Monday, June 27, 2016

Pondering Rules in 40K






Welcome, again fellow Bad Decision makers!

I have been pondering what is the meaning of 40k life.  Specifically my interest in 40k games in general.  I got to play a game last week and like a baby with an ugly face, I was beaten pretty bad.  I thought about my tactics and yes I probably played like a hummingbird with ADHD but I felt totally uncomfortable about the game in general.  Lord of War choices, mass psychic powers, and death stars have decreased my interest in playing; in reality, I actually dread playing with my former gaming partners.  No reason other than I don't want to play against a bunch of rules I don't know about and a bunch of formations I have no idea how they work.  I think I spent four hours trying to figure out what models I had for what formation then settled on not using any formations.

Everyone can agree there are codex's that need to be reworked so I am not going to focus on that.  I want to emphasize that each edition had a particular list or three that ruled 40k like in 3rd it was rhino rushes, in 4th falcon and serpent spam or fish of fury, in 5th it was the imp guard parking lot, in 6th it was all about the flying circus, and in 7th superfriends death star is all the rage.  Each of these power-house army lists normally lasts till the next edition or more frequently their next codex.  Each time GW normally does not resolve these crazy lists until the new edition changes the rules. I believe we would be overall better off addressing these issues inside the core rule book.


Here is my top 3 list of changes to 40k to resolve my anxiety of 40k here in 7th.

1) I would like to remove neutral warlord traits and neutral psychic powers.  Ideally, each army would have balanced  psychic powers.  Don't get me wrong I like the neutral powers a lot but there are too many wombo combo powers that turn great units into insane units.  It may be easier to remove invisibility or tweak it but I really miss 40k when it was a simpler time where broken psychic powers were only found in a single codex.
Wanting simplicity and complexity that is heresy.
2) Superheavy, gargantuan creatures, and formations belong in Apoc or points costs of 2000 points or higher.  Imperial knights are generally ok but when you start to combo them in formations they can get pretty crazy.   Just this week I had the lovely opportunity to play against 3 knights with KDK.  After eliminating my D bloodthirster he began systematically destroying my army with little repercussion. Removing these monsters removes the need for D weapons/Stomp and let's face it having an Avatar or bloodthirster die to a Knight from a stomp makes as much sense as Elmer's Glue being a milk substitute.


3)  Units should be able to disembark and assault out of vehicles if they did not move.  Even if they could only deploy 2" out of the vehicle and charge after it would be better than the imagery of squad of marines trying to stumble out of a rhino like a bunch of children trying to get out of a ball pit.

Honorable mention rules:  To gain an objective you should have to hold for a full game turn.  Assault from outflank and reserves.  Slam on monstrous creatures should half the number of attacks of the MC not reduce attacks of the model to one.

We will be adding more pictures of the current models we are working on next week so stay tuned!

Have a great July 4th and keep making those Bad Decisions.

Monday, June 20, 2016

Eldar Turned Dark Eldar Turned Awesome







Welcome back fellow bad decision makers.  I am back from vacation and decided to do a little throwback to Adepticon 2015.

We knew Eldar would be everywhere and we knew that we did not want to play an army that was going to kick too much butt.  So how could we tone down Eldar and still play them?  By making half our team Dark Eldar!  Win Win!

Friends have asked to share pictures of some of our past armies.  Before I get to the pictures I am going to let you in on a secret about team Bad Decisions, we destroy all evidence of armies that have won games.  Below are the last known good pictures I have of them, all evidence has been destroyed. This Eldar army has been dismantled or crushed, the only thing more beautiful than an incredible looking Eldar army is watching that same army be burned, crushed, and destroyed down to atoms.

All models were painted and converted by Marcus Baxley AKA Headkeepa AKA Bitsmash

#Bitsmash

Above: Warp Spider



                                             
Grotesques
Eww more Grotesques  


Wave Serpent
Vect turned ravenger
                                             

Thanks again for reading and keep making those Bad Decisions!

Ian


Thursday, June 2, 2016

Campaign Corner




Welcome Bad Decisioners to Campaign Corner.  It is I, Ian your herald to everything bad and team captain of team Bad Decisions.  This post will be involving the key decision points in making a good campaign.  Just some background about my experience, I have run several campaigns, tournaments, and events.  Some hugely successful and some less so.  Let's talk about 40k campaigns and how to make them successful.

#1: Know your audience.

Campaigns can be great but they can easily get off track if your audience is not into the campaign.  If you are in a small close knit group of gamers who play regularly with each other then a campaign will be easy and fun.  If you are a regular at a game store and want to put a campaign together then it will take a lot of forethought because it will be impossible to know how many players will show up and what army they will bring.  If you don't plan then you plan to fail.


