Friday, July 31, 2015

The Arkyrian Cabal

While most enemies are easy to recognize, there is a threat to the world that is invisible to most eyes. A threat that has threads into nearly every nation or military force. That threat is the Arkyrian Cabal, a secret society of wizards whom true loyalties lies with themselves and the organization. Being among the most accomplish wielders of magic in the world, the Arkyrian's members have earn positions of great influence as advisors, court magician, and the like in numerous armies or nations. Using their influence Cabal members have siphon wealth and information from their home nation into the coffers of the secret society. Because this spying is not to another nation, their deceit is nearly impossible to catch. Spying aside, members do help their home nation to the best of their abilities until that nation's goals are in opposition to the goals of the Arkyrian Cabal. In that case members will not hesitant to bring their home nation to ruin.

An unique aspect of the Arkyrian Cabal is that even the members do not know the identity of other Arkyrian members. At their meetings every member wears oversize hooded robes to hide their features. While there they are given a large medallion to wear around their neck. Each medallion has a different letter engraved on it. These letters have no importance other than a means of identifying the member who wears it. None of the members even know exactly how many Arkyrian Cabal members there are total. Estimates are around 20 to 30 "grand" members and around hundred "lesser" members. Cabal meetings usually take place in deep caves or underground caverns that are dimly lit to help mask peoples identities. There is usually three to six very large alcoves in the meeting hall. They are always filled with a deep impenetrable darkness that makes vision inside impossible. Members whom wander near these alcoves can feel the powerful presence of something emanating from within the alcoves. Everyone assumes the alcoves hides the identities of the more monstrous members but few knows for sure.

The one entity that knows all of the Arkyrian Cabal's secrets is its mysterious leader. The leader is the one whom created the Arkyrian Cabal and personally convince every member to join while keeping his identity a secret. The members only know two things about their leader: his arcane knowledge is immense and his presence exudes more magical energy than any being they have ever known. Even the most arrogant sorcerer will admit that their leader can wield magic better than themselves in every way possible. Despite his overwhelming power, it was his charismatic leadership plus his willingness to share his knowledge that earn the loyalty of the Arkyrian members. For a handful of members their level of trust for their leader goes beyond this. The mysterious leader acted as a mentor to these members early in their mystic studies. His teachings was what allow some of those members to excel in the arcane arts in the first place. For these members the mysterious leader is not just a source to achieving greatness but more of a father figure.

The goals of the Arkyrian Cabal are simple. They want power. Some wants to be kings or queens, some have other ambitions, but all of them want to increase their own arcane power. By following the orders of the mysterious leader, the Arkyrian Cabal has formed the building blocks of an invisible empire. Scatter across the world the Cabal has hidden military outpost and secret laboratories. These facilities has money and other resources members may need and can tap into. During the Cabal's latest meeting, the mysterious leader announce that enough of these facilities have been setup that the Arkyrian Cabal can now move into the next phase of his plans. He assure his members that soon their personal power will grow and the foundation of the world will shudder!

Wednesday, July 29, 2015

Update on My Lore

I have written about my Chaos Magic Lore in a few articles. Some of the things I have talked about have change slightly. Most of it has remain the same thou there are now some new issues. Since I am about to release a series of new lore pieces I figure this would be a good opportunity to restate what my lore is and to clear up issues relating to it.

Chaos Magic Lore is the fiction that gives life to my wargaming armies and the campaigns I play in. A literary world that continues to grow with each additional campaign and self-contained short story. I do consider my settings to be different from the official settings of the games I play in. That means I do not try to write in a way to fit in with the official settings and I have the option to change game systems if need be. This last point has been mostly academic since I only played one game system with each setting. However with the release of Age of Sigmar I now have a real opportunity to do fantasy campaigns with two different systems.

All of my lore is not one single universe. I have separate settings for each genre of games: Fantasy, World War II, Space Age Science Fiction. As I expand on the number of settings I write about I will develop methods to make sure it will be easy to know what canon each article belongs to. Currently I have only written lore in two settings. One article was about my team in the BattleTech League. Every other piece is in my fantasy canon which up to this point have been played exclusively on Warhammer Fantasy 8th edition. I am reluctant to remove articles I have already posted here but that may be the fate of the lone BattleTech piece. The League ended before I was able to write anything else on it, lore or gameplay elements. That means the piece is not anchored to anything else in the setting. There will be future BattleTech campaigns or leagues I will be apart of and it would be nice if I was able to connect that old piece with the new lore whatever that is. However it is possible that the new lore will contradict what I have already written. In that case I will remove the current BattleTech story. Until then it will remain here on its lonesome.

One method I will be using to help organize my lore is with pages I call "nexuses". A nexus is a page dedicated to one topic such as a campaign or a setting in general. Each nexus will have at least two major parts. The first part is background information about the topic and the second will have all the relevant links to articles on the blog in one organize location. I plan to have three new nexus pages out soon, two of which should be out next month. These will be the Border Prince and World of Chaos nexuses. The Border Prince Nexus will have the story behind the campaign, a description of how the campaign is played, and links to every Border Prince article. Someone new to the blog will be able to quickly understand what the Border Prince campaign is and be able to follow how it played out by reading the nexus. The other major nexus I'm working on is the World of Chaos Nexus. The World of Chaos Nexus will be dedicated to explaining my fantasy setting in general. It will have major characters' histories, glossary for unique elements, describing how campaigns are connected and much more. The third nexus will be dedicated to the new campaign I will be running myself and it will be up around the time that campaign is ready to start.

