Showing posts with label Game Kastle. Show all posts
Showing posts with label Game Kastle. Show all posts

Saturday, October 15, 2011

Winter is Coming.....

After a brief hiatus, my Empire army is finally underway. We are now wrapping up the second week of this year's Escalation League at Game Kastle. Since this sort of format is perfect for getting started on a new army, I've taken the opportunity to jump in with both feet. I'm focusing on getting the basics of the army assembled and gaining experience playing them. Painting and converting the army to fit the theme will come later.

So far I've played 5 games and lost all 5 of them. While I expected to have trouble with a new army, I didn't really expect to start out with such a poor record. Although.... I do seem to remember losing a lot when I first started playing with Dark Elves..... At any rate, I've made a couple of observations about the Empire in 8th Edition at low point levels. First, the Empire generally functions as a hoard army in 8th. Sure, they have core Knights and Outriders are really good, but the most common approach involves hoards (or buses) of Halberdiers as the center of the army. At lower point levels, you just can't get enough troops to outnumber your opponent to a great enough degree to be successful. This is a complaint I've also heard about Scaven at low point levels. I don't see this army really being competitive until we get to 2000 points.

The other thing I've noticed is that a Level 2 Life Wizard is pretty useless. Life, as a Lore, is awesome if the caster has Throne of Vines already cast. With just a 2 spells, you either end up with Throne and one awesome spell, or two spells that aren't as good as they could be. I felt kind of frustrated by it and switched to Light, which felt much more useful.

I'm going to experiment with different units between now and 2k to get a feel for whether I like them or not, with a goal of having a really solid 2k list in a couple of weeks. We'll see how it goes.

Sunday, August 28, 2011

Mega Storm of Miscasts!

Yesterday, Game Kastle attempted to have a Storm of Magic tournament. What actually happened was a Storm of Magic mega game with a $10 fee. Only 5 people showed up, which is actually pretty good for a casual game day but not enough to really call it a tournament. Fortunately, the store had a plan B for this contingency so instead we just played a 3 on 2 mega battle.

We took about an hour longer to get started than expected, because we had to figure out how to do the sides. Order versus Destruction was the way the store intended for us to do it, and that would have worked out fine with an even number of people since one of the armies was Ogres and could fill either role. We finally ended up with High Elves, Brets, and Ogres on one side and my Dark Elves and two Chaos Warrior armies played by one guy. We were lucky that he brought both his WoC and WoC Trolls and monsters lists otherwise I don't know what we would have done to even things out other than frantically calling people or running home to get another 1000 points of models.

Before we got started with the game, there was a little painting competition. It being SoM, the categories were Monster, Spellcaster, and Arcane Fulcrum. I'd sent some time over the previous week painting one of the Fulcrums I bought and I'm happy to report that my Eternity Stair won the category.








The prize was that I got an extra 200 points to buy SoM Mythic Artifacts. With my 200, I bought the Living Deadwood Staff. This might seem like an odd choice, but the scenario we were going to play was the one with the Mad Mage and the only terrain on the table was forests are Arcane Fulcrums. The Living Deadwood Staff would turn about 10 forests into Blood Forests and let me move them around the table. Plus they would all do more damage than a normal Blood Forest depending on how many Fulcrums we controlled. So there was potential for some really destructive combos.

We finally started the game. I lined up on the left flank opposite the High Elves and about half the Ogres. The WoC lined up in the Center opposite the rest of the Ogres and all their warmachines. The WoC Trolls lines up on the right flank opposite the Brets. As you would expect for a Storm of Magic mega game, the magic phase dominated every turn. There was some combat over on the right flank, but other than that it was pretty much all monsters smashing into each other and big spells flying around. The actual army units barely moved in the center and or left flank since ... well, it almost always would have been a bad idea. For example, my Corsairs had Flame Cage cast on the for the first four turns in a row.

So let me see if I can boil down what actually happened on my end of the table into something readable. Some highlights if you will....

