Showing posts with label Hunters. Show all posts
Showing posts with label Hunters. Show all posts

Thursday, June 7, 2018

Memorial Day Weekend Batreps - part 2


Good tidings fellow wargamers and welcome to part 2 of the Memorial Day batreps!  I hope you all have been doing well and your hobby experiences have been solid and fruitful!  We’re continuing from our previous post and moving forward with the other 2 reports.  Just as before we’re looking at a table-top game and a board game as we ended up getting in 2 more games before Wells had to leave.  For this, we are going to look at our game with Guild Ball and we tried out Aristeia for the first time as well.  Let’s hop right on in!

Starting with Guild Ball, Wells wanted to try something a little different.  Typically he has been playing with his Fisherman’s Guild but having little success, which he and I have talked about the possibility that there might be a dissonance between his playstyle and the Fish’s.  This time he brought down his S2 Hunter’s Guild group while I decided to also experiment with a different guild and went with a blend of models from the Brewer’s Guild.  I’ve had the guild for a while now but this would be the first time I’ve played them so suffice to say I had a limited idea of what I was doing.  
Here are our lineups:

Hunters
  • ·         Theron
  • ·         Fahad
  • ·         Egret
  • ·         Zarola
  • ·         Hearne
  • ·         Jaecar

Brewers
  • ·         Esters
  • ·         Quaff
  • ·         Pint Pot
  • ·         Spigot (V)
  • ·         Stave
  • ·         Stoker


Wells won the roll off and was the receiving team, I chose to have Spigot go for the kick and off we started!  First turn had some action going on in the form of trading ranged attacks.  Wells had Theron and Egret pop off a couple of shots including a Flurry from Egret, tossing 2 DMG and Poison all over, while I had Esters subsequently clear off the conditions with her Heroic Play and tossing out some Blasted Earth AoE’s.  Little did I know until turn 3ish that most of the Hunters ignore rough terrain anyways so all it was effective for was the 2 DMG.  Pint Pot and Spigot went up the right side with Stave and Stoke going to the left.  Stave’s primary role this game was tossing out the Lob Barrel to hopefully get enemies into better charging positions.  Wells had an early charge with Zarola and Fahad, as he tossed Midnight Offering on Fahad who then charged Spigot for free totaling a nice 16” move this turn, ouch!

Next turn I had Spigot, Pint Pot, Quaff, and Esters buff each other up and took out Fahad for an over-committed series of actions, while Wells had Egret continue her trend of tossing out Flurry to my grouped up brawlers.  Esters managed to toss out a Fire Blast, catching a few of the Hunters on fire, which I then attempted to move them into better positioning with Stave’s Explosive Brew (i.e. Lob Barrel with the heroic play for 2 DMG), but failing to move the people I needed.  I wanted to try and get Stoker into the fight and take advantage of his Burning Passion character trait, but I had Zarola and Hearne as potential charge targets.  Wells had Zarola pick up the ball earlier and so I wanted to get the ball from her but without 2” reach and her Unpredictable Movement I settled on charging into Hearne as a Human Ball of Fire.  All this effort and I barely touched Hearne, so it was a moot effort on my part. 

So next turn I won the initiative and I had Stave go first so that I could Lob Barrel right in the middle of the Hunter pack, with the hopes of knocking Zarola down to scatter the ball.  A successful barrel later and Zarola lost grip of the ball, which I subsequently picked up and through a series of maneuvers I was able to give the ball to Spigot.  Wells attempted to slow down Spigot by hitting him with a Snare condition via Jaecar’s pit trap, but with him having the ball and Ester singing a sweet song of “hurry your ass up Speed” I had a solid 10” Jog, with a healthy 8” kick.  Combined together and I had that goal threat easily and ended up scoring a goal! Ayyyyyyyy!  In this turn, Wells managed to knock out Quaff and in a revenge for scoring the goal Spigot went down as well, with the score now 5 to 3. 

Not to be outdone by the Hunters, I ended up taking out Theron and Egret in the following turn with a combination of Pint Pot’s “drunken 6-pack gone anger” and Stave knocking people down left and right.  Only needing 1 hit to knock someone down is pretty strong if you ask me, especially when you need that extra -1 to their DEF.  Before his fall though Wells had Theron toss up a forest behind my lines, which he subsequently activated Hearne and through Zarola’s Midnight Offering he grabbed the ball from the return kick, teleported into a forest, and then moved within Tap-In range of the goal post for a goal to be made for the Hunter! Goooooooaaaaaaaaal!  Now the score was a close 9 to 7 favoring the Brewers, but I didn’t have many players at decent health and so it was looking rather precarious for me.  I had the return kick favor my left side as I planned on bringing Spigot into the side the next turn.

