Commander and Planechase - Like Peanutbutter and Jelly

Magic the Gathering – Lately we've been using a community planar deck for our weekly games of commander; we do things a little differently: all the planes are in a pile in the middle, during a players turn they get one free roll of the planar die and they can pay (1) mana to roll again at sorcery speed. We've found this speeds up getting of "bad" planes and make the game more interesting.

Last night we were six turns into a game in which I was piloting my Mimeoplasm Deck against a Sliver Queen and Venser all artifact deck. Everyone else had a bit of a slow start where I hit all my land drops and was able to bring in some mana rocks to accelerate my game. On turns 4 and five I drew into Traumatize followed by Consuming Aberration. I cast the Traumatize on the Venser player milling away about 44 cards. The sliver player rolls and we planeswalk to Immersturm. The turn passes to me and I cast the Consuming Aberration taking out the Sliver player because of the plane ability, I roll the dice and trigger the chaos ability to blink the Aberration and take out the other player. Utterly insane all because of the plane we happened to be on. 

If you haven't played commander using a Planechase deck I highly recommend it, especially if you like having an element of randomness inserted into your games.

Let's Go Shopping ... More Near Future Terrain

Let's Go Shopping ... More Near Future Terrain

Terrain Making – With the exterior of the two larger structures in a playable state I've moved on to building some smaller buildings to fill in the board. On a 3'x3' including all the structures might make for a cluttered board however in small scale skirmish games cover is key to a good game. Without it you'll fall victim to the sniper on a roof more often than not.

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On the painting table ... Lone Vigilantes

Judge Dredd – Just a quick update today. I was able to get some paint applied to the two vigilantes I built earlier this month. Not a whole lot going on with them yet other than some basice color blocking with a quick wash. I needed to get them into a passable state for our weekly games. As soon as I have more time I'll go back in and detail them out and bring them to my ususual standard.

Airbrush Action - Learning on the Fly

Terrain Making – Last Christmas I received an airbrush kit from my in-laws, nothing super fancy but just a simple starter kit as I've been meaning to try airbrushing terrain. Being as most terrain elements are fairly large painting with a regular brush can take some time and effort to smooth thing out. Up until now the kit has sat in my basement next to the "pressure pot" (that I also received as a gift) that I need to pick up the pipe fittings to convert it to a proper "casting pot."

I postponed busting out the airbrush until now because airbrushing has a huge amount of set-up and takedown work. First I needed to clear out the garage to avoid potentially over spraying on stuff I didn't want to be painted or have a chalky misting of overspray on. 

Next up was learning how to take apart and reassemble the brush. When I was a kid my mom bought me a cheap plastic airbrush that didn't last long as the tips were plastic and didn't have instructions on how to clean/take them apart. After slowly destroying that airbrush from lack of care I lost interest in it and moved on to traditional brushes. As an adult with an appreciation for "having nice things" I spent a long time watching videos and reading articles about how to take car of the brush. All of them insisted on taking it apart and reassembling it clean so you don't mess it up.

Armed with a few drop cloths and the near future terrain I prepared my spray room and set everything up. In order to feed paint through and airbrush you have to thin it down. I chose rubbing alchohol as it dries fast and doesn't mess with the colors to badly. (Note: old thick paint will not thin down no matter how much you thin it. The chunks will clog the nozzle and force you to take everything apart and clean before you can spray again.)

So after cleaning the chunks out of my nozzle and a trip to the store to buy fresh paint and empty flip top bottles, I was ready to paint. I used the house brand of Michaels craft paint which is pretty thin to start with. Mixing it 50/50 with rubbing alchohol yeild me with a thin paint that sprayed without splattering. 

Getting Invested ... Some Gang Backstory

Getting Invested ... Some Gang Backstory

Judge Dredd – With the Judge Dredd ruleset you can easily recreate some of the story lines from the 35+ year span of the story arcs. This is pretty cool if you're a huge fan and want to see how the story would play out. On the flip side you can use the rules to create your own unique characters and have them battle it out on the streets of Mega City One (or technically any location).  For me the second option is more interesting.

