Well its official, its 2017 and the apocalypse has not come yet although thanks to Donald Trump you won’t have to wait too much longer. In the meantime, we may as well presume that the human race will survive another year and talk about games coming to us in 2017.
So here is my list of top 5 most anticipated games of 2017.
Rising Sun by CMON
I absolutely love Blood Rage, it was definitely the sleeper hit of 2015. Eric Lang is an amazing designer in his prime but anyone who knows me knows that while I appreciate all themes, when it comes to my list of favorites medieval Japan definitely has to be at the top of the list. Rising Sun is dubbed the spiritual successor to Blood Rage based in Medieval Japan and that combined with being an Eric Lang games makes this an auto buy! Eric Lang has recently tweeted that the game is complete and is now in development, the final stage of testing and preparation for release. I’m giddy with excitement!
The Godfather: Corleone’s Empire by CMON
I said he was in his prime but Eric Lang is really more like on literal fire making his second appearance on the list with The Godfather. Now I love mafia stuff but mafia games like Star Trek games are typically very bad. My hope here is that Lang behind the wheel The Godfather can be to mafia games what Fleet Captains was to Star Trek games. I’m already in love with the concept and the art work, so assuming Lang is the genius we all know he aspires to be, the addition of fantastic gameplay should not be a problem. Really have high hopes for this was, I want to wack people!
Tau Ceti: Planetary Crisis
A game by unknown game designers, published by an unknown publisher, Tau Ceti’s is yet another among a sea of games that attempts to re-invigorate the 4x space game genre. Now the odds are against it here but the reason I put Tau Ceti on the list is because I really like that “Archipelago” of players competing against each other, but having to cooperate on certain elements in the course of a game. In the case of Tau Ceti, players are effectively trying to do all the usual expansions, technology research, trading and politics that you might find in games like Twilight Imperium, but at the same time they must deal with the crisis that take place on the different planets and colonies in the Tau Ceti system or deal with the consequences for failing to do so.
I love the concept, I don’t know that these designers and publishers are going to be able to pull this off, but they have done a great job of creating a solid concept and developing nice visuals for a game of this type, so it just leaves the really important work of actually designing a good game. I will definitely be keeping an eye out on this one.
Raise Your Goblets
Ok this one caught my eye mostly because of its original (I wish I thought of that) concept. Basically it’s a game where players are sitting around the table drinking from goblets in an imaginary kingdom and the goal of the game is to poising each other by slipping special poison tokens into each other’s goblets. Like a scene from Princess Bride the goblets will be shifted around, players can put antidote into their own goblets as defense and a few other little quirky bits of randomness. It’s a bit of a funny party game for shits and giggles but like is often the case these simpler “focus on fun” type of games usually go over quite well and it could end up being the Sheriff of Nottingham of 2017.
Terra-forming Mars
Ok this is actually a game that is already released but it was received so well by the time I had heard about the awesome concept of a game of terraforming planets, it was already out of print. For those of us that missed the train, we have to wait for god knows how long for the next printing. The game is very pretty, great concept, already getting amazing reviews, people are raving about it like it’s the second coming of Christ. Very excited!
I have been running this blog now a little over 3 years and while I consider it largely a forum for my own amusement I have over the last 3 years gotten something of a following. At least, a few people that read my blog off and on and show some interest in it via E-mail.
Now I have actually never made my E-mail public on the site so I know that people that email me are getting that address from some of the forums I frequent. Suffice to say I have always had comments off on the site (largely to avoid dealing with spam) but also because for the most part I put information out I’m not terribly interested in feedback.
This year I’m going to change that a bit. First, I have posted my e-mail address officially on the blog (its gamersdungeon.net@gmail.com by the way, feel free to email me!) and the second thing I’m doing is launching a new segment for the site, a podcast called 5 minutes of gaming.
5 Minutes of Gaming is effectively going to be a mini podcast that I will record daily (or close to it) in my car to and from work. I will use the time for mini reviews, to answer questions and any other general gaming related musings. I’m actually not 100% sure about the format to be honest, I’m mostly doing it to see if I enjoy it and if the technology is simple and quick enough to do this sort of thing without too much fuss.
Perhaps the most common theme among gamers is that we are all in a way all amateur game designers. Most us dream of creating a game from our own imagination or based on our own theories on game design, or simply concepts we think would make a great game. I don’t think I have ever met a gamer immune to this very natural instinct. That said I do believe that the only way to truly be a game designer is to experience the widest range of games possible. I firmly feel that there are certain games on the market today that are so unique and so expressive in terms of what can be done with game design that they absolutely must be played by all would be game designers. I would imagine there is a brick ton more then what is on this list, but if you have aspirations, this is probably not a bad place to start. Enjoy the list!
REX: Final Days of an Empire
There was a time when REX actually lived in my top 10 best games of all-time list and for good reason. It’s an amazing design. It’s effectively a remake of the classic DUNE which stands out as one of the very few games in recorded gaming history that was released in the 70’s and is still has a place in modern gaming. This should give you a pretty good clue about how distinct its design is, very few game designs can stand the test of time like this.
REX is a fantastic and very unique area control game with special powers, unique victory conditions and is infused with player interaction mind games as a non-mechanical, very natural, caveat that actually carries the game far beyond appearances or rulebooks. It is a unique blending of mechanics, theme and gameplay that draws out a very unique gaming experience you will not find in games often. I do believe it takes a very special lot to appreciate this game and I will admit that doing research to determine whether or not you will like this game is insufficient. In fact even playing it once or twice is insufficient. This is one of those games you will have to play 5 or 6 times before you you really recognize what its really about and why it is without question an objective work of genius… yes, I just turned an opinion and stated it as a fact, that’s how certain I am that like it or not, REX (aka DUNE) is a piece of board game design brilliance not to mention history, a true original among a flood of imitators and pretenders. I’m not surprised at all to see this game continue to get attention decades after release.
REX is definitely a must include for any board game design education, not only is it an amazing game to play it boasts a lot of great lessons for a would be game designer.
