Start of month update.

As we start December I figured it is time for an update of my goings on and thoughts on some things.

Kill Team

My group of friends and I began drafting up our Kill Team campaign so we can get it started in a couple of weeks here. So far the factions we got are Adeptus Mechanicus, Adeptus Astartes (Space Wolves), Thousand Sons, Heretic Astartes (Night Lords) and Harlequins. So a mostly typical Imperium versus Chaos narrative by the looks of things, with a splash of clown troupe. Can’t say the direction the narrative will take is necessarily set in stone, but with two newer players I don’t foresee it being any too crazy. Those newer players will probably be more scared to set out on their own, and likely try to do alliances/teamwork where they can. We have highlighted that people can do this within the narrative as long as it makes sense, IE; no chaos and Imperium alliances. We isolated the kind of worlds that made sense, then did a vote out of those most ideal ones, and ended on a Forge World. I voted to do a Shrine World, but I am honestly more than happy with doing . The idea that was floating around is that it is an abandoned Forge World that has ancient knowledge and tech to offer the teams that have come to the world.

So the next thing, why Thousand Sons? Why not my favorite Deathguard? Well there are a couple answers to that question. For anyone who follows my posts have decently will see that I have quite a few options at my disposal for Kill Team, Blood Angels, Eldar, Dark Eldar, Grey Knights, Death Watch, Thousand Sons, Death Guard, and soon to be Genestealer Cults. Safe to say I have an issue, but point is I have a lot of choice. I really like the lore behind the Thousand Sons and I feel like playing Deathguard with a bunch of new players would be kind of mean. They are strong, hard to kill, have incredible weapon versatility, and their tactics are really good. I think the only option that would be less kind is the Deathwatch, Frag Cannon spam in particular. It would be an easy way to frustrate everyone at the table, especially when we have a couple people who aren’t as experienced. Besides the opportunity to do a narrative around Thousand Sons fighting Space Wolves is very intriguing to me. Now that is all I got for my thoughts on my Narrative Campaign that is in the works. Once there is more progress I will have more to talk about for sure.

Mechanicus and Inquisitor

I recently have finished Warhammer 40,000 Mechanicus and officially started playing Warhammer 40,000 Inquisitor: Martyr. I had planned write a small review about Mechanicus, but I am for now sticking with me saying that I did enjoy it and I would recommend it. Now about Inquisitor I originally decided to not get it on release as it sounded all over the place and not entirely worth the full price point. Though after some time, some patches, new content and the recent 25% off sale, I figured it was time to give it a shot. Now one thing I understood going into it is that it is at a slower pace when compared to other ARPGs like Diablo or Torchlight. I have played Diablo 2, Diablo 3, Torchlight, Torchlight 2, Path of Exile, Titan Quest, and now Inquisitor; so I have experience in the genre and understand that their faster pacing. I am okay with Inquisitor being slower and aiming to be more tactical than others of its genre. Just have to go into it with that understanding that it will be slower. I am having fun with it so far and will have something to write about that in the future.

That is all I had planned for this post, just some rambling about my Kill Team plans and my gaming endeavours. Will definitely have more to write about Mechanicus next weekend and get a proper review of it written up as I feel it definitely deserves that. Until next time everyone!

Happy Halloween! Have an update!

Happy Halloween! It has been a rather busy last half of October for me; I’ve had exams, papers due, had Soul Calibur 6 come out, and so it has been a little crazy for me. There are a good number of things to talk about now though, and I will work through some of those.

Soul Calibur 6

First I want to touch on Soul Calibur 6, and it has been fantastic so far, it reminds me much of the older games in the series. It is quite the departure from Soul Calibur 5 which sucked quite a bit in my opinion. They did that whole thing where they tried to replace most the characters you love with crappy younger replicas of them that make you wonder why bother replacing them at all? The sixth entry does not do that kind of thing and takes it back to its roots, which it does so amazingly. I wanted to say that I love this game and it is fantastic, I highly recommend it. I even broke down and bought a fancy edition which I haven’t done in a long time, I know I shouldn’t have but I did anyhow :/

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I do really like the talking steel book though…