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One Man Wolf Pack ... Building Vigilantes

One Man Wolf Pack ... Building Vigilantes

Judge Dredd – As part of the preparation for our Judge Dredd Campaign I needed to build some Lone Vigilantes. Part of what makes the Dredd ruleset so attractive is it allows you to build anything you want. With open ended talents and a fairly generic weapon system your can create a hero to fill any niche. You want superman, you can make him (not quite as god-like but a dude that can fly, is super strong and shoot laser beams); Green Arrow – build a guy with lots of accuracy and arm him with a suction cup gun and proxy his bow using any number of guns; the skies the limit so long and you're fairly creative. The only major limitation I've come across is the need to take the Rich talent so you can spend the full 500 points on your initial character otherwise you start at a disadvantage and will need to hire mercenaries to fill in your handicap which might not suit the feel of character you're going for.

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On A Mission ... Making Judge Dredd More Interesting

Judge Dredd – After a few multiplayer games of Judge Dredd I realized that we needed something added to the system to keep multiplayer games more interesting. Most of the missions in the book work best with two players, since we like to play big games with four or more people we needed a way to create missions that could accommodate that number of players.

My first thought was to write scenarios for (X) number of players. I abandoned that idea as it would get stale after a few games. Instead I looked at the 1.5 version of Malifaux which generated missions based on a card flip. This type of mission generation works pretty good in multiplayer games as it gives a player an individual goal and his/her opponents can try and stop that from being accomplished while still trying to accomplish their own goal. 

After some thought I created a small deck of cards with various missions on them, some harder than others. The idea is that each player will draw from the deck for their mission each game. If they can accomplish the mission they get a bonus payout for that game. I think this will encourage players to do more than just kill the juiciest target on the table. It also will help direct some of the action. If you want to try these cards out I uploaded a pdf here. This pdf is set up so you can print them double sided on cardstock.

Don't Fence Me In ... Near Future Progress

Terrain – Plugging away at my near future board I began work on the truck depot/shipping yard. I love containers as them make easily transportable terrain that can realistically be arranged in a variety of layouts to create interesting battlefields. They also provide a plausable area to be fighting over, i.e. this thing we all want is in one of these cargo containers. 

Other than the containers the only major element for the section of the yard I want to build is a chainlink fence. I've seen this done several different ways, some use granny grate, onion bags, screen material, or toule. Each method has its own merit but for my purposes I think granny grate is going to work the best for my purposes. 

They make granny grate in several sizes, I like to used the smaller grate as deck material or industrial walkways, the larger size looks better for fencing.

I started with a balsa wood frame work and built the sections to be 6"-8" long I feel making them this way I'll be able to rearrange the fencing to accommodate various scenarios and layouts. One of the things I've learned over the years is that flexibility is the way to go. Spending hours on a large fixed terrain piece can yield some stunning results however when it's all said and done that larger fixed terrain piece becomes a hindrance as it will only fit in some  areas and will have a major impact on whatever game it is featured in. (Or on the flip side it will be avoided in any game it's featured in because it's difficult to navigate or any number of other reasons.)

In addition to the straight fence sections I will need to add a gate at some point as well, and with the gate I'll need some type of guard shack/check point. Right now I'm going to avoid that as I can set up this layout so only a portion of the dockyard/shipping depot is featured on the board.

If You Build It ... More Progress Near Future Board

Terrain – I was able to get more work done on the Near Future board. I added more exterior details the the club and put a coat of primer on the exterior. When building a project like this I like to brush on a coat of primer to verify how things are going to look and see if I need to sand or fill any gaps. With the variety of colors and materials I'm using inevitably there will be some rough spots that need further attention. Luckily there weren't to many with this piece so I'll be able to fix them quickly and move on to blocking in the basic paint colors.

Also on my table recently was the apartment/office building. I was able to add more geometric shapes to the exterior and give it some interesting details. The interior received some additional attention as well with the addition of interior walls and doors. I haven't decided on how I want to furnish this yet and in an effort to getting the table into a playable state as quickly as possible I'm going to hold off on furnishings until the exteriors are all done.

For the roof I added and access door and a billboard. I think this gives some interesting areas of cover on the rooftop as well as some additional character to the building. I probably need to add some HVAC units to the rooftop as well but I'm not sure I want to add that much clutter to the rooftop yet. The next step is brush on some primer an see how the overall building looks before I do anymore work.

After a few test runs I realized I probably need to add more access doors to the building. I'm on the fence about doing it as I want the buildings to pose a tactical challenge rather than just be a protective tunnel to avoid what's going on in the street. Most likely I'm going to concede to functionality as the point of a cool terrain set is to have fun interactive games. (This is why it's a good idea to test drive terrain before you finish it.)

