Wednesday, August 8, 2012

Short, Sweet and Deadly

Hasslefree Miniatures makes some of the best female beauties in the business. When I saw their new female dwarf slayer named Hayden (a possible nod to a certain diminutive cheerleader on that show that had the super powers; you know the one) I had to have her. Hayden is the first female slayer I have encountered, and certainly has the most appealing dimensions of any female dwarf I've ever seen. So, I bought her and painted her up:





I went with blonde mostly because it felt more "Hayden" to me, and added blue tattoos to break up all the skin (and there's quite a bit). Some close-ups of the tats (that's an "a" not an "i" you pervs):


This was my first time really painting extensive tattoos. I definitely need more practice. I aimed for a mixture of pseudo-Celtic swirls mixed with some Norse/Germanic symbols.


She also has a pretty nice caboose for a tiny little dwarf lady. At some point I would like to pick up the *ahem* resin version of her. I always enjoy painting up Hasslefree's stuff and I am definitely planning on more in the future. Their dwarf line in general is pretty amazing, so I may give her some more heavily armored backup down the line.

Thursday, August 2, 2012

Favored Enemy: Dungeon Command

For this installment of Favored Enemy, I'm going to take a look at Wizards of the Coast's new miniatures game offering, Dungeon Command.


This won't be a true Favored Enemy column, since I have only played two games so far, but since it is new and I'm fairly excited about it, I wanted to give everyone else a look. Like all FE posts, this won't be a true review. I'm just going to ramble on about what I like and don't like (so far) and you're going to sit here and read it. Or go to a different website, because I suppose that's an option too. But I hope you don't. Please stay?

Anyway, before I left on my honeymoon, I cleverly pre-ordered both of the initial sets of Dungeon Command and, lo and behold, they were waiting for me when I got back. I may have squeeled like an 8-year-old girl when I collected our mail, or at least that's what my wife says. But since I'm the one writing this, I definitely did not. It was more like a 13-14 year-old girl at least.

The two sets I got were Sting of Lolth, a drow based set, and Heart of Cormyr, which centers around adventurers of various human and demi-human races. Each contains a pre-determined set of 12 miniatures and some pre-constructed decks of order and creature cards, along with dungeon tiles to play on and loads of tokens and counters.

Upon opening the box, I was impressed with the artwork and box quality:


The box cardboard is thin, but unless you really mistreat it, it should hold up just fine. I also liked that the box had a little latch built into it. They definitely intend for you to keep using this box to carry your miniatures, which the inside box set up also shows:


As you can see, the tiles sort of "lock" into place over the inside tray, and do a marvelous job of keeping everything in place. Even after turning the box completely sideways , nothing shifted. I haven't been brave enough to turn it upside down, but I can imagine only a couple pieces escaping, and the latch ensures that it will never spill open.

And speaking of the tray, everything inside is marvelously organized:


Each miniature has its own cozy little hole to live in and all the cards, tokens and counters have a spot of their own. It makes the little OCD part of my brain very happy, though I am already scheming ways to separate the tokens up even further with little plastic bags and such.

The rulebook is well laid out and the rules very easy to learn. The book itself its more like a pamphlet or small magazine and I was interested to see that each box's rulebook had a cover unique to that set:


It is a nice touch, but hopefully they move to something more generic in the future. I can't imagine it is cheap to commission new art for each set and the contents of the rules are exactly the same otherwise. I wouldn't like to see art costs drive the costs of the game up (or kill the game) for something that's kind of unnecessary.

The game itself is very simple: summon monsters to your start area and they move around the board, square by square, and attack your opponent's creatures. You can collect treasure to boost your warband's Morale (which goes down as you lose warriors; reach zero and you lose, kind of like "life points"). Rinse and repeat each turn until someone wins.

Two things really stand out, however. The first is that you have a deck of Order cards, which let your creatures perform more and different actions than just the basics. The second is that there are no dice. This is very different from other D&D games, and especially miniature games in general. Instead, you tap a creature's card (much like in Magic: The Gathering) and you do damage automatically. It was kind of hard to get used to at first, but I really like this aspect because it creates a more puzzle-like game where strategy is everything. The Order cards introduce a little bit of randomness and can prevent damage, but you have a lot more control of how and when you deal or prevent damage.


