User login

Nate's blog

Warmaster's Terrain Blog

We are officially in crunch time for the Warmaster’s Challenge. This means that we are hard at work building terrain for our new tables.

We already have a very nice collection of terrain built around trees, jungles, ruins, and buildings. They provide very stable, standard play-styles, which means that on most tables everyone has a fairly similar, level playing experience.

Moving forward, pushing the quality and variety of our tables to the next level has become a major goals. With this in mind, we have planned a number of projects. They include developing sets of 3-4 tables with terrain that revolves around a theme. Our themes for Warmaster’s 2010 are:
1. Planetstrike based tables – that work in standard 40K. These tables will consist of a few bastions, two Fortresses of Redemption, and two sky shield landing pads. This might raise a few eyebrows, as armour 14 buildings would vastly disadvantage some armies. Don’t worry, we have thought of this.
a. The bastions will be treated as AV 12 buildings, with disabled automated weapons.
b. The fortresses and the sky shields are area terrain, not buildings.
c. In addition, we are developing area terrain that fits the Planetstrike feel – Aegis Lines and Defensive Weapon emplacements, etc.

2. Ork Compound based tables. Here we are developing a series or tables that reflect our thoughts on what an Ork compound might look like. We are definitely drawing on Dawn of war for some inspiration here
a. There will be turrets and barricades
b. There will be orkish buildings...
c. We are thinking about what a mek’s scrap shop would look like... and have some thoughts brewing...

3. Our third idea is to add some Desert tables, perhaps with some Tau themed emplacements of some sort. This idea is very much in the incubation stages, and we will see how far it evolves before the tournament itself.

On top of this, long-time Warmaster’s attendee, Howard Russell, is putting together some excellent terrain that we have nearly painted up completely.

I’ll try to get some pics of our work-in-progress and finished terrain on here in the near future.

Cheers,
Nate

Ardboyz Semi-finals: decisions, decisions, decisions

Hi all

With the Ardboyz semis just around the corner, I have to make decisions regarding just what army to take and then what would that army be composed of.

Tau, Necrons, or Orks?

I am fortunate enough to be able to choose between three different armies that I have played extensively and have a fairly large collection of each to choose from.

The Tau were what got me to the party, winning the preliminary round quite handily, including crushing the K-W champion from the previous Ardboyz. I have a decent track record with them, and I have come to enjoy playing them because they require patience and precision to win with consistently. On the negative side, they are quite fragile, and I can foresee some armies that would give them fits at times.

The Necrons are an interesting challenge and opportunity. At 2500 points, you can actually have a solid phase out and still include the big game-changing pieces like the Nightbringer and multiple monoliths. However, the age of the codex really shows at times, especially in the area of Troop selections, where warriors just don’t stack up anymore.

The Orks are really compelling choice. I took them to the prelims in 2009 with a fairly limited selection of forces available (only 30 Shoota Boyz, no battle wagons). It was good enough to be on table one against other orks in the final round, resulting in a perfect draw. It is a year later and I now have much more at my disposal for possibilities. I now have access to 180 shoota boyz, 45 lootas, and 3 battle wagons, which opens up a lot of possibilities. There troops are excellent and plentiful. How can I not take the army with all the new possibilities???

And the winner is?

Orks are my selection. My oldest and favourite army will get the chance to go for gold tomorrow.

I'll let everyone know how it goes next week.

Cheers,
Nate

Scenario Development can be a...

I thought that I would have some down time following up on the mad rush to complete the Games Day Thunderhawk Down Board. Alas, it wasn’t meant to be.

I turned my attention to the Warmaster’s 40K Challenge, coming up on September 26-27 in Waterloo. I already had some scribbled notes on scenario ideas, and in my discussions with other members of the team, we had started considering new ideas for the challenge itself. But nothing was set in stone.

A hasty Tuesday evening meeting to discuss ideas and a day-long gaming marathon on Saturday resulted in four new scenarios ready for wider play-testing.

Some Things Change and Other Remain the Same

This year’s scenarios still feature everything you have come to expect – Primary, secondary, and tertiary objectives, headhunting, mulligans, and tactical bonuses. But we are trying something different within that framework.

Instead of having the tertiary objective tied to a specific scenario, we have decided to decouple it. This year, teams will get to choose which tertiary objective they are going to achieve each round. Teams will still have to complete them all over the course of the day, so an additional layer of strategy has been added to winning. Are teams going to want to hold on to the Kill Point Tertiary until the end of the day, or are teams going to go for it early, even if the chances of success aren’t that great that round... Add in the fact that teams may be pursuing different tertiary objectives, and there will often be four goals that forces will be trying to achieve or prevent.

Next Steps

Play-test, play-test, play-test. I highly encourage anyone interested in attending to play-test the scenarios and provide extensive feedback. Let us know if you think some objectives should be achievable by more than troops. Are there instances where things don’t make sense?

Don’t just tell us – “objective X sucks” but tell us why and give us a specific instance of it producing a poor situation. We listen to all feedback – we don’t guarantee that we will make a change exactly to your liking, or make any change at all, but we will consider any and all comments put forward.

On September 1st, we will post the final versions of the scenarios, so everyone has until August 30, 2009 to provide input.

Cheers,
Nate

Nate's Projects Blog - Thunderhawk Down

Warmaster’s Presents Thunderhawk Down 40K Skirmish

One of my recent sideline projects has been the development of 40K skirmish rules reminiscent of Mordheim and Necromunda. My colleague Adam Laforet and I have been working hard on developing a ruleset that brings out the elements we all loved from Mordheim using the 5th edition ruleset for Warhammer 40,000.

Why in the world would I want to do this?
Well, for those who know me, I did two tours of duty as the Nexus Games Employee while going to university, and an eight-month tour for Phoenix when Bill was getting things under way. Well, three years have passed and Bill still hadn’t taken a vacation... so I decided that I would use a week of my vacation to give him a needed week away from the store to recharge his batteries.

About three weeks before “Nate Week” occurred, a few of the regulars were out, enjoying a few beverages, and I made the statement that I wanted to do something really cool for Nate Week. We tossed around various ideas, including revisiting old campaigns, leagues, and specialist games opportunities. And then it hit us - a skirmish scale 40k game, complete with experience, levelling, injuries and interesting scenarios would be fantastic.

Adam and I waded into this project with a gusto, producing three drafts in three weeks. Nate week was a week of gaming madness, culminating in a late night Saturday of Thunderhawk Down that required us to triple up the players on the tables. We received fantastic feedback from the community, cool scenario ideas, and rocking Wargear options (thanks to all those folks, you know who you are).

Our next step.
We want this game to be played by the wider community, and used Games Day Toronto as the perfect opportunity to unveil the system. But simply lugging some terrain down to the event wasn’t enough for us. We built a custom table, designed a custom Tyranid Infestation Treasure hunt scenario, and updated the rules.

What Next?
Moving forward, we are looking for more feedback. We will be doing periodic released of additional material. We are looking to expand the wargear options, develop a full scenario section, and we are toying with black opts rules.

If you have any further suggestions, cool ideas, or lists you want done, post them in the Thunderhawk Down section of the forums.

Cheers,
Nate

Who's online

There are currently 0 users and 2 guests online.