Kill Team Commanders

I picked up the Commanders expansion to Kill Team and I like everything that is has to offer, especially since one can think of it as just an expansion to Kill Team. There are many who prefer the sanctity of keeping it just at the troop level and leaving the HQ/Elites at home, which I definitely understand. However, I do appreciate the narrative campaign opportunity to include some of these harder hitting models and do some cool stuff with them. The ones I am most excited to use are the Deathwatch Watch Master, Deathguard Plague Surgeon and the Dark Eldar Archon. Speaking of Deathwatch Watch Master that guy comes in at a whopping 125 points! That really makes taking a Primaris option actually attractive (and practical) despite my thoughts on having Primaris guys in any sort of command of veterans like the Deathwatch. Commanders comes stock with all new specialisms to give your Commanders, the Strategist and Strength ones making a return from Rogue Trader, with many of them being reminiscent of ones that the other troops can take. For example, the Melee specialism at base gives an extra attack to the model similar to the Combat specialism at a glance, but has different stratagems and better abilities the higher the level. Overall the types of commander specialists you can make are pretty cool and can probably fulfill whatever role you could think of.

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Definitely one of the cooler specialties.

On top of all the stats, specialisms, and stratagems, you have new missions in the book that sound pretty fun. This one Heroic Stand sounds like a lot of fun, and could be really awesome to play.

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The defending Commander is the only heroic one on their side.

Apart from Commanders I continued to fill my ranks of models and think I am done assembling various kinds of Kill Teams for now, save for maybe Necrons in the near future. Anyhow here have been my projects as of late:

 

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This guy is my converted Archon. Had a vision of an Archon who would serve in the Kabal, but is more militaristic liking to get into the thick of things. Lacks the cunning to make it as the Warlord, but is nonetheless quite the melee fighter.
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Finally got some Thousand Sons like I always wanted to, this is essentially all I would ever need for a Kill Team of theirs. Well maybe a Tzaangor or two as well…
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Finally converted a couple Storm Guardians for potential use in Kill Team, I got my hands on some really cheap Guardian bits and had the Storm Guardian conversion stuff lying around from when I converted my Autarch. Two is all I really need.
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Got my Deathwatch guys base coated and this Watch Sergeant started. Need to clean up the shoulder a bit, but a good start considering I lost my fine tip brush.

 

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My assembled Deathwatch Watch Master for a Kill Team commander, as expensive as he is (points wise) I really want to field the model in the near future. Gave him a helmet because Space Marines should always have helmets IMO.

 

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And my Primaris Chaplain who I love the model of. I decided that for all the Space Marine Commander options this was one that I liked, especially since Chaplains are very important to the Blood Angels. I also love the look of the Absolver Bolt Pistol.

Well that is all I have really been up to in the past couple weeks besides work and school, so that is all I really had to talk about for now. The Blackstone Fortress stuff that has been coming out will certainly give me more to talk about once it has all been revealed. I have also been slowly working on a post talking about Warhammer 40K video games after I played Space Hulk Tactics. Then finally I will definitely have more to say about Wrath & Glory as I finally sink my teeth into it. Anyhow that is all for now, until next time!

 

September updates.

So with the coming of September it means I am once more back in school and also able to put more time (and money) into my hobbies. I know that sounds a little weird, as it is usually the opposite, but that is just how it works for me. So I just wanted to talk about some of the things I have been up to since my last update:

Warhammer 40K

Now for most of the summer (other than Kill Team) I was rather slow to get anything done on my current models, or to purchase new ones, but in the past week I have made quite a few updates to my lists.

  • Deathguard

I had this idea of a brigade planned for my 2000 point Deathguard list, but I found I didn’t like how many points I had to invest into Heavy Support and Fast Attack, which obviously I want some of those units, but honestly I ended up having not as many of the units I wanted. I am not a man who plays competitively, just one who has fun with it, so I decided to say ‘screw the brigade’ and went with a double battalion list instead. This limits the amount of spending I would have to do at minimum, while allowing me to make more use of what I do have. One less Plagueburst Crawler, one less Fast Attack option, and I can have more of the units I want; Plague Marines. Man I love Plague Marines, aesthetically, lorewise, and in usage. This is also why I love Deathguard in Kill Team, since I can have my Plague Marines do some real work. On that note I did play another Kill Team game with them today, and only lost a single Poxwalker, awesome.