While this project is taking me longer than I anticipated I'm really happy with how it it progressing. My goal is to produce enough pieces to populate a 3'x3' board before creating additional elements to eventually fill a full 4'x6' table. I've always wanted to have a realistic looking set of city terrain and this project is seeing that dream come to fruition. 

I'm glad to have found some games that work well with functional buildings instead of the generic war-torn wasteland that has been my MO for urban terrain in the past. Also as is usually the case by building some interesting terrain, my gaming group is more likely to adopt new systems and try new things. This terrain set should be functional for MERCS, Judge Dredd and Relic Knights (when it comes out).

 

Don't Fear the Reaper ... BONES are here

This week I received this beat up barely sealed box on my doorstep. Seeing the rips and bands I feared my box had been destroyed by the USPS. After bringing it in I put some fore thought into photographing the process of opening the box. (Previously I've had this happen with a Forgeworld Order.) With some hesitation I slipped the bands off the side of the box ...

Thankfully my models seem to all be there and in decent condition. I only backed for the Limited Edition Sofie and added some larger models after the fact just because they were such a good deal. It looks like Reaper threw in an extra model which will be helpful to see how my paints react with the material. I've read some horror stories about primer not drying on these models and I don't want to make that mistake with my Cthulu or Skeletal Dragon. Apparently the bones material is formulated so you can apply paint directly to the model, I'm a bit skeptical but thankfully they sent a junk model I can mess with.

Opening the big boxes I'm impressed with the heft and level of detail on the large models. The bones material is fairly flexible (which is a good thing for models that will see lots of play) and less likely to break if they take a tumble. It doesn't react to plastic cement so crazy glue is needed to assemble the models. I'll post a full review once I have some time to spend actually putting together and painting these bad boys up.

This it the third Kickstarter project that has finally delivered and I'm pretty happy with the overall results. Ultimately Reaper is now going to be able to move more of their line over to the less expensive material which means when I need a random whatever for a game I'll be able to pick it up for a couple of bucks (Remember when Reaper minis were like $2 a piece?) this is ultimately a good thing. The material is a little sketchy but I think once you get used to it and adjust your style to it's quirks the benefits will outweigh the negatives.

As with all Kickstarter projects this one faced some delays, which at this point is just to be expected. If the Kickstarter is wildly successful throw any dates out the window as it is unlikely you'll get your rewards by that date. I was very disappointed in the packing job and hope this is a fluke based on the shear volume Reaper is distributing at the moment. Previously things were nicely taped and packed and arrived is tip top shape ... not so much this time around but again I'm guessing the temporary help they've brought in to help with shipping is the cause of this crappy packing job.

Evil Baby Swag

Card Games – The rest of my rewards arrived the other day from the Evil Baby Orphange Kickstater. This was delayed by quite a long time due to the extras, but I'm glad to have all the rewards in hand. 

In the box I received a plushie Ceasar, the three Evil Baby Special Figures, a Evil Baby Fate Deck, 2 expansions, 2 minibooks, and a special tin. Overall not a bad haul for a relatively small investment. I've enjoyed the core game much more than I thought I would and I'm looking forward to adding in the expansions and trying it out.

The plushie is pretty cool and will look nice on my bookshelf next to my other weird toys (so long as the little ones don't try and claim it for their own). It's a little smaller than I imagined it to be but the overall construction is pretty decent quality for something made to sit on a shelf. If I gave it to my kids to play with most likely the felt details would tear off as they are only held on by glue.

The expansions came packed in a larger style box that is of a much better quality then the crappy little box the core game came packaged in. The cardboard is of a heavier stock similar to what most nicer boardgames are packaged in. The additions of more babies, action cards and time nannies as well as another keyword seem to add another layer of depth to the game.

The miniatures are tiny (to be expected they are babies...) and come on a single sprue. The level of detail is on par with the rest of the Wyrd plastics. It still feels like the detail needs to be deeper, however the models are identical to the concept art. They should be fun to paint once I get back into Malifaux.

I was a little bummed about the tin, it will fit everything from the core game and the expansions when they aren't sleeved. However, if they made the tin 1/8" wider  on all sides it would fit sleeved cards (which is really a necessity if you intend to play the game often, as the cardstock for the cards themselves is on slightly flimsy side, not as bad as Super Dungeon Explore but not as high as Magic the Gathering).

Also included in the box was a little history book, coloring book, poster, themed fate deck/playing card deck and some bonus cards exclusive to the Kickstarter. I'm not sure how I feel about all the Chotchkies considering those are the items that caused such a massive delay in the delivery of the final shipment. While they are neat essentially it's just more junk for my shelves and I probably would have preferred Wyrd stick to what they know and perhaps add more models, improve card quality, throw in some card sleeves or create a more functional box.