Setup takes up a little more room than your average board game, but this won't be new to miniatures gamers. Those just buying in expecting a board game will find the space issue somewhat of a problem. Each person needing their own box to play, however, should be a decent clue that this isn't your average board game. Incidentally, the boxes are set up to provide a well-balanced sample game out of a single set, with the miniatures and cards split between both players using a smaller board set-up. It isn't a full game experience but it is a great way to learn.


Each box comes with a choice of two commanders with different abilities that affect your warband. Some provide more Leadership/Morale (which summons more creatures or act like "life points" for your warband respectively) while others give you bigger Order or Creature card hands, affecting your options during the game. Each commander also provides a special ability to shake things up. 



As you can see, the miniatures are pre-painted. They are pretty much the same quality as WotC's other pre-painted models in the past and many are re-issues of those same figures with different paint. They aren't terrible, but they aren't great either. They get the job done though. I would have like to see a little more variety in the colors and the drow are just plain too dark.  

The tiles are the same quality as other D&D tile products and are thick and durable. Best of all, they have puzzle-like hooks on the edges, similar to the D&D adventure board games, that keep the battlefield together during play. This is very handy if you bump them accidentally. The textures on the dungeon side are beautiful, but I am not entirely happy with the outdoor sides on the reverse. 


It's less about their looks and more about outdoor battles are handled. Aside from slightly different looks and terrain, there is little to distinguish them from dungeon battles. Hills are treated as walls, so even flying models can't move over them. It would have been nice to see hills be more like difficult terrain that provided a high ground bonus, since that would have at least changed outdoor tactics and given a reason to choose it over dungeons. There are even random magic circles and treasure piles scattered around for apparently no reason.


Ultimately, though, I find the game fun. It plays fast, allows for strategy unhindered by horrible luck and has fighting in dungeons, which always makes me happy. It has a lot of room for expansion, and there are two more sets announced this year, goblins and undead. In fact, you are not limited to playing a single faction out of the box. There are rules to create your own decks of order and creature cards, and there is some benefit to getting multiple sets, although for a casual gamer such as myself there is no real need. So far the sets seem very balanced, and play uniquely, with many options within the set itself. So far I am favoring Heart of Cormyr, as they are very much my playstyle, but maybe as I play more and get used to the drow I will change my mind. Or maybe one of the new factions will steal my heart. Time will tell.

There is one surprise in the boxes that I found most welcome: Each box has a small set of cards to use in the D&D Adventure System games. If you own Castle Ravenloft, Wrath of Asahardalon or Legend of Drizzt, then Dungeon Command is a great addition. A small handful of the miniatures in each set are painted versions of ones in the AS games, and come with new cards so they can be used as new monsters for custom scenarios. The Heart of Cormyr set has the best addition, in my opinion, as it allows allies for the AS system heroes to encounter and get help from. It is a unique, fun addition that adds new rules instead of retreading the same monster/encounter ground. 

There is a lost opportunity, in that no AS scenarios using the new cards were included. As it is, there are no real guidelines for making new scenarios and encounter decks in the base AS games, so it would have been nice to see something added for the less experienced players who aren't quite comfortable with making new scenarios yet. 

Dungeon Command gets a big thumbs up from me and I hope you try it out. If you are still on the fence you can check it out by reading he rulebook here. The price tag is $39.99 per set, but if you look around you can find some good deals.

Tuesday, July 31, 2012

Lord of the (Wedding) Ring

Ok, so far I haven't been very good at updating this blog thing I started, but I have a very good excuse: I got myself married!


Of course I decided to do this while I have had a couple major hobby projects going on and thus I ended up with few things to post. Now that my schedule has cleared up a bit, I hope to be able to post at least once a week. I promise nothing, but I will be doing my best to power through some things.

Also, having just returned from a honeymoon in Ireland, I am somewhat inspired to do a Dark Age or Medieval Irish warband for Song of Blades and Heroes. Anyone have any suggestions?

P.S. I spent a night in Lough Eske Castle while I was there. And I got to play some Lord of the Rings LCG while I was there. So I gamed in a castle. Be jealous.


Thursday, June 14, 2012

I need a hero...oh wait, I have six!

