Homebrew Sentinel Characters

I got it in my head at some point today that there are some interesting potential rule interactions that exist inside the rules of Warmachine (currently, I can’t think of any widely available options for these interactions but a couple of these can be forced within the game). I started to craft together a jack or two that had some of these interactions and it dawned on me, I could just make these character sentinels! It’s cleaner, I don’t need to muck around deciding what 1 point of defense is and it’s easier for other people to understand if the rule interactions are mounted on something familiar. So onto the rule interactions themselves!

All of these started with the same thought, Shield Guard is a cool rule. What sort of nonsense could models with Shield Guard get into if they had a second rule to synergize with it?

The first one is obvious (and easy to do in Skorne), Carapace. Shield Guard forces the model to suck the hit. If the model has to take the hit, it either should be immune to the hit (which PP tried to head off at the pass) or comically tanky against the hit (so you can shield guard multiple hits). Carapace is a great rule to have with Shield Guard.

This led to another rule that has interesting interactions with arbitrary ranged attacks, Quick Draw. While not worded exactly like it needs to be, it does look like something could be really cool for a model with low armor. Ultimately, I think it would be better served as an individual rule separate from Shield Guard (call it “Interception”, Once per round, when a friendly model within X inches of this model would be hit by an enemy ranged attack, this model may make a ranged attack roll. If the result is higher than the enemy hit roll, that attack is considered to be a miss.). So this is cool alternative to Shield Guard that rewards high RAT instead of high ARM but not fantastically applicable to this project.

As I was chewing on the previous two concepts, another cool idea for a character Sentinel occurred to me. Cygnar has an expensive solo (both in points and dollars) called a “Trench Buster”. Not the most Skornegistic model ever to exist, but a fairly shiny example nonetheless, the Trench Buster blows himself up if he uses Assault (#AoE Guns with Assault). My idea was to apply the “Trench Buster” concept onto a Sentinel. Create a light jack that is focused around making that initial charge into the enemy and perhaps surviving the turn.

Now I had originally planned to create three character Sentinels, one for each thing I mentioned previously…but Interception is just cleaner without a additional rules interaction muddling the water. So without any further rambling on my part, I humbly present Rampage and Vigor (a PDF will be at the bottom of the post for any interested parties). Having said that, it turns out that WordPress hates my formatting so I’ll have to describe them (they have identical hard stats to regular sentinels).

First Rampage. He is bonded to Sturgis! I wanted to have a bond and rather than leave it blank, I picked the most aggressive Cygnar caster without a character jack. Rampage costs 10 points, has Assault, Relentless Charge and Unyielding. Its bond grants Uncontrollable Rage (that special rule Cryx Seethers have that forces them to run or charge for free all the time). The interesting part of Rampage is its weapon loadout. Taking a page from Khador, its shield has a 6”, POW10 spray with the Anatomical precision special rule. This allows Rampage to clear out shield-walled troops while still leaving his spray on the low end of the POW spectrum. Its other weapon is a “Piston Spike” (again, stealing from Khador’s design aesthetic). It is a P+S 13 melee weapon with Critical: Brutal Damage. I wanted to spice this up, make it armor piercing or sustain attack coupled with critical shred…but that’s starting to clutter the card with special rules (and Rampage’s card is already fairly full). That’s about all she wrote for Rampage, onto Vigor!

If Rampage is all about busting trenches and putting the fear of Jacks into shield wall troops, Vigor is all taking Shield Guard shots to the chin and continuing to function. I’m not tremendously happy with the current collection of rules on his card, it achieves my purpose (Carapace on a Shield Guard model) but doesn’t feel that “flavorful”. Anyways, you lot need a summary not rambles so Vigor features Carapace, Shield Guard and Steady. Its weapons are a shield named “Barrier” (P+S:12 and Repel) and the “Boom Tube” a 12”, AoE3, POW12 gun with High Explosive(12). I’m left feeling rather underwhelmed with how Vigor turned out, it works but it isn’t a elegant solution. I’ll probably revisit Vigor at a later date (probably scrapping Carapace in favor of something a little more clever and dynamic). Hopefully I’ll be able to con some poor sole into giving them a spin.