Judgement Has Come

Judge Dredd – I was able to have a few more test games with my group to teach everyone the rules and quirks of the system prior to starting our campaign. I've found that doing a few dry run games will answer most questions that can pop up during a game as well as identify anything that could pose a problem during a campaign. Luckily we didn't identify any major issues so the campaign will kick off in the next few weeks and I'll try to take better notes  and photos for these battle reports.

Game One:

I played the Justice Department (3 models), Drew and Ben each played a Lone Vigilante, Derrick proxied the Ape Gang (5 models) and Nick jumped in with a Demonic Cabal (7 models) midway through the game.

Round One:

I had some terrible rolling and put the Judges in the open far to quickly. They attempted to arrest some of the chimps and failed miserably. Ben and Drew each took to the rooftops with their jetpacks and unloaded a few pot shots at the Judges. The apes ran from the shipping yard to the club and were confused by the lack of alternate exit points.

Round Two:

The Demon worshipers enter the board and unload with their zip guns on the Judges. After some terrible rolls I'm down to a single Psi-Judge cowering behind a car. Drew moves his Vigilante to the edge of the roof and glowers menacingly at the cult. Ben used his jet pack to swoop down towards the cult. The apes continue to wander the club.

Round Three:

Drew is able to throw some fire bombs into the cult and take out two grunts. In retaliation he falls to a hail of zip guns fire from the cult and is eliminated. My Psi-Judge is able to dodge a few shots sent her way but two bad rolls and she is taken out of action. Ben charges into the cultists and does nothing. The apes find the door and make their way around the club closing in on the action.

Round Four:

Ben is able to best the Leader of the Cult in melee causing the mob of minions to take a break test; half fail and Nick loses a huge chunk of his force to some bad rolls (Making up for the ridiculously good rolls earlier in the game). The apes pick off a few of the remaining cultists ans set their sites on the remaining vigalante.

Round Five:

Ben takes out the Orangutan, but is subsequently mauled by the gorilla. His alien armour allows him to live through. 

Round Six:

Things go poorly for the apes as the Vigilantes mad Katanna skils carve them up. 

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Game Two:

We had the same set-up with the exception of the cultists and Drew's vigilante making some modifications to their gang roster after learning how the game works. We switched around the board a bit to see how that will affect the way the game plays out.

I didn't keep great notes on this play through as we were trying to see how quickly we could play through once everyone had a grasp of the rules.

In the first several turns Drew's vigilante infiltrated onto the rooftop and picked off some cultists with his long rifle. Ben's Vigilante unloaded on the Judges failing to take them out and losing several wounds in the return fire. The apes knocked down fences and made a bee line for Ben's Vigilante, eager for revenge from the last game. The cultists sat in a corner trying to summon a demon.

Things got messy quickly with the Judges able to arrest a single chimp before being forced to retreat to the apartment building. The vigilantes and the ape fought it out with Drew wining the contest and taking the fight to the rooftop. Eventually the Judge and vigilante had a shoot out on the top floor with the vigilante narrowly taking out the last Judge after ignoring the Judges attempt to arrest him.

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The Judge Dredd system is really fast and fun. Combined with the fairly open ended gang creation options you are able to build pretty much anything you want. Both vigilantes were very different characters even though the shared some of the same basic traits (Essentially you have to take rich as a trait and the alien armour otherwise you don't tend to last long against mobs of models). I was less impressed with the Judges this time around, having to attempt to arrest models unless they shoot at you first is a big handicap, granted they have some major bonuses as well it just doesn't seem as great in a multiplayer game. I'm going to try out a mobster list for the campaign and use the judges if I have to retire the mobsters.

I'm not sure about the size of the table we're using it sems to get everyon into the action quickly however with a larger multiplayer game I think I migh need to expand the table.

 

 

A Game of Thrones ... Book Review

Review – I finally was able to trudge through the first book of Game of Thrones. My wife picked up the box set of the first few books for me when the HBO show was announced and I've attempted to get into them several times unsuccessfully. Mostly this was because I had numerous other books I wanted to read in the ever growing Horus Heresy series as well as other Black Library publications. These type of books are fast reads for me that get to the action quick for the most part. With the change in book format I've had a significant gap in Black Library reading as I refused to buy the oversized books since they won't match the rest of the collection I already own. Apparently new books with be released in standard size 6-8 months after the oversized trade version, so hopefully in July I'll have more Black Library material to read.

