#RPGaDAY 2017

Main

AUGUST 1 – WHAT PUBLISHED RPG DO YOU WISH YOU WERE PLAYING RIGHT NOW?

Tales_from_the_Loop_RPG_Book_Cover_grande

Frankly I’d love to be playing any RPG at any time but there is one published product line out there at the moment that I’d love to check out above the others. Tales from the Loop comes to us from creator Free League Publishing (aka Fria Ligan). The very successful Kickstarter is one I somehow missed out on and have been lamenting it ever since.  I find this project very intriguing because the art and concept for the world actually predate the roleplaying game, stemming from the excellent crowdfunded project by Simon Stålenhag.

The world is an alternate version of the 1980’s with retro type tech and stylistic choices reminiscent of Stranger Things and E.T. In fact I’d probably thank Stranger Things for playing at least a small role in making this project even more enticing to backers. I really want to dive into this world and see what kind of character or story-line I can drum up. Looks like you can now pre-order the paperback rulebook, set to come out in September. Here’s hoping someone notices it on my wish list! My birthday is August 14th after all!

decoy

AUGUST 2 – WHAT IS AN RPG YOU WOULD LIKE TO SEE PUBLISHED?

Harry Potter. Now, I know there are a few decent homebrew versions of a Harry Potter Tabletop RPG, but I’d love to see the real deal get published. Certainly some mountains would need moving, because it’s got to be wildly expensive to license anything out of that world, but I hold out hope that something official will come our way.

Inherently there are balance issues associated with any kind of combat system, but I’ve never exactly been attracted to the world of Harry Potter for its wand fights. I want to role-play in that realm and an official tabletop rpg would likely bring even more lore into the Harry Potter space. Maybe they start things out with rules for going to school at Hogwarts (or other schools) and expand into the world as a whole later, or maybe we are introduced to everything all at once. Just give me an official product to work off of!

AUGUST 3 – HOW DO YOU FIND OUT ABOUT NEW RPGS?

New-RPG-Academy-Crest-Hi-Rez-clean-edges-150x150

Almost exclusively through twitter but I also have access to some great podcasts these days. Namely through my association with The RPG Academy Network. The RPG Academy Podcast itself is a great place to find new games, namely through listening to their excellent Show and Tell series.

SASGEEK

Another great Podcast for catching new stuff is She’s a Super Geek. They typically grab a new game for a one shot every episode so it gets you some great insight into games you might never of heard about.

 

AUGUST 4 – WHICH RPG HAVE YOU PLAYED THE MOST SINCE AUGUST 2016?

stormkingsthunder_header

Just plain ol’ Dungeons and Dragons 5e, nothing too outrageous. I ran a few games for my home group (namely Storm King’s Thunder) and, in turn they ran a game here and there. Even when my home group wasn’t playing a game I still had my monthly gaming with my library kids to count on. We’ve been playing through Horde of the Dragon Queen forever! What can you expect when you’re running a game once a month, AND for 15 Player Characters, it’s going to take some time ;P.

The Book

There have been a few dalliances into other product lines though. One of my favorites this year was running a game of FAITH: The Sci-Fi RPG, showcasing their excellent starter campaign A Garden in Hell, for a select group of my library teens. We even broadcast the event over twitch, to 10’s of people! I messed up and didn’t get an actual video recording sadly. I do have the audio, should probably do something with that sometime. I also got to play a few Dreamchaser games, and even a game of Bedlam Hall.

 

For me I would still say this was a slow year for gaming. Hope I can pick it up soem over the next few months. My buddy Mike is running a 4th Edition game at the moment. I’m pretty stoked about that!

-Melvs

Grymkin: The Wicked Harvest

Hey everyone! I know I haven’t written a lot lately but, I’m back in the action. I want to let you all know that my good friends over at The RPG Academy have once again been nominated for an ENnie Award for Best Podcast! You would make me the happiest bearded guy if you’d saunter on over and throw a vote their way. Here’s where to go and VOTE. Under each option are the numbers 1-5, be sure to mark The RPG Academy number 1 before voting! While you are there please also consider a vote for Spirit of 77 — A Very Special Episode: Masterpiece 77 under Best Electronic Book as well. Lastly, in the absence of my own blog, sadly no nomination this year, I’d gladly recommend Gnome Stew as an option :). Now, on to my review of the excellent Grymkin line of Hordes! 

forces-of-hordes-grymkin-the-wicked-harvest-softcover

Privateer Press has given us some new toys. That’s right, the new Hordes faction that has been teased at conventions and online has finally come to fruition and I have to say it’s grabbed my interest. The characters in the Grymkin line look ripped from the darker recesses of nursery rhyme lore, a child leading a beast named “Dolly”, pigs astride wasted men, and a carriage cart adorned with ringing bells. Yeah, this stuff is pretty dark!

One thing Privateer Press does, that I feel overshadows any other tabletop wargame, is carefully address the lore of their world. Everything has immense backstory, and it all fits well in the world without getting too wildly out of place. When I first saw the package that had arrived at my door, with these strange looking models and the Forces of Hordes book with dark fantasy artwork adorning its pages, it took me a moment to realize it was a Hordes faction. I was kind of concerned, I thought it looked a mite out of place for the Iron Kingdoms. Once I dove into the source material though, my fears were immediately assuaged.

Cast down to the hells of Urcaen by Menoth long ago, the Defiers and their grymkin armies have risen again to punish the wicked across all of Immoren. Freed by the Old Witch, Zevanna Agha, the Defiers now work toward their own ends. Each is a self-made godlike being who wields uncanny power to reap what is due from the corrupted denizens of Caen. The harvest of the damned will not end so long as the hearts of humankind remain tainted and debased.

Basically what the smart folks at Privateer Press have done is to weave a living nursery rhyme into their world. Perhaps cautionary tales the small folk of the Iron Kingdoms told their children at night to teach them lessons about disobedience. I especially love the mention of how people would issue worship to these Defiers in order to hopefully appease them into leaving them be. So in the end I find myself loving the lore as much as I always have.

grymkin

In any event, as much as I can find myself enjoying the well written backstories of these models the main question comes to mind, how well do they stand on the battlefield? Thanks to the new Card Database I can look up every unit (currently availiable) now, not just the models given to me for review! One of the biggest changes people will notice comes from the fact that Grymkin Warlocks (the Defiers) do not come with Feats. Instead they have what are called Arcana. Each Warlock is issued three Arcana at the start of the game, one must be an Arcana unique to them while the other two are chosen from a list of available ones. With rare exception Arcana is something triggered by an event on the enemy turn and are typically less powerful effects than Feats, but you get three. I like this variant of the Feat because it gives some variety that you don’t always see with Warlocks and Warcasters.