Aforementioned PDF link: (sentinel-character-variants-rampage-and-vigor).


In contrast to my last post (which was a hybrid monstrosity of critiquing Privateer Press, reviewing Durant2 and redesigning Durant2), this post is going to be largely positive. Its also about Una2 (and meta-benders in general), so bear with me.

What is a “meta-bender”? Put simply, a meta-bender is a release that causes established meta to shift. A “meta” (actually M.E.T.A.) is “most effective tactic available”. Its slang that has grown to describe the common game environment in which we theory-machine/compete in.

Humans are extremely efficient problem solvers (read: lazy). Once we find a solution to a problem, we’re unlikely to change that solution unless something else changes. One of the desired results of playing and participating in a game is to win and because humans are lazy, we’ll gravitate to the path of least resistance. For a tabletop wargame, this results in the development of the “meta gamestate”. While a meta is not an inherently bad thing to have in a game, it is quite easy for a meta to become toxic and stale.

After the initial release frenzy had died down, mkIII Warmachine settled into a fairly stale meta with surprising speed. Competitive players brought two archetypes of lists to tournaments, gunlines and armor spam (there were a few outliers here, but the majority were gunlines or armor spam). The online communities, the groups of people looking for their meta solution to Warmachine (i.e. a win with the least possibility of loss), latched onto the competitive meta. In factions where the models no longer supported the meta, morale plummeted and positivity vanished (hi Cryx players!). It turns out that thinking is hard and complaining is easy (6 months in people are starting to discover that Cryx has some pretty potent game, but I digress). What was most shocking to me is exactly how quickly the meta crystallized. Any discussion with players basically got the same answers and nobody wanted to try new things. Partially this is on PP, as I’ve mentioned previously the first two waves of Warcasters were incredibly bland, timid in scope and uninspired (I understand their timidity and I’m not advocating that it was unreasonable, I’m just saying that the first 6 months of mkIII didn’t live up to the hype). Basically, by not releasing powerful, dynamic casters that force people to think about the meta, PP doomed the meta to its state of rapid stagnation.

Now we have Una the Skyhunter. A Circle warlock that does a fairly specific thing very well (which is running light warbeasts into an army and murdering everything dead) that is completely outside the scope of the current meta (gunlines and armor spam), she forces the meta to change (to gunlines, armor spam and Una2 counters). As players adjust their two list pairs, it causes new thoughts and ideas to occur. Because of these new thoughts and ideas, lists change even more and new strategies form. The meta warps irrevocably and we have a completely new environment to play in!

This is why I like Una2 and meta-benders in general. They represent new problems on the table, new puzzles to solve and new tactics to emerge. All of these things are signs of a healthy game (and it makes things far more interesting than any of the battle box casters or junior 2s have). So good on PP for releasing Una2, I look forward to more meta-benders and more puzzles in the future!

Afternote: I’m aware that Una2 is the last caster in the junior release cycle, she’s just so starkly different from the rest of them that she might as well be her own release cycle.

Time to Durant-y (Caster Remake, Durant2)

…That’s just an awful pun…anyways.

The Review

Today I was planning on a caster review. About halfway through i got frustrated and rewrote it into this post about Durant2! This guy here is probably my least favorite caster in the game and it took me a long time to come to that conclusion. It’s not because he’s particularly bad or broken, the reason main I dislike this caster is that Sovereign Tristan Durant is boring (and not wonderfully designed, but I’ll get to that in a moment). Nothing on his card screams out “Use me! Build a list around me! Break your opponent into little pieces with me!” He also doesn’t have the gumption to suck badly enough to get a remake…Chances are that Protectorate is going to have this lackluster caster until mkVI lands. This is a problem that deserves a little bit of attention because it isn’t isolated to Durant2. The first caster release cycles of mkIII casters have been completely…tame. There’s nothing exciting about them (the two cycles being the mkIII battle box casters and the journeyman promotions). I’ll ramble more about why this is such an issue in another post. Anyways, I’m going to sort through why Durant2 is so unoptimal, then redesign him to be better.

