RocketHaxe 2.0: Tile Physics

Fresh new demo:

What’s new & cool about this one is that the green boxes are actually a tilemap, not objects in the same sense as the red boxes. This demo doesn’t use it, but there is some support for autotiling bitmaps, etc., and there’s a fair bit going on with the tile engine already. Bouncing off the screen edges is also using the same physics as the object collisions, whereas in the earlier demos the bounds just manipulated velocities and didn’t apply friction and position correction. So, the physics engine is now encompassing several different mechanisms for colliding different kinds of things. The internal structure of it has also matured quite a bit, the classes decompose pretty nicely now.

Along the way a few bugs have been found, and some improvements made. The previous demos actually have a bug whereby the collision normal for circles that have completely penetrated inside boxes was not being computed correctly if the boxes weren’t square, causing them to fly off in the wrong direction. Impulses are also now being computed & applied multiple times per update, so collisions travel back up stacks and such. On Linux it’s actually pretty stable, for the most part a stack needs to get fairly large or an object stuck in a tight space (just within the error tolerances) to see a lot of quiver. Flash is a lot more unstable and still has a fair bit of quiver, though it’s generally ok until you have 4+ objects stacked up. I’m not sure yet what the relevant difference is between the two platforms.

So, excitingly, “all” that’s left from here is to clean up the tile engine, port over the sprite animations and sound controls from RocketHaxe 1.0, and it’s all set for some fancy platformer-type games!

Librarian Rorschach

kingbreakers-iconIntroducing Librarian Rorschach, fresh from the dropship!

What do you see in me