The units, solos and warbeasts are not just cool looking nursery rhyme horrors that want to scoop your eyes out with spoons, they also pack a punch on the table! I was personally handed two Grymkin model sets. The Hollowmen & Lantern Man and a lil’ ol’ Glimmer Imp.

First up, the Glimmer Imp

glimmer_imp

So fresh off the floor that Privateer Press doesn’t even have a blurb about them yet. The Glimmer Imp is very scary in theme, I mean he scoops eyes out with spoons (and you thought I was joking above). This solo has a pretty good Def and four boxes of health but it’s not really meant to be around for long. It has a Paralyzing Gaze that gives enemy units in its command range a -2 to Def and when successful on attacks the debuffs granted by Eye Thief are nasty. It gives the model Blind for one round. With only a MAT of 5 the chances of hitting someone is somewhat slim, add in a PC of 4 and I’m not entirely sure how often you would field this model but jamming it into the ranks of a high Def unit to lower their Def by 2 might just be worth it.

Next up, Hollowmen & Lantern Man

76013_Hollowmen & Lantern Man_WEB

Available as of 07/19/2017

MP $49.99

From Privateer Press’ site:

Cowards who flee their posts in war their comrades do betray. Lured by golden lantern light, they die while off astray.

Deserters often follow the alluring glow of a strange lantern as they stumble through the dark—and perish. They rise again as empty husks, stripped of hate and fear. Now they bear rifles and march beneath that lantern in the ranks of the Hollowmen.

This unit and its commander are an interesting lot. I’m wondering if Grymkin are going to thrive on mostly cool abilities over high MATs and RATs, remains to be seen as I haven’t delved into every card just yet. Our Hollowmen have a low MAT of 5 but do get to make use of Apparition to get them 2″ closer to their prey and Brutal Charge to give them that +2 to damage rolls after using a much needed charge. The addition of the Lantern Man, who of course also packs Apparition, is where they get interesting though. He grants his unit a special effect called Blood-Bound that essentially allows for destroyed models in that unit a chance to come back into the fray if they star killing off enemy models. The Lantern Man can also use his Ghost Light special magical attack from up to 10″ away to take control of a living model (non-warcaster\warlock) for the turn and even move it up to 3″ before doing whatever nastiness is intended. To top things off the Lantern Man can keep using Obscuring Mist to conceal the unit until the moment they want to strike, ensuring they aren’t immediately the targets of ranged fire before they can close in. Certainly a unit to worry yourself over if it’s up against you. The only thing about this unit that scares me personally (someone who still crumbles under timed turns at times) is using Apparition, moving an entire unit 2″ in my Control phase seems a mite daunting.

I love this faction, love it so much I might abandon my plans to make my Hordes faction be Legion of Everblight. Though, I must admit at this point my love might be pure shininess of a new toy and admiration of the lore. I need to take a deeper dive to see if the way these guys play will be my style or not. I have no doubt they will slip into play easily alongside the other factions available. Kudos Privateer Press, your new faction looks great!

-Melvs

Find all your new Grymkin products at Miniature Market (located in my hometown of St. Louis!) and if you want to buy me the Army Box just let them know I can pick it up in person ;P

 

 

Aggressive Ovens and Aggravating Cattle Pens: Hoyuk

Hey everyone! Today I have the pleasure of introducing a new contributor to the site. Shane is a fellow teacher at my wife’s school who runs the gifted program. He has built a fair portion of his program around board gaming, with no small amount of help from my wife Sarah. So when the MAGE Company sent me a couple of board games to review I knew I should send at least one of them his way to have for his kids. In return he offered to write the review, and after reading it I feel like I’d probably do a disservice if I had attempted to do the same. Shane wrote a strong review below.  If anyone else feels they would like their games reviewed by Shane let me know and we can work something out in order to put more copies in his classroom! -Melvs

Hoyuk-1050x300-1024x293

 

Synopsis

In Hoyuk, players compete to develop blocks of families within a grid-based map. To do this, they lay down tile houses and wooden meeples representing resources. Each turn progresses from building (twice) to executing catastrophic scenario cards, awarding aspect cards for holding more resources than opponents, and then aspect card replenishment.

Dwellings are arranged by players in families (groups of one tribe) that are grouped together in blocks (groups of different families). While building, based on cards drawn twice per turn, each player attempts to have more of each resource (cattle, villagers, shrines, ovens, and pens) than his neighbors in each individual block. Controlling a resource in a block earns you aspect cards which can then be used to purchase more resources to place or victory points. Victory points are tracked on the outer border of the game board and determine the winner after all houses have been placed. A block doesn’t qualify for awarding aspect cards until it contains more than one family, which is an interesting and necessary mechanic.

Catastrophes are random events selected by cards and occur once a turn to work against the players, separating blocks and families and removing houses from the game. The shaman piece, however, can protect a block from these penalties and is placed using a construction card.

The intricacies of the block/ family dynamic are important and should be read  and discussed carefully before the game starts. This may seem like a given but there are some intricacies that are subtle and less obvious, like the splitting of families due to ruined houses, placement of houses in existing blocks, or the inability to connect blocks.

There are three levels of play ranging from 3 aspects judged per block (shrines, ovens, and pens) to 7 aspects judged (shrines, ovens, pens, stories, houses, cattle, and villagers) and there is an option to play with fewer than 25 houses speed up the game. It was nice to have these options outlined, but the full game is so much richer in strategy and not so long that the shorter versions seem necessary. A 60 minute play time, as suggested by the box, is pretty accurate from our trials. Honestly, even in a full game with all aspects and houses, I found myself wishing we could continue.

Classroom Application

As a gifted education teacher, I ask 3 things when I try a new game with my students;

  1. Do you need to be adaptive in coming up with a strategy?
  2. Is communication necessary, or at least helpful, to succeed?
  3. Will we be able to play this again with different results?

When my students and I journeyed back “some 10,000 years ago” with Hoyuk by Mage Company, we were able to answer a resounding “yes” to all these questions.

Some potential strategies to attempt were obvious after reading through the rules and the clear choices proved to be effective, but those who adapted to the placement of their opponents’ structures, negotiated with neighbors, and attempted multiple approaches benefited far more than those who chose an approach and dogmatically stuck to it.

I loved the communication aspect of this game, despite its lack of necessity during some playthroughs. Whereas communication can be brief and cold in some games that require or encourage trading, the negotiation in Hoyuk enhances the game and requires players to be tactful and clever. It is legitimately possible to be sneaky, supportive, underhanded, generous, or ambivalent in your diplomacy with neighbors and all these approaches have a place in seeking the most victory points.

