Friday, May 20, 2016

Game Day 5-14-16

Good morning folks and welcome to a bat-rep of Infinity!  Well at least as much as I can remember and as best as I can remember.  It's been awhile since I've been able to get a game in so I was pretty pleased to have been able to come out and play.  I consider this my first "real" game of Infinity in that it was with someone who knew what they were doing and it wasn't just two people sharing a rulebook trying to figure out which way the gun points.  Anyways let's get started!
The board setup was pretty awesome
So I got to play against Scott, who is a great patient guy to play with btw (thanks Scott!), and to help me get more acquainted with ITS and how Infinity plays for the objective we settled on the HVT mission and 300 points.  Scott brought his Tohaa and I went ahead and took vanilla Nomads.  Not really knowing the diversity of objectives my specialists were specialized and I ended up with 2 F.O.'s, a doctor, and a hacker, with no engineer.  So yeah first lesson learned: take more specialists in both frequency and types.

My right side setup
Here is my list (honestly I could not tell you Scott's even though he told me):
  • x2 Alguacils - Forward Observer, Combi-Rifles
  • Reverend Custodier - Lieutenant, Hacking Device +
  • Intruder - MULTI Sniper Rifle, X-Visor
  • Reverend Healer - Combi-Rifle
  • x2 Gecko TAGS - x1 Dual Combi-Rifles, x1 MK12
  • Mobile Brigada - Boarding Shotgun
  • Lunokhod Sputnik - Heavy Shotgun, Crazy Koalas, Arkylat-Kanone
How my right side was holding up turn 1.5-2


Scott ended up deploying first and I in my error had him go first so I could react.  For some reason I thought reacting would be a better start than acting.  So after deployment I realized that I had some errors made already, mostly that Scott's HVT was off on the other side of the board from the majority of my specialists. Scott's triads of aliens weird thingies did a fantastic job of moving up and dropping v-smoke down so I had little opportunity to react.  On my turn my left side was able to move up just fine with little difficulty but my right side had problems for sure.  The Geckos did a great job of absorbing fire, but being hit with K1 rounds made short work of any armor I had.  Thankfully they have 3 STR each so they continued to be a strong presence for a good part of the game.  Going back to my left side I think it was on my turn but my Lunokhod Sputnik with the Arkylat Kanone managed to get a shot off against one of Scott's models peeking out from the corner.  I had a moment of "yolo" and fired at this model with my glue cannon.  A lucky roll later and turns out I had immobilized his Lieutenant for the rest of the game.  Sweet deal!
Lunokhod keeping the left side dangerous with those koalas
Going back to my left side I was able to move my Lieutenant, the Reverend Custodier, up to a position where I could make a dash for his HVT around the building's corner.  My right side was doing its best to hold back Scott's weird alien thingies but it was a slow battle of attrition that I was not winning.  Eventually he was able to take out some key models helping the line hold and was able to move up and start getting a couple objectives in.  Back to my left side I took out whatever it was that was in camo, scanned it for an objective and went over to his HVT and was able to hack it for another.  The game ended up being a draw overall, which I was more than happy to take.
How I felt throughout the game
What a game!  I feel like I've learned quite a lot from playing against Scott.  Number 1 is making sure your lists are appropriate for the scenario.  Honestly I think it was by luck I was able to secure 2 objectives more than anything as my planning was not the best.  I've also learned the importance of making sure you have a nice range of specialists as well, since you never know what the scenario will dictate.  In general I think I've also learned quite a bit about the flow of Infinity in general as well as the uses of different weapons.  Boarding shotguns aren't too bad if you get a hit off with models behind to get blasted as well.

Shout out to Scott for being a patient teacher and a good sport to play against, it was a great game and I look forward to more in the future with the rest of the Infinity crew in the area!  Well that's all for today, tune in next time for whatever I ramble on about.  Until then happy gaming!


