Monday, July 29, 2024

"Space Marine: the Boardgame" - Assembling 'Nids

A daunting sight! 

And they aren't a chittering horde attacking you yet!

First, some thoughts:
- it can be tough to look at the pile of sprues and get started...
- you have to eat the elephaunt one bite at a time!
- figure out how long a "unit" takes, and go a unit per session.

The Termagants are very nicely done, IMHO.
- amazing sculpting results in easy to assemble push-fits,
- no mold lines, or they are hidden by the sculpting on the edges,
- assembly still takes as long or longer than metals that need to be cleaned of mold lines, etc, like Old Glory.

Time: I can assemble about 8 Termagants an hour. I do them in their matched pairs. This allows me to see where I cut them from the sprue if I am having trouble finding and cleaning off the nub.
This means a total time of 2.5 hours to assemble 22 of them.

Removal from sprue: choice - clippers v. X-acto blade?
- with clippers, there was a lot of "nub" from the sprue connection left, that then had to be cut off with the X-acto anyway.
- I found a precise cut with an X-acto blade resulted in nearly nothing left to clean up about 50% of the time. The other 50% I just had to make a quick cut / scrape with the X-acto blade. Overall, I found the X-acto blade better. 
remember to use a cutting board or similar!

Generally, the pieces are closer or past one side of the sprue than the other. This means that you have to flip the sprue over once to cut each piece as close to the cutting board as possible, or else you will get some "bounce" or the piece will fly away, or even - possibly - break. Below, I have the sprue flipped to the side where that claw is almost on the cutting board. Flipped the other way, it is almost 8mm off the board, or a 1/4" or so.
 
Note how the arm is high off the cutting board, and the barrel is just near it. 
Cut the barrel then... 
...flip the sprue over to cut the arm.

Assembly: 
- I trimmed the pegs shorter and found the pieces fit together more easily.
- I used medium to thick cyanoacrylate = 10-25 second cure on a few joints and the pegs.

Basing:
I do not glue them to the bases until after I prime them. I'm going with a "winter" coloration scheme to fight my "Not-Valhallans" so I will prime the 'Nids white. My bases will be a brown to match my table, so I'll spray them separately. 

Here we are, the last four Termagants!

And this is the end: 20 Termagants and 2 Ripper Swarms, about 2.5 hours. Took me three days to get the time to do it, but it is pretty mindless work.

I hope this gives you some forward momentum to start your own batch of scuttling horrors, and a better idea how and how long it takes!

Next up: assembling and priming Titus
















Monday, July 22, 2024

Space Marine: a 40K Boardgame - Playtest

OK, but how does it play, "out of the box"?

Frankly, "just fine" would be the answer!

OK, so the box product says "buy me...or you're stupid...or have no interest in Space Marines or Tyranids or 40K" which is possible - and may even be quite healthy. But do you really have no interest in the future of the hobby? No interest in an intro game for your pals to try out and see if they want to jump in? Seriously?

My opinion: everyone should be interested in an intro game! 

OK, OK, I agree, that Games Workshop and 40K is not an ideal intro to the hobby. But "Space Marine: The Board Game" is AN intro to the hobby, and a good one if a friend is around to help assemble the models and play the game.

Over the last few years, GW has made some interesting forays into board games with miniatures, sort of a crossover game format. Their board games feature great deals on 40K figures in hard plastic that are push-fit assembly and pretty easy to paint, along with good quality game board, pieces, markers, counters, rulebooks, etc. 

The best is "Fire Team" [HERE], altho I had fun with "Space Marine Adventures: Labyrinth of the Necrons" [HERE]. I have bought [but not yet played] two of the 40K Arena Games, which are supposed to be the best of the bunch - I'll get to them, I promise!  The Gold Standard is of course the 2nd ed of "Space Hulk" which I should review even though it is [oddly] out of print.

Anyway, this is a playtest of the latest, "Space Marine: the Boardgame" which is a great deal in terms of product, but has gotten some mixed reviews about the game play. This is largely due to the somewhat scattered rules making it hard for people to figure out how to play the game. I solved the problem by making my own 1-page rules summary, which consolidated and organized the rules that were spread all over the "Handbook" and clarified a couple of points in them [that mattered]. 

Happy to send it to you, just send me an email to my gmail which is brasidas19004 and I'll give you my summary - it will definitely help you out!

The first scenario is called "Objective Secured" and involves Titus, the Space Marine Lt. good guy, against a bunch of nasty bugs, 10+ Termagants with Ripper Swarms [a max of 20 Termagants and 2 swarms, what's in the box]. Both sides want to wipe the other out and securing the 5 objectives will help them out with reinforcements ['Nids] or enhanced combat ability [Titus]. 