  • Blood Angels

Now see this is where I have found most of my hobby efforts focused as of late, on the sons of Sanguinius, which probably can largely be attributed to my reading of the Dante and Devastation of Baal books. I have always liked the Blood Angels, and find them to be really interesting, on or off the tabletop, so when I made the decision to start them up a little while ago it was a decision I never looked back on. In the past little bit I have accumulated a good deal of my ideal brigade for my Blood Angels force, and I would like to talk about what it is that I have gotten to that end.

As an HQ option I picked up the Primaris Lieutenant Tolmeron model, as I like the ability to re-roll wound rolls of one on a character who I can use for awesome fight capabilities.

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And of course I modeled him to have a helmet, because I think Space Marines not having helmets is somewhat ridiculous, because why wouldn’t you have one?

Next I had managed to pick up a Start Collecting Blood Angels box, since the value of these boxes is undeniable, and it killed two birds with one stone.

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I had decided that for Kill Team I wanted some tactical marines, as well as their bits, and the Baal Predator was something I needed to get for my Brigade list. This made the Start Collecting the obvious choice for pure value alone, and it actually led to me making some changes in my list, to replacing a group of Primaris intercessors with a squad of tactical marines. This accomplished things on two different fronts, and I am rather pleased with it.

Then we come to my purchases today as shown below;

The mostly Blood Angels related purchases of the day; a single Bike Squad out of my required two, a Scout squad to outfit with Boltguns who will be having a role both in and out of Kill Team, and an Assault Squad to fill a Fast Attack spot (I also love the look of eviscerator weapon so I wanted it for some bitz). The other purchases include a journal to keep track of games/notes, data-cards which I sorely needed, and the set of Drukhari dice. I gotta say those dice did work for me in my Kill Team game today, so they are a for sure winner.

  • Next?

I am not too far off from finishing my full Blood Angels force now, so after finishing that my attentions will be turned to finishing my Drukhari Brigade, then the acquiring of both Harlequins and Thousand Sons Kill Teams. That is what I have my hobby goals set on for the near future and there will be a lot more coming about that.

Gaming

Another large chunk of time has been the gaming I have been doing, so I wanted to take a brief amount of time to talk about that a little bit.

The Shin Megami Tensei series has always been something that I have loved and their games don’t disappoint me.. Ever. Persona 5 is a game that I have sunk 50+ hours into and will for sure sink many more into, as I have yet to beat the game, forgetting the fact that I plan to do New Game+.

Street Fighter 5 is a constant grind, and I am rarely not playing it to some degree. I am making slow, but steady progress in the world of ranked. Would like to hit Diamond someday, but who knows if that will every transpire.

For Honor is a game that I picked up on release, stopped with for a bit, and recently just got back into. I have always thought the game was really fun, loved the aesthetic of it, and for all purposes it is a fighting game, which I love. The major downside was that on launch it was a peer-to-peer connection base, so it was a jumbled mess that would disconnect you rather frequently. In a game that sees 95% of its content in multiplayer, this was a terrible idea on their part. Fast forward to a week ago (ish) where it was free on steam, so there was a surge of people that started playing it again, so I figured I would try to get back into it. There is also that expansion that is coming out in October as well, which I can talk about more later. I got a buddy to play it with me, and have been having a blast with it since. Plus side is that they made the switch to dedicated servers a while back, so no more garbage connections.

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Conclusion

That is all I really had in mind to talk about for now, just some 40K stuff and some gaming stuff. Until next time everyone!

Vermintide 2 DLC – Shadows over Bogenhafen

So the first DLC for Vermintide 2 received a teaser trailer today, a whole 30 seconds that doesn’t manage to show you much. It is however, still worth a view because A) 30 seconds is not any time at all really, and B) you still get something out of it.

Most importantly see that it is coming out on the 28th which is fast approaching here, less than two weeks, so it is likely lots of information will be revealed here. There are two notable things about the trailer itself, the heavy dense atmosphere that is heavily obscured, and then the fireworks that denote some kind of celebration (perhaps playing into some mission?) Also Morrslieb does look really awesome in the sky in this trailer too, looking incredibly clear, as a sign of further ill-tidings. My hope is that we will see some new weapons and enemy types, but who knows what we will get?