The Duke
I would argue that chess is a must play classic, a core concept game for basic board game design that every game designer should explore. To put it simply Duke is effectively an expansion for chess, or perhaps more accurately, chess 2nd edition. A game that arguably increases the complexity and challenge while maintaining that elegant simplicity of the classic. Duke turns things 3 dimensional mechanically creating a far wider and more intriguing gaming experience than the classic chess, more than that though while abstract as chess is, it oddly feels thematic. It has that Ancient Art of War feel to it, as if you are in a war tent playing a game with a fellow commander while you wait for the real battle to start. Its exercise for the brain and an absolute must play for would be game designers.
Duke has been reprinted in a few different ways but it never really caught on which I found strange given how purposefully unique it is. You don’t see it played anywhere and while I think it might be partially because it’s both an abstract game and a two player game making it kind of niche, being rather boring to look at probably doesn’t help much either. I mean we are talking wooden tiles here, not exactly a game with modern board game pazzas! But I would argue that if you released Chess today, no one would care to play that either for the same reason. To me The Duke Is an absolute must play if you plan to be a game designer if for no other reason than to show you just how much power couple of lines of rules can have. This is a perfect example of less is more design.
Star Trek: Fleet Captains
While there are a lot of different types of thematic games out there one could use as a way to exemplify and learn from on how theme and gameplay merging together is done right, to me, there is no game out there that does it with more precession than Star Trek: Fleet Captains. You often hear the term X or Y franchise in a box, well this is Star Trek in a box, but not just the shows but the very essence of the shows, movies and experience that is the Star Trek franchise.
This is a perfect combination of just the right mechanics, just the right art, just the right strategic flicks and pazzaz, fidly vs. functional and nerdy but not wordy design. It captures the very soul of Star Trek in a board game and if you are a proper trekie you will really get it when you play fleet captains. Which really brings the point home, there isn’t a card, miniature, tile, action or mechanic that doesn’t scream “STAR TREK” in this game. If you’re a Trekie this is an absolute must have, but if you’re a game designer trying to figure out how to bring theme to life in a board game, you won’t find very many examples that do it better than fleet captains. An absolute must play for game designers trying to get their head around how to infuse theme into their games.
Galaxy Trucker
I think one element of board gaming most game designers actually fail to understand is that playing a board game isn’t just about the game, it’s also about the evening and the people you spend it with. Games are supposed to be fun, they should put a smile on your face and while I would argue that there is a time and place for “haha” funny, Galaxy Trucker is a great example of how to fuse fun “haha” funny and “fun game” into a single box, inside of a single product. Unlike party games that try to draw out fart humor, Galaxy Trucker creates laughs by creating memorable moments in game that has just enough strategy to attract board gamers, but not enough to discourage non gamers. It’s really a great example of how to blend the world of gamers, non-gamers and how to create a game that will enhance an evening without making it about only gaming.
While I have heard of people who don’t like Galaxy Trucker, in my personal experience every person I have ever introduced the game to has absolutely loved it. I think the brilliance in the design is not its mechanics, but its flip on a basic premise of gaming in general. One thing that Vlaada Chvatil is amazing at is looking at game design from a perspective of experience rather than gameplay. For example in Galaxy Trucker you build a ship in a timed phase creating a bit of a frantic panic, while in the execution phase players lose control almost entirely and just watch the game unfold. It’s a very unique gaming experience. You would be hard pressed to find a game on the market that comes even close to something like it. Being able to tap into that “spark”, that ability to see what others miss is what separates a brilliant game designer like Vlaada Chvatil and everyone else. Sure you might or might not appreciate Galaxy Trucker, but you can’t deny that it’s a truly unique design and if for no other reason than that, as a would be game designer you must check this game out.
Love Letter
Game design comes in all shapes and sizes, but I truly believe that if you want to be a great game designer you should be able to take a small amount of mechanics, a couple of lines of rules and create a sensational game. Another example of less is more design, Love letter is essentially a dozen cards and a couple of tokens, yet it creates a truly strategic, dynamic, thinky and fun gaming experience. I actually think that being able to create a game like Love Letter is a test to see if you will ever be a good game designer because if you can’t create magic simply, you’re not going to do it when creating a more complex game. That’s just the reality of it and I firmly believe that even the most complex games are actually nothing more than mini designs (mini games) put together to make a grander game. So the ability to create simply and intriguing mechanics is really an important skill to develop as a gamer designer. I have personally seen a lot of gamers design games and it’s always the same story. They create a lot of fancy components and art but in the end the game itself is a slog fest that suffers from too many mechanics, too many rules and way too much weight to be functional. The ability to simplify is what separates an amateur from a pro. Love Letter is a perfect example of that in action.
Le Havre
Le Havre is a stone cold classic Euro game that does something very few games are able to pull off. It creates a very deep, strategic, very heavy and very thinky game yet manages to do it using a rule system that can be explained in under 30 seconds. In Le Havre you can take one of two actions every turn. That’s it, that’s the entire game. Either you take some resources, or place a worker. That is the entirety of the rules explanation you need to give before starting the game, yet by the end of the game your brain will be fried as you try to navigate the two impossible strategic decisions that must be made to win.
It’s a perfect example of economic simulation done right as well and I think that more than the simplicity of the mechanic is the reason to study Le Harve as a game designer. Economic simulation and resource management is the one place I see a lot of game designs having immense problems. In fact for most games I have played, including most beloved classic Euro’s often praised for their brilliance for their resource management and economic simulations are almost always way too complex, way too fiddley and ultimately far too easily exploitable. Which is why so many of the Euro classic are what I call puzzle games, where they are good, until you solve the puzzle, at which point it’s just a matter of repeating the same actions each time you play. Puerto Rico comes to mind as a good example of a horribly failed resource management and economic system design. Sure the first few times you play your trying to figure out the puzzle, but once you have that aha moment every game of Puerto Rico you ever play in the future will be exactly the same. There is a definitive “best way”, “best moves” approach to the game.
Le Havre is not the world’s best game (though I love it), but it is definitely the world’s best example of economy simulation done right and for that reason anyone looking to understand how good economic design works, this is a fine example and a really good place to start thanks to its simplicity.