Many years ago I was allowed to purchase the DragonQuest board game. I say "allowed" because my parents were vary wary of anything carrying the Dungeons & Dragons name and even though they had bought me HeroQuest previously, the anti-D&D paranoia was strong in culture at the time. Somehow I was immediately going to start worshiping demons if I pretended to fight goblins that weren't on a board (we now know that it takes decades for such things). But since DQ still had a board and little stand-ups, it was perfectly ok in their eyes. Of course it turned out it was really just D&D "lite" and the board really just a map. It wasn't long after that I (and possibly my new demon lords) convinced my parents to let me charge headlong into D&D proper.

One of the best things about DQ, however, is that it came with everything: Stand-ups, a map, dice, a few plastic figures for the heroes and, in the deluxe edition that I had managed to grab, there were metal versions of those figures. Of course being young, I quickly lost the plastic figures. Eventually I bought more metal figures and soon had no need for the stand-ups, so those disappeared too (and I would love to replace them without having to buy a new set). I even managed to lose a couple of the metal figures, but whilst digging around I found the remaining heroes and decided to paint them up. I even had so much fun that I purchased replacements for the lost ones and painted those too.


I really am in love with this set. I used it for all of my early D&D adventures and it most recently became the basis for my favorite Song of Blades and Heroes warband.

My favorite has always been the cleric:



The figure has always felt like epitome of the classic cleric: stoic, covered in heavy armor and wielding a huge, heavy blunt object in the name of his god. I chose blues and whites to give him a "good" appearance, since those colors are usually associated with good.

I have always liked the wizard of the set as well:



Of course, I now know that the figure was originally a cleric as well, but the robes and the staff still seem to fit a magic-user. I still think of it as a wizard when I look at it. I chose a strong green to make him stand out, but also so he could double as a druid easily. Lately he's been either an elf or half-elf too, and green seemed to fit those as well.

Next up is the dwarf:



He's always seemed tough and I love his armor because its understated but still gives the impression of being heavy. I chose the red and white coloration as sort of a tribute to the HeroQuest dwarf. I also made the buckler bronze to keep the model warm-looking but stand out from the rest of the model.

My least favorite has always been the thief:



My objections to this model have always been based on his indistinct race. He's short, but not quite short enough to be a halfling. He's not quite tall enough to be a human, but too hawk-nosed to be an elf. Still, he is a quintessential cloak-and-dagger thief. I chose purple to keep him shadowy, but retain a splash of color.

The elf was also one of my favorites:



I liked the elf so much that I played a long string of elves and I had actually painted him once before. Originally, I had decided he must be a ranger, so his first paint job was all greens and browns. It was also atrocious, so I stripped the model and re-painted him as more of a swashbuckler. The turquoise cloak suggests "seafarer" to me and the puffy white shirt says "duelist". I went with bronze again to warm the model back up.

Finally there is the paladin:



I had the most trouble deciding how to paint this one. Eventually I settled on a templar theme with white, but I wanted to stay away from red as I had already used that combination on the dwarf. I chose orange because it was still in the red family and I really hadn't worked with much orange before, so I wanted the challenge. I tried to keep the armor dark, to contrast with both his weapon and to keep him different from the cleric. I also chose blue runes on his axe to catch the eye and contrast with the orange.

All in all, I am very happy with the end result. It was fun to paint some classic favorites and I am really starting to appreciate the old Ral Partha minis again. They seemed fairly understated, had little in the way of gaudy detail, but still had more character than a lot of minis today. I know I have more stashed away somewhere, so I know more will find their way to the paint table and onto the blog.

Maybe I can still find my owlbear...

Friday, June 1, 2012

Shadows of the (Gaming) Past

Lately I have found myself looking more and more at games that come from at least a decade ago. I also find myself wondering why that is. For example, I have been recently enthralled in looking at the Guardians CCG from 1995.


I remember loving the game because it was innovative (it had a board game quality to it), had an extremely tongue-in-cheek attitude about humor and because I was 14 and it was filled with high-quality art of scantily clad babes (for reference, I am still, essentially 14).

                     

I also find myself at a loss because while I still have a load of cards,  I must have lost my actual deck somewhere and I am missing essential things like Stronghold cards needed to play. So, I immediately headed to eBay, but just couldn't pull the trigger. I think I was mostly suffering from extreme nostalgia, and I wanted to think about it more before I spent money on something old that could be used for something new.

