donderdag 11 juli 2024

Warhammer Underworlds Casual Gamenight: Experimenting time

 Time for the weekly visit to the Outpost gamecafe to get some Underworlds in, and this week I brought two very experimental warbands and decks along.

One of them will become my main-liner for a future event, but I still need to tune which one.

On the one hand, I have beloved Cyreni, coupled now to Breakneck Slaughter for some aggro squid-ing, while on the other hand I coupled the Crimson Court to Paths of Prophecy for more objective play with some decent all rounder warriors.  The latter I know I will need to tweak before their first fielding, as the deck as a first try-out though only has 13 glory in it for now.  So I sat down with Peter (it was only the both of us tonight) and I gave the bands a try.



The first game put my Cyreni's Razors, using Breakneck Slaughter, up against an also Breakneck Slaughter empowered Headman's Curse.  Renglaith immediatly infiltrated the battlefield, striking at the Bearer of the Block and wounding the chainrasp.



Alathyrr moved up, and took the wounded ghost down, but Renglaith was taken down by the Headsman himself, causing the ghost to re-appear.



With the Sharpener of the Blade already damaged by Hammertide, Cyreni couldn't finish him off though, as the Headsman was now in the way unfortunatly, and the first round ended with a 6-5 lead for the Idoneth.




The second round began with Alathyrr positioning herself better and taking down the Scriptor of the Sentence.  





Supported by Cephanyr though, the ghostly storm gathered around her, and after being scapegoated she fell in a flurry of spookly attacks.


This left only Cephanyr and Cyreni to deal with the once again fully numbered Nighthaunts, and the Headsman Curse now had a 8-10 lead on the board.




Moving forward, Cyreni dispatched the Sharpener of the Blade with a magic bolt, as I couldn't bump my damage enough to take one of the others down instead.  



But the mighty Headsman moved in, and in a battle between the leaders the Idoneth Tidecaster was struck down by the huge sword.


Leaving only Cephanyr now on the table, there wasn't much the brave squid could do anymore, and the game ended at a 14-18 victory for the Headsman's Curse.


So this aggro approach might have some ring to it, but I'm not convinced yet to be honest.  Maybe I should go indeed the more standard approach with the Razors, opting for one of the more calmer decks like Rimewyrm or good old Force of Frost, but I am going to give it some more tries though beofe tossing it over a whole different approach.


The second game was highly experimental, with the Crimson Court and their only 13 base glory deck of Paths of Prophecy.  The plan was to play the deck, then see which cards I would need to cycle out for some heavier scoring ones.
Opposing the nobility of the night where Cyreni's Razors with the Rimewyrm Bite deck mixed in, so ping damage would be a thing.  


The game started with a Hammertide on Gorath, but he healed and would inspire as a result after the turn, and scoring some good points along the way for being on an objective with a wound token.



Cephanyr and Renglaith teamed up on him though, and my vampire fell to the furry of blows, alas as such no inspiring would take place, but also not my spellcaster's handy inert spell of toggling hunger and wound counters.  In hindsight, as I needed that objective for a card in the end phase, I should have moved him off and reclaimed it in my final activation.


Ennias and Vellas claimed the objectives on my half of the table, and scored some cards as a result, the first round ending 6-6.


The second turn started smoothly, with Ennias racing over the battlefield and alphastriking Cyreni down.



But on the other side, Prince Duvalle botched his attack rolls, failing to take Alathyrr down which was a crucial part of the plan for this round unfortunatly.
 
 

Wounded in return himself, Vellas steps in but doesn't manage either to land a blow, this time on Cephanyr.  Seems lady Luck is compensating for the fall of Cyreni...
 
 
The round ended at an 8-10 lead for the Razors, and with two vampires remaining as Ennias fell to the blows of Renglaith, this would be a hard pressed last round for the Crimson Court.
 

 
And it didn't start any better, with Prince Duvalle striken down by Renglaith now.
 