The front of the card is a great place to start. Clearly Durant2 has no business being anywhere near anything aggressive. Like a good support caster, he needs to be sheltered away from the enemy until the game is over. Certainly with such an unimpressive front, the back side of the card should be worth something, right?

And the first words are Field Marshal [True Sight]! An amazing ability for ranged jacks…And this is Protectorate where our ranged jacks don’t care (Revelator, Sprays), suck (Judicator) or are overpriced (Vanquisher). This ability would be golden in pretty much any other faction with a strong ranged presence. He also has True Sight personally which is….something (he has no good offensive spells to cast or any ranged weapons). Also critical dispel on his spear, because flat dispel was too good?

Time for the spells! Surely Durant can redeem himself here! First up, a bad nuke! Strictly inferior to Hex Blast in every way, but it’s not like he’d be casting it anyways (and everyone has a bad nuke). On to the next spell! It’s incredible! Another bad nuke! Well that’s roughly a third of his spell slots allocated to spells he’ll never see any use out of. Spell number three, Hand of the Creator, has a bit of promise, it says “heal everything within 14” of Durant d3”. Too bad PoM’s heavy infantry are trash and d3 won’t actually save any heavies from dying. That just leaves Inviolable Resolve (an unimpressive armor buff) and the reason Durant2 isn’t a complete dumpster fire, Manifest Destiny. Manifest Destiny is a spell you can build a list around but it isn’t an exciting spell. It basically just gives every jack 2 bonus focus on each attack and that’s just not really exciting. It also doesn’t let pillow fisted jacks actually kill things, a boosted P+S13 still will only scratch ARM20.

Perhaps his feat will save the day? Nope. It’s one of the most clumsily written feats in the game and it forces the player to load up on jacks or else play the game essentially without a feat. That’s right ladies and gents, if Durant2 doesn’t bring a bucket of jacks he basically has no feat.

So that’s a brief summary of Durant2, the caster I dislike the most in the entire game. Now, it doesn’t help things to just complain about them, so I’m going to pick apart why Durant2 is a poorly designed caster and how he could’ve been designed better (which isn’t the best way to spend my time but since I don’t have any power with PP to affect change).

I’ll start with the big one, Durant2 isn’t a focused nor synergistic design. He has a jumble of spells and rules as if someone threw him together at the last minute and didn’t want to break the game (remember this phrase, I’ll be talking about it in another post).

Take True Sight and Manifest Destiny, one supports ranged, the other demands melee. In Protectorate, we don’t need True Sight, we need a gap closer or a threat extender. What else seems unimpressive about Durant2? I think his stats, his weapon, his feat and his spells…Pretty much the whole caster.

Before we start putting the pieces back together, there are a few important questions to ask: What is Durant’s role in the faction, what makes him special and what makes him unique?

The Rwork

Protectorate already has 3 obvious jack casters, Feora2, Durst and Amon (and a little bit Sevvy2, but it’s not the same demand for jacks that the other three have). From these 3, we have two 2 “speed” casters and 1 brick caster. From his set up, it seems that Durant2 was intended as an attrition caster.

Hand of the Creator is the first thing I want to address. D3 boxes are not going to stop a jack from dying. Unless the opponent is bad and is spreading their damage around, Hand of the Creator actually reads: “Uncripple the systems of every faction friendly jack in this caster’s battlegroup.” So that’s exactly what I’m changing. 2 Cost, Ctrl RNG, DUR Turn, Warjacks in this caster’s battlegroup ignore the effects of crippled systems.

