Fantasy Battles!

by paet the pagan-gerbil14. July 2015 08:00

Big news in the world of Fantasy Battles! Warhammer is dead, long live Warhammer!

Warhammer as I know it and love it has been scrapped entirely, and replaced with a new game – Warhammer: Age of Sigmar. I’ve been playing Warhammer to a greater or lesser extent since 4th edition, and it went out on 8th edition. Unfortunately, I only managed to get a few games in of eighth because of time and friends who play dwindling and children making it more and more difficult for Jen and I to set up the table and get the armies out for a game at the weekend.

Not only was the game replaced by Age of Sigmar, but it went out with a five-part series which introduced all manner of game-breaking rules, while the story progressed ever more apocalyptic until the world itself was destroyed – utterly. And I have come to terms with the reasons for this. The background was seen as ‘too difficult’ for new players to get into (I disagree, but we’ll let it slide), the rules were seen as much too complicated and the entry price to the game was too steep. I agree that the rules were complex. Although it was what players like me enjoyed about the game, it gave it tactical depth, it’s not exactly the easiest learning curve for beginners. And the starter price of an army was somewhere in the region of £250, sometimes including books and sometimes not. To have more options or a bigger game, you were obviously adding a whole bunch more to that.

Now, the core rules are free. And a ‘get you by’ set of lists to use the old armies in Age of Sigmar are also free. There are a few big differences though:

  1. Simple rules, only four pages long.
  2. No points costs, balance is decided between friends.
  3. Old armies are not coming back; these are a sticky plaster for old players.

The downsides of these things are:

  1. No tactical depth; there’s no point to manoeuvring.
  2. Balance between friends will be a matter of trial and error; balance between strangers is impossible.
  3. I love my old armies!

Balance is the big thing. I understand that balance is now a matter of ‘don’t be a dick’ but in reality, my mate and I will need to play a few games to determine what is fair between us. Then we’ll go to a club and either get walked over for being totally useless (maybe our opponent has decided something else is fair with his regular opponents, maybe he’s a dick, maybe he’s trying out something new and doesnt realise the disparity) or we’ll get thrown out for bringing an unstoppable power force and not playing fair.

Having read the rules, and some reviews, I have come to a few conclusions. It will be a smaller, possibly faster game than old Warhammer but it will not scale well. Every unit plays differently, with different special rules. Very few cross-cutting rules, and very little that can be cross-applied, and since units no longer move as units it will take more time to move things across the table. It will not take as much manoeuvring as the old game, it will be more a matter of ‘push it forward’.

I am planning to be fair to it, and give it a try. If it is quicker, maybe we’ll have time for a game in the evening when the kids have gone to bed, and it’ll be nice to use the old armies. On the other hand, the game isn’t the same style as I had, doesn’t have the background I loved, and it sounds like they want to rely on scenarios (read: future purchases) to introduce balance and purpose to games. If the rules depth I want isn’t there, and the background I want isn’t there, and my armies won’t be an ongoing part of the game… what’s in it for me?

On the other hand, Kings of War is on it’s way too. The rules are also free. And it is also faster and just as tactical as old Warhammer. I’ve been meaning to give it a go for a while, and this will be the push. Having read through that this last week, it is very big on manoeuvring. Getting into an opponent’s flank is devastating, getting to the rear is absolute murder. The game is focussed on units rather than models, so pushing things around is quicker. It also doesn’t have the background that I have grown to love, but at this point that’s no longer a concession – and they are also planning on army lists to match the old GW ones so with any luck, my Dark Elves will have a place. Having read through, I could probably use my Wood Elves as ‘Elves’ or as ‘Forces of Nature’ and with Undead Jen is pretty well set in any Fantasy game.

So my plan is to try out both of these games, then report back on how they went and which one we’ll move forward with. Wish us luck!

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Wales and South West Regional Tournament 2015

by paet the pagan-gerbil27. June 2015 08:00

This year was a huge improvement for the tournament. There were fourteen players overall, coming from Bristol, East Anglia and even Wales! Genuine Welsh people! And just after Mantic added ‘and South West’ to the name, too.

I’d been intending to bring the Asterians, but had screwed up the painting a bit so took the Sphyr instead. I was joined by Jen with her S1 Corporation as usual, Dan with Veer-myn, Stuart with his S2 Corporation and Dai who forgot his team on the day (he borrowed Dan’s S1 Corporation). As for upgrades, I took two coaching dice and a Defensive Coach.

Game 1 – Chris’ Rebels

This was a very, very close game. We went into Sudden Death, which I don’t recall happening in a tournament for me before. I scored a few four-pointers, and my Jack at the back of the pitch was indestructible – as a result of Slambacks, he sent off both Rin Guards and the Gaellian Jacks before he was finally knocked out for a turn.

These guys were knocked out in short order by a single Sphyr Guard...