Turn 1:
I hit a unit of Trolls with Pit of Shades and they all die. Bottom of Turn 1 a Life Mage casts one of their Cataclysm Spells and brings it right back to life. I hit a unit of Ogre Ironguts with a Purple Sun, killing half of them and blowing up my Death Mage. Bottom of Turn 1 a Life Mage brings them back as well. My line moves up to be ready to charge anything that moves forward.

Turn 2:
A Comet starts heading towards my far left. I Pit of Shades the Trolls again, and kill all but two causing them to Flee. My Chimera charges a Wyvern, kills it, and overruns into some High Elf Archers. I move some Forests around and we cast every little targeted spell we can across the whole table to do as much damage as possible with the Living Deadwood Staff. Our Giant charges into some enemy Skirmishers in the center and kills them all by the start of our next turn. A couple of enemy Mages turn themselves into Monsters.

After Turn 2, we break for lunch.

Turn 3:
My Dragon and Our Giant combo charge a small unit of High Elf Swordmasters, which opts to flee. The Giant redirects into some High Elf Spearmen and I redirect the Dragon into some High Elf Seaguard who fail their Terror check and flee. At this point I've got the far left under control, so long as I can get out of the way of the Comet. An enemy Mage casts one of the big Fire spells at my Mage on a Fulcrum and toasts him. The comet comes down and kills about half of what I had on the far left. I become aware that things are happening on the other side of the table as a unit of Grail Knights charges into the flank of the WoC unit on my right. Seems that the WoC Trolls had killed pretty much all the rest of the Bretts, so the last unit turned and headed towards the center.

Turn 4:
I summon a Level 1 Empire Wizard to replace the Mage I lost the previous turn. I Duel an enemy Mage off his Fulcrum with my Level 4 Sorceress. My Dragon charges the High Elf spears who finished off the Giant.

A big old miscast causes the entire game to change. Up until this point we'd been hammering on each other and ignoring the Mad Mage, even though claiming his Fulcrum meant victory. Well, we managed to get the miscast where you remove every Mage on a Fulcrum and then randomly redistribute them. Turns out that the Mad Mage dies instantly as soon as he's removed from his Fulcrum. So everyone gets redistributed but I don't think anyone ended up on the objective Fulcrum. The unit of Grail Knights hits my Corsairs in the side and I manage to roll a 10 and 11 for my Leadership test after losing combat by 1, so they break and get run down after sitting there in a Flame Cage for the entire game.

Turn 5:
This is the turn where I set myself up to win the game. First, my summoned Empire Wizard occupies my Fulcrum, giving us Dominance. I move forests around, so they are touching most of the remaining enemy units and then cast the Dominance Shadow Spell which targets every enemy unit on the table. So I reduce a bunch of stats 1 with the spell, but then the Living Deadwood Staff does 4d6 Strength 7 hits to all the units touched by a forest. After I'm done rolling all the dice, I've wiped out about half of what the enemy had left on the field. With my remaining power dice, I teleport my Level 4 Sorceress onto the main Fulcrum and get ready to fend off challengers. I felt pretty darn cool after that.

Unfortunately, in the bottom of turn 5 I manage to roll a big fat 2 to defend the Fulcrum and get bumped off it.

Turn 6:
Basically all that happens is that I fail to retake the main Fulcrum by losing a duel by a grand total of 1. So the forces of Destruction fall to the forces of Order even though I think we had more Victory points.

It's been a long time since I played a Warhammer mega battle. It was fun, but definitely not something I'd want to do often. I think that Storm of Magic actually worked pretty well for a mega battle. It took us a while to work out who should get to dispell what casting attempts and whatnot so I would want to think that stuff through and have it written down before we start next time around. But, I think the big spells, weird miscast effects, and lots of monsters made for a more fun mega battle than the standard rules would have.

Sunday, April 17, 2011

'ard Boyz Round 1

Yesterday was the local first round of Fantasy 'ard Boyz at Game Kastle. We had a total of 6 people there, which from what I heard was double the number that showed up the year before. So instead of just rolling off to see who got which prizes we actually got to play.

