Tuesday, 21 October 2014

The Statistics - Battle Engines



Stats for all 12 Battle Engines. Compared to the spreadsheets for Infantry and Casters this was easy

The Statistics

Average stat for battle engine are:

SPD STR MAT RAT DEF ARM CMD Cost Wounds
5 11 4 5 10 19 10 9 22

Again a more precise breakdown is


Name SPD STR MAT RAT DEF ARM CMD Cost Wounds
Hordes 5.33 11.50 4.33 4.50 9.83 19.00 10.00 9.00 21.67
Warmachine 5.33 10.33 3.00 5.33 10.00 19.00 10.00 9.17 21.33
Total 5.33 10.92 3.67 4.92 9.92 19.00 10.00 9.08 21.50

Basically the Arcantrik Force Generator skews the number a bit but it’s real close.

By doing the (+1 and -1) based against the average here are the results on base stats

Faction Name Stat Score
Cygnar Storm Strider 0
Menoth Vessel of Judgement -1
Khador Gun Carriage 6
Cryx Arcantrik Force Generator -6
Retribution of Scyrah Storm Strider 0
Convergence Transfinite Emergence Projector -8
Trollblood Trolkin War Wagon 7
Circle Orboros Celestrial Fulcrum -7
Legion of Everblight Throne of Everblight 0
Skorne Siege Animantarax 5
Minions (farow) Meat Threasher 4
Minions (Gator) Sacral Vault -8

So the best Battle engines are, Khador Gun Carriage and second is the Siege Animantarax (Why can’t PP sell them?) 
And the losers are Transfinite Emergence Projector and Sacral Vault ! (Mad just mad)

Special Rules (Rules on the back of the card or the front for example immunity’s, pathfinder and so on)
12 Models generated 41 unique rules (Wow)

Throne of Everblight have 8 rules
Wraith engine, Storm Strider and Celestrial Fulcrum all have 7 special rules each.

Least special rules:
Gun Carriage
Trolkin War Wagon
Siege Animantarax
Meat Threasher

All have 4 special rules

9 of the 12 battle engines are Constructs, 4 have Weapon Platform and 4 are also gun fighters.

Weapons Highest P&S melee weapon is “Club Tail” Siege Animantarax P&S 16! That so cool (Again buy Siege Animantarax Skone players! For all the win)

Most powerful gun carried by any battle engine is the : “Pounder” Trolkin War Wagon. POW 16

So it’s a small cross section of 12 models but still so much variety.
Funny how the Sacral Vault got all the recent press are far as battle engine are concerned and the Siege Animantarax is considered the Ugly, red headed step child in Skorne.

Personally I love Battle Engines, no resources required from the caster, big center piece models for painting projects.


Monday, 20 October 2014

Of gods and mortals: a review

So one of the things our gaming group likes to do is test out new game systems. We will play pretty much anything from dreadball to Gorkamorka etc. Last year Ado picked up a book called "Of Gods and Mortals" from Cancon and brought it along to one of our weekend meet ups. I flicked through it then eddie took it home and read through it and by the next weekend we were ready to give it a go.

 So what is “Of gods and mortals”. Osprey publishing describe it as a skirmish wargame that gives players the opportunity to command the greatest heroes, warriors and monsters of legend – and the gods and goddesses that ruled over them. Whether you want to lead the forces of Greek, Egyptian, Celtic or Norse mythology to battle, or build your own pantheon.. The book presents 4 different pantheons of gods, legends and mortals but the most interesting portion for us was the back section that allows you to build your own army.

To get started you have to select a god (There can be only one) Then you may have up to 5 legends with no more than a third of your points spent on them. Then you can purchase mortals. They are grouped in units of 4 to 8 in either closed order (ranked) or open order (Skirmish) on a movement tray like a cd or coaster.

The setup system is different as well. The player that goes first places his unit then I goes in order from then on with you not allowed to place a unit closer than long (approx 7”) from an enemy unit. So combat can be joined by turn 1.

