Saturday, November 29, 2008

American Ale


I'll make this one short and simple. This beer ain't half bad.

Cheap Budweiser in the red and white can has its place, but if you're looking to try something new, and good, from the Budweiser stable, shoot for their American Ale.

First off, this pours a lovely bronze orange color with a nice, khaki colored head. It laces the glass like I've only seen in more expensive brews. Smell is surprising; a delightfully modest caramel and roasted malt with a pinch of hops. Again, this is not cheap beer in a can. Taste is actually pretty good. It's nearly all malt and actually has a little bit of hop bitterness on the back end. This is indeed a well crafted ale, and I am rather impressed with it.

Friday, November 28, 2008

World War Wednesday


Even with the holiday schedule, we managed to get in some gaming. The holidays mean traveling, and traveling means gaming buddies who have moved out of town come for a visit! Todd was such a fellow, sporting the new anniversary edition of Axis and Allies by Avalon Hill. This classic remake has had a lot more redone to it than just a fancy new box cover too.


The layout is nothing short of amazing. It takes up a lot of square footage, and has high quality board sections and game pieces through and through. It's got high production value.


Each of the combating nations has their own color, and their own troop types. If you're playing American forces, your tanks, planes, battleships, etc. will all look totally different than what, say, the German player is using. For the military history buffs out there, you will recognize the difference between Tigers, Shermans, etc.


The battle board takes action of combat away from the (very) crowded to the side, and acts as a built-in cheat sheet.


If you're familiar with the old version, Todd's excellently written summary of this new edition will be of help!

Game in General
  • Game starts in 1941
  • Neutral countries may never be occupied
  • 18 victory cities are identified - Berline, Paris, Warsaw, Tokyo, Shanghai, Rome, Washington D.C., San Francisco, Honolulu, Manilla, London, Calcutta, Sydney, Hong Kong, Ottawa, Moscow, Stalingrad, and Leningrad.
  • Goal is for one side to control 15 victory cities.
Units
  • Artillery - 2/2, cost 4. When an infantry is matched one-for-one with an artillery, the infantry also attacks on a 2.
  • Tanks - Now defend on a 3 as well as attack on a 3.
  • AA guns now cost 6 and only fire when the territory they are in is attacked (no more fly-over aa). Must specifiy targets for each die roll (if bombers and fighters mixed in a squad).
  • Battleships - now cost 20 and require 2 hits to destroy, and is returned to full health at the end of a combat if only hit once (no penalty for one-hit during combat either)
  • Aircraft Carriers - now cost 14 and defend on a 2.
  • Cruiser - 3/3, cost 12. Can conduct shore bombardment like battleships.
  • Destroyers - 2/2, cost 8. Cancels special powers of subs, and aircraft may attack subs in same sea zone.
  • Submarines - now 2/1, and cost 6. Submarines may submerge before aircraft can attack. Also, any time a submarine would roll a die in combat, it may choose to submerge instead, essentially removing it from combat. Submarines conduct an initial round of combat prior to any other round of combat. Note that a destroyer prevents all these abilities.
  • Transports - now are 0/0 and cost 7. Transports are always chosen last in combat (you cannot use them as cannon fodder). Transports can carry any one land unit + 1 infantry; e.g. , 1 tank + 1 inf, 2 inf, 1 art. + 1 inf. or 1 aa + 1 inf.
China
  • China is controlled by the U.S., but is a separate entity. The U.S. and China act in two separate and distinct combat phases.
  • China gets no IPCs. Instead, China gets one infantry per turn for every two territories it controls, and those infantry can be place in any Chinese territory that does not have 3 or more units.
  • Chinese units cannot move outside of Chinese territory.
Game Play
1. Germany
2. USSR
3. Japan
4. UK
5. Italy
6. USA

R&D
  • You now buy "researcher tokens" for 5 IPC. You get to roll one die per researcher token you have. If you get a 6, you discard all tokens and roll for a breakthrough. If you don't, you keep all your tokens. In other words, you could add 1 research token per turn and start getting cumulative rolls until you got a breakthrough. However, you can only get one breakthrough per turn.
  • There are new technologies we can go over later. But of particular note, heavy bombers are only 2 dice.
Production
  • IPC value of a territory now limits the number of units that can be produced in all factories (not just new factories)
  • Factories sustain damage markers from Industrial Bombing - up to twice the value of the territory. Damage markers reduce by one the number of units that can be placed at the factory. Each marker costs 1 IPC to remove.
  • You may place an aircraft carrier and a fighter in the same sea zone during production
  • You may place ships in a hostile-controlled sea zone
Movement
  • Submarines can ignore enemy ships when moving, except for destroyers.
  • Neither submarines nor transports "occupy" a sea zone - ships may move through without attacking
  • Factories and anti-aircraft guns stop a blitzing unit (i.e., you can't blitz through a territory with a factory in it).
  • Fighters may "land" in sea zones where you intend to build an aircraft carrier.
Combat
  • During amphibious assault, battleships and cruisers may conduct shore bombardment, with a limit of one ship per land unit being offloaded from transports.
  • Defending, unescorted transports may be destroyed automatically.
Income
  • Bonus income is granted for achieving certain national goals


