Steam Roller 2017 is out
Hello again everyone !!
Steamroller 2017 have been released :
Path to Glory review !
Hello everyone !!
Today we received our Path to Glory review copy :D
The book itself is 90 pages soft cover. It's very dense with infos, rules, tables and battleplans - no space wasted ^^.
There are rules for 20 warbands.
17 Start collecting alternate starts.
Price tag is : 20£
What is Path to Glory ?
Path to Glory is an Age Of Sigmar campaign mode where your warband earns "Glory". You amass glory and recruit new units or improve existing ones. This is a resurrection mode campaign (dead members and losses are restored between games). There is an objective to the campaign - the first player to complete it, WINS !
Generating a warband is quite simple, you don't need the General's Handbook or a battletome.
1) You choose a warband
2) You choose One champion in the corresponding Table.
3) Choose or Roll a number of follower units/model depending on the Champion chosen.
4) You can forego a follower choice to roll on the rewards tables (champion or follower).
-ps : Elite Retinue Followers Table require spending two rolls.
Khorne warband table
As you notice, it covers the Mortal and Daemonic side of Khorne.
Bob Of khorne test run
1) I choose Khorne Warband
2) Select a Mighty Lord of Khorne (with 4 followers choice)
3) use 2 choices to get 10 blood warriors
4) use 1 choice to get a Blood Secrator
5) use 1 choice to roll on the reward table for my Mighty Lord of Khorne..
Rolled a 6 "Reward generated from the lesser rewards of Khorne table " (Chaos warband have an extra reward table for mutation and things)
This time I rolled a 3 (D3) for a re-roll failed wound rolls of 1
I noted everything on the roster page and was set to go.
In the book there is an alternate way to generate a warband by using a start collecting box.
There is no simpler way to start you play with the content of the start collecting. You get a small bonus (one free reward) or one penaly (win at 12 Glory points instead of 10) to balance powerfull starter box.
1 ) After each game the winner gains 1d3 glory (can re roll if major victory)
2) the looser gains 1 pt.
3) Decide or Roll the type of reward (new units, hero new reward, unit new reward)
-if it's a 2 rolls follower table the cost is 1 glory.
-You can add new units from a different warbands if it's in the same grand alliance.
To win you must have 10 Glory points or 5 new units. (it's 12 glory points for certain start collecting box) + WIN an extra game !
Lock and load coverage (PP convention)
Hello everyone !!
It was lock and load this week end here the main info :
-Next year faction will be : Crucible guard.
-Each years a new mini faction will be released at lock and load.
-Theme are the new black, and the new way to play warmachine, by the end of the year every models will be playable in a theme.
(at some point they need to get real and call them sub faction or mini faction )
-One teaser theme video : https://www.youtube.com/watch?v=9mZLbyizm40
-One teaser release video : https://www.youtube.com/watch?v=H2IwzOneJuM
-Patrick Dunford won the Iron gauntled (with Haley2 good old scenario win with feat :/)
-Mercs and Minions will eventually be gone through and add on new factions like Grymkin and Crucible Guard to factions that can take them.
-image for the next Khador theme
-More theme are coming for everyone but unless something is totaly broken they want player to figure out the meta (hell yea) and stop to fear about their models.
Warmachine CID coverage (theme turmoil)
Morning everyone !!
CID update : Trollkins north theme and Mercenary in theme are into the CID for the next 2 weeks.
While the troll update is relatively easy work for the CID community, the theme aspect generate a big amount of discussion.
I know people on the blog are more GW oriented but allow me to give you a small debrief of what happening.
What is CID : Community integrated Development, it's a beta rule set where the dev interact with the player base before releasing new models.
Does it works : Yes relatively well, they enforce really hard forum rules (you can be banned if you fuck around, whine, troll, ..). They trimmed the writers very fast and focus on actual play testing. The community produced really good report.
What the problem this time ? : Theme !!
In warmachine you must play one of the 8 (or 9) factions, there is no inter faction alliance, but 2 of the factions (mercenaries/minions) are allowed to be recruited in regular army. In MK2 Merc/minions where so good that most of the good list used them over regular faction troops. In MK3 numbers of mercs units were nerfed hard + the ability to benefit from their buff was removed, this double nerf greatly reduced their utilisation to a few corner case (solo with generic buff)
Then enter the theme, Warmachine is like MTG with models, and at some points they didn't had any design space left into the faction. Without this space impossible to produce new models for the old factions (the big seller). To solve this problem they decide to use "Themed army list". To explain it to a 40k players, it's a sub faction. For exemple you could play : A space marines army (generic faction) Or in theme : A blood angel army, (with a limited units choice but extra special rules). Imagine how bloated would be the Space marines codex if there was no chapter dex and everything was included as generic SM entry !!!