Hopefully this will make more sense once my nexus pages are up if this isn't clear. Feel free to send me any questions or comments. In the meantime enjoy my up coming (and long overdue) lore fiction.

Sunday, July 26, 2015

My First Age of Sigmar Game

I played my first game of Age of Sigmar earlier this week. That first game both maintain my excitement for the system and slightly change my opinion of it in some ways. We played Bretonnia vs Warriors of Chaos. We decided to go with 50 models a side. He made a list ahead of time and I just brought a sample of my collections and just deployed units until I got to 50. My idea was to adjust what I would used on the fly but it didn't matter in this game. Partly because I didn't bring enough different options to have a choice and partly for another reason I will discuss at the end. I believe what my opponent brought to the battle was a Bretonnia Lord on a Pegasi, Damsel of the Lady, Grail Knights, another cavalry unit that I can't remember, a unit of Peasant Bowmen, 2 units of Mounted Yeomen and a Field Trebuchet. I brought 2 Chaos Sorcerer Lords, 2 units of Warriors of Chaos, 1 unit of Marauders, 1 unit of Forsakens, Dragons Ogres, 3 Chaos Spawns, a Hellcannon and a Chimera. The game started out fairly even for the first two rounds. On the west side of the board the two heavy cavalry units, the Lord and Lady face off against Warriors, Forsakens and a Sorcerer Lord. On the east side had the Mounted Yeomen trying to shoot to death the 3 Spawns, Dragons Ogres and the second Sorcerer. The other Warriors unit was also on the east side but their presence did not matter until the end of the game, which was around the time I remember the run option. The Bowmen and Trebuchet rained death on the east side from their comfortable position in the center of the map. The Hellcannon tried to rain death right back on the Trebuchet and took way too long to do. The Chimera sat next to the Hellcannon looking pretty. And the Marauders were immediately deleted by the Trebuchet before my first turn.

As the game move to the later rounds, I quickly found myself getting grinded into a slow painful death. The Warriors and Forsakens were not a match for 2 heavy cavalry units. Even getting the assist from the chimera didn't stop my west flank from disintegrating. Once my chaos forces were gone the heavy cavalries that only took modest casualties ran into the Hellcannon. Probably should have ended the game here but we kept playing until I got tabled. Th east side fared much better at first. The Dragon Ogres along with the Chaos Spawns murdered the Yeomen but then got shoot up by the bowmen. The final Dragon Ogre tried the charge into the bowmen but died before he could do much damage. Heading into the end game I had 2 Chaos Spawns, 1 unit of Warriors and a Sorcerer Lord. My opponent had the 2 heavy cavalry, the Lord and Lady and the bowmen. The second Warriors unit and friends didn't fair any better against the dual heavy cavalries. The Sorcerer Lord did manage to snipe the Bretonnia Lord on a Pegasi with Arcane Bolt. I consider this a minor victory due to how much damage I threw at him and him just not dying. But in the end I got tabled with the majority of the Bretonnia force still being on the table.

So what did I learn from my first game? You might gather from my tone that I was a little bitter and I would be lying to say I wasn't. At least at the time and I tried to kept it to myself. I knew my negative thoughts were just excuses to protect my bruised ego. So after digging a little deeper into how the game went I finally realize two important points. One was that I had answers to the things giving me problems. The two heavy cavalry units with support from the Lord and Lady was what wreck my army. This was due to their high save and me not able to generate enough wounds. If I had concentrated the Hellcannon and chimera's range attacks on them I probably could have turn the battle around as they both do mortal wounds which means the cavalry would not have gotten any saves. It would also help if I realize the chimera had a range attack earlier in the game. This is one of the many mistakes we both made in terms of forgetting what our force can do. The other thing I realize is that I am playing a different game. This should have been obvious as Warhammer 8th edition and Age of Sigmar rules are nothing like each other. Nevertheless I found my thinking that since I'm using the same models with the same name as 8th edition, they will perform a similar role in Age of Sigmar. If my first game is any indication then that line of thinking is very wrong. I'm use to my warriors having really good saves but in Age of Sigmar they only have "decent" saves which means more failures than I am use to. Their balancing factor is that now they have 2 wounds each which is nice if it wasn't for the fact that the cavalry also had 2 wounds each. Also my shields were worthless because my opponent didn't have any attacks that did mortal wounds outside of Arcane Bolt from the Damsel but she had better spells to cast. Another factor was that I had no synergy in my army while my opponent had some. Nearly my entire army had a chaos mark but in Age of Sigmar they do nothing unless I have something that specifically affects them. For example Glottkin has a command ability that affects friendly Nurgle units. Its going to take a while to wrap my head around the fact marks does nothing by themselves. This means when I plan out future lists I very much need to keep what synergy options I have available.