The best way I could describe the last 2 turns was good-natured frustration at Wells blocking all of my plans.  Theron countered Spigot by moving into the forest and Pinned him, preventing him from being able to pick up the ball.  Stoker was too far out to go snag the ball and run it to the goal in the same turn, so he just held on and ran as close as possible.  Stave was busy fighting Fahad but was able to get a Lob Barrel off pushing Egret closer to Pint Pot and Esters, who was working on getting in better position for a hearty scrap.  Wells tried to get some damage out and knockout potential players but the dice were not with him this time around and so nothing lasting happened.  On the last turn I won initiative, a critical moment in my opinion, and I activated Esters who sang her song of “Oi let’s hit them hard lads Strength” song, and loaded with Influence she went to both knocked down Egret and Jaecar.  With a wicked gleam in her eye, she flat out stomped on Egret and then walked over to Jaecar and slapped him out of the field, scoring me the last 4 points I needed and closing the game out 13 to 7.  Victory to the Brewers!

So I originally thought of Aristeia as a small skirmish style wargame but in truth, it’s probably best described as a tactical board game.  Regardless we decided to give this game a try since neither of us had played before and it promised to be relatively quick.  The game came with a “Learn to Play” booklet and a Rules Reference (i.e. the full rule description) and after reading through briefly we went with the guided tour of the first turn.  Normally I would have scoffed at such things being a veteran gamer, “foolish game!  I do not need your guidance, I am a Gaming King!”  However, given the format and layout of these rules, it seemed prudent at best to go ahead and just do the tutorial first turn.  In truth, I don’t think I can really give a play by play of this game per se so let me just give a batrep from the stance of “hey this is how this game rolls, here’s an example of how that worked.”

So the premise of the game is that in the Infinity universe there is this “sport” called Aristeia where these combatants compete and fight in an arena, where the fear of permanent death/injury is not there due to the wonders of medical technology.  The goal is that these combatants fight each other to control changing points in the arena, dominating each zone to score points over 5 rounds.  First to 8 points wins, failing that whoever is in the lead at the end of 5 rounds wins, and should there be a tie then whoever killed the most wins.  Combatants are never permanently removed from the game, instead of coming back to the arena the next round but with fewer action points than usual and they can arrive in any of the 6 areas on the board except for the current scoring zone.  The game uses a series of colored dice and specific icons to determine the results of whatever action you’re trying to do.  Sort of like FFG’s Star Wars game system, except it’s all d6 format.  Once you get the hang of the symbols and flow of the game it’s not a hard game to get into, but the tutorial round definitely helps.

So pre-game you not only select your team of 4 combatants but you then build a tactics deck out of the generic cards first and then adding 2 of 4 cards that belong to your specific combatants.  The tactics deck is used to add certain effects in the game such as extra dice before an attack or gain some kind of bonus/effect, and each card will state when it can be used.   After deployment, you determine the initiative order of how you will activate your characters, with each character having an initiative stat to determine who goes first.  In case of a tie the Underdog, Aristeia’s way of breaking ties it seems, gets to choose who goes first.  When Maximus and 8-Ball went at the same time, both of them having an Initiative stat of 4 meant that whoever has Underdog gets to decide who went first.  There’s a bit of pre-planning here but also you can get the drop on someone if your person is faster than the other team’s personnel.  When you activate you get 5 actions points, which seems the standard but maybe, later on, there might be someone with less/more, which you use to do all of the various actions.  However, if you’re knocked out then you start off with a -2 AP token, so when Gata came back on the field after getting shot at by Major Lunah (Haqqislam sniper extraordinaire) she came back with only 3 points.  When you move you get a pool of movement points that you can spend throughout the action, so you can move > attack > whatever > move again as long as you have points left.  While everyone seemed to get the same number of action points, not everyone got the same number of movement points.  For example, Maximus on Wells’ team had only 3 movement points per use of the Move action, whereas Gata on my team had a solid 5 every time she moved.