My list is a slight expansion of my normal list. Sacrificial Dagger level 4 with a block of Spears to kill. Level 2 on a horse with Dark instead of Death (Death just never seemed to do much for me). Block of Corsairs, block of Black Guard, block of Witches, block of Crossbows, couple of unit of Shades, couple of units of Harpies, Cauldron BSB. The main difference was 2 Hydras and a stubborn Dreadlord on a Dark Pegasus with the Pendant.


Game 1: So this is what it feels like to fight Dark Elves.

My first game was against another Dark Elf player who came down from the other side of the Bay. His list was a good example of what I was afraid I would see at 'ard Boyz. The main feature was a unit of 65, count 'em, 65 Corsairs with 4, count 'em, 4 characters, 2 of which, count 'em, 2 of which were special characters. BSB with the Always Strike First banner, Dreadlord kitted up for challenges, Lokhir Fellheart and the Chrone. The rest of the list was a big block of spears with a level 2 caster, a Hydra, about 10 Cold One Knights, a couple of units of Harpies and a Cauldron.

The scenario was the 'random line of sight restriction'. We both had a couple of characters and a Hydra get stuck as reserves. Given the big differences between our approach to list construction, the game was quite predictable. I fed his Corsair unit small cheap things angled so his frenzy overrun would take him off the table while I killed the rest of his army. I shot, flamed, and Soul Stealer-ed his Spears down to just the character. The random line of sight caused a few charges to have to wait a turn. His Knights caught my Hydra in the side, and killed him, but then were eventually counter charged by my Corsairs and Dreadlord and taken out. My Witches killed his Hydra easily. I also shot at and cast Soul Stealer on his Corsairs and got them down to.... I think 10 or so by the end of the game, but the only expensive unit he managed to kill with it was my Black Guard. The result was a draw but I got one more point than him due to the special objectives. We both killed each others' cheapest unit and I killed his Hydra that came in from reserve.


Game 2: Thursday night, take 2.

My second game was against a friend who was playing a beefed up version of his Warriors of Chaos list that I had just played on Thursday. During that game his Hellcannon managed to kill all but 6 of my Witches and 3 or my Corsairs in its first two shots and his Knights broke my Black Guard, which isn't supposed to happen, and ran them down on turn 2. Yep, you read that right, at the start of my second turn I had lost basically my entire close combat force. He'd added a second Hellcannon, a second Warshrine, and some additional Warriors to one of his two blocks. Everything in the army that was markable had the Mark of Tzeech.

The scenario gave a special weapon to one core unit that gave them +1 attack and +1 strength. I went with my Corsairs and he went with the bigger block of Warriors.

Turn 1, I go first and move everything up to be ready to start charging next turn. His first Hellcannon misses and the second misfires, blows up, and kills his level 2 caster who was near by. This was huge. At that point we both sort of knew that we'd be playing out the game for the heck of it since my Dreadlord was lined up to charge his other Hellcannon. Well ..... games with dice .....

My Dreadlord fails his charge on the other Hellcannon. My Corsairs with the magic weapon and a Hydra charge in against his bigger block of Warriors and should rip them apart. I was not fortunate enough to get Mindrazor this time, but I did manage to get some good debuffs on his Warrior block that gave me a significant statistical advantage. But, well ..... games with dice......
He saves almost every wound I put on him and wins combat by a couple. The Hydra stays but my Corsairs break and run, losing frenzy and dropping the special weapon. The next turn he breaks the Hydra and runs it down just as the Corsairs rally and turn around. On the other side of the table, his Knights grind through the Blackguard and my Witches bounce off his other block of Warriors while my other Hydra chases his Warshrines around but doesn't manage to actually catch anything.

Time gets called in our, I want to say 4th turn. In the end I had killed his Hellcannon. He had killed his other Hellcannon and level 2 caster. I'd lost enough points to give him a minor victory. This game was incredibly frustrating. Given how poorly it started out for my opponent I should have been able to capitalize and get a solid win. Instead I watched my army trip over its own feet and then gently poke at his army instead of running across the table and tearing it apart as it's designed to do.


Game 3: Don't call it a comeback.