But that really is the crux of the issue, I think. I am looking back because there isn't a whole lot of new to look forward to. I mean, I have Ogre coming from SJG via Kickstarter (that's right, I'm a backer!) near the end of the year. I have Mice & Mystics from Plaid Hat Games (adorable and you should check it out; I will most likely do a feature on it when I get it) coming in August and a new edition of Warhammer 40K sometime this year by all accounts.


Everything else is pretty underwhelming at the moment. I should be excited for the X-Wing minis game from Fantasy Flight Games, but the price is putting me off. They also pushed back their Star Wars card game, so that's off the table for a while. There are many other games I have wishlisted, but I can never seem to get them out of the queue. I just simply don't feel inspired to spend money on them.

So I go back to the games of yesteryear. I think there are a number of factors at work here:

  • Nostalgia: It is hard to argue with a game that made Kid Me pants-wettingly happy. Memories of old friends and awesome nights spent playing are a huge bonus.
  • Cost: I already own these games, so they are free. Dead games, unless really rare, are also extremely cheap to replace if necessary. And usually you don't need to collect everything to do so, so its a cheap buy-in.
  • It is a known quantity: I know I like these games. Hell, I loved them. It is easier to plop down $10-$30 for a game I know I liked and know how to play still (mostly) than it is to drop $50-$100 on a new game I may be disappointed with.

So, yeah, I may be scrounging up old parts for WarhammerQuest (not cheap but a fantastic game; only need  a few bats to finish it off), getting a couple of starter decks for Guardians (haven't yet, but really I'm just delaying the inevitable) or hunting for an actual set of paper stand ups from TSR's DragonQuest board game (impossible as far as I can tell). Hell, I regularly pull out my HeroQuest set and it is probably my favorite game of all time actually. 


All of these games are around 15-20 years old now, but I am having a lot of fun, and that's what gaming is all about, in the end. It doesn't matter what game you are playing as long as you are having fun.

Wednesday, May 16, 2012

Favored Enemy: The Lord of the Rings LCG

Since I am between ideas on my dungeon project and not feeling much in the mood to do any painting, I have decided to do something a little different. This post is going to be the start of a new series I will be posting every once in a while called "Favored Enemy", which will focus on my favorite games that I am currently playing or that I want to talk about. I am NOT going to try and review the games I talk about in this series. I am just going to talk about the things I like, what I don't like and anything else that pops into my head.

The first game I want to talk about is one that carries one of my favorite themes: The Lord of the Rings Living Card Game.

The first thing that drew me to this game is, of course, the fact that it is Lord of the Rings. That's not something that necessarily makes a game an auto-buy, but it does grab my attention immediately. I have definitely purchased games that turned out to be less than satisfactory based on this (LotR HeroClix, for one), but it rarely steers me wrong and I usually end up with some great games (The LotR Strategy Battle Game is high on my list for best fantasy skirmish games).

But, the LotR name combined with the fact that it is a 1-2 player solo/co-op game made it an instant addition to my collection. I am mostly a solo gamer these days. This stems from a number of reasons, but is mostly because my regular gaming group has spread out all over the country these days, leading to only getting together for Skype RPG sessions. I also suffer from varying levels of social anxiety, so I rarely move out of my comfort zone to find new gaming partners. Solo/co-op games give me the outlet I need when playing games without having to go through the trouble of trying to find more players. I even play a lot of 2 player games solo by playing both sides. The 1-2 player nature of this game kind of lets me do both.

Lastly, it is also one of Fantasy Flight Games' living card game series. I love most of FFG's catalog and the concept of getting all the cards you need in any expansion you buy is wonderful. As a MTG player, I already get my fill of random card packs and card scrounging. While the core set of LotR lacks a few copies of some great cards, I can live without the max 3 that I can use of those cards and even if I couldn't, the cost for 3 core sets pales in comparison to some CCGs. So far, I'm good with one core set and couple expansions, but I do plan on buying more.