Robinson Crusoe: Adventures on the Cursed Island
Ok first I will admit this is not my favorite game. Generally I’m not a huge fan of cooperative games, but we aren’t here to discuss what I like, so much as we are here to discuss objectively good designs and Robinson Crusoe is certainly brilliant if anything. I honestly have a hard time describing it, other than to say if you want to become a game designer, you must play this game because if you do, becoming a game designer will be easier for you.
There are so many great lessons about how to do it right in this game in terms of timing of mechanics, creating tension, putting players to tough choices and just a staggering amount of dynamic replay ability inside what amounts to a static game. The manipulation of cards and effects, the sort of thematic link to effects and just general capturing of atmosphere are all exemplified in this design. If you’re a fan of cooperative games and plan to design cooperative games, Robinson Crusoe is an absolute must.
Twilight Imperium
Many aspiring game designers dream of creating an epic, that big box super game that just does everything. Well let me just tell you that after nearly 3 decades of board gaming I can count on one hand the amount of games (game designers) that have come out in that time, that managed to pull this off. Truth is that most big box epics are actually epic failures. There really are very few success stories in this area and while there are plenty of games that will try to wow you with miniatures and their sheet size, mechanically speak I have never played one that is even in the same league as Twilight Imperium. It is the best EPIC level game on the market today and it is so by a margin so wide, there is nothing to look at in the rear view mirror.
This complex beast of a game does exactly what you want an epic to do, wows the living shit out of you with immense attention to detail and an amazing level of balance given the sheer amount of complexity in the game. It’s a galactic civilization building game that brings to life the entire genre reminiscent of the 4x PC games of old like Masters of Orion and Galactic Civilization. If you plan on creating an epic, in particular a space epic, Twilight Imperium is an absolute must play. It is one of the best examples of Epic done right on the market today.
Shogun (Dirk Henn version)
I’m not a big Dirk Henn fan to be honest, with the exception of Shogun I don’t like any of his games, but with Shogun he really nailed it. Shogun aside from its German twin Wallenstein is a truly unique game with design elements that you will not find anywhere else before or since. The use of the Cube Tower as a combat resolution mechanic, the pre-planning action phase, the unique order of play sequence it all combined produces one of the most fascinatingly strategic and simultaneously infuriatingly chaotic games I know and god I love it for that very reason. For a game designer this is an absolute must experience as it will show you just how far out of the box you can go despite the constraints of design that we sometimes feel we exist in. It really shows how you can take something seemingly gimmicky and actually give it purpose and fit it into a game so that not only is it functional but oddly thematic. Dirk Henn really tapped into that “I’m a general giving orders” theme found in Shogun, while still remaining true to the Euro roots on which the game is based. I don’t know that Dirk Henn is a brilliant designer, but he definitely had a brilliant moment when he made this game. One of my all time favorites!
Ticket To Ride
Ok so this last one is a simple game, a classic at this point but it’s also an amazing lesson of mechanic theft done right. See in game design, most of the greatest games, the truly genius ones that seem to proliferate beyond the cult board gaming culture into the mainstream are buried in classic design that was simply stolen. Ticket to Ride is a perfect example of that. What you’re looking at here is Gin Rummy. It’s really that simple. The designer took an old classic card game, added a game board with train pieces for scoring and created one of the bestselling games of all time since Monopoly. Here is the thing… it’s an awesome game. I have played Gin Rummy, I hate it, I love this game. It’s the same mechanic. Can you explain that?
This is why you really need to play Ticket to Ride as a game designer, there is magic in there and deciphering and understanding what that magic is, is very important if you want to be successful as a game designer.
Wave 5 is here and what a fantastic wave it is. Not only did we get the usual new ships & new squads but this wave brings with it Corellian Conflict a new campaign mode for Armada that breathes new life to Star Wars Armada in an epic way.
In Todays What Makes It Tick I will be picking up Star Wars Armada about two waves since my last article and while I could bore you with the reasons why I haven’t been playing, the reality is that with the last couple of waves the game has been reborn and I’m excited about it again. Today I will be talking about some of the more controversial and interesting cards to come out in recent waves. Enjoy!
Bomber Command Center
Coming out of the Imperial Assault Carriers and Rebel Transports expansion packs Bomber Command Center has become the new hotness in competitive meta proving itself at the Star Wars Armada World Champion in 2016 in which both the 1st and 2nd place lists made heavy use of the card. If there is any card you must be prepared to deal with in the Meta in 2017 it’s definitely this one.
There are so many advantages and ways to leverage this card but the best, most common and perhaps most effective way is to simply spam the shit out of it. While it counts as a “Fleet Support Upgrade Card” limiting it to the Assault Carriers and Rebel Transports, truth is, even if it wasn’t it would still likely be the meta to put them on those ships anyway. These are some cheap, disposable ships that can actually be pretty hard to blow up and as such in most matches they are largely ignored ensuring that Bomber Command Centers remain in play and you are able to leverage them throughout the match.
The ability to re-roll black bomber squad dice is nothing short of overwhelmingly powerful thanks to the dices ability to roll hit/crit results. When running two or three of these ships, not only do you gain an activation advantage thanks to having more ships on the table then your opponent but the effect stacks allowing you to reroll your bomber squad attacks multiple times. Not to mention having disposable fleet blockers. The advantages here vs. the point cost to put them on the table can only be described as dirt cheap.
We saw this effect in the world championship final bout this year and there is no question in how deadly this combination is. Flying 8 Y-Wings (80 points!) protected by Intel and some escorts with 3 bomber command centers and what you end up with is a fleet of squads that can practically guarantee 8 hits & 8 Crits every single bloody round. Sure there is the logistics of making sure everything is exactly where it should be during the course of a match. While the pro’s make that look easy, believe me that it’s not that simple, but suffice to say in the right hands this Bomber Command Center supported by a fleet of Bomber based squads is a deadly combination no capital ship can withstand.
Your base list is effectively 182 with 218 points left to fill out the list.
That base combo is already deadly in its own right, but imagine now throwing in Commander Sato or as the world champion did General Dodonna. It really is brutality unleashed, the potential for damage from this very cheap base is staggering. You would be hard pressed to combine 182 points into something that could unleash that many dice with so many re-rolls and because the dice are scattered over 8 separate rolls, capital ship defense are rendered useless against them.