There is no telling where Games Workshop will take Age of Sigmar but I now have a few guesses what the future holds. I think competitive games will be compose around balancing what models you bring to the game and what models you use in the game. In essence you will have two "list" instead of the traditional one. I know some in the community want to make single lists like what we did in 8th edition but I think this is a flawed approach to Age of Sigmar. It doesn't take advantage of Age of Sigmar's unique elements. Instead I think the following example would be a better approach. You and your opponent agree to play a game with equal number of models per side, such as 50. You and your opponent both brings models in excess to the agreed total such as 200 to 400 models each with the previous example. You both deploy one unit at a time from this pool until you reach the agree upon total and the leftovers can only be used if summoned as well as you are only able to summon models from this initial pool. Additional composition restrictions might be needed to be applied to the agree total though I need to play more games to see if this is really needed. With a system where you bring more models than what you use on the table allows for an environment to have healthy counters. 8th edition has it share of counters but I don't think it was very healthy. You had to factor in potential counters to your army when you make your list and if you left something out and had to face it on the table you had to either work around it or you were just screwed. With Age of Sigmar, as long as you have the models, you can adjust your play against potential counters on the fly in similar ways that real-time strategy games work. This is what I attempted but failed to do in my game because I lack the models and the knowledge of the new way my and my opponents armies play. However this style of game is what gets me excited about Age of Sigmar. All that is needed to for Games Workshop to balance their armies and not in ways most players are use to.

My next game of Age of Sigmar will probably be next week. I'm looking forward to a Skaven vs Goblin match. Until then try to stay positive!

Tuesday, July 21, 2015

Age of Sigmar

Age of Sigmar has created such a wave in the miniature wargaming community that I feel I need to throw in my input. First for those of you who don't know the significances of Age of Sigmar or was curious why its cause so much rage in the community, this is my narrative version of what is going on.

The setting of Warhammer Fantasy is around 30 years old and its lore has a rich history. The Warhammer Fantasy game is currently in its 8th edition of the rules. Last year Games Workshop started a major event in the setting called "The End Times". The event came to a conclusion with an apocalyptic final battle that was publish earlier this year. In the end evil won and the world was destroyed. Games Workshop has said they will no longer support Warhammer Fantasy and eventually all Warhammer Fantasy model lines will be removed to make room for their new game: Age of Sigmar. The story of Age of Sigmar is that Sigmar, one of the setting good gods escape the destruction of the Warhammer Fantasy world and took a few surviving remnants of its population with him. They found a set of new worlds to settle in. After a time the Chaos Gods found the new worlds and started corrupting people again because that is what they do. At this Sigmar basically said "Oh no, not again!" and created a race of divine angel-like warriors to fight against this new Chaos threat. Thus the Age of Sigmar begins!

Warhammer Fantasy 8th edition and Age of Sigmar are two vastly different games. I can understand the rage fans of 8th edition have with the destruction of their favorite game and setting but I also see why Games Workshop went with a reset in the first place. From a narrative point I like having an advancing metaplot. If a major element of your metaplot is "the end of the world is coming", at some point you really need to do your world changing End Times like event. You don't have to have evil win and destroy it all but I digress. Story aside the real reason Games Workshop is doing this reset is because they want a setting with stronger intellectual protection and I can't fault them for wanting that. Warhammer Fantasy has a rich history but at its core its really just European history mix with generic fantasy tropes. To be fair Warhammer was one of the pioneers for fantasy tropes but now these concepts are everywhere. I can fault them for the ideas they decide to go with but that is another discussion.

So what are my thoughts on Age of Sigmar? I have read the rules but I haven't played a game yet. The person I would most likely play with went on a family vocation around the time the rules were release. Now that he is back we will be getting our first game in later today. What I can say is the I like the theme of the rules and where Games Workshop may be taking them. That said there are only two official armies out. Games Workshop release rules to allow everything in 8th edition to be play with Age of Sigmar rules. However I consider this to be giving the community a taste of what is in store with Age of Sigmar. I'm sure over time these rules will be phased out as the meat of the new setting comes out. Overall I like the new direction GW seem to be taking this. The rules are free online and a spokesperson has said GW plans all future game rules will be release for free. They want to make the game easy for new player to get into and I can respect that. As I said 8th edition and Age are vastly different games that will probably scratch a very different itch. Unless I end up utter hating Age, I foresee myself playing both games for years to come. I will not be consider any of the community built "8.5" nonsense. For me I will either play vanilla 8th edition, 8th edition End Times or 8th edition modified for specific campaign rules. One thing is that I will probably be playing with a different force in Age of Sigmar. What force I am not sure yet but Age is just beginning so I have time to decide.

In terms of my projects I can see Age of Sigmar having little affect initially. I will finish Border Prince with the exact same 8th edition rules that it ended with. My Dragon's Fall campaign will be using modified 8th edition rules if its gets off the ground in the next few months. After that I may consider having Age of Sigmar projects.

Now I need to leave to actually play Age of Sigmar. I will have a lot more to say after I have real gaming experience with it. Until next time.

Sunday, June 28, 2015

Update in Chaos (6-28-15)

Hello. As was hinted at on the War Journal podcast, I am currently dealing with a crisis that is affecting my progress here. I do not want to go into the details at this time. What I can say is that the issue is mentally draining for me and it directly influence Chaos Magic in several ways. I currently do not have a proper place to assemble and/or paint models at my home. I am also hesitant to carry a lot of items out of my home. This means I can't play Warhammer unless I'm playing with someone else army. Flames of War and Battletech is not an issue because I mostly play with other people models. That said my crisis doesn't look like it will end anytime soon and I can not allow it to paralysis me any longer. I figure this will be a good time to update the progress of my current projects.

Warhammer - To my surprise I have already found people willing to help me finish the Border Prince Campaign storyline. Sadly it will be a while before we can get to games because I don't have access to my army and I wanted to start my own campaign first. In the meantime I will be working on the backlog of the Border Prince storyline and the Border Prince Page. I won't give a timeline for when they will come out since I have a horrible track record of sticking to those dates. I will say the storyline piece that I skipped should be out soonish and the Border Prince Page will be right afterwards.