Comparatively speaking, most games of this type seem restrictive in how far you can bend your conversation. That said, we finished a couple playthroughs with barely a word of discussion. It is hard to say communication is a necessary component, but imagine a game of Settlers of Catan with no trading. It would be possible, but far less engaging and entertaining.

After playing the game with 4 different groups of students of varying grade levels, I saw different results each time. Approaches worked for one group and were less effective for others based on opponents, catastrophes and chance. I personally tried different, and rather polarized, ideas from the start each time and saw relative success with each.

hoyukelements

Suggestions
The individual clan powers were a disappointment. The Der’s house stealing ability and the Oleyli’s element theft are both helpful and powerful enough to base a strategy around, but the other 3 clans’ powers (extra resources and control of the shaman) feel like throwaways by comparison. I found it to be a disappointing implementation of a potentially exciting and game-changing element.

The requirement for 2 families to be in a block before it is scored works beautifully for forcing opponents to deal with one another instead of an independent free-for-all. It was satisfying to see players attempt to coax others over to their massive stronghold after turtling resources in a corner for a few turns only to see their efforts rot pointlessly when their negotiations failed. Give-and-take (or trickery cleverly woven into deals) won the day over brute, strength and lucky card draws.

I would also recommend more thorough catastrophe explanations on cards. The system adds an appropriate and welcome amount of recalculation and chaos to the game, but a more informative  graphic, much like the element “suits” on the aspect cards, would reduce dependency on the game manual during play. The current graphic explanations are clever, but not very clear.

Conclusion

Hoyuk delivered an experience that fired on all educational cylinders, ended before strategies grew stale, and used tile, resource, and trade mechanics in an interesting way. It is simple enough so anyone can come up with a strategy to try and have fun, but also complex and interpersonal enough to generate multiple playthroughs with different results. It’s greatest strengths in my experience were the need for adaptability and genuine communication. The only real weakness we noticed was imbalance in individual clan abilities, and even those are far from detrimental.

My students look forward to trying the Anatolia and Obstacles expansions, as do I. Even without expansions, I would deem this game worth the price tag of $50 on Amazon based on the replay value provided by the aforementioned strategic diversity and communication. I look forward to the next time I can take over a block with the thieving Oleyli, protect a large stronghold block with the Lebu and their shaman, or cause havoc with the angry Ders.

Hoyuk

Capture

Market Price: $49.90

-Shane

Fresh To War: Uboxing the Warmachine New Releases for May 2017

Privateer Press has a new batch of fightin’ bastards to liven up the ranks of numerous factions! This month’s offerings hail from not one, not two, but four warring coalitions from the Warmachine line. All solos too. As always I’ve linked each new selection to their corresponding page on the Miniture Market webpage, my personal favorite shopping spot for all things Warmachine & Hordes. So pull up a stool, because your old pal Uncle Grumps is going to bend your ear for a moment or two and give you his thoughts on these combatants. – Melvs

What’s up, Jerks?  Your friendly neighborhood Uncle Grumps is back with another quick look at some new releases from Privateer Press.  We have a varied selection of solos to scope out so let’s get started!

850px-Warmachine_Hordes_Logos

First up, we have the Deliverer Arms Master:  

32122 Deliverer Arms Master

From Privateer Press’s website:

“Few deliverers survive long enough to gain true mastery of the weapons they wield, but those who do can earn the distinguished title of arms master, directing their charges in combat from the back lines. Tasked with the upkeep and repair of Skyhammer rockets and Sunburst artillery, they also train the faithful in the use of these devastating weapons.”

The Deliverer Arms Master has a similar stat line to the Deliverer Skyhammer unit.  His MAT, RAT, DEF, and ARM are 1 point higher and his CMD is 2 higher.  He also has the Tough ability.  The Master is armed with a short range, POW 12 fire bomb that causes the Fire continuous effect on a crit.  He also has a POW 7 sword, but if you’re using this something has most likely gone terribly wrong.  The Arms Master has two special ability actions.  The first is Combat Coordination [Deliverer] which allows a Deliverer model in the Master’s command range to re-roll one attack or damage roll.  The other is High-Angle Fire which gives a friendly Faction model’s ranged, AoE weapons Arcing Fire.  (Arcing Fire allows a model to ignore intervening models further than an inch away when attacking.)  The Arms Master also has the Veteran Leader [Deliverer] ability which grants +1 to attack for other Deliverer models in this command range.  

imagejpeg_3

The Deliverer Arms Master greatly increases the effectiveness of several of the Protectorate of Menoth’s ranged options.  The most obvious is the Deliverer Skyhammer unit.  Combat Coordination allows the primary attacker in a Combined Ranged Attack to re-roll his attack or damage as necessary.  Additionally, the +1 to attack rolls helps offset the -4 penalty from Inaccurate.  Keep in mind that these abilities can also be applied to the Deliverer Suburst Crew unit.  Veteran High-Angle Fire can help your models with AoE ranged attacks reach vulnerable parts of your opponent’s army.  Keep in mind that High Angle Fire will work on any friendly Faction model.  The Judicator, Revelator, and Vanquisher could all greatly benefit from Arcing Fire.  The Deliverer Arms Master is a solid support solo and an auto-include for anyone who wants to get the most out of Deliverers.  

Next up is the Winter Guard Artillery Kapitan:

33123_Winter Guard Artillery Kapitan_WEB

From Privateer Press’ website:

“The artillery kapitans of the Winter Guard understand the true strength of Khadoran artillery. Under their command, crews lay down fearsome barrages just ahead of their advancing troops, decimating enemy lines while creating a chaotic environment that Khadoran forces can turn to their advantage. Often friendly troops are caught in these blasts, but a kapitan knows such losses are a necessary price of victory.”