I haven't assembled the box figs, so am using a Space Marine from "Labyrinth of the Necrons" and classic 90s Necrons who substitute well as 'Nids. Below, the line of Gauss Flayers and Scarab Swarms should intimidate most Imperial leaders!

Below, is my favorite setup, after several plays of the Scenario. On the left is Titus, on right is 10 Termagants and a Ripper Swarm. 

[Note: it's unclear how many 'Nids start, but as there's only 20 Termagant models the possibility of 10+ reinforcements make it reasonable to assume you start with 10 and a Ripper Swarm like in the next Mission

Both sides are behind walls [the black lines] and there are five objectives in the board center [the hex-shaped pieces, which are from Fire Team - I use them because they are thick cardboard and don't move when I breath]. At each Objective, a side can gain an advantage and then the Objective is removed. 
The point is to wipe out the opposition and the Objectives can help you do that.

Turn 1 [white die, center]. In the Initiative roll-off, Titus must take the first Player Turn. The order is Move-Shoot-Close Combat. Titus secures an objective and rolls a '3' which results in him having a Xenoform Pulse Scanner, giving him better Close Combat for a turn. This doesn't help as he's too far away from the 'Nids. 

On the 'Nid Player Turn, they move all their forces from behind their wall and secure two objectives [next turn, they can get reinforcements from them - 'Nids get benefits from Objectives at the start of their Move, so they have to hold it for one Turn. Titus gets the benefit at the end of his Move, making him much more maneuverable in this scenario...subtle!]. All are out of the 12" Shooting range. 

I kept Titus over 18" away from the 'Nids, out of their Move and Shoot range.

Titus Turn 2. Titus moves up to secure another objective. He rolls a '2' and gets a Phase Disrupter Device that allows him to move thru walls for a turn - no tactical use presently [would be great if it could be saved until needed...hmmm...]. Titus shoots a foe, leaving 9 plus a Swarm. Titus is more dangerous in Close Combat.

Necron Turn 2. They gain a Swarm and 3 Termagants from the two objective markers they occupy...
...They form a firing line with the Swarms ready to pounce...
...and inflict two wounds on Titus, after rolling poorly [should have gotten 4 Hits]. But the overall percentage of wounds after Titus fails both Saves is in their favor.
'Nids then Charge Titus, rolling lots of 2d6's for distance, getting more than enough high rolls to surround him...
The 'Nids choose a Swarm to attack first as it has 5 Attacks v. 2 for a Termagant [you alternate Close Combat Attacks by Figure, with the phasing Player going first], needing 5+ to Hit.  They get only one Hit which Titus Saves. He then gets 3 Hits and they Save none. As he designated all hits on the Termagants surrounding him on one side, he is now free to escape the encirclement on his Player Turn 3, which is coming up next. 

This is an important, but subtle aspect of how the Close Combat rules interact with the Player Turn sequence - there is a big difference between fighting a Close Combat followed by your own Player turn vs. followed by the opponant's Turn.

Killing three 'Nids means he can rolls three dice for a 3+ to lose 3 Wounds thanks to the "Fueled by Fury" rule - as he had 2 [the red die] and passed 2 rolls, he is now Wound-free. "It's just a flesh wound - enough to make me FURIOUS is all!"
Remaining 'Nid Close Combat by a Swarm and one Termagant gets 3 Hits, inflicting 2 Wounds back onto Titus [he can take 5 Wounds, the Termagants 1 and the Swarms 4 Wounds - this often affects which 'Nid to attack when].

Titus Turn 3. He dashes to safety, secures an Objective getting Armour-Piercing Rounds, and kills a 'Nid [who gets no save due to the AP round].  Too bad he missed with his other Shot! He Misses his Fury roll, so still has two Wounds.
Titus then Charges the bottom group of 'Nids, hitting all three and killing two, passing both Fury rolls, so both his Wounds go away again. 
Titus is a fast-moving objective-securing beast. He can Move away from Close Combat, secure and loot an objective, shoot 'Nids, then Charge in a way that makes him hard to encircle on the 'Nid Player Turn, all while 'healing' Wounds thanks to his 'Fury' against the Xenos. Careful play and some good dice can keep him fighting and winning! But it's tense - make a mistake, roll bad, and the counter-attack in the 'Nid turn could be ugly. Also, the 'Nid player can stand off and shoot, reducing the chance of Titus removing Wounds.

'Nid Turn 3, they position for Shots and encirclement...
...Titus saves against both Shooting Hits...
...'Nids Charge and encircle Titus...
First 'Nid attack from a Swarm, Titus takes two Hits, fails both Saves, takes two Wounds...
...Titus gets only 2 Hits, but both 'Nids fail their Save and die. Titus rolls hot and loses both Wounds again...note that he can Move thru the gap he's made...
...Remaining 'Nids blow roll, get one Hit, but Titus fails to Save.