I am still working on the design of the campaign I will run myself. I have shown my rough ideas to my potential players and they seem happy with the direction I am taking the campaign. I have temporary named the campaign "Dragon's Fall." One of my ideas for the campaign is to have every army possess 3 different special rules. After I come up with a list of unique rules I plan to go to the Warhammer community for help balancing that list of rules. Of course this is probably not a good time as the World of Warhammer is in a upheaval over the new edition. Personally I've decided to avoid the rumor mill and wait until the new edition is out before I decide to what to do on this aspect of my hobby. Just hope I can get help with my rules during this chaos. Besides the rules, I need to polish the random ideas I have for the storyline behind Dragon's Fall itself and the army I will be playing in it. If all goes well, I will be publishing the introduction of Dragon's Fall shortly after I catchup on the Border Prince Campaign. Lastly, I want to create my own map that will be in the style of the Border Prince map. However the map is one of the last things on my list of priorities so I will not be starting on it until most of everything else I mention in this section is done.

Flames of War - The War Journal podcast is going strong. Last week we release our 10th episode and since we have started we have only missed one week due to technical difficulties. I am proud of the work we have put into the podcast. The next project we plan to do is a video battle report. So that we have as little proxying as possible we are waiting until I finish assembling my two Whirlwinds and the Jagdtiger. For gaming purposes the Whirlwinds are actually done (finished the second one yesterday morning). Both still needs a little more work before I can prime and paint them. After the battle report we need to look into doing a mini campaign. A few months ago I started designing a campaign I named "Call of Calamity." I wrote down my initial ideas but I have not gone back to the campaign since. Probably the reason for this is that my vision for Call of Calamity is way more ambitions than what we are able to handle at the moment. Instead I am going to design a much smaller campaign so we can get it off the ground as soon as possible. As much as I like stories, I do not think this campaign will have one. I think just getting something more long term to play and to be able to test part of the Call of Calamity system is more important than story.

Shadowrun: Crossfire - My Shadowrun: Crossfire show is an example of my imagination and excitement running away with themselves. This was a project I should have stopped and thought about before writing about it here. Do not get me wrong. I still think the idea of a Crossfire show has merit. However in my excitement I failed or ignored two issues a Crossfire show would bring up. First it doesn't fit the direction I am trying to take Chaos Magic in. This blog is very different today from how I imagine it would be when I first started it. I have change the image and direction of Chaos Magic many times but two core elements have always remained the same. And that is miniature gaming and story telling related to miniature gaming. Once Chaos Magic is much larger I can see it branching into other gaming fields. Shadowrun: Crossfire has nothing to do with miniatures and given that Chaos Magic currently does not have a lot of material related to its core element, I feel its a little premature to add an non core project to Chaos Magic at this time. The second issue is that I eventually realize how I wanted to do the show was going to require a lot more work than I initially thought. I figured at first all that would be required is to record us playing the game and then doing some minor editing. That changed when I decided to only used images from the cards instead of a live video. The reason for this was that I wanted to make sure it would be easier for the viewer to understand what was going on. This lead to the need of having limited animation ... And so on. I do not have the skills to do this and I know from my experience with the War Journal podcast there will be a lot of headaches before I would get it right. For a side project this amount to way too much work. At least for now. I do have future miniature plans that would require similar skills as the Crossfire show. Whether that means I will be coming back to Crossfire sooner to practice those skills or later after mastering them I am not sure. What I can say is that I have a lot on my plate at the moment and Shadowrun: Crossfire is not a top priority for right now.

Other - There are many other projects I have ideas for and many other games I want to play. BattleTech, Relic Knights, Horde and more. For many of these games I am at the mercy of friends of when I can play and its up to them to develop campaign like events. For my other projects I need to put them on the back burner for now. Warhammer and Flames of War is where I am putting my focus on at the moment. Of course I am the type of person that switching focus often but I think this time I can stay on target until I am able to finish some loose ends.

Tuesday, June 2, 2015

The Banners of Xizamiron

The demon Xizamiron's army was not one unified force in the Border Prince. Instead it was a patchwork of war bands working together for their own goals. The biggest of these war bands was Vanacyr's army before Xizamiron took command of it. Since the Border Prince region was so large, Vanacyr (under order's from Xizamiron) split up the army into smaller forces called banners. Some of the banners were mostly made up of one war band or another. In many ways each of the banners has their own story to tell.

Pandemonium - Xizamiron personal banner whose members he had hand picked himself. And he picked a little of everything the army has to offer. Many speculated that Xizamiron made his choices because he wanted as much variety as possible. Others think it was because he wanted his banner to be a mini version of the entire force. Other more sinisterly think it was so he could keep an eye on every faction in the army. The truth was that Xizamiron did not care who was in his banner and he solely picked members randomly.

Vanacyr's Blade - Every member of Vanacyr's war band was extremely loyal to her. Nevertheless she had an inner circle of followers whom loyalty went beyond the norm. This inner circle was called Vanacyr's Blade and nearly every non-members goals was to get promoted to it. Vanacyr's Blade had two parts; guards and students. The highest skilled warriors in the army were assign to the Vanacyr's Blade to serve as Vanacyr's personal bodyguards. The group rarely leaves her side. The other part of the Vanacyr's Blade were her sorcerous students. Vanacyr has numerous mages studying under her. They practically worship Vanacyr and her lessons. The Vanacyr's Blade banner was mainly composed of Vanacyr herself, the remain bodyguards Xizamiron didn't take with him and about half of her students. It was rounded out with a few of her 'basic' troops from her original army and some of the monsters Xizamiron subjugated.