I would personally advise not spamming Transports, really, one command center is plenty. The black die is pretty dependable, if you happen to roll a blank once, you aren’t likely to do it twice in a row. Having a single command center, maybe two should be more than sufficient. The pro’s might not agree with me, but I work under the assumption that we aren’t all pros, I’m certainly not. For me, its better to get more effects, ships and squads on the board then it is to put all my eggs in one basket.
Now we could talk about how fantastic this combination is but the truth is that whether you are going to use it, or face it, you need to know how it unravels. How do you deal with such a list and combination of effects? Well that was a question many tried to answer and failed during the World Championship, but I do believe there are a couple of things that could ultimately challenge a list with this base.
One thing I can say upfront is that you can’t ignore the Y-Wings or really any bomber spam. That just simply won’t work, not unless you plan to stay out of the fight entirely. But unlike the classic Rhymer Ball, you can outmaneuver the slow moving Y-Wings and more importantly leverage the fact that the Transports themselves, while sturdy for their size and point cost can be rendered defenseless with a couple of new upgrades we got in recent waves as well as some old rarely used upgrades. Blowing them up early is the key as without the squadron support and re-rolls, Y-Wings are considerably less effective and can be rendered useless through some clever maneuvering. That however is easier said then that as typically the squads are placed up front so anything that wants to shoot at the transports is going to have to deal with the fighter/bombers leading the battle.
For the Rebels a good place to start is the MC30 (Torpedo Frigate) with H9 Turbolasers. This all but assures that when firing at an Assault Carrier or Rebel Transport that you are going to be able to squash that Scatter and mop up those 3 points of hull in one swift round. Two would be even better. Strategies will naturally vary but you aren’t going to one to come up the front and you probably want to make your opponent split his attention. You definitely don’t want to do what the 2nd place holder did during the championship and go up the front in some vein hope that you can survive the bombings. You won’t, there isn’t a ship in the entire game no matter how you equip it that can withstand 8 bombers shooting at it especially when they can re-roll those black dice multiple times.
The same is true for the Imperials, though it’s worth pointing out that as deadly as this combination is in a rebel list, with a Rhymer ball and bomber based list, a similar list for the Imperials can be as deadly if not deadlier thanks to the range advantage not to mention that Imperial ships are cheaper. So of course while you could counter with Gladiators in a similar fashion as the MC30’s, one way to counter a bomber list like this would be to have your own.
The main strategy at the base of it is to get rid of those support ships with Bomber Command and the best way to do it is to ensure you have at least one accuracy to get rid of its main protection which is the scatter. This probably explains are worlds champions reasoning behind using 3 Transports with bomber command, he knows that little 18 point transport is the key to his list so he tripled down to make sure he always has those re-rolls.
Suffice to say though this is all very theoretical, as the world champion proved during the competition this year, it is much easier said than done. It’s a very strong meta list and flown well it can put out considerable damage.
Many would argue that Bomber Command Centers are overpowered but keep in mind that they are 8 points which is on the high end in terms of upgrades and they currently must be placed on very soft ships that can quickly and easily be dispatched. Since the strategy is so heavily based on these support ships, you have a very obvious weak point to target.
One other thing to keep in mind is that a heavy anti-squadron based list that can quickly overwhelm the Intel and escorts is also a good option. Especially in the form of A-Wings and now with E-Wings. Good anti-squadron is always a good choice in a list as has always been the case for facing heavy bomber lists, but Y-Wings in particular are quite tough and can often win squad based fights so it’s important that your anti-squad suppression is well thought out and preferably using the “Counter” keyword. Don’t presume Y-Wings in particular are easy to kill, they do pretty ok in dog fights in large numbers and have the hull points to outlast in big fights, in particular with an opponent who will be highly motivated to get them back on their bombing run making use of heavy anti-fighter fire from their capital ships.
Rapid Launch Bays
Another widely discussed card that just entered the frey in Wave 5, discussed not so much for its potential effects on the meta, but more in regards to what the card actually does. Arguably the most poorly worded card in Armada to date, it’s difficult to decipher how it actually works, but today we are going to try.
So let’s look at the wording here.
The first part I think is quite clear. You effectively set ships aside so that you can deploy them during the match. This in its own right creates a lot of opportunity for exploiting interesting tactics, namely bringing slow moving ships into the fight. There are many slow squads in the game that often have trouble getting into position and this card addresses that issue by not only getting them to the battlefield but keeping them protected (un-targetable) while in the safety of their carrier ship.
The tricky wording in the second section of the card is where all the discussion comes from.
There are three points of contention here.
First is the “you would activate with this command”. The second is the word “Instead” and finally the last part “It cannot move this activation”.
There are really two ways you can read this. The first is that since the card says “For each squadron you would activate with this command you may instead.. do x and y”. This suggests that this is a special action, not governed by the rules of activation. Meaning that the squadron comes into play “not activated”. Allowing you to simply put it into play and set it up for future activation’s.
The card follows up with “It cannot move this activation” which is perhaps the most confusing element of the card. What activation is it talking about? The ship activation or the squad activation. If it’s the squad activation this suggests the exact opposite, that the ship is activated, but it simply cannot move, hence it can attack according to standard activation rules. Keep in mind that standard rules always apply when their is no specific exception given on a card. If it’s a ship activation on the other hande, it suggest that its not activated but since its not, you should with another squad command point you be able activate the ship and attack, but still can’t move.
The general two questions here are, is it activated and if so while we know it can’t move, can it shoot? That’s the big debate. Activated or not and can it shoot or not.
The answer is at best inconclusive and it has been so far ruled in a number of different ways, though none of them official by FFG. While an explanation is sure to come at some point, for our house games and in particular if you are running a tournament we still need to answer this question.
My general sense of the card is that in the last part where it mentions “It cannot move this activation” is a reference to the ship activation, not squad activation. The logic here is that the spending of your squad command points during the activation can be split up, some of the points going to activating squads normally and others using Rapid Launch Bay.
I think it’s best to see it in action with an example.