So after several attempts I was finally able to connect well enough with A Song of Fire and Ice to grind through all 800+ pages. I don't mean to make it sound like this wasn't a good book, as the overall story was really great and full of surprises. For Father's Day my wife and kids gave me the first season DVD set, so now that I've read the book I can watch the series (finally ... its been hard holding back as I hear the show is very good.)

My primary issue with the book is the excessive amount of detail, I didn't feel like it added much to the characters and really slowed the whole thing down to a crawl. I'm starting the second book and so far it seems to have the same issue which I'm guessing just comes down to Martin's writing style. Hopefully I'll be able to read this in one sitting without having to continually come back to it.

Practice Makes Perfect - Judge Dredd Dry Run

Judge Dredd – Before I went any further with my near future board I wanted to get a dry run of Judge Dredd in to make sure that it was going to be functional for the campaign my group is starting shortly. My big concerns were about the size of the buildings and how functional the removable roofs would be. I also was slightly concerned about my limited amount of scatter terrain on the board. 

We're going to be running the campaign as multiplayer games rather than one-on-one so that added another level of concern to the functionality. Typically multiplayer tends to bend these types of systems to the breaking point however that's the way my group likes to play so we deal with and house rule anything that breaks the system.

We set up a three player game with each force clocking in at 500 credits. The forces included the Justice Department, Ape Gang (proxied), and a Lone Vigilante (MERCs Proxie). To test out the game we chose to just play last man standing and collect points for what you took out. Set up had two players in adjacent corners with the third in the center of the opposite side of the table (using a 3'x3'). 

The game progressed quickly with the Judges arresting a chimp early on, and then spending the rest of the game trying to keep up as the Apes converged on the apartment building where the lone vigalante was holed up. Ultimately the Apes won out with a single chimp facing off against the last judge standing, laser guns are no joke as they bypass most armour.

After the game I realized that I was referencing an older version of the pdf I had printed out and my other players had a newer version, slightly annoying as the newer version of the rules could have provided a different outcome but ultimately not a big deal for a trial run.

The system is fairly simple once you get the hang of it. Every model has 2 actions they can do each turn these can be movement, shooting, melee or special actions. You activate each model in your force and once they've all gone your opponent activates all their models. 

Moving is the same as any other system you move up to your move stat. Average movement seems to start around 5" which can be increased on heroes when they level up.

Shooting is an opposed D10 roll where the shooter adds their shooting score and the target adds their agility, if the shooter is higher they hit. The target then takes an armor check rolling a D10 and adding their armor bonus subtracting the AP of the weapon if the result is 10 or greater they suffer no damage. If the score is less then ten they suffer damage equal to the damage stat of the weapon. 

Melee is slightly different; it includes a move and then both models role their melee dice and add their melee bonus whoever scores the highest wins the combat. For every die that is higher than their opponents highest die they score a hit. Armor checks are the same as shooting. If a model is armed with a weapon that can parry you can force your opponent to re-roll a single dice. (which in our case changed the results of several close combat fights)

Special actions are all the things that add flavor to the game. They include attempting arrests, psi powers, hiding, jumping, alert status (overwatch essentially) etc. The offensive actions require opposed tests similar to shooting for the most part willpower vs. willpower. The other special actions are a catch all for anything else you want to do in the game, they also cover the needs of special scenarios and interacting with terrain.

After the battle you roll for your models that were taken out to see if they survived, were maimed etc. This includes charts for heroes and a simple 4+ roll for minions. The latest update to Block Wars includes a chart for models arrested while laying in a campaign.

Then depending on which campaign mode you're using you gain credits, the system in the core book gives each force a percentage increase for each battle. The Block Wars supplement introduces a territory system similar to Necromunda. After you cash in you can buy new recruits or better equipment. 

I feel like the dry run went well, however as with any game that has the rules online as pdfs you have to keep up with the updates unless your group agrees to just use what ever you've printed out. The bonus with it being a free pdf is that Mongoose is actively making revisions to improve the game play experience and adding additional forces to the supplement as they create them. 

 

Monster Mash – King of Tokyo Review

Boardgames – Earlier this week I had a chance to try out King of Tokyo, a kaiju themed dice game designed by Richard Garfield of Magic the Gathering fame. At first blush I looked at the game and thought ok this might be fun with the kids but there can't be any depth to it, right?