In the first round of Sudden Death I managed to grab a single point and win the game. Exhausting, nail-biting, thoroughly exciting game!

Note the sin bin and Subs bench...

Game 2 – Phil’s Teratons

Phil had travelled from the other side of the country for his first tournament with Dale, a well-known and very strong Teraton player from East Anglia who I’ve seen at many tournaments and hadn’t played competitively (he did come to see us for a DreadBall day in Bristol, where we got a friendly game or two in).

These guys were also knocked out by a lucky Sphyr Guard...

Phil has been trained well, and made things very difficult for the fish men. However, the dice were still with me, and I managed to not only move two of the players blocking the three-point zone up – but kill them completely! It wasn’t helped that in the first action of the first turn, he slammed one of my Strikers, who doubled moving onto the ball, evaded out of the threat hex, and scored two points to get the very earliest of early leads. The game ended in a landslide win for me.

Game 3 – Dai’s Corporation

I was coming away from lunch on a bit of a high – I’d bought myself some new toys, I was winning my games (though not in the lead, certainly)  when I came up against Dai – an ex-work colleague who I hadn’t caught up with very recently. He completely dismantled my team and I hope I didn’t come across as a sore loser – there was literally nothing I could do to stop it. There were no glaring errors in his play to exploit, and in the standard approaches I tried my dice disappeared. He kept apologising (I probably had a real frown on by then) but really, I’d just done the same thing to Phil in the round before so it wasn’t a problem. One landslide loss to me.

Actually borrowed from Dan - these are run by the Costa Coffee Corporation.

Game 4 – Dale’s Teratons

Finally, we got to play each other in a tournament! Both a little tired (admittedly, he had driven four times longer than I had and most of the Welsh guys had come further than us too), I made some huge errors. I didn’t calculate the Teraton Teleport properly and kept miscalculating where he would choose to go, then I got into place for a risky throw only to have it pointed out to me that the shot was blocked. Despite the fouling up, I got a three-point victory.

I took this picture twice, this was still the best result. Le sigh.

Final Results

One day, you will be mine...

Chris’ Rebels came in first place, as well as getting Fan Favourite (most cheers) and Hot Shot (most four pointers). He was only beaten once, and barely at that, so I take some pride in my first game win against him. Stuart had been in the running for first place but the way the final scores shook out, he dropped down to fourth place. I finished in fifth, which I feel is a fairly good place in a fourteen-player tournament.

Looking back, I was much more aggressive than I needed to be in some games, and needed more defence than I put into. A single player to guard the three-point strike zone doesn’t work against all teams, and I need to vary my setup depending on my opponent. I think the upgrade options were right for the team overall, the defensive coach saved me a couple of times (against two Teraton players, and to deny the Rebels a four-point shot, definitely!) and having the coaching dice to boost a high scoring shot early in the game were extremely helpful.

I will probably try taking the Sphyr to another tournament this year, I’m still planning on going to the Southern Regional and the UK Nationals for certain and it’ll either be the Sphyr or the Rebels (because they are probably my best painted team). I know that Dale is aiming to get to every regional this year, who knows if we will face each other again in Brighton or Nottingham…

Finally, here are some of the painted teams from the event! I’ve forgotten who they all belong to, because I am an awful awful person. If you want to correct me on anything, please comment below! It was really difficult to choose my favourite, every time I looked I had two favourites… then I went for another more detailed perusal and came back with two totally different favourites… it was a tough decision and I don’t remember who I voted for in the end. Here’s the few I managed to grab a picture of - enjoy!

Not my Sphyr - didn't get a chance to play against them either.Lawrence York's human teamSorry, I don't know whose they areA better shot, in addition to the two above.Again, sorry for not knowing who they belong to.I didn't get a good shot, but they have radiation symbols on the backWish I had a portable light...

The Thundercougarfalconbirds! Best team name ever!Two Hulks guarantees Most Bloody coach...I didn't get to play these Sphyr either.One day, I will get around to finishing these guys... sorry honey!

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In defence of my rights

by paet the pagan-gerbil10. June 2015 08:00

Our new government wants to take away our human rights. Well, specifically, they want to take away the Human Rights Act which allows us to prosecute breaches of the European Convention on Human Rights in this country. The main narrative for this is to ‘bring it home’ and ‘stop the unelected judges in Strasbourg ruling on British matters’.

These are complete nonsense.

1. The ECHR binds us whether we have the Human Rights Act or not, and all citizens of states signed up to the ECHR have the right to prosecute in the courts in Strasbourg. Scrapping the Human Rights Act will not stop people going to Strasbourg for human rights issues.

2. The Human Rights Act is what allows us to prosecute human rights issues in this country. Scrapping it will not give us more power to prosecute human rights in this country than we already have.

3. The ‘unelected judges in Strasbourg’ are actually elected by the MEPs we send to the EU. The judges in this country are not elected.

