but even the tournaments I played in tended to be a pick up events where I was not planning on playing in it. My big fear is Karchev and other casters that can kill Jacks/beasts and take a beating. So When building MM/FaC lists I think you want to focus on 2-3 heavies and a beatstick Caster. I was originally going to play my Trolls in this event, but after looking over my collection of beasts and casters, I think I'll go with my Cygnar or Cryx instead. For Trolls I have a few casters I'd consider for this type of scenario, but I'm lacking the beast support I'd want. I'd run Borka with two Earthborns, but I don't have dups of my Earthborn and I've only got one game with Borka. Two Earthborns are the core of all my Theorymachine lists, although I was also looking at a Mauler/bomber combo, but with out an Axer or Impaler, I felt the threat ranges where two small. Also Beasts tend to be slightly more expensive then jacks and a little less durable, both these factors have swayed my choice to Warmachine armies. With Cryx I can run Denny with two Slayers and two arcnodes, or Coven with the same or swap out the Slayers for a Deathjack. Cygnar takes a little more effort and if I had a third Ironclad, I'd run them with Estryker, instead I think I'll run Ol'Rowdy, Ironclad, and Charger. Maybe Siege with Defender, Hunter, and Charger.
Oh, I just realized I have a ton of Merc Jacks, maybe it's time for Magnus to come out of Retirement. Bart's Theme list drops Mariners down to 7 points each, allowing him to run two Mariners and two Buccaneers. So many choices, I don't know what to do. To make it even more fun, my Khador army is currntly a bunch of Jacks and Casters, with only a min winterguard as infantry and only a Wardog for my solos, but that matters little in Mangled Metal. Sigh, life was easier with I was just looking at my trolls, now I'm a kid in the Candy Store.
Welcome to the Ninja Hut, a Blog dedicated to Gaming. I'll mostly focus on table top war gaming, but from time to time I'm sure I'll mention video games, movies, or massively multiplayer games. Currently I'm playing Warmachine and Hordes. For Warmachine and Hordes, I play Cygnar, Cryx, and Trolls. Currently I'm focusing on Cygnar.
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Monday, September 27, 2010
Thursday, September 23, 2010
Steamroller? What Steamroller?
I help organize our local store's monthly Warmachine tournament and we have had a bunch of new players show up on league night lately so I figured it's time for a Mangled Metal event. Normally I'm a bit of a fanboy for official tournament rules like Steamroller, so even when I'm not happy with the current state of that rules set, I try to follow it anyways as if gives everyone a common ground of understanding, everyone uses the same rules. But as I looked though the Steamroller Doc for the Mangled Metal rules, I just realized how many events I've been too or even helped run that are not supported by Steamroller. Also I realized Mangled Metal is not listed in the steamroller rules. Both the Genesis and Resurgence where not steamrollers and I'm always seeing people use Mangled Metal or "progressive army size" as a tournament format, but that's not supported as a Steamroller format. It never occurred to me, to not run a Steamroller if I was able too. So the next event I'm helping run will be Mangled Metal.
Monday, September 20, 2010
Stuff and things
I've been playing Lotro a bit and I'm really enjoying it. Also I started to play some Warstorm once again, it's a facebook game that's sort of like an automated Magic the Gathering, it's pretty entertaining.
On to Warmachine stuff. What's up with all the Infantry machine players I keep running into. Jacks or Beasts are where the game gets good. Most Hordes players know this or at least have to take beasts so I'll focus more on Jacks, even though a lot of what I'm going to say applies to them too. Jacks are tactically very flexible, power attacks and focus allocation are very good and powerful effects, add to that the fact that most heavy jacks are very hard to take out and you have a winner. All Jacks have powerful anti infantry tech once you figure in multiple attacks, slams, and throws. Heavy jacks get trample too, making them even better against infantry and making it that much harder to protect something from a close heavy. Head butts allow for amazing melee or shooting follow up attacks. Maybe people just don't know how to use Jacks, but it scares me when I look across the table and see multiple heavy jacks or beasts.
Also, anyone know how to beat Karchev in a 15 point mangled metal? He hurts my head.