For the last game I played a High Elf played who was just starting to figure out how to play 8th. He was playing a Teclis list with a second level 4 and a bunch of small-ish for 8th but good sized for 7th blocks of infantry, 5 Dragon Princes, and a block of 30 Seaguard. After the game we talked about his list since he had felt frustrated all day and I gave him some pointers. I told him to drop the second level 4 down to 2 since Teclis used almost all the dice himself and she only cast 1 spell the entire game, put the two smaller blocks of Swordmasters into a single large block, either add a second rank to the Dragon Princes or get rid of them.

The final scenario was a pain in the ass. I don't think anyone at the event had anything good to say about it. There was a prisoner's dilemma chaos portal in the middle of the table which you could only hold with a character in base contact and was worth 500 points. If no one held it, the game was a draw regardless of what else happened. If both claimed it then no one got anything for it and you figured the result as normal. There was also a chart of random effects that you had to roll for every game turn. The strangest part was that at the end of turn 4 you rolled a die and on a 3+ the game ended then. In later turns you had to roll higher to end the game, so this didn't really make much sense unless GW really wanted these games to end on turn 4. All the games at the event ended on turn 4.

During this game we rolled the 'half movement' random effect twice. So suddenly two Elf armies who are used to zipping around the table are just kind of hanging back and looking at each other. Given that we expected the game to end after turn 4, this made the game frustrating for both of us. He had all his characters in a Phoenix Guard bunker, so I tried to get my Dreadlord to charge that unit and just tie them up away from the portal with Challenges. Thanks to the reduced movement he didn't make it and instead got stuck fighting a block of spears with Mindrazor. Now, I can make a pretty good number of reverse ward saves, but after two rounds of combat where I'm trying to make about 10 or 12 of them per round my Dreadlord was dead. Thanks to the reduced movement I couldn't get him any backup either.

At that point we sort of piled around the portal and things ground to a halt. My Witches locked up with his Seaguard and my Blackguard locked up with the Spears that just killed my General. Out on the flanks, my crossbows shot a unit of Swordmasters to death and my Hydra closed in on his Dragon Princes with some Harpies blocking them. On the other side my Corsairs and other Hydra were closing in on some Swordmasters after the Hydra flamed and paniced some White Lions. I moved my Level 4 with Spears and my Cauldron up to hold the portal.

My Blackguard were wiped out by his Spearmen with Mindrazor and then charged into my Level 4 and Spears. My unit broke but he decided to park on the portal instead of pursuing, which turned out to be a huge mistake since this was turn 4 and the game was about to end.

On my last turn I charge, break, and run down the Dragon Princes on one flank. My Hydra on the other flank breaks and runs down the unit of Swordmasters on the other flank. My Witches finally kill enough Seaguard to make them lose Steadfast and run them down. Those three combats on the last turn swing things to a minor victory for me since we both had characters on the portal.


All in all, it was a mixed bag. I had fun hanging out with the other players. I don't know that I can say I actually had fun playing any of the three games. I spent game 1 avoiding a deathstar, game 2 watching my army fail to perform, and game 3 watching both armies stumble slowly towards each other while the imposed turn limit crept up on us. Since there was no painting component, only a couple of the armies were painted. So while it was nice that the guy running the tournament made a point of taking photos of my army during games, I didn't really feel the sense of spectacle that I would get at even the club tournaments back in Virginia. I didn't have any annoying opponents, so I guess that's a plus.

After the GT in June I should have a bit more perspective since that one has both painting and comp, but at this point I think I enjoy tournaments with those scores included more than the 'ard Boyz format. I also think I prefer casual games, leagues, or challenge pyramids more than tournaments, but I'm not ready to swear off tournaments altogether.

I did manage to come in 3rd, so I advance to the next round. I don't expect to make it any further since I fully expect the next round to be full of lists on par with my first opponent, but that's ok.

Saturday, April 2, 2011

I feel a little dirty

'ard Boyz prelims are coming up in a couple of weeks and Game Kastle is one of the California locations, so I decided I'd give it a whirl. It's free and at the moment the turnout looks like it will be sparse. The problem is that I'm still working towards having a fully painted army for the GT in June so I don't want to lose time doing any modeling prep for 'ard Boyz.

