Wednesday, November 21, 2012

Hello, Friends

Well, I still have nothing to say about Mordheim, however, I realized that I still have lots to say about Gaming and Life in general. So Cobblestone Chaos is going to go into general 'game' blog. Or perhaps table top games, or something along those lines.

To be honest, Mordheim will always be an important game to me, but I have a ton of trouble with GW's business practices nowadays. Mordheim kept me going for a bit longer after I basically gave up on GW. So kudos to that.

However, I have been playing a decent amount of D&D, which you've been seeing rage comics and session updates for. I've been rather lackasdasical about those. I hope to improve that, going forward. Especially since I am turning this blog into a more general direction. If you drop me, I completely understand, after all it ain't what you signed up for in the first place. So no offense taken if you bail.

However, my D&D campaign is very different from most of the others that I've run. The campaign is actually the 6th I've run in the same homebrew setting, some of which failed, but I've gotten people from all across my experiences of RPGs.

Doug; Doug was my first PC, ever. And my first DM. We kinda learned a lot about role-playing together. About one quarter of the important stuff in my campaign setting is actually due to his direct influence.
Po: Holy fuck, Po. He's a beast. He tends to play Monks (which annoys the piss outta me, but whatcha going to do?). He's one of the biggest min/maxers I've ever met, and that's saying something. His participating in a campaign makes it deadilier. He tends to be more RP mechanical in nature rather then strict just fluff.
Consadine: As he's known in internet circles, is rather newish to me in the terms of role-playing. However, I've known him for a number of years from the astro GW forum we were both part of. He likes playing more interesting characters.
Daniel: Daniel (not Dan) is actually Consadine's main DM IRL, but he brought him along for poops and laughs. I'm still learning his play style, but he's often the first to come up with innovative solutions for problems that are presented to the group- which is something that I love.
Eldest Child: My oldest son (all of 13) is playing in this group. They say if you want to have a player who plays the way you like to DM, you have to teach them yourself. That is very true. Even better to breed 'em.

The group started off fairly standard, go to ruined city and plunder. However, they've gotten the bright idea to unite the disparate groups in the city, and rebuild. It is proving...difficult.

However, what they tend to forget is that I like plot armor. A lot. None of them have yet to give me a reason to give them plot armor, but I'm waiting for ideas from them. That's the way things go. I have wheels that could potentially go, if they survive long enough. As of right now, its a good thing they all have back up characters and we've even created a splinter group for them to play when we get tired of the main group. However, I think that the Splinter Group is about to get a TPK this week, so we'll see. Until next time!


Monday, October 22, 2012

Monday Night Mordheim: Crap...

Hello, and welcome back to Monday Night Mordheim. This week, I'm going to tell the truth, the whole truth, and nothing but the truth.

I think that after over a year of weekly (or nearly weekly) posts, I can't think of a thing that I have not previously talked about. I got half way through a post about how to build mercenary warbands, and I realized that everything that I wrote was already things that I had already documented in the past. So right now, I'm not sure what I'm going to do. I really don't want to end this, as everything else Mordheim keeps ending, but with a game that is dead, you really can cover everything. So for right now, I'm going to take a bit of a break, recollect my thoughts and come back next week.

Monday, October 15, 2012

Monday Night Mordheim; Numbers Games

Welcome back to Monday Night Mordheim, the one and only outlet for my Mordheim thoughts. The thing is that I really don't get to think about Mordheim as much as I would really like. I would love to be able to do nothing but talk about Mordheim because I've been playing it. However, in reality, I do more thinking about it then I do playing it or even doing anything with it.

Conversely, I play a lot more other games then I talk about here. These games effect my thinking about Mordheim. The things that those games force me to think about are strange. For instance, I've been playing around with the Dungeons & Dragons Next playtest. Which is fun, and great. However, it is limiting. There's quite a bit missing that I'm used to having. I've been trying to monkey around with it to try to make a workable game, since it is missing the things that I want to have (such as levels higher then 5). So I've been doing quite a bit of strange maths to try to do that. Now, unlike Mordheim, the maths are archaic and not easy to crack, and if I wasn't completely sure that there was some sort of plan behind it, I would swear that some of it had been made up on the spot. With these strange geometries I've been working with, my mind falls back to the good old standby of Mordheim.

In Mordheim, the maths are simple, and easy to pick apart. However, what makes them so dastardly is that you can throw some philosophy behind them. The best example of this that I can think of is the whole 'well-equipped warband' vs. 'poorly equipped  but lots of members' theories. To be honest, I think this comes down to the type of warband that you are playing. Those with a small maximum warband members, should equip to the max, every thing to provide the best chance of survival. Those with high maximum amounts should just go for the pure numbers game. Some people argue this with me, and insist that pure numbers of warbands are the important thing. That is vaguely true. In early games, the one with the numbers will probably win. However, equipping the crap out of everyone but one guy to die to give you the option to take a rout is horribly beneficial in early games. If your only concern is winning the game that you are playing, then yes, take numbers. If you are trying for better long term survival, loosing the first few matches can be beneficial.