Titus Turn 4. He moves out of encirclement, shoots two 'Nids successfully.
...and passes his 'Fury' roll, so removes his one Wound...
...and he Charges into the pack. He gets only 3 Hits, and 2 are Saved, so one 'Nid goes down. This leaves two Swarms - still quite a threat....
...unfortunately, the 'Nids roll poorly, and Titus saves the few Hits he took. Huzzah!

'Nid Turn 4. They are too close to Shoot, so encircle Titus again...
...getting 3 Hits, but he Saves 2 by rolling average, and takes a Wound...
Note: I appear to have either missed or forgotten to Close combat with Titus...

Titus Turn 5. He moves away, misses both Shots...ugh...
...then Charges one Swarm. He inflicts 3 wounds on it, almost enough to kill it.
...but not quite.  Nid Turn 5, they encircle Titus again...
...and take one Shot, which Hits!  But Titus makes his Save roll...They close in, and a Swarm makes its Attacks, missing. No more Wounds were then inflicted.

Titus Turn 6. He moves away, Shoots for 1 Hit which is Saved by the Swarm that only has one Hit - too bad!  
...Titus Charges and gets 5 Hits! He puts two on the Swarm with 1 Hit [to finish it off] and it does fail Saves and dies. He puts the other three Hits on the healthy Swarm which rolls 2 Saves and only takes one Wound, unfortunately...
...on their Attack, the remaining Swarm gets 3 Hits! But Titus saves them all!

Titus Turn 7, he Shoots and Hits twice, both are Saved...
...he then charges, and gets 4 Hits, 2 are Saved. The Swarm now has 3 of 4 Hits...
...Fighting back, Swarm gets 2 Hits, both are Saved by Titus.
'Nid Turn 7. Swarm can only Attack in Close Combat, but misses. Titus gets 1 Hit, which the Swarm fails to save on a '3'. GAME OVER, MAN, GAME OVER!

Well, that was a pretty tense mission for the first half. By the second half Titus had secured enough of an advantage that he was unlikely to die except by some great die rolling on the part of the 'Nids. With a 3+ Save, Titus needs to take 15 Hits on average to lose 5 Wounds, and the best time for that to happen is:
- in Close Combat on Titus Turn [after he has fought, there should be several 'Nids yet to fight]
- on the following 'Nid Player Turn, the 'Nids go first, and hopefully can overwhelm Titus with Shots [the 'Nid force has about 6-12 at any given moment], then encircle him in Close Combat where the 'Nids can easily get up to 20 Attacks.

Unfortunately, I was never able to get this combo down, thanks to Titus maneuvering well. Taking Objectives did enhance the 'Nid combat power, getting them a Swarm and 3 Termagants. 

Altho the dice rolling seemed generally poor, it was poor for both sides. Titus did roll well for his Fury and was able to remove Wounds. Had he missed, it would have escalated into a spiral that would have cost him the game, I think. I played him pretty well keeping the 'Nid horde at bay as much as possible and not getting completely overwhelmed.

I think this is a classic asymmetric game, with one elite fighter facing the "horde" of bugs, and it is a challenge for both sides to get the timing of Shots and Close Combat 'just right'. Titus has little room for error, but the 'Nids only have a few opportunities in this Mission to inflict enough Wounds quickly enough to kill Titus. After that, he will win by the numbers thanks to 'Fury'.

This was an interesting game challenge, and will be worth repeating occasionally, especially with new players.  I feel like this is a good scenario in that it isn't just a "kill the enemy" Mission - the Objectives are worth getting and most likely each gets 2 - the center one is up for grabs, but it is Titus Objective to lose, IMHO.

I hope this shows some of the subtleties in the rules. Get a couple of the mechanics wrong, and you may think this isn't an interesting scrap. Altho as written it has limited replay value with the same players [2-3 run-thrus and you probably get it] there is always the world of "rules tweaking" to make it variable. 

Despite it's limitations, this is a great little intro game! It has about $100+ of product in a $40 box set, it looks great, and there's enough play that you can get your mind working. Once you've mastered it, it's a great intro game for you to run through with kids and newbies to the hobby and / or 40K as they can focus on Titus while you handle the bug horde.

So...buy it!  

Sunday, July 21, 2024

"Space Marine" a 40K Boardgame: Review

When I look in the mirror, I see myself just like this...

...but people say that I'm delusional...

