Friday, November 8, 2013

Special Character Poll

The post early this week on Special Characters sparked enormous comment both on the blog and also Twitter.  I’ve been accused of trolling, playing mind games and implementing diversionary tactics in the lead up to the Masters. In fact, I was asked whether I envied Throgg’s honorific and whether I had considered renaming the site “Fields of Trolls”.

So, let’s address that first. I fundamentally believe that – Special Characters aside – you can play Warhammer straight out of the book with minimal comp. I believe that the external balance between books is currently the best it has been in ten years. However, the inclusion of Special Characters introduces balance considerations. Generally 90% of Special Characters are fine and have no undue influence on army balance. There are though up to 10% who skew normal balance considerations. That is why I don’t like Special Characters.

I thought I’d run a poll with a couple of questions and people can give specific feedback on Special Characters.

Question 1: Should all Special and Named Characters be banned under FOB-Lite Comp?
A. Yes
.
B.  No

Question 2: If you answered “No” to Q1, should specific characters be banned and/or have restrictions placed on them?
.
A.  No bans or restrictions
.
B.  No bans but some restrictions
.
C.  Some specific characters banned
.
D.  Mix of bans and restrictions

Question 3: If your answer to Q2 was that some bans and/or restrictions should be included, please list the characters you feel need attention and any suggestions to potential restrictions (if deemed warranted).

Please put your responses in the Comments section. I appreciate the poll is not scientific, probably not balanced and if deconstructed the questions may demonstrate survey bias. That’s just the nature of my unbeautiful mind.

Vermintide Lists

Disappointingly there are only eight lined up for Vermintide this year.

However you can check the lists of those that are going here

As previously noted, Vermintide is 1200 point event over 5 rounds.

Thursday, November 7, 2013

Magic - My Favourite Part of the Game

While I like the whole WHFB package, I (like I guess most people) have a favourite aspect. For me it is the Magic Phase.
So why is this?
Well I like the fact that it is multi-layered and that it contains uncertainty. To be successful in the Magic Phase requires both resource management and risk management. You also need the ability to bluff and to read people.
For me the Magic phase begins at the start of the game when you find out what is someone’s list. You see where they have invested points and where they haven’t, if they are offense-focused or whether they are possibly risk-averse. Generally I find that by reading a list, followed up by a quick conversation that I can coalesce a plan on where I should attack somebody and where I think their threat will come from. And remember people have favourite units and models and sometimes develop a blind spot in respect to them.
Based on the above, I then select my spells. I’ve always had disdain for people who have Loremaster. To me it betrays a lack of confidence in their ability to select the right spells coupled with a propensity to blame failure on bad luck….”Of I didn’t get Purple Sun, so I couldn’t win”. Show me a Loremaster and immediately I see weakness. Selecting your spells is key aspect of your gameplan but if you don’t get the ones you want it shouldn’t torpedo your chance to win. Your plan….if it is a good one…..should be adaptable. If it really is just six-dice 13th or Purple Sun, well you probably need a new plan.
When I select spells, I like multiple channels of attack – be it Direct Damage, Augment or Hex – as this gives me the opportunity to bluff and play mind games.
The fun really starts when you get to the Magic Phase and have to manage your resources while assessing then re-assessing impact. So many times you see an 11PD Magic Phase go to waste due to a lack of focus be it lack of a plan or indecision (I do it far more than I’d like and it is the most frustrating thing when it happens).
Generally in your Magic phase you should expect to get one spell off and attempt to engineer a second success. In defence, you need to accept that they will get one spell and try to ensure they don’t have additional success. Once this is done the games to ensure the spell that you get off and the spell you let through are the ones you want. I’ll let you determine how you do that but to me it is one of the key skills in the game and a major part of the attraction.
One way to improve the defensive part of your game is to play without a Dispel Scroll in practice games – effectively 25 points down (leaving Arcane slot empty). It sharpens your decision-making. When you then put the scroll back in, it fulfils its true purpose – last line of defence – rather than how it is commonly used (and generally wasted).
The real beauty of the phase is that through judicious use of dice and the order you cast you can achieve some great combinations. And there is nothing better than the look of horror on your opponent’s face when they suddenly realise what you’ve done. Priceless!
So for me this is the most enjoyable phase of the game….and probably the reason I hate Dwarfs so much. Their defence has no subtlety but works with as much guile as a killswitch. I realise though that they are miserable bastards and them killing my fun is the nearest they will ever get to a victory.

Wednesday, November 6, 2013

The Case Against Special Characters

To my mind most of the balance issues seem to start in the game when Special Characters are included. Now I’m sure people will point out to me the characters that are not overpowered and offer something new and exciting to the game. I’ll even go out on a limb and say that these characters make up 90% of the Special Characters on offer, however there is one major problem. Apart from some strange souls – I’m looking at you Dave Appleby and Henry Poor – these are not the Special Characters that get taken.

