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There was recently an article posted on Bell of Lost Souls about whether or not, in game Warhammer 40k, a roll of 6 should always hit (which can be found here: http://www.belloflostsouls.net/2018/01/40k-op-ed-a-6-should-always-hit.html). Would this be a good idea? Dropping Dice responds!
So, to recap for those who don't want to click the link (and given the torrent of ads on BoLS, I don't blame you), in Warhammer 40k right now there's something that's... well...it's not really a problem until it IS a problem. I'm talking about negative dice modifiers. Let's look at a totally normal situation. A unit of Ork Lootas (BS 5+) needs to move to be able to hit anything for some reason. With their Heavy Weapons, that's a -1 to hit. But oh no! They're fighting Ravenguard (or Alpha Legion, or Alaitoc), and now when they shoot, they're at an additional -1 to hit. This means that their very best roll is no longer good enough to hit their target, it is impossible for them to hit. With every way there is to take these penalties in the game, -2 is very possible when moving and shooting, or even when standing still against Alaitoc or Nurgle Daemons. -3 and even -4 is technically possible too! Yes, for some units, it would be impossible to hit.
And yet... it's always possible to miss.
The first time I really saw this in action and saw just how unfun it would be to play against was in this very recent game by frontline gaming:
In it, Frankie and Reecius do battle between the new Daemons and a fully mekanikal Ork army. It's not a good list from Reecius, but it illustrates the point. For two turns, despite a great number of attacks, Reecius was unable to do any real damage to the Nurgle forces (always wasted a turn of fire on one thing, so had to engage a sub-optimal target, and even then was hard to get through - though that's a bit more unrelated). As the Nurgle -1 (and in many cases, -2) to being hit also applied in close combat, the Orks sometimes were entirely incapable of hitting targets.
And through it, I couldn't help but feel that this isn't what GW intended. I think they intend on things being able to stack these to-hit penalties to make it very HARD to hit something, but didn't intend to make it impossible. Even in the Dark Days of 7th, with Invisibility, you still hit on 6's.
I would imagine modifying this rule (4. Resolve Attacks; 1. Hit roll, pg181) to the following:Quote
1. Hit Roll: Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model's Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails and a roll of 6 always hits, irrespective of any modifiers that may apply.
Who would this benefit?
Mainly; Orks. Hitting normally on 5's is rough enough as it is, and Orks will often be hitting on 6's either due to these intrinsic penalties or from moving. Having them not even have any possibility of hitting is a bit of a slap in their green faces. Being able to always hit on a 6 would just give them an out against armies that stack up tons of hit roll penalties. In very rare cases, it will also help all the 4+ to hit armies out there, but those situations are far rarer.
However, we also don't yet have an Ork codex out there. It's totally possible that GW is going to give that rule specifically just to Orks, though chances are it's too late now (I wouldn't be surprised if, given GW's release schedule, the Ork codex is already being printed).
Ultimately, I think this is a change that for 95% of the games being played out there would not make a difference, but would see a big difference and a far more enjoyable time for those folks that get stuck in that 5% of games that do.
That is a phrase I hear all too often. People sharing their disdain for all things related to the word "competitive." It is true, some people just enjoy throwing their favorite looking or best painted models on the board and smashing dice together. Which that is awesome, playing Warhammer for the love of them game and models, all the power to them. I want to make the argument that you can enjoy the game just as much while focusing on being "competitive."
First of all, it might be appropriate to describe/define what I mean when I say "competitive." Often people equate competitive with WAAC (win at all costs). That means to win as a player I am willing to do anything, cheat, fast roll, slow play, heck evening paying my brother to steal your car and drive it to Timmins (like yuck who goes to Timmins?) just so you might get distracted. The image of WAAC is almost 100% of the time not the case, certainly there are players or games where this does exist, but in all the tournaments I have ever been to (probably north of 200 tournament games played) I have played against 2 people where in that game I would consider them WAAC players. They were also the 2 least enjoyable games of 40k I have ever played. Now are these players always like that? I would think it is safe to say probably not, they were probably just having a rough day and normally are much better to play against. So where do we draw the line of competitive and WAAC? I think the distinction is in the manners and etiquette of the players involved. When I say competitive I am generally referring to using the units available to me to the best of my ability, while trying to win the game in an enjoyable manner. Lets go all the way back to 7th edition (like what 1000 years ago?).
