Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Sunday, July 26, 2015

Initiation Trials - Stage 1

Finally got to play some non-BB games with CoC. Thanks to Dr.D.D and Gospod Jaksic for exposing me to more Legion & Cryx - exactly what I need in life #refuelingthehatetank

As any veteran player knows, being a noob in Warmachine is borderline hazing as you get metaphorically dumped on, crushed, punched, beaten, dessicated and humiliated (usually by some very friendly and forgiving opponents) in your first few games.

I can say that after not playing any WM at all for many months, playing a game with arguably the most complicated and rigid faction in the game made me feel like a massive noob again. Small amounts of alcohol and mild sleep deprivation probably didn't help things either.

But I learned a lot. Here is a summary of things I learned for your present entertainment and my future shame:
  • Magnetic Hold RNG:8 makes the ADO essential. It's a great spell but you gotta get it out there, and doing so is basically the only thing Syntherion will do that turn so you don't want to leave him exposed.
  • CoC is really slow off the mark, which hurts in scenario play. This is why you play Axis tier!
  • Induction makes everything super efficient (Corrolary basically runs any number of jacks by himself, giving out up to 4 focus a turn which in turn multiplies itself), but also order of activations make PoM look easy.
  • If you float above the ground, you usually have pathfinder. Funny that.
  • Convergence have no reach warjacks (except Inverter and Axiom). You don't really think about this too much when looking at the faction, but it's a real kick in the balls on the table.
    I am a strong supporter of adding 1" melee range to large and huge bases, and having reach be only 1" for small-based models. That single change would have a huge impact on the jack vs infantry inefficiencies #mk3
  • Repair is a surprisingly good ability when paired with Syntherion's Field Marshall and when tacked on as an ability to models you usually take for other stuff (Galvanizers, Optifex Directive). It almost feels like playing Hordes - almost.
  • Pro-tip with the Modulator: Target larger bases behind what you actually want to kill. Wish I had thought of that....
  • Hot Shot Ciphers can do a surprisingly amount of work with 2x 4" AoEs.

I would write battle reports but they wouldn't be entertaining in the least (basically get rushed jammed out of scenario by worthless infantry I can't kill, and fail potential assassination runs by misevaluating resources/activation order).

All 3 games were 25pts (which hurt my brain enough) with the same list:

Syntherion - The Great Machine
Tiers: 4
Forge Master Syntherion (*6pts)
* Corollary (3pts)
* Galvanizer (0pts)
* Galvanizer (3pts)
* Cipher (9pts)
* Modulator (6pts)
* Monitor (8pts)
Optifex Directive (Leader and 2 Grunts) (2pts)

I think the list is neat but the Modulator isn't great at low points levels since the number of infantry is much lower, and he isn't that good at taking clumps.

If I were to make changes, I would probably change the list up for:

Faction: Syntherion - The Great Machine
Tiers: 4
Forge Master Syntherion (*6pts)
* Corollary (3pts)
* Galvanizer (0pts)
* Mitigator (4pts)
* Mitigator (4pts)
* Assimilator (8pts)
* Cipher (9pts)
Optifex Directive (Leader and 2 Grunts) (2pts)
Algorithmic Dispersion Optifex (1pts)

The ADO is vital for Magnetic Hold, the Assimilator provides good AoE damage and still some anti-stealth capability, and the Mitigators help in controlling other heavies or taking out infantry. You lose a little bit of heavy hitting power, but should still be more than enough to handle a "normal" sized battlegroup thanks to Synergy.
Alternatively you can trade the Mitigators for an Inverter or Monitor depending on the meta of your journeyman league, or one Mitigator for a Diffuser and play a point down (probably worth it) :)


#overuseofhashtags







Monday, May 11, 2015

Reboot... Initiated

First post on this new blog. Just wanted to say hi and lay down some guidelines (pretend this is a sweet rap and I am not a pasty white guy).

This blog is likely to be very similar in structure and feel to my other Warmahordes blog, Rot 'n' Roll. Namely, it will primarily be about my opinions, thoughts and experiences painting, playing, theorymachining and simply enjoying CoC in all its phallic glory.

Some things you can probably expect to read here in the forthcoming months:
  • Tactica articles for models (written in my inimitable style, after I actually get to play them)
  • Rage posts
  • Pictures of stuff I've painted
  • Limited BatReps as a method for demonstrating certain finer points or anchoring a rage post
  • Theorymachine
  • Really bad CoC jokes (possibly mixed with dad jokes for a ruthless, brainmelting combo)
  • More rage posts

Why I chose CoC

Recently my wife gave birth to twins, which essentially means that the next few months of my free time are 99% taken up with looking after them. After that, probably only about 85% for a few years. Long story short I currently have decent amounts of free-but-not-really-free-time at random hours of the day (2-7am is currently really popular) which are wonderfully filled by easy-to-drop activities like painting, modelling, playing guitar (unplugged, like a peasant), reading, watching TV and listening to podcasts. Basically anything that keeps me awake + aware and I can stop doing within 5 seconds to deal with spontaneous crying fits or vomit.

To help keep myself (partially) sane, I decided to start another army since Gators get very few releases. This army is the Convergence of Cyriss. But why CoC?