 

I started to go Voltron on Vellas as a result, with Vampiric Might and Armour of Marussi making her a Bloodthirsted monster (immune to ping damage, and +2 damage if she rolled crits).  She threw herself amongst the Idoneth, scything down Cephanyr, but failing to take out Alathyrr.  Had that second one also succeeded I might had a chance, but with the objectives in hand, I knew I couldn't catch up to Peter anymore now.



Vellas was struck, but luckily Undying Evil saved her, and in return she dispatched the thrall.



Only Vellas and Renglaith now remained, and while she approached him, the thrall chose safety abobe bravery, and ended the battle by moving away and giving the Razors a 14-18 win.



So, that's two games ending at 14-18, serious scoring going on.  While as I said I'm not convinced yet about Aggro Idoneth, the second deck does have music in it.  I pinpointed two or three objectives I'll be cycling out to get some bigger points gathering ones in, and that I feel now are actually scoreable like Portents of Doom instead of the be inspired one for the Court.  Heck, I guess I can play the Court not caring about inspiring with this deck, aiming for the Bloodthirst instead as a sure boost in round 3, all the rest being bonus for them.

Time for some tinkering, and then we will bring them back to the table for certain, this is going to be the warband to learn to pilot going upwards to any possible future events.
 


woensdag 10 juli 2024

Heroic Ballads

 From the same polish author that made the Book of Nemesis I reviewed a while ago for Battlefleet Gothic, comes Heroic Ballads.

A 40 page ruleset for Heroic fantasy miniature wargaming, so right down my alley.



The idea is a narrative tabletop game set in a generic fantasy setting, focussing on scenario play with unequal forces in a true DnD style: one player leads a group of heroes, the other commands the hordes of evil creatures.  So let's have a look at this free ruleset you can download from Wargames Vault.

Firhtermore it is pretty traditional, making use of D6's and measuring in inches from base to base, so that is pretty standard for a wargame these days.  Each model has a set of statistics that look like a mixture of WFB and easier, non DnD rpg's, having things like Manual Skill (MS) for picking locks amongst their statline.

When a test is required, you roll a number of D6 equal to the value of the tested statistic, and every 4+ is a succes, while a natural 6 allows the roll of a further dice (ad infinitum in theory even).  If the number of successes is more then the required test difficulty, you pass.

Unit types come from either Heroes, Henchmen, Swarms and Monsters, and it is recommended to fill in the (also free) unit cards before each game.  
Heroes are individual models representing the main characters of your ballad, and have the most activation counters in the game, the sort depending on how they are equipped, and are the hardest to wound.  Their counters can be changed to red ones, and if all are red they are taken out (the same goes for the The Villain, aka the hero of the evil side and basically the "boss" in the ballad).
Henchmen are lesser warriors, fighting in groups of 3 to 12 models, and count as a single unit that activates together, but for every two models in a unit it's stats increase - there is strength in numbers.  Which also means this drops if they are getting killed.  
Swarms are large base with, well, a swarm of lesser creatures like spiders, snakes and the likes.  While not great statwise, they have to be killed in a single stroke or the attack has no effect as they disperse and regroup.
The final type, Monsters, are big individual models like trolls all the way up to dragons, which follow all the rules for Heroes but can't carry equipment and are wounded a bit easier.



A turn starts with the activation phase's counters being calculated, with each type and model having certain coloured tokens (blue or green, so together with the red wound ones you need three colours).  Green are used for both static and movement actions, while blue ones only allow static activations.  
The turn sequence has two parts: the beginning phase and the action phase.  In the beginning phase, the spawning points for monsters activate, at a certain cost of spawn points.
In the activation phase, models well, activate in order of initiative, with in equal initiative the heroes always starting first.  The players then alternate picking actions and counteractions until all counters have been spend and everything got to do something.

The next section covers additional rules, like terrain (and falling of from it!), traps and common manual skill tests.  Next up we get the section with the unit special rules and weapon special rules, and how they affect your selected units.