The Winter Guard Artillery Kapitan has the same stat line at the members of the Winter Guard Infantry with the exception of 1 additional point of STR, MAT, RAT, and CMD.  He is armed with the traditional Winter Guard Blunderbuss and Axe.  He also has the tough ability.  The Artillery Kapitan has access to three special action abilities.  The first is Artillerist which gives a friendly Faction model in his command range +2 RAT on its next ranged AoE attack.  The model affected is also able re-roll the direction or distance if the attack doesn’t directly hit and deviates.  The Close Fire action gives a friendly Faction weapon crew unit the Clear! Ability.  Clear! causes ranged attacks from the affected model to automatically miss friendly models.  (And before you ask, yes the exclamation point is absolutely necessary when discussing Clear!)  Finally we have Fire & Displace which gives a friendly Faction weapon crew Reposition [2″].  

imagejpeg_2

The Winter Guard Artillery Kapitan brings an interesting mix of abilities to the table.  Fire & Displace greatly increases the mobility of both the Winter Guard Mortar Crew and the Winter Guard Field Gun.  Reposition [2”] can help these units line up a shot for next turn or keep some distance between them and the enemy.  Artillerist is an extremely powerful ability that can help any of Khador’s ranged options.  Putting Artillerist on a Victor will partially eliminate the Inaccurate penalty of the Siege Mortar, and if you do miss, the re-roll on the deviation will help ensure that the 5” AoE lands where you need it.  The Conquest, Destroyer, and Mortar Crew all benefit from Artillerist in similar ways.  The Winter Guard Artillery Kapitan is a powerful support solo that will give you plenty of bang for your buck.  (I couldn’t resist)

The next solo that we’ll be looking at is the Venator Dakar:

74100_Venator Dakar_WEB_0

From Privateer Press’ website:

“With exaltation a remote hope at best, the ruthless warriors of the Venator caste take to the field for survival and victory instead. Relentless and cunning, Venator dakars are stern leaders with exacting standards. Under the watchful eye of a dakar, other Venators march quickly and take precise aim, proving they are every bit as skilled in dealing death as the more respected warriors of the skorne.”

The Venator Dakar has a similar stat block as a Venator Reiver with the only differences being his higher RAT and CMD.  The Dakar is armed with the standard Reiver and Sword but the Weapon Master ability on his Reiver means he can dish out more damage than a standard Venator.  The Dakar has two special action abilities.  The first is Combat Coordination [Venator].  The ability works just like the Deliverer Arms Master’s Combat Coordination but it affects Venators instead of Deliverers.  The second special action is Desperate Pace [Faction Weapon Crew].  This ability grants +2” of movement to a friendly Faction weapon crew in the Dakar’s command range.  The Venator Dakar also has the Veteran Leader [Venator] ability which gives friendly Venator models in the Dakar’s command range +1 to attack rolls.  

imagejpeg_0

Just like our previous two entries, the Venator Dakar is a ranged support solo.  Combat Coordination can help you Venator Reivers land an important combined ranged attack.  It’s also handy for increasing the accuracy or damage of the Venator Catapult Crew and the Venator Flayer Cannon Crew.  The Venator weapon crews also greatly benefit from Desperate Pace.  An extra 2” of movement may not seem like much but the added threat range can take your opponent by surprise.  Veteran Leader provides a +1 to hit for every Venator within nine inches of the Dakar.  This includes the two weapon crews, the Reivers, and the Venator Slingers.  I highly recommend bringing a Venator Dakar if you want to get the most out of the Skorne’s Venator units.  

Last, but not least, we have the Hellslinger Phantom

34136_Hellslinger Phantom

From Privateer Press’ website:

“A malevolent specter born of Cryxian magic, the Hellslinger Phantom bears a striking resemblance to the Cygnaran warcaster Allister Caine, and rumors suggest it was made from a sliver of his very soul. The Hellslinger Phantom mimics Caine’s style on the battlefield, firing runeshots akin to the ones employed by gun mages. First spotted in a remote town in northern Cygnar, the phantom slaughtered a large number of innocent civilians, and now every day it roams free, the body count grows.”

It looks like Caine has been moonlighting as a pistol wraith.  Speaking of pistol wraiths, the Hellsinger Phantom has the same stat line as a standard wraith but with +1 RAT, DEF, and ARM.  The Phantom also shares the pistol wraiths’ Undead, Incorporeal, and Gunfighter abilities in addition to Soul Taker: Body Count which allows the Hellsinger to claim enemy souls and Strength of Death which allows it to spend soul tokens to boast attack and damage rolls.  The Hellsinger Phantom also has the ability Swift Hunter which lets it move 2” after destroying an enemy model with a ranged attack.  The Phantom is armed with two Wraithstorm Pistols.  These mid-ranged, POW 12 guns have three different attack types to choose from when making an attack: Critical Grievous Wounds which causes models that are hit to lose tough and the ability to be healed on a crit, Ghost Shot which ignores line of sight, concealment & cover, and Incendiary which changes the damage type to fire sets models hit ablaze.  On top of all this, the Pistols also have Reload [1].  This allows the Phantom to make 1 additional ranged with each pistol per soul token spent.  

imagejpeg_1

The Hellsinger Phantom excels at hunting down enemy infantry.  The Phantom’s first order of business should be to gather souls to make the most of Reload and Strength of Death.   Just be careful after attacking.  The Phantom loses Incorporeal after making an attack leaving it open to retaliation.  Swift Hunter can help keep you safe by allowing you to re-position after destroying an enemy.  This combination of powerful abilities makes the Hellsinger Phantom one mean combat solo.  

Well folks, Old Man Melvin is tapping his foot and glaring at his pocket-watch* which means it’s time for me to wrap things up.  ‘Til next time!

– Uncle Grumps

*Melvin does not own a Pocket Watch but now wants one.

Pathfinder: Bestiary 6

tumblr_omtp9eOp6t1uvwkhdo1_1280-e1493401379531

Ask anyone, I’m not a Pathfinder guy. I played decades of Dungeons & Dragons 3.X and walked away satisfied, but also with no real desire to play the system again. Even the enhanced version of the rules put out by the wonderful folks over at Paizo didn’t really give me an urge to dive back in. I don’t want to cause any confusion though, I have watch Paizo succeed, and give them nothing but praise for their, practically doting, attention to their fan base and quality product line. In my hands now is their 6th Bestiary. I think it’s high time I delve back in and check out some of these new monsters!

florian-stitz-pzo1137-rougarou-low

Pathfinder has always been a game of excesses. They are great about providing a plethora of anything a player or GM might want to get their hands on. The Bestiary 6 sports over 200 new monsters & playable races for the table. Growing up I always had a thing for wolves, this has survived into adulthood so of the many new playable races I really love the look of the wolf-headed humanoid known as the Rougarou. I love the lore surrounding them, they are often mistaken as werewolves but actually detest lycanthropes and hunt them mercilessly. I think I’d really enjoy playing around with these guys. They can even shift to wolf form!

The biggest draw to this book, for Game Masters that is, are the inclusion of some really excellent new archdevils and a really cool Horsemen of the Apocalypse angle. I really like that the Horsemens’ steeds each have their own special stats and abilities. The Horsemen themselves are nasty creatures to go up against, the lowest CR being a 27. These are some truly epic level foes to throw at a party. Their lore is extensive too.

PZO1137-Krampus

Even Krampus makes an appearance.