After thinking about it, fiddling with different lists, and checking out other folks 'ard Boyz lists online .... I decided to buy a second Hydra. It's entirely possible that some folks will roll into 'ard Boyz with 3 or even 4 Hydras, so I don't think it's entirely cheesy for a 3k tourney with no comp. I do feel a bit dirty for having it though.

So I'm going to put it together and give it a shot. I've also revised my GT list so now I have two options there. One list with a Chariot and a second unit of Shades, and another with a second Hydra and a couple of extra Corsairs.

I don't think I'll use it for friendly games, and probably not even for local tournaments, but seeing as how these are large scale events I felt like I should pack a little more punch.

Saturday, September 25, 2010

Me? An organizer? Madness!

Today marks the end of the first week of the Fantasy Escalation League I put together at Game Kastle. So far things seem to be going along quite well. I've got a full ten people who have paid the entry fee and played one or more games, and at least one that hasn't paid just yet. People seem to be digging the format. There are several, like me, who are just playing with their usual painted armies. But I do have a couple of people who are actually working on building and painting as they go. I'm excited to see how things progress from here.

I've run plenty of gaming events before, but this is my first attempt at a wargaming event. I got to watch numerous IFL events, most of which went well and some of which could have gone better. Now I get a chance to apply those observations in a somewhat different environment. I'm sure that by the time it's over I'll have over-analyzed every little bit of it. Hopefully this is the first of many. If there's one thing I learned, it's that wargaming thrives with a bit of structure.

In terms of actual gaming, I got in two League games during the first week. One very close loss to a Lizardmen army which went down to the last attack roll of the game and one win against a new Scaven player. Both were very bloody, as 8th edition is proving to be time and again. I think the single biggest highlight from both games was the Scaven Warp Lightening Cannon taking out my Hydra in a single shot.

Still experimenting with different options for my Dark Elves in 8th edition, specifically with magic recently. One of my favorite builds for a Sorceress in 7th edition was a Level 2 on a Dark Steed with the Focus Familiar. At first in 8th I had tried putting a Sorceress in a big block of Spearmen, since 8th really likes infantry blocks, and hiding an Assassin in the unit to protect her. After some serious game changing miscasts I started having doubts about the wisdom of the 'bodyguard block'. So, time for a substitution. The Focus Familiar Sorceress is back, if for no reason other than the fact that when she miscasts all she'll blow up is herself. I've also been trying a fairly cheap defensive item on my casters, the common one that gives a 4+ ward save to the first wound suffered, hoping that it will help them live through two miscasts. So far I don't think it has actually helped. I'm not ready to give up on it yet, but I think it's time to start considering alternatives. In terms of effectiveness, she was my MVP against the Scaven. Being able to hide her behind a build and still have the range and line of sight to his units made the difference.

Friday, September 3, 2010

Loot!

I gotta give a big shout out to Rushputin for the Games Day loot / close enough to my birthday to count as a present I got today. You are correct in that I don't really need another 3 Sorceresses, buuuuuuuut I could use another one on a horse and a Hag BSB. I can easily turn a staff into a banner and swap out the Cold One for a Dark Steed. Plus, he included a Malus Darkblade model which I can put on one of the new Cold One models (and potentially even use in the near future since folks out here don't seem to mind special characters) and some super sweet IFL dice. The guys out here will learn to fear the power of the club dice.

It might take me a bit to get around to doing those conversions since I have some painting ahead of me.....

I and a couple of the guys at Game Kastle are going to do an Escalation League starting in a couple of weeks. I'm trying to set my expectations appropriately. We've had a pretty good number of folks express interest, but it's hard to say how many are actually going to show up. The turn out at the store for open gaming has been good recently, with 3 or 4 games going on. I'm guessing we'll have 10 or so people start out and maybe 6 or so play through to the end. More to come as the league progresses.