With the rules covered (all in about 12 pages), it is time to start the game, which can be done normally or with the Quick Start rules.  First you get to create your heroes (or villain) and how their classes affect their basic stat lines, and equip them with the gear they are allowed to carry.

The Bestiary comes up next, this is not a definite list as they publish more on their website as well as allow the creation of your own.  But you can safely say it covers most basic races and troops usually found in them, so everyone with some fantasy model collections can get going straight away.

And that is the core rules of the gamesystem, you can find scenarios and all on the Assault Publishing website, and start the creation of your own personal ballad for epic tales by the fireplace!


maandag 8 juli 2024

Age of Sigmar Battletome Idoneth Deepkin (1st edition)

 When I decided to get into Age of Sigmar with the Idoneth release, I also decided not to buy their battletome until the army was playable ready.



Which was a good plan, as I bought the models upon release as I loved the look of something completely different from things seen in fantasy systems, but now 4th edition is upon us and I still haven't finished anything so far.

But a while ago, I could grab the first armybook for them from Vinted for 3.00 euro, which I duly did for the sole purposes of the lore.

The aelves that have become the Idoneth where the last ones to be found and devoured by Slaanesh during the End Times of the World-that-was, and as a result also the first one to be freed once Slaanesh was imprisoned.  Teclis, now a god himself, set about to reforging them for the new world, but something was amiss and soon they fled from him, retreating into the depths of the oceans and into utter isolation.  But they learned they where cursed, as the majority of them are born with a fractured soul that shortens their lifespan dramatically, becoming known as Namarti.

They learned ways however on how another soul could act as a fuel for their kin, and the raids on coastal towns and cities began, leaving only death and sleeping people that would never awake in their trail.  But even when the forces of Chaos came after them, they retired into the deep's as their main form of security, preferring not to ally with the forces of Sigmar except for High King Volturnos and the Ionrach faction of the Idoneth Deepkin.
 

 
The forces of the Idoneth, called Phalanxes, follow a rigid structure for both defences as well as their raids for souls.  Depending the enclave and the needed work, the leadership might differ, but it always follows the same triumvirate build of leadership, Soul Wardens and troops, the latter build of either Akhelian and / or Namarti battalions.  Next we have a look at the actual enclaves, Ionrath - teh best and brightest, Dhom-Hain - the barbaric isolationists, the headstrong and short fused Fuethan, the sinister Mor'Phann, the shellcrafters of Nautilar and the Briomdar who might hold the key to the Idoneth future.  All connected by a system of underwater portals, the Great Whirlways.

The book then goes into the lore of the various units in the army, starting with the semi-gods of the Eidolons of Mathlann.  Akhelian Kings, and High King Volturnos, are next on the overview, before we get all the other characters including special character Lotann.  The first units are the akhelian beastriders, being it on top eel, leviadon or shark.



Then we get the very lovely models painted up in studio quality as the book has some great full page looks at the models.  We then get a look at an assembled army and what units compromise it, before getting some painting tips and guides for your Idoneth forces.

We then go to the bread and butter, well, in those days at least: the rules for the force.  You pick the enclave of your force, which influences your command traits and artefacts.  They also have their own special lore for their Tidecasters, being the Lore of the Deeps, which has some awesome supporting spells like Tide of Fear, which when timed with your tides (the force has different bonusses every round) can wreak havoc.

They have their own battleplans of course as well, and their own Path to Glory campaign.  A tactics article then looks closer to the various strenghts of each of the enclaves, before we get all the warscrolls for your units.  And the final page are the points values of the force for use in Pitched Battles.



So, a good looking book for one of the most unique armies I ever seen in mainstream fantasy games, and one I hope to bring to the battle one day... like at my rate, 12th edition or so hehehe...






zaterdag 6 juli 2024

The Spring Fantasy Anime League 2024 result

 Fresh of the back of my best season ever, the Winter 2024 where I ended up in the top 6%, the pressure was on to get at least back in the top half of the table.



Which is a nice goal I've set for myself going forward the coming Leagues, though this all is fickle.