Next, Inviolable Resolve. Probably on his card because it’s sort of like having Fortify from his first incarnation. It gets junked in favor of Polarity Shield. Why? Three reasons, first it fits ones of PoM’s themes, denial. Second, it still gives him a spell that can benefit non-jack things. And third, it helps compensate for the lack of a threat extender.

Now for the bad nukes. Since he lacks any sort of ranged ability, it’s important for him to have a bad nuke, the other one is getting scraped for Fog of War. This is a spell that hasn’t been seen in PoM before. While not the most amazing spell for heavy jacks (especially the Ashen Veil heavies) it helps balance out the difference between the Ashen Veil and non-Ashen Veil heavies. Light jacks love it and most importantly, Fog of War is pretty huge for our troops choices.

For the other bad nuke, swap it for Hex Blast. Hex Blast is mechanically superior since it strips on hit instead of damage (and forces Durant to decide what spells he needs to cast). To curtail the inevitable “Chasten costs 2, not 3” – argument, it has to deal damage, to strip jack/high armor buffs you’ll be boosting (and sighing as you lowball the damage roll and fail to strip buffs).

So I had a couple thoughts for the field marshal and I finally settled on Field Marshal [Relentless Charge]. This respects what the other jack casters do, while simultaneously fixing some of PoM’s jack issues.

Junk  his personal True Sight, replace with Iron Sentinel. While this does let Durant skew his DEF to 18 against ranged shooting, he has to buddy up to a jack to use it and let’s him play up the field but leaves him open to some counter-play.

Finally, remove crit dispel and replace it with Disruption. It’ll still probably never get used but it’s interesting. Crit:Dispel is just wasted ink (especially with Chasten or Hex Blast on his card).

Now his feat. Potentially this feat could be a huge amount of focus (on paper we’re talking about 28+ focus on a single turn). But it’s not an exciting feat (he has no exciting output for his personal focus, but it lets you cast both Hand of the Creator and Manifest Destiny with 7 fully fueled warjacks. I’m junking the whole thing. It encourages jack spam and can be difficult to use. I’ve had a few thoughts about what would be cool/fun/good to use (which I’ll chatter about below).

Flash Point – While in Durant’s control range, when a friendly Faction model is hit by an enemy melee attack, immediately after that attack is resolved the attacker suffers 1 point of fire damage and Blind. Flash Point lasts for 1 round. (A model suffering blind cannot make magic or ranged attacks, suffers -4 MAT and DEF, and cannot run charge or make slam or trample power attacks. It must forfeit its Normal Movement or Combat Action during its next activation. Blind can be shaken.)

First, the name, Flash Point. Prayers of War is more appropriate to a choir themed caster that layers hymns on jacks (which is a fun concept, but for later). Next up, the effect. My Durant2 has very little in the way of mitigation for his army so a perfect place to add that in is on the feat. Leveraging the “punishment” theme of PoM, I made a feat that punishes the opponent for behaving improperly towards the holy army of Menoth! Hit me and I burn your eyesight away! How cool is that?

I had a couple of other concepts for “hit me get punishment” type feats. One version basically applied Spiny Growth to everything. Another version caused hits to proc blind in the model’s melee range. Another was based on jacks emitting the old soulstorm aura (auto 1 point of damage to enemies models within 2”). As I got towards the final version, I had one that proc’d after the hit instead of the attack, which prevented the damage if it killed the enemy model. I settled on the current version because it fits the theme better, it’s still very strong, and it allows the opponent some opportunity for counterplay. Weapon masters can still charge and kill jacks, but they die doing so. Jacks get 1 big attack. But all of this requires the sacrifice of the PoM model (or the HP of that model) to work, which is really fluffy.

Here’s a PDF for the compiled “card” (FILE:durant2_revamp) if you care to put it on the table. I’ll be giving him a spin or three with a willing victim and we’ll report back! Now begins the countdown to the cease and desist order from PP’s lawyers!