Saturday, May 7, 2016

Let's talk Guild Ball

Hey there wargame fans to another beautiful day (maybe, depends on where you live) and another article to muse over for a few minutes.  Today I wanted to go over a game that's been tickling my fancy and seems to be catching the eye of many internet wargaming sites/personalities.  That game is Guild Ball (main page right here) and it seems to be growing in popularity.  Nowhere near the big name games right now but it's still one that has raised an eyebrow or two.  So let's chat!

So what is Guild Ball?

A pretty good question if you ask me.  Here's how I grasp it: Rugby written with Warmachine rules.  I don't see it as being a Blood Bowl American football style clone, but a different game altogether.  It is a miniature sport game set in a low-fantasy world where different guilds have their teams who play this rugby-esque game for money, fame, babes/studs, power, etc.  It's a game created by a company called Steamforged Games ltd and it seems pretty solid overall from my perusal.
Alchemist players favor AoE effects and board control
The different guilds have variety in playstyle and aesthetics so that most gamers can find common ground with a team.  The main site does a great job of giving you an idea of how each team plays and gives you a slideshow to look at each model.  Now the team sizes are not very big so if you're expecting like a 15 man team then think again.  I believe the model range for each guild is about 9 models at this point and they are all unique so you don't need copies.  The models are made of white metal and are scaled at 30mm from what I can tell but some models will be larger/smaller.
The entire current range of the 9 Union guild members
Rule-wise is where I get the Warmachine part from.  The rules appear pretty solid with only some minor confusion being how you determine damage in attacks (which is probably just me being confused) but otherwise is written concisely and pretty clear.  The flow of the game seems to be solid and I can't really see any major issues cropping up during play. 
The goal of the game is simple, get to a score of 12 (lower point values for smaller games).  You can do that by scoring goals, 2 points, knocking out enemy players, 2 points/knockout, or combine them together.  Some guilds focus on doing one or the other, some focus on battlefield control, AoE's, some with traps, and other styles.  Games at their full size last about 90-120 minutes on average (per their rulebook) and each team has only 6 models on the field.  When you select your team you pick a Captain, Mascot, and 4 other team members.  I suspect as more models become available per guild you will see a wider range of team combinations and tactics, for now the variety is somewhat limited but still not like MERCS.  

Pros and Cons

So here is how I see Guild Ball in a 'Pros and Cons' kind of way: it seems to be a pretty solid game with good mechanics and easy to learn rules.  There is enough variety in the guild choices to be interesting and to make sure that most play styles have a home (sorry no horde style).  The company seems dedicated to making sure that players interested in trying it out don't have to go too out of their way to try the game (I mean they provide paper cutouts for models and the rules for free on their site).  They also seem dedicated to growing the game beyond the initial set of models and keeping the flow of the meta going.  Price-wise it doesn't seem like it's a bad trade-off considering you don't have to buy several models (I think an average was like 15-20USD/model) so getting an entire set of a team currently might run you about 120USE currently.  Not too shabby if you ask me.  Rules and mechanics are pretty easy to grasp and experienced Warmahordes players will find the transition even easier.  I am also a fan of the mechanic where you never truly lose your team members in the game, they just get easier to beat up again and again and again.  It helps prevent that "well I might as well give up SINCE EVERYONE IS DEAD BASICALLY" mentality commonly found in other games.
Meanwhile the Butcher's favor straight forward tactics of brutality
Now for the cons.  I had a conversation with one of my dear friends and fellow wargamers, Rollo, about Guild Ball and he said it as thus (paraphrased as close to quote): "When I think of war games, that's what I want.  I want war, battles, fighting, and Guild Ball is well a sport and I don't really want to play a sport for my miniature game."  I think that might be the biggest con for many is that it's not a game about war, it's a game about a sport.  Sure it's low-fantasy and has a lot of wargaming elements to still be a bloody sport but in the end it's a sport game.  Another con is that despite it gaining some traction on the internet it still remains to be seen (at least from what I can tell) just how popular it will become.  This equates to being able to get games in easily which also can heavily influence just how attractive the game can be.  Compared with giants like 40k, X-Wing, Warmahordes, and Infinity I think Guild Ball will have to keep up the work to make sure it has a place in gamer's hearts.