During the end of 7th edition when I was travelling to a lot of tournaments I was using an amazing Eldar list. When I say amazing I am not referring to it being a well rounded and awesomely painted list, I am referring to the fact that it was second to none strength wise. The list was the epitome of what was wrong with 7th edition, spamming units manipulating various key words to gain the maximum fire power and advantage over your opponent. By the end of 7th I wasn't even having fun playing it anymore. It was at this point where I realized that there has to be a line for myself. A line where while I wasn't portraying a WAAC attitude (at least I hope I wasn't) my list certainly left some people (eventually even myself) with a bad taste in their mouth. A line that took the joy out of Warhammer 40k for me, I was sacrificing my enjoyment of the game to gain an strategic advantage.
Here is where I want to discuss what competitive in 40k truly means to me. I never want to get to the point again, where for the sake of winning I use loop holes and key words to crush my opponents will to play. When you show up at table and see your opponents list and think "oh boy I don't even stand a chance, why even bother playing." It is that issue combined with the WAAC issue that gives competitive 40k a bad reputation. Don't get me wrong I still enjoy playing competitive 40k, even more so then just throwing dice in a casual game. But I feel that my perception of what constitutes "competitive" has changed. I now find myself focusing on making the best well rounded list I can, one that doesn't just leave a bad taste in my foes mouth. I want it to be my tactics and decisions that win me the game compared to my list automatically winning me game. To be able to bring a very strong list, play it masterfully, while keep your integrity as a player (avoiding being WAAC), and allowing your opponent a fun game with his toys is what the true definition of what competitive 40k is to me.
I will end this post by referring to the list @stankywizard brought to the Beer and Pretzel Open, which he used masterfully to win the event. The list has also since been posted HERE on RAGE. His list was an extremely good list, but it also didn't just spam all the good units, or spam as much smite as possible. He brought units he wanted to, even some that people would consider to be "bad" in the game. While no one would say for a second his list was a bad list, it wasn't his list that won him the tournament automatically. It was his ability to utilize the list and a meaningful way, controlling objectives and strategically making decisions. Heck he even beat my brother and I, whom some consider to be way too competitive, or even WAAC at times.
There you have it, my ramblings and thoughts and my first post into this blog examining Competitive 40k, what are your thoughts on the subject? Do you agree or disagree with what I said. Be sure to let me know in the comments. Keep on Wargaming!
The hobby of Table Top War games holds a wide variety of people who participate in it from the list-builder, to the fluff lovers. I myself am a Brush Jockey. What is this you ask? Well, I define my role in the hobby of Table Top War games as one who is in it for the gratification of watching little bon-homes go from hunks of metal or plastic to live action heroes on the board.
This entry is going to be the first in a series that I will share with you on my process for producing a fully painted army. This approach can be used for any type of table top war game; there are no favorites here because if I could, I would play them all.
A project like producing a fully painted army can be a very daunting task, especially if you are playing one of the larger games. This article assumes that you are collecting your force on a unit by unit basis, and hopefully will provide some tips and best practice around the hobby end of things. I have used this approach on a fully collected army for commissions, but that sort of undertaking is not for the novice or faint of heart.
There are many steps and considerations to look at when working on this sort of project. I like to break my projects up into the following categories;
This is probably the most important step because it establishes the framework for the rest of your project. If you are just snipping the piece off the sprue and gluing together without cleaning the piece first, it could result in a poor looking paintjob at the end. If you are anything like me, you stress on the small imperfections that result from this. Here is a great article ssembled (pun intended) on preparing and assembling your miniature.