The book is laid out very well. I’ve always enjoyed Pathfinder’s commitment to maintaining an artwork style that flows smoothly over all of its products. Keeping a similar look. This bestiary also sports a huge variety of appendixes to make searching for that perfect foe for your table very easy. The layout and variety of appendixes is something for other tabletop games to emulate.

While I may not find myself playing Pathfinder any time soon, I can eassily say that if you do this book will make for an excellent addition to your library. I have to say, with Starfinder on its way, I am very happy to be starting to dig a little deeper into Paizo’s line of work. They produce really quality items and I know their next line will be the same. Let me know if you have any further questions about Pathfinder’s 6th Bestiary below!

-Melvs

AcadeCon 2017

The Kickstarter is winding down, and they are looking good to fund. I opted to write my post a little later than usual this year, and hopefully I can urge a few readers to join us at the coolest (not quite as little anymore) gaming convention out there! 

acadecon-2017

AcadeCon is the realized dream of Michael, Caleb, and the whole RPG Academy Podcast crew. This year will mark the fifth such time the convention has been put on but 2015 was when they truly threw caution into the wind and put forth the first publicly open AcadeCon, held at the Hueston Lodge in Oxford, Ohio. I had the pleasure of attending and it was some of the best gaming time I’ve spent at a convention to date! There’s a deep love of gaming that bubbles within every attendee I’ve encountered at AcadeCon. In 2016 AcadeCon was growing, thus they moved things to a bigger venue, the Dayton Convention Center, in Dayton, Ohio where they will also host this year’s event. Sadly I was unable to attend AcadeCon 2016 due to the wedding of a friend, but by all accounts it was yet one more step up for the group.

426fb9099e929ebe01fe6d5c5b0f19b7_original

One of the hallmarks of any AcadeCon is the special guest list. RPG Creators, Authors, Podcasters, and Bloggers adorn this list. I can attest to playing beside some really cool people at AcadeCon 2015. It almost feels like a bit of a retreat for those in the industry at times. Instead of panel after panel they can play side by side with the people who love their games.

Cthulhu

Some of the other perks are possibly getting into a game with the You Too Can Cthulhu crew, back again for the third year running. This group really knows how to pull together some great Lovecraftian Horror for you to play, often corralling the players into secreted locations to really up the ambiance.  The Double Exposure Envoy program is joining AcadeCon this year, allowing con attendees to play brand new games. Every time you play a demo, you are entered into a drawing to possibly win that game. According to the Kickstarter continued plays net you more chances at the same game, or maybe you just try your hand at all of them.

ee6f9156f11b4c046a270e37d2caf0f7_original

Honestly I could drone on all day, espousing the joys of gaming with this crowd, but you would be even better served just visiting the Kickstarter, helps get you closer to that pledge button anyway. I’m truly hoping to attend myself this year but more weddings seem to be in the way (I have one the weekend before and one the weekend after!) and I’d not miss these weddings for the world. However, I hope you get the chance to attend, I really do. You’ll not find better gaming anywhere in my opinion!

-Melvs

Game Enlightenment

Game Enlightenment is part two of a dual posting in honor of #TabletopDay, written by my wife and professional educator, Sarah Smith. To read part one, written by me, click here! -Melvs

Albert Einstein says, “Play is the highest form of research.” When I see quotes from Mr. Einstein, I always think that it might be slightly cliche to use them in my writing, but this just fit my perspective on gaming so well.

I truly believe that that through games we re-create ourselves. Through games we become able to do something we were never able to before. Tabletop games will always have a place in my classroom. Teaching through hobbies is a magical opportunity. I am honored to be a part of this community.

-Sarah Smith

Being a fourth grade teacher, I am constantly trying to find ways to appeal to the minds of learners. Today, more than ever, our learners yearn for new ways of thinking. So many of the strategies in teaching that have been used are timeless and will continue to be important. I will in no way negate the greatness of memorization, repeated exposure, pencil on paper, standard algorithm, or proper spelling and grammar. Yet, I find myself along with many of my colleagues, attempting to pull every learner’s mind into the crave of enlightenment.

checkers

Playing games seems to be one way to inspire young learners. Board games, card, interactive sport games, and role playing games are proven ways that teach learners how things work. There are many strategies and skills that come from play. I want to address, that I also think unstructured play can be great for learners as well. Going outdoors and using imagination is simply amazing. But, in this piece I would like to stick to the “structured” form of play that I have had the pleasure of introducing in my classroom, and at a very recent dual school event. A few strategies, that I have experienced both for myself and observed with learners, include things like mental math, re-reading, problem solving, note taking, perseverance and collaboration. Ask any gamer, and the strategies would most likely go on and on. The skills that I have observed include interacting appropriately with others, using expansive language to communicate thoughts, goal setting and organization of materials. The increase in these strategies and skills have resulted in learners wanting to participate even in undesirable subjects. They experience increased reading and math levels. There is an obvious increase in classroom comradery, goal setting, and above all else FUN!

forbidden island

 

I have used games in my classroom from teaching Kindergarten in an inner city charter school to my current fourth grade classroom in a rural community. In all of my years I have been able to use a variety of games to teach life and academic skills, and how to have fun while learning. Last night was our first Mother/Son game night, that I organized with a group of parents at my school. It was one of most invigorating events I have organized this year. Playing games is always enjoyable for me, but to share it with learners and parents was like watching your D20 land on a critical hit!

game 2

The evening was a series of fun “carnival” like games in the gym, pizzas, snacks and conversations in the cafeteria, and (my biased favorite) tabletop games in the library. When you walked into the library it was a series of moms and their sons conversing with other moms and sons on goals and strategies of the games. Some of the most popular games were Forbidden Island, Machi Koro, SmashUp, King of Tokyo, Ticket to Ride, Chaos and Alchemy. There were of course some standards as well, Checkers, Candyland and Connect 4. My husband, Kevin Smith @sharndm and friend/colleague Shane Johnson @mrshanejohnson8 ran the room with ease. I have to say, I was super impressed with the amount of kids that were able to just pick up the goals of the games. Shane is the gifted instructor at our school, and I have seen him utilize his classroom for a way to use tabletop games to guide learning through multiple intelligence styles. Many of his students attended, and it was very obvious that they have made great strides in communication skills through tabletops. The evening ended in raffling off some games, a donated laptop computer, and lots of smiles. I drove home on cloud Valinor.

machi koro

I truly believe that that through games we re-create ourselves. Through games we become able to do something we were never able to before. Tabletop games will always have a place in my classroom. Teaching through hobbies is a magical opportunity. I am honored to be a part of this community.

