Reflections on Adepticon 2012
I’ve been MIA for a few weeks due to getting a new job and having to ramp up. I should be back to posting regularly again!
This weekend, I had a chance to attend Adepticon for the first time. Fantastic is the best way to describe it. If you are a wargamer, it’s worth attending. It was cool to meet so many gamers and see them come from as far as Germany, France and Sweden! I am looking forward to attending next year.
What I learned:
- 40K is not a competitive game. It has the best fluff and cool mini’s. The system is not designed for competitive play and offers simplistic tactical possibilities. Best played as a beer and pretzels game.
- It’s about the people you game with. I lost almost every game, I played at Adepticon. What made the difference in how I felt about losing was my opponent. I felt terrible playing 40K. My opponents were there to win, brought spammy lists and used lots of rule manipulation. Everyone I played in Infinity and Warhammer Fantasy felt like playing in my basement. Casual but competitive players, good sports and interested in a exciting game vs crushing victory.
- Beer is an important part of gaming. This does not mean getting wasted while playing. Gaming is a hobby, it’s meant to be relaxing. Have a beer or two is part of that experience.
Highlights:
- 40K is not a competitive game (see above). Will probably never play in tournament again. I like fluff lists or big storyline driven Apoc battles.
- Warhammer Fantasy - still my favorite game for large battles. Had a blast playing and everyone was super cool.
- Infinity - Kudos to John Sawicki for organizing the first national Infinity tournament. His missions were well though out 9http://www.adeptuswindycity.com/viewtopic.php?f=35&t=7109), the terrain looked fantastic. He took the time to layout each table so one side had a slight advantage in deployment (in WHFB or 40K setting up on either side had the advantage). It was Sunday at 830a, 12 of the 18 players showed up. The tournament was only 200 points. The majority of players ran Ardiana, Yu Jing, Nomads or HaqqIslam. It surprised me to see only four of the factions but given the point size, it made sense for people to bring the hardest hitting armies.
- Demos:
- Wrath of Kings is a new game from the CoolMiniorNot people. Fast paced fantasy skirmish game designed for speed of play with a large army. I enjoyed it with a simple fluid system that allows for dynamic tactical possibilities based on an alternate activation system. People were mixed on this game. I think it works if you are looking for fast play game. I bought some figs that were part of the trial run. Kinda of expensive but should come down in price once they are mass produced. Will be released at GenCon.
- Dust Warfare - Max on of the developers took me through half a demo. I felt bad having to bail before it was done to start the next round of WHFB. Great game, unique system. This is what 40K should be.
- Hordes/Warmachine - Got the Legion of Everblight starter box in the swag bag. Went through the demo. Seems like a fun game and a few of the players in my gaming group are starting up. I’ve avoided this game for a long time but the demo was fun. I like the concept of resource management/resource allocation. It’s a wonder how a free starter swayed me to start the game.
- Malifuax - reminds me of Infinity in that it’s play style is unique in the game world. Having someone give me a demo, pushed me over the edge to start this game. Like Hordes, I got a free rulebook which pushed me to look at the game more closely.
April Empire Release Preview
From Warseer via Dice and Brush.
Gee, could it be the Empire is the next army getting some type of update?
Citadel Paint Coversion Chart
Before you run out and replace all your paints, GW has been posted a chart so you can see what old color equivalents are to the new paint range.
March Infinity Models
Infinity just released the pictures for the April’s model releases on their Facebook page. No tags this month but two boxed sets!
- Merovingian Rapid Response Force - Sectorial Starter Set
- Sun Tze v.2
- Hafza Unit w/ Spitfire
- Shasvastii Gwailos w/ Spitfire
- Druze Shock Teams

Merovingian Rapid Response Force
This last Ardiana sectorial to get a starter boxed set. The only new model is the moblot which is a different sculpt. I already have all these models and for other Ardiana player who run this sectorial, I suspect they do as well. Cool sculpts but nothing new for existing players.


Sun Tze v.2
This is tied with the Druze shock teams for my favorite release this month. The old Sun Tze model didn’t do him justice. The pose was static and didn’t capture the power of his character. Sun Tze now looks like the badass we expect him to be.


Hafza Unit w/ Spitfire

Shasvastii Gwailos w/ Spitfire

Druze Shock Teams
When I look at the poses I get the feeling that these guys are getting ready to pounce on someone. I also really like the look of the helmets.


Star Wars conceptual artist Ralph McQuarrie dies
A few weeks ago, I posted some art by Ralph McQuarrie (http://thestandardbearer.tumblr.com/post/17721551865/star-wars-return-of-the-jedi-concept-art-picture). He is most famous for his concept drawings for the Star Wars movies.
It was annouced that he has passed on (http://www.cnn.com/2012/03/04/showbiz/star-wars-death/?hpt=hp_bn4#).
Star Wars had a profound influence on me growing up. Ralph’s work helped George Lucas realize his vision for the movies.
Looking at his work, it’s amazing how fresh and exciting it still looks today. In addition, it’s amazing that with the technology available George Lucas was able to realize and turn these drawings into something similar on film.
I’ve posted more of his work below.