On to Warmachine stuff. What's up with all the Infantry machine players I keep running into. Jacks or Beasts are where the game gets good. Most Hordes players know this or at least have to take beasts so I'll focus more on Jacks, even though a lot of what I'm going to say applies to them too. Jacks are tactically very flexible, power attacks and focus allocation are very good and powerful effects, add to that the fact that most heavy jacks are very hard to take out and you have a winner. All Jacks have powerful anti infantry tech once you figure in multiple attacks, slams, and throws. Heavy jacks get trample too, making them even better against infantry and making it that much harder to protect something from a close heavy. Head butts allow for amazing melee or shooting follow up attacks. Maybe people just don't know how to use Jacks, but it scares me when I look across the table and see multiple heavy jacks or beasts.
Also, anyone know how to beat Karchev in a 15 point mangled metal? He hurts my head.
Friday, September 17, 2010
Lord of the Rings Online (LotRo) is now free to play.
Lotro went free to play a few weeks ago so I decided to see if my old Dwarven Minstrel was still around. Turns out he is. So I've been playing a bit this week. If you play Lotro on Fireroot server, look up Iolar if you get a chance.
Thursday, September 16, 2010
This is not a real post.
I'm just posting this as a link to my other blog, "The Game Trainer". I just posted some thoughts on dice probability and what that means to me.
Wednesday, September 15, 2010
Wednesday!
It's Wednesday!
That's about it.
Also I've added linkage to my army photos on Dakka Dakka. These are a photo inventory for me, so you will see some pretty unimpressive figures primer straight black or even (gasp) unprimed. the links should be right here on the side ---------------------------------------------------------->
Also here is a link to a Chess clock discussion I started on Focus and Fury. Focus and Fury is the most wretched hive of scum and villainy on the internets, so view them wisely.
So my take on trying to improve on both Chess clocks and timed turns are as such. Both ideas require some testing and refinement. For Chess clocks make the secondary or Tertiary tiebreaker be based on having spent less time then your opponent, giving the faster player an advantage in the match and really discouraging stalling. I would allow for a margin that gives players some leeway, like if your times are both 5 minutes apart or less, no one gets this tie breaker. (first guess, maybe 5 minutes is too short). That last sentence looked confusing, so what I mean't was you have to use less time then the slower players total time plus 5 or more minutes to win this tie breaker. This could also favor the second player a little, if he missed his next turn do to "Dice down", the extra time the first player spent could give the second player this tie breaker.
For timed turns I would add a turn limit, you play for 5 turns max, but set up the time restriction to allow for this, unless people are running very far behind schedule . Don't allow control point or VPs to end the game, use them only as first tie breaker. The game only ends after turn five or at Caster Kill (Die down would only be called after a very generous time limit . Something like; Total turns times turn limit plus 10 minutes more for extensions and 5 minutes more for to avoidDice down being an issue.
So
N+X+E+5
N being the total number of turns BOTH players are expected to play (I think 5 is a good number, so N would be 10 for my event)
X is the timed turn limit, 10 minutes are 35 points, 12 minutes at 50.
E is equal to both players extensions, usually 5 minutes each, for a total of 10.
So dice down in a 35 point event would be 115, versus the 80 minutes Plus 2-12 minutes that are used now. That may be too much time, but most games should end before that time, but cheap scenarios wins would be gone unless they can also hold ground, not ending the game at turn two or three.
Comments are welcome. . .
That's about it.
Also I've added linkage to my army photos on Dakka Dakka. These are a photo inventory for me, so you will see some pretty unimpressive figures primer straight black or even (gasp) unprimed. the links should be right here on the side ---------------------------------------------------------->
Also here is a link to a Chess clock discussion I started on Focus and Fury. Focus and Fury is the most wretched hive of scum and villainy on the internets, so view them wisely.
So my take on trying to improve on both Chess clocks and timed turns are as such. Both ideas require some testing and refinement. For Chess clocks make the secondary or Tertiary tiebreaker be based on having spent less time then your opponent, giving the faster player an advantage in the match and really discouraging stalling. I would allow for a margin that gives players some leeway, like if your times are both 5 minutes apart or less, no one gets this tie breaker. (first guess, maybe 5 minutes is too short). That last sentence looked confusing, so what I mean't was you have to use less time then the slower players total time plus 5 or more minutes to win this tie breaker. This could also favor the second player a little, if he missed his next turn do to "Dice down", the extra time the first player spent could give the second player this tie breaker.