Now the turn is also fairly unique. You get to use up to 3 dice to activate a unit. Each unit may only be allowed to be activated once per turn. Your activation will depend on you units quality. Each unit has only 2 stats. Quality (A god would be the Highest of say Q2) and combat (You poorest troops would be combat 1). Now to activate, you select up to 3d6 and roll against your quality. In the example of your God he is a Quality 2 so you need to roll a two or more to carry out an activation. So the choice comes with the fact that if you fail a roll your opponent gets to respond and if you fail 2 or more times you will cause a turn over. It’s a great system and great fun as it adds that little bit more randomness to the game.

So an example of a turn would go like this. A player has Zeus as his god and wishes to activate him. Zeus is Q2 C4. SO he needs a 2+ to pass an activation roll. The player rolls a 1, 3 and 5. So he has failed 1 roll but passed two so no turn over but his opponent gets to react first before Zeus does. Once the opponent had responded (he will roll the appropriate number of d6 and if he passes he can activate the selected unit.). Now Zeus can do two activations. They may be a special power, or 2 movements or a combat action etc.

This is such a great system that Eddy and myself decided to give it a go. But rather than use the pantheons in the book we saw this as a way to use all those miniatures that had been sitting around for years and never get used (warhammer 8 anyone). At the end of our warhammer days both myself and eddy were working on deamon armies. He was going for a nurgle army, whereas I was heading in a different direction with Tzeench and slaanesh.

Eddie put together a Nurgle list and mine was an “Angel” army. Heres a rough guestamate at the list as we kind of made these on the fly.

Eddies Nurgle army

God
Grandfather Nurgle:
Q2 C4, slow, cull the weak, gargantuan, armoured, no retreat, poison about                            240 pts

Legends 
Herald of Nugle:
Q3 C4(40), poison(3), armoured(5), slow(-5) pays for the armour but unit cant react               86 pts
3x beast of nurgle:
Q3 C3(30), big(2), armoured(5), slow(-5), mighty blow(10)= 42x2 so 84 and 3 of em             252pts

Mortals
7x plague flies: Q4 C1(8), fly(10) (Nurgles lucky number is 7) 7x18points                              126pts
7x nurglings: Q5 C2(10), group fighter(8), poison(3) 7x21points 147pts
7x plauge bearers: Q4 C2(15), slow(-5), armoured(5), poison(3), no retreat(5) 7x23               161pts
                                                                                                                              Total     1012pts
Your allowed a 20 point leeway and the player with the lowest point cost gets +1 to his start roll.

Aris’ Angel Army
God
Micheal: The Herald of God.
Q2 C3(38), Fly(10), Arm(5)Tremble before my might(10), Long move(8) all this times 4        284pts

Legends (arch Angels)
Gabrielle: The Word of God
Q3 C4(40), Flying(10), Arm(5), Combat master(10),Long Move(8) (Very expensive legend)   146pts
Uriel: The Light of God.
Q3 C3(30), Flying(10), Armoured(5), Burst of light(5), protection(4) 54 x 2                              108pts
Rapheal: Gods Gift Q3 C3(30), Flying(10), Armoured(5), heal(5) = 50 x 2                                100pts

Mortals
Fanatics x 8 OO: Q4 C2 (15), Fanatics(4) = 19 x 8                                                                      152pts
Hoplites x 8 CO: Q4 C2(15), Armoured(5) = 20 x 8                                                                    160pts
Acolites x 4 OO: Q4 C1 (8), Shoot med(5) = 13 x 4                                                                      52pts
                                                                                                                               Total      1002pts

Here are a couple of the minis I had laying around that I used for this game.


I love this mini. First time he got

For my god I used a Tzeench chariot I built to represent flying and long move.



As Eddie had 10 more point than me I get +1 for set up but eddie still won the roll off. I wont go into the details of the game , mainly because I cant remember them but it occurred to me about half way through that I could win this by killing all his troops.

Being a mostly slow army changed how Eddie rolled for actions. Usually one die because he couldn’t move more than once and reactions were limited also because of slow. Eddies bearers are rock solid in combat but needed support from his god. Eddie deployed his god out of position and he needed to use his weaker mortals in a different way instead of throwing them into combat.

 I went a different way early and smashed up his troops. A lot of lessons were learnt here like get more and better mortals because once they are all gone your god cant exist anymore. Also they can add dice to your gods turn making him even more epic.

