Author Archives: docbungle

Beared-itorial

Busy busy week on the news front, first up Wyrd.

We have the artwork for the Crossroads 7 band which all look pretty cool in the main. Not sure about the lead singer being hugged by what look like sorrows.

But I suppose give them long hair and him a microphone and we have a lead singer with his groupies.

Next we have the much waited on starter set for Malifaux;

Now I really dig it’s all new models and they are all mercs so you are not limited to keeping them in faction of Guild and Neverborn.

With everything in the box as well it is only a good thing to go with. A lot has been said about how a bit dull the Scion is but you know what he isn’t that bad really probably one piece job. But more importantly Neverborn get more guns ;)

Sigmar Returns

Well what to say about Age of Sigmar, this has to be the biggest news in my long gaming life the last time something so tectonically changing happen was the move to white metal from lead and GW had a sale to shift old stock (yes I am that old)..

As you read this I am sure we will be much more enlightened by this weeks issue of WD.

I am interested I can not deny it, the sigmar super knights are looking very very cool. Even after some resistance the Chaos stuff is probably some of the best non-FW stuff I have seen come out of Nottingham.

What do the future holds? Who knows but it will be fun seeing it unfold.

One thing I will say is the apparent removal of army books which would be a crying shame as love them and always have.

Hobby This Week

Well it was someones birthday recently which means I have a few extra odds and ends. But finally I have Brewmaster and I must say some of the most characterful models I have seen, worth the wait.

So mainly I have building much plastic. I am getting close to being done with the Ophelia crew as well, question is what next..

Make sure you check out my sponsors the always friendly if in South ‘Yorkshire’ gaming store the Outpost where you can get 20% off RRP on their site.

 


Fermenting the Brewers – Team Talk

Welcome to the last post in the Fermenting the Brewers series. If you missed anyone you can find links to them here;

Like all the teams there are some nice little codependecies between players. But first up 2 things the Brewers bring to the game are Knock down and Pushes. Although the players have access to these in their playbook or plays (Only Friday can’t knock down). This is how they play, they knock you down so you can’t stop them scoring. They also bring Tough Hide and lots of ARM which means when you hit them you wont be getting as good as results as you want AND you will be doing less damage.

They are also a building crew what this means is to get some of the great bonuses you can receive requires momentum. This means they build during a turn to become quicker, more efficient etc..

So Tapper first he really needs Scum nearby most of the time to get that extra INF each turn. The Brewers are not bring large amounts of INF to the table anyway so any bonus is a good one (also see Stoker and Stave for another boost). From here Tapper then ups it again by handing out INF like candy for the price of a MP. This is easier as the game goes on and you rack up more MP which is another thing easily done by the Brewers.

He also grants extra TAC and damage to anything in an aura he can generate which again is amazing for getting more wrap around results (made easier by the fact Brewer play books are smaller than the base TACs).

Stave and Scum don’t add much to other members (apart from mentioned above) of the team other than slowing down an enemy in Scums case and adding lots of Knock down and repositioning by Stave. Both generally don’t want to be at the forefront of a team but supporting with barrels or extra bodies when needed.

Stave does make it easier to clear paths though, he is your bulldozer. A well placed barrel and some ramming means a lot of a team could be knocked down and a long way from each other. Very nasty if a team is reliant on bubbles of boosts (would imagine this would hurt Ox a lot).

Hooper is who likes knock down models the most the extra damage plus what Tapper and Spigot can grant as well means Hopper can hit very hard and generally especially with his Heroic play for more TAC. (Min damage 4 is Butchers level of pain).

While a lot of captains are the lynchpin for a team, not so true for the Brewers that really is Spigot. Increase the speed and KICK of your team members (within the auras) plus boosting damage, means you wont have enough Spigot around to do everything you want.

He even helps out the young lass as well, Friday becomes incredibly hard to pin down as her DEF goes to crazy levels, while also getting one mighty impressive KICK stat as well.

All this and there is Stoker on his own setting things on fire…..