Tomorrow’s War optional point system
Ambush Alley has just released an optional point system for Tomorrow’s War.
http://ambushalleygames.com/forum/viewtopic.php?f=5&t=9335 fb.me/Ln9khlQr
I’ll share my thoughts on this in another post since I had a chance to play test them before they were released.
Beasts of War reviews Force on Force.
Review: Tomorrow’s War
Tomorrow’s War Review
Tomorrow’s War is the newest game from Ambush Alley (the folks who brought your Force on Force). Since the book has been out for about six months, I want my review to focus on how the game plays since I’ve had the chance to play half a dozen games since it picking it up about two months ago.
Tomorrow’s War is scale neutral so players can use any set of miniatures they like. From a cost standpoint Tomorrow’s War has a low investment cost since you can run anything alien, modern or futuristic looking. All you need is the rulebook and D6, D8, D10 & D12 dice.
Unlike the majority of games on the market, Tomorrow’s War is hard sci-fi game with the premise that while technology may change people are the deciding factor in combat. Gamers used to fluffy systems and hero driven battles will find playing Tomorrow’s War a big adjustment. There are no points, the game is scenario driven and the rule book is meant to be flexible manual. It is game that requires you to work with the person you are playing to develop a scenario and make sure your forces are balanced (or maybe not) for the objectives the game. While winning is important the scenario drives the real outcome so if you need reinforcements, talk to the other player and decide if they should come in. My gaming group has house rules that we use in every game because we’ve found they work better. 
The core mechanics are very similar to Force on Force so players from that system will find Tomorrow’s War easy to pick up. Ambush Alley has done a great job off adding in futuristic concepts body armor/power armor, tech levels, electronic warfare, and futuristic weapons, aliens which impact roles onto their core system without bogging down the game.
For readers who aren’t familiar with Force on Force, the core mechanics of the game revolve around the idea of troop quality/morale represented by different die types and a dynamic reaction system. Troops in the game are rated between a D6 and D12 which determine the type of die the use for their actions. So a D12 trooper is a super elite badass while a D6 is some lowly trained conscript. The game uses a dynamic reaction system that allows the non-initiative player to respond to the actions of initiative player. I really think the genius of the system is that each time a player reacts; they need to test to see if they can keep reacting but also lose some of their firepower. Even if a unit keeps reacting, eventually it will run out of firepower for the turn.

The die type representing troop quality makes it easy to build and balance forces. In my games, I’ve found that for a truly balanced game, the Troop Quality across forces needs to be roughly the same. If player is D6 and D8, that will work as well but the D6 player may need a few more units. In general, the idea of running D10 & D12 forces will appeal to many players. D10 and D12, units are a great supplement but as units, they don’t make for fun games when run in a unit larger then 2. The reason is simple, the game works on a universal mechanic of anything succeeds on a 4+. With a D12, it becomes so rare that the units fail tests or lower dice can beat them that these units are nearly unstoppable when fielded in units bigger then 2.
I’ve had one major challenge with Tomorrow’s War which is the book lacks an in-in-depth section on how to build forces and scenarios. There is a great section on how to build an alien force. The authors do a great job of posing questions and walking readers through the thought process of building an alien force that is fun to play and uses the existing rules without the need to create special rules. Unfortunately, they also need one for building a human army and how structure scenarios. So much of the game is built on Force on Force where forces are either regular or irregular, and scenarios in that book and it’s supplements give players a good idea of how to build and balance scenarios. This approach doesn’t work in Tomorrow’s War because of concepts like tech levels, the grid/ECM and advanced armor which can skew the game. It’s hard to understand when drop troops would make sense in a scenario or why you would field a low tech vs high tech force.

Tomorrow’s War is not a Space Opera. The basic premise of the game is that while the technology may change, people (or aliens and robots) are the deciding factor in what actually happens so training and quality are the most important. The game has lots of random elements and Troop Quality/Morale system means that your units won’t always be able to do everything expected of them which makes for fund and challenging scenarios. The game has a steep learning curve and the book isn’t always laid out in a user friendly fashion. For gamers, who want the flexibility of building and designing their own armies with a rule set that based on modern warfare combats in a sci-fi setting, Tomorrow’s War is a great game.
Pictures of the game were taken from http://beastgaming.wordpress.com/2012/01/16/a-good-day-to-die-a-tomorrows-war-aar/ which was demo game I participated in.
What Wargamers really do!
There have been a couple of these floating around on the net. This was my favorite.