The trick is to get as many aces in, and that is something one does not control unfortunatly, on how people's viewing behaviour will turn out, especially with the dubbed versions often influencing the ratings one or two weeks after the original subbed release.

Anyways, here is my selection of picked anime's for this season:

Yuru Camp season 3: strong performer that I managed to ace
Misfit of Demon Academy season 2: my personal flop, I had expected way more of this
Kaiju nr 8:as it blasted through the tresshold on it's debut week, it couldn't be aced. 
Spice and Wolf: The third most popular anime of the season, so I had some good picks
I'm Addicted to You
Date a Live V: Solid performer, though not spectacular.
Black Butler Public School: not as heavy a hitter as I hoped
Whispering You a Love Song

A varied selection, with solid sequel seasons, and some like Spice and Addicted that I had high hopes for.  So let's have a look how I progressed over the 13 weeks of the challenge.

Week 1: 115773 points, 2435 th place, succesfully aced Spice and Wolf
Week 2: 216602 points, 3166 th place 
Week 3: 526163 points, 3184 th place, swapped in Date A Live for I'm Addicted to You,
Week 4: 722229 points, 1907 th place, succesfully aced Yuru Camp
Week 5: 995107 points, 1358 th place, succesfully aced Date A Live
Week 6: 1140488 points, 1796 th place, swapped Misfit for Addicted
Week 7: 1474541 points, 2595 th place
Week 8: 1588911 points, 2906 th place, swapped addicted for Love Song
Week 9: 1832045 points, 3981 th place 
Week 10: 2167417 points, 4170 th place, swapped Love Song for Black Butler
Week 11: 2322103 points, 4696 th place
Week 12: 2565915 points, 5080 th place, used the Bomber Up wildcard
Week 13: 3316521 points, 4805 th place

So right at the finish line, I managed to sneak 200+ places in still, ending up at a nicely done 17% from the top.  While this was achieved with the best and the 3rd ranked anime of the season, to be honest the rest of them didn't do that well at all as can be seen above.  This also resulted in only being able to play 3 out of my 5 aces, so that is a lot of bonus points I couldn't use unfortunatly.
 
So yeah, with some decent though not spectacular performers apart from the obvious Kaiju nr 8 and the good performing Spice and Wolf, I still managed to end in the top 17%, so going over my aim of top 50% once again.
 
There will be no Summer league this year it seems, so that means more time to prepare a strategy (insert hilarious laughter) for the next seasonal contest when it hits!




vrijdag 5 juli 2024

Kaijuu number 8

 Probably one of the most anticipated series for the spring season, I also jumped on the hype train and sat down to give this sci-fi series a watch.



Yes, because big monsters galore!

The Defence Corps is a special unit tasked with defending Japan from large roaming monsters, the Kaijuu.  Kafka Hibino was once dreaming of a military job, but found himself instead a Sweeper, a unit to clean up the mess after the battles.  When 18 year old Reno joins his unit, his dreams are rekindled though.  When Kafka encounters a parasite that forces himself into him, he gains the powers to become a human-kaijuu hybrid and pursue his dream after all.

But the captain tasked with taking him down as he sets a kaiju alarm, is his childhood friend Mina, accompanied by her white tiger. Kafka has to get to grips with his new form and power, and the fact he pees from his nipples...  When they run into a young girl attacked by a huge kaiju, Kafka interferes and resulting in the stories of a "good kaiju" being rumoured, so he tries again for the Defence Force, passing the first round of exams together with his young protege Ichikawa.  On the parking lot he is met by Kikoru, who wears a suit that powers her up immensely.  As they start the training exam, they face the prodigee's of many schools specialised in raising kaiju hunters.  But using his knowledge as a sweeper on the weak points of kaiju, they manage to stay in the exam.

However, an intelligent kaiju that can revive those taken down has snuck into the exam cemter, gravely wounding Kikoru.  As the fields are being evacuated, Kafka saves her, even though this forces him to reveal his secret to her.  But the special kaiju apparently is also someone able to shift to human form, working in Kafka's sweeper unit.
 