Overall Impression

Guild Ball has that appeal for me because of the quirkiness about it.  As I might have made it known earlier I do not find Blood Bowl interesting, and in general given my preference of games I like war/military, but Guild Ball somehow tickled a heartstring.  I appreciate the game designers not having wild or exotic team members (like undead, or fey, etc) and keeping the low-fantasy theme in model design.  The cost and ease of gameplay appeal to me and I think the company's dedication to bringing new team members in their seasons also helps broaden the tactical opportunities presented for each guild.  I also do enjoy the model's aesthetics and when it comes down to painting I think I can take my time since at most I will be painting 9 figures.

Of course if you're not into the sports aspect of the game or want something more than low-fantasy then this game might not be for you.  If you are intrigued then of course head on over to Steamforged games here, get some paper models (or sub if you've got models already) and try it out.  I for one will probably grab a couple guilds for me and the wife (looking at Alchemists, Mortician's, then whatever she likes) and have it around in case I run into someone interested playing or is already a fan.  I hope you've enjoyed my thoughts on the matter and I hope you have some good die rolls out there.  Until then happy gaming friends!  

Monday, May 2, 2016

Game day and an end of an era

Good morning fellow gamers and welcome to a long awaited post.  It certainly has been awhile but truth be told I've not done anything worthy of posting.  I've taken a small hiatus from painting, I've had no games, and I've not assembled any models.  I don't think I've even really read up on any news related to gaming.  Suffice to say I've recently had some gaming done, last Saturday in fact, as part of the end of our Journeyman league.

I ended up playing 3 games, only one of which I was able to get some pics with my phone (it was being used as the deathclock for the first 2).  So I'll be brief with the 3 game synopses.

First game was against Josh and his Circle army, we played the Outflank scenario and I went with pDenny and he with pKromac.  My list focused on having a lot of bodies on the field with the ability to spawn more models (mechanithrall/necrosurgeon + bane thralls/BL Tartarus).  Josh was anticipating more of a jack challenge and so brought some heavier beasts with him and not so much in the way of infantry.  Suffice to say pDenny's debuffing easily took care of his Gnarlhorn and Warpwolf Stalker, eliminated his Trackers, and had him concede the game.  At one point his Stalker had a -6 to his ARM (Dark Shroud + Crippling Grasp + Feat lel) and the look on his face?  Priceless.
Mike vs Josh next to my game
Second game was against Sam and his Trollbloods.  This time I went with Scaverous versus pMadrak as Sam was still learning the game overall and I figured I'd like to try Scaverous with a full army and without the Ripjaws and Leviathan.  Sam had positioned Madrak up front without a wall to block incoming spells or shots.  So all in all it was a quick game with Scaverous hitting him with a Feast of Worms followed with Telekinesis to allow Erebus loaded with focus to charge in for the win.
My setup for the last game
My last game was against Courtney and her Retribution.  She decided to try a different warcaster and went with Garryth while I went ahead and took pAsphyxious.  Suffice to say her list was not prepared for a scenario and so she had some difficulty holding the objectives.  We ended up playing Incursion as she was not used to scenarios and we felt that it was a good "starter."  I do have to give her Mage Hunters some credit, they did not die out as quickly as I had hoped.  I have to give my mechanithralls credit, three of them took out her parasited Phoenix in one charge move (much to her annoyance).  Eventually Courtney took a gamble to charge Gaspy and secure a win, and honestly she would have if she were not an inch short.  Subsequently with a fully loaded pGaspy (who still had his feat up btw) he was able to stab Garryth to death and secure the win.
Mid-way through the game
So with that the Journeyman League ended but also my last game of Mk II with it as well.  Since Mk III is around the corner I have resigned my current Warmahordes gaming, as many have done as well in the community.  What a wild ride it has been.