Lets say you have an Assault Frigate with 3 squad points and a squad token that has 2 B-Wings stashed away using Rapid Launch Bays.
You activate the ship and reveal a squad command. Now its time to spend the points. You spend the first two points to put out your B-Wings in distance 1 of the carrier. They are not activated, this is all you can do with those two points, however you of course have 2 points remaining (one from the command and one from the squad command token). You now activate your B-Wings using your remaining two points, now since it’s still the same ship activation you can’t move them, but you can attack, so if you had ships in range you can attack with the B-Wings.
I believe this is the intent of the card, now of course this is not official and some including myself would argue that in the last part of the wording of the card it could be referring to squad activation which would suggest that you could use a single squad point to put out a B-Wing, activate it and attack (but not move). However I would argue that if this was true, this card would be stupidity over powered at only 6 points. You could in this case have 4 B-Wings stashed away, put them all out and attack with all 4 of them in a single action, with Extended Hanger Bays and a squad token you could do this with 5 B-Wings. Throw in command centers and you’re talking about a card that would completely redefine how the game is played. Even in the first scenario this is a very powerful effect but in the second scenario it’s just way out of hand. While you might be able to argue the translation, it would be hard to justify the power of this card in the scope of the game and its ultimately because of the question of balance, I believe the card will likely be ruled as our first example not our second.
Currently in most tournaments, including local regionals the first scenario is being used, it’s what I would recommend you use until the official FAQ is released.
Rebel Pelta Class Command Ship
Ok so let’s talk a bit about the new ship, specifically the Pelta Class Command Ship which is definitely the one I’m personally most eager to try. Finally we have joining the world of Armada a proper pure support ship that can affect the battle field on a global level. Now we have had quasi support ships in the past like a Redemption, Projection Experts fitted Nebulon-B or the more recent Rebel Transport with Bomber Command Centers, but the Pelta is different. It has no range qualification for its Fleet Command slot as these global effect driven cards simply require the spending of a token. In that little slot a lot of magic can happen opening an entirely new world of options for list building. This however is just one small part of the Pelta.
The first thing you might miss, but is important to note is the 4 engineering on a small ship. This is important because this ship will largely want to stay out of big fights and given its slow speed and maneuverability, being able to take a licking and keep on ticking is important when those flankers show up. 4 engineering means 2 shields each round without any special tokens or support and given its 3 on the front, 2 on the side and 1 on the back configuration and the fact it has 3 defense tokens (Brace, Re-direct and Evade), this is a sturdy ship with good recovery for its class. No one is going to come around and just melt it like they would easily do with a Nebulon-B fitted the same way.
More importantly it has a Support Team slot which means it can make use of Projection Experts when it’s not being shot at, sharing the wealth and further qualifying it as a proper support ship.
The fact that is boasts an Offensive Retrofit might have you scratching your head but thanks to gear like Phylong Q7 Tractor Beams, Rapid Launch Bays and Engine Techs you have serious versatility in choosing this ships role and capabilities.
Now the cost on this ship can get crazy quickly and you probobly don’t want to try to combine too many effects on it. Its best chose to serve a very specific role, though more than any other ship in the game, its role can very dramatically depending what upgrades you put on it. I think its for this reason more than any other that I’m already in love with the ship.
This is largely an untested ship though and so its honeymoon period may be short but it’s not hard to see the benefits of cards like Shields to the Maximum, All fighters follow me and Entrapment Formation. With no range requirements you have what amounts to the first truly global effect on the battlefield able to reach everyone always. You can effectively build entire lists around these core concepts and that in its own right I believe will be well worth the investment but the truth is that unless a ship can fight or add something to a fight on its own its usually not worth putting into most lists.
Thankfully for that purpose we have the Assault version of the ship, a far more shooty version that one can draw comparisons to the Gladiator. In the assault version you gain an ordinance slot that can be leverage to throw in some additional fire power while still offering the core support features of the Pelta. For the aggressive minded player this is a fantastic alternative to the more focused command version.
Some Musings
I truly believe that much of what has come out in Wave 5 is geared more towards the new campaign mode in mind than 400 vs. 400 point pitched matches and I believe the Pelta is one of those elements. Consider that Shields to the Maximum for example affects all “friendly” ships. That includes your allies when doing an all-out offensive during the campaign. So suddenly the impact of that command ship is even on a grander scale!
Its more than just the ship though. In the campaign mode you are always thinking about the war, not just the individual battles. You are also always thinking about the survival of your different ships and squads and as such you are likely going to be looking at upgrades and list selections very differently. Equipment like Rapid Launch Bays can protect squadrons and offer you a choice as to when and even if you really want to risk them in a particular battle. The choices and reasoning behind making them are going to change in the campaign and I believe a lot of what we got in wave 5 supports that.
My point is that I can’t say for certain that things like Rapid Launch Bays for example will be a thing in the competitive meta in 2017, but you can definitely expect to see them in the campaign as its clear the uses there are more defined.
That’s it for today’s article, hope you found something useful in it. Fly Safe!
I get quite a few E-mail questions and actually get involved in quite a few conversation about paint/assemble style miniatures games, especially recently with Fantasy Flight Games announcement to make Rune Wars the miniature game. Now ordinarily while I like the conversations and have interest in the games, I avoid getting involved personally in paint/assemble games which is why I don’t have very many articles about miniatures games outside of the pre-painted stuff like X-Wing and Armada which don’t really fall fully into that paint/assemble hobby genre. Recently however I have decided to get involved in a game called Bolt Action and so I picked up some of these old E-mail questions and thought based on some of those questions I would create a kind of guide to paint/assemble miniatures games given that I have been doing a lot of my own research in preparation for my own little venture.
Now Bolt Action won’t be my first venture into the paint/assemble hobby. I did a stint with Warhammer Fantasy and a pretty long stint with Warhammer 40k as well as some War Machines. Those experience have taught me a great deal mostly in what to avoid in the hobby. So here are a few tips and tricks to getting involved in the hobby, hope you find it helpful.
