Hello true believers!
Crazy Gamer here to talk about the next Xbox!
Microsoft has announced that they will unveil the new Xbox 720. Even though this unveiling is almost a month away I figured I'd give my opinion on the rumors that are circulating the interweb.
Rumor one: The new Xbox will have an eight core processor. My take... seems powerful, but I need to see games.
Rumor two: The new Xbox will allow you to "DVR," your game play and share it online. Also you will be able to upload achievements and what not to social media. My take... couldn't care less. I don't want to share my gameplay with others. I suck and I'm sure you have better things to do than watch it.
Rumor three: The new Xbox will use Windows 8. My take... I get the impression this is supposed to be a selling point. I've never bought a system based on its operating system and although I don't have the hatred some have for the OS it would never make me want to buy a system.
Rumor four: The new Xbox will have two purchase options. One will be $500 dollars, the other will be $300 but will require a two year subscription to Xbox Live (thought to cost anywhere from $9.99 to $14.99 a month). My take... $500 dollars is out of my price range. As for $300 dollars plus a subscription... sorry, I don't play games online, I don't want to play games online, I don't want any of the social garbage that is offered, I don't care about avatars or any of the like. As I see it, the $300 dollar model is really at minimum a $540.00 model, yeah... I'll pass.
Rumor five: The new Xbox will require an always on internet connection. My take... considering that my internet connection can be...sassy to say the least I don't want to spend $500 dollars for a system that I may or may not be able to play reliably based on my internet connection. I'm sure this has nothing to do with getting rid of used games and DRM (digital rights management) and is just for all that wonderful social crap that I don't want.
I have an Xbox 360, but unless rumors 2, 4, and 5 are false, I will not have the next Xbox.
Sorry Microsoft.
Friday, April 26, 2013
Wednesday, April 24, 2013
Warhammer 101-Becoming a better General: Terrain
Many of us want to be a great general. In our quest to become Napoleon we sometimes will go down a dark path of WAAC gaming (win at all costs).
While this article will not help you become a little French dictator (though everyone should know by now that Napoleon was actually a very average five seven) it will help you to be better at Warhammer.
Today's article will focus on terrain. I will point out that I have decided to separate Warhammer Fantasy and 40k into different posts. This is on Warhammer Fantasy.
Terrain is all the stuff on your table that keep it from being just a green (or whatever color you go with) table. It can be
Hills
Forests
Swamps
And weird Warhammer wackiness
My first piece of advice is simple. Know the terrain rules.
Sadly, most players view the terrain rules as something to glance at and nothing more. To an average commander terrain is something to be avoided as a nuisance.
A wise commander knows better. Just by knowing how terrain works you will give yourself the advantage.
Learn the terrain rules! Got that? Don't feel overwhelmed, you just need to know the essentials. You don't need to know the exact rules for a charnel pit but you should know forests are mysterious and are dangerous terrain for cavalry, chariots, monstrous cavalry, and fliers using a flying move.
Next, insist that you use the rulebook mandated D6 + 4 pieces of terrain (pg. 142). Be aggressive with your terrain placement by looking for advantages you can use. Do they have a gun line? Use forests to block their lines of fire (especially in the center, force their shooters to one flank or another). A wise general will look for any advantage and terrain placement is one of those advantages.
Here are a few helpful hints:
Units cannot claim rank bonus nor can they be steadfast if they are even partially in a river. Have trouble with big units of infantry then this can help.
Units with most (over half) of their models in a forest cannot be steadfast unless they are skirmishers or lone characters on foot who are always stubborn in forests.
Fun tactic: Use a fighting hero and give him the Armor of Silvered Steel (or your armies equivalent) and place him in a forest to ambush a big unit of infantry. As long as he is in the forest he is stubborn holding your foes unit in place until you can dispatch it (or ignore it all together).
Obstacles like walls not only protect you from shooting but can also swing close combat in your favor by making your troops more difficult to hit.
Charging down a hill gives you a +1 to your combat resolution.
Terrain is your friend! Learn the rules and watch your game improve.
See you next time!
While this article will not help you become a little French dictator (though everyone should know by now that Napoleon was actually a very average five seven) it will help you to be better at Warhammer.
Today's article will focus on terrain. I will point out that I have decided to separate Warhammer Fantasy and 40k into different posts. This is on Warhammer Fantasy.
Terrain is all the stuff on your table that keep it from being just a green (or whatever color you go with) table. It can be
Hills
Forests
Swamps
And weird Warhammer wackiness
My first piece of advice is simple. Know the terrain rules.
Sadly, most players view the terrain rules as something to glance at and nothing more. To an average commander terrain is something to be avoided as a nuisance.
