Monday, October 23, 2006

My special place

I'd like everyone to know that I, Monstro, have a special place. It's the place where I put scenery bits that I plan to use within the next twenty four hours, like that second floor to the bombed out building that fit perfectly and that I lost in my special place for nearly 2 weeks, or the sidewalks that I plan to mold from some child's toy that are perfectly detailed and to scale, there in my special place now too, wherever that is...

You see, what I do is I look through my bits and I say, "Grip tape, this will be perfect for the fences that I'm about to make." And then I move the grip tape to my special place and lose it.

Of course, since I'm a scenery designer, that means that half the crap I own was bought at a dollar store, a clearance bin, a yard sale (tag sale for you New Englanders), or browsing through the Final Cut, Big Lots, Walmart, or Home Depot. In short, half of the things that make it into my special place are things that I can't just go out and buy again. The Bit Bin on my website is an attempt to not have a special place, but let's face it, it's incomplete: I have five other boxes filled with stuff that have yet to be catalogued. Not to mention two little bookshelves covered with bits, pieces, chemicals, clay, rocks, flock, and paints that I'll never get to.

I write this here as advice to fellow scenery designers. DON'T HAVE A SPECIAL PLACE. It's just somewhere where you can conveniently lose things for weeks on end. Leave that important bit in with the general mass of crap you've collected. Yes, it will take more digging to get to it, but damned, you'll be able to find it without having to tear your house apart. Or you'll go out and buy a suitable standing part, which is right when you find the original, and now there's no damn continuity between your pieces!

Man, those sidewalk things were sweet. I'll never find them again.

Saturday, October 14, 2006

Monstro: Not Quite Beta Material

So, recently I've been told that my blog is too old school to allow commentary from new school hep cats. In other words, it's not beta. So, I decided to rectify that situation by becoming beta. Good news! I am now beta. Isn't that awesome. Bad news. My blogs aren't.

You see when I log in as Beta Monstro, it asks me whether or not I want to make a blog. It does not give me the option of transferring over the blog. According to blogger.com, as time goes on they will be asking more and more blogs to move over to the beta format. They just haven't asked me yet.

Obviously I could open up yet another blog called Gretchin Rock! or some shit like that, but man, I've got links going back and forth from my site. That sounds like an incredible nightmare.

Of course, this does make me feel a little better. I think I've received three comments on my blog total, and one was quite clearly a mass mailer. On my website, my guest sign in book is pitiful. Maybe I should run a bulletin board? By the way, anyone out there know how to run a bulletin board?

The idea that there are thousands of Warhammer junkies out there who would just love to comment on my blog is, I think, inticing, but my general attitude is: "how the hell would they find me?" I have a vision of how this thing sort of works and it involves using ebay as advertisement for my website, and from there, maybe they find my blog. Or the opposite, maybe people who look for 40k websites will find "The Empire of Mankind" and move from there to my website. I did not expect, however, to get anything going until I started putting crap up on ebay again.

Well, last week the website got 71 unique hits. Eleven of whom stuck around for more than twenty minutes. Where are these people coming from? Well, glad you like what you see, tell friends. I will attempt to put up more stuff on the bargain bin shortly.

As for people who'd like to comment, man, I'm trying. I really am. I have a minor in computer science. I have worked as a webmaster. I can obviously design a web page. But I know nothing about how computers work. If there is some "interesting" feature that I should be using, forget it. I'm a busy man, or I'm not a smart man; take your pick. But if I can't figure out how to get frinds on my IM account, I sure as hell can't get my blog turned beta until they make it some sort of push button operation.

There's always anonymous posting. I would love to publish even anonymous posts so long as they're not rudeness or open hostility.

Friday, October 13, 2006

Space Marine Tactical and the las cannon option

Again, this is based primarilly on my playing space marines in the most recent battle, but I'm not quite sure that the las-cannon option for the space marine tactical squad is the best option available.

With a devastator squad, it seems to me, you know what you're doing. You put them in the corner of the board and there they sit. They fire. They don't fire. Either way, you know they are where they're supposed to be.

The problem with the tactical squad armed with the las-cannon is that you're inclined to sit them back like a devastator squad and let all the regular marines sit around doing nothing the enitre battle. That's a lot of people getting nothing done so that you can fire 1 measley las-cannon shot a round. Enhhhh... I'm just not sure it's worth it. Keep in mind, the standard of the tac squad is the sergeant with a really mean hand to hand weapon. So, you have a squad sitting at the edge of the board which will never get into hand to hand armed with a sergeant with master crafted power claws or something like that. That, or you make a squad with a las cannon and you put them in close so the sergeant can attack shit and the las cannon never fires.

I think the heavy weapon in the tac squad sort of has to be viewed as the thing you use if there's no reason to move. The problem is, when that weapon's a las-cannon, you kind of invent reasons not to move.

Obviously, all this is a thing of personal preference, but this is, I think the reason I suck with tactical marines but I love playing Thousand Sons. There's no reason the Thousand Sons shouldn't keep moving forward. After all, they want you in rapid fire range and their sergeant is an absolute bad ass. There's never the whole, "but then I'm wasting a las-cannon shot" to screw up your game.

Marine Snipers

If you read my recent battle report, you'll notice my use of marine snipers. I don't know. The juries still out.