Dies Like a 10pt Jack

So I was listening to the Muse on Minis podcast (#295) and in the preamble bit of the cast, they started discussing what makes a heavy jack worth a premium points price. To quote Keith:

The ultimate reason [that I don’t want to play 18+ points jacks]  is that so often, especially when paying a premium price for a jack that doesn’t bring any additional survivability, it just adds to the burden of playing mistake free. When you bring a 20pt jack that dies like a 10pt jack, it can be removed for a huge advantage for your opponent.

This quote (and the surrounding discussion) provoked some thoughts that I’ve been chewing on and turning over and over in my head. The conclusion I’ve reached is that budget heavies are severely undercosted. This isn’t round 897 of Hordes vs Warmachine which is better, but within each faction, Warjacks are too cheap, too efficient for their points. Let’s take the Protectorate Crusader. 10 points, 32 boxes, armor 19. That’s 3.2 boxes per point on the table! Even chaff infantry (Temple Flameguard, ~1 box per point) can’t match that level of efficiency. Heavy infantry is a little better with Cinerators clocking in at 1.5 boxes per point (but they suffer from a different issue which makes those HP less effective than the TFG, but I digress). A Dervish edges out the Crusader with ~3.7 boxes per point, but again, that’s too cheap!

If the Crusader/Dervish is so efficient, why bring anything else? Utility. Sometimes I need my jacks to shoot, sometimes I need them to catch a charge, sometimes I need them to protect my caster from spells. This doesn’t help the infantry versus jack comparison any at all though. Largely, the only reason to take infantry is for the damage output, certain infantry can pack 10+ attacks and after buffs, abilities, and other support can rip the world to shreds.

Interestingly, if the Crusader was 18 points, the box efficency would drop to 1.7, which is rather interesting (note: I’m not advocating that the Crusader be 18 points, rather 18-point Protectorate heavies almost match the box:point ratio of heavy infantry).

So all of this post I’ve been ignoring the effect that DEF and ARM have on a model’s boxes. I’ve avoided discussing DEF and ARM because it muddles the point I’m attempting to make. DEF and ARM serve to define a model’s role almost more than the special rules on a card. A model with low defensive stats isn’t going to be a frontliner while it’s a waste to hide DEF/ARM skewed models away where your opponent can’t spend attacks on them. Part of the problem with discussing DEF and ARM simultaneously is the fact that they are inherently different. DEF is a binary check, did this attack hit? Yes/No. Done. ARM can be binary (single wound models) but it also serves as a non-linear mitigation factor for damage (yay 2d6 probability curves!) which makes it a much more complex topic for discussion. Quick example for this, ARM17 Temple Flameguard resist roughly 60% of all POW10 attacks (I have a picture somewhere that charts average expected damage between various POWs and ARMs. Short version is 2d6 average to 7, if a model’s ARM is POW+7 higher it’ll won’t take damage roughly 60% of the time). As soon as that damage roll creeps up to 8 or more, dead flameguard. Cinerators also have ARM17, however they die to a single POW10 around 3% of the time. Each time they take damage from, their ability to not die to further POW10s drops drastically (1 box of damage more than doubled the likelihood that a POW10 damage roll will kill a Cinerator).  Why this is a problem is that POW10s are less common than POW12s (or POW15s, etc). If the attack instantly kills the model, ARM stops being important. The fact of the matter is that TFG are more resilient to high POW attacks because there 10 of them (compared to 3 Cinerators). Thats 10 attacks that have to hit the TFG. Now that we’re discussing instant death, having a higher DEF to lower the odds that the binary comes up “YES” is far more important.

The short version of all of this is, if you’re easy to hit and don’t have a ridiculous armor, you have to have a lot of boxes to be more efficient than having more bases. ~8ish boxes makes you largely immune to single instances of damage below POW16 at ARM17. The Crusader has 4 times that number at a higher ARM…

In summary, I’ve noticed that the budget heavy jacks don’t fall along the same box:point efficiency curve as infantry, heavy infantry and more expensive heavy jacks. This is probably not okay (and easiest fix would be a point cost increase of the budget heavies).