Warmachine have this problem, for exemple the Cygnar empire (poster boy of the game) : have Storm knight (electric steam punk space marines), tempest order (magic mousquetaire pistolero), Trenchers (1914-1918 themed soldier) each of these have around 20 to 30 options + Big robot for everyone ^^ It's nearly impossible to add a new units to Cygnar without overshadowing an old unit (Hello Primaris marines ^^). With sub faction they can now develop more detailed units ex: The long range support unit will be different in the 3 themes and even if one is better then the other they will have a place in their theme (but not in the faction).
Easy fix, they just do what gw did a long time ago with : BA, DA, SW, GK for the marines.
So what is the problem already ??
They explained that "Theme" (read : Sub faction) are the new primaries building block and that's how they want the game to be played.
So themed army can now include a few mercs/minions choice, reducing the interest to play non-theme to nothing. They add this because everyone have a lot of mercs models shelved and non usable in theme. This is the point of contention. A lot of players (hard to quantify) want the un theme army list to be competitive. I am not sure that is possible anymore.
I think PP already moving forward and want to release 4 themes per faction ASAP covering each aspect of each faction, giving them a lot of "Design space" to fill the void sub faction are going to have.
What to think of the CID process by PP
-Generate good rules update and always find the Cheesy/Imba combo before release.
-When canalized the community feedback is valuable and point thing that the Dev don't always see.
-A community can behave.
-Good communication by the dev team explaining intent behind rules change or concept they want tested.
-Time for troll to get buffed ^^
-Delay : There is too much delay between the beta session closing date and the integration into the game. I mean they should do like blizzard when the test server close, on week (2 max) later the changed are implemented on the retail server. Right now we tested the tournament package for 2017 in march and it's still not in retail (should be next week).
- The decision of What to include in CID or not are not always explained.
-Theme : The word "Theme" should be replaced with "Sub faction" or "Mini faction"
That's it for the coverage of the CID in warmachine, i hope it was clear enough for the non players :D
Path to Glory !
Hello again !!
Path to glory is coming soon(ish) + 3 new start collecting ;)
Can't say more
Downloadable army roster (For AOS skirmish & 40k)
Hello again everyone.
You can DL roster for AOS Skirmish and 40k here :
warhammer 40k roster
Aos Skirmish roster
I am a bit salty that they took down the Amazing builder made by Marti and post a PDF link, the week after. but heh :/
Skin an moans
Hello everyone !!
The new warmachine faction (Grymkin: The Wicked Harvest) is coming and the models are really well made and in plastic
Honestly the quality is quite good, i only saw one model for now but the details are very crisp. I hope it's only the start of increase in quality on their whole range.
(this model is quite cool)
ps: photo are not from me.
Company of Iron
Hello everyone !!
Privateeer press is announcing a new skirmish game. it's based on their universe of course.
Perks are :
-Entry level product
-boxed game for 2 players with enough stuff to play
-Units and hero (solo) customisation.
-Alternated activation (each player activate 1 model)
-Models in the box are playable at warmahordes
It's fun that everyone is surfing on the Small skirmish hype.
Official press release by hungerford
If you’ve looked over the Lock & Load GameFest 2017 schedule, you might’ve noticed there is a mysterious hangout with my name attached to it.
I’ve been waiting impatiently to announce the project tied to that hangout, and today is finally the day to do so. The game is called Company of Iron, and it is a new way to play with your WARMACHINE and HORDES models.
If you think the name sounds familiar, that’s because Company of Iron was a league that ran early in 2016. We decided to use the name again because this game is a natural evolution of that league. The new Company of Iron also focuses the action on units and solos, but it adds light warjacks and warbeasts. Also like that league, it allows you to play out small engagements but develops that idea further from the core rules of WARMACHINE and HORDES. Due to the smaller size and focus, it’s a fantastic entry point for new players as well as a great way for current players to dabble in another Faction or two that they might have had their eye on.
The biggest change is in how models activate. Each model in Company of Iron acts independently, and players alternate activating one model each during a round. This makes for exciting games of give-and-take, where plans have to change as the state of the battle evolves.
The game also adds two kinds of cards. Each player chooses a model to be his or her company’s commander, and that commander gains a card representing a specialty. Some commanders excel at focusing on a mission’s objective while others push their force to annihilate the enemy. The other deck of cards represents battle plans and assets your force has access to. Battle plans are powerful effects that each player can use once each round. Among other things, assets allow for rolls to be boosted or rerolled, and there is no limit to the number of assets that can be used in a round.
Company of Iron is launching this fall with a boxed set containing everything two people need to play the game. The rules are based on existing WARMACHINE and HORDES rules but have been edited to reflect the specifics of Company of Iron. In addition to the cards, rules, and tokens, the game also includes miniatures for two 20-point forces along with two brand-new character solos that have never been seen in WARMACHINE or HORDES before: Lieutenant Gwen Keller, a valiant leader of Cygnar’s Stormblades who, in addition to her storm glaive, is armed with electrified grenades, and the Farrow Brigand leader Agata, Queen of Carnage, who some of you are now meeting for the first time in the just-shipped Widower’s Wood Iron Kingdoms Adventure Board Game. Lt. Keller and Agata will both be playable in WARMACHINE & HORDES as well, so be on the lookout for their stat cards to appear in War Room and in our Online Card Database once Company of Iron hits the shelves in October. And don’t miss the expanding Company of Iron content that will be available in every issue of the soon-to-be-revamped No Quarter!