We had a ball with this game. I went out and bought the PDF straight away. I hope to get a heap more games in and hopefully justify the many wasted hours and money on all those minis I bought and never used.

Some of the things we would like to look at with this rule set is things like Game of thrones and Lord of the rings. This system is so flexible you could use it for nearly any setting. Your God doesn’t necessarily had to be a “GOD”. It could be the goblin King and his entourage.

 Next game I will record and put on youtube hopefully with some colourful commentary. I highly recommend this game. It took maybe an hour to play and maybe the same to read the book and get enough of the rules to play a game. Give it a go or drop in sometime and see how it played.

Cheers

Sunday, 19 October 2014

Infantry The spreadsheet

Infantry Stats Continued

So continuing the look at infantry in Warmachine and Hordes game – I’ve applied the following formula against the units.

- Basic Defence for infantry in the game is 13
- Basic Armour for infantry in the game is 14

Average “2D6” roll is 7 (10.5 for weapon master)

So using the following
(2HMS) = “To Hit Melee Score” - ”MAT + 7 – 13“
(2HRS) = “To Hit Range Score” - ”RAT + 7 – 13“
(2HmagicS) = “To Hit Magic Score” - ”Magic Level + 7 – 13“
(2DMS) = “To Damage Melee Score” - ”P&S + 7 – 14“ - using the highest P&S if the unit has more than 1 melee weapon
(2DRS) = “To Damage Range Score” - ”RAT + 7 – 14“ - using the highest POW if the unit has more than 1 Range weapon
(2DmagicS) = “To Damage Magic Score” - ”Magic Level + 7 – 14“
(2HMS) + (2HRS) + (2HmagicS) + (2DMS) + (2DRS) + (2HmagicS) = Total

Disclaimer (Quite a few),
assumptions of rolling a “7” on 2 dice.

Done in a vacuum – no consideration of weapons abilities, UA abilities, Spell affects, ranges and so on.
Lack of logical arguments based on table top experience! For example a model that moves 3 inches verse the average move of infantry which is 6 inches would find it difficult get into melee.

Most models in the game cannot shoot and melee in the same time – this is not taken into account.

Some units only shoot or melee in these cases, if no gun or magic the score is just (2HMS) + (2HRS) not really fair, the total is a potential of doing damage against the average infantry only.

Apparently being combined arms “is a thing” in warmachine.

Top scorers
Man-O-War Shocktroopers + 14
Man-O-War Bombardiers + 13
The Withershadow Combine + 13
Tactical Arcanist Corps + 13

Low scorers
Field Mechaniks Gobber Grunts -5 Stick to bodge!
Choir of Menoth -3
Field Mechaniks Crew Chief -3 this seems fair
The Risen -2

Math can be fun.

The next step is to add (Melee weapon 1 + Melee Weapon 2) + (Weapon Rules such as Weapon Master, Powerful charge) Vrs (Ranged attacks + Ranged Damage + Special Rules) Vrs (Magic attack + Magic Damage + Special Rules)

And then only show the best option for each unit and then compare (See you later Man-O-War’s)

So if a Winter guardsmen Blunderbuss has a better damage output vrs their melee attack, this is what the score would reflected.

This might take a bit more time to do. (Looking at how the UA can effect the unit might be up next)