I started getting into Warmahordes a little bit after Mk II came out.  Mike and I both viewed the game with hesitancy as we weren't too keen on steampunk.  With some disillusionment from GW, the availability of the starter rules from PP, and the relatively cheaper buy-in price we started proxying some models from 40k and tried out this game.  It was a blast!  I still remember Terminators being my warjacks and a space marine captain as my warcaster.  Mike dabbled in Circle before coming to terms with his Legion heritage and I was drawn by the Protectorate's deliverers (ironic since they aren't that great of a unit in Mk II).  Since then we invested heavily both in money, time, and heart.  There's something to be said about a game like Warmahordes that inspires an entire community to come together as it has, and it's one I am proud to be a part of.
When you find that game that just treats you right
So with the coming of Mk III I've got to say I've been very pleased with how Mk II has been for me.  While not perfect there were many a good game had because of the clearly written rules.  I've met plenty of great people, had a lot of good conversations, and great memories with this game.  Hell even my wife started playing (which says a lot if you know her).  So I bid a fond farewell to Mk II (kind of brings a tear to my heart) and I look forward to Mk III.  It might be a crazy ride in the future as well but I am sure it'll be a good one.
How it feels to say goodbye to a cherished edition
How about you all out there, how do you feel about your career in Mk II and the upcoming Mk III?  Let me know what you think and I bid you happy gaming and great die rolls.  Cheers!

Thursday, April 21, 2016

So what's been going on?

Hello wargamer family and good morning/evening to you!  It's me again with another set of ramblings for you to hopefully enjoy!  I certainly hope that things are going well with you all and you've been able to get some games in or do some painting of some sort.

It's been awhile since my last post primarily for 2 reasons.  A) it's been pretty busy with recovering from the crash and I've been running around trying to get a new car situation going on.  B) as a result I've not done a whole lot with the hobby.  My painting has slouched a little and it's been awhile since I've had a game in with anyone.  So what I have been doing is keeping up with the news and new releases/upcoming stuff.

Aside from PP big news on the upcoming Mark 3 I have been keeping my eye out on a couple other things as well.  For one I've been eyeing up the new Infinity's Human Sphere N3 book due to release in the near future.  I for one am excited about the new book and hope it clarifies some of the more interesting special rules and equipment pieces (such as those holo-fields).  One thing that recently was teased by Corvus Belli is the new Maghariba Guard model.  Ooooooooooo my that is a sexy TAG.  I don't imagine myself as a Haqqislam player but I might have to get the model just for painting pleasure.

Looking over to the 40k realm of things there has been talk and recent postings about Renegade Imperial Knights which all I can say is "it's about damn time."  I suppose with the prolific presentation of Chaos Titans it just seemed odd to me that their tinier brethren would have non-traitor forms.  Now Gee Dubs has corrected this and we have confirmation about some traitor Knights.  I can't say I have laid eyes on any rules but let me tell you if there are any Plague Knight options you can be sure I will get a trio of them and convert them up real gud.

Speaking of 40k sometimes I will get into these moods and start tossing out ideas such as picking back up with my Eldar and getting some models for it, or working on some conversion bits for Chaos.  Currently those thoughts are Eldar centric and I'm not sure if GW realized it but they had a couple bundles with some...*gasp*...savings?!  Granted it's not like a huge percent but shaving off 5 bucks for 3 War Walkers is not something GW is known to do.  So it might not be a bad idea, maybe, we'll see.

I'm sure there are plenty of recent teasers, releases, news bits, and etc that have caught your eye.  These are just a few of the ones I've been paying attention to more over the past week but I'd love to hear from you what you've been keeping an eye on.  Until next time gamers have a good one!

Friday, April 15, 2016

In today's gaming news...

Good morning fellow wargamers and welcome to another set of Ramblings.  Here today I wanted to put in my 2 cents about one of the more recent news events that has been released in wargaming: the announcement of Mk III for Warmahordes by Privateer Press!  Ooooooooooooooooh snaps!  It also is getting released in June...of this year! Say whaaaaaaat?  Craziness I know, so let's talk about it!

