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

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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.

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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.

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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

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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

Understanding Character Attachment

 

Today we have a real treat. After reading my post regarding his research project, Tyler Beckett has graciously offered to expand upon the subject by offering a point of view from the researcher’s own mind. So please welcome Tyler’s debut on Melvin Smif’s Geekery!

Did you know that playing a taller avatar in a video game can trick you into driving a hard bargain? Did you know that players are more willing to help out women characters in video games, regardless of the gender of the player? That’s not the least bit rational, but it’s true. We are all affected by these tiny decisions that game designers make, and most of us don’t know or notice.

Video game research is well-funded when compared to tabletop research; it’s a bigger industry, and there’s more attention and money. So they get to explore all these connections, get to ask what exactly influences player decisions. For me that means I’m reading research about who plays WoW and why or how Dragon Age lets me sleep with my favorite characters, and I’m wondering how I can apply that to tabletop. Usually that’s enough.

But this time, folks, it is not, and I am here specifically to discover something about tabletop RPGs. Your usual host, Melvin Smif, was kind enough to talk about it in his own post, so if you haven’t already, go there to hear his thoughts. But the gist of this little article is this: I am conducting a research project into our amazing hobby, and I ask for your help.

Do players form strong bonds with their characters? To many of us, the answer may seem obvious. You spend hours playing and healing and leveling your kickass dragonborn fighter; how could you not? But I want to verify that it’s true for our community, and I want to go even further: do we form strong bonds with our characters even when they are dramatically different from us?

I am asking, specifically, about gender and sexuality. Do we become attached to our characters even when they are a different gender, or if they love people we would never love? Are we as attached to those characters as the ones that are more similar to us? Those are big questions, and like the rogue who thinks they probably know which vial is a potion and which is poison, I dislike uncertainty.

So let’s investigate. I have a survey here which will ask basic questions about your attachment and motivations in tabletop RPGs. Or if you’d rather, take this survey about times you’ve played characters with different genders and/or sexualities. Just one per person, please, and that will get us great research.

I started by discussing how subtle game design choices affect players, and I want to bring it back to that, because really that’s why this research is important. If video gamers are more likely to help female avatars than male, should tabletop games use more disguised succubus to trap us? If all video gamers, regardless of gender, frequently heal more when they have women avatars than when they have male avatars, should Wizards of the Coast and Paizo nerf women clerics? Those aren’t serious suggestions, intended more to point out how silly our own unconscious choices can be.

But what if game masters and game designers learn how to adapt to these quirks? What if, through this research, we learn that players can form attachment regardless of character identity, and we learn how that happens? Maybe our games could use these discoveries to enrich our experiences. Maybe they could incorporate the subtle mechanics so that when men play as women or lesbians play as bisexuals the differences help us become more attached, in much the same way we already love characters whose quirks are entirely different from our own.

It’s a big goal, and I don’t know for sure that I’ll pull it off. But I play tabletop, and if I’ve learned anything from those games, it’s how rewarding our adventures are when we take chances.

Tyler Beckett

Survey links:

https://t.co/s59nEApkTH

https://t.co/raNl8FSITG

Playing Against Type

I am a Roleplayer. When I play a tabletop RPG, I invest in my character & their relationships. When I GM a game, my NPCs have at least a thread of a backstory, or at least I’m ready and willing to invent one on the spot. Suffice it to say, I love to invest more time into characters and their drivers than I do the mechanics of the game itself. So when my good friend Tyler Beckett asked me to pass along the word of his research study into how people approach playing their PC’s and NPCs it got me thinking about the type of characters I’ve brought to the table as a player and a GM.

First and foremost I want to introduce Tyler’s research study, namely with the hope you will participate. I very rarely ask my readers to actually do something, basically I’m a “if you dig it, go for it” kind of guy, but this time I’m straight up asking you to take his surveys. Tyler’s research study is titled “The Effect of Gender & Sexuality on Character Attachment in Tabletop Role-Playing Games” and he is interested in how you approach playing RPGs. Whether you relish playing against your current standing in life (for reference I am a White, Heterosexual, Able Bodied, Male), or maybe you tend to adopt a similar character (or NPC) to who you are. Right below this paragraph I’m going to place two survey choices. I want you to answer one of them, if it isn’t too much of a bother. It will really help Tyler out!

Survey One: Have you ever played a Character with a different gender/sexuality? Take this Survey

Survey Two: Have you ever played characters who had the same gender and/or sexuality as you? Take this survey

With that out of the way, I want to talk a little bit about my own experiences.

I’m one of those people who will play the most interesting character (as I see it) for the game. If I encounter a game where the characters are pre-made I’m choosing who interests me the most, they don’t have to match my real life identifiers. I think this hearkens back to my days as an actor, as short lived as they were, I simply adore the improvisational storytelling that can lie at the heart of RPGs. I will say though, I’ve only once chosen to play against type when crafting a character of my own. More on that later.

When my core group and I play an RPG we typically play mostly along the lines of type. Our group is almost of the same sex that we identify with ourselves, and likely the same sexual orientation, if we ever really let that into the game. See, our RPG sessions have almost never allowed even the concept of having sex into the game. We are far more interested in the standard concepts of heroics to be our main drivers. I can’t point to a single gaming session where the love of a PC\NPC played any role in our gameplay. I haven’t even seem it in our casual side play. Keep in mind this is largely unrealistic but in core group’s RPGs we don’t always focus on realism, we focus on the parts that intrigue us as a whole, and a love life practically never figures into that.

As I have progressed as a player and GM, away from my core group, I’ve encountered a few situations where love\lust have been critical to the story. These situations were always really interesting to me, namely because they were a fresh perspective in tabletop gaming. Most notably was the game run by Mr. Hussman at Gen Con 2016. Love was at the center of the game and due to my relative inexperience with the concept “in game” it was wildly refreshing. Even when i had to take the mantle of a character against my real life “type”.

In the end I’d recommend anyone who plays an RPG to try and break the mold a little bit. It really refreshes the entire gameplay. Even if you find yourself more enthralled with mechanics than Roleplay, give it a try.

-Melvs

P.S. Please help Tyler by answering his surveys!