We are being placated by being told that a new British Bill of Rights will hold all the parts of the existing Human Rights Act (itself a clarification on the ECHR) but without the nasty terrorist-friendly bits. I am sceptical about this, since the ECHR is very, very simple. It is written in short, friendly passages and protects our rights to not be tortured, to not be arrested without cause, to not be executed by our government and also more day-to-day rights – right to freedom of assembly, of political thought and belief, of privacy. I can’t think of a new British Bill of Rights (note the word ‘human’ isn’t there anymore) that contains all the important bits of the ECHR (all of them), and then comes down harder on terrorists somehow.

There are a few different interpretations on what the government wants to achieve with this action.

The Scheming Narrative

The government knows that the ECHR binds us just the same, and is doing this to trick the frothing, ill-informed masses for whom Human Rights have become synonymous with turning the UK into a terrorist hide-out, preventing us from arresting or deporting dangerous criminals who hate this country and everyone in it and it’s only a matter of time before we’re all murdered in our beds by religious zealots.

The trick will be thinking that the government has come down hard on Human Rights and sorted out the problem. In reality, nothing much has changed, except that it may be slightly more difficult to solve a legitimate human rights grievance – you’ll need to go to Strasbourg, the same way as if the Human Rights Act in this country doesn’t work for you.

I want to believe that we are not just being placated and condescended to by politicians who don’t think we can handle the truth. On the other hand, the policy makers are not idiots and they must know that the solution they’ve offered will not solve the problem they have described.

The Cynical Narrative

This one declares that the HRA is only a first step, and seeing the above about scrapping it being almost pointless because the ECHR continues to tie us up, the ECHR will be next.

If you look at government policy over the last five years, and proposed policy, I believe we have found a crazy conspiracy theory for the reasons why the Human Rights Act needs to go.

1. The Snooper’s Charter: Our right to Privacy is protected.

2. Capital Punishment: Michael Gove, the new Justice Secretary, is on record as supporting hanging. The Death Penalty is forbidden by the ECHR.

3. Privatisation of the Probation Service: The government has been pushing through a controversial privatisation of the probation service, and on top of a horrifically shambolic implementation the ECHR had ruled that to make profit on unpaid labour (ie, probation community service) is ‘forced labour’ and/or slavery, and illegal.

4. Workfare: As above, but with less risk to the public’s safety than a privatisation of criminal rehabilitation. Forced Labour is forbidden by the ECHR.

5. Proposed ‘anti-extremism’ laws: The government wants to crack down on extremists and radical groups that ‘stop short of terrorist activity’. This would allow the police to break up groups for radicalising others or for being ‘against British values of democracy or tolerance’, even if no crime has been committed.

This last one causes the most problems for me. It will probably come up against the rights we have of Freedom of Speech, Freedom of Association and Freedom of Belief, as well as our right to not be arrested if no crime has been committed. And even if it is only used to attack nearly-terrorist groups, why should I lose my human rights over it?

It could also be claimed that the Green Party speaks out against British values of democracy, as they are demanding electoral reform – implicitly stating that British Democracy is not working. UKIP speak out against tolerance – just listen to their rabid attacks on immigrants. And from where I sit, the Conservative parties intolerance of our right to meet who we want, say what we want, think what we want and be allowed to conceal it from the government (assuming that we are not criminals) is counter to British values of tolerance, and their dogged commitment to the First Past the Post system is counter to the British values of democracy. A party that can claim a majority government from 37% of a 66% voting turnout is clearly not democratic. Once you start defining political parties as extremist groups you start moving awfully close to some dangerous precedents.

Even if the woolly definitions are not intentional, the government’s ‘porn filter’ on the internet was designed not just to block titillating or extremist material, but ‘esoteric material’. What are toy soldiers, old sci-fi shows and thoughts on programming on this blog but esoteric material? What is wrong with material ‘understood by or only meant for the select few who have special knowledge or interest’?

What do I think?

I really don’t know. I want the HRA to stay, since it’ll be easier to bring my grievances about my human rights being trampled to court in the UK rather than go to Strasbourg. I definitely want the ECHR to stay since to leave that will jeopardise our Acts of Union with Scotland and Northern Ireland (and probably Wales), our position in the Council of Europe (we would have to leave) and the respect that other nations have for us. We do not want a reputation of being dismissive of human rights. It will probably adversely affect our ability to inform policy in the United Nations. At worst, it will set an example for countries like Russia that it’s OK to just leave these regulatory bodies, conventions and responsibilities and do whatever the hell you feel like, and set the cause of global human rights back by a fair whack.

In summary, the government will do the country a great disservice by leaving the ECHR. It will do the people a great disservice by pretending that scrapping the HRA on it’s own will ‘bring more power home’ because it will do exactly the opposite – make it easier to prosecute human rights violations in Strasbourg than in Britain.