Name To hit Melee Score To hit Range Score To Damage Melee Score To Damage Range Score Total
Man-O-War Shocktroopers 1 -1 7 7 14
Man-O-War Bombardiers 1 -1 6 7 13
The Withershadow Combine 1 1 6 5 13
Tactical Arcanist Corps 0 1 6 6 13
Dawnguard Destors 1 0 6 5 12
Alexia Ciannor 0 2 5 5 12
Blighted Ogrun Warspears 1 -1 6 6 12
Storm Lances 1 -1 6 5 11
Storm Lances 1 -1 6 5 11
Black Ogrun Boarding Party 1 -1 6 5 11
Jonne 0 -2 6 7 11
Trollkin Runeshapers 0 1 3 7 11
Tharn Blood Pack 1 0 4 6 11
Cataphract Arcuarii 1 0 5 5 11
Greygore Boomhowler 1 -1 5 5 10
Cephalyx Overlords 0 1 4 5 10
Blighted Nyss Hex Hunters 1 0 3 6 10
Cataphract Incindiarii 1 0 4 5 10
Iron Fang Uhlans 0 0 9 0 9
Dawnguard Invictors 1 0 3 5 9
Caption Sam Machorne 1 0 3 5 9
Bull 0 0 4 5 9
Ogrun Assault Corps 0 -1 5 5 9
Northkin Fire Eaters (Troll) 0 0 4 5 9
Black Frost Shard 1 1 2 5 9
Greylord Ternion -1 1 3 5 8
Man-O-War Demolition Corps 1 0 7 0 8
Reductors 0 -1 3 6 8
The Devil Dogs 0 -2 3 7 8
& Co. 0 -2 5 5 8
Trollkin Sluggers -1 -1 4 6 8
Blighted Ogrun Warmongers 1 0 7 0 8
Trencher Commandos 1 -1 2 5 7
Visgoth 2 0 5 0 7
Doom Reavers 1 0 6 0 7
Great Bears of Gallowswood 2 0 5 0 7
Greylords Outriders -1 0 3 5 7
House Shyeel Battle Mages 0 0 4 3 7
Croes Cutthoats Leader 1 0 3 3 7
Cylena Raefyll 1 1 2 3 7
Master Holt -1 2 1 5 7
Steelhead Heavy Cavalry -1 -1 4 5 7
Trollkin Scouts 0 -1 4 4 7
Northkin Fire Eaters (Pyg) 0 0 2 5 7
Tharn Ravagers 1 0 6 0 7
The Death Wolves (Skoll) 1 0 6 0 7
Blighted Nyss Raptors 0 1 3 3 7
Farrow Brigands 0 -1 3 5 7
Gatorman Posse 1 0 6 0 7
Precursor Knights 1 0 5 0 6
Silver Line Stormguard 1 0 5 0 6
Tempest Blazers -1 1 3 3 6
Exemplar Bastions 1 0 5 0 6
Exemplar Cinterators 1 0 5 0 6
Exemplar Errants 1 0 2 3 6
Exemplar Vengers 1 -2 7 0 6
Idiran Skirmishers 0 -1 3 4 6
And Honor Guard 2 0 4 0 6
Iron Fang Pikemen 0 0 6 0 6
Bane Riders 0 0 6 0 6
Soulhunters 0 0 6 0 6
Dawnguard Sentinels 1 0 5 0 6
Eradicators 1 0 5 0 6
Reciprocators 1 0 5 0 6
Cephalyx Mind Bender 0 0 1 5 6
Long Riders 1 0 5 0 6
Druid of Orboros -1 1 3 3 6
Warpborn Skinwalkers 0 0 6 0 6
Immortals 0 0 6 0 6
Nihilators 1 0 5 0 6
Black 13th Gun Mage Strike Team 0 2 0 3 5
Stormguard 1 -1 5 0 5
Knights Exemplar 1 0 4 0 5
Mage Hunter Strike Force 0 0 2 3 5
Clockwork Angels 0 -1 3 3 5
Nyss Hunters 0 0 2 3 5
Herne 0 0 2 3 5
Horgenhold Forge Guard 1 0 4 0 5
Drudges -1 0 6 0 5
ScatterGunners -1 -1 2 5 5
Trollkin Champions 1 0 4 0 5
Trollkin Fennblades 0 0 5 0 5
Woldstalkers 0 0 0 5 5
The Death Wolves (Tala) 1 0 4 0 5
Blighted Nyss Swordsmen 1 0 4 0 5
Cataphract Centrati 1 0 4 0 5
Praetorian Ferox 0 0 5 0 5