My initial feel for the team is you have Scum lurking near Tapper as much as possible both for INF and any ganging up fun. Spigot goes where he is needed (usually after the ball) with Friday not far behind ready to receive the ball. While Stave is knocking anything he can see down through barrels or just running into them. Then you have Hopper (and lesser extent Stoker) as the damage dealers of the team.

Position play is important for the Brewers but less so for the opponent team as you can knock them down or just move them out of the way easily. If there isn’t at least 2 models knocked down or in the wrong position the dice are being horrible to you.


Review – Warhammer: Age of Sigmar – Pre-Release thoughts

docbungle:

Interesting read, anyone tempted by AoS should go have a look

Originally posted on Guerrilla Miniature Games:

age-of-sigmar-header

Hey folks,

I don’t normally do this, but my chats, inboxes and basically any other form of communication are actually exploding with people asking my my thoughts about the spoilers for Warhammer: Age of Sigmar’s four pages of rules, which will be available with a baggie’d Stormcast Eternal this Saturday, July 4th at a friendly local gaming store near you. As usual, someone has gotten their hands on it early, scanned it and thrown it online for the masses to lose their minds over.

So having had a chance to go through the White Dwarf spread, I’ve formed some initial opinions.

The first one is, that given how short the description is, the rules are extremely functional and tight. This is the engine of a game. I’d argue you could boil a lot of rule-systems, when it comes to their core mechanics, down to this bare-bones a description. What the…

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Fermenting the Brewers – Stoker

When in doubt FIRE will solve all the problems, although not sure that is good when Fermenting….Its the turn of Stoker!

Stats

He is as fast as the majority of the team, while his DEF is also pretty average for the team (in other words could be better). He does rock a much better ARM than anyone else though, but suppose setting yourself on fire a lot means you also like protection.

His TAC is relatively good while his KICK is nice and worth while using him as a kicker when the occasion arises.

He does suffer from low starting INF but he can actually use a lot of it, so one of those slightly selfish players when it comes to INF.

Character Traits

Tactical Advice (Stave) – While near Stave in the maintenance phase, he gets additional INF for the turn. Which is very powerful to get more INF during the turn..

Magical Brew – Any point during his activation he can remove all conditions on him. This is pretty powerful as it saves you Momentum points doing it the normal way.

Burning Passion – This boosts his damage against models with the burning, which links with his other plays to self-boost. Always good for a friendly boost.

Heroic Play

Human Ball of Flame – An interesting play, basically you light Stoker up and let him lose. Any models touched by him during an advance gains Burning condition. Then at the end of the activation he takes 4 damage. If you can hit more than 2 players with this it is worth doing it. Although generally beyond having more burning on the table not sure it is worth it.

Playbook

I may be being to see a pattern with Brewer playbooks… decent access to momentum? Check, Knock down? Check, Tackle, push and some damage? Check. They may all be slightly different but the basics are all there for the Brewers.

Plays

Molotov – Costs 1 INF, hands out the burning condtion from a fair distance which is always good on something that may have survived the turn otherwise.

Burn the Floor – Costs 2 INF, an interesting ability that targets a terrain piece any models in it gets given burning, it also hands out burning if entering/leaving it.

Odd play, as at the moment I have not seen a lot terrain a model can be in. However this becomes more impressive when you consider the pushes the Brewers have you can very easily light up a terrain piece then start pushing and knocking down models into the terrain for lots of burning. Fun image but difficult to get off.

Flame Jet – Costs 3 INF, target hit with this will suffer 3 DMG and also the burning condition. Nasty as that is a fair amount of damage and if he is near stave that means he could flame them then charge for the bonus damage.

Overall

Unusal choice as he brings plenty of burning, but it is only really him that gains much from it as a boost (but obviously lots of burning to hand out is funny). He is slightly different from the other team members and perhaps a bit more of a loner if not for needing to be near Stave.


Fermenting the Brewers – Friday

We all hate Mondays but with Fermenting the Brewers we love Friday.