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Hobby Projects, and Why I Missed An Update

by paet the pagan-gerbil27. May 2015 08:00

Whoops, missed a scheduled post back there. I was expecting to be able to add a write-up about the MWWS charity tournament in Builth Wells, but unfortunately was struck down ill that weekend and was unable to attend. I was extra disappointed because I was supposed to be driving two other players to the tournament, and we were unable to organise alternative transport.

I’m trying to work on building up a buffer of posts for the site to ensure I always have something ready to go ahead of time, but I’ve been working on a few hobby projects instead. One of these is a revival of my Gorkamorka/Necromunda skirmish engine in WPF, and is coming along nicely for the moment. It’s nowhere near finished, and it’s never going to have pretty graphics, but I’m practicing my architecture design on it (as a large, complicated project it will be ideal for that). The other is an actual public website: www.dreadballhub.com.

Right now, it’s a small website that only has two features. The first is an Xtreme team manager (this will need to be completely rewritten in a month or two when the Player Handbook comes out), that calculates an Xtreme team from the two sponsor options in the book. You can even download the finished roster as a PDF. It’s not entirely pretty, but it works.

The second feature is a relatively new one: a game tracker. Someone made one previously (back when DreadBall was barely out). They closed it down last June as they walked away from the game, citing irreconcilable balance issues and a difference between the support requested and the support given. A number of people have requested that the database be reopened.

I did consider building it earlier this year, but I had heard that Mantic were going to have an all-singing all-dancing ranking website to track players in tournaments, record games, and all of that jazz. Since it hasn’t appeared (and I’m still waiting on Windows Phone versions of the existing Mantic Digital apps) I thought ‘well blow it, I can write code’ and dived into the project.

There’s more things that I want to add, but I figured it would be best to get the site out there and collect data. Even if it’s not publicly visible yet, it’s there and working behind the scenes.

One thing that I want to add (that will be difficult without an internet connection on my lunch/code breaks) is a way to login to the site (with Google/Twitter/etc) so that individual players can be identified as being great players. Identifying the opponent that you played against, however, will be much harder and I’ll need to think about the process before I do any work. Possibly each player will need a unique name of some kind after they’ve logged in to be identified by their opponents? I can also see the possibility of abuse, if people record massive wins against you that never happened, and so a system of verifying games becomes necessary as well as a way to record games against unregistered players.

So that’s what I’ve been up to instead of going to tournaments and writing blog posts. I’m still aiming to be at the Wales and South West Regional tournament in two and a half weeks (yikes, best get painting) and trying to decide if it’s worth trekking across the country for the South-East and Southern regionals too.

That address to remember is www.dreadballhub.com and feel free to suggest new features! I’m looking for new ways to expand it and make a useful community resource.

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Game Review – Pandemic

by paet the pagan-gerbil8. May 2015 08:00

Pandemic is a co-operative game, where you work together (see, co-operative) to try and cure all diseases in the world.

I’d first heard about Pandemic on the YouTube show TableTop, but finally got the chance to play about 18 months ago. In my first game, I found it difficult to get my head around the ‘co-operative’ aspect. I was given some cards, and held them as I would in any competitive game – secretly. Then I saw everyone else had theirs on the table… Knowing that I would be playing with another group of friends a few weeks later, I came away from the game saying “Now I have some experience, I can pretend I’m new… no wait, that makes no sense at all…”

It was a big shift for me, having played mostly competitive games and occasionally team competitive games. In this game, everyone is working together, you win or lose together, there’s no degrees of winning and there’s no possible blame. You can’t lose the game because one person screwed up as it is entirely strategy based and the strategy is discussed heavily by all players. In some ways, the distinction of each player’s turn is blurred since everyone’s turn will be planned by the whole team. Sometimes, you can feel like your turn is not your own because you didn’t have any input, or the other players came up with a better idea for your turn. But on the other hand, the other players will be getting the same from you.

The introduction that I had to the game was “this is the board. These are all the ways that you lose.” Basically, if the epidemic tracker gets to 8, you lose. If the escalation track gets to the end, you lose. If you run out of disease counters and you need more, you lose. And there’s a time limit too, if you run out of player cards you lose. Each player draws two cards every turn, so there’s a limit to how long you can go for.

Every player gets a different role, which gives special abilities to the team. Things like making card trades easier (you can usually only trade a city card if both players are in the same place, and that place matches the city). I think all roles have some utility, although in the case of the Contingency Planner, some games may not see their ability being used.

Depending on the mix of roles a game could go very quickly. One four-player game I was in cured a disease in the first turn. In another game, the placement of diseases made the epidemic tracker advance much too quickly and we lost very fast. Even without that, the time limit does keep the playing time down and it’s a good one to bring out at a games night. Sometimes, you can win by the skin of your teeth, or get really tense moments when you have to drop your plan to be able to keep the team from losing, because someone drew an unfortunately timed Epidemic card.