It is my opinion that the base of a model really sets them apart from ones that do not have one. There are different approaches I take during this process surrounding bases. If I am assembling a unit of more than 3 models, I will add sand or cork to the base of my models before I prime them. This allows me to paint the base with the model and apply flocking after the model is done with paint.
The second approach is one I will often use with special characters or with models I really want to have a stunning look to. With this approach I will assemble the base, and the miniature separate from each other and paint each with the same attention to detail.
Here is a link to a series of YouTube videos that show many different approaches to bases - http://www.youtube.com/playlist?list=PL4sEryds4XKU4wXX1rMj1J5PVQcfqBaid
In my next installment, I will talk about priming and painting large quantities of miniatures .
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So, another year is upon us. Some would even go as far as saying another day has dawned in the era of gaming in the North. Some people have asked why do this? What's the point? I kind of chuckle at the questions, people just generally assume that myself and @Capt. Thunderfawks do this because we love the community and while that is most definitely true -- I have to admit I am a bit selfish in the sense that I do this because I enjoy keeping busy in my free time. Anyone who knows us knows for certain that we love the community, love the events and for the most part love the people who make up the community. This is a side passion of mine - web development, running infrastructure, and of course table topping. Our primary goal as an organization is to bring gamers from all walks of life together, as a team this is what we hope to accomplish. As individuals we have very different views of and ideas for what we want out of this. While I won't speak for the captain, for myself everyday I enjoy taking on new challenges and while some of those may seem as pipe dreams, thats the beauty of how I work, I dream big and sort out what we can do to be realistic. I understand some people want the world when a dreamer talks of their ideas, but part of managing expectations and my job as a dreamer is to help identify what will happen and what could happen. You will never hear me say that I am content with any system, job, game, whatever - I will always look for ways to improve, theorycraft ideas new and exciting or talk smack about current implementations and issues. Now with that said and if you've made it this far in my ramblings i'd like to break down the train of thought into what goes into something like this, what to expect from a site such as this and the type of person you have working behind the scenes to bring you this.
So without further ado, let's take some time to go over what we have in store for the site, what we'd like it to become (and not become) and give an overall roadmap into this entire community portal from my point of view.
- Continual site improvement. Whether this is login integrations, feature enhancements, bug fixes, this I promise will be the majority of my work here.
- Central portal for almost all gaming activity. Tabletop style will be the main focus and we will branch off as needed.
- Integrations are a part of what make communities communities.
- Inclusion not division. Negativity/Harassment will not be tolerated here. There is no repeals or higher authority here. If we feel that you only bring toxicity to the community we will remove you. I know this was controversial in the past but let me put it out there -- I will not tolerate people starting shit just to start it.
- And of course hearing your thoughts and ideas (I cannot promise I will do everything you suggest but as a team we will vote)
- We are a small team - be patient. I cannot stress this enough and I touched on it above. Yes some of our ideas may sound great and be the greatest thing since sliced bread - it doesn't mean it's going to be implemented tomorrow. Be patient with us, this is a hobby about a hobby not a full time job.
- Expansion - You've all been on the sites around the web, blogs, forums, whatever. Our goal is to become inclusive not just within the local community but branch out to other parts of the country to start. This goes back to the don't be a dick thing. People do not want to come to a toxic environment. The key to expansion and attracting people is having a welcoming and helpful community. This is my expectation of you all - my return on investment if you will (which financially was substantial).
Now with all that said, I do this for myself but also for you all. My goal has always been to have a really chill environment for people to come and hang, play some games, shoot the shit over the games and things they love to do.
Myself and @Capt. Thunderfawks have been working for months now and are really excited to bring this new community portal online for everyone. We're really excited to see what everyone is doing hobby wise, game wise or just what's up in general.
If you ever have any questions or concerns my PM is always open, please do not hesitate to use it.