There are 2 types of actions: face to face and standard.  Face to face (F2F) is a term used similarly in Infinity, both players roll their respective dice pool and apply the results together.  Often this means negating hits with blocks, as unmitigated hits result in equal amounts of damage and should damage reach your health stat you’re off the board.  Most attacks are F2F rolls, so your player can take damage in return if their dice results are unlucky.  For example, when Wells had Pavarti try to gun down Wild Bill, I ended up dealing 6 damage to her 1 damage to him which resulted in Pavarti being removed from the field.  Standard rolls only require a single hit to go off.  There’s a concept in this game called ‘Switches’ which are like triggered effects from when you roll dice.  Essentially you use certain icon combinations (which cannot be used for other results) to trigger an effect, whatever it may be, and during F2F roll both players can activate their respective switches.  Switches are not once-per-action exclusive and you can activate multiple switches if you have enough icons.  For example, when 8-Ball attacked Maximus I ended up using 2 of my switches to displace (read: move 1 hex) not only Maximus but 8-Ball as well for better positioning.   Taking an opponent out of the match doesn’t grant you any victory points but it gives you a “frag” token which is used to help break ties at the end game, and you can draw a card from your tactics deck.  Holding an objective zone gives you points depending on the scenario rules, so in the introduction scenario you gained the most points for completely dominating the zone, some if you had more people than the other player, and the least for an equal number of combatants.

The game ended up being called a draw due to some player error in the die being used and an agreement of a draw, but I can tell you this game is pretty quick once you start getting the hang of things.  The flow of the game is aggressive and fast as you don’t have many turns to fulfill the objective but also the zone changing all the time made it fluid and adaptable.  I would keep a couple people near the middle as I had to anticipate where the zone would go, but at the same time play to get to the zone in that turn.  Major Lunah on Wells’ team was nasty to combat as she had the range and damage to take out people easily.  Her big counter was Gata, who while she had no attacks herself was fast enough and had a Line of Sight debuff to put on her, but I couldn’t get to her until the last round due to being taken out all the time.  Initiative order mattered as Wells had Pavarti’s activation go last, which could have countered the debuff (she’s like a medic-robot yo) but alas Lunah had to go first and fumble around into the zone.  Wild Bill was taken out the turn before so I had him go last to try and snipe Pavarti off of the zone which would have ended in a point draw, but I would have had more frag tokens and thus take the game.  Meanwhile most of the 5 rounds Maximus and 8-Ball fumbled around in the middle wrestling until the last round where Maximus tried to stop Miyamoto from being a samurai death-dealer and 8-Ball moved up to try and displace people off of the last scoring zone.  It was a bloody, fast, and fun game and I’m looking forward to getting more players for the roster in the future!

So that settles it for this weekend of gaming!  All of them were great games and I really encourage you all to consider not only the wargames but the board games as well.  The Guild Ball match went a lot better for Wells than historically with his Fish, so I think he’ll be using the Hunters more often here on out.  Aristeia was a lot of fun and though the rulebook had some translation issues imo it was overall an easy game to pick up once you got the rules down and it did deliver on a quick experience.  I think our game took…45-60 minutes after the tutorial round?  Right now there are 12 potential players for the game, 8 from the core and 4 from the latest expansion, so I think from a roster perspective there will be options.  If you're feeling competitive I believe I saw on their main site (right here) that they're doing some tournaments somewhere?  You'll have to look into that yourself if you're interested.    I still wouldn’t think of it as a wargame but a really good tactical board game with a low enough price-point to where it should be worthy of consideration.  I think I saw a copy going for like 45 bucks on Google somewhere, so it's not too bad if you ask me. 

Anyways I hope you all have been enjoying the posts and I hope that you have been doing well with your hobbying, however, and whatever it may be!  Tune in next time for whatever may come this way, whether it’s a batrep, a paint job, or something else!  Until then happy gaming folks!



Thursday, September 22, 2016

First we set the trap and then we wait...for the Hunter's Guild.

Good time of the day for you fellow wargamers and welcome to another set of ramblings here at Wargamer Ramblings!  We are continuing the Guild Ball series with the next to last team to be examined and that is the Hunter’s Guild.  They are comparatively a smaller guild than the previous ones but that does not mean they lack in options.  As per usual their stat-cards can be found right HERE.