I've noticed that GW has this habit of making a weapon that's almost okay. Hits always on a 2+ (cool). Wounds always on a 4+ (cool). Full armor save (nearly useless). The same is said of nearly every harlequin weapon available, ultimately making that army not worth playing. I don't know. I haven't seen the new Eldar codex so I dont' know if Harlequins are in it whether they've been improved or what, but as it stands now, you either take the target's toughness out of the equation or their armor out of the equation, but never both. Some weapons should have that capacity. Without such potential, harlequins kind of suck.

As for the marine sniper rifle, who exactly is it good against? Eldar Wraithlords? Tyranids? Anyone else. I mean, a bolter against most infantry grant a better to "wound roll" and have a better capacity to ignore armor saves. Plus you get two shots at close range. Like I said, the jury is still out.

Two things, I think, keep the marine sniper squad in the game. Well...three unofficially. The unooffical "third reason" is that I have about sixty space marine scouts and I want to play them as a "10th company army." With that many scouts, you kind of hope you can pull their cool force--the sniper rifle--out of the pit of uselessness.

The second reason not to immediately abandon the sniper rifle is its ability to kill low armor vehicles. It's alright at killing walkers, sentinals, and all manner of hover vehicles. I know what you're saying: "no it's not very good. It has to roll a 10 minimum on two dice." Well, yeah, but a whole squad with those weapons gives you a pretty good shot that someone will roll a 10 or higher.

This brings up the third advantage, and one that I keep forgetting. Scouts have inflitrate. The real trick then is to make a scout assault squad and send it forward, but there's another advantage to having infiltrate beyond being able to get as close to the enemy as possible. Infiltrate allows a squad like snipers to set up with a clear shot at whoever they're mission is to take out that battle. They don't have to get close, and they shouldn't; that's not the point. But you can set them so that they are perfectly positioned, after everyone has deployed, to have an open shot at the speeder or whatever.

I just wish they could insta-kill. That would make them loads better.

Battle Report updated

I have officially put up a battle report on my site. Chris and I play against one another. I'm playing Ultramarines (which is my main army which I never get to play) and Chris is playing Daemonhunters. Wee Fun!

It's pretty much win-win for the Emperor.

Tuesday, October 10, 2006

new stuff for dead worlds

I suppose it's not too hard to figure out that I really like Ice Worlds. The problem with ice world is that, in 40k, they're just worlds that are white rather than green (or brown). I think that's...nice. I mean, I like the aesthetic, but...can I get some more, I suppose is what I'm asking. I mean the idea behind an alien ice battle is troops popping out from under the ice and losing your dreadnought in a fozen lake and giant geo-thermal vents, and that damn monster that grabs Luke and hangs him in this cave. That's an ice battle!

So, two things. First of all, up on my website, monstromakes.com, I now have rules for using Stratagems to spice up your ice world games (including a couple of new stratagems). My list of new stratagems is growing, but I've decided to put them out a bit at a time as a teaser.

But not teaser on point two. I've put up the basics for how to make snow and ice effects for ice world scenery. I got tired of answering all the damn emails one at a time. I figure, if you read those directions and want to make the ice world scenery then chances are, you aren't rushing to me to buy scenery anyway. On the other hand, if you look at the directions and think, "oh, I'm never going to do that," maybe you'll be more willing to buy the scenery from me. So, yes, that's kind of a trade secret, but not one that, if leeked to the world, will put me out of business.

Monday, October 09, 2006

3 Way

Heh...heh...heh... I said three way.

Hey all, I put up scenario rules for a three way battle up on my website. I say this because I know that three way scnerios are a rarity. I will be playtesting it tomorrow at which time I will be shilacked as normal. I'm hoping that at that time (cross your fingers), I will have a battle report to put up.

Wish me and the Ultramarines luck so that my foes (who will most probably be IG and Daemonhunters) will fall by the forces of the emperor.

negative cover

This is a reprint from my website:

As of now, there are a few ways to define cover: height, cover save, difficult ground, area, passable/impassible, dangerous, etc. All of these are well and fine, and I would even say the more variance you put into your cover rules the more dynamic the game will be. Let's face it, your 1000 point Necron list doesn't really change much from week to week, but the board does.

That being said, I would like to add another terrain characteristic that I'm pretty much stealing whole sale from Dawn of War: negative cover. Negative cover means that an area of the board is more dangerous than just being out in the open. Maybe there are things nearby that might explode if shot (making that position intensely dangerous) or perhaps moving or "getting down" is an impossibility. In D.O.W., negative cover is generally applied to any water areas. I especially like this because the rules concerning water, standing or otherwise, seem to me to be remarkably inadequate. Most people say that water is impassible terrain, be it stream or ocean.

What negative cover does in terms of game mechanics is that it allows opponents to re-roll misses during their shooting phase. Thus, it isn't that the water is impassible, exactly...it's just that you don't want to be caught in it!

Two special concerns for negative cover (over and above the enemy re-rolling misses in their fire phase). First off all, if the enemy re-rolls misses those hits must be allocated to troops that are actually in the negative cover. This is different than the general cover idea of majority rule. Some members of the squad can be in negative cover, while others may be out of negative cover (or even in cover! In which case majority rule, and the troops that are in negative cover get a cover save).

Lastly, as far as hand to hand is concerned. Negative cover still counts as cover. Troops without special equipment charging a unit in negative cover will attack last.