A wise commander knows better. Just by knowing how terrain works you will give yourself the advantage.
Learn the terrain rules! Got that? Don't feel overwhelmed, you just need to know the essentials. You don't need to know the exact rules for a charnel pit but you should know forests are mysterious and are dangerous terrain for cavalry, chariots, monstrous cavalry, and fliers using a flying move.
Next, insist that you use the rulebook mandated D6 + 4 pieces of terrain (pg. 142). Be aggressive with your terrain placement by looking for advantages you can use. Do they have a gun line? Use forests to block their lines of fire (especially in the center, force their shooters to one flank or another). A wise general will look for any advantage and terrain placement is one of those advantages.
Here are a few helpful hints:
Units cannot claim rank bonus nor can they be steadfast if they are even partially in a river. Have trouble with big units of infantry then this can help.
Units with most (over half) of their models in a forest cannot be steadfast unless they are skirmishers or lone characters on foot who are always stubborn in forests.
Fun tactic: Use a fighting hero and give him the Armor of Silvered Steel (or your armies equivalent) and place him in a forest to ambush a big unit of infantry. As long as he is in the forest he is stubborn holding your foes unit in place until you can dispatch it (or ignore it all together).
Obstacles like walls not only protect you from shooting but can also swing close combat in your favor by making your troops more difficult to hit.
Charging down a hill gives you a +1 to your combat resolution.
Terrain is your friend! Learn the rules and watch your game improve.
See you next time!
Sunday, April 7, 2013
Coming soon!
I apologize to my readers that I haven't been publishing articles that I have promised. I will get better, I promise!
In the next few solar cycles you will see:
Intermediate painting help.
How to win at Warhammer: Using terrain.
Review: Ni Nu Kuni: Wrath of the White Witch for the PS3.
Review: Lego City Undercover for the Wii U.
In the next few solar cycles you will see:
Intermediate painting help.
How to win at Warhammer: Using terrain.
Review: Ni Nu Kuni: Wrath of the White Witch for the PS3.
Review: Lego City Undercover for the Wii U.
High Elf wishlist part 3
Hello again my fellow gamers! Crazy Gamer here to give you some stodgy prose about my wishlist for the High Elves. Today I will talk Special units, Rare units and special characters, let's dive in!
Well, actually not yet... I forgot to mention that I'm not discussing "new," units such as the Phoenix (a new monster for the High Elves that is floating around the Internet and is coming) but only pre established units. Got that? Good.
Special units:
Shadow Warriors: Let's bump their ballistic skill up to five and keep their points the same.
Tiranoc chariot: Raise the weapon skill of the crew to five, they are elite after all. Points down to 80.
Lion chariot: Same
Rare:
Repeater Bolt Thrower: Can we get a third crew member please? Drop points cost to 85pts.
Dragon Mage: A cool idea, but doesn't see much table time. If he goes to the rare spot and becomes a unit and not character (therefore he uses the dragon's toughness) he will become more popular.
Special Characters:
I assume that all the current characters will return. I'd love to see Belennear (sp?) the Wise return. I wouldn't cry if the Everqueen and Imrik also made an appearance.
We won't have long to wait! My guess is we will see the High Elf pre orders the last Saturday in April.
Well, actually not yet... I forgot to mention that I'm not discussing "new," units such as the Phoenix (a new monster for the High Elves that is floating around the Internet and is coming) but only pre established units. Got that? Good.
Special units:
Shadow Warriors: Let's bump their ballistic skill up to five and keep their points the same.
Tiranoc chariot: Raise the weapon skill of the crew to five, they are elite after all. Points down to 80.
Lion chariot: Same
Rare:
Repeater Bolt Thrower: Can we get a third crew member please? Drop points cost to 85pts.
Dragon Mage: A cool idea, but doesn't see much table time. If he goes to the rare spot and becomes a unit and not character (therefore he uses the dragon's toughness) he will become more popular.
Special Characters:
I assume that all the current characters will return. I'd love to see Belennear (sp?) the Wise return. I wouldn't cry if the Everqueen and Imrik also made an appearance.
We won't have long to wait! My guess is we will see the High Elf pre orders the last Saturday in April.
Thursday, April 4, 2013
Crazy Gamer's new High Elf wishlist part 2
Yesterday I talked about how I would like to see the High Elf core section pan out. I discussed why I wanted to see silly special rules go away (always strike first) while adding a bit of durability and some options to the core of the High Elf army.
Today I will discuss what I'd like to see from the High Elves special choices.
Dragon Princes: Stay the same.
Swordmaster's of Hoeth: Same stat line as current. Should be -1 to hit in both shooting and close combat due to their awesome blade skill for 15pts a model.