My solo setup. Kicking Passage Through Mirkwood's ass with my Leadership/Tactics deck.
Basically, you choose a scenario and its accompanying pre-set encounter deck to play against using a deck of player cards you assemble yourself. The core set comes with pre-set player decks you can use, but deck-building is extremely fun. By no means do you need to buy more cards, but you will find that some scenarios are harder than others, and not all decks are equal against all scenarios (even ones you build yourself). You get 3 heroes per player and you can play some favorites from the books, like Aragorn, Legolas, Gimli or Glorfindel. Other characters show up as allies, such as Faramir, Arwen or the powerful Gandalf (probably the best card in the game; never leave home without 3 in your deck!). You send some characters questing against the threats on the horizon, making progress in your quest if you succeed or raising your threat if you fail. Then, fight the foes that attack you from the deck. Reach 50 threat or lose all your heroes and you lose. Accomplish the scenario goals and you win. Simple enough.

Now, there are 2 ways to play solo: A single deck, or 2 decks and acting as 2 players. Running 2 decks works just fine with the rules as given. The challenges are pretty easy to tackle with 6 heroes and decks meant to support each other. I haven't played more than a couple games this way, but I am convinced that this is the way it was meant to be played. The scenarios just seem to be weighted toward having 6 heroes and there are some keyword (Sentinel, Ranged) that only function if you have another player. I assume actual 2 player functions the same way except that you have to deal with another person who may mess up your plan. 

A single deck is significantly harder to play and you really have to tailor your deck heavily to take on specific quests. Your deck really needs to be able to do everything. Even then, it is extremely difficult. I lost every single game I played until I decided to use the "Basic Game" rules in the back of the book and eliminating shadow cards from combat (or rather I deal one less than usual, which normally becomes 0 but some monsters add extra shadow cards). This makes combat a little more predictable and eliminates some truly nasty effects. Maybe once I feel comfortable again, I'll go back and start adding in the shadow cards to give myself a challenge. I haven't as of yet tried house ruling Ranged or Sentinel to work in single deck solo because I really haven't needed either yet, but it would be nice if they had some effect. There are still some scenarios where they can be useful, even if they don't work as written in the book.

I am by no means a master of the game yet. I have yet to attempt a quest with more than a medium (4-5) difficulty level, and I still lose 50-75% of the time (except the intro quest; that I pretty much destroy every time now). I recently picked up the Khazad-Dum set and a couple of expansion packs, so my deck has gotten a tad better and I am learning new tricks. Currently, my deck looks like this:

Heroes (Threat 30)
Powerful and versatile, Aragorn
is a consummate Hero
Aragorn (Leadership)
Gloin (Leadership)
Thalin (Tactics)

Leadership (27 cards)
Sneak Attack x2
Valiant Sacrifice x2
Durin's Song x3
Guard of the Citadel x3
Snowbourn Scout x3
Narvi's Belt x2
Steward of Gondor x2
Silverlode Archer x2
Son of Arnor x2
Sword That Was Broken x2
Longbeard Orc Slayer x2
Faramir x2

Tactics (20 cards)
Gandalf can fix any problem you might have.
Just don't expect him to hang around.
Dwarrodelf Axe x3
Feint x2
Horn of Gondor x1
Gondorian Spearman x3
Veteran Axehand x3
Veteran of Nanduhirion x3
Citadel Plate x2
Khazad! Khazad! x3

Neutral (3 cards)
Gandalf x3








That's all for the first installment of Favored Enemy. If you haven't tried it yet, I really recommend giving this game a shot. The learning curve may be high, but that's half the fun. As a card game it's expandable, relatively portable and comparatively cheap to get a good collection. If you feel like expanding past the core set, the Khazad-Dum expansion is a must have. There are lots of great cards in it and worth it for the box alone (but that's the subject of another feature).

Thursday, May 3, 2012

Minor Dungeon Update

My materials (namely some small chain) finally arrived and I was able to complete the other half of the room I was working on. The part I needed the chain for was for a simple set of chains that once held a prisoner:


And with some extra room around it:


I can say I'm not 100% happy with it It definitely looks better with other things around it than on its own. I would appreciate any ideas to make it less bland. Or maybe it is better in its simplicity? I don't know.

On the other hand, I am happy to say I now have 2 full rooms in my dungeon!


Next I think I will be working on some more hallways to let the dungeon branch out some more. I'm not sure what I will be adding to those pieces but I will try to come up with something interesting.