It’s a great game, and after two rounds you can easily turn into an expert (that is, I turned into an ‘expert’), expounding the virtues of one role over another. It’s quite a complex game made of little, simple bits that interact in a great way. I’ve more than once been in the position of a team working out the next few moves for everyone, and have the discussion of several alternative plans become so in-depth that we forget whose turn it is right now. Being able to discuss strategy around the table is a great change to the games I normally play – I am used to making moves in DreadBall that I hope my opponent either doesn’t think about or doesn’t understand, and trying to analyse my opponent’s moves in the privacy of my own head to work out what their plan may be. In Pandemic, you need to talk to everyone to be able to win at all. It’s wonderfully refreshing to get people to solve a problem together and come up with a plan. It’s even better when that plan comes to fruition – all three or four players analysing, discussing, deliberating and then executing a successful battle plan. I really like the feeling you get when, as a team, you can cure off a disease and get a bit closer to winning.

The biggest problem I can find with the game is that of the ‘alpha-gamer’ problem. I have been lucky enough to play with gamers and smart people, so everyone had a part to play in the game. But as I already said, sometimes you can feel like your turn has been played for you and for people who are not as strategically minded as most gamers are you might end up a spectator and just be doing what you are told. The other is that the game is for a maximum of four players. There is a five-player expansion somewhere, but we haven’t been able to play that version. I don’t think it will scale well to more than five players, since each additional player means that as a team, you have more special abilities – some of which are incredibly powerful – and more cards in your collective hands (maximum of seven per player). The Researcher and Scientist combination is brilliant, since the Researcher can trade cards so easily and the Scientist doesn’t need so many cards to cure a disease. Having more cards is better, because with two players you need to focus on a single disease at a time, and might have to run around to treat diseases before getting back to curing. With three or four, it’s possible for each player to collect cards for different diseases, or leave one player to mop up diseases and prevent epidemics while the others cure them. The co-operative nature of the game, and working as a well-oiled team (even the occasional Aquaman), really appealed to me and I’ll definitely try to bring this to a games night in the future (with two friends owning it, I can probably get away without buying it myself). I’ll be on the lookout for more co-operative games to try out in the future, as it’s a very nice feeling that everyone wins or everyone loses together.

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Vanguard League Season Two – Part 2

by paet the pagan-gerbil24. April 2015 08:00

Well, the latter half of my league frittered away a bit. I got in a game against Dan and managed to win by a landslide pretty quickly, so we pulled out some Season Four teams and had a follow-on for fun game. My last game was scheduled against Oli, but due to impending babies we had to call it off. That left me a fairly solid third place out of six.

I ended up winning the ‘Hot Shot’ for most four-pointers, and the most violent was Oli with a grand total of two kills. Not a very angry bunch, are we. Merrick managed to come fourth despite missing three of his games (two of which were giveaways to his opponents, rather than the draw we took in the first round).

Stuart took the league with his Void Sirens – five wins, no losses, top for cheers and score difference. Incredible!

Running a league is hard – I was told that the hardest part is getting people to play their games. I did my best, but Division One ended up not playing a single game. Division Two (which I was in) managed most of our games – I think four out of the fifteen failed (two were mine, whoops).

I wouldn’t mind giving it a go later in the year. I might relax some of the MVP rules to make it a bit easier to get them, and maybe rejuggle the Division system. It worked great for Liam last season, but it didn’t really work out this time around and I feel like being promoted to the division that doesn’t play games is hardly a reward for our division’s star!

I had fun playing the Z’zor but it would have been nice to get some more games in. I think if we did it again, I might relax the fixtures a little more – two week timeslot to play a game, against anybody, but keep the round-robin style. Maybe even four weeks to play two games to allow for some slippage without holding everyone up. It’s something to consider for later in the year anyway, I have enough to get on with without trying to launch another league so soon.

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Star Trek Episode Autopsy – Justice

by paet the pagan-gerbil10. April 2015 09:00

This was a memorable episode, one of the few really good ones from the first series. Or maybe that’s just the memories of the very bold fashions on the Edo planet, including the men for a change!

Cultural Differences

I liked that this planet had it’s own cultural quirks, to make up for looking like ordinary humans. The running, the odd turns of phrase (maybe the Universal Translator isn’t quite running fine?) and of course, the very very open sexuality on the planet all clearly show that this isn’t a Federation settlement with Federation values.

Aaaaand they're running, they're running...

Away Teams and Laws

“We found out about their laws, but didn’t bother discussing punishments or telling the rest of the away team about them.”

It would hopefully be standard practice to discuss a planet’s laws with all members of the away team – I’m sure Wesley’s particular problem would have been solved as it’s easier to remember strange laws such as ‘Do not go past that white fence that is easy to step over or walk around.’ It almost feels like that one is a ‘gotcha’ rule, especially as all the structures, large and small, are pure white and clean in form. How can you tell the restricted area fence from a bench? It’s not like they were particularly pressed for time having just completed a mission, where in other episodes you could get away with a certain oversight on the particulars.