There has been a fair amount of news and noise about "Space Marine: The Board Game", a Warhammer 40,000 release from 2023. It was - and is - a Target exclusive [Target is a U.S. department store chain] and comes in at $40 U.S. There are still plenty of YouTube videos on the game, but many are superficial, all [that I've seen] had trouble playing the rules correctly, and most came to incorrect conclusions about the quality of game play.  In an effort to be more thorough, I'm doing a writeup and playtest here, which is easier to scan and skim!

BLUF: This is a GREAT value, has GOOD game play, has MEDIOCRE re-play value [as written], and has rules that are written POORLY - this requires some playtesting and re-reading of all sections to get them right. 
Despite the last two factors, I HIGHLY RECOMMEND getting this game if you either: want an engaging throw-down lasting 30-60 minutes, OR want to introduce newbies to the 40K / miniatures gaming hobby.

CONTENTS
- 23 Citadel push-fit miniatures, 
- Rulebook, 
- hard game board 57cm x 76cm [22"x30"], 
- 6 white dice, 
- ruler, 
- cut-out yourself game markers [bottom left].

One dynamic Titus model; value about $20.
 


20 Termagants w' Fleshborers, 2 Ripper Swarms: Retail about $80 in the past 
[the new box with greater weapon choices on the sprues is $45]
 Top: Not for children but an older kid or young teen can manage with help.

Bottom: You don't want to check on a noise in the next room and see this!

Titus and a Termagant, painted. They are 28mm "Heroic" scale, so bulky in style. Titus is one of the super-sized Space Marines, and has a 40mm [1.5"] base. The 'Nid has a 28mm [1.25"] base. Titus stands quite tall due to the dramatic pose. Obviously the sculpting, style and paint jobs are a matter of taste, but they definitely stand out on the table! All are push-fit and have detailed assembly instructions that make them perfect for a new modeler with modest adult supervision.



40-page rules "Handbook" has tons of fantastic artwork, two "Training Scenarios" that introduce Moving & Shooting and Close Combat respectively, and two "Missions" that present two tactical challenges:
1) "Objective Secured" is a fight to the death, but you need to maneuver for  objectives that help you fight better.
2) "Hold the Line" is about surviving and securing four objectives. This puts a lot of pressure on the heavily outnumbered Titus player to live and keep two objectives for a win. 
The scenarios are pretty clear, and have a diagram and setup, with the Turn sequence on the opposite page.

While the artwork, assembly instructions, and introduction to 40K are all nicely done, the rules of play are scattered across the Handbook in the explanations of the game board, the Training Scenarios, the Turn Sequence pages, and the Datasheet inside the back cover. This required me putting together my own rulesheet: I got it on one page with Ariel 13 font, so there are not a lot of rules.

However, the rules are quite finely tuned and misunderstanding the subtleties will break game play if you don't read them carefully. Ergo, this game is for newbies but they have to be guided by an experienced gamer. So you can't just buy this box and hand it to your 12+yo son and expect him to just run with it - you'll have to help. I think that's OK, as it makes a nice "father-son" type of project.

The hard-mounted game board / mat is 2-sided, 30x22" same as a Kill Team board, folds up conveniently to 7.5" x 11" and has excellent and flavorful graphics - the 2D images nearly look 3D! Probably worth $20-40, but hard to tell as it isn't for sale at GW's web store.

Folded game mat next to box:
One side, mirror symmetrical along the length / width, the red circles are for objectives, quite clever and helpful.
the other side, diagonally symmetrical. The black lines are walls that block line of sight, shooting, movement, etc. Some of the circles are used for setup.
Some people have complained about the mat quality and graphics.  It is very good, and at least as good if not better than other mats that GW has made for Kill Team. These run around $45 from 3rd-party makers [GW presently isn't selling any]. Check out the crushed oil drum and sunken machinery imagery here:
Or how about the Space Marine arm and blood trail leading to a melted hole?
The dead Termagants and oil drum are almost 3D [except for board line going through the one up top, of course].  I got a second game and can have the two boards next to each other for a 60x22" or 30x44" board, great for skirmish gaming.

Below, the Game Markers are glossy paper, and need to be cut out. The red are 10 triangular Wound Markers [for Titus and the Ripper Swarms] and the others are 5 Objective Markers, which are 'Nid on this side, and the SM skull w' sword and wings on the other. The triangles are easy to cut out, but the circular objectives require a deft hand - they should be square, IMHO. Better yet, they should be cardboard punch-outs! As it is, one wrong *sigh* and they will move around.

So, unless you are completely uninterested in Space Marines, Tyranids [Termagants, anyway] a hard board game mat [with 23 free figures], or an intro game for newbies with components worth about $125+ you should "buy this game!"

Next: why you should play this game [with a newbie].