Tuesday, September 24, 2013

Michigan GT Countdown: 3 Days to Target

I finally "let go" and decided to just go with the list I have been honing for weeks now and so I know I won't have any more model issues to deal with due to last minute switch outs. No reason to make a last minute change and then regret it over the weekend.
I will have to rely on experience, average dice rolls, and Force weapon awareness.
It is slightly calming though, to just accept that I have prepared to the best of my ability and all that is left is to let the chips fall where they may.

I did not get my Wave Serpent done. I discovered that my school schedule for the week was the opposite of what I believed it to be. Plus side is, that I have all my work taken care of now and I can push it from my mind until after the GT.

Monday, September 23, 2013

Michigan GT Countdown: 4 Days to Target

At midnight tonight, it is only 96 hours until tourney day! My mission tonight is to get my Wave Serpent finished. I just have to tag a few little components, paint the jewels and canopy, attach the base nut, and high gloss the whole shebang. Should be totally doable. Next up will be making objective markers, which will probably be a goal for Wednesday.

Sunday, September 22, 2013

Countdown to Michigan GT: 5 Days Remaining

I'm not counting the last hour or so of today, so we'll just count from tomorrow. 5 days left until the Michigan GT. This guy is pretty excited about attending. I love that there is a large tournament in my state now, so there's alot of positive mojo going towards it in the hopes it does well and returns bigger and better next year.
I am almost as ready as I am going to get for this. There are a few little paint touch ups that need to happen and I need to finish off my last proper Wave Serpent. Other than that, I just have to make up some of the mandatory objective markers.

Anyone have any neat/easy/cheap ideas for objective markers?

Thursday, September 19, 2013

Path of the Autarch: Critical Mass 2.0 - Part 1

So, first of, thanks to all of you that have been participating in the discussion on the previous Critical Mass post. I have been analyzing and trying to get a more solid framework in which to house this, for me, elusive concept of Critical Mass in army lists.
We seemed to be a little fuzzy on a word definition for the phenomenon, prob
ably because it can take many forms. Basically, it is just that momentum that your list gains on the battlefield that propels you toward victory.
What ended up being a little easier to chew on, however, were key elements of a list that can result in gaining Critical Mass.
There were anecdotes and comments made that involve player skill, game philosophy, and other things but I am totally focused on the list, just letters and numbers on the paper kind of list. Player ability/temperment are a whole separate topic. Perhaps in a future post.
At this point of concept development, I have decided to evaluate Critical Mass potential based on three metrics, with the intention that a list which has high marks in all three will be able to get serious Critical Mass. The three metrics I have chosen are:

1) Offensive Capability
2) Resiliency
3) Viability

Now that opening statements are over, let's dive into part one, the first metric.



Offensive Capability

Abstract: The Offensive Capability metric involves not just units, weapons, and general firepower, but also the presence of delivery mechanisms (or lack thereof) to get list elements into proper position. Powerful weapons/units mean little if they are unable to be used effectively. And while each aspect needs to be looked at separately, they all feed into each other to produce a "score" for this metric.


 Aspect 1:

The first aspect of the Offensive Capability metric is the ability to do meaningful damage to the enemy.

By meaningful, I mean being able to remove the enemy's valuable units.

Whether a unit would be deemed "valuable" is completely subjective, but I define a unit as valuable if it can greatly benefit the controlling player over the course of a game because of either the mission, the terrain, or the matchup (i.e. what two armies are squaring off).

A part of doing meaningful damage also incorporates the need to produce wounds en masse should the situation require it. Either by sheer number of shots, special tricks, or truck loads of blast templates. Sometimes you just need to kill models, lots of them. Your list should be able to do and more. But perhaps I am getting ahead of myself.

For example, if I am running an infantry based list, am I able to remove the opponent's threatening anti-infantry units? Because those just became very valuable to the opponent. If the opponent is running many monstrous creatures, that makes them valuable to the opponent for a different reason, am I able to effectively remove these?

What is "valuable" can vary wildly. You are still going to want to kill things with "value" though.


Aspect 2:

The second aspect of the Offensive Capability metric is Versatile Firepower**.


I put asterisks next to Firepower because I wanted to refer to not only guns/ranged weapons but also special abilities, close combat prowess, basically whatever the list uses to make the opponent's models go away.

Having Versatile Firepower generally represents a lists ability to do damage at useful ranges, having the necessary weapon strengths, AP values and special abilities to engage the opponent throughout the battle regardless of the build that the opponent has. Versatile Firepower gives a list the ability to leverage its strengths on the opponent's weaknesses. Having a "firing solution" for most or any problem you encounter is a huge boon.

It is also worth noting at this point that having units or weapons that are dual purpose help increase this aspect as being able to satisfactorily engage a variety of targets builds in additional flexibility and versatility.

For example, if a list relies almost completely on a high volume of low strength, short ranged weapons, then it will struggle to engage targets that are far away or are hard to wound. Whereas a list that has all the major categories of attacks in its toolbox will be able to lay down fire where and at what it needs to in order to be the most efficient.