 
Kafka is recruited, even though his exams where amongst the weakest.  But lt Hoshina sees something in him, and not only his comical value.  While he suspects something is off with Kafka, he loved his ability to sacrifice his own kill count in order to guide others on how to score better, something not many people can do.  And so his training starts, as he pushes himself everyday more and more to raise his combat power, as he gets out on his first mission.  While he feels initially being a slag to the team, his knowledge of a sweeper once again helps out by finding the core of the beasts, their vunerable spot, allowing the team to effectively fight them.
 
But they run into another sweeper who also has transformative powers, and was behind the assault on the training grounds.   He barely kills Ichikawa, as Kafka arrives and smashes the opponent to pieces, but it regenerates and goes in his battleform to face Kafka.  But just as he is about to finish the other kaiju humanoid off, the Defence Force troops arrive, allowing the other to escape.  During his escape though, he runs into Hoshino, who attacks him as he believes he is the kaiju causing the havoc.  

Pressed back, he needs to hold down in order not to injure the vice-captain, opting to escape instead of defending himself.  They celebrate their succesfull mission back at the HQ, as Kafka witnesses the captain's training, seeing him recreating the battle with him.  But as they wrap up, huge flying kaiju are approaching the city led by another humanoid kaiju.  The vice-captain looks in deeper on the case of number 8, as Kafka witnesses the arrival of the winged beasts.  They attack the base of the Defence Force, as everyone needs to be mobilized for the fight.

Their leader challenges Hoshino as he sees him as the prey, being the strongest human at the base.  Kikoru has received a custom weapon, as she is ranked the third most powerful in the unit after the commanders, and goes about annihilating the wyvern type kaiju together with the other recruits.  Hoshino goes to it's full power to fight the humanoid beast, initially getting the upperhand before it regenerates and transforms in a huge beast of even greater power.
 
But Hoshino is being pushed back, his suit reaching it's maximum limit resulting in the beast overpowering him.  As he gets injured, we learn on how everyone wanted him to quit, yet pushed onwards at the behest of his captain, Mina.   But never the less he is no match, and Kafka rushes to his aid.  But the captain arrives just before he transforms, keeping his secret, as they tackle the monster as a team to bring it down.  But the beasts starts merging, about to create a huge bomb.  Kafka has to reveal hsi true identity to stop it from exploding above the base, launching it into the high skies to reduce the blast.   



Kafka is detained and the higher ups want him for tests, but Mina and the troops try to make sure he gets absolved by filing special reports and accounts of his actions.  Interrogated and tortured by Kikoru's father, the director-general, he must prove he is human.  The director uses technology extracted from kaiju number 2 in order to get Kafka mad at full power, the beast inside him driving him into a frenzy.  He struggles inside the beast to regain control over it, as it keeps enraging and powering up against the director-general's attacks.  Thanks to his thoughts of Mina, he overcomes the beast and regains his humanity, in control of his powers. 

Mina is heard after the examination by the high brass, recounting her experiences with him in the unit and the things he did to help them.  The director general decides that he will be assigned to the unit instead of disposing him, to use his power for the benefit of the nation.

So this was hyped for good reason, as it was both action packed as well as fun as hell!  I for one look forward to the second season to air!




 
 


 
 






donderdag 4 juli 2024

Warhammer Underworlds casual evening: Granddaddy Aggro comes to the Party

 It has been a few weeks, but at last I managed to get a game evening in for some Underworlds!



And I brought a Nemesis format warband of the good old days: Granddaddy Aggro himself, or Garrek's Reavers, a warband from the very first starter box of the game.

Coupled with Breakneck Slaughter, I wanted to see just how well these aggressive fanatics could hold up against the modern day warbands.  So with a battleplan resolving around pure ugha-bugha, I literally rushed in to see what they can do before starting to fine-tune the deck and the plan.