-Sarah

Big Games, Small Learners

I can think of no finer subject on International Tabletop Day than stories of our younger generations being introduced to the joys of tabletop gaming! Many of you know that I spend at least one afternoon a month volunteering at my local library, teaching teenagers how to play, and run, Tabletop Roleplaying games. This isn’t a story about me though, I want to send up some accolades to the duel efforts of my wife, Sarah, and her co-worker Shane on their efforts to bring the joys of gaming to their students at Wright City West Elementary, here in Missouri, and find ways to encourage learning through these games as well.

shanes room

Just over a year ago Sarah began helping Shane develop a board-gaming curriculum in his Spectrum classes. See, Shane works with their district’s Gifted program. The only experience I have with children in such programs is having been in one myself. Many times these kids are incredibly bright, but may lack some of the social skills that make utilizing their gifts, in an effective manner, difficult. Shane has spent countless hours figuring out how collaborative board gaming, and even games where one needs to strategize against multiple opponents, into ways to develop social skills and analytical strategic reasoning. I think most of us realize, deep down, that tabletop gaming easily accomplishes these duel needs, and likely more. Personally I keep pestering Shane to write a piece for the blog with even more details surrounding his excellent program.

Shames room

Shane’s students love Machi Koro. Both the original & Bright Lights Big City

Sarah, being something of a board gaming guru herself, spent plenty of time introducing Shane to games she loves playing. Letting him know what she thought might be a good fit for his students. This wasn’t really enough for her though, she really wanted to devise a method to bring her love of gaming to the student en masse. She came upon an idea through her work with the Parent\Teacher committee that she helms as the teacher coordinator for the group. The last two years they had put on a successful Father\Daughter Dance but had never done anything for the mothers and the sons of their school. Sarah saw this as a perfect time to inject some gaming into the equation. She pitched the idea of a Mother\Son Game night, and the group took to the idea and I have to say, last night was a big success!

For a first time event, there was a large showing. Obviously games of all stripes were on the agenda, like the physical games in the gymnasium, but Shane and I ran a room with tables littered with board games for people to enjoy. One of the challenges we faced was the fact that the event was only going to last for two hours so we had to pick games we owned that would allow for multiple plays within that time frame. I ended up mostly helping introduce people to Gamewright’s Forbidden Island. I’m happy to say that both groups survived the sinking island and flew off to victory. Shane did a lot of floating around, assisting with multiple games and I spent a bit of time helping new players learn Iello’s King of Tokyo. Even got to help folks play a little of Michael Iachini’s Chaos and Alchemy (a game I was fortunate enough to playtest way back when!)

One of the best things about our board game room was hearing parents talk about how they had never known games like this existed. They expected the board game room to contain all the board games of their youth, and while we did provide games like Connect Four, Operation, Candyland, Sorry, etc., they typically wanted to try their hand at the new stuff. It is a testament to Sarah’s investment into this idea that many walked away intent on discovering more “games like this”. Especially because they could see how much their kids loved playing these new games. I sincerely hope we’ve created some burgeoning gamers out there!

game night library

The library for the Mother\Son Game Night!

Sarah has told me she wants to build on this, make it more than just a thing done for Mother\Son night, she trying to think on ways to build it up! Perhaps dedicate a full Saturday to inviting the families of surrounding communities to play games at one of the school buildings. The thought is fanciful of course, lots of logistics involved there, but it’s certainly a wonderful idea I’d love to see come to fruition. If anyone has the drive to see it done, of course, it’s my wife.

I just can’t wait to see the different ways Sarah and Shane bring tabletop gaming into the lives of their students. I know Shane wants to learn more about tabletop role playing games next, he’s only dabbled, and I’m excited at the prospect of assisting him in that goal. I know through personal experience that kids and teens can learn a lot from games like Dungeons and Dragons, thorough my work at the library, social skills, reading\writing, and arithmetic. It’s all there, packaged in a fun way that encourages collaborative teamwork as well. I’m only an amateur in the field of “teaching” with these tools though, in the hands of experts like Shane and Sarah it could do some really cool things.

-Melvs

If you enjoyed this article you are going to love Sarah’s. She delves into what teaching through learning means for her. I urge you to check it out!

Decades of Tales from the Yawning Portal

Cover 01

Tales from the Yawning Portal features seven iconic adventures and dungeons collected from the 40+ year history of Dungeons and Dragons. Updated for the fifth edition of the game we are treated with some of the most famous titles out there, not only from the early days but with many picked from the pages of years recently past as well. Another nice little touch is adding in details of the Yawning Portal itself in the introduction for GMs to use in their campaigns.

I love the idea of this book, it holds so much use for just about any Game Master out there. If you are a beginner, the wealth of resources provided to you by having all of these adventures close at hand is simply fantastic. It provides you something to run for your group if you find you aren’t up to crafting one on your own. If, rather, you feel like taking your first crack at adventure design, how could you do worse than some of the most famous quests ever built? Experienced GMs will likely use this book to run some of these iconic games for fun or pull ideas from the pages. Either way, this book has some serious use!

Yawning7-600x387

The book itself is as gorgeous and well crafted as always. Binding seems solid and the artwork excellent. I especially like that though the book maintains a cohesive look there are dozens of little touches to each adventure to mark their uniqueness. It’ll look really nice on the shelf next to my other 5e products, and will certainly shine behind the screen.

Let’s dive into what adventures have been chosen shall we? The book prints the adventures in the ideal order you’d want, by character level. You’ll soon see that if you were to play these adventures from one end to the other you’d have a nice character progression!

The_Sunless_Citadel

Chapter 1 – The Sunless Citadel – by Bruce Cordell, published in 2000. Original Edition, 3rd.

A buried citadel brings the dangers of blighted nature and your more typical monsters in this dungeon run for players of 1st level in anticipation of advancing to 3rd. Looking through this one I can see that this would be a great starter adventure for new GMs and new players alike. As cool as everything leading up to it is, I think the best part of this adventure lands on the climactic battle. I don’t want to reveal much, but the final challenge is really where it’s at.

250px-TSR11644_The_Forge_of_Fury

Chapter 2 – The Forge of Fury – by Richard Baker, published in 2000. Original Edition, 3rd.

The Forge of Fury was originally designed to be a direct sequel to The Sunless Citadel so it’s no surprise that it works best for characters starting at 3rd level, it should take them to the 5th level. You could easily slide this adventure into any campaign though. Once more the players will find themselves in some ruins, this time an old Dwarven Stronghold. As you’d imagine, it’s brimming with dangerous monsters just waiting to get a piece of the PCs. That’s not where the adventure ends though, they’ll find themselves deeper and deeper into the goings on and the earth itself. The last fight is about as iconic as it gets!