To kill the suspense; Todd and I won, and here's why. We both wore matching colored shirts, and mine had an 'A' for America followed by a star, and he had, obviously, was representing the European theater. I pretty much just built bombers and watched on as Todd ran the entire show from one coast to the other and everything in between!


The Axis powers; Ray and Jason. Jason romped through the European theater while Ray gave me a run for my money in the Pacific.


France exchanged hands half a dozen times, and that was only a sample of the chaos that overtook Europe from start to finish.


Overall, it was a heck of a lot of fun! The board is well worth the investment if you're into World War II, and board games. The mechanics were surprisingly simple and straightforward, and although it looks like a lot to keep up with, it's really not. The game will set you and your group (up to six players!) back many hours for the better part of the evening, but you will have a blast.

Monday, November 24, 2008

Preserve the Faith!


I've never been the largest fan of Chaplains in the 40k universe. It may have something to do with the over-saturated skull iconography, but on paper, they seem like a no-brainer addition to any self-respecting Marine army. Did I mention the incredible Dark Angel Veteran boxed set? Well the above Chaplain was made almost entirely of spare parts from that set.


All I supplied was the rear half of a torso, a set of legs, and an old backpack/cape bit. Oh, and a metal Dark Angel shoulder pad. He's equipped with the Chaplain weapon of choice, the Crozius Arcanum, as well as a plasma pistol. Some frag grenades, a censer, and a holy book round out the figure. I didn't know what to do with the Valkyrie style helmet wings with the veteran squad, but they look great here, maybe it's just that I've been listening to a lot of the Sword lately too. They might count as the holy relic Lion Helm as well, but I'll have to check the rules.

Sunday, November 23, 2008

Mother Magnus


Over two centuries ago, Magnus was fast becoming a natural leader within the Dark Angels chapter. He served well in both assault and devastator companies, but really came under his own as a member of the tactical companies. He earned the nickname 'mother' because he was always looking out for his fellow marines, not just in battle, but in all aspects of their lives. A scything claw of a Tyranid Carnifex cut his career short, literally. Mortally wounded, 'Mother' could only carry on entombed within the shell of an armored Dreadnought. He has served in this new role well for the last two centuries, and troopers still smile as they see their old brother-in-arms step between them and danger time and time again.


Although I'm sure this has been done before, I haven't actually seen it done, so I can kinda claim this idea on my own, haha. As I put together this model the idea came to me as the torso took shape. I cut up an old fantasy skeleton I had in my bits box and glued him to a little chunk of sprue to have him sit upright. Then I just super-glued it all down. Even though the model will be sealed up, at least I'll know it's in there.


This isn't the Black Reach snap-fit Dreadnought, this is from the boxed set and is quite the multi-piece model. So I could have plenty of options, I thought I would try my hand at using some magnets. Embedding the magnets in the weapon limbs wasn't too tricky, just some patience, an x-acto knife, and a little super glue.


The corresponding magnets I put inside the torso pieces. Sure, there's a thin layer of plastic between the two magnets, but these are pretty powerful and the hold is still tight. It also makes the outside of the model clean and neat. When it comes to 'weapon destroyed' results, it'll be a breeze to just pop off what's been taken out, and keep carrying on.


With the magnets in there, I can swap out the different arms with the torso as needed with incredible ease. This gives me full range of all the pieces in the boxed set, and I have flexibility when it comes to outfitting my Dreadnought for each battle.


"You know you're a geek when..." You post a YouTube video of your giant robot to show off the interchangeable, magnetic arms.


Here's a size comparison with a veteran Dark Angel. I jumped the gun a tad on the pics. Since I took these, I added all manner of bits, banners, and icons to personalize it a lot more, and make it feel more like a Dark Angels Dreadnought. The kit itself was not so easy, it felt more like a traditional model than a gaming model. Having said that, it still went together fairly quick and it feels pretty solid. The magnetized limbs are just an added bonus.

Veteran Troops


In my new, ongoing effort to build and grow my Dark Angels army, I picked up a couple o' boxes of the plastic Dark Angel Veterans. The Warstore, once again, came to the rescue when it came to getting my GW stuff on the cheap. Each box has enough pieces to build five troopers, probably works best as a command squad, but I was shooting for a full, ten-man elites choice.