Keep off the grass

Strange laws aside, the away team should have done a better job at briefing all personnel going to the planet – especially since one was a civilian who hadn’t been to an unexplored world before, or gone through any Starfleet training.

Wait, What’s That??

Then the Edo Vessel appears! An all-powerful alien spacecraft masquerading (maybe unintentionally) as a deity. What was a difficult situation becomes worse when the Enterprise can’t just sneak off and pretend they won the argument.

The completionist in me really wants to see a schematic of this vessel...

The Edo Probe is able to interface and communicate with Data just by touching him. Since it reads him so easily, is this now a security risk (a high level officer has had all of his secrets downloaded and recorded) to Starfleet? And wouldn’t Geordi or one of the engineering team be a better choice to examine Data as he recovers – despite Crushers’s skills in xenobiology, I’m sure that Data’s physiology is different enough (and unique, at that time) to what she has seen before to make her existing knowledge practically useless.

Apart from shaking the ship and being fairly difficult to scan – is that a semi-cloaking device, or does it really exist outside of the universe? – the Edo vessel doesn’t demonstrate it’s power too much. I suppose that’s a difficult gamble to take for most captains though.

Picard’s Morals

There’s a lot of talk about the Prime Directive, and how they – as Starfleet officers – are bound by other culture’s laws. However, Picard only pays lip service to this. Although he refuses to, and probably would never, use force to rescue Wesley it feels like he didn’t use his famed negotiation skills to actually convince them. The conversation seemed to be:

“He admitted his guilt, you are bound by our laws, he will be executed.”
“Yes, but can I make you understand that we don’t want him to be?”
“There are no exceptions, I’m really sorry.”
“I know, and we can’t ask for any. But still, can we just take him and go anyway?”

”Don’t worry Beverly, I’m going to follow all of our laws and let them execute your son, but I will not allow them to execute your son.”

In the end, the Edo are convinced that the boy will be rescued by force if necessary and just sit back sulking when Picard takes Wesley back without issue. The Edo God first tries to stop them, then gives up?

The Colony

The colony gets removed, by the apparent will of the Edo God who claims (unsubstantiated) to own the whole star cluster – which stars? That’s a small empire, really! If the colonists had stayed, would they be judged and found wanting by the God, and have the Edo rules imposed on them?

I found the decision to remove the colonists baffling, from both sides. Picard got what he wanted without making concessions, then offers one out of goodwill? Guilt? One that will affect hundreds of people, and Federation policy going forward. Will the Federation be happy with losing that colony? The Edo God, previously quite chatty, makes it’s request known through… silence. If I was Picard, I’d have chanced it. “It’s clear the Edo spacecraft wants no more negotiating with us, and wants a line drawn under it here. Let’s go on our way and inform Starfleet of the success of the colonisation mission.” If the God really wanted them gone it would re-open communications – if not now, then later when the human settlers loud music and late night parties start getting bothersome.

Consequences

Should this be on Wesley’s record for when he tries to apply to Starfleet? I don’t think it should negatively affect him, since saying you don’t want to die when you’re a child isn’t necessarily a sign of future rule-breaking or moral failings.

Will the Edo vessel be a little more cautious or territorial in the future? It didn’t like colonists left on the other planet, but didn’t want to do anything to stop them or tell anyone. The only thing that really got it’s goat is when Wesley didn’t want to be executed.

Will Starfleet attempt more peaceful contact with the Edo, or their God, in the future? There doesn’t seem to be a deep well of stories in that vein though.

Other Captains

Janeway would clearly have had a fit if one of her crew was going to be executed, however she hasn’t been terribly predictable when the immediate safety of her crew comes up against the Prime Directive. She is just as likely to tell everyone to stay behind, then guerilla-rescue the crew members and fly off as quick as she can as to leave them behind and just go. If that were the case, Chakotay would be the likely candidate to lead a mutinous rescue mission and recover the crew member (then try to catch up with Voyager), and get a stern telling off from Janeway that goes nowhere. They do have the advantage of being able to fly away from any consequences and pretend it never happened.

Sisko is much easier to work with. To hell with the Prime Directive, he would try anything to get that child back (given that the only two children seen on DS9 are his own son or Nog, I can see him being particularly zealous about this one), though I think he would look for a legal loophole of his own first. Given his experience with children (as the Edo Vessel views it’s people), he can relate to an alien with different values getting away with things he would strongly admonish his own son for. Maybe he’d try to claim that it doesn’t make the Edo Vessel a bad parent. He’s also had a lot of experience arguing with and lecturing god-like beings…

Conclusion

Also notable about this episode, I believe it’s the first time Klingon sex is mentioned, and the description stands up for years to come. Hooray for Klingon sex!

I’m going to try and keep a better track of these statistics – I like to keep track of silly things like that.