After doing a few test games for the Judge Dredd campaign my group is getting ready to run, we sat down and tried out Kings of Tokyo. While there is a board, it's not really a board game more of a yatzee style press your luck game with a board element and cards. In the box you get a bunch of special dice, several cardboard monster stand ups, victory/health counter with dials, deck of cards, boatload of green energy cubes, and a board that denotes Tokyo and Tokyo Bay. The art is fun and vibrant which fits the theme of this light hearted game.

Game play is simple, each player rolls dice and can re-roll any combination twice. On the face of the dice are the numbers 1-3, a heart, a claw and a lightning bolt. To score your looking for three of a kind or better with the numbers. The claw allows you to attack the monster in Tokyo (note if you hit the guy in Tokyo, he can out to flee and you are forced to move in) if you're outside or all other monsters if you're inside Tokyo. The heart allows you to heal if you're outside Tokyo and the lightning bolt gives you cubes which you can use to buy powers. The Powers are represented by three cards shown face up next to the board each has a cost in cubes and you can buy one at the end of your turn. The Powers allow for crazy stuff to happen and certain dice combinations to become more important to you.

You win the game by either being the first to score 20 victory points or by being the last monster standing.

In the first game we played one player got the freeze time power and was able to take consecutive turns while another got a power that let him cancel out damage. As more and more powers stacked you were able to do crazier things based on the die rolls. Eventually the player with freeze time was able to score 20 VP by staying in Tokyo and racking up points for every extra turn he took.

In the second game the powers that showed up were signifcantly weaker but some allowed you to trade energy to change a die whatever you wanted it to be. With this power I was able to just beat the snot out of the other players by focusing on doing damage. Good times ...

After playing the game a few times I have to say I'm impressed. The mechanics are really simple and easy to pick up. We wrapped up our games in about 20 minutes, including teaching time. The components are solid and being cardboard keeps the price down to an impulse buy level ($30 MSRP). I can see playing this with anyone and not just my gamer buddies which makes the game infinitely more attractive.

Commander Corner – Xiahou Dun, The One Eyed

Magic the Gathering – Black is my favorite color in magic. I've been slowly tweaking and revisiting my mono black commander deck to fit the playstyle I want. It started as focused on Maga as the general with a ton of ramp to take out or cripple a player each time I choose to bring her into play. While that was fun for a little while eventually it got old. Until I got my hands on Judge Foil of Xiahou Dun.

With Xiahou Dun I was going go the Voltron route with a bunch of artifacts to make him leathal with one swing. This seemed like a great idea for an essentially unblockable general, however his second ability is where I see more potential. 

For the most part I kept my mana doublers to ramp up and be able to pay for the genral tax each time I replay and recur a card from my graveyard. And of course no mono black deck would be complete without Exsanguinate, sure it can be a cheesey way to end the game and recurring it over and over will get old, however with a limited amount of tutoring I don't see it often which softens the blow when it comes up.

Really that is one of the things I like about the commander format is the randomness and odd interactions, packing a deck with every tutor you can to get the same game ending combo everytime isn't fun for anyone. My play group does a pretty good job of sticking to this unspoken rule and as such we ignore most of the Banned List. For most of the legendary creatures on the list we restrict them to being one of the 99, this keeps them from showing up to often and if they become a problem the player will remove the offending card for a while or retire their deck for a few weeks. Most of us have 2-8 decks each so it rarely becomes an issue.

This deck is my favorite and I tend to play it at least once every other session, I even picked up some special card sleeves and a nifty demon skull box. The box is really cool and I can put some spin down life counters in the mouth.

Anyway here's the decklist:

Commander – Xiahou Dun

Planeswalkers – Sorin Markov, Liliana of the Dark Realms, Liliana Vess

Creatures – Nantuko Shade, Vault Skirge, Skithiryx, Ink-Eyes Servant of Oni, Necrotic Ooze, Solemn Simulacrum, Maralen of the Mornsong, Phyrexian Obliterator, Helldozer, Scythe Specter, Maga, Traitor to Mortals, Leaden Myr, Nether TraitorArtisan of Kozilek, Avatar of Woe, Magus of the Coffers, Visara the Dreadful, Chainer, Dementia Master, Balthor the Defiled, Crypt Ghast, Skeletal Vampire, Vampire Hexmage, Nirkana Revenant

Sorceries – Exsanguinate, Perish, Mutilate, Exhume, Plague Wind, Black Sun's Zenith, Killing Wave, Promise of Power, Damnation, Consume Spirit, Temporal Extortion, Virtue's Ruin