Facing me for the first game was Peter with Lady Harrow's Mournflight, boosted by the Malevolent Masks deck.  



We set up the boards, drew our cards and off we went as a bloodfilled roar sounded over the table.




Saek thundered forward, wielding his massive axe and boosted for extra dice took down one of the ghostly ladies, Widow Caitha, immediatly.  But he himself was in turn taken down as the Lady Harrow drifted into combat, quickly dispatching the raging berserker.
 

 

As Garrek approached the battle, Arnulf thundered past to have a poke at the enemy leader, lightly wounding her, before he was taken down as well, causing the remainder of the warband to inspire.



The first round ended with 4-4 on the table, and the Reavers ready to cause some mayhem.




A boosted Karsus engaged Lady Harrow and the Screaming Maiden with his scything axe, but missed both attacks.  This was the break point for me, he could have taken out both, but instead missed everything.



Moments later, the ghostly ladies took down the crazed warrior, and my chances of victory where miffled.



As Garrek was also dispatched, it was down to poor little Targor to salvage the situation as we finished round two, the Reavers tailing 10-5 behind.



A whole heap of cards, which gave him 6 momentum counters to boot, transformed him into a frothing, maddened nutcase who raced over the whole board to get to Lady Harrow...



... and took her down, before this poor 2 wound bloke was taken out as well (and failed the reborn roll), resulting in an 18-9 victory for the Mournflight.



The second game was against the other Peter, who brought the Rimewyrm empowered Cyreni's Razors to the table.  



In an opportunic strike, boosted by a devastating charge, Saek thundered forward again, immediatly taking out Cyreni who had only managed to do a single Hammertide.



But like in the first game, he was soon dispatched as well, so I am going to have to work on the timing with him, but this was to big a chance to pass over.  I know what Cyreni can do, as I'm tinkering on a deck for her myself for future tournaments (because, Idoneth), so she had to go as soon as possible.
The rest of the Reavers advanced, not able to reach anything and preventing me the objectives for making three attacks unfortunatly, and a 4-3 lead for the Idoneth on the board.



Beginning the second turn, Arnulf assassinated the already injured Renglaith, but Cephanyr took him down shortly after.


Targor charged the huge squid, but failed miserably before he was also strangled by the beast, and putting a 12-9 lead for the Idoneth on the table, even though Garrek took down Alathyrr, scoring double glory thanks to his upgrade.



This left a duel between berserker and octopus on the table, and I started to move around, hoping Peter wouldn't score big and obtain all my objectives in the end phase myself as I wouldn't be able to take down the squid in one charge.




After some dancing and skating around, I did score the 4 points I had on hand, but unfortunatly Peter also had 4 in hand, so after a very uneventfull fourth turn, the Idoneth won 16-13.



So, that's two smackerings for Granddaddy Aggro tonight, but I did pick up some very intresting ideas.  Sacrifice Arnulf and Targor early on, with any damage they might do a bonus, for the inspiring, and hold Saek perhaps back just a little longer before unleashing him on the enemy.  Surely, he did two alpha strikes with success, but never himself lived longer then his first activation.  Deckwise, I will be doing some minor tweaking, albeit I love the combo effect I concocted to turn someone in a charging bull to great suprise of the opponent though.

Well, time to tune and play some more with these guys, before beginning the preparation road for the next tournament, somewhere in november normally!





 
 


woensdag 3 juli 2024

Free Hack issue 1 - September 2008

 In a further effort to reduce my reading backlog, we are looking at Free Hack issue 1 today.

Free Hack is the irregularly published magazine by Ganesha Games (from the Song of... series), and the first issue was a 27 page magazine.



Beginning with the editorial, they introduced us to the magazine and what the goals where of it, bringing FAQ's, experimental and official rules, and more along those lines as company made magazines tended to do.  I as such starts as a first article with a questionnaire about Song of Blades and Heroes.  This is quite a long FAQ article going over all the phases of the game and any ammends and clarifications that might be needed.