  • Picard wins trials: 2 (technically, he got what he wanted)
  • Wesley nearly dies: +1
  • Meet a ‘god’: 2
  • Avoid the Prime Directive: 1

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Tournaments and Painting Progress 2015

by paet the pagan-gerbil13. March 2015 08:00

The dates for this years DreadBall tournaments have been announced – about a half-dozen Regional events around the country finished up with a National tournament in October, meaning a tournament season of around six months.

As well as the Regional events this year, some tournaments can be ‘qualifying’ events with the same nice trophies and free entry to the Nationals for the winner. Information on these has been thin on the ground but there is one happening in mid-Wales hosted by the Mid-Wales Wargaming Society, which will be raising money for charity (the Wales Air Ambulance Charity).

The Bristol tournament organisation has changed – Bristol Vanguard will only be running one tournament this year. It will be an independent event outside of the official tournament circuit, around September time.

The Wales Regional has been renamed the Wales and South-West Regional, possibly in recognition of the fact that not only has every Wales Regional winner been from outside Wales, but every other player too! Rather ironic, as I believe this is the first year that a Welsh person is going to attend.

Looking at the calendar, it is possible for me to reach the MWWS event in Builth Wells, the Wales and South-West Regional, the South Regional (in Brighton) and possibly the London Regional in a single day-trip, although a lot of driving. Everywhere else is just too far away. We will still be making the effort to go to Nottingham for the National tournament in October.

I’m hoping to get some of the new teams painted in time for these tournaments. I’ll be trying to take something different each time (and my Veer-myn are on a well-earned vacation) but what those teams are will depend on how well I do. I can see myself bringing Martians to a tournament later in the year because they were just so much fun to play, even being totally useless!

On the painting front, I’ve been able to do a little bit of painting most evenings for the past few weeks. It’s not a lot, but it’s getting the main coats down on a lot of teams or doing a bit more work if I’m not too tired to concentrate. The Asterians are getting (frustrating) progress, the skin on the Sphyr and Grogans are finished, and I’m working on the Rebs uniforms before tackling their various skin tones. I was impressed when I realised that the Gaelian Jack (a centaur-like alien) was wearing a jumpsuit designed for it’s unique physiology – good show that designer!

As much as I love the Hobgoblins, I have no idea how to paint them. I don’t like the colour scheme in the book. I’m tempting to go for something yellow-brown and green without looking too much like the Veer-myn. Maybe if I use some of my new blending skills to make the armour transition from one colour to the other in a more organic style than solid plates. One of the downsides of the Xtreme Kickstarter is that there aren’t ‘spare’ models for each team like there were in the original DreadBall Kickstarter, so I can’t experiment with a bold style and then throw it away if it doesn’t work. That would mean opening up the mint, untouched, brand new bag with the duplicate team in.

Another challenge in painting the Hobgoblins will be arriving at a good colour scheme that fits both the scrawny, pathetic, stinky players and the Hulk.

My painting table at the moment is very disordered – I have Convicts, Kalyshi and Rebels on it as well as DBX scenery. There’s still a few teams from Seasons One to Three unpainted (sorry Forge Fathers…) and a few that are practically finished but for highlights. I’m helping a friend out with a DreadBall demo day in a couple of weeks and I anticipate being able to paint between demo games so maybe I’ll get something finished off in that time. Even though I’m jumping around (a lot), it’s all progress and despite not really finishing any teams that I’m working on quickly, I know that it’s helping me get them closer to finished without feeling like I’m rushing anything in particular.

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Vanguard League Season Two–part 1

by paet the pagan-gerbil27. February 2015 08:00

With our normal organiser getting too busy, the second season was delayed slightly… and then taken up by a new organiser. Me!

I always said that if no-one else organised leagues or tournaments in Bristol, I would have to do it myself. So here I am.

I kept the two divisions from the first season – there were a number of drop-outs, and a bunch of new players, which roughly evened out. Division One was a player short, so each round someone has to sit out and do nothing but it’s all equal and they’ll get the same number of games.

For this league, I’m going to be taking the Z’zor. I find that I usually get better at playing a team if I take them in a league, so my aim is to work out how these bashy teams work (while sticking with my familiar ‘Skill 5+’ style).

Game One – Merrick

We started with the best of intentions – we both turned up on time. To different venues. We weren’t able to reschedule, so I put it down as 0-pts each. Technically, we did both turn up and nobody won the game.

Game Two – Adrian’s Rats

This game went fairly well – I scored a few 3-pointers but so did the Rats. Fortunately, they dropped more strike attempts than I did so I squeezed out a 3 point lead (could have been 4, but for a last minute score by the Veer-myn).

The highlight for me was one Z’zor Striker scoring an achievement by throwing a 9-hex pass to another Z’zor Striker, and having it be caught. It took both coaching dice, but he made it! It only got a single cheer pip, but that’s not too bad.