The_Hidden_Shrine_of_Tamoachan

Chapter 3 – The Hidden Shrine of Tamoachan – by Harold Johnson & Jeff R. Leason, published in 1980. Original Edition, 1st.

Let’s do the Time Warp folks! Hailing from before I was born we have an adventure that gets off to a thunderous start, quickly pitting the PCs against its foes. One of the coolest aspects of this adventure comes from its homage to Mayan and Aztec imagery & design. From all accounts the authors went to great lengths to study the cultures before producing the story-line. The result is really immersive and feels very different from your traditional crawl. I really love this one and plan to run it for my group first chance I get! Oh, and this one is geared toward PCs of 5th level and will take them to, or near, 8th level.

200px-S2_White_Plume_Mountain

Chapter 4 – White Plume Mountain – by Lawrence Schick, published 1979. Original Edition, 1st.

White Plume Mountain is one of the better known adventures from the early days. The concept is pretty excellent, there’s a village near a volcano and superstitious chatter abounds! People near the volcano tend to disappear as well. Now some highly valued magical weapons have disappeared and White Plume Mountain seems to be mixed up in the whole ordeal. Hosting some great baddies to fight, plenty of magic items to grab, and intriguing rooms inside a volcano, this adventure is a great place to delve into! As expected this adventure runs best for characters of 8th level and will likely end up around 9th-10th level.

Dead_in_Thay_cover

Chapter 5 – Dead in Thay – by Scott Fitzgerald, published 2014. Original Edition 5th.

Technically Dead in Thay was crafted during the playtest period leading into 5th Edition, but now its been fully developed. This adventure is a sprawling dungeon that pits the adventurers against some truly renown evildoers in the Forgotten Realms, the Red Wizards of Thay. The Red Wizards have obtained ownership of a dungeon, known as The Doomvault, that frankly grants them access to too much power. It has tipped the scales too much in their favor and they need to be stopped. This is an all out dungeon crawl of epic proportions for PCs beginning at 9th level and should end with them at 11th. It’ll take time though, this place is huge, easily the largest dungeon in the book!

G1-3_Against_the_Giants

Chapter 6 – Against the Giants – by Gary Gygax, published 1981. Original Edition AD&D

Written by Gygax himself, Against the Giants was originally a compilation of adventures written that pre-date the official release of Dungeons and Dragons. The concept begins simple enough, giants roam the civilized lands antagonizing the populace. The PCs are tasked with removing the threat. As high level adventurers now, 11th level or higher, they are to be considered some of the “go to” folks for handling such a menace. I really like the fact that this adventure hold so many named enemies who can harry the adventurers later if not dealt with in full when first encountered. You get a taste of a lot of giants and their strongholds here, truly a feat to take them all out! This adventure would fit nicely into Storm King’s Thunder if you can find a place for it.

ToH

Chapter 7 – Tomb of Horrors – by Gary Gygax, published 1978. Original Edition OD&D

We knew it would make the cut. Even some who have never played a game of D&D in their lives know a thing or two about this one. It’s even iconic enough to have earned a place in the book Ready Player One as one of the first big pop culture references. To hear Gary Gygax say it, Tomb of Horrors is an adventure for players who crave a mental challenge. It doesn’t feature a ton of baddies but it makes up for that with trap after trap, and puzzle after puzzle. Personally, I’ve never seen the appeal, but you can bet I’m going to read over the 5th edition version to see if I can suss out what makes this dungeon tick. This is the penultimate adventure of the book though and were your players to play them all back to back (and a decent GM would easily find a way to connect them all) your PCs will likely enter this dungeon at around level 15 or higher and end at level… well they probably won’t survive it to be honest.

Barghest-5e

The book rounds itself off with some pretty good appendixes. There are certain magic items and monsters found within the pages of this book that can’t be found elsewhere, so it’s obviously nice to have some extra space to store those. If I’m being honest I would love to have every magic item and every monster referenced in each adventure located at the end of each chapter they are found in, but I get the idea of not creating extra bulk for the printers. The new items and monsters are some really cool treats too.

As I said before this book is really useful and would make an excellent addition to an aspiring GM, or even an old hat’s bookshelf. Each adventure is really well laid out and the updates help it fit really finely into this new age of Dungeons and Dragons. I hope to see more inventive additions to this line of books!

-Melvs

 

Fresh To War: Uboxing the Warmachine & Hordes New Releases for April 2017

*It’s a new month so it’s time for some new miniatures from Privateer Press! This time the faction of note is none other than Khador. Now, Nick is already our most learned member of the group when it comes to Warmachine\Hordes, so it is no surprise I tap him so often for these reviews. This time though, we are talking about his main faction. This leaves no other choice than to once again welcome Uncle Grumps to the page. Take it away bud!

What’s up, Jerks? Uncle Grumps here with another quick look at some new releases from Privateer Press. Today we’ll be focusing on the glorious Empire of Khador.

First up: Assault Kommander Strakhov & Kommandos

33125_AssaultKommanderStrakhov&Kommandos_WEB

Available as of 04/12/2017

MP $24.99

From Privateer Press’ website:

“Assault Kommander Oleg Strakhov has spent decades carving a bloody trail through the kingdoms of western Immoren, eliminating high-profile targets and destabilizing opposing forces with well-orchestrated strikes. Strakhov stands as a Khadoran legend. Those who tell of his deeds speak of him as more specter than man, an unseen force capable of accomplishing impossible tasks under cover of night and leaving no evidence of his passage.”

Strakhov 2 is Khador’s newest warcaster unit. Strakhov’s stats are similar to those of his previous incarnation. He’s gained a point of MAT and DEF but lost a point of ARM. Strakhov has also kept his Pathfinder ability, which allows him to ignore rough terrain, his immunity to fire and corrosion damage, and his ability to ignore gas/cloud effects thanks to his Alchemical Mask. The Assault Kommander has also picked up a few new tricks. He’s gained an ability called Tactical Flexibility which allows him to give his unit Reposition [5”], Stealth, or Overtake for one round. On top of all that, he can also Assault, letting him make a ranged attack as part of a charge. Strakhov is armed with two Trench Swords. These are magical, POW 11 melee weapons that come with Grievous Wounds and the Combo Strike ability. Combo Strike is a special attack that allows Strakhov to add the POW of his weapon twice to the damage roll. Strakhov’s ranged weapon is the Death Whisper Carbine, a range 8” POW 6 gun that halves the ARM of models hit thanks to Armor-Piercing.