Sun of Corruption - This banner is nearly entirely made up from a single war band, one that Vanacyr's people almost attacked on sight. That was because at a distance these warriors resemble holy knights. It would be easy to confused them with knights from famous holy orders ... at a distance. Up close there was no doubt these warriors were empowered by Chaos. They rode horses that rotted the land with every step. The stronger warriors glowed with a divine radiates. A light that withers planet life. Vanacyr has no idea who these warriors were nor why they are willing to help as they immediately join without concern for payment. She had the feeling the Cabal had already arrange some kind of deal with these strange warriors. They kept to themselves and refuse to talk about their history. Vanacyr never pressed the issued. She had more urgent concerns and if these warriors do back stab her later, she was fine dealing with them then. In the meantime she put the remaining warriors into a single banner and called them 'Sun of Corruption'.

Nature's Curse - To be updated later

Chaos Black - To be updated later

Blood Rage - Berserkers! These blood thristy fanatical warriors were hard to control and nearly every war band had a contingent of them. There was even a war band made up entirely of berserkers. Most berserkers ranged from distrusting magic to out right hatred of it. Considering that the army was commanded by sorcerers caused the berserkers to be even more violet and uncontrollable than normal. Vanacyr decided to put most of the berserkers in one banner and let them go off cause as much destruction as they want. She figured this would undoubtedly cause trouble down the line but at least she doesn't have to deal with them immediately.

Rage of the Dragon - To be updated later

Darker than Chaos - To be updated later

Tuesday, May 26, 2015

Three Battalions of Himmlisch Drachen Stamm

Episode 8 of War Journal: Flames of War was release over the weekend. If you haven't heard it yet you can listen to it here. The episode is a week late due to various issues, some of which I will discuss in the future when the pain is not as raw. I do want to expand on Episode 8's "Our Hobby" segment. I was a little nervous and I don't think I explain my three Battalions very well.

First I said I was going to named my army the Ruby Dragon Army. I misspoke. What I should have said was that I was going to named a branch of my army the Ruby Dragon Army. I also failed to mention that at this stage all my ideas have a historic mirror. The mirror for the Ruby Dragon Army was the Heer. I'm also toying with names for other branches of my army; Emerald, Sapphire and Diamond. If I go with these names Sapphire will be the mirror for the Luftwaffe and Diamond for the SS. I am more up in the air for what to use Emerald as. If I eventually go into more supernatural fantasy the Emerald Dragon Army could be the force that has steam punk elements like mechs or I could go into the mundane and use Emerald as the mirror for the Kriegsmarine/Navy. As far as I know Kriegsmarine is not in Flames of War in any way so it doesn't matter how I use Emerald Dragon until I bring Himmlisch Drachen Stamm to another game.

I touch on this lightly but the reason I am putting so much effect into the design structure of my army before I paint or even put anything together yet is because it does affect how the model looks. For example take the 3 digit number that is on many German tanks. That first digit refers to what company that tank is from so I need to know what company that tank belongs to when I'm painting it. I am sure there will be other things that are battalion or company specific that will affect the look of the model, either historically or of my own creation.

Bridge at Remagen has 4 German list to play as. Three are Heer and they work together. By working together I mean under the Support Platoons section of each list you can take elements from the other two. The fourth list is a SS one and their options for support are completely different with the exception of the 512th Heavy Tank Hunter Battalion 3rd Company. And the 3rd Company didn't work with the rest of the 512th. This basically means I have a choice between two separate webs/interconnected choices. Of the 4 lists the 512th is my favorite to play with so I pick the web that the 512th was apart of. So those three Heer list are 512th Heavy Tank Hunter Company, 654th Heavy Tank Hunter Battalion and the 506th Heavy Tank Battalion. All three are battalions so I am making my fantasy versions also battalions (the game list name for the 512th is Company but the description refers to it as the 512th Heavy Tank Hunter Battalion). I decided to call my versions of the Heavy Tank Hunter Battalions the Fire Dragon Battalions and for the Heavy Tank Battalion I call mine the Red Dragon Tank Battalion. I haven't decided on numbers yet. However to me it is more important to know what will be my unified forces.

Next I was going to break down what options can be used in other list but at this point it will not matter much. I will be starting with the 1st Company of the 512th and they have no options to take 654th or the 506th (they do have the option to take 512th 1st Company). At my current rate it will be many months before I would be ready to pick up anything from the 512th 2nd Company, 654th or the 506th and there is no telling if my plans will remain the same then. Say nothing of the fact that I still want to build an Italian force at the same time. Nevertheless I think I have address the elements I wanted to talk about. The big thing was the deal with Ruby/Heer which I completely failed to mention in the podcast. Hopefully my ideas are a lot clearer here but I am not sure if that is the case. If not, I'm sorry. In any event I hope you enjoy the podcast as well as this piece. Until next time!

Friday, May 15, 2015

The Border Prince ... is Over?

The Border Prince Campaign has come to a troublesome junction. The Game Master (Vampire Counts) will be unable to participate for a couple of months so my group has decided to end the campaign early. Using the current standings after turn 15 the High Elves are the overall Border Prince winners. Warriors of Chaos took 2nd place and Beastmen took third. As the host and Game Master the Vampire Counts was ineligible to win.