Stats

She is the fastest Brewer around, which is handy as she does not want to get caught in combat as the ‘squishy’ team member her DEF is still pretty low although she does have ARM as well. Her TAC is pretty low while her KICK is the best in the team, she is the striker not the hitter as those 2 show, so treat her as such. Her INF is average as well so no real surprises.

Character Traits

Shadow like – A free dodge when she activates means she is the fastest Brewer around.

Defence Support (Spigot) – When she is near the old man she gains a boost to her DEF, making her much harder to hit.

Get Over Here (Scum) – Channeling her inner-scorpion, she can pull Scum towards her while the Cat is within 10”. It is only Scum’s bas MOV so it does mean if you want a ganging-up bonus you have to be close than the max range this allows.

Heroic Play

I Shot Better After a Beer – This is another HP that is well worth considering as it means she is nearly impossible to hit when near Spigot if she tries to flee (only works on parting blows) but also boosts her KICK stats which means she will have a healthy stat when going for a shot/pass (its pretty good to start with).

Playbook

For a striker with low TAC she is as you would expect her book to be. Small with the important Tackle (which also generates momentum). There is nothing that you will genetally be worried about beyond that Tackle and a push she has. Also the only Brewer who cant knock down.

Plays

Dirty Knives – Costs 2INF or 1 Guild Ball (which means 3 hits), Reduce the DEF, causes a point of damage and hands out poison. A nice little ability but generally INF can be better spent elsewhere (unless a model only has a wound left before being taken out).

Overall

While Spigot is the ball supplier, she is the ball user!! Generally the ball will be going towards her for goal scoring. However the opponent will be expecting that so use this against them as someone will be marking Friday, especially as she doesn’t have access to Knockdown. Use this to your advantage as long as Spigot is around most team members can score. This means Friday can be used as diversion to the real scorer.

Although obviously she can have a ridiculous KICK stat and is easily the best way to score but protect her and make sure she is not completely shut down.


Fermenting the Brewers – Spigot

Next up on the Fermenting the Brewers posts is Spigot.

Stats

He is faster than the Brewers we have seen so far, but his DEF is similar to others and again he has ARM to balance that. His TAC is pretty average as is his INF stats, however he does have a decent KICK which is really better anyway due to Football legend.

Character Traits

Football Legend – A great ability to have around as the aura just makes kicking so much easier. Even Scum could be tempted to kick with this around.

Floored – He gains additional TAC when he is targeting a knock-downed model. Which makes his possible playbook results impressive. On the charge he is one of the only players that could get double wrap, which is pretty impressive.

Heroic Play

Time’s Called – Wow! If you have been following these posts you will know the Brewers are not the fastest around. This solves a hell of a lot of problems +2 MOV means suddenly the Brewers become something to fear. The only issue is the need for some Momentum so they wont be getting this bonus early game and not all the team will benefit at once. But this could be game changing on top of Football legend as well.

Playbook

He has a very similar book to the other brewers, sprinkling of damage supported by knock down and access to pushes as well. With a healthy access momentum as well.

Plays

Tooled Up – Costs 1 INF, adds +1 DMG to a friendly model, this means you have to respect the Brewers a little as they can suddenly start hitting hard with this bonus. Shame they cant do it on multiples :)

Balls Gone – Costs 1 Guild Ball (which means 2 hits), basically a super tackle. You get to take the ball of an opponent then give it to a friendly model within 4”. A superb play that nicks the ball and passes before your opponent can do anything!

Overall

He is the ball supplier for the team. If the opponent has the ball then he will take it off them if he can reach them (made easier with Heroic play). He is a support piece letting people kick better, cause more damage and move faster. He can literally do it all from the stand point, the problem is going to be you will want him everywhere and he cant manage that so deciding who he will support in a turn and how needs to be decided early so they can get the most out of him. Want Hooper to hurt something hard, easy. Help Friday get the ball into the goal? Done…. Doing both in one turn? Pretty difficult.


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