The soon-to-be-previous edition of Warmachine was originally released early in 2010 and since then the game has grown quite large.  Since then each year has brought out a new book furthering the story, releasing new models, and adding new unit types to the game.  Since 2010 we now have Battle Engines, Colossals, Gargantuans, a new faction, a relatively poorly reviewed video game (sorry PP :( ), new warnoun types like a warnoun unit, and continued support from Privateer Press. 

Ah yes Warmahordes!

As a game it has evolved over time to being considered by many to be a solid choice to get into and has been growing in many different avenues.  From the hyper-competitive tournament scene to the local slow-grow metas, Warmahordes has filled out that spot in many player's hearts for a game that was just clear on the rules, quick, fun, and brutal.  As a veteran player of wargames my personal interest started as Gee Dubs made it clear that they did not care about the hobby but the profits.  While I do understand that these guys need to make money to keep going and ultimately they are all businesses, I at least want to have the illusion that the company is interested in keeping the hobby alive and well.  That and Gee Dubs kicked their prices to the point where I would need to sell an organ to start an army these days.

So now here we are at the cusp of Mk III.  Already PP has released some information about changes we can expect as far as rules go in a recent podcast of theirs as well as from the forum.  Point costs are being changed to help reflect accurate point values for smaller models, the focus is coming back to the Jacks/Beasts, pre-measuring, and more!  With that in mind here are my top three wishes for Mk III:
Re-vamping the Warnouns
Pug3 on Cavalry option
I agree with PP on their site that the Warnouns serve as a central part of your army and whichever one you choose is going to reflect a different play-style/personality/etc.  The thing that bugs me is that despite best efforts there has been a power creep in the Warnouns to where some are just not really viable choices for use.  There's something to be said if you brought the Testament of Menoth versus Butcher3.  Could you win hypothetically?  Sure.  Will you have a good probability of winning?  Probably not.  Ignoring the effect of matchups I think ultimately what I want is having a relatively equal playing field for all of the faction's Warnouns so that I don't feel like I have screwed myself over by taking someone versus the obviously viable choice.  I think every faction has the community choice of who is the worst and who is the best and honestly I'd like to see more diversity from a re-vamp.
 
Keep the options open

One appeal many players have for this game is the steam-powered robots or giant monsters that smash everything around them.  While I appreciate PP doing what they need to in order to bring the focus back on the battlegroup I also hope that they do not try to pigeonhole or punish players who might want to try running small battlegroups.  Currently some casters are considered the "infantry" specialists and I would like that to remain if possible.  It's too early to tell if they are going to make infantry/units so costly that you can only take 1-2 but I would like it to remain around 3-4 personally.  I think it's what makes this game great is that the different casters bring their own playstyle and I just hope that the ones who love their troops more than the jacks/beasts don't lose out during the effort to bring back the jack. 
 
Don't let older units "die out"
Dinopugs are still viable solos
 
The best way I can explain what I mean by this is my anecdotal example.  The unit that got me into Warmachine and my first faction of choice were the humble Deliverers of the PoM.  I got excited about the idea that these civilians used rockets to rain death down in the name of their god.  If I remember right it was the first infantry unit I purchased also.  Then I found out through time, gaming, and research that they were just...meh at best.  I heard the phrase "yeah you can take that but X or Y does it better so why take A?"  I've heard, read, and even said that phrase about more than the PoM's units, and I'm sure that mains of other factions have their own story like this.  I'm not saying every "old unit" is useless (have you seen the Exemplar Errants lol?) but I guess what I'd like to see in Mk III is that every unit has a chance of belonging somewhere in their faction lists.  PP made the unit for a reason, I'd like that reason to stand the test of time.
 
I'm sure I can come up with other wishes and hopes but with it being so close to release time in June I'm just excited.  My friend Josh had found some info that they knew about this edition for 3 years! Well with that length of time studying, tweaking, twerking, making dank memes, and doing their best I think this will be a fine change.  Still there's always the chance that things get dicked up, so here's hoping PP that the new edition is solid like we all hope for and here's to more years of not being THAT guy in terms of companies!
 