One thing I can say though, just the fact that a few of us had an idea, talked on the forum a bit, and made all the necessary arrangements with the store to get things rolling is a great sign that I'm going to be all set for wargaming out here for the foreseeable future.

Sunday, August 22, 2010

Miscasting for Fun and Profit

Got in another game of 8th Edition this past week at Game Kastle. This was the first full sized (2250 points) game I'd played and it was against a Warriors of Chaos army that was a bit of a hybrid. See, the guy had wanted to do a 'Troll King and his Court' army of all monsters and beasts, which I thought was a cool idea. But he didn't have enough points of just those so instead it was trolls, monsters, and a couple of small units of Warriors and Mauraders on foot.

By the start of the 3rd turn, both of us had miscast our wizards off the table, and mine had taken half of her bodyguard unit of Spearmen (Spearelves?) with her. The last few turns went very quickly what with us skipping a whole phase.

I did manage to win the game and can make a few observations.

1. Black Guard are still sick. Even with being limited to 20 per unit, and the other side getting to swing back, the extra rank's worth of supporting attacks and the ability to take a magic banner other than ASF and still be able to strike first due to their ridiculous initiative more than make up for it. They are pretty much guaranteed to out-kill anything the come up against since you can give them the armor piercing banner or flaming attacks banner.

2. The Pendant BSB is even better at holding up big monsters now. He still gets +1 combat resolution for having the banner, but the monster doesn't get +1 for outnumbering anymore. Now instead of the most likely outcome being a (GALLERY????) tie, the most likely outcome is that the monster loses combat by 1. The cheese, it is great. I foresee that I shall feel even dirtier using that combo in the future.

3. Bait and Flee is still a viable tactic, but it is much riskier and only really viable with Dark Riders and only really reliable against slower units. Harpies are still good for getting right up in the enemy's face on the first turn and directing them where you want them to go, but now that they flee on foot they are not likely to escape. Dark Riders are slightly more likely to get away as they get to roll 3 dice and drop the lowest, but enemy cavalry is still likely to catch them if you get close enough to force the issue. I had noticed previously that the longer I managed to keep my Dark Riders alive, the more likely I was to win the game. That was sort of when the Dark Elf army started to click for me, when I learned how to Bait and Flee to setup counter charges and keep the Dark Riders alive to rinse and repeat. I think in 8th Edition that will be an even more telling factor. I should keep track of that...... I suspect that I tend to win if I still have a unit of Dark Riders alive in the 4th turn.

4. Magic is dangerous. The Ring of Hotek is still nasty, you just have to get up close and personal.

Lastly, congratulations to Rushputin on being a Golden Demon Finalist two years running!

Friday, August 6, 2010

Progress

For the past couple of weeks I've hit up Game Kastle in Santa Clara on Thursday night. There seemed to be some interest in WFB on their forum now that the new edition was out. The first time I went, I was hoping to bump into someone who was looking for a game. It turned out that finding a person wasn't the problem, but finding an open table was. There were three different WFB games going on and a couple of games of 40k and a few other people hanging out that would have played if there was room. I didn't get to play that night, but for what I consider a great reason. I'll take 'we didn't reserve enough tables' over 'there's no one to play with' any day.

This past Thursday I set up a game in advance and we made sure to up the number of tables reserved for WFB. I played against a very nicely painted High Elf army at 1500 points. After this one experience, I feel like Game Kastle is going to work out nicely. The game room is a bit cramped, but that didn't bother me so much. I kind of like the crowded 'club house' feel. The people seemed pretty cool. The store itself has a couple of very nice advantages. First, terrain. There is a huge collection of pretty decent terrain available to everyone. And when I say huge, I mean there were ... I think 5 games going on and there was at least enough terrain for another 5 tables. And not just forests and foam hills. They have a nice variety of buildings, obstacles, monuments, etc. The second big advantage is that the gaming area is a separate room from the store, with it's own external door. That means that when it's time for the store to close.... wait for it.... they close the store and let the gamers keep playing. Apparently they trust their community enough to let the gamers clean up the area when they are done and lock up behind themselves. This is a big deal in my opinion. You don't have to worry about rushing out of work and fighting traffic so you can get your game in and over with before 9 pm.