For every one of these “90%” that get taken at a tournament, I’m guessing three or four of the “10%” turn up. And why do people use them? Not to give their army some strange or unique feel. They use them to get some perceived on-table advantage. I guess I don’t buy the Kool-Aid that people lie in bed at night and go “I wish I had a cool Troll army”. What they are more likely to be saying is “How can I get the most efficient spend on my Core”. Similarly, I don’t believe people either love the Epidemis model or his backstory. What they love is the “tally” special rule they can’t access any other way. Alalalarelle the Radiant isn’t there because she’s cool, she’s in the army because she provides a minimum 5+ ward against shooting on Banner of the World Dragon-toting White Lions.

So I’m biased. I’m going to say that upfront. I’ve always hated Special Characters in tournament gaming. Sure put them in your campaign games or garagehammer battles but keep them away from tournaments. In Fantasy, the list of offenders over the years is long and horrendous – Kairos, The Masque, Khalida, Throgg, Manfred, Thorek, Teclis, etc etc etc. Isn’t it funny that it’s these you see rather than the ones that don’t break the game. I hated them in 40k and I hate them in Fantasy.

Why do I think they are a problem?

Because I don’t believe that Games Workshop playtests them to any great extent. If they playtest a new book within their studio exactly how much focus does a Special Character get? How many potential combinations do they look at and test? I’m going to go with not many. Actually I’d be surprised if individual Special Characters get more than one or two playtest games. Yet the weekend the book gets released thousands more pairs of eyes look at these characters and go “What if”? Suddenly things get taken to the extreme and in that context the abilities that the special Character construes bears no relation to their points costs.

Over time – and with the release of new 8th Ed books – I believe the game is becoming more and more balanced. Less and less restrictions are required to level the playing field for these current edition books – I reckon I could at a pinch reduce it to five. However ones of these would definitely be a line banning Special Characters due to the applied effects of the 10%.

Monday, November 4, 2013

New Warhammer Terrain Pieces Spotted

The eagle-eyed have noticed what looks like two new terrain pieces in photos contained in the new Warhammer Expansion "Triumph & Treachery".



Araby, Khemri or Eastern Terrain


Some Sort of Portal

My guess is that this may be some sort of dual kit such as the Storm of magic fulcrums. Anyway key an eye out over coming months to see if some does eventuate.

Games Workshop have a history of hiding new models - particular terrain - in full view.

Invitations to the 6th Annual NZ WHFB Masters

So the invites for the Masters went out on Friday evening and it will be interesting to see how the final field shapes up. The organisers have to put together a field of 12 players for the event.

Last year’s winner automatically gets an invite so in addition, only the Top 11 Ranked Players qualify automatically. The automatic invites therefore are:

Current Masters Champion – Tom Dunn
#1 – Pete Dunn
#2 – Ross Hillier-Jones
#3 – Dan Butler
#4 – Sam Whitt
#5 – Ryan Simister
#6 – Sam Campbell
#7 – Mal Patel
#8 – Peter Williamson
#9 – Hamish Gordon
#10 – James “The Unluckiest Man in Warhammer” Brown
#11 – Rory Finnemore

As Ryan Simister is currently overseas, his invite has passed down to #12 Richard Barby. These people received their invite on Friday and have a few days to make their decision.

So will any of these be forfeited? Well, Air New Zealand are doing their best to dissuade the Dunns with their ludicrously high fares. RHJ and Dan butler live in the area so you’ve got to expect that disorientation of their competition who are used to civilisation will be seen as a big factor in them accepting. Sam Whitt is travelling north with Peter Williamson (and associated groupie). However Peter can choose to win the Warmachine Masters or be an also-ran in fantasy and that may influence his decision. The Kapiti Fun-Bus is travelling north – 2 gamers, 22 Trolls and 20 Beasts of Nurgle – leaving only three other automatics. I’m guessing Mal will decline his invite as he realises this is a bit different from clubbing southern seals. Auckland’s “Finest” James, Rory and Richard will all accept there invites.

By my reckoning that means between two and four invites will be forfeited. So what happens?

Should any return their invite then the invitations will go in order to:

#13 – Thomas van Roekel
#14 – Joel van de Ven-Long
#15 – Locky Reid
#16 – Jeff Kent
#17 – Antony Kitson
#18 – John Willenbruch
#19 – James Cardno
#20 – Stuart Robinson

Now Thomas is now residing in the UK so you can count him out. Joel currently is overseas but may be back in time. However traditionally he gets a bit scaredy venturing further north than Palmerston. Locky is a finishing student and really should be looking for a job however there is a chance he’ll take the risk and jump in Kiwihammer Push-it-Forward bus and tiki tour north.

