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Ish

Warlords
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Posts posted by Ish


  1. Yeah. It’s probably not best to peg any action by GW as a permanent one. The current game design and marketing philosophy seems to be very focused on “Big Metaplot Events!” and “Everything In One Box!” respectively... But it wasn’t too long ago that they were more into “Make Your Own Legends!” and “Kitbashing Is Fun!”

    Give’em another five years, the pendulum will probably have swung the other way again.


  2. Sounds great. I was actually considering letting the players start with more experienced characters, maybe 30-40 XP, just to get over the “first level farm boy” stage of the game and let everyone feel a little more “veteran ace pilot.” 

    Right now, I’m mostly just trying to gauge  interest. We can hash out specifics later on.


  3. Any price that a seller offers is a fair price if they can find a willing buyer. Value is subjective, after all, so I’m never going to whinge about “unfair” prices.

    But if we’re simply comparing numbers of similarly sized wargaming models with similar levels of detail, it’s absolutely an objective fact that most historical mini manufacturers will sell you a greater number of troops for a lower price-per-figure than Citadel Miniatures.

    Part of this is due to the greater competitive pressures of the historicals market, GW has the sole control over their IP. Historicals don’t... So whilst Warlord Games has control over their specific design for a “British 8th Army Infantryman with Rifle” model, they can’t copyright the idea of a British 8th Army infantryman with a rifle. Ain’t nobody gonna be able to sell you a “Space Wolf Scout with Missile Launcher” except GW.

    And GW has also convinced a fair portion of their audience that other wargames don’t exist. That helps too.


  4. 3 hours ago, paxmiles said:

    Historical Wargamers and non-real setting wargamers are different kinds of hobbyists. The skill sets are about the same, but the two groups of hobbiests have always been rather divided. Not sure where the line is exactly, as we definitely have overlap, but I don't think it's fair to compare them like that.

    I was unaware I had a dissociative identity disorder, thank you for your diagnosis Dr. Pax.


  5. 24 minutes ago, paxmiles said:

    Regarding the cost of models, if you've not noticed, just about all the model companies cost about the same. Been this way for a bit now. $50 for 10 models is $5 each, and that's only a bit more than Reaper's discount minis, and it's probably cheaper than Privateer Press or Malifaux minis...40k's high cost isn't in model prices, it's in army prices. The model's are priced fine until you decide that you need a hundred of them for your army.

    Obviously, you don't pay much attention to the historical wargames part of our hobby. Victrix will sell you sixty (60) Napoleonic infantrymen, 36 Anglo-Saxons, or whatever for about $30 USD, with quality easily equal to anything Citadel Miniatures puts out... Then there's Fireforge Games, Gripping Beast, Warlord Games, Perry Brothers, and so on and so forth.

    Warlord Games will sell you an entire Line Infantry Division for about $150 USD... and that assuming you're not buying when they're on sale. That's just shy of two-hundred men. Citadel sells their Imperial Guard Infantry Squads in a ten-man box for $35 USD. Even if you manage to snag bundle deals, start collecting sets, and so forth, historical wargames are a hell of a lot cheaper than GW's models.


  6. The rot set in when Games Workshop’s marketing team decided to start calling their products “the Games Workshop hobby” and too many of their customers went along with it.

    GW doesn’t consider themselves part of the greater miniatures wargame hobby anymore. They don’t want hobbyists, they want a captive market. 

    Hobbyists will spent $30 on insulation foam from Home Depot, on flock from the model train shop, Elmer’s Glue and cheap brushes at the Dollar Tree; “Games Workshop Hobbyists” will buy a $330 Realm of Battle board...

    Hobbyists will buy a $50 set of ten plastic Tactical Marines, pick one of them, take some leftover bitz from other kits, maybe even other companies(!), and make themselves a custom Space Marine Captain; “Games Workshop Hobbyists” will buy a $35 monopose Primaris Captain...

    And so on and so forth.


  7. Image result for star wars mcquarrie concept art

    A long time ago, in a hobby shop far, far away... I discovered the classic West End Games Star Wars The Roleplaying Game, it was the second RPG I ever played after D&D. With the buzz of the new movies, new video games, The Mandalorian, and what have you, I'm kind of itching to play the game again. 

    From 1987 to 1998, West End Games released official Star Wars roleplaying game sourcebooks, adventure modules, setting guides, and all manner of other stuff. All of this material was approved by LucasFilm, even making its way into the the novels and comic-books that comprised the original Star Wars Expanded Universe. Timothy Zhan was famously given several giant boxes of WEG game books before he started writing Heir to the Empire, the firsrt book in the Thrawn Trilogy.  The massive success of the Thrawn novels led to the great boom in Expanded Universe novels and comics. The success of those, in turn, made LucasFilm and George Himself see the potential for making the Prequel Trilogy... and here we are.

    Unfortunately, behind-the-scenes shenanigans -- namely massive embezzlement by upper management -- meant that West End Games went bankrupt and lost the Star Wars license... a year before The Phantom Menace hit theaters.  A year later, Wizards of the Coast picked it up, and ran with their own Star Wars game using D20 system for a decade until they let it lapse in 2010. Fantasy Flight Games now holds the license and continues to produce a great game... But I like the West End Games version, specifically their very first edition from 1987 the best.

    West End Games' Star Wars RPG is a fun, easy-to-learn system. It plays fast, cinematic, and does a great job at emulating the tone of the films. Every character has six attributes: Strength, Dexterity , Perception, Knowledge, Mechanical, and Technical. These are rated by how many dice are in them; so your character might have a Dexterity of 3D, which means she rolls 3d6 every time he makes a Dexterity check. Skills fall under Attributes, and their dice are added to the Attribute when making skill checks. For example, if you have a Dexterity of 3D and you put one dice into Blasters, your Blasters skill starts at 4D. Roll them, add them up, try to meet or exceed the target number. Congrats, you've just learned 90% of the game mechanics.

    I'm thinking of running a campaign, every other Tuesday night at WOW. Set shortly after the events of A New Hope, featuring a rag-tag band of Rebels (or at least, Rebel sympathetic scoundrels) having some old school, space opera adventures. "Have blaster -- Will travel."

    You can find a fan-produced "Revised, Expanded, and Updated" version of the Star Wars The Roleplaying Game First Edition rules here: Star Wars Classic Adventures. Totally free. 

    theyre-all-true-01-swd6.jpg


  8. People hate the Urbie, other people love the Urbie... I’m firmly in the love category. They’re actually really good at doing the job they were designed for, it’s just a really niche job.

    At 1.5 million C-Bills a pop, with six tons of armor (on a thirty ton ‘mech), and carrying pretty big gun, the Urbie is just the right mixture of “won’t scare the civilians” and “get the hell off my property.” 

    It’s not meant to tussle with Heavies and Assaults in open fields, it’s meant to #%@& up any Raider and Pirate Light ‘Mechs that stray into a city.

    image.jpeg

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