White Lions of Charce: M WS BS S T W I A LD
5 5 4 4 3 1 4 2 8
The above is the stat line I would like to see. It would go without saying that the champion gets 3 attacks. They should come equipped with heavy armor, great axes, and lion pelts. Lion pelts should act like the Dark Elves Sea Dragon Cloaks and add +2 to armor save against shooting and +1 save in close combat. The White lions should also retain their stubborn and woodland strider special rules and should cost 15pts.
The idea here is to make all three of the High Elves elite infantry to be equally worthwhile. The Sword Masters have a better weapons skill and initiative, while the White Lions are stronger and more durable both in terms of armor save (4+ versus 5+) but also in terms of combat resolution because they are stubborn.
Phoenix Guard: M WS BS S T W I A LD
5 5 4 3 3 1 6 2 9
The above is the stat line I would like to see the Phoenix Guard possess. Again it goes without saying that the champion would get 3 attacks. They should be equipped with halberds, heavy armor, and a 5+ ward save. Phoenix Guard should have a rule in which they can choose to pass or fail any leadership test and should be 15pts. While the Phoenix Guard don't hit as hard as the other units they are able to hold their position (or not if the player chooses) in a more dependable fashion.
Whoops, gotten long winded again. Guess we'll have to wait until tomorrow!
See you then!
Today I will discuss what I'd like to see from the High Elves special choices.
Dragon Princes: Stay the same.
Swordmaster's of Hoeth: Same stat line as current. Should be -1 to hit in both shooting and close combat due to their awesome blade skill for 15pts a model.
White Lions of Charce: M WS BS S T W I A LD
5 5 4 4 3 1 4 2 8
The above is the stat line I would like to see. It would go without saying that the champion gets 3 attacks. They should come equipped with heavy armor, great axes, and lion pelts. Lion pelts should act like the Dark Elves Sea Dragon Cloaks and add +2 to armor save against shooting and +1 save in close combat. The White lions should also retain their stubborn and woodland strider special rules and should cost 15pts.
The idea here is to make all three of the High Elves elite infantry to be equally worthwhile. The Sword Masters have a better weapons skill and initiative, while the White Lions are stronger and more durable both in terms of armor save (4+ versus 5+) but also in terms of combat resolution because they are stubborn.
Phoenix Guard: M WS BS S T W I A LD
5 5 4 3 3 1 6 2 9
The above is the stat line I would like to see the Phoenix Guard possess. Again it goes without saying that the champion would get 3 attacks. They should be equipped with halberds, heavy armor, and a 5+ ward save. Phoenix Guard should have a rule in which they can choose to pass or fail any leadership test and should be 15pts. While the Phoenix Guard don't hit as hard as the other units they are able to hold their position (or not if the player chooses) in a more dependable fashion.
Whoops, gotten long winded again. Guess we'll have to wait until tomorrow!
See you then!
Wednesday, April 3, 2013
What Crazy Gamer wants from the High Elves
You might be expecting that I will yell at Games Workshop about their Tau screw up, but I've seen plenty of hate posts on that already.
Instead I want to discuss what I would love to see with the new High Elves.
For those not in the know, High Elves are going to be the next Warhammer Fantasy army to be released. A week ago some pictures were leaked online from an official Games Workshop Facebook page so it's pretty much guaranteed the Asur are up for release next.
My first Warhammer Army way back in the dark ages were the High Elves. Today I mostly play Empire, I still have a soft spot in my heart for the arrogant pointy ears. The last few army books have... well... um... let's just say I didn't care for them.
So what would I like? I'm glad you asked, I'm going to tell you.
Rules changes:
First, I want them to get rid of the Always Strike First special rule. Why are High Elves faster than other elves? It's a lazy rule designed to fix the inherent weakness of the army. Let's find some more creative fixes.
Next, lets look at the High Elf core units. Now, my philosophy is that close combat troops rely on weapon skill, strength, toughness, initiative, and attacks. Therefore only those stats really matter when determining how many points they cost. Missile troops however are dependent on only ballistic skill and the missile weapon they are equipped. Why am I discussing this? It'll make sense when I talk about archers and Lothern Sea Guard.
Spear Elves: Equip with light armor and shield standard for 8pts. Should have an option for heavy armor for 3pts. Spear elves need to have an option for heavy armor, but I want to make the option one players really need to think about. If heavy armor is only 1 or 2 points then it will just become the norm and should just be included automatically. Stat line can stay the same. I'm indifferent whether or not spear elves have the martial skill rule or not.