Cheers.




Thursday, April 7, 2016

I think I'm addicted...

To miniature gaming! Haaaaaa...haa...hmph.  Good morning fellow war-gamers it's too early in the morning for me and I hope you all have a cup of coffee as well. It's been a bit since the last post and since then it's been hectic (was in a car accident with a totaled car but at least I'm here!) so let's get started.
This is also true, but games as well!
As you all might now I have invested into several different games from prior posts.  I'm sure we all have at some point been like this.  A warhammer army here...a warmachine force there...oh look Infinity...etc.  I think for some of us it's a continual cycle of interest, investment, and commitment.  That's not to say we lost complete interest in the games before, heavens no!  I'll still throw down a game of 40k if asked even though it's not the game I am most into right now as an example.

So where does this lead us today folks?  Well I wanted to talk a bit about some games that I've been wanting to get into but haven't reached the investment part yet.  Right now we are still in the interest phase of things and these are games I do not have forces/models for.  So let's have it, in order of current addiction!

Dark Age
An example of some of the updated models
Ah yes Dark Age, the post-apocalyptic grimdark skirmish game from Cool Mini or Not (CMoN) or at least they own the rights.  I'm not sure what the story is from what someone was once telling me about it, but either way they have the game now.  Takes place on a planet that was otherwise forgotten about by the bulk of civilization and subsequently technology and life have suffered from it.  Currently there are about 6 main factions with some have multiple subfactions that have certain model choice/playstyles.  I actually have made an attempt to get into this game once before a couple of years ago.  The model quality back then was very lacking in terms of being easy to assemble and so out of frustration I gave up, as well as my group.  Flash forward a couple years and I'm looking back into it, albeit with more caution than I did before.  I've been assured that the quality has improved and I can tell that there have been some updates model-wise.  Rule wise it's easy to get into and the core rules are not too complicated, CMoN seems to put the depth of the game with the model special rules than core game mechanics. 
 
Wrath of Kings
I believe this represents some of the 5 factions
Another CMoN, I've heard a lot of good things about this game and its growing popularity.  I'm also sure CMoN's game philosophy is to make the rules easy to pick up but the complexity is placed with the models.  Currently the gameplay is quick, easy, and brutal.  Game sizes are (from my understanding) open ended to be as large or as small as you'd like.  The game aesthetics are varied and with the current 5 factions it is likely that there is a force that someone would be drawn to.  I don't want to say it's your typical fantasy game because I don't feel like it is.  The factions have some uniqueness to them that I am having a hard time placing their influence from (I'm sure it's out there) but nevertheless is refreshing.
Malifaux
I love the models I have to say
 
I like Malifaux.  It's not something I've easily come to grips since the first time someone explained the game to me.  "It's a skirmish game...with caaaaards!"  Well I was not impressed.  After a few demo games I have to say the car mechanic has grown on me.  The models have also gone through an improvement and now that the rules are in their second edition Malifaux has been growing as a game.  The models look great unless you are not into the whole Victorian-era gothic stuff but they are well done and from my understanding have generally migrated to plastic making assembly and conversion work easy-peasy.  I also love the way you setup a game.  You start off by generating your scenario and scheme, reveal your faction of choice, and then come up with your list.  It encourages building a list for what you need to accomplish while trying to guess what the other player will be bringing, and that is a good thing I would say.  The only thing keeping me from getting into this game has been the uncertainty that the local scene is active enough to warrant it.  Maybe I'll figure that out in the future.
 
Firestorm Planetfall/Armada
Firestorm Planetfall Directorate I believe?
 
