Saturday, July 11, 2009

Ard Boyz 2009, Round 1

Well, Ard Boyz has now come and gone. I'd planned to blog about my list, but I didn't finalize it until about 1am the night prior. I wasn't comfortable with how my playtesting had gone and it went through several iterations.

I played at my FLGS, Hat's Games. We had 22 entrants from around the area and the lists were tough. I took my mixed-mech Eldar:

Eldrad

2x 7 Fire Dragons, Exarch Upgrade, DB Flamer in a Wave Serpent w Spirit Stones and Shuriken Cannon turret

10 Banshees, Exarch Upgrade, Executioner, War Shout, Acrobatics in a Wave Serpent w Spirit Stones and Shuriken Cannon turret

3x 3 Guardian Jetbikes w a Shuriken Cannon

10x Wraithguard, Spiritseer, Enhance, Singing Spear

2x 8 Warp Spiders, Exarch upgrade, Powerblades, 2x Death Spinners

3x Wraithlord w EML/BL


I played Kantor Marines, mech Tau, and mech Ultramarines. It was a long and brutal day, but I managed to use superior mobility to pull three solid Massacres. This pushed me into Overall for the day. Makes my total Ard Boyz 2x 1sts local, 1x 2nd local, and 1x 6th regional. (I couldn't make the regional the second year due to SCA commitments.) So now it is off to Phoenix on August 8th for the next round.


How did all of you fare?


I'll be working on battle reports tomorrow and should post them up soon. Right now, I'm exhausted, hungry and dehydrated. I'm going to scarf some food, beat some baby seals in Overlord II, ice my knee and go to bed soon.


(Image, I'm sure, is copyright Games Workshop and will be removed if they ask me.)

Friday, July 10, 2009

What's in your workspace?

As it seems obligatory to post some pics of your workspace... Here are some shots of mine:
My daughter Faydra and the cats vie to steal my chair whenever I'm up.
Keeping things organized
My tool organizer.

Here's some workspace tips:
1. Get a comfortable chair. This doesn't have to be expensive or "ergonomic", but should be something you're willing to plop down in for hours at a time. I really suggest a good office chair as they are designed for normal table heights, promote good posture, and the arm rests are convenient to steadying your hands. Do a little hunting at second hand stores or business sales and you can find a good one for less than the cost of a character model.
2. Dual-source lighting. Nothing beats strong, clean, natural sunlight. However, you may have a day job, live in San Francisco, be allergic to sunlight, or just unwilling to schedule your painting muse around something as mundane as the daylight hours. I use two desk lamps, one with a full-spectrum bulb and the other with a high wattage incandescent. The reasons for this are:
a. Shadows on a fig will become deeper and sharper the closer and brighter a light source is. You can remove this false shadowing by having a diffuse secondary light source coming from another side. Incandescent bulbs are naturally "softer" and more diffuse, making them a perfect choice for a second lamp.
b. Incandescent bulbs are HOT. Using one as a primary source is a great way to burn yourself. (Yes, this is from experience...) The full-spectrum goes to my left to directly illuminate what I'm working on. The incandescent goes on the right to provide diffuse light yet be far enough away that I don't brush into it accidentally. A secondary benefit of this is for sculpting: the heat helps greenstuff cure faster but isn't so much as to melt plastic.
c. How often do you get to play a game outside or under display quality lighting? Yeah, me neither. By having yellow (incandescent) and purple-white ("full-spectrum") hue bulbs, I can not only light my fig well, but also get a sense of what it is going to look like under the kinds of lighting you find in a store or convention hall.

3. Cutting mats are your friend! This will protect the surface of your table and also provides a handy way to pick up and put your entire project on a high shelf. This can be invaluable if your workspace isn't private and must vie with cats, children, or be tidied up when guests are over. You can pick these up at any decent art store for a pittance or just acquire one from a former employer during a rebranding.

4. Organize your work. One thing I really like about my cutting mat is the handy grid on it. When constructing several figs at the same time, it is easy to lose track of what has or hasn't been done. For example, when cleaning flash I'll start with the fig in the top right spot. As I finish each bit, it gets displaced 2" to the right. This gives me a quick and easy way to tell what is done and what isn't; a critical item if you are only sitting down for short stints and want to be thorough.

5. Organize your bitz. Those damn little things go everywhere and are easy to damage if you're pawing through a pile. I used to use a beader's box with a lid so that I could carry it with my to the local gaming store. These days I do most of my work at home and use a wall mounted shop organizer instead. It's in another room, but you can see some of the clear trays in the second picture.

6. Organize your tools. The only thing worse than not having the right tool for a job? Not being able to find that tool when you need it. It may seem silly, but by designating a specific place for a tool, you'll start habitually putting the tool back in the same spot. This may not seem like a big deal when you're first starting out, but trust me... it will escalate.
Additionally, a tool box or tray for your tools and extra supplies will allow you to pick everything up quickly. If you're doing a good bit of travel with your tools, there's some nice tackle boxes that can double as a bitz box too. The downsides are that the lids make access a little less convenient and the plastic will eventually break with (mis)use. My current model is a simple office drawer organizer as shown in the third picture. Notably, this is not all of my paints or tools, just the ones applicable to my current project(s). I have an extra toolbox and storage shelf for everything else.

With that, it's time to head home and finally decide what I'm running for Ard Boyz tomorrow. I have a final scenario playtest scheduled for after dinner... I'm still debating between Black Legion, mech-Eldar, or mixed-mech Iyanden. We shall see...

Tuesday, July 7, 2009

Some insights on Fast Rolling...

The most amazing insights I've gotten on this game almost always seem to come not from my own studies and games, but from the oddball questions others ask of me. This one came from sturgard and was basically:
"My friend plays 3 lictors and sometimes uses a reserve denial list. So what he wants to know is can he roll all of his reserve rolls (say for the entire army), then decide which 3 rolls to go back and reroll?"

This was a fascinating item as at first look it seemed rather ambiguous. Neither the Reserves nor Pheremone Trail rules gave much insight. A basic look through the 5th edition rulebook (aka BRB) also didn't turn up a hard ruling. Taken before a judge at a tourney, I could see it being a coin-toss either way. It wasn't until I delved further that I realized the answer was simple, just that a rule had been expanded beyond it's original intent to become common gaming convention. The culprit: Fast Rolling.

Fast Rolling is a great rule that speeds up game play. In short, rather than rolling three sets of dice one at a time, you just roll three different coloured sets of dice once. It's so useful that it's become common convention to use it for just about every group roll.

The thing is, 40k is a permissive rules set. If it isn't in the rules, it's not legal. But wait, you say, Fast Rolling IS in the rules, right? Yes it is. Page 18 of the rulebook. What's interesting about this choice is that the rules for rolling and re-rolls are all the way back on page 2.

This was the key. Fast Rolling isn't part of the general rules of 40k. It is only common convention to allow all the time. 5th edition only allows it in specific places: To-Hit, To-Wound, and Save for both the Shooting and Assault phases.

What's this mean? Most of the time it is not going to matter as people won't have a way to influence the outcome of the rolls anyways. So sticking with a fast-rolling convention is just fine. But when the player has a re-roll or optional result modifier, don't let them game you by using Fast Rolling. Most players probably won't even realize they were playing it wrong until you point it out.