Afterwards, we get some cool houserules, like variations on the summoner, necromancer and such, and what if you can't recoil due to lack of space.  

In the following article, they take a look on the release plans for 2009, before going with an article to convert your movement to hex based movement.

In an article about new units, the Frogfolk make their appearance in this issue, complete with a fully fleshed out army list, and their own scenario to face the Silva who raided their homeland and stole their totem.

In Dispatches from the Rad-Zone, we get errata, rulings and FAQ's for MDRG due to their newest released expanion, Assault on Neo Tokyo.

That concludes this very first magazine, which was okay to read (the FAQ's long being outdated, that happens when you read something 16 years after release) but the Frog People where an epic article!

It's freely downloadable from Wargame Vault, so check it out if you like!


dinsdag 2 juli 2024

Battlefleet Gothic The Book of Nemesis

 Good old Battlefleet Gothic, up there with Mordheim in the summun of classic Games Workshop games that remained alive thanks to the community.



And that community created the Book of Nemesis, an unofficial supplement to the game (that is widely played), edited my Marcin K. Gerkowicz.

The book is a compilation of rules published on the Cypra Probatii fanportal, born from an idea all the way back in 2007.  

It begins with the history of the Nemesis sector, an often unnoticed and not really strategic important sector in space.  The story goes through the rise and fall of the prosperities in the sector, and how it became a bounty field for pirates after a huge battle, the Battle of Consterfield's Nebula, had left the Imperial Navy with to heavy losses to keep the shipping lanes safe.  Hence why today, it is called the Age of Rum in the Nemesis sector.

The greatest conflict as such in the sector in the 41st millenium is called the Pirate War, with rebelling planets, profiteers and renegades abound.  Next to these rebellious rag-tag fleets, the Eldar Pirate-prince Avercenna also operates in the sector, often coming to blows with the weak forces of the Navy of the shamble fleets of the pirates.  Add to that the scattered remains of a liberating crusade and the ever present thread of the greenskins, and this whole sector is a volatile powder keg without any regulations.

The book then moves to the various vessels operating in the Nemesis sector that make up these fleets, starting with the mighty Chaos Blasphemer battleship class, but also light cruisers for the Chaos forces.  These mostly represent the various renegade and traitor vessels, older lighter ships then the regular cruisers of the Gothic sector.



Facing them on the Imperial side are two new Battleship classes and a battlecruiser, together with a light firgate.  But the Inquisition Black Ship is also operating alongside them, the personal vessel of an high ranked inquisitor of the Ordo Xenos, together with the Grey Knights.

We get more vessels for the other races in the sector, the Eldar, T'au, Necron and dark Eldar, before moving to the defense platforms of the sector.

Next up are the fleet lists, mixing the newly presented vessels with some of the original Gothic vessels (no Planet Killer's you Chaos followers!) to represent the pirate fleets of the sector, together with any special rules for those fleets to give them their unique flavour.

There is also a full campaign, the Gehenna campaign, with all the necessary scenarios and tables, as well as a set of historical scenarios based on events from the Nemesis sector.  Another form of scenarios included are Tournament scenarios, for balanced battles in, yup, a competitive setting.

A well executed supplement and a fun to read, bring back old memories of the fantastic game.  Drop by on their website, or do a quick google, and have a look at this book for sure!


maandag 1 juli 2024

Highspeed Etoile

 Sometimes you find an anime series by accident, and this is one such case.



While strolling through my regular viewing service for some series that came out this season, I suddenly bounced upon this one.

I had no idea another racing series was on the horizon, but never the less I sat back and gave it a watch.

In the near future, NEX Race is a new racing series that allows safe racing at over 500 km/hr.  Rin Rindou, who recently gave up her dream of becoming a ballet dancer, became a NEET who accidentally is thrown into this world of next generation racing.  These races are a whole spectacle, where young upcommers try to defeat the undisputed champion that emerged within the 5 years the racing class exists, with only Alice, aka Queen, being able to compete with him.
 