Indestructible Skorne

(I strongly urge you listen to this track while reading this post!)

So the Skorne errata is out and I’m criminally excited! I may have spent my entertainment budget for the next month and a half on Skorne models this evening but I have no regrets! Skorne is no longer a slightly unoptimized, un-synergistic and unfun faction ladies and gents! So a while back now, I discussed a couple of Skorne lists (Ghost Sniper Skorne and Skorne Beast Bullets) and I’m happy to report that the theory behind those lists is largely unchanged. But this post is about a new breed of Skorne, the type of Skorne that leverage stone statues and ancestral power to bludgeon their enemies into submission,  #Statue_Power2017, I give you Indestructible Makeda!

Indestructible Makeda

50 / 50 Army

Archdomina Makeda – WB: +29
– Basilisk Krea – PC: 7 (Battlegroup Points Used: 7)
– Cyclops Savage – PC: 7 (Battlegroup Points Used: 7)
– Cyclops Savage – PC: 7 (Battlegroup Points Used: 7)
– Archidon – PC: 10 (Battlegroup Points Used: 8)

Ancestral Guardian – PC: 5
Ancestral Guardian – PC: 5

Hakaar the Destroyer – PC: 7

Immortals – Leader & 9 Grunts: 15
Praetorian Karax – Leader & 9 Grunts: 11
Paingiver Beast Handlers – Leader & 3 Grunts: 5

So I suppose I should explain a little about this list. The main goal of this list is to run the Immortals down my opponent’s throat until they beg for mercy. Immortals are SPD 4, Quicken brings that to SPD 6 and the Ancestral Guardian pushes it to 8. Combined with reach, the immortals threaten a tremendous 13″ on the charge! 10 P+S 13, MAT 7 models is going to leave a fairly hefty dent in anything they run into.

The Guardian and Hakaar’s presence is fairly self explanatory, they’re fairly terrifying solos by themselves and will vaccum up the souls for a vicious second wave charge.

The Karax are in the list for three reasons, first to provide a screen/catchers mitt for the Immortals. Second, to jam/run-to-engage anything dangerous that might threaten the Immortal boat. Third, as a source of souls for Hakaar and the Guardians.

This just leaves the beasts. The Krea is a beautiful anti-shooting piece that’ll be critical for games where I need to brick up and “crawl” across the table (Karax are a SPD 8, DEF 16, ARM 21 wall) and parked on a flag otherwise. The Cyclops are cheap shield guards that also can threaten heavies (P+S15 with 4 attacks after the Beast Handlers isn’t shabby). They’re in the list to provide a third wave of charging or to handle flanks. The lone Archidon is coming along to be my “problem solver”. With a tremendous control range, this flappy T-Rex can scalpel out important pieces (artillery, support, etc) or I can buff it up and spend it in to chew on a heavy.

The last point of debate, why Makeda1? Why not Zaal1/2 or Xerxis1? Why not Makeda2? Honestly, I don’t know. Gut instinct maybe? I have a feeling that Jack Hammer is going to be key to solving heavy targets. The combination of Carnage and Quicken does a lot to support the list. To briefly discuss the other possibilities.

Xerxis1 – He wouldn’t be a bad choice, but I can’t help but recoil at the thought of running a Fury 5 caster. Xerxis1 would probably be my second choice to run this list, he can duplicate the high speed brick and fixes the issue of armor cracking quite nicely (feat + damage order). Also Tactician is one of the strongest rules in the game. He’d need a different beast selection (30 points gets something like Krea, Brute, Sentry).

Zaal1/2 – I have zero experience with how useful Soul Manipulation is. Zaal1 is probably stronger than Zaal2 (2’s spell list is…uninspiring) and Zaal1 can turn 1 Fury into 4 souls (3 Guardians and Hakaar). Zaal1 has some potential, but except for the soul shennanigans everything he does is better done by Xerxis or Makeda.