I’d be remiss if I didn’t mention the two Kommandos that make up Strakhov’s unit. Their stats are similar to their Kommander’s. The Kommandos have one point less in MAT and ARM, and 3 points less in DEF. They share the following abilities with Strakhov: Alchemical Mask, Immunity: Corrosion, Immunity: Fire, Assault, and Pathfinder. They also have the ability to create a 3” AoE smoke bomb as a special action. The Kommandos are armed with the same Death Whisper Carbines as the Kommander and Trench Swords. These melee weapons are POW 11 and have Brutal Charge which gives them + 2 to charge attack damage rolls. The fun continues on Strakov’s spell card. His first spell is Inviolable Resolve, a low cost upkeep that gives a friendly Faction model/unit +2 ARM and prevents affected models from being moved by pushes or slams. Next is an interesting little spell called Last Stand. This a low cost upkeep that gives a friendly Faction model/unit and additional die on its melee attack and melee damage rolls. The catch is that after the model makes a melee attack, it’s destroyed at the end of your turn. Next up is Lock the Target, a low cost, POW 10 offensive spell that prevents the targeted model from running, charging, slamming, or trampling. He also has Quicken, a moderately priced upkeep that give a friendly Faction model/unit +2 SPD and +2 DEF against ranged and magic attacks. Last but not least, we have Return Fire, a dirt-cheap spell that allows the affected friendly Faction model to make a basic melee or ranged attack after it is targeted by an enemy ranged attack. Strakov’s feat is called Mission Critical. It gives friendly Faction warrior models in Strakov’s control range +3 ARM, Tough, and Feign Death.

20170417_224357

I haven’t had a chance to get a game in with Strakov yet (Between the release of Persona 5 and the new season of Mystery Science Theater 3000, my free time is currently occupied.), so be advised that this article is going to be more Theory Machine-y than usual. Inviolable Resolve will work well with Iron Fang Pikemen, Man-o-War Shocktroopers, or any of Khador’s other stellar units. Last Stand gives you some interesting options. Keep in mind that the spell doesn’t have to be cast on warrior models. A Berserker with three focus and Last Stand sounds pretty nasty. Quicken will help you deliver your troops to the front line swiftly and, hopefully, in one piece. Return Fire seems like it will work best on a ‘jack or another hardy target. The free attack triggers after the attack on your model is resolved, so you need to survive if you want to tag the enemy back. Strakov looks like a lot of fun to play. He has to tools to ably support your army and his unit is capable of causing plenty of mayhem themselves. I can’t wait to get him on the table.

Next up: Greylord Forge Seer

33122_Greylord Forge Seer_WEB

Available as of 04/12/2017

MP $24.99

From Privateer Press’ website:

“More than just craftsmen, Forge Seers also take to the battlefield alongside the warjacks they help create. These Greylords apply their knowledge of magic and mechanika to imbue the weapons of warjacks with the power needed to cut down unnatural foes who are more than flesh and steel. Clad in Man-O-War armor, Greylord Forge Seers charge into battle with the hiss of steam in their ears and the chill of winter at their fingertips.”

The Greylord Forge Seer is a monster of a model. In my opinion, it’s one of the better sculpts that Privateer has recently released. The Seer’s statline is what you would expect from a Man-o-War Greylord. He’s low SPD and DEF, high ARM, middling MAT, and eight damage boxes. The Seer brings a slew of useful abilities to the battlefield. He’s got Immunity: Cold and Battle Wizard as you’d expect from a high ranking member of the Greylord Convenant and the Repairable rule common to the Man-o-War models. The Seer is also a ‘Jack Marshal with a unique Drive called Dark Sigils. This Drive gives the Warjack under the Seer’s control the Magic and Blessed properties on its melee and ranged weapons. To top it all off, the Greylord Forge Seer has Magic Ability [7] and access to three spells. Empower gives a focus point to a friendly Warjack and gets rid of Disruption. Hoarfrost is low range, high damage AoE spell causes Stationary on a critical hit. Winter’s Wind gives a friendly model that’s immune to cold the Freezer ability. Freezer causes enemy models (without immunity to cold) that end their activation near the affected model to become Stationary. The Forge Seer is armed with a magical POW 14 Rune Weapon that freezes enemy models on critical hits. The Greylord Forge Seer is well worth the 4 points it costs to bring him to the table.

20170417_224321

It’s notable that the Greylord Forge Seer is the only model in the game to have both access to both ‘Jack Marshall and Empower. When you add in his Drive, the Seer is one of the most powerful ‘Jack Marshalls in the game. A ranged ‘jack with the Dark Sigils drive can be useful for taking out annoying incorporeal models like Pistol Wraiths. The Seer has no problems mixing it up in melee if his ‘jack gets totaled. His Battle Wizard ability can help him attack with Hoarfrost from unexpected angles or cover himself with Winter’s Wind to discourage enemies from leaving models to close to him. The Greylord Forge Seer seems like he’ll work great with Khador Warcasters who like to keep all their focus to themselves.

Lastly: The Khador Command Book

Command Book_Khador_FlatCover_RGB

Available as of 04/12/2017

MP – Softcover $34.99

MP – Hardcover $44.99

From Privateer Press’ website:

In the cold north of western Immoren lies the mighty Khadoran Empire, whose massive military epitomizes the national ideals of strength and resilience. This formidable force is led by powerful warcasters as unrelenting in battle as the bitter Khadoran winter and back by the most brutal and heavily armored warjacks ever to stride the battlefields of Immoren. With thundering ranks of bold imperial soldiers, howling madmen armed with ancient relics, and potent arcanists wielding forgotten and forbidden magic, the army of Khador marches with on singular goal: to carve out the greatest and most dominant empire the Iron Kingdoms has ever witnessed.

Forces of WARMACHINE: Khador Command provides the foundation you need to lead the empire’s conquest with:

  • • Complete rules and profiles for the proud warcasters and unstoppable warjacks of Khador, including two new warcasters and a new Man-O-War solo.
  • • Detailed history and background information, including an in-depth look at Khadoran warcasters and warjacks.
  • • A painting guide full of tips and inspiration to help you create an army as individual as you are.
  • • Two new theme forces that allow you to create specialized Khador armies with specific benefits.

FOR THE EMPRESS AND THE MOTHERLAND!

Like the others released before it, the Khador Command Book features the complete rules for the majority of the released models in the faction. It also contains additional info about the Khadoran military and the larger than life characters that wage war on the Empire’s behalf. The Command Book also includes an in-depth painting guide. There are guides for how to reproduce the studio paint scheme and for two fantastic variant schemes. I expected great things from the Khador Command Book and I wasn’t disappointed. I heartily recommend it to any true suns or daughters of the Motherland!

Looks like that’s all the time I’ve got for today. If you’ll excuse me, I have to return to the not too distant future. ‘Til next time, folks!

-Uncle Grumps