Farrow Bone Grinders -1 0 2 4 5
Gatorman Bokor 0 0 5 0 5
Rangers 0 0 0 4 4
Trencher Infantry 0 -1 2 3 4
Flameguard Cleansers -1 -1 1 5 4
Assault Kommandos 0 -1 2 3 4
Kayazy Assassins 1 0 3 0 4
Winter guard Infantry -1 -1 1 5 4
Bane Knights 0 0 4 0 4
Bane Thralls 0 0 4 0 4
Blackbane's Ghost Raiders (Blackbane) 1 0 3 0 4
Bloodgorgers 0 0 4 0 4
Obstructors 0 0 4 0 4
Perforators 1 -1 5 -1 4
Dannon Blythe 0 0 1 3 4
Steelhead Riflemen -1 -1 2 4 4
Cephalyx Mind Slaver 0 0 4 0 4
Drudges -1 0 5 0 4
Cephalyx Dominator 0 0 4 0 4
Pyg Burrowers -2 -2 1 7 4
Trollkin Warders 1 0 3 0 4
Thran Bloodtrackers 0 0 2 2 4
Tharn Wolf Riders 0 0 2 2 4
Strider Rangers -1 0 2 3 4
Bog Trog Ambushers 0 0 4 0 4
Farrow Slaughterhousers 0 0 4 0 4
Arcane Tempest Gun Mage Pistoleers -1 1 0 3 3
Temple Flameguard 0 0 3 0 3
Kayazy Eliminators 1 0 2 0 3
Widowmakers -2 1 1 3 3
Blackbane's Ghost Raiders (Grunt) 0 0 3 0 3
Mechanithralls -1 0 4 0 3
Necrosurgeon & Stitch thralls (Necro) -1 0 4 0 3
Satyxis Blood Witches 0 0 3 0 3
Houseguard Halberdiers 0 0 3 0 3
Stormfall Archers -1 -1 0 5 3
Thrall 0 0 3 0 3
Croes Cutthoats Grunts 0 -1 1 3 3
Hammerfall High Shield Gun Corps -1 -1 2 3 3
Krielstone Bearer & Stone Scribes -1 0 4 0 3
Druid Stoneward 0 0 3 0 3
The Death Wolves (Caleb) 1 0 2 0 3
Blighted Nyss Legionnaires 0 0 3 0 3
Daughters of the flame 0 0 2 0 2
Deliverers -2 -1 0 5 2
Winter guard Rifle Corps -1 -1 1 3 2
Bile Thralls 0 -3 0 5 2
Revenant crew of the Atramentous -1 -2 2 3 2
Mage Hunter Infiltrators 0 0 2 0 2
Kriel Warriors -1 0 3 0 2
Trollkin Highwaymen 0 -1 0 3 2
Reeves of Orboros -1 -1 1 3 2
Tharn Bloodweavers 0 0 2 0 2
Wolves of Orboros 0 0 2 0 2
Blighted Nyss Grotesques -1 0 3 0 2
Strider Blightblades 0 0 2 0 2
Paingiver Bloodrunners 1 0 1 0 2
Praetorian Swordsmen 0 0 2 0 2
Venator Reivers -1 -1 1 3 2
Venator Slingers -1 -1 1 3 2
Sword Knights 0 -2 3 0 1
Flame Bringers 0 -2 3 0 1
Holy Zealots -2 -2 0 5 1
Kossite Woodsmen -1 -2 1 3 1
Satyxis Raiders 0 0 1 0 1
Houseguard Riflemen -1 -1 0 3 1
Press Gangers -1 0 2 0 1
Sea Dog Boarding Crew -1 -2 1 3 1
Steelhead Halberdiers -1 -2 4 0 1
Mannikin Grunt -1 -2 4 0 1
Blighted Nyss Archers -1 -1 0 3 1
Long Gunner Infantry -2 -1 0 3 0
Battle Mechanics -1 0 1 0 0
Necrosurgeon & Stitch thralls (Thralls) 0 0 0 0 0
Optifex Directive -1 0 1 0 0
Lady Aiyana 0 0 0 0 0
Pyg Bushwhackers -2 -2 1 3 0
Sentry Stone
0 0 0 0 0
Shifting Stones 0 0 0 0 0
Paingiver Beast Handlers -1 0 1 0 0
Swamp Shamblers -1 0 1 0 0
The Risen -2 0 0 0 -2
Field Mechaniks Crew Chief -3 -2 -1 3 -3
Choir of Menoth -2 0 -1 0 -3
Field Mechaniks Gobber Grunts -4 0 -1 0 -5