Archers: Same stat line, long bow equipped should be 8pts. I would actually lower the cost to 6pts but Empire archers are 7pts and High Elves have a better ballistic skill. Games Workshop has long over-valued the long bow. I think their rationale has been that bows can move and fire while crossbows and handguns can't. This might be okay in the hands of more flexible troops (like Lothern Sea Guard) but the archers need to stay far away from combat so the value of being able to move and shoot is less appealing.
Sea Guard: Same stat line, light armor, shield, and bow standard, should be 12pts. They should not be given the option of heavy armor. Heavy armor and boats do not mix.
Silver Helms: These should be move to core. Same stat line as is current with light armor and lance, riding on a barded steed for 17pts. I want players to be able to configure their silver helms for their own needs. Options are heavy armor for 3pts, shields for 1pt. This means fully decked out silver helms are 21pts. Empire knights are 22pts with the same weapon skill, strength, toughness, attacks, and leadership. Silver Helms are faster both in terms of movement (8 inches instead of 7) and initiative. However, Empire knights have a better armor save so it's a fair trade off.
Reaver Knights: These guys should also be moved to core. Same stats, with bow, spear, and light armor as standard. Should cost 18pts.
I've gotten rather long winded so you will need to wait until tomorrow for my take on special and rare units but I will address characters.
I would keep the current character stat lines. I would reduce all the combat characters price by 20pts for lords and 15pts for heroes.
I know I won't get this one, but the toughness 3 combat characters is silly. A goblin is toughness 4, a scrawny skaven is toughness 4 why can't an elf combat character be toughness 4.
Goblin character: Toughness 4
Elf character: Toughness 3
Doesn't make sense to me.
See you next time!
Instead I want to discuss what I would love to see with the new High Elves.
For those not in the know, High Elves are going to be the next Warhammer Fantasy army to be released. A week ago some pictures were leaked online from an official Games Workshop Facebook page so it's pretty much guaranteed the Asur are up for release next.
My first Warhammer Army way back in the dark ages were the High Elves. Today I mostly play Empire, I still have a soft spot in my heart for the arrogant pointy ears. The last few army books have... well... um... let's just say I didn't care for them.
So what would I like? I'm glad you asked, I'm going to tell you.
Rules changes:
First, I want them to get rid of the Always Strike First special rule. Why are High Elves faster than other elves? It's a lazy rule designed to fix the inherent weakness of the army. Let's find some more creative fixes.
Next, lets look at the High Elf core units. Now, my philosophy is that close combat troops rely on weapon skill, strength, toughness, initiative, and attacks. Therefore only those stats really matter when determining how many points they cost. Missile troops however are dependent on only ballistic skill and the missile weapon they are equipped. Why am I discussing this? It'll make sense when I talk about archers and Lothern Sea Guard.
Spear Elves: Equip with light armor and shield standard for 8pts. Should have an option for heavy armor for 3pts. Spear elves need to have an option for heavy armor, but I want to make the option one players really need to think about. If heavy armor is only 1 or 2 points then it will just become the norm and should just be included automatically. Stat line can stay the same. I'm indifferent whether or not spear elves have the martial skill rule or not.
Archers: Same stat line, long bow equipped should be 8pts. I would actually lower the cost to 6pts but Empire archers are 7pts and High Elves have a better ballistic skill. Games Workshop has long over-valued the long bow. I think their rationale has been that bows can move and fire while crossbows and handguns can't. This might be okay in the hands of more flexible troops (like Lothern Sea Guard) but the archers need to stay far away from combat so the value of being able to move and shoot is less appealing.
Sea Guard: Same stat line, light armor, shield, and bow standard, should be 12pts. They should not be given the option of heavy armor. Heavy armor and boats do not mix.
Silver Helms: These should be move to core. Same stat line as is current with light armor and lance, riding on a barded steed for 17pts. I want players to be able to configure their silver helms for their own needs. Options are heavy armor for 3pts, shields for 1pt. This means fully decked out silver helms are 21pts. Empire knights are 22pts with the same weapon skill, strength, toughness, attacks, and leadership. Silver Helms are faster both in terms of movement (8 inches instead of 7) and initiative. However, Empire knights have a better armor save so it's a fair trade off.
Reaver Knights: These guys should also be moved to core. Same stats, with bow, spear, and light armor as standard. Should cost 18pts.
I've gotten rather long winded so you will need to wait until tomorrow for my take on special and rare units but I will address characters.
I would keep the current character stat lines. I would reduce all the combat characters price by 20pts for lords and 15pts for heroes.
I know I won't get this one, but the toughness 3 combat characters is silly. A goblin is toughness 4, a scrawny skaven is toughness 4 why can't an elf combat character be toughness 4.
Goblin character: Toughness 4
Elf character: Toughness 3
Doesn't make sense to me.
See you next time!
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