Also interestingly enough the night of the DLC “Shadows over Bogenhafen” is the exact same name of an adventure from the Warhammer Fantasy RPG, that takes place in the titular town as well. This adventure was part of the bigger campaign “The Enemy Within,” which we can find some stuff out about Bogenhafen.

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It is situated on this big river which could play into game-play quite a bit, well if the developers choose to use it, which I think it is safe to say that they will as it is a major feature in the town. This is also assuming they keep to this idea for Bogenhafen, but I think it is safe to say that they will, because the exact same name as the adventure can’t be mere coincidence.

Anyhow I just wanted to share my thoughts and findings on this trailer, so that’s all for now, until next time!

Street Fighter V EVO Announcements

So EVO is THE fighting game tournament to look forward to in the world of fighting games, so there is no doubt in anyone’s mind that any announcements made are going to be big ones. I just wanted to touch on the Street Fighter V announcements briefly.

First we have the official trailer for the new character G, who looks like Uncle Sam crossed with Goldmember from Austin Powers. There was a large lead up to his trailer, in the form of Facebook and Instagram posts, the standard for the SF dev team, so we knew a trailer was coming. So without further ado here it is:

Now he looks really cool and not what at all like any of us suspected, so all in all like a fun cool character. On the EVO stream, they showed the G trailer after the game’s director Yoshinori Ono got on stage. Surprising was that they showed that G was coming this month. After the trailer we cut back to Ono wearing an eye patch which signaled one thing, more information about the upcoming release of Sagat. Yes it would turn out that we would get that.

Now I know they both say that they are out tomorrow, because they both are, but we didn’t get to learn that on live stream until the very end of the announcements. This news on live stream sent a chill up the spine of many Street Fighter fans, myself included. We were told that they are both out TOMORROW. That is insane, and incredibly exciting. I know I am super happy to have tomorrow off, and will be sinking my teeth into these characters. Man Sagat and Kill Team? Exciting days.

Thoughts on Gladius: Relics of War

Warhammer 40,000 Gladius: Relics of War came out last month on July 12th, so this may seem a little late, but I have at this point, put quite a bit of time into the game and figured it was time to say a few things about it.

July was an incredibly busy month for me and I didn’t even pick up Gladius for a week after it came out, because I honestly didn’t even realize it was out. It came out with what I thought a fairly silent release, despite it being fairly well received. Once I did get it it was easy to dive into and sucked me in instantly. The game is well-crafted and reminiscent of the 4X games that it shares a category with.

What is 4X?

Well to get the easiest explanation I turned to Wikipedia (yes shame on me) and here it is; The term “4X” originates from a 1993 preview of Master of Orion in Computer Gaming World by Alan Emrich, in which he rated the game “XXXX” as a pun on the XXX rating for pornography. The four Xs were an abbreviation for “EXplore, EXpand, EXploit and EXterminate”. So there you have it, a game that has you exploring the environment, expanding your empire, exploiting the world, and exterminating your enemies. It plays out on what essentially looks like a board game looking like this:

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Factions

So for release we see only four factions for Gladius, them being Astra Militarum, Space Marines, Orks, and Necrons. This is a decent spread for sure, and is quite interesting that we see Necrons, and not something more common like Eldar. This is a good thing though, as I am sure fans of Necrons are rather happy to see their living metal buddies in this game. As is usually the case with 40K there are no good guys or bad guys really, all seek to accomplish their mission through their own violent ways. They also have their own research trees that allow for different ways to unlock units, unlock buildings, unlock abilities, to upgrade existing units, etc. This allows you to further differentiate yourself from your enemies showcasing your faction’s specific strengths. Also each faction has a really sweet opening video when you start a game with them.

 

Game-play – General

So the general game-play is very typical for a 4X title, build units, and expand your territory as you deal with native threats, as well as your rivals. To start off there are quests present for every faction that can range from you eliminating enemies, to doing research, that all net you sometimes very useful bonuses that give you an extra edge.