 1. Games Design

I've wanted to play a Warmachine faction since dropping Khador many years back. There was always one problem though - the focus mechanic is simply boring compared to fury (1).  It isn't dynamic at all and jacks are an inefficient use of resources in most factions.
There are two exceptions to this observation: PoM and CoC. PoM gets around jack focus inefficiency by spending army points on awesome support pieces to make the jacks significantly better (ie. Choir/Vassals) and produce more effective focus (ie. Reclaimers). CoC gets around this by modifying focus allocation and use via Induction (and the Corollary), which not only makes it efficient (over 100% more efficient) but makes it interesting! CoC is basically a huge piece of Hordes penetrating into Warmachine's dried-up womb.

Secondly, I believe that on average, competitive Hordes lists are more balanced than Warmachine lists, with again the aforementioned two factions. CoC allows you to play a decent number of warjacks with any caster without huge loss, thanks to Induction, the Corollary, and the Field Marshall bonuses. You have some casters that run more optimally when spamming infantry (Axis tier), and casters that really prefer having heaps of jacks (Syntherion) but overall the balance is far better than Cryx, Khador, Cygnar, Ret or Mercs.

Third, not being able to take Mercs is awesome. Primarily because you don't have to buy any! It greatly reduces your model pool and greatly improves your design space within that faction. All the OP Merc solos have been making Cygnar and Khador significantly less interesting for while a while, at least in my eyes. Plus I hate them. This is where CoC starts to edge out PoM in my book (2).

Fourth, CoC is currently free from the games design plague that is Tough. As far as I can see, there is ZERO tough in the faction. Instead, PP has used revolutionary concepts like 'repair', 'ARM buffs' and 'revive' in order to make things more survivable and grindy. F*ck Tough.  

Finally, CoC always wins ADR. With such a small pool of casters, who are all viable and competitive (to different degrees, but they are all above the mark), you can't lose. I've yet to play ADR and probably won't for another season, but the idea of it warms my heart.

Basically, what I am getting at is that CoC is the best designed faction in the game at the moment by a significant margin. It is probably where Gators would be if a) they weren't mercenary and b) they weren't lumped in with Pigs. This isn't really surprising, considering CoC were designed 100% with Mk2 in mind and were DC's brain child.

Looking down the steep hill at CoCs.

2. Aesthetics

I didn't like the models a lot at first (primarily because the Bbox molds are kinda crappy flashspams and I had bad experiences with the early PP plastics) but I think the TEP turned me around with its sweet hard plastic shaft. The jacks look pretty cool when fully-painted up and the heavy infantry is legit (I really like medium infantry, which is part of the reason I like Gators).

Another thing I like about the models is that they are representative of the faction's aesthetics and philosophy - modular, synergistic and potentially complicated as hell.

When the Convergence was announced, I didn't think too much of the fluff I had read. Which isn't saying much, since I stopped really enjoying WM fluff after the Kromac fluff drama and the general lack of permanent death in a war-torn environment. However during my sizable stay in hospital earlier this year, I managed to read through the entire CoC book on my phone (yes, this is as time consuming as it sounds) and I surprisingly really liked the Lucant origin story and the Cyrissian aesthetics and philosophy. The sweet irony of a religious order of physical scientists worshipping a science deity was also pretty cool.

This die is thorougly CoC-ed.

3. Practical Reasons

This is perhaps where I do most of my decision making. I have to like painting the models and playing the faction for sure, but practicality is where CoC distinguish themselves from competitors in my mind.

First, they mostly have plastic models. This is good because plastic is light, and pretty chip proof. Just varnish your models and throw them in a box, and you're good to go. Sweet. Also painting plastic feels very different to painting metal in my experience. Since Minions are almost 100% metal (resin battle engines aside), this is a good change for me. Also magnetizing jack kits is awesome (it saves money). I generally dislike painting plastic models, but I managed to solve this problem by buying some really good primer spray and choosing a color scheme and paint style that require only one uniform black undercoat.

Second, CoC is not a main faction and it was made quite clear by PP that they wouldn't get regular releases. Then PP releases AT LEAST 2 things for them next book (caster + 2nd Colossal). So basically as many releases as Gators. Sweet. 4 Warmahordes releases per year is cool for me and easy to keep up with, after the large initial time + money investment. And if CoC gets nothing, then it's not like there were any expectations in place. It's like you get all the benefits of being a real faction, without any of the downsides. And unlike Gators, it is actually a real faction.

Third, I can make penis jokes.

Fourth, I was looking at buying into Pigs as an alternate thing to do at 3am, but figured playing a real faction would be a better use of my resources, since Pigs are still craptacular and give me seizures just reading their stat cards. Thus I conclude that Pigs are much more valuable to me as a running joke than a Steamroller option I never chose to drop.


So there you have it - prepare for a really slow excretion of terrible reading material and increasingly horrible jokes.

A glorious CoC in its majestic state of dominance.




(1) Khador had Butcher2 who sort of makes up for it, but playing only one caster for over a year grinds you down eventually.
(2) PoM was actually my first 'serious' army. I was initially playing Cygnar for my first 10 games or so, but after getting a huge nerd boner over eKreoss' art in Apotheosis, I bought into PoM pretty hard and played that for about 2 years. I sucked at it, primarily because I liked to take jacks in Mk1 and their casters are boring in Mk2 (by design).