Aspect 3:

The third aspect of the Offensive Capability is Force Delivery.

Force Delivery is a critical part of a list. Having amazing weapons, special abilities and units are all well and good but they won't help you in the least if they cannot get where they need to be in order to engage the targets they are best at.

If your unit has a weapon that has a silly-long range, then delivering the firing model probably isn't too important, but ensuring it has proper lanes of fire is crucial to the model delivering its contribution to the war effort.

Transports, jump packs, movement special perks (looking at you, Fast Skimmers), lanes of fire, Deep Strike, Infiltrate, or anything else that can get your army into the fight are going to increase the list's value for this aspect.

An army that can't bring its forces to bear upon the enemy is at a RIDICULOUS disadvantage compared to one that can. Ever played a game where you just get mercilessly taken apart no matter what you do? You opponent's list probably scored high in this aspect whereas your score was likely abysmal.

**As a personal aside, I will tend to weight this aspect a little heavier than the others for my own lists because I like mobile armies. 

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Well, that does it for the basic framework of the first metric I propose for metering critical mass potential in lists 40K is a wargame, so offensive ability is generally going to be the foremost concern when really developing a list. It is the rock you anchor your victory to.



Do you have any changes you would make to this metric? I think I hit the main cornerstones for quality, quantity, flexibility, and usability.

Wednesday, September 18, 2013

Prepare Yourselves, UCON Is Upon Us!

SeerK here.  Ok Boys and girls its that time of year again. Once again the Craftworld Lansing team will be bringing you
the Craftworld Open at UCON. This is now officially an annual event. It will be a 3 round 1850 RT style tournament at UCON which is in the beautiful Marriott on Eaglecrest in Ypsilanti Michigan.

But wait theres more! This year I am expanding the War games Coverage. Friday night from 6pm to 10pm I will be running demonstrations and playing Games of Firestorm Armada. Saturday I will be Running Flames Of War from 2pm to 6pm. PG_Hick will also be running an event Saturday. Warmachine and Hordes Players rejoice. We have a Tournament going 10 am to 7pm

Sunday we will be rounding out the weekend with The 2nd annual Craftworld Open. Dice roll at 10am so I suggest heading over to the UCON website and pre registering for the events. UCON has a lot more to offer if you are a dedicated gamer. RPGs, Boardgames and much more. SO why not come down for the whole weekend.


Pre-registration is now open at UCON's website. Day badges are $10.00 for Friday and Sunday and $15.00 for Saturday. A weekend Badge for all 3 days is only $20.00. A badge is required for participation. The ticket for the Craftworld open is an additional $6.00. The tickets for Flames of War and Firestorm Armada are $3.00 in addition to the badge. Nick Huston my main man on the inside will be running Xwing that weekend as well. The Warmachine Hardcore on Saturday being run by PG_Hick is $6.00.

SO preregister. There are 30 spots for the Craftworld Open and 40 spots for the Hardcore. Preregistering not only reserves your spot, but gives us ammo to get more space if we exceed our allocated amount.

I will be announcing missions and any FAQ decisions over the Next Month. I will say one thing. This year I am requiring painted models for the Tournament. All models must be to a 3 color standard and WYSIWYG. I want to raise the bar across the board this year. Literally and figuratively.


If you have any questions don’t hesitate to shoot me an email or Tweet me on Twitter. I look forward to seeing you all at the convention.


Until Next time.....





Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!

Monday, September 16, 2013

Typhus Has a Force Weapon Too!

Well, Saturday's tournament was interesting. I went 2-1, unfortunately. Though, as a small consolation, the gentleman that bested me was the general that took first. So at least I lost to the day's finest player.
Also unfortunately, I repeated my mistake from the last tournament. This time I learned that Typhus has a Force Weapon. Poor Wraithknight. Though I did giggle when my Guardians took out a Heldrake in the assault. That's a first for me.
After I lost round one, I just started playing with experimental strategies as I would have no chance of placing because there really isn't any kind of variance built into the scoring system. You either get max points or min points 99% of the time.
I think there were more Heldrakes at that tournament than the last several tournaments combined. It was crazy, I'm not used to that many.

And I believe that tournament will be the last primer before the GT in twelve days. I still have some reservations about my list, even though I have a silly amount of games in with it. There's just some situations that are a coin flip between incredibly easy and straight impossible.

Friday, September 13, 2013

At Dawn, We Ride

Tomorrow comes soon and at dawn, we ride for yet another Michigan GT primer tournament. This time to Flatland games in Wixom, MI. I've heard good things about this store, so I am genuinely excited to play there.
What lessons will I learn this time? So far, the two big stand out lessons for me are that I need to fear Force weapons with my Wraithknight and to drink water while playing lest I become so dehydrated I might as well hand my dice off to the nearest Kindergartner because they would probably have a better chance at success.
Water? Check.
Healthy caution towards Force weapons? Check.

Let's do this.