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There are both melee and ranged units in Gladius that have their own benefits, and true to the nature of 40K units will sometimes possess both types of weapons. This means there are scenarios that will let you shoot as you run in for melee damage, or shoot over-watch at enemies. That is right there is over-watch, so when a unit doesn’t act in their turn, and a hostile enemy goes into range of their ranged weapons, your unit will open fire upon them. This sometime allows you to set-up deadly ambushes that will devastate enemies, or unwittingly find yourself eating free damage from an enemy you didn’t know was in an unexplored area. As I mentioned there is research to be conducted that allows you to advance yourself in many different aspects, which again is a key element in this type of game. Then there is the lack of diplomacy, as to be expected in something based in 40K as There is Only War. This upset some people, but I think it is more than fine since the AI you have to do diplomacy with in the 4X games are more often than not, irritating jerks that do things that make zero sense, then blame you when it doesn’t go their way (I am talking about you, bloodthirsty Ghandi of the Civilization games). Different factions have different elements when it comes to expanding, that I will cover in greater detail for each faction, but regardless of who you play expanding territory is incredibly important. You must find land to exploit that gives you the resources you need, like ore, electricity, food, influence, loyalty, and research. Between these resources you will have to use some more than others, pending your faction, but all are important to gather. The more cities and higher population you got, the more loyalty issues you will have with your cities. Loyalty functions a lot like happiness from the Civilization games giving your cities penalties if you have a negative loyalty, so you have to build buildings, and do research to combat this issue. Territorial expansion isn’t just about building new cities, but about capturing outposts that give you faction-wide bonuses to your resource collection. These outposts give you added bonuses if they are in a city’s territory, making them useful to settle near.

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Which exploiting the correct kind of resources in incredibly important as it allows you to build more and better units enabling you to fight more effectively, as well as supporting the upkeep that buildings will also bring. Another thing that Gladius does differently is having certain buildings be able to build simultaneously instead of a city sharing all production.

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This allows you to be building units and key structures at the same time, giving everything a nice pace. Lastly, there are relics all around that you can capture that provide a faction wide bonus to all your units or cities, that can make for some deadly combos when put together.

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These do not come without challenge however, as your rivals will gun for them and there are neutral enemies that defend them.

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Enemies like this guy will seek to deter you from relics, and from moving around in general, they can be quite the challenge to start, but act as good deterrents to your enemies as well. All in all Gladius has the typical things that a 4X game would, but makes these mechanics its own and excels at this.

Game-play – Necrons

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To start off I will say the Necrons retain their core trait of survivability being very sturdy (for the most part) and having an additional ability that allows them to heal themselves when you are in need.

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 They also can only build “cities” where there is access to a Necron Tomb.

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This makes it quite an exciting aspect to find these tombs and makes you ensure that you find them and secure the area before anyone else. The tombs also make it so where you can expand is limited, but since you don’t have to worry about food the most typically inhospitable places are typically more than fine. The standard array of Necron units is here from Warriors, to Monoliths, you will have access to your favorite Necron units to make your Dynasty the best.

Game-play – Space Marines

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What would a 40K game be without the stars of the show? The ever present Space Marines of the 40K franchise. Bringing their devotion, and sturdiness to Gladius, they feel quite at home, a big bonus is their bolter sound effects are actually on point. Their units are quite strong, and are hard to take down (early fights between them and Necrons sometimes feel like a wet noodle fight). What makes them unique is they can only have the one city, since it wouldn’t make sense for Space Marines to be building cities everywhere.

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The next key feature is them being able to build forts next to outposts that grant them bonuses as if said outpost was within a city’s territory.

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These are decently strong and can be used to hold the outskirts of territories that you might be worried about defending, or just to acquire more of a certain resource. These Fortresses of Redemption get progressively more expensive, and also have a cool-down between calling them down, so they just can’t be spammed. Space Marines also make use of requisition instead of ore or food, streamlining what they need. This makes it really easy to get a lot of units early, as long as you have good amounts of requisition coming in. The lack of being able to build more cities makes it quite necessary to have lots of units, as you have lots of ground to cover. Lastly, the Space Marines also have things called doctrines which function like Astra Militarum edicts (covered more later) allowing you to give units a boost to combat effectiveness.

Game-play – Astra Militarum

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You get what you would expect from the Astra Militarum, lots of Guardsmen to be sacrificed like they are cheap fodder, impressive tanks and armour, as well as daring heroes that stand a cut above those that serve under them. They rely on having food for their infantry, and ore for their vehicles, so you aren’t terribly starved for one resource or another allowing for a nice spread. You can also manage to get a lot of infantry out quickly, who when reaching critical mass, can put out a lot of fire power.