Start slow and stay slow
Gamers are a very excitable bunch and we are pretty quick to whip out our credit cards with imagery in our heads of a 3000 point army with fully realized terrain in epic level war games. I mean, believe me I get it and I have fallen victim to the hype and over excitement of out of control spending. Here is the reality however, in particular if you are just starting out.
First and foremost, it takes many hours to assemble and paint a miniature army. If you are just starting out looking at a box of unopened miniatures you are still many, many hours away from playing not to mention quite a ways from understanding what impact each model/unit will have, understanding the rules and impact of the rules in actual play and how that applies to the army your building.
Secondly it always takes at least two to tango so while you might have a 3,000 point army ready to rock the people you are going to play with might not. Its quite important that you and the people you intend to play with are somewhat in sync in terms of point values, special rules, factions etc.. so that you don’t end up spending a lot of time getting models ready that you aren’t going to get a chance to use.
Finally you don’t even know if you are actually going to like the game you have chosen, miniature games come in all shapes and sizes. Research is important and sufficient to decide your interest but it’s not going to help you decide the specifics of your army, units and style of play you will eventually choose. You need multiple gameplay experiences to really understand whether this is just hype or a real long term love for the hobby as well as deciding whether X or Y army is right for you.
Starting slow simply means to get enough miniatures to get a minimum game going and get that army ready. You will realize that painting even a small army is a big commitment and those early first few games are going to help drive your decisions about the game which will likely look very different to you then what you conceive just from reading of the rules or looking at cool pictures of fully painted armies.
For example you might realize you’re not happy with the particular faction/army you have chosen, or you might realize that some of the units you thought would be awesome are underpowered or don’t fit your play style. You might also realize that at 500 points the game is already taking 3-4 hours more than you thought and playing a 2,000 point game is just going to be too big. Or you might realize you don’t like the actual game at all, a really tough pill to swallow after spending many hours and dollars on a game.
The point here is that there is absolutely no reason to rush into things. If you found a game you’re interested in, pick up a basic set, paint some miniatures and play a few games to make sure it’s something that will really stick both for yourself and your gaming group.
You will find a lot of people online who have huge armies with no one to play with them, or people who don’t like the faction they chose after spending hundreds of hours meticulously painting them. Don’t be that guy, it’s a miserable experience (take it from someone who has made some bad choices). You really want to take your time here, get the experience at a nice slow and steady pace and ease your way into the hobby. You will thank yourself later.
Weigh your options carefully, don’t over-commit or make rash decisions
Most miniature games will offer you a wide variety of armies or factions options, but once you have chosen one you will find that you have to make other more specific commitments when making decisions about what to buy, assemble and paint. Everything from color schemes, to unit types or even specific types of equipment for specific unit types will be important, ultimately defining your experience. For example in Bolt Action you have to decide whether the NCO in infantry unit will have a regular rifle or a sub-machine gun. This is a very simple decision, but it puts to question what the goal of that unit will be in your army, what range you will place them in during battles, how that weapon will be leveraged. These decisions can get far more complex than that, but they will often impact your army’s effectiveness and you will usually have to make them before you ever actually get an opportunity to put them on the table.
It can be tough to make these decisions and it’s why you really want to build your army from the smallest point count possible with the most general and simplest decisions made first. If you are unsure which tank to take or which giant robot is best, don’t decide at all, make the decisions you are certain about instead. For example in most games every faction has a sort of staple, base unit type be it some sort of infantry unit or something along those lines. Start with those. They aren’t as fancy and awesome as putting up a monster model on the table but they usually require less knowledge of the game and have fewer options to weigh, so do those first. Play with them, gain experience in the game and from there you will find making the more difficult decisions easier.
In Bolt Action for example if you choose Japan (which I have) as your faction you have a choice of 20+ different tanks from light fast ones to big heavy ones and everything in between. Each has different effects, abilities, options and costs, it’s a fairly complex choice to make in particular if you have no idea how effective tanks are in general or what their impact will be in the game (from experience). I Avoid that decision and will try to play a few games without a tank to see if I can come to terms with how the game works and what impact the tank will have in my army. This is a very specific example but you’ll find such elements in almost every miniature game. Approach these decision with as much restraint and caution as you can muster, don’t be confident in your ability to make decisions without experience, this is the most sure fire way to end up with a painted model you will never use and regret putting time into.
Always collect with and involve your friends
Ok I can’t stress this enough but unless you have chosen a game that you already know is well established in your area with lots of eager and available opponents you really want to make sure that you are not the only one diving in. Finding a few friends who are ready to commit to collecting/painting and playing a miniature game with you is absolutely vital. I would say at least 50% of the people I know that play miniature games can’t find opponents to play with and their miniatures collect dust on their shelves. It’s a very frustrating experience and you are going to want to avoid it at all cost. There is no sense in you spending hundreds of dollars and hours collecting and painting miniatures if you don’t have a solid gaming group that is as committed as you are to the game.
More importantly though is that you should not have to twist arms, beg, plead and convince people that they should start collecting with you. The miniature game hobby is a really big time and money commitment; it’s something you really have to want to do on your own, something that you are excited about. It should not be something you get into because your friends nagged you into it and rightfully you shouldn’t get others to join you on those terms.
Also be wary of committing to a game even if there is a local scene. Miniature gamers can be a finicky bunch, as well miniature game interest can rise and fall dramatically and you might find even though there is a lot of people playing your game, they aren’t interested in playing with random people they don’t know. Having a few friends diving in with you is a sure fire way to make sure you have opponents. I would be wary of going into it with the assumption that you will find opponents later when your army is done. That usually doesn’t work out so well in particular if the miniature game you chose is obscure and less known/common.
Don’t get into the miniature paint/assemble hobby for competitive play.
I think a lot of people would argue against this advice but I would caution anyone entering the hobby with the intent or sole purpose to do it for competitive reasons.
Competitive miniature gaming is an entirely different hobby then casual/theme/fun miniature gaming. There are quite a few drawbacks to competitive miniature gaming, in particular if you are new to the hobby.
First and foremost playing competitively will usually increase the cost of the hobby to you, I would personally say by a pretty significant amount. Miniature games are in constant flux, in particular the bigger more well-known ones like Warhammer for example. To stay competitive you will constantly have to pick up the latest and greatest, often forced to switch armies entirely. I would highly recommend you talk to competitive players and ask them about their experiences in your local area, most will probably tell you a similar tale, that staying competitive is not cheap and requires a much higher commitment to collecting then you will need to make with a more casual approach.