I've included both games as my last potential addiction because I think they both serve to curb that itch of large scale combat in small scale minis.  Spartan Games did a pretty decent job of picking up where Games Workshop left when they dropped Battlefleet Gothic and Epic 40k from their focus (I've heard of their impending return though) but I believe that the major issue with these two has been their lack of impetus in the North American scene.  Don't get me wrong I am sure there are many out there who play but here in my local area it's almost unheard of.  Still I love the idea of commanding a fleet of vessels and firing broadsides into the enemy ships.  Simultaneously I love the idea of commanding squadrons of vehicles and infantry blocks to secure objectives on a planet.  From my novice observations it appears that Planetfall has the stronger sense of diversity in terms of faction playstyles, but as a novice I could be wrong in that presumption.  Still I admire Spartan Games for their efforts and would be interested in seeing how they progress in the future with these IPs.
 
So that about covers my current level of interest in other games.  As you all know I am fully invested in some other games with the community being active to varying degrees.  I am sure that in the near future I will be getting into Dark Age and Wrath of Kings since there is a meta in the area.  As for Malifaux and Firestorm well until I feel like I can get some games in occasionally they will continue to sit at the interest phase.  What about you all, what games are you interested in and where do you feel like they are at?  Until then have a safe one gamers and happy gaming!


Wednesday, March 30, 2016

Time Management

Hello friends, family, fellow war-gamers, and welcome to another musing day at Wargamer Ramblings.  I've had some time over this past weekend to consider things about the hobby and I wanted to share my thoughts with you.

It's about Time Management.


Gone are my days when I could spend hours upon hours doing hobby related things.  With marriage and my current employment I don't have as much perceived free time to do what I used to do.  Of course I can't (and won't) give up the hobby as it is too important for me.  Yet if I don't do something related to it, I get antsy/depressed/angry.  It's my source of stress relief.  Cathartic in a way if you will.  These days I get a bit annoyed if I can't do my daily painting, and that happens sometimes.

How I feel most new dads react on a daily basis
So what's a man to do?  Well like many before me and many after me you just have to find the time if you want to keep engaged in the hobby.  Now I'm not saying that you need to dedicate hours and hours because let's be real, that isn't going to happen.  Sure you might find a weekend day where you don't have anything planned, your wife doesn't want to do anything, and you've got that time then yeah you can take advantage of it.  Day to day though life just gets in the way and you've got to find the time whenever you can.

I've seen many people sell off models, "quit the game," or other similar things because the demands of life temporarily get too intense.  Makes sense, I've seen a lot of new dads do this.  New kid, lots of change, huge responsibilities, and that must mean you have to sell that Ork/Space Marine/Khador/etc army.  I disagree.  One selling point for most of this hobby is that our models generally, with some exceptions, will last a long time.  It's an investment really, spend X amount here and you will likely be able to play in Y years with the same models.  Ultimately the stress of life makes it seem like you have no time and cannot do the hobby at all, but that doesn't mean it won't change and you will have that "time back."
The face of a man who sold his army only to find out he now has more time to play

That's what I'm discovering for myself.  Sure I might not be able to paint for 6-8 hours/day like I used to as a single bloke.  What I do now is paint for the 1-2 hours I can before the wife comes home and dinner is ready.  Do I get whole 10+ man units done in 3 days time?  Nope.  What I do have is some release from the pressures of my job and reality while making some kind of progress in the hobby, which is better than no progress at all.  Also as a side note I think it has made my painting skills improve as I am taking more time than I would before.

I am getting all mah skills improved, aww yeah
I think it's just the worse for a fellow wargamer to feel as though they can't do the thing they love anymore because of time, and it's worse when they rid themselves of all the work they've done assembling/converting/painting/etc only for time to pass and within a year they are accustomed to whatever it was and miss the void they have created.  I want to encourage you reader if you are in that boat to hang on, maybe assemble one model if that's all you can, do a layer of paint, whatever it is, but hold on to the thing you love!  Time marches on and eventually you will find yourself in a new situation, with more time maybe to do more of what you love.  Even if all you can do is paint a layer of iron on one model while rocking a newborn to sleep, eventually you can do two layers/models.

You'll get more time, in time, so it's all good
I hope that encourages you out there fellow war-gamer if you are stressed out about time and life, and all you want to do is hobby stuff.  Get creative, dedicate that time, and you'll come to appreciate it.  I know I have.  Have a good one everyone.