After the game, one of my Strikers got Grizzled on the Extra Coaching table (which makes him extremely hard to hurt) and the Guard got Quick Recovery on the S2 advance table, on the off-chance that he actually gets hurt. I chose the S1 Extra Coaching table since 4 of the 6 options are attractive to a Z’zor Striker – Can’t Feel A Thing essentially means ‘choose’ in addition to the normal ‘choose’ option, Lucky is universally useful and a Skill improvement is definitely welcome for 5+ players. So it stands to reason that he should gain Grizzled instead. At least I can be sure that he won’t get damaged when I come up against the two Marauder teams near the end of the league…

Game Three – Stuart’s S2 Corporation

This game was nail-biting – by turn 6 I was 5 points down, but my Guard was moving up the pitch knocking out anyone standing in the three-point zone. Unfortunately, no player went out for more than two turns and my defence was almost empty, making it easy for Stuart to score three points most turns. From that halfway point, I got lucky and scored a four-pointer for each three-pointer scored against me until I actually had a point in my favour. Unfortunately, in rush 12 he scored 3 to bring the score to two in his favour, I missed my four-point shot in rush 13 but to balance, he missed his three-point shot in rush 14.

So the game ended as a loss, but I made it as tough as I could (and I’m amazed that Z’zor Strikers can score four-pointers…) We tried out the Achievements rules again, and since I was mostly beating up human Jacks I got a lot of ‘triple-Slam’ results. Unfortunately, most of these (and my fan checks in general) ended up being events. With an extra Coaching Dice, maybe I’d have won…

After the game, my second Striker gained a Skill advancement (again, on the S1 Extra Coaching table). And I’m aware of the counter-intuitiveness of complaining about not having enough Coaching Dice and then spending one to roll on an advancement table. Don’t judge me.

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The Nameless–Pascal-Psi Pool-Kings

by paet the pagan-gerbil13. February 2015 08:00

The Pascal-Psi corporation was left with some bad planetary holdings in the wake of an unfavourable shake-up with controlling groups merging, splitting and going bankrupt – leaving some of the smaller players in bad straits. With their experience of providing hard-wearing equipment to high-gravity planets, getting deeds over mineral-poor planets covered entirely in water was not to their taste.

However, their management have always had an attitude of making the best of any situation, and trying to turn a profit. By branching into related fields such as high-gravity habitation and extreme atmospheres, they could produce hard-wearing structures suitable for humans to survive underwater. Now all they needed was an incentive for people to visit their aquatic hotels and holiday spots.

Humans crave variety, and so Pascal-Psi got the first underwater DreadBall pitch licenced by DGB, under restrictions pertaining to competition outside of it’s own system, and drew in sentient marine species from across the Co-Prosperity Sphere to form their own league of teams. No-one had seen the Galaxy’s Greatest Sport played underwater before, and thus the Pascal-Psi Pool-Kings made their name before moving on to the big leagues.

There isn’t a name – they’re Nameless, right?

 

I didn't realise I'd painted them to camouflage with the pitch...

I didn’t like the purple on the studio models. It just isn’t for me. I have already put a light purple skin on my Asterians, and a deep purple armour on my Z’zor, so I wanted to keep away from making another purple team for now. I thought since they look a lot like octopus, and have a marine vibe, I wanted to reflect that with an octopus/squid like orange skin, and turquoise and blue or green armour.

The skin is Squig Orange with a Carroburg Crimson wash, then brought back to Squig Orange. I put Bestigor Flesh on the top of this and hated it. Over the next 24 hours, it grew on me and now I quite like the effect, but went a bit easier on it after the test model. I may redo this in the future mixing the colours together to reduce the jarring change.These guys are Hard.

The armour is Stegadon Scale Green, Sotek Blue and an edge highlight of Temple Guard Blue. I painted the bindings and other details with Averland Sunset, and highlighted with my ancient Sunburst Yellow (with thanks to the DreadBall Fanatics Facebook page for their advice on that third colour).

It was a nice simple paint scheme and I like the effect it gives, I was told later that the colours worked well together because of colour theory. It’s not something that I know anything about, but maybe I should look into it a bit more.These guys find it super-easy to catch things.

I’ve taken the team to a couple of tournaments – the May 2014 Mantic Open Day and 2014 Welsh Regional – and performed pretty poorly. Even with the known double-whammy of stick ‘em and hit ‘em, none of my slams seemed to have much impact. At that time, they were just starting to be discussed as the auto-win team, the unenjoyable opponent team, etc… I wouldn’t say that I’m a bad player, but I couldn’t see them being too easy to use. Maybe I just need more experience with bashy teams. I can see how in a league, their guards could become something truly terrifying and it’s very easy for their Strikers to get Skill 3+.

These guys are Sticky.

I’ve got a few ideas for taking this colour scheme further when it is time to paint the Nameless Spawn and John Doe – that’s a little way down the line though!

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