We’ll be talking about Company of Iron in upcoming Primecasts and No Quarter issues as well as showing off the models at Origins next week, but your first chance to actually play the game will be with me at Lock & Load GameFest 2017. If you haven’t registered yet, what are you waiting for?
New warbands for AOS Skirmish (unofficial)
Hello everyone !!!
The excellent Rafal Maj edited a few new warband for aos.
It's unofficial off course but everything seems ok !
Check our gameplay review here :
AOS skirmish Game play review
Morning everyone !!
Yesterday was our shadow war campaign night, but some complication forced us to change our plan at the last second.
So instead of playing at our batcave, we were in a living room with an ovale shaped table. we had a few terrains and some models in different state of painting. The perfect setting to try AOS skirmish !
4 players split in 2 side (order vs chaos)
Warbands : Beast men + Nurgle vs Stormcast + sylvaneth.
Renown value : 30 pt each (25 is advised to start the campain but that felt too low.)
Nurgle : Gutrot Spume + 6 nurgle marauders (using reaver)
Gors : 1 shaman + 6 gors
Stormcast : Questor, 1 liberator (Prime), 1 judicator (Prime with the 1d6 bolt bow)
Sylvaneth : branchwytch +7 dryad.
Equipement : both melee heroes took the +1 life amulet and both wizards took the tome grating +1 to spell casting.
From the get go the stormcast list was super super scary !
Mission : M1 - Clash at dawn.
It's the first mission of the campaign, the table is divided in quarters and you take turn to deploy randomly 1 model each by rolling a dice (1-4 is localisation 5-6 is reserve). It was funny because everyone was mixed in and we anticipated a brutal turn1.
First good point of this game is that in 20 minutes we made the list , gathered the models, installed the table and explained aos to a beginner.
That was fast, so yea Skirmish do the job as a fast game.
The game :
The game was bloody, there is no special mechanism to help models survive. The rules use AOS 100% so no crippling wound like Necromunda/shadow war. At first i feared that the fragility of models would be too much but in the end it was the opposite. Basic grunt hitting on 4+ 4+ (unless you are an under costed dryad off course ^^) there was a lot of blank melee turn. Chaos took the ascendant by using the speed of the gors pack to isolate order element and focus them down.
At Turn, 5 the victory condition was met, but we decided to go to the last side standing (pride was on the line^^). The chaos had won (minor victory). At this point we imagined a quick cleanup by the chaos forces and maybe some trouble against the questor standing in a terrain (2+ save with reroll). Ho my we were wrong !
Boom it's nuke time !
The branchwytch casted unleash spite ! rolled big and a lot of 6 followed when the dust cleared only the shaman was left ! he was close to run away ^^.nurgle lost a couple marauders too.
We had a remontada on our arms ! wiping all the chaos force with one spell, order used the momentum to lock us in a stalemate lightly in their favor. The situation was : the melee monster from order and chaos locked in combat while the 2 caster were sniping from afar !
Between the grabbing by sprume tentacle and the questor shield the fight took 4 or 5 turns.
The gor shaman was trying to snipe the last Questor wound while the dryad was tring to kill everything with the bomb and wanted to charge the shaman too !! what a beast :D
In the end questor and the branchwytch emerged victorious after my poor gor shaman failed to cast 3 arcane bolt in a row :'( (with the +1 tome)
We made a quick post game were we rolled progression and treasure.
Nothing special about it they all got extra point and i got a meh counter spell effect.
Pro and Cons
-Game is fun, even with the lack of skirmish mechanism it's working well.
-Game is easy to set up, as promised this as easy to get some models and play !
-Scenario are very fun. We only played the first one but the randomized set up and the fog were super interesting.
- Cheap extension
-Easy to include new players.
-The game need more detailed terrain rules (like shadow war or something).
-A different way of rolling attack is needed too, 2 basic grunt fighting on a 4+ 4+ save 4+ is boring. Ok it's easy but it's totally random :D and can take age !
-We missed having an assist mechanism.
Question by the frostgrave player of our group : "hey we are 5 marauders against this solo liberator prime don't we get a bonus or something ?" answer "No activate 1 marauders." (then lost 2 marauders on prime split attack).
I understand that they needed to keep it simple and they couldn't rewrite all the warscroll but some mechanism to reduce to random spike would have been great. Xp would have been awesome too.
In the end we had a super fun evening perfect for a beer and bretzel and we want to finish this campaign to see how it goes.
For the price you can't go wrong :D
ps: sorry for the pics the light was terrible ^^