Here they are, in all their unpainted glory.


I loaded my veteran sergeant down. I mean, he is the veteran guy on the veteran squad, so he's doubly veteran! He's armed with a power sword (or relic blade) and a stalwart storm shield. He's also packing both a bolt pistol and bolter.


These troopers are my only 'true' bolter-armed soldiers, although the one in the middle has a custom-built storm bolter; made just by slapping two bolters together after filing down the sides.


Nothing says 'veteran' like using appropriated equipment from the enemy. Here my bits-box diving turned up some truly vintage pieces. All of these are Space Ork weapons from the 1st edition, plastic Space Ork boxed set twenty years ago. Left to right; plasma cannon, customized bolter, and plasma gun. Don't worry, the chapter's techmarines have insured these are operating at 100% capacity, if I fail a 'gets hot' roll, we'll just say it's because of Ork 'teknology'.


These are my close combat oriented troopers, two with chainsword/bolt pistol combos, and one with a massive power fist. I tried to load these guys down with extra grenades. I used the 'running' torsos for these. Apparently I also use a lot of 'quotes' too...


Twenty year old Ork weapons weren't the only vintage pieces I went with. I also scavenged a few more parts from my quickly shrinking Rogue Trader sprues. Here we've got the last of the original bolters, and a datapad computer/scanner doohickey. Since the bolter is on the plasma gun armed trooper, I cut off the magazine so it would take up less space and have a more 'stowed away' look to it.


More Rogue Trader goodies, I like the look here with the holstered bolt pistol side by side with a spare bolter magazine.

Link
The word that best describes the amount of gear these guys have would be festooned. I loaded up every last bit of empty space on these guys with all manner of holy relics, pouches, doo-dads, and the like. I was also liberal with the purity seals and rifle scopes. It will be a pain to paint up, I won't lie to you, but as veterans, they will more than look the part.


Yes, in truest WYSIWYG fashion, my squad is modeled to reflect everything their stat sheets say they have. The only exception is my storm bolter trooper, who does not have a spare bolter on his person, that seemed a tad redundant.

For the record, although this is not a review, the regular plastic Space Marine tactical squad is great. This plastic boxed set on the other hand...is absolutely remarkable. If you're on the fence to play Marines, and don't know which chapter to choose. Pick the Dark Angels, or one of their successor chapter, or make up your own gothic-bent chapter so you can take advantage of this great set.

Sunday, November 16, 2008

All Hail the Nightbringer!


Marine Terminators bathe the Nightbringer in green chemical flame.

...also known as Aw Hell, the Nightbringer! We played another multi-player 40k battle, and the above pic, begins our report with the literal (and proverbial) end.


40k Battle #3
Mission: Annihilation
Deployment: Pitched Battle
Size: 1,500 points
Forces: Allied Necron / Tyranid Contingent
vs. Allied Space Marines / Imperial Guard


Tomb worlds are called such for a reason, but rarely (if ever) do they contain the essence of an elder, ancient, and malevolent C'Tan. Above are Andy's Necrons of the Shattered Sphere.


Chris' Tyranid forces of Hive Klendathu. In a war-torn universe that doesn't make sense, the Necron / Tyranid alliance is about the only thing that seems logical. The Tyranids outright ignore the metal undead (there's no point in eating them), and the Necrons ignore the Tyranids because, well, they're not on the menu.


The anvil of the Emperor, the Imperial Guard. Ray's Cadian force is growing more and more every day. Added since last time are more heavy weapons, and a Sentinel walker.


If the Imperial Guard are the anvil, then the Space Marines are the hammer. Here are some of the Emperor's Finest, the Ultramarines. As a house rule, you can't field anything unpainted, so here I'm using my brother-in-law's expertly painted Marines. They're the older 2nd edition figs, and he's never played a single game of 40k, but he definitely has a preternatural skill at painting.


Biovores launch across the skies, landing amid the Cadians.

Turn 1:
Hammer and Anvil: The forces of good began the turn slowly at first, with Imperial Guard wounding the massive Carnifex only once with heavy weapons fire, and guardsmen eliminating only a single leaping Hormagaunt.

Claw and Steel: The Necrons stayed hunkered down in cover while the Tyranids surged forth; they launched Biovore spores which missed their mark, and a trio of Tyranid Warriros fired upon the Guard, killing two.


Not quite "Hamburger Hill", more like "Snack Cake Hill".


Heads swaying back and forth looking for food, the 'Gaunts are on the move.