ADO ☺

Thursday, 16 October 2014

The Statistics - Infantry

Infantry Stats Results Stats for 171 entries of Infantry (Does not include attachments) – for the purpose of this spreadsheet units with different stats such as Gattorman Bokar and Swamp Shamblers have 2 entries per unit.

The Statistics

Average stat for infantry in the game is:
SPD STR MAT RAT DEF ARM CMD Cost Per
Model
Wounds Per
Model
6 6 6 4 13 14 8 1 3
Notes: As with the casters no unit has the exact same stats, Privateers and Fennblades are very close.

Again a more precise breakdown is
SPD STR MAT RAT DEF ARM CMD Cost Per
Model
Wounds Per
Model
Warmachine 5.88 5.88 5.86 4.59 12.78 13.56 8.16 1.11 2.72
Hordes 5.64 6.13 5.69 4.31 12.54 13.92 7.97 1.13 3.39
Total 5.8 5.97 5.8 4.59 12.78 13.56 8.16 1.12 2.96
It’s really close comparing casters from the two systems, Warmachine has the edge. Hordes on avarage does have more wounds and higher armour which I found interesting.
So again if I set the Average stat line as a base line and give all infantry a +1 for every point over is base line and a -1 for every point under.

The best Infantry on raw stats are:
Dawnguard Destors:       +9 points
Blighted Nyss Raptors:   + 9 points

Non Cavalry units
Black Ogrun Boarding Party:   + 6 (Very cool)
The Withershadow Combine:   + 6   (Bloody Cryx)

And lowest on the scale is:
Shifting Stones:     – 30   (That’s it guys, proof their not worth taking :0) – also Circle is the worst faction - LOL
Sentry Stone:       – 28

It’s not great to be a rock in a game of warmachine, Non rock low stats are:
Field Mechaniks Gobber Grunts:   – 16
The Risen:           – 15

Hmm.. Cavalry seem to do really well in the statistics game but not so well on the table top, which goes to prove the value of raw stats, as always more information is needed.
Special Rules   (Rules on the back of the card or the front for example immunity’s, pathfinder and so on)
Most special rules for infantry units are:
Clockwork Angels have 7 rules
Silver Line Stormguard have 7 rules
As do Trollkin Scouts with 7 rules
Are they good rules? No idea – need to ask someone who plays them a lot to find out.

Least special rules:
Venator Slingers
Lady Aiyana (Yes really!)
Stormfall Archers
Greylord Ternion
Holy Zealots
Archane Tempest Gun Mage Pistoleers

All have 0 but in many of the above cases this changes when you look at the weapons they carry or UA!
For the record there are 117 unique rules for all the units in the game (This does not include Weapon attachment or Unit attachments)
40 Units have Pathfinder, 41 units are fearless (Take that Cryx!), 24 units are Tough.

Weapons ;
Highest P&S melee weapon is “Blasting Lance”  ;Iron Fang Uhlans P&S 16! Mini Lola’s? ;

Special mentions are:
Long Riders “Mount” Pow 14   ☺
Blessed Lance - Exemplar Vengers
Ice Maul - Man-O-War Demolition Corps
Annihlator Blade - Man-O-War Shocktroopers
War Cleaver - Blighted Ogrun Warmongers  

All the above are P&S 14 (Khador rocks!)

Most powerful guns carried by infantry are:
Slug Guns (Pow 14) carried by The Devil Dogs, Pyg Burrowers
Grenade Cannon - Man-O-War Bombardiers  (Pow 14)
Shield Cannon - Man-O-War Shocktroopers  (Pow 14)
Barrage Arquebuss – Jonne  (Pow 14)

Special mention for
Rock Hammer - Trollkin Runeshapers  (Pow 14) magic attacks.

So based on the Stat, just to prove a point or the lack of one.
Arcane Tempest Gun Mages – Stat Score (-1), Pow of guns 10, P&S of melee 7, 0 special rules
Man-O-War Shocktroopers - Stat Score (+5), Pow of gun 14, P&S of Melee 14, 3 special rules
This is why we see nothing but Man-O-Wars on the table and never see Gun Mages?

ADO ☺