Secondly and I think this is really important to understand about miniature games, as a genre; miniature games live on the premise of playing for experience, theme and fun. They are a kind of step child of role-playing games and really have more in common with the dynamic, abstracted nature of RPG’s then they do with the strict, organized nature of board games. To get to the point, they make very poor competitive games and the competitive scene for every miniature game that I’m aware of can be described at absolute best to be ugly and petty.
This really stems from the lack of clarity of the rules and the general “eye ball” approach of many of mechanics of miniature games. Things like line of site, measurements for distance, terrain and many other elements are typically rules that require a level of judgement call and while in competitive play you usually have “judges” that can settle arguments, if you try to abide by the strict letter of the rules in miniature games get ready to have some whopper arguments with people. Every rule in every miniature game I have ever played is up for interpretation and you will find an ample amount of interpreters ready to volunteer their time and energy to arguing about it with you in the competitive scene of miniature games. It’s exhausting; definitely not something you want to get involved in if you are just entering the hobby and it might not be worth your time to ever get involved. You certainly don’t want to enter the frey with the intention of assembling and painting miniatures with the sole purpose of entering competitive play. If you are going to do it, ease into is slowly and be sure to talk to competition players and ask them about their experiences. I assure you they will have plenty of horror stories to tell.
From personal experience the best approach is to enter the hobby using advice 1, 2 and 3 outlined above and if competition interests you after that, by all means give it a go. But absolutely under no circumstance or logic should you start collecting/assembling and painting miniatures for the purpose of competing, I assure you, it will not be a good experience. Competitive play is something you evolve into once you have exhaustively played the game and know the rules inside and out.
Now I will say that competitive play can be a lot of fun and certainly I wouldn’t discourage an experienced veteran from giving it a go but as a new player you should actively avoid it in my humble experience.
It’s a two part hobby and that’s ok.
I will say this up front that at least half of the people I know that collect and paint miniatures do it for the painting and collecting, playing the game is an afterthought and that is ok. This is a creative hobby and if you are getting into it because you love the miniatures and have a creative need to paint you can safely ignore the above advice, pick miniatures you like based on aesthetics and have fun. Plenty of people make army lists for aesthetics and theme, I always love playing against them but the truth is that usually don’t do that well and this is where that approach can kind of back fire a bit.
If you are going to play the game with a desire to put a couple wins under your belt, buying units/models for an army willy-nilly from a creative angle is probably going to result in you having a pretty crappy army for gameplay purposes. I guess the point here is that, in every miniature game, every faction will have a certain amount of model/units that just suck ass for gameplay purposes. They might be pretty or thematic, they might be fun to play, but they will be useless to you in a game.
It’s not that much fun to lose all the time, even if your not that competitive and while I will be the first to admit that I rather lose with a pretty army then win with a cheesy one, I think there is a fine line between a crappy list put together for aesthetics and a cheesy competition list created for the sole purpose of winning. You will sometimes need to paint models you don’t like that much because they are good for your army and exclude beautiful ones because they are shit in your list if you want to make something resembling a decent list. These decisions you will have to make for yourself but know that there are tradeoffs either way. Think of your opponents a bit here, its really not that fun to play against someone who offers no competition for you. Sure it can be fun once or twice, but if you are crushing someone every time you play you would get bored too.
My suggestion is that before you buy/paint/assemble a model, be sure it’s something you are going to use or make peace with the fact that your adding it for your shelf to look nice rather than the impact on the table.
Now this is just advice and I will be the first to admit that I don’t always take it myself. I will often find a unit/model in my army that I think looks great but is useless for the game and use it anyway. I’m not terribly competitive and neither are my friends but I’m usually selective about it. You really want to put some thought into the competitive angle of your army even if you’re the creative type and just want to play for fun. Its kind of good etiquette to show up with a list that puts up a challenge.
It’s a two part hobby but it’s not ok
Ok so devil’s advocate time. Some people get into the hobby but they don’t want to paint, they don’t have a creative bone in their body and they just want to play the game. It may be ok for that person but most hobbyists will agree that playing a game with your meticulously painted miniatures on a beautifully orchestrated battlefield only to find your opponent with hastily assembled unpainted miniatures is neither fun or in the spirit of the game. If you don’t want to paint miniatures and intend to use greys you will find it difficult to maintain the interest of your opponents. In fact many gaming groups have house rules against that sort of thing and in competitive play it’s usually not allowed at all.
There are a couple of reasons for that and it’s not that tough to deduce. This is a visual game, it’s about the spectacle of it all and people put a lot of hard work into making it so. It’s also not really meant to be a cut throat competitive game and it’s not about rushing through the game but enjoying the experience, the ambiance of it all. You can think of it like golf, people could play golf on any open field and get the same level of competition but they build golf courses to be exotic and beautiful because the ambiance is just part of the game experience. It’s the same with miniatures game and coming to the table with a bunch of greys with no intention of ever painting them lacks etiquette and is a bit impolite to your opponent.
Suffice to say if you’re not interested in painting miniatures, you may want to consider alternatives like pre-painted miniature games or just tactical board games that simulate to a degree the themes and genre of miniature war gaming. There are plenty of them, in fact I talk about them all the time on this site.
Don’t go overboard on supplies
Most hobbyist will eventually collect a massive armada of supplies, but the market is largely geared towards selling to new players and you will find that there is an immense amount of gear you could potentially buy for assembly and painting of miniatures. 90% of it you won’t need now or ever, in fact for most games 4 or 5 different paint colors, some primer and a couple of brushes with a few household tools you probably already have at home is enough to paint entire armies of miniatures. The 100 colors and 30 brush set or other large box sets are without question crazy overkill. In particular paints, if you buy one of these large sets the large majority will dry out long before you ever get a chance to use them, it’s really just a waste of money that would be better used to expand your army.