Of course this now leaves myself and Chaos Magic in a very uncomfortable position. First of all in general I hate ending a campaign early. Most of the campaigns I've been apart of have ended early and while I agreed with the reasoning to end early for some of them, every campaign that did end early left me feeling disappointed and the experience tainted. Besides my own personal enjoyment of it, the Border Prince campaign was suppose to be the starting point of my campaign storyline. I was planning to play a different faction for the next campaign but the events of Border Prince were going to play a role in future stories. Now that the Border Prince has ended with my story unfinished what am I suppose to do next? Should I remove all the Border Prince material on Chaos Magic and try again next campaign? Should I finish my Border Prince backlog and then leave the story unfinished? Should I write an early ending to the Border Prince storyline? All three options I find very unsatisfying. The first two options is what I've done in the past. My problem with the first option is that unlike with previous campaigns which ended before I got much done on Chaos Magic, I already have a sizable amount of material online with more on the way. The Border Prince Campaign was three quarters of the way of being finish and even thou I did get behind most of what I wanted done did get posted. It would be such a waste to lose all that material. On a similar note, it would feel like a waste to leave the story unfinished which is why I dislike option 2. With everything I have said option 3 would sound like the most obvious choice. However my writing style is such that I reveal small but important details through out the tale with a (hopefully) big payoff at the end. Rushing the end feels like it will undermine what I was going for. That said a good writer can probably make just about anything work. If anything I am probably too stubborn to write a rush ending to do option 3. So what option is left for me?

Option 4, continue the Border Prince campaign with a new group! The choice to use this option was not easy. Getting new players to finish someone else campaign is like heresy. Yet it is the only option that will fulfill my needs as I mention above. The continuation of the Border Prince campaign will not be happening anytime soon. Finding people willing to help me with this will take some time. I also think I will need a break due to the nature of what I am attempting. And lastly I want some experience running my own campaigns for the time being. While I said Border Prince was suppose to be a starting point for my campaign story lines, there were going to be others. Starting one such campaign is one of two options I am considering for my immediate Warhammer future. The other option would be a Border Prince side story campaign. The idea is to explain the story reason why Razeek Twotail withdrew from the Border Prince region after turn 8. This idea requires the original player to pick up the Skaven mantle again. The player said he was willing to do so but also express interest in playing a different army for his next campaign. Can't really blame him as he has 8 armies last I counted. Whether I go with option one or two will be entirely based on what he wants to play. If option 1 happens I will probably be playing Warriors of Chaos again. On the other hand if option 2 happens then I will either play Orcs and Goblins or Bretonnians. I will explain why later along with more campaign details. One thing to say about my up coming campaigns is that they will be very slow moving. A secondary reason for me wanting to run a campaign is to give some local players that I know a chance to play. These players are normally so busy with work they are unable to keep up with a normal campaign schedule.

That in a nutshell is my current plans with the Border Prince campaign. Due to other issues I'm dealing with I will not be able to start the new campaign for at least a month if not longer. Until then I will be working on the Border Prince backlog which includes the Border Prince page. I also have other ideas for material to help expand the Border Prince narrative. When I do get back to the Border Prince campaign, how I report the remaining 5 turns will be difference from my current style. How difference will depend on how much my blogging skills level up by then. In the meantime please enjoy the upcoming works of my current projects.

Wednesday, April 29, 2015

Shadowrun: Crossfire

The world of Shadowrun. I have a lot of experience with the Shadowrun universe. I got introduce to the setting with a short lived 3rd edition role playing campaign. I found the setting interesting but I was not a fan of the 3rd edition game mechanics. My next experience with Shadowrun was the 4th edition system and that was my sweet spot. I have lost count how many 4th edition games I've been apart of. I'm sure I've been in two or three short lived games that I've forgotten everything about them. I've also been in two difference 4th edition games that last well over a year each and many, many other games that last in between those two extremes. I have not played 5th edition yet but I have not like what I heard about it. I have a slight issue with some of the game mechanics of 5th edition but that is minor grievances. My initial dislike of it deals with the setting. You see each edition is not just an overhaul of how the game is played but in many ways nearly different settings. 3rd edition takes place in the 2060s, 4th edition starts in 2072 and 5th is 2075. The world of Shadowrun also had earth-shattering world changing events between each of the editions which is the main reason the editions feels so different. There is so much more I could say about the Shadowrun setting and most likely I will say more in the future but the focus of this post is about the deck building game Shadowrun: Crossfire.

I have to say Crossfire was not the Shadowrun game I thought I would be talking about on Chaos Magic. I first heard about Crossfire when I was looking into the game Shadowrun: Sprawl Gangers. I learned that Catalyst Game Labs had planned on doing a massive event called "The Year of Shadowrun". The idea was to release several different types of games set in the Shadowrun universe during a 2 year time period; board games, role playing games, computer games and more. The first year of the event, 2013, was suppose to see the release of Crossfire, the 5th edition version of the role playing game and Sprawl Gangers. Being the miniature gamer that I am, out of the three I was most excited about Sprawl Gangers. While I didn't like where they took the setting, I would still love to play a tactical game with colorful minis in the Shadowrun mythos. Shadowrun has elves, dwarves, high-powered guns, cybernetic implants, magic, hacking and dragons! Fun. Of course that was the plan. How did that turn out? Well, Crossfire is out, 5th editions is out, Sprawl Gangers is ... not. The latest information I found on it has the designers saying they are still working on it and the game will be release ... eventually. So I kind of zone out on Shadowrun events. Until two weeks ago when a friend brought Crossfire over for board game night. Before I played it the only thing I knew about Crossfire was that it was a game Catalyst Game Labs was working on that wasn't Sprawl Gangers.