The Hunter’s Guild is a season 2 team so they were not out in the original release and therefore they do not have as many models as the other Guilds right now.  Lore-wise the Guild has been ever-present doing its own thing out in the wilderness but lately they’ve decided to come out to the pitch and start being represented in Guild Ball.  Gameplay wise this team has a lot of movement and ranged tricks up their sleeve but are not slouches in close ranges either.  The team has a lot of potential to manipulate the field, much like a hunter setting a trap for their prey, making it challenging to get around them without some kind of penalty/annoyance.  In addition they can generate a lot of MP easily.  So let’s begin.
The Guild Crest
The team captain for the Hunters is Theron and starting off his stat-line is pretty nice.  His MOV is solid and he has a nice TAC with average DEF and ARM.  His character plays are something to be considered though.  He can use ‘Pinned’ for 2 DMG and makes the model hit unable to advance unless it is directly towards Theron.  ‘Arrow to the Knee’ causes a debuff of -2/-2 to Kick and 2 DMG, and ‘Sun Strike’ grants a friendly model a buff to generate a point of MP per character play targeting an enemy model.  If Theron damages a model they are given the snared condition (-1 DEF and -2/-2MOV), he can create a 3” forest, and can draw LOS through forests.  His heroic play allows another friendly to use a character play with 3 or less cost for free. 
Unlike other Guilds the Hunter's started has a full team: Jaecar, Egret, Theron, (top) Hearne, (bottom) Zarola, and Fahad.
Looking at the team we have Zarola a winger with a pretty mobile stat-line since her MOV is pretty high.  Her character play help with mobility where she can grant a jog to another model or give an enemy 2 DMG and the snared condition.  She can move through rough terrain freely, once per turn if engaged she can make a 2” dodge, and when she activates she can have the team mascot activate right after her!  The mascot Fahad can grant someone a +1 DEF with its character play, has a decent stat-line/playbook, and if it activates then Zarola can activate after her!  Fahad can charge without spending influence and if the target is snared then it deals +1 DMG on playbook results.  Egret is a striker with a good stat-line to represent that.  Solid MOV, good kick, and good playbook options keep her mobile on the field.  Her character plays are where it is at though and for 1 INF she can shoot someone for 1 DMG and she can launch a flurry of arrows dealing 2 DMG and all other models in the 2” pulse from that target take 2 DMG also.  Now Egret has some neat things about her mobility.  Each time she damages a models not only does she give them the poisoned condition but she can make a 1” dodge also.  In addition she gets to make a 4” dodge at the end of her activation if she damages someone.  So potentially Egret with a move can 16” of movement while dealing out damage and poison.  That’s some hard potential there!
The aforementioned box but painted up!
Hearne is a center back fellow with a solid stat-line that befits someone who is going to react and sort of plug in the gap of your game plan.  His playbook makes it easy to launch his character play ‘Singled Out’ since he only needs 1 result to use, but in doing so also grants friendlies +2 TAC to that model.  His other character play deals 3DMG and the snared condition, thus further entrapping the enemy and their movements.  Once per turn Hearne can teleport into a forest within 4”, can move through rough terrain, and as a heroic play can pretend he’s Theron and do the same thing.  Jaecar is a mobile brute for the hunters and I imagine him going in for the kill to a snared target.  His stats are primed for fast aggression and his playbook results have a lot of momentous plays and repositions.  His character plays require GB results and he can grant the bleed condition or ‘Gut & String’ for -4/-4 MOV and -1 DEF.  He ignored 1 ARM when attacking, moves through rough ground easily, and gets to make a 4” dodge if he damages someone.  Also he can drop down a 40mm ‘Pitfall’ marker, which he’s only allowed 1 on the field, within 2” of himself and should an enemy model get within 1” of said marker they get the snared and bleeding conditions and the marker is removed.  Board control much?
The full team painted up by Jolly Roger Studio (great place!)

Chaska is the team’s defensive midfielder and he’s got a good stat-line to go with it with his decent sprint being able to move to counter any potential threats.  His playbook has a lot of momentous pushes allowing him to push people away from the backlines.  His character plays can grant a slight ARM buff but also he can cause an enemy model to be pushed 4” back AND take 4DMG!  Ouch.  Like Jaecar he can drop traps but he can have 3 of them and they are 30mm.  Unlike Jaecar’s they only grant snared, but still that is nice.  While in rough ground he gains +1 ARM and he can move through rough ground freely.  Finally we have Seenah the bear, not a metaphorical name but literally a bear.  Seenah’s stats are meant for the offensive and she is easy to hit but has enough health to soak it up.  Her playbook is extensive with the potential to do a lot of damage, pushes, and in some cases her character play ‘Bear Hug’ which doles out 4 DMG and bleed.  She can charge for free, reduces damage by 1, if targeting a snared model she deals more damage, and finally if she grants the takeout condition on someone your gain an additional VP.  She is definitely the bear you want if you are going for a takeout team as that additional VP will make it so that you only need 4 take-outs instead of 6.
Steamforge forum user syndrom painted this one up
So the Hunter’s Guild has a lot of internal synergy inside and has some strong board control with a lot of ranged potential.  Their mobility is strong on some models as is their ability to reposition enemy models.  They are a newer team so while they don’t have the luxury of having captain options or anything like that they make up for it in having a lot of inherent traits and abilities.  Well that’s it for this time around, stay tuned for the last article in the series where we look at the largest team right now, the Union.  Take care fellow GB players.