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See? Lots of guys and that isn’t even half of my force, a bunch of guys are off fighting Necrons elsewhere.

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The Imperial Guard also have the ability to issue edicts that have specifics effects on the city you use it on. These effects can vary from increasing production from certain buildings, to making a resource more abundant in that city.

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This allows you to really dedicate cities to producing a particular unit or resource, helping you in the grand scheme of things. The Astra Militarum are hard to get going, but once they get going they are hard to stop. They are also able to found cities wherever they please, but still have to worry about that loyalty rating.

Game-play – Orks

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Finally we come to the boys in Green, who bring their brand of humour, and deadly thuggish natures to Gladius. They particularly find themselves at home in melee combat, but have a good variety of ranged units to provide support to their melee brethren. Everyone knows a true Waaagh! is held together by the authority of those who lead them, so the influence resource is incredibly important to the Orks, giving them buffs (or debuffs) to their damage accordingly.

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Many Ork units use influence as part of their upkeep, but can also generate it when defeating enemy units, so there is a greater amount that you can pull in when compared to other factions. They can also make use of the Ork Fungus that grows around the planet to use that as means of healing their units, and they can also set them up, making these patches of ‘shrooms quite useful. Ork infantry also possess an ability that allows them to move a little more, this has a short cool-down, but can be quite handy when it comes to positioning.

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Scrappy, sturdy, and all-together hilarious, the Orks are a joy to play in Gladius.

Conclusion

For being below the standard price tag of games nowadays, Gladius: Relics of War is definitely worth the price tag. It manages to bring its own unique 40K flavour into the established 4X formula, that I believe any 40K fan could enjoy. I am excited to see what other factions they bring into this game, with a wide-array of possibilities Gladius is truly one of the better 40K games we have seen for awhile.

That is all for this post, until next time!

Pillars of Eternity and Warhammer!

Been a little quiet as of late, what with finals for University finishing up and getting into full time work.  So what I had in mind for this post here was a quick round-up of what has been going on and a couple things I wanted to talk about.

Pillars of Eternity 2

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Now if you haven’t played either this one or the first one, and are a fan of RPGs, then you are missing out. The Pillars of Eternity games both are magnificent, and manage to tell a great story that, you the player are a key definer of the events. There are sadly lots of games that boast giving you choice and big world to play around in, but fail to deliver, *cough* Fallout 4 *cough*. That isn’t an issue here though, as you can do quests in many different ways that have an impact on how the game will end, as well as seeing your actions from the first game coming back around. The amount of character options is also rather staggering as the many classes have so many options within themselves, with the added ability to multi-class you can set yourself up in any number of ways to try many different builds. The story and writing is also top-notch as expected, so it is very unlikely to get boring for any RPG fan at any point. In conclusion it is a fantastic game that is more than worth the price.

Wrath & Glory

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Some exciting news from the Warhammer universe this week. Starting off with Wrath & Glory, I have wrote about this topic before as I am very keen to see how it comes along. Now it seems the release is in site as they are putting up pre order dates for their two starter bundles. Both of these are very appealing, especially the “All-in” bundle that comes with everything you would every need to run a game, and the price certainly reflects that. I have high hopes as I am very obviously a huge Warhammer 40K fan, and love tabletop RPGs, so to have both in one is ideal for me. With the loss of the Fantasy Flight Games tabletops, it is imperative that Wrath & Glory be good. Huge bonus is the implementation of Xeno characters that the FFG games really ignored, as well as the various “power levels” of different character archetypes that can allow you to tailor a game to have characters of the same strength. All of this makes me optimistic for the options that the game can offer.

Also here is a link to the official post about it: Wrath and Glory: A New Way to Experience the Dark Imperium.

Kill Team

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People have been wanting new Kill Team rules for a while here, and now that we are getting them, I am very excited. It is the perfect setup for small scale battles not unlike Shadespire, that allows you to use some of the minis you already own for the full-scale game, and vice-versa. The customization of your units for Kill Team is very cool sounding, as well as the potential narrative stuff you can create with your friends. The rules are also different enough from the regular game that allows you to have a similar, but different enough experience to warrant playing it. The faction options they outline are quite encouraging as the list is rather varied with not many being left out.