For timed turns I would add a turn limit, you play for 5 turns max, but set up the time restriction to allow for this, unless people are running very far behind schedule . Don't allow control point or VPs to end the game, use them only as first tie breaker. The game only ends after turn five or at Caster Kill (Die down would only be called after a very generous time limit . Something like; Total turns times turn limit plus 10 minutes more for extensions and 5 minutes more for to avoidDice down being an issue.
So
N+X+E+5
N being the total number of turns BOTH players are expected to play (I think 5 is a good number, so N would be 10 for my event)
X is the timed turn limit, 10 minutes are 35 points, 12 minutes at 50.
E is equal to both players extensions, usually 5 minutes each, for a total of 10.
So dice down in a 35 point event would be 115, versus the 80 minutes Plus 2-12 minutes that are used now. That may be too much time, but most games should end before that time, but cheap scenarios wins would be gone unless they can also hold ground, not ending the game at turn two or three.
Comments are welcome. . .
Monday, September 13, 2010
Tournament wrap up
So the Saturday tournament happened and while I mostly enjoyed my self, my first game was frustrating.
I played my Grim list all day and I enjoyed the list very much. Grim is a sweet caster and running 50 points of beasts with him was fun. We had an 8 player turn out, so no one was getting byes, but we have had much better turn outs before. The faction line up was two Khador, two Circle, Menoth, Merc, Cygnar, and me playing Trollbloods.
I played Johnny and his Khador first round in a Killbox mission.
Johnny is a local player and a good friend of mine, but we both got a little heated in this game. I felt he was wasting my time during my turns with slow tough rolls and having to fish a dismounted Fenris out of his minis bag when I killed the Dragoon (this caused me to lose activating a few models and stopped my Earthborn mid attack, but I forgot about the time extension) . So when I tried and failed to get the Caster Kill on EButcher, I knocked him down, attacked a bunch at range but I didn't have the speed to get the Earthborn into finish him. So I resigned to losing, but Johnny started his turn, Walked the butcher up to Grim and started to swing, I said nope, you where knocked down and didn't shake it off, then you moved you caster, so you forfeit your attacks. He got very frustrated by this and said he conceded, I told him to get the Judge and see what he said. The judge ruled that what happened happened and there was no take backs, but he could still spend focus for extra attacks. The Epic Butcher then slaughtered all my beasts and my caster. :( After the Tournament I thought about that and realized you don't forfeit your initial attacks, you forfit your actions, so you can't buying attacks. So I should have lost, if Johnny shook off the knockdown, but he but lost anyway. I'm a little bitter, but I failed on my turn because I didn't plan it well, so that's my bad. (I feated that turn to set up the caster kill, then had Grim shoot the butcher with the net gun, instead of my rifle, where "bait the line" would have gotten the Earthborn to the Butcher, additionally if I used the rifle I won't have moved up into the butcher's threat range.
First Place when to Lance (Circle), then I think Adrian (Menoth) then Bryan (Khador).
I played my Grim list all day and I enjoyed the list very much. Grim is a sweet caster and running 50 points of beasts with him was fun. We had an 8 player turn out, so no one was getting byes, but we have had much better turn outs before. The faction line up was two Khador, two Circle, Menoth, Merc, Cygnar, and me playing Trollbloods.
I played Johnny and his Khador first round in a Killbox mission.