The actual game itself was good. We were both still getting our heads around the new rules, so there were some occasional pauses to look things up, but I think we did everything pretty close to right. I would have won the game except for two things. First, I brought an Assassin built to kill characters (Killing Blow) instead of to kill monsters (Manbane) and he ended up in combat with a Dragon. Even needing 6's to wound, he still managed to put a wound on the Dragon. With Manbane for poison he would have ripped it apart easily since it was already down a couple of wounds from shooting. Second, my Hydra had his level 3 caster / general in one-on-one combat after breathing on and killing the remainder of his bodyguard unit the previous turn .... but didn't kill him. The mage has cast a couple of buffs on himself, one that caused any enemy unit in base contact to take 2d6 strength 4 hits at the end of every magic phase and another buff that raised the first buff to strength 6. I had forgotten about those and didn't dispell them during my magic phase. So, just as the Hydra's many heads were about to start arguing over which of them got to eat the tenderest bits of the mage, it took more than enough strength 6 hits to kill it and I managed to only save 1. Instead of a dead enemy general I had a dead Hydra. Those two things swung the game in his favor, but they happened late in the game and it was still a good time.

There is now some discussion of trying to do an escalation league at Game Kastle as well. I should check back by Legends and see how their plans are coming along....

Sunday, July 11, 2010

Square 1

This blog begins, as all epics, in medias res. That's Latin. It means 'in the middle of things'. But at the same time, also at a new beginning.

If you're reading this, then you already know that this is my wargaming blog. As I sit here writing up this first entry, I'm watching the beginning of 'Raiders of the Lost Ark'. The Indiana Jones films all start in medias res as well. Indy is already on an adventure when the film starts.

So, as this blog starts I also am already on an adventure. I moved clear across the country a couple of months ago and have already started going around and trying to find out what the local wargaming culture is like. I've found lots of people playing 40k, but not much in the way of Warhammer Fantasy. Which is unfortunate, since Fantasy is what I prefer at the moment. I've found some nice stores near my house, but haven't really found a place in the community yet.

In addition to the new beginning of finding a gaming community,Warhammer Fantasy 8th edition was just released yesterday. Games Workshop has made massive changes to the game, hopefully for the better. Everyone, regardless of how much experience they had playing previous versions, is back to square 1.

This is a wargaming blog, so you can expect some of the standard things from it. Painting discussion and photos, battle reports, etc. But specifically, at least for starters, this blog is going to be covering my efforts to find a home in the local gaming community and my thoughts on the changes between 7th and 8th edition, specifically changes pertaining to my current army, the Dark Elves.

So, away we go. I purchased a copy of 8th edition yesterday from my closest LGS, Legends in Cupertino. The book is huuuuuuuuge. Other people have already posted quick reference lists of major changes, so I'm not going to go into them until I've read the book more thoroughly and have something new to add.

In addition to getting it for a 10% discount I also got to chat with the owner of the store about it. He was hoping the new edition would generate some interest in the game, which he also prefers over 40k. Furthermore, he wanted to start up a Fantasy League in his store in the next couple of weeks. This is big progress. Not only is the closest store to my house potentially going to have a League, but the owner of the store told me to give him a call if I wanted to come down to the store and play with him. This store has only been open a couple of months (it's an expansion of a comic book shop), but it seems like it would be a decent enough place to play. It just needs some time to gather a community.

The next closest store to my house, Game Kastle in Santa Clara, had a couple of release day events. I wasn't able to attend them since I was working on getting scuba certified, but I'm hoping that those events went well. Game Kastle is a very nice store with lots of tables and people playing various games. The only thing it was missing was people playing Fantasy. Hopefully there will be more interest in playing Fantasy now that the new edition is out. I hung around the store a couple of times and it reminded me a lot of Game Parlour, so I'm keeping my fingers crossed that in the near future I'll have two good, close choices of stores/communities to play with.

And if not, I guess I could just start playing 40k.