Instant - Smother

Enchantments – Gravestorm, Underworld Connections, Exquisite Blood, Sanguine Bond

Artifacts – Bonehoard, Sol Ring, Loxodon Warhammer, Thran Dynamo, Skullclamp, Sensei's Divining Top, Sword of Fire and Ice, Phyrexian Totem, Nuisance Engine, Whispersilk Cloak, Nim Deathmantle, Psychosis Crawler, Lashwrithe, Extraplanar Lens, Mask of Avacyn, Blightsteel Colossus, Caged Sun, Expedition Map, Gauntlet of Power, Lightning Greaves

Land – 27 Swamp, Cabal Coffers, Urborg, Tomb of Yawgmoth, Shizo, Death's Storehouse, Vesuva, Ebon Stronghold, Dark Depths, Polluted Mire, Temple of the False God, Reliquary Tower

Deluxe Apartment in the Sky ... Near Future Progress

Terrain – I'm trying to spread my time on this project so I can keep the various structures in the same state of completion. With previous projects I've been gung ho and plowed through until completion, which resulted in some less the optimal terrain pieces for actual game play. (Notably the Qi & Gong and Ressurectionist Lab, both have some spots that are hard to navigate during the game notably because of fat finger syndrome)

For this board I'm trying to get each piece to a semi finished state to play some test games before I move into painting. Because something that looks cool and fits the models doesn't necessarily mean it will be a fun piece of terrain to play games on. 

My major concerns with the apartment building lie with models moving around inside. While it was easy enough to build the floors to be stackable and removable, I'm not sure how much scatter terrain is needed inside the building. Sure it will look cool to have it fully furnished, but will it hinder gameplay?

One of the issues I have with all the laser cut MDF buildings that have popped up in the market as of late is the last of interior details. If this is an apartment complex, how do you get to the second floor? Catwalks on the exterior of the building are pretty inefficient and unlikely, unless the buildings are scavenged together from junk. Sure it makes for decent cover and what not, but then so does just building a bunch of random shapes like a paintball field. Not exactly realistic (in a game with alien soldiers wielding chainsaws and laser guns realism is key ... right?) which for some reason bugs the hell out of me.

To attempt to solve this I build a stairwell within the apartment building. It took a bit of trial and error but eventually I found a location that would be easy to move standard human size models up and down as well as be able to replicate the firefights that happen in said stairwells all the time in movies.

We Be Clubbin' ... Near Future Board Progress

Terrain – I spent some time working on the club terrain piece for my near future board. After constructing the walls I realized this was going to be a rather bland structure since it has no windows and only one entry point. The interior is fairly interesting with several height variations leading to the private rooms and stage as well as the main entry check point/bar.

To add some additional interest to the building exterior I've cut some strips of lightweight cardstock into "futuristic shapes" (yes that means variations on hexagons...) While I was cutting strips Empire Strikes Back was on Spike so I gleaned a little inspiration from the set pieces in the film. Most of the futuristic feel of the set comes from the various panel shapes in the background. I also have been paying more attention to newer commercial buildings and noticed most of them use something called efface for the exterior. Essentially what that means is the exterior walls are covered with a foam product skinned with concrete, this allows for interesting shapes at a low cost.

Taking these two points of reference I've added quite a bit of exterior detail that will bring out interest areas without resorting to the typical rivets everywhere look of some futuristic terrain.

I also created the removable roof. Initially it fit a little to snug, after trimming the paper backing off the foamcore on the interior side it is now easier to remove and shouldn't cause to many problems lifting off during gameplay to place models inside.

For the large sign on the exterior I opt to go with a silhouette and a large billboard. I'm still contemplating how I want to do the name of the club. Most likely I'm going to cut out the letters and paint them like neon but I'm still on the fence. For the actual name I'm leaning towards "The Slippery Kitty Lounge" this seems to be a solid name that will fit in numerous settings. 

The roof needed quite a bit of detailing. Because the structure takes up a significant portion of the 3'x3' board, I have a feeling the rooftop is going to be a popular perch. Because of this I added some HVAC units and other structures to the roof to provide some cover. Ideally I don't want the roof to be just a sniper's nest but an area that could be contested by several models without becoming a no mans land if there is a model at a higher vantage point. The HVAC units were made from some Platformer parts I had laying around as well as some other bitz.