Johnny is a local player and a good friend of mine, but we both got a little heated in this game. I felt he was wasting my time during my turns with slow tough rolls and having to fish a dismounted Fenris out of his minis bag when I killed the Dragoon (this caused me to lose activating a few models and stopped my Earthborn mid attack, but I forgot about the time extension) . So when I tried and failed to get the Caster Kill on EButcher, I knocked him down, attacked a bunch at range but I didn't have the speed to get the Earthborn into finish him. So I resigned to losing, but Johnny started his turn, Walked the butcher up to Grim and started to swing, I said nope, you where knocked down and didn't shake it off, then you moved you caster, so you forfeit your attacks. He got very frustrated by this and said he conceded, I told him to get the Judge and see what he said. The judge ruled that what happened happened and there was no take backs, but he could still spend focus for extra attacks. The Epic Butcher then slaughtered all my beasts and my caster. :( After the Tournament I thought about that and realized you don't forfeit your initial attacks, you forfit your actions, so you can't buying attacks. So I should have lost, if Johnny shook off the knockdown, but he but lost anyway. I'm a little bitter, but I failed on my turn because I didn't plan it well, so that's my bad. (I feated that turn to set up the caster kill, then had Grim shoot the butcher with the net gun, instead of my rifle, where "bait the line" would have gotten the Earthborn to the Butcher, additionally if I used the rifle I won't have moved up into the butcher's threat range.
* * *
My second game was against an old friend from out of town, Matt playing Epic Magnus. We played convergence that round. Basically did a turn two feat with EMagnus picking both player's table edges so I could only do lateral movements, he also ran the Halbardiers up to pin my models in place. But I just took free strikes and Shot Magnus down on my turn. The assassination run required me to puzzle out some stuff and kill a few models, but worked well and gave me the game. Matt's a good player and will be great once he gets more games in. * * *
Round three had me playing my roommate, Rich with his Circle. We played Incursion and it was a slow grind, with him out maneuvering me and slightly out dicing me, I seemed to always leave models alive with 1 or 2 health, then he would swing buck and kill my beasts. Skin walkers are a huge pain to clear out, and while I was killing two or so a turn, He had ten of them. I managed to kill his Stalker and maybe his Pureblood (I can't remember if I sealed the deal on that, after my turn two he seemed to always be 2-3 hit points from death), but his Warp wolves with Epic Kaya are amazing. Just when you think he's going to have to commit, Kaya pops her feat and then the warp wolves house your models, then port back to Kaya.
* * *
Picutres added
Trolls on the March!
Round 1: That's pretty Butch!
A large Chunk of Johnny's army.
Round 1: Pregame list reviews, as Johnny
and I prepare for our round one match off. Grim vs. EButcher.
Round 2: That's a lot of Fury on the Board.
Round 3: I call this one "Chuck vs. the Ten skinwalkers" This
was a shot of the first turn as Rich starts moving the 'Walkers out.
EKaya vs. Grim
'Walkers, Texas Rangers
Walkers in Round 1 face off aginst Cygnar.
EKaya vs. EHaley
Round 2: Who let the Dawgs out? Circle on Circle Crime.
Kormac vs. EKaya
Round 26: The Steelhead's Wicker Battle Barge
Round 1: This is Kay-Door!
Evlad vs himself
.
First Place when to Lance (Circle), then I think Adrian (Menoth) then Bryan (Khador).
Friday, September 10, 2010
50 point Tournament tomorrow at Game Kastle.
So the event is pretty standard except we are using preset missions and survival scoring for ranking tie breakers.
Warmachine Tournament 50 point Steamroller 2010
Three Rounds
1st round: Kill box
2nd round: Incursion
3rd round: Convergence
Survival Scoring for Standings tie-breakers.
This is what I'm going to play:
Army Name: Grim 50
Trollbloods
50+6 points, 18 models
Grim Angus +6 points
* Dire Troll Blitzer 9 points
* Dire Troll Bomber 10 points
* Earthborn Dire Troll 10 points
* Pyre Troll 5 points
* Troll Axer 6 points
* 2x Troll Impaler 5 points each
4 Krielstone Bearer & Stone Scribes 3 points
* Stone Scribe Elder 1 point
Troll Whelps 2 points
__________________
Army Name: Grissel 50
Trollbloods
50+5 points, 28 models
Grissel Bloodsong, Fell Caller +5 points
* Dire Troll Blitzer 9 points
* Dire Troll Mauler 9 points
* 2x Troll Axer 6 points each
Fell Caller Hero 3 points
4 Krielstone Bearer & Stone Scribes 3 points
* Stone Scribe Elder 1 point
6 Pyg Burrowers 4 points
Stone Scribe Chronicler 2 points
Troll Whelps 2 points
5 Trollkin Champions 10 points
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