Makeda2 – Really she does about the same job as Makeda1, Stay Death covers the feat, Dash and Deflection cover Quicken and her feat covers Carnage. Overall I feel that both Makeda1 and Makeda2 have similar roles just achieved with different tools. I personally how Makeda1 achieves the list.

List Design

So I’ve started to think a bit more about list design in recent days (actually lots of different design things, like is it okay to give a high powered single target gun to a low RAT model because hard targets typically have low DEF?) and I wanted to codify my process and see if I can refine or improve it any (I may have rambled on some of this previously, but I’m hoping some of it is new…ish).

So first, my process:

Step 1) Pick the War-noun. Be it ‘caster or ‘lock, this model is what dictates the rest of the list and the over-arching strategy on the table. Designing a list without can work, but it won’t be nearly as tuned.

Step 2) Define the victory condition. How does the model from Step 1 want to win the game? Typically it’s one of three strategies: Attrition, Scenario or Assassination. Tournament play opens another avenue, Time. There are multiple layers to each of these conditions, but the general definition serves us for the moment.

Step 3) Identify models that support the primary victory condition. Put them all in a list.

Step 4) Define the weakness or lose conditions for the selected War-noun. How is this model going to lose the game?

Step 5) Identify models that cover or compensate for that weakness. Put those models in a list.

Step 6) Compare the two lists, anything that happens to be on both lists is probably worth taking. Evaluate and compare the remainder of the lists, take what does the job best.

Step 7) Fill remaining points with high utility models (Gorman, Menoth Punch Monks) and support (Choir).

One of the challenges of this approach is that it is really difficult to evaluate models without putting them on the table. For the longest time I dismissed Punch Monks as “cute, but useless” preferring the support offered by a Vassal or a few mechanics instead. Turns out that a single Punch Monk can hold a flag unassisted for turn after turn after turn (DEF18 and immunity to knock down is really hard to kill). Similarly, there was a period of time where I stuck Kell Bailoch into every single list I made, then I tripped across an opponent who knew how to handle Kell and put Kell into the dirt repeatedly. At this time I had a different method of list building: Pick your caster, stick your favorite models in, fill the list with whatever fits. Not a great process but easy to do.

This is on my mind since I recently sorted through a really one-sided Malekus game. My misplays coupled with my bad list (built via the old method) led to a brutal game, one I would care not to repeat. I think my new process, while much more involved, will serve me much better. I’ll probably post a few full blown explanations as I go through it for the first few times (maybe it’ll catch some comments from the internet).

Here We Go Again!

Well I’ve finally finished recovering from one of the toughest semesters I have ever been through (turns out school gets a lot more stressful when you care about your grades and doing well, who would’ve thought). Anyways, I’m back and chomping at the bit to get back into my hobbies! First off, some structure and sneak peak into what’s in my pipeline:

-Another “Get It Painted” for January. I enjoyed the last one of these that I did (even though I failed by about 5 models), figured it’d be a good way to get back into painting shape. I’ve got a boatload of Cygnar to make pretty.

-Scenarios! Steamroller is fun and all, but I’ve got a mighty need to play something wacky and unbalanced. Hopefully this will be a weekly thing while I’m on vacation, but I suspect that once school spins back up it’ll drop down to once every two weeks or monthly.

-Campaign! I’ve got a small group that wants to play a competitive campaign. I love game design theory so while they hunt for a good one, I want to see if I can make something worth playing.

-Star Wars: Pathfinder. Something I started a while ago and wandered away from. Looking over what I had done, I think I get a splatbook of stuff together to make it playable (I’ve had a few inquiries as to its status).

-Rambling! I’m sure no-one has missed this, but I’m back at my job that gives me 6-8 hours of metal freedom. I’ve already chewed through most of my podcast backlog, so I’ll probably start meditating on the current “hot” topics.

Other than that, I hope everyone has had a wonderful couple of months and a very relaxing holiday time!