After an evening of playing two games and not getting very far I had too strong impressions of the game. One, its a really, REALLY hard game and two, I love it! Shadowrun: Crossfire is a cooperative deck building game that captures the feel of the setting very well. The game can be played with 2-4 players. There are four roles to play as, each with a corresponding color and deck of cards. You need to defeat enemies called "obstacles" to complete objectives and earn resources needed to purchase more cards. Unlike most other deck building games (or at least the ones I've played) there are no resource cards. Instead tokens are used to buy new cards so there is no issue about having the right cards to purchase. Having the right cards to do damage is a different story. There are 5 types of damage in the game; spell, weapon, skill, hacking and neutral. The initial decks can do each of the first 4 damage types but they specialize in one. The neutral damage type can only be used when a specific type is not required. The obstacles have multiple levels that need to be destroyed in order and it either takes a single point of a specific damage type (one of the first four) or multiple points of any type of damage to destroy a level. In addition to picking a role players also need to pick a race. Each race (human, elf, dwarf, ork and troll) have different starting hand size, hit points and nuyen which is the Shadowrun currency. There are also some effects that are race specific. In Shadowrun even the best design plans go up in smoke due to some unforeseen event. Shadowrun: Crossfire mimics this potential chaos with the amply named Crossfire deck. The Crossfire deck is played at the beginning of every game turn and its contents changes the rules of the game to the detrimental of the players. Limiting the number of cards that can be played, increasing the damage obstacles do or even allowing obstacles to heal are some of the effects from the Crossfire deck. At the beginning of the turn the current Crossfire card is discarded and a new one enters play. The number of cards in the Crossfire discard pile can affect other abilities. For example some obstacles have effects that only happens or are worst if there is a certain number of cards in the discard pile. To win players need to work together, plan their moves ahead and be ready to adapt to changes caused by the Crossfire deck.

As I said, this is a hard game. In my experience most board games seemed to be design so that new players has a good chance at winning on their first time. Some of those games give options to make their game harder so seasoned players can challenge themselves. This is not the design choice for Shadowrun: Crossfire. New players of Crossfire have almost no chance of winning their first game or even their fifth! However for those that stick with it and tries to learn and then master the game, I can then see people winning more often that they lose. If you like your board games to be more of a casual affair then Shadowrun: Crossfire is probably not for you unless you don't mind losing a lot and can find at least one other like-minded individual.

Another aspect of the board game that I enjoy is a built in campaign system. If the entire team survives the mission they earn karma. Between missions players can spend karma on upgrades for their character. These upgrades can provide a variety of effects such as an increased starting hand, nuyen or hit points or something more unique like being able to pay 2 nuyen to draw a card once a turn. To maintain the games brutal difficulty, you get a penalty to the karma rewards based on how much karma you already have. For example the karma reward for the default mission is 3. If you have already earned between 11 and 30 karma then the reward is only 2. Missions do have options to increase the difficulty for an increase in the karma reward. One problem I have with the game is that it only comes with three missions and one of those missions recommends the runners to already have 70 karma. There are a few more missions on their website and it sounds like the second expansion for the game will also have more missions. Still I would have prefer the base game to have between four and seven playable missions for new characters.

One last thing about Shadowrun: Crossfire. The game has inspired me to develop a show. I will create several characters and record their progress during a campaign using all of Catalyst Game Labs rules as is. The show should showcase how to play the game ... or showing me putting a lot of effort into losing spectacularly. Either way it should be fun. The first step will be posting character bio on Chaos Magic. Each bio will be their name, race, preferred role and background history to give the character some life. The first episode or two will be a two player game. So far I have only one friend who have played the game enough that I feel they are ready to try this without it being a train wreck. Phil and myself spent this past Friday afternoon playing Crossfire many times and if we were keeping those characters, those characters would have earn 13 karma. The next time we get together we are going to make characters with 70 points of upgrades and test out the Dragon Fight mission. After that we will probably recording the show the following week. As a side project, I will take some of the episodes from the show and write out a narrative short story version of what happen. A few of those and I should have an interest flush out Shadowrun mythos here. Now if Sprawl Gangers ever gets release afterwards, I could immediately do a miniature campaign that has a rich history...

Until next time. You can buy your own copy of Shadowrun: Crossfire here. Or you can visit Catalyst Game Labs.

Tuesday, April 21, 2015

Dealing with a Mistake - War Journal: Flames of War - Tigers in the Mud

First the newest episode of War Journal: Flames of War podcast is up. You can get it here or at iTunes.

Next I want to talk about an issue that came up with episode 6, Tigers in the Mud. Episode 6 was suppose to have 6 segments and we did record 6. While editing the "That's New" segment, we realize we made a mistake with a rule. You would think the difference between making a check at half and making a check at more than half is a minor thing. However this type of error is what ruined the entire segment. The core of our discussion dealt with platoon morale checks for armored vehicles. The dreaded example we were using was a platoon of four vehicles, 1 operational, 1 bailed out, 1 bogged down and 1 destroyed. For this type of check you ignore the bailed out and bogged down vehicles. That left the 1 operational and 1 destroyed vehicles. We assumed this was a platoon morale check and that assumption was used as the basis of the rest of the discussion. This is NOT a check. You need MORE than half of the unit to be destroyed to require a platoon morale check. We needed either the bailed out or bogged down vehicle to be destroyed instead or added a fifth vehicle that was destroyed for the example to be correct. That means all the various scenarios we talked about while correct on their own their own, in the overall context was wrong because of our previous mistake. We had an disagreement on what to do. I wanted to either record short correction to go with the segment or record a new segment where we talked about our mistake. I felt that outside the error, the segment still had value and though we had some good dialogue in it which included a call back to our mid war battle. Tracy wanted to either drop the segment or rerecord it. Given that it was late at the time and the final episode was over an hour long, dropping it was the correct decision. Still I felt the need to explain what happen which is why I'm writing this post.