Rin makes her debut, getting through qualifying for her first race.   Forced by the memories of her past, she makes a great impression on her debut to prevent ending up in last place on her debut race.  But when she is lapped, she mistakingly thinks someone is still behind her.  As "King" laps her, she goes all out to overtake him again, As a result she is disqualified though as she didn't know the fundamental rules of clearing away when lapped.
 
Rin is contacted by Alice, who wants to help her out with simulator training and all, but Rin has no idea who she actually is.  Thinking she is a racing fan gamer that beats her on the simulator, she learns some tricks to control her heartrate and focus.  Alice wants to know though how Rin passed the King in the race she got disqualified.  Rin keeps struggling though, but in the park she unknowingly meets King who is looking to visit a vintage toy store, as he ran from a fundraiser event.  They end up at the restaurant her grandma runs, letting him taste her signature dish to his great enjoyment.  They manage to find the kaiju toy, as he confides in her he misses his son due to work.  He knows who she is, then introduces himself causing her to blush as hell for not recognizing him.



Then at last she starts putting on a strong performance, thanks in no small part due to their AI.  She gets in the fight for the podium, ending fifth.  But in her next race, she returned to her regular spot of finishing last.  Together with her friends, she starts training harder and learn more about the personalities and skills of the top drivers in the competition.

Using an unorthodox tactic, Sophia takes the lead as Rin's mechanic predicted a downpour that comes unexpected, and had the rain tires already prepared, giving her a strong advantage to the others that still needed to pits and saving the timeloss of and extra stop.  But Rin, now in second behind Sofia, wants to take the risk of overtaking her.  But she misses her corner and crashes out as Sofia takes the unexpected win.

There is a nice feature about the legendary Toyata 2000GT, as Rin needs to drive it for training.  Her mentors have noticed something with her driving style, and particularly how she uses her left leg.  In the meantime, they are building her a brand new car.  Rin actually knows how to work the sublte old clutch, compared to all her friends only driving the AI assisted cars of the current day.  It turns out she still driving with her heart like in the old days.

Driving her new car, Rin starts putting in better performances, qualifying 4th for the next race.  But something goes wrong at the start as her mechanic has changed the settings, causing the AI to not start the car.  With the King also not in the race as he doesn't like racing in the night, the others smell their chance and Kanata actually challenges the Queen for the win together with Youran.  The Queen is beaten by latter by mere centimetres as Kanata spins of in her last effort to pass them.  

At the next race, on the brandnew Osaka track, everyone is struggling with set-up except King.  She smashes the King's time after he gave some pointers, but is totally demotivated when the AI took over for a part as she faded due to high G forces of missing a turn.  She gets additional training in her favorite racing game as the AI is seemingly on of her friends in there.  She comes to term with "Ami-chan" and why she did what she had to do.

At the new track of Osaka, the final race of the season takes place.  Thanks to King's pointers, she qualifies highly and soon finds herself battling Queen.  She finds herself in the lead, but the King comes up to her, making a pass.  She overtakes him, but then suddenly the power on the circuit fails, bringing all cars to a stop.  This causes her AI to short out, and she needs to drive on on her own when power returns and they restart with a rolling start, which has taken her and King's lead away.



King reclaims his first place, and they have to stop for manual pit stops.  Rin is out first, as her pit crew does an amazing job.  With King on her tail they are getting back towards the front, having only Queen still in front of them on her older tires.  This proves to be a downfall as one of her tires break and she sportingly clears the track for the duel between Rin and the King.  He blocks her at every opportunity to use her revolburst boost, as they pass the line nearly at the same time, Rin beating it with the point of her car's nose!

Yep, this was a bad series, and one that ends up on the bottom of my MAL ratings.  The main character is uncredible, as she seemingly doesn't even know basic rules yet competes at the highest level of the sport.  Other characters are bland or even 'unknown' to the viewers, and the computer animated style just makes it look like a large, to long cutscene from the PS4.  Avoid this for sure!