I still have some other details that need to be figured out before I can move onto painting this building but at this point I think it's ready for a test game to be sure it works as intended.

Malifaux 2.0 Public Beta Live

Malifaux – Well June is here and Wyrd as promised has released the public beta for Malifaux 2.0. The new look of the game is interesting and I'm glad to see everything is starting to tie together with a similar look and feel. While it loses a bit of the charm the mismash of the original release, solid art direction wins with the new look.

Justin and Mack (new developers for Wyrd) have been making the rounds on all the podcasts that cover Malifaux to hype the new edition and ease fears that they ruined the game. Also in the latest Wyrd Chronicles their are several articles about the new direction.

To be honest Malifaux has fallen from my regular rotation as of late, I just haven't had time to run demos and getting up to the game store when there is yardwork and whatnot to be done on the weekends has severely limited my playtime. And what games I have been able to get in have been super secret because of my NDA, and play testing has really burned me out (I've been doing it since Book 2). 

The new edition is different and ultimately I think the game will benefit from the simplified rules. The change to an upgrade system is a great way to avoid the glut of FAQ's they had to release every time a broken interaction reared its ugly head, (although to be fair some of the knee jerk FAQs caused more issues than they solved ... still gotta love that Wyrd pays attention) and most likely we'll see a banned list for any broken interactions and supplements in the Chronicles if models start to feel weak or overpowered.

From the public beta I can sum up Malifaux 2.0 as "less is more" there is definitely be less text on the cards which means more time spent playing and less time trying to figure out what you should do. I'm looking forward to the release of the new book and faction decks although I'm not sure I'll be investing in new models for the ones I already have unless the sculpts are utterly mind blowing.

Most of my playgroup (that actually still plays Malifaux) is split 50/50 about the new edition. Some of the guys are pissed that their broken combos are "gone" or that the lack of walls of text on the cards means there's no tactical depth. The rest of us are excited to see what the final product will be and look forward to being able to enjoy a fun setting again. (hopefully leaving the baggage of the last edition behind and looking to the future)

On the Painting Table ... Prepping the Perps

Judge Dredd – While my near future city seems to have stalled out I've begun work on some gangs for the Judge Dredd miniature game. In order to get them ready for the tabletop as quickly as possible I spent some time reviewing the rule book and building a few gangs of paper to see what I could come up with. Unfortunately most of the models in the line that Mongoose creates are pretty ugly. The Justice Department models have a cool retro feel that reminds me of some of my first Citadel models (and the basis for most of the Warhammer 40K universe) but many of the models in the range are just plain bad sculpts or feel extremely dated (not a bad thing).

Luckily I have a ton of models from Necromunda that fit the role of generic street gang and the weapon options match up fairly closely with the options available in the rulebook. I also have an extensive bits box of models I've picked up because I like the sculpt or thought I might have a cool conversion idea. For this game these conversions are finally going to see some time on the tabletop. In Mega City One pretty much anything goes which means I can build whatever I want and potentially have rules for it on the table top.

Judge Dredd – While my near future city seems to have stalled out I've begun work on some gangs for the Judge Dredd miniature game. In order to get them ready for the tabletop as quickly as possible I spent some time reviewing the rule book and building a few gangs of paper to see what I could come up with. Unfortunately most of the models in the line that Mongoose creates are pretty ugly. The Justice Department models have a cool retro feel that reminds me of some of my first Citadel models (and the basis for most of the Warhammer 40K universe) but many of the models in the range are just plain bad sculpts or feel extremely dated (not a bad thing).

Luckily I have a ton of models from Necromunda that fit the role of generic street gang and the weapon options match up fairly closely with the options available in the rulebook. I also have an extensive bits box of models I've picked up because I like the sculpt or thought I might have a cool conversion idea. For this game these conversions are finally going to see some time on the tabletop. In Mega City One pretty much anything goes which means I can build whatever I want and potentially have rules for it on the table top.

I decided to use a purple and gray scheme for this gang to tie them together. Even though they aren't in a specific uniform it's important to carry common colors through the group so that they look cohesive on the tabletop. 

Next up is the Justice Department. Again 500 credits isn't much to spend so I went with two Street Judges and and Psi-Division Judge. These are right out of the box with no modification necessary. I decided to use the movie color scheme for my Judges as I feel the bright blue and yellow looks far to comical for the feel of game that I want to have. As such I painted the body suits dark gray, olive green boots, pads and gloves with gold shoulder pads. I like the feel of them and just have to do some details before they're ready to be sealed.