Infiltrated Scouts try to dent the carapce of the Carnifex with Heavy Bolter fire.

Turn 2:
Hammer and Anvil: A completely uneventful turn for the allied forces as Marines failed to cause wounds on the Necrons. The assault cannon on the Dreadnought failed to wound anything as well. Around the Shrine of Gideon, the Marine Scouts saw a marginal victory as they engaged Ripper swarms in melee, killing one of the scuttling hordes.

Claw and Steel: Where the human and superhuman fell short, the unnatural and supernatural really poured it on. The Nightbringer, in its cold and otherworldly horror, phased into view, lashing out with a lightning arc and completely annihilating the venerable Ultramarine Dreadnought, Ferox. Speaking of large based terrors destroying vehicles, on the other side of the battlefield, the Carnifex rushed the Guard's Chimera, destroying its tank treads, immobilizing it, and ripped its multi-laser from the turret housing.


A target-rich environment, except for the high toughness and wound values.


Dinner!

Imagine what the Imperial Guard look like in the eyes of a ravening Tyranid. It would be something like a bunch of little chicken legs with green Imperial-issue helmet and lasguns. The Hive Tyrant saw this as it flew into the center of them, unaware that some of those chicken legs were senior and veteran command troops armed with power fists and power swords.


A quagmire of combat.


"They shall know no fear." Whatever!

Turn 3:

Hammer and Anvil: Guard claimed a moral victory as they wounded the Hive Tyrant and more guard escaped out the back hatch of the burning Chimera while they could. The tactical squad of Marines stepped forth to fire bolters at the incoming Nightbringer, to no avail.

Claw and Steel: The large based models stole the show while the 25mm based troops of the enemy were barely a factor (or even noticeable) in the fight. The Nightbringer swept forward, destroying 70% of the tactical Marines in a single turn, sending the rest running.


"I'm from Buenos Aires, and I say KILL THEM ALL!"

Turn 4:
Hammer and Anvil: Especially in a Pitched battle I will never deep strike my Terminators, ugh. Even though turn four is about when they should be expected to turn up, they could've been a lot more effective early on. Well they did show up, thanks to the teleport homer the fleeing Marine sergeant had, they lined up to square off with the Nightbringer. The Imperial Guard command squad shocked the Hive Tyrant by turning the tide on it and besting it in combat. The commander's power fist (and yes, he is from Buenos Aires) cracked and smashed its armored shell bringing the beast down.

Claw and Steel: Well, at this point it was pushes midnight, we got off to a very late start, and it was a work night for all of us. There would be no turn four for the enemy troops.

Conclusion: Tie.

Again, it looked like a foregone conclusion for the enemy at this point, but you can never tell the outcome of the battle until the last turn is played. I think this speaks positively of the new edition of the rules too, it keeps battle close and interesting. In the Annihilation scenario, your goal is to wipe out enemy units, at the end of turn four it was dead even. True, the Nightbringer more than likely would've destroyed the Temrinator squad, but, they are Terminators in the end, so maybe not. At the same time however, the Carnifex would very likely have fallen next turn, as would have the Ripper swarms, so by the end of turn five we might still have a tie game, or maybe a marginal lead by the forces of good. You never know until that last turn has played out.

Friday, November 14, 2008

Sprue me? No, sprue you!


After a blistering pace of journal entries for October, I quickly came to a standstill in November. I could list all the tedious details, or just say "I'm busy", but it doesn't really matter does it? There's been geekin' out going on, just not a lot of it, and I must confess I've been playing the Xbox a bit more lately too.


In a recent group purchase to the Warstore however, I did pick up another box of Tactical Space Marines in hopes of fleshing out my Dark Angels a little bit. Now that "40k fever" has taken hold, I may augment my plans and do a little more than just 'flesh out' my army. Last week Andy, Ray, and myself got together for a little kitbashing.


Here's the fruits of my labor; a ten-man tactical squad kitted out with a melta-gun and a multi-melta. As a side note, I always hated the name "multi-melta", it reminds me too much of Taco Bell's MexiMelt. Anyway, I used nothing but beaky helmets (the new style) and 'flesh-heads' for this squad giving them a bit of a unique look (moreso than usual anyway). Their shoulder pads are the embossed Dark Angel ones I got off the GW site, and the Veteran Sgt. has all manner o' bits from the Dark Angel veteran sprue, including a cyborged out head.


A post-script here. Although I'm a big fan of good ole Yuengling, when consumed after a tasty Bass, and an even tastier Smithwicks, it comes up fairly lacking in the taste department.


As a bonus, here's a pic of one of Andy's new terrain pieces. It made its debut in a recent 40k battle which I will write up this weekend, hopefully.