On the flip side quality equipment is a good idea, in fact it’s far better to buy 5 high quality paints then it is to buy 30 cheap ones. As far as paints go you really want to decide on your color schemes, plan out how you are going to paint your miniatures and just buy the paints you need. Don’t try to “get everything you might need”, again because in most cases these will get destroyed before you ever get a chance to use them.
When it comes to painting miniatures less is more anyway and while certainly the depth of artistic endeavor’s vary from player to player if your just starting out its usually recommended you keep it simple and develop your technique to the point where you will know what sort of gear you actually need/lack in what your trying to create. Trying to anticipate that when you’re first starting is pretty much impossible so you really want to keep things simple and cheap until you know what you’re doing.
Don’t try to be a master, learn to do it faster.
Aside from rhyming, this is good advice for newbies and veterans alike. The goal here is to get a painted army to the table and you’re not going to be able to do that effectively if you spend 100 hours on a single model getting everything perfect. Not to discourage talented painters from their commitment but in as a whole once the miniatures get on the table the difference between a 5 minute speed paint and a meticulously master painted miniature is completely indistinguishable and largely irrelevant. Miniatures are small and you’re looking at them during play from 2-3 feet away, you’re just not going to see those details. What you will notice is the awkwardness of a grey army with a couple of painted miniatures mixed in.
The thing about painting miniatures too is that details can always be added later so your speed paints can be touched up to look perfect in the future, but its typically far better to get the job done and have a functioning painted army on the table for your games then it is to spend hundreds of hours per miniature and find yourself constantly playing with an unpainted army.
Remember that it’s a game of theme and experience, not a competitive board game
An important lesson already previously mentioned and one most miniature gamers will fail to learn but miniature gaming is a game of estimation, a lot of dice rolling and judgement calls. It’s a simulation of battles but one so abstracted and distanced from reality as well as distanced from mechanical stability that it barely qualifies for the term “game”. It’s really more like you are “playing” then “gaming”. Most gamers coming into the hobby will find it a stark contrast to board gaming, in fact, miniature gaming is far closer to the dynamic/abstraction of role-playing games then it is to the rule strict and well defined boundaries of board games. As such it requires a lot of hand waving cutesy and imagination inspired “overlooking” of the reality and often even the rules.
You will see rules like “line of sight” to be particularly fuzzy, much of the games rules are driven by these sorts of mutual judgement calls rather than strict observance so you really need to get into that spirit. The goal of a good miniature game is to tell a fun story of a battle, win or lose, the experience should be the reason you come back not for competitive play.
I already mentioned that competitive play should be avoided by most, but it’s not because I have something against tournaments but because tournaments zero in on the weakest element of miniature gaming, the rules. With such vagueness, trying to have a good competitive experience is more likely to lead to arguments about interpretations of the rules then it is to a fun experience and as such this advice is more about approach. Approach it as a game of storytelling like a role-playing game and you will find the entire experience far more enjoyable, do the opposite and you will quickly become frustrated with the rules. In fact the most common information you will find online about miniature games is people endlessly arguing about rules, pointing out the weaknesses of them and more often than not accusing the game of being unbalanced in one way or the other. I’m here to tell you that it’s all true, miniature games are horrifically unbalanced (all of them), rules are always inadequate and you will always find things that simply make no sense at all. It’s like that because miniatures games by their dynamic nature aren’t particularly well suited for strict observance of rules. They are games of estimation. Understand that, make peace with it and you will enjoy the experience a lot more.
Get out when you stop having fun
It’s really hard when you spend hundreds of dollars and hours on a game and discover you are just not enjoying it. There is a kind of mental push that “you should play”, after so much money and time was spent. The reality is that miniature gaming is not for everyone and lots of people get into it and stay in it for all the wrong reason. This is why starting and going slow is advice #1.
Miniature gaming is a hobby, something you really have to truly love to make enjoyable for yourself and the people you play with. It requires a lot of patience and in particular an extreme amount of etiquette and cutesy to have an enjoyable experience. In fact, you could say it’s a gentlemen’s game if you can overlook the sexist term. What I mean is that it’s meant to be played with the greatest amount of respect and politeness for your opponent you can muster.
If you find yourself bitter about the rules and balance of the game, miniature games are probably not for you. It’s just the reality and nature of miniature games that they are not an exact science or even anything approaching it. I have seen miniature gamers get so frustrated and angry at the table over rules interpretations, accidental bumps or judgement disputes they are ready to get into fights over it and you really have to stand back, look at that spectacle and realize that not everyone is able to handle these sorts of games and that’s ok.
Don’t be that person; if you find yourself getting angry at a miniature table, you’re doing it wrong.
General Advice About Miniature Games
There is some good advice up here I have gathered from both experience and conversations with countless Mini war gamers. Suffice to say there are quite a few things to keep in mind when getting into the hobby but I think above all else the most important part to keep in mind when diving in is that it’s a very slow paced hobby. Things are not going to happen quickly, you are probably not going to play often and so you really have to relish the experiences and opportunities you get. Make the most of it by being well prepared, have a painted army and terrain and really make it the visual spectacle it deserves to be.
You will find that most happy miniature gamers will eventually settle in this mellow space and its a pure joy to play with them. Those that don’t typically either washout out of frustration or worse stick around to make everyone around them miserable. As such finding a good group with the right mindset and approach to the game is absolutely vital. Your opponents will ultimately make it a wonderful experience or an awful experience so having good opponents is the key to the whole thing.
Also and this is for the creative types. Mini gaming is a creative hobby and you are in the right place to lavishly create but don’t forget that this is still about gaming for most. People will greatly appreciate your work but you still have to come to the table and present them with a challenge and create a great experience for your opponents. I saw often see very talented painters who put so much effort into creating visual magic on the table but ultimately make poor opponents because they forget to learn how to play the game well. It’s an important part of the hobby to make yourself a worthy opponent so don’t skimp on that part.
Finally and perhaps most important never forget that any form of gaming is about having fun, about being relaxed. This is a pass time, people who play these games are doing it on their days off, they are looking to wash away the problems of life and enjoy a moment made entirely for them. Don’t ruin it by being a dick. Be respectful to your opponent and remember that the game is about enjoying it, not about winning or losing.
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