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I will 100% be getting Kill Team, and it is said to be coming out in the near future as well, so I will definitely have more to say about it moving forward. I can’t wait to use my Death Guard and Dark Eldar on these smaller scale battles!

Link to their post here: Kill Team: The Game You’ve Been Waiting For.

Conclusion

There have been lots of cool things going on, and I haven’t failed to notice them. Now that University is done for the summer I will have more time for posting things, especially will all the new stuff coming up there will be lots to post about. Also had the craziest idea of starting an Age of Sigmar army at some point, any recommendations that people have? Was thinking Maggotkin, Fyreslayers, Kharadron Overlords, or Khorne Bloodbound.

New Street Fighter stuff and new concerns.

So today there was an update listing all the new things they plan on adding to Street Fighter V, one of which was a bunch of cool looking costumes.

(Original post here)

All of which can be seen above, which I think are all pretty cool. Sadly, but no surprise, they will all cost actual money (other than the one meh Laura one). All in all good news as they all look great, and people have been wanting an Airman Rashid for a while.

The second announcement was a host of changes to the in-game Survival mode, which would see a host of changes coming to it. Now for those who don’t know the survival mode is exactly as it sounds pitting you against foe after foe, fight after fight, with your chosen character. You had to do this to unlock colours for certain costumes and was an easy way to play a character a bit, especially for those who shy away from online play. For a long time before the addition of the arcade mode and the general story, survival mode was the go-to for your offline play. So overall to see some change coming to survival is a good thing, and let us examine each change piece by piece.

Battle Goods

So this feature will be replacing the ‘supplements’ that the survival mode currently has and won’t be too great of a change. The supplements would allow you to spend points to regain health between fights, have a full super meter, have more defense, and other various things with varying cost. The battle goods are claimed to be similar, but are consumables that you can use up to five of before a given match. You earn more by playing survival mode or the new mode that we will get around to later here. All in all I believe these battle goods could be a good thing for survival mode, allowing you to be able to have the perfect effects you want to overcome certain tough points in any given survival run.

Saving Progress and Continuing

There will be the added functionalities of being able to save between fights, and being able to continue after a loss. The ability to save between is 100% a welcome addition especially considering that the longest survival mode can take 100 fights, that is right, 100 fights that you had to get through in one sitting.  Then we can look at the ability to continue after a loss, which would also be a good thing without question, except for the fact now it costs that in-game currency, fight money. Fight money used to be super easy to get and in large quantities, making getting new characters and stages super easy, but there feels like a drought of it now that is pretty hard to get it. It is only 1000 fight money that it will cost, but still that could start biting you pretty quick if you aren’t careful.

 

Other Improvements

They detail that characters fought will now be random, other than the pre-determined bosses that will show up in a set order. This will bring some freshness to the survival mode instead of it being the same thing every time, a small but nice change. The next thing is that V-gauge carries over to the next fight, which is a helpful little addition.

 

Fighting Chance…. AKA LOOT BOXES

Just read this here;

fightingchance

Yeah so spend that fight money to get a chance at some random crap… Hmm wonder what that sounds like.. maybe LOOT BOXES? Damn you Capcom for bringing this kind of garbage to Street Fighter V.

It was all looking pretty good until I saw that, the implementation could end up better than it sounds, but for now it sounds pretty bad. Just wanted to talk about that a bit, until next time all.

Vermintide 2 Patch – Okri’s Challenges and more!

So there was a nice “free content update” for Vermintide 2 that added a whole lot of stuff, making it even more valuable of a game. I must say I have a few thoughts about this update, first off I think the addition of challenges, cosmetics, and mod support definitely aids the longevity of the game.

The lot of changes are detailed here: http://www.vermintide.com/news/free-content-update/.

Challenges

Challenges however aren’t entirely retroactive ignoring most of the things you would have done before the update came out, which is definitely annoying. So it basically sets you back to square one making you almost feel like your efforts were ignored somewhat, especially when it comes to some of the challenges that want you to have 100 completions of Champion difficulty or higher to get a certain cosmetic. Like for example as shown below, the fact that it didn’t count my mission completions as Kruber from before so I have a measly four completions as Mercenary Kruber.

I have done more than four previously, I promise.

That is a minor gripe with the challenges in the grand scheme of the update, but still a bit annoying. The challenges are largely geared towards newer players as most reward commendation chests which once you reach a certain average item level aren’t so great, but still have a small chance for a cosmetic item.