#2 Which campaign to run Stage vs Map

What is a map based campaign?  Normally a map based campaign is either team driven or player driven.  Normally teams/players have a starting location and gain territory around them.  There are normally special zones that grant small bonuses to the controlling player.  They are normally long and very intricate.

Nothing is cooler than seeing a map and watching the progress of campaigns and how they affect a world/city.  To witness a player swear a blood debt to another player who kicked him off an important tile/map space is funny to see and funnier to think about.   That said map based campaigns will often lead to abandonment.  It is normal for a losing player or team to concede when it appears all is lost or impossible to come back based on time.  Every map based campaign I have ever run ended early and normally not in a good way.  Once again see #1 if you have a small group of friends that are consistent you won't have any issues with a map based campaign but if you are doing this at your FLGS be prepared for people to drop or not show up for their games.

What is a stage based campaign?  You have two sides good vs evil.  A stage is X number of weeks at the end of the weeks add up who wins and move on to the next phase.  It is easy does not require a lot of work to perform.  It normally ends with a final event but it does not have to.

Stage campaigns are easy.  Have everyone play track the results and declare who wins at the end of each phase.  The results are not visible to players so it is harder for players to get discouraged.  Bonus 5 points because you don't have to make sure players get games in because it is amazingly casual.



#3 Army/unit/model bonuses / neagtives

Whoever is winning a campaign should get some kind of bonus right?  After all, if someone is meeting all their objectives you would think that it would either help or hinder their enemy in some way.  Always keep in mind bonuses should be small and are meant to be minor.  -1 to reserves, adding +1 to your reserves, reroll warlord trait, giving a unit the ability to deep strike or infiltrate.  Relatively small sure someone could try and abuse deep strike or infiltrate just remember to not be a dick.  These are little plastic sometimes metal and resin men.

What can be fun is making your own campaign mission where games played and won are tallied together and at the end of the phase a bonus is given out to the winner.

#4 Experience
Another unique thing I tried was evolving units or create your own special character.  The imagery of units becoming veterans after a war or conflict feeds my fluffy bunny.  What I quickly realized adding up experience at the end of each game ended up being a huge pain in the butt.  Having players track it ended up being a confusing and often unfair.

I did have moderate success with a create your own special character campaign.  I would make everyone model their very own special character. You give your special character wargear and his own warlord trait from his respected book.  Sometimes there will be an exception of no unique wargear because you would give out unique wargear over the course of the campaign.  At the end of a phase or a certain point in a map based campaign everyone gains a stat bonus to their HQ.  After a certain point, the HQ could trade in his stat bonus for a random special ability which would be much better than a small stat boost.  For notoriously bad HQ the bonuses would be much better in attempts to make it more even.  The idea is if everyone gains a bonus at the same time then points would be relatively close enough together you would not have to worry about a great divide in points costs.  There would be exceptions to bad HQ choices and how they would not see a noticable difference until they gain their first ability but tt ended up being fun and pretty fair.

#5 Ending

It is important to figure out an ending to your campaign.  Informing players when a campaign is over is in the best interest of everyone so players don't get campaign fatigue.  Campaign fatigue: A player who plays a lot of games in a campaign with no end in sight will eventually stop playing or quit.  How to end a campaign is very important, most players will remember how good a campaign is based on the end not the beginning.   I have seen a tournament run ending, mega battle, and my favorite an end game event.

Tournament style:  Have a small entry fee for prize support if your gaming group has young bloods then also encourage unopened box donations from the vets to the young bloods.  Have a tournament like ending with each match up being good vs evil or whatever makes sense.

Mega battle: The most exhausting but coolest picture worthy choice.  Mega battles are long and by turn 3 most players want to quit and go home.  This option is for dedicated players only.

End game event:  This can be whatever you want, anything from a bunch of scenarios to a kind of narrative style game.  One of my favorite ways to run this event has a large game 2v2 1500 per player.  Then have side games 2-4 tables with objectives each playing at various point levels.  The large table has a time limit of X number of hours generally you want it to be 5-6 hours enough for the rest of the players to get 2 or more games in.  The side tables have special objectives that affect the main table allowing the main table to bring on units that were destroyed or adding an ordinance shot or anything else you can think of.  Note I would shy away from adding units from the side tables just because you don't want the other players to get upset at the fact they are not controlling the models or making saves for their models, it's best just to allow only brief interruptions from the side tables.

At the end of any campaign, the most important thing to keep in mind is making sure everyone has fun and that the games move smoothly.  Prize support should be small if there is any and make sure to have door prizes if you are doing prizes.  A cheap alternative to prizes is to have special custom dice for the event and give 1 die to every participant at the end.  I find small door prizes or small prizes for everyone puts your players in a good mood vs an all or nothing prize support system.

If you have any questions post them in the comments I am more than happy to reply or provide some of my older campaigns I have run.

Now go out there and make some Bad Decisions!