Hmm, it seems that I've talked about stuff I've talked about in the past, its funny how that happens some times. I'll really have to dig deeper for next week. Perhaps a warband work over...

Monday, October 8, 2012

Monday Night Mordheim; Friends, Enemies, and Acquaintances

Well, here it is time for another Monday Night Mordheim, and I bet that you guys are wondering how I am going to do another post about this grand old dame of a game, since I've covered just about anything and everything that can be talked about. So for awhile I'm going to spend some time on some of my favorite subjects, those that have little to do with Mordheim, but everything to do with the hobby of wargaming in general (I seriously detest when it is refered to as just 'The Hobby', it doesn't deserve the caps.).

The heart of the matter is that wargaming is not a hobby you can do alone, at its very heart it is a social game. There are few games as intentionally social as wargames. You can make an argument for role-playing games, sports, and maybe even board games. However, only sports has the really unique factor in common with war games. In both sports and wargames it is not only the norm, but expected to play people you don't know. Most RPG groups are fairly insular (not forbidding, but it takes a while before a new person gets invited to a group), and board games are played almost exclusively by families or very close friends (even that guy who flips the board when loosing at Risk).

Wargames are social, you need an opponent, and it is expected for you to play someone that you are not familiar with. Playing with friends is great, and playing with a stranger is better. Now Mordheim is not the game that you would turn to for a one off battle. The rules support campaign play much more then single battles. However, starting a campaign is a good way to connect with people. There are lots of people who play Mordheim, and even quite a few who don't but could be easily swayed.

That's what I like. You take an Acquaintance, and you turn them into an Enemy, and then inexplicably they become a Friend.

Monday, October 1, 2012

Monday Night Mordheim: Allies, Partnerships, Betrayal, and Tactics

Hello, and welcome back to Monday Night Mordheim, your semi-regular dosage of all things Mordheim. While I realize that I'm talking about Mordheim, there's quite a few things in 40K right now that apply as well. Which makes it difficult, since I've basically given up on GW's big box games as far too expensive to be worth the effort. So I'm probably getting some hits here from people clicking thinking I'm giving some nice crunchy advise for the 6th Edition 40K allies, but too bad. I haven't even read the rules yet. Maybe around January I'll have enough cash for it.

So in the meantime, you and I will just have to content ourselves with talking about allies as it applies to Mordheim, which is the real reason most of you are here anyway. That and the occasional rant about something I don't like in the game industry (which for right now is doing everything in a manner inconsistent to how I would do things, but that's neither here nor there). Last week I talked a bit about the Chaos on the Streets matches in Mordheim. I really love these matches, they're great for ending a round of a league, or even wrapping up a league. They bring a bunch of people together in a single game, and it plays out with allies and betrayals, and everything in between.

So I thought I'd take some time and do a bit of tactica on the different types of  Chaos on the Streets matchs. So here's a numbered list! (WOOT!)

1. Treasure Hunt, Street Brawl, The Pool, and Ambush!- these are the most basic of all the Chaos on the Streets scenarios. They are basically multiplayer versions of the standard scenarios. I really think that they were included in the list to work as training wheels to get everyone used to the rule changes before getting into the more involved scenarios.
2. The Lost Prince- This is one of my favorite scenarios, even though I've rarely ever had a chance to play it. The key to this scenario is speed and toughness. You need both. Speed to get to the Prince first, and toughness to hold him. The key to winning this scenario is to team up with someone who can give you what you lack, and then reinforce them. People who are good at ranged combat should pair up with someone fast, then defend the dude who gets to the Lost Prince first from your mutual opponents. Speed people should pair up with tough people to soak up damage. This is one of the scenarios where betrayal can lose everything.
3. The Wizard's Mansion- The obvious thing here is for everyone outside the mansion to gang up on the guy on the inside, but nothing could be further from the truth. Assuming you are one of the people on the outside, ally yourself with the person on the inside. The point is to agree for the wealth to be split, equally. You might get routed early, but those other people you take out increase the ability of the person on the inside to survive and thus grab the treasure. Now, if you just happen to be the last two standing, then you might want to consider stabbing the dude in the back, to try to take all the treasure for yourself. However, only do this if you are absolutely certain that you can win, because half the take is better then none of the take.
4. Monster Hunt- This is the only scenario where you practically never want to betray anyone. Being on the same side is very beneficial to everyone. Everyone sends in one bruiser, and nothing else. This is a calculated risk. By only sending one (or two depending) of your best fighters, you are putting the rest of your warband at less risk. This allows everyone to reap the benefits of defeating the monster, and everyone's leader gets the pip for winning the battle. Now since everyone is sending people against the monster, it decreases the chance that it will kill your character, and you still have a good chance of wounding it, and if you are lucky you might fell the killing blow.

Well, I've written for a bit, so I'm off for another fun filled week of technical support, scouts, and gaming. I'll see you next time.

Monday, September 24, 2012

Monday Night Mordheim: Co-Operation & Betrayal

Welcome back to Monday Night Mordheim.