Cosmetics

Now there were claims to have been 100+ cosmetics to the game and I have seen some of them so far, and they range from cool to damn near pointless. Some of them, like my buddy, has a Saltzpyre with nails in his head, just two nails. I will update and get the screenshot whenever I get the chance next time as it is hilarious. Either way the addition of cosmetics is rather nice and adds to what you can get in the game, making commendation chests more useful. I still haven’t gotten any cosmetics either way.

Quests

Now here is where my only issue with the update is at all, the additions of “quests”

There are two varieties to these, the daily and the event quests. The daily quests are at best a positive and a negative at the same time. It adds a nagging necessity to play with a pre-mandated frequency to make use of these dailies, I mean you could ignore them, but that is inefficient. The daily quests award an emperor’s chest at Champion difficulty which is nothing to sneeze at as it does have a chance to get you a coveted “Red” item, which are the highest rarity. You get one daily quest a day which can range from “Collect 4 tomes” to “Kill 3 bosses” (which the kill three bosses one is buggy) so there is a decent variety, and with the ability to re-roll them isn’t too bad. There is a maximum of three that you can hold on to at a time so you can save them up to do three at a time, so there is less of a strictly daily commitment. It is worth mentioning that both a friend and I got a Red rarity item from daily boxes so they are just even more justified. The aspect of dailies is just something that bothers me as every game feels the need to have them, and they are usually near pointless, so at least these ones have a point to them. As for the event quests, so far the only one is an easy “10 quick play completions” so there is nothing to complain about there as you will be doing those anyway.

 

Conclusion

In conclusion this free update is a great thing for the game adding so much added content, that in my eyes makes it even more worth getting. Basically if going for challenges, you can mostly do do recruit or the other lower difficulties, and if going just for red items you just do Legend runs, leaving Champion difficulty in a bit of a useless spot nowadays. For an example of how good Legend is for getting red rarity items:

Halberd doesn’t have a fancy skin 🙁

 

Anyway more than ever I recommend Vermintide 2, as it continues to add more stuff.

That Cody trailer (Street Fighter V)

I get that lately I have been far more about blabbering on about fighting game oriented stuff, but man Combo breaker was awesome. These tournaments never disappoint, love seeing Guilty Gear, Street Fighter, Tekken and others. The real highlight though? That Cody trailer.

Now Cody Travers is a character who was my absolute favorite especially in Street Fighter IV, so the minute I saw that they were putting him in the latest installment during their third season of character releases I was ecstatic. People were playing with estimates on how long it would take for him to come out, finally we would be met with the Street Fighter pages on Facebook and Instagram changing their profile picture to a brick wall being broken open. For those who know about Cody they will know that is his thing, breaking out of jail just to partake in his favorite past time of street fighting. Now given past experiences it was known that a trailer would be coming very soon, and with Combo Breaker coming up the stars were lining up perfectly.

After the grand finals of the Street Fighter portion of Combo Breaker, we would get that trailer. Also funny that there is a live action portion to it.

Now we can see how different he is from Street Fighter IV in so many ways, but I am truly excited for his changes. For some examples he gets the knife or pipe for V-trigger, throws the little tornadoes at people now, has some sweet looking target combos, and in conclusion just looks great. Cody has evolved as a character story wise too, from convict to mayor he is changing things up, but still has that thug alive in him as he still totes those knives claiming that “desk work just isn’t his thing”. It is all these things that make him so compelling to me as a character both in and out of game-play. Also can’t forget those upcoming costumes too, definitely need all of those, show that Capcom is putting extra care into this one after the flat release of their last character Falke. Either way I am super stoked for Cody, wish he was coming out earlier, but the more time to polish the better.

Also another bonus his theme is definitely pretty sweet sounding so far, VesperArcade has done a preview theme from what we got so check that out:

I just wanted to talk about Cody some as I am so excited for him to come out, and since I have been really getting back into Street Fighter the time is definitely right. Aside from that definitely been meaning to talk about Fortnite some as that persistently bothers me, perhaps get that battle report up that is weeks overdue, and also been playing Pillars of Eternity 2 casually so there will be something about that in the near future.

“Punishment by fist, not a bad policy ain’t it?” I dig it.