Jeff Kent. Well you wouldn’t have to ask this boy twice. He has assumed the Hagen Kerr role attending the Masters to hang out with the rich and famous. Word is that he has asked Sam Whitt whether there will be a spit roast. Jeff, there are a number of fine eating establishments in Hamilton.

If any invite should get past the grasp of Jeff then there is a bunch or Auckland gamers ready to pounce. Stu Robinson, your chances of an invite are more modest than Len Brown’s sense of responsibility.

Move and Fire Artillery

The scuttlebutt is that sometime in the next 20 months we’ll see 9th Edition hit our tables. Inevitably with that we will see various rule changes, some big, some not so big.

One rules change I would really like to see is a change that characterises the Ironblaster and Skullcannon as Warmachine with regard to all aspects of shotting. This may be as simple as an errata removing “Move & Fire” or a change in classification.

Over the past few years I have used both Ironblasters and Skullcannons and, more than anything, it is the ability to move and fire that makes them so effective. Both models have the opportunity to reposition themselves so that they can bypass any cover advantages (e.g. Monstrous Infantry/Cavalry or Monsters, Dragonbane Gem/Dragonhelm, Charmed Shield) that their opponent derives. Trigonometry increases this benefit as the enemy approaches.

Certainly I think the game would be better for it if this ability was taken away. The units would still be worth their points but some of the cream would be knocked off the top.

FOB NZ Fantasy Rankings Updated

The WHFB Rankings have been updated for the first event of the 2014 Tournament Season. Over the weekend the inaugural DILFCON was held in Auckland and attracted 14 people.

The player formerly known as the People's Champion, Henry Poor, won the event with Ogres beating two Masters invitees, James "The Unluckiest Man in Warhammer" Brown and Richard Barby.

Friday, November 1, 2013

2013 Best Army Iconholders

Yesterday saw the end of the 2013 tournament season and I thought I'd spotlight who finished up as the best performed general in each of the Warhammer races for 2013.

Skaven - Pete Dunn

Warriors of Chaos - Ross Hillier-Jones

Daemons of Chaos - Sam Campbell

Lizardmen - Mal Patel

High Elves - Peter Williamson

Ogre Kingdoms - James Brown

Chaos Dwarfs - Richard Barby

Empire - Joel van de Ven-Long

Beastmen - Locky Reid

Bretonnians - Antony Kitson

Wood Elves - James Cardno

Vampire Counts - Basil Moskovis

Orcs & Goblins - Henry Poor

Tomb Kings - Paul Dalton

Dwarfs - Tane Woodley

Dark Elves - Sean Robertson

Congratulations to everyone who secured an icon. Also congrats to Sam Whitt for playing in the most events and using the most different armies

A Golden Age For Warhammer?

2013 has seen Games Workshop release five Warhammer Army Books with one coming out pretty much every two months.

The quality of these books has been really high and generally they have exhibited a greater degree of internal balance than has been evident in the past. Probably the most disappointing has been the Lizardmen book where Core choices were pretty uninspiring and have reinforced the Skink Cloud as the preeminent build. Generally though we are seeing diversity in the 2013 vintage despite the talk of net lists etc. You will always get more efficient builds but all the books released this year have the capacity for several builds.

Against this background we have only five books that do not have an 8th Ed version - Bretonnians, Wood Elves, Dwarfs, Beastmen and Skaven. Of these, only Dwarfs and Skaven are core races - the others being towards the lower end of best sellers. I'm sure I'll now be inundated by wooders who'll tell me that for a three month period in the dim distant past, Wood Elves were the biggest seller in SE Belgium or some other irrelevance. The point is we are nearing the end of the cycle and most of the common armies have an 8th Ed book.

And what has this resulted in? Well I think we have a far more balanced game than at any time in the past decade. Some will point to a dominance of WoC or DoC but I contend that this is mainly due to either Special Characters, ill-conceived comp or rules changes and the lack of scenarios. Generally Top 10s here in NZ have seen a variety of armies.

That aside, the other big difference is that the game is more fun than previous editions. The presence of Big Magic and the shift from resource to risk management make the game more enjoyable. Shit can happen and it does. From my own point of view I have been enjoying two of the more random - in terms of variable - armies. Skaven and DoC while having a bedrock of certainty have a thick veneer of variability. And I love it.

So for me this is a golden age. I love playing the game. I'd happily play most evenings if I could as something wacky happens and I have to adjust. Or it doesn't happen and the best laid plans work.

And I haven't even started on how good most of the new plastic models are!