We really dodge a bullet this time. We were over half way done editing before we realize the mistake. That means we were really close to releasing a podcast that got game rules really wrong. That is unacceptable to us. While the podcast is our thoughts and opinions on Flames of War, segments like "That's New", "Keep Your Enemies Close", and others like them that are about game rules need to be accurate. For nearly releasing false information I am truly sorry. We will be watchful for errors in the future. That said, mistakes happen. I have learned from mine and I am moving on. If you ever hear us get a game rule wrong please contact us and let us know. Please enjoy the episode and have a good game.

Tuesday, April 14, 2015

Himmlisch Drachen Stamm

I have not gotten much work done on my models as I would have like this year and I've gotten even less done on my Flames of War stuff. That said I have spent a lot of time thinking about my fantasy Flames of War force. Ideas are still in flux but I'm beginning to have a framework for how my fictional army is organized and the in-game, on the table composition of my force. For now I am calling my nation Himmlisch Drachen Stamm which should be German for Heavenly Dragon Clan. I thought this would be fitting as I used to name my German list on Easy Army after dragons: Blue Dragon, Fire Dragon, Eastern Dragon and so on. Continuing with this theme I will be naming my companies after dragons as well. When I started playing Flames of War I knew nothing of how real armies are organized. Since starting the War Journal podcast I have learn more about how German was organized during World War 2. I'm still no expert but I now have the desire to learn more. I will be adapting what I learn to my dragon companies so my fictional Himmlisch Drachen Stamm can somewhat mirror historic WWII Germany.

As for what my Himmlisch Drachen Stamm will look like on the table, I have a little more concrete ideas for that. Since I've started playing Mid War I have gain a liking for Italy. That means my army will be a mix of German and Italy forces on the gaming table. The storyline behind Himmlisch Drachen Stamm will be that of a single nation, not two ally nations. From here on I will be purchasing items from two separate intelligence briefings. An Italian mid war briefing that will most likely be the Parachute Company in the North Africa book. The other briefing will be something from the Bridge of Remagen book which will give me a late war German force to use. Once I have enough assembled models to make lists from either briefing, the next step will be to pick up the Fortress Italy book. Hopefully I can find an intelligence briefing in it that would allow me to use elements from both of my previous lists. I am undecided on how I will paint my force. Right now I am leading towards painting infantry in mostly historic colors while vehicles would be half historic, half my own creation. It doesn't help that none of the paint I currently own lends itself to being historically accurate. I will be designing my own logo to have on my vehicles instead of the Iron Cross.

As I write this I realize after playing Flames of War for almost two years I am still at the beginning of my hobby. I suppose it make sense given that I have invested most of what little resources I have into other games. Also until recently I had no idea of what I wanted my army to look like and even now I just have a rough draft. But I now have a direction where to head towards. While I can't paint anything until I decide on my schemes (and get those colors), I can have my vehicle assembled and primed. Infantry I want fully painted before I glue them to their base so it will be a while before I can finish my Volkssturm Platoon. My two Wirbelwinds on the other hand will be on the gaming table much sooner. Once they are assemble my next purchase will include my personal favorite tank, the Jagdtiger...

Wednesday, March 25, 2015

Border Prince - Turn 14 Map

The two undefeated forces face off last turn and the Vampire Counts walked away with a crushing victory and remains unbeaten. Dieter's forces continued winning against Beastmen and Warriors of Chaos as well. When the dust settled, Dieter decide it was time to go on the offense! After all movement the Turn 14 Map looked like this:



B1. Bloody Hooves
B2. Bloody Sky
B3. Herd of Rusty Fang
B4. Graby Taz
B5. Banner 5
H1. Amendial
H2. Elendir
H3. Elendrial
H4. Aeylan
H5. Tarwen
H6. Zarial
H7. Samari
H8. Fariel
H9. Basui
H10. Banner 10
V1. Unholy Undead
V2. The Night Riders
V3. Ethereal Enemy
V4. Ghastly Fingers
V5. Creeping Death
V6. Death Dealers
V7. Death's Head
V8. Vampire Toothpick
V9. Necro-Mongers
V10. Blood Drinkers
W1. Pandemonium
W2. Vanacyr's Blade
W3. Sun of Corruption
W4. Nature's Curse
W5. Chaos Black
W6. Blood Rage
W8. Darker than Chaos

Things are quite interesting this time around as we have 7 battles. Besides one between Warriors of Chaos and High Elves, they all involved Vampire Counts.

Darker than Chaos (2800) vs Aeylan (2800)
Unholy Undead (3300) vs Vanacyr's Blade (2800)
Ghastly Fingers (2600) vs Blood Rage (2800)
Bloody Hooves (3200) vs Necro-Mongers (2800)
Herd of Rusty Fang (2500) vs Vampire Toothpick (2600)
Elendir (2600) vs Blood Drinkers (2600)
Samari (2800) vs Creeping Death (2800)