Showing posts with label sunday. Show all posts
Showing posts with label sunday. Show all posts

Sunday, June 23, 2013

It's superjail meets adventure time's wizard battle!

It's Epic spell wars, or rather Epic spell wars of the battle wizards: Duel at Mt.Skullzfyre is a game that came out around February of last year which I actually recently picked up about a month ago.


I'm tempted to cut this post short with the words "Buy it" but I feel that wouldn't be a good way to convey just how fun the game itself is. It wins points right out the gate at only being an investment of $30 US, and the  Superjail! styled artwork (though that itself is based on the old creature feature artwork robzombie would make popular in the '90s so I'm not sure what I should be calling it) really really works in the game's favor.

The synopsis of the storyline and gameplay is this: You and up to 5 other people are wizards (There are even  8 different oversized cards for whichever wizard you wish to play, though they don't effect the game unless you wanted to roleplay as your character like some people do with games like red dragon inn.)  and Fuck all wizards that aren't you!

Each spell consists of 3 parts of a spell which can be mixed and matched preforming different effects as it goes off in time. There are six different glyphs that can make up a spell and each that matches makes the dice rolls on the spell stronger. Now obviously because it's one deck and you all share the cards you don't have to set up the spells to match glyphs, in fact if you do that you are usually going to lose, and there isn't strictly a "best" glyph, but there is something satisfying about slinging a flaming chicken into an opponents face and winning the game.

But it doesn't stop at winning, once a wizard has defeated all his/her opponents they gain a "last wizard standing token" (which they need two to win) and the game begins anew after new hands are dealt. With a twist, see while the last wizard was killing off his opponents the defeated foes of the last round have been drawing Dead wizard cards, which can give them certain things like more spell component cards, treasures or even more life to start with.

Gameplay is fast, very easy to explain, and unless you have a person who can't make up their damn mind in the group very quick to play, with an entire game only taking about 20-30 minutes.

Got some good stuff coming up this week, Most likely the wracks that are now assembled and maybe the dark eldar will get a little paint on them. Friday I got a treat in the form of an objective marker, so check it out.

~SWL

Sunday, June 16, 2013

Pray they don't take you alive.

Welcome to my sunday night chat (Bleh up later than it should have been, I blame the internet), just a weekly update where I talk about stuff I want to usually games I played that week, this week I wanna talk about my new dark eldar army, of which after only two games is hilariously fun to run.

While I'll be posting pics of conversions and maybe a paintjob on Wednesday I would like to talk about how I see Dark eldar as a force right now after playing two games with them.
As everyone knows Dark eldar armies are fast, and nothing shines in them more then their plethora of cheap skimmers holding their crew, Raiders are as good as they have ever been and rapid fire gunships (1 raider, 10 warriors, 1 with a blaster, and splinter racks) give me an almost perverse glee as I watch foot slogging units take the brunt of 18 poisoned shots to the face. Venoms with splinter cannons, are a joy to throw 12 shots into somthing, even if only 3-6 will actually cause wounds before saving. Even ravagers sport three great guns, and honestly hold the spot in for best "Gun platform" in 40k in my humble opinion.

The amount of AP2 a dark eldar player can field through blasters and dark lances is almost criminal and their massive amount of firepower is truly amazing.
All that being said their assault leaves something to be desired  maybe assaulting plague marines and terminators with 4 incubi and an archon with a huskblade (as well as a phantom grenade launcher and shadowfield) but assaulting with a unit after I spent two others entire phase shooting at it, and NOT killing it after I spent the most amount of points on that unit, leaves a bad taste in my mouth. The unit's problem doesn't stem from it's inability to hit it actually stems from the inability to wound, with the low strength of dark eldar in general and the lack of a poisoned weapon in the incubi squad means that they are at space marine strength and the archon while the huskblade is really cool, really doesn't seem to be worth the points at his current strength. But...giving him a venomblade, and sticking him in a unit of wracks is not only cheaper than a smaller unit of incubi, but they also allow him Feel no pain if he sticks with them and their dual poisoned attacks.

Currently I've only practiced on two flavors of marine, with the first being Nurgle marines with daemon allies, Nurgle princes are a pain to deal with, but after realizing getting rid of troops would only make them slightly worrying. Simply the first lesson I learned. The second of which was that the vehicles available to us have a massive range, and not taking advantage of that is stupid I lost this game but learned a lot.
In the second game I played against vanilla marines, in which I learned how amazing ravangers can be when they have something to focus fire and pop in the first round of combat. Two rhinos and a dreadnought bit it in the first turn, With the tanks busted and the devastators pouring out, unloading blasters and raiders full of shots into them left me with a score of 12-5 with warlord, first blood, and linebreaker.

I'm sure with more games under my belt I'll be back to talk about Dark eldar more later, and as I said there will be an update this week filled with at the very least some of the conversions I've been working on.

(None of the pictures used in this post belong to me, if asked I will remove them.)