One of my favorite things about Mordheim isn't even in the core book. Chaos on the Streets matches. You can find these rules in different places, I believe they are most notable in the 2002 Annual, which really was the last thing of importance to be added to the game.

Chaos in the Streets are big multiplayer games, and they work considerably better then most other game's multiplayer games. While it is added after the initial creation, it doesn't feel that way. The rules are very clear cut and handled in a way that makes sense. While seeming to be Byzantine in the beginning, after a bit of thought and a trial run or two, they become intuitive and natural. While that is well and good, the real strength of the Chaos in the Streets match is the interaction between players.

 The interaction is the key, alliances and betrayals. Everyone is in it for themselves first and foremost, but in the Chaos on the Streets matches, its all about making the best deal in the short term before slaughtering your foe. To be really successful in a Chaos on the Streets match, you have to co-operate. You have to join forces to accomplish anything worth while. If you try to stick it out on your own, others will gang up on you and gank you before you have a chance to do anything. Odd numbers in this type of match will make for some strange alliances, and it stays surprisingly even above 3 man matches. That being said, you have to get together with someone, at the very least to increase your survivability. Without some sort of co-operation, there are several different Chaos on the Streets matches that you can't win until extremely late in a campaign.

While Co-operation is important in the beginning of the match, the key thing to learn is when to turn on your allies. While it is technically possible to share a win with someone, it really isn't that much fun. The important thing is to know when you can turn the tables. It is a fine balancing act. You have to know when to strike. Too early and your former friend is too powerful, too late and they strike first. Striking that balance is a hard skill to learn, and even harder to master.

There's a few key things to keep in mind before you turn.
1. Is the alliance still beneficial to you? Is there some thing that you are getting that you wouldn't otherwise? This might be as simple as keeping your friends Rat Ogre occupied with other people, to them providing covering fire.
2. Will your soon to be former mate benefit more from turning on you in the next round? This is important. If they stand to gain quite a bit, you might want to turn on them before they get a chance to.
3. Is your business with the other players that you aren't allied with done? If the other others are still up and running, and still strongly allied, it might not be the best time to turncoat.
4. Will this piss the other guy off? Probably the stupidest and best reason to do it. Sometimes when you play a wargame, you get the chance to be a dick. Take advantage of it when it will be appreciated, not when it isn't.  You won't get many chances to be a total douche and your friends congratulate you for it.

Well, that's all I got for this week. Next week I think I'll talk about the different types of Chaos on the Streets and some of the additional tactics you can use with them. Unless I forget and write about something else entirely. Which is always possible.

Monday, September 17, 2012

Monday Night Mordheim: Extra Rules

Hello, and welcome back to Monday Night Mordheim. Things are turning over nicely around here, got the schedules all settled, and everything is going well with everything getting back in the groove. It's all about the planning. I get the stuff done. School is easy, its the other stuff that's hard.

See, that's the thing I like, the other stuff. Scouts, and that sort of thing. That's why one of my absolutly favorite things about Mordheim is the optional critical hit table. The thing is that a lot of people choose not to use it. There's two main reasons for that. The first is that it is optional, which means a lot of people skip over it. The second reason is that some people feel that some of the optional critical hit table is not as powerful as the regular one.

The thing is that the second group is right. I've always been in the mind that the optional critical hit table is what was really intended to be in the main game, not tacked on at the end. The main critical hit table is deadly. Overly so. Like 1st Edition D&D 'Tomb of Horrors' deadly. The main critical hit table has caused games to flip over on me on a number of times. Both for the better and for the worse.

On the other hand is the optional critical hit table. I personally find it much more useful. Like above, I have two reasons for it, (parity HAHA!). The first is the crunch is much less likely to crush you. The optional critical hit table is a bit more forgiving. I find this important since there are so few models in Mordheim, each one is as important as a rook or a bishop in chess. You can't afford things to get taken off the table from what basically equates to really good luck. While luck will always have a part to play in any game where the main mechanic is dice based, the main critical hit table really really over emphasizes it. Too many games have swung drasitically from one way to the other because of a couple of rolls on the critical hit tables. The other thing that I really like from the optional critical hit table is that the optional rules are more favorful. There's slight changes to the rules depending on the type of weapon that you are using. I especially like one of the spear rolls, where you skewer someone and can potentially drive them off a ledge or something. That's the kind of thing I want to see in a critical hit table, interesting things that don't necessarily change the whole game, but make the particular combat that they are happening in more memorable. Seriously, no one remembers doing extra wounds with no armor save and bonus to the damage result table. Everyone remembers when a goblin pushes some dude off a bridge down three stories.

That's the thing, Mordheim is a wargame, but it has an element of style harkening towards a more RPG center. I can go on about that for days, but I'm not going to. The thing is that Mordheim more then most wargames is a shared story experience. When you can, why would you choose boring mechanics that are potent over mechanics that make the play experience so much richer. If you've been playing, and you haven't been using the optional critical hit charts in the back of the book, stop right now. Go play a game with them, you'll find yourself immensely pleased. Especially if you use a variety of weapons when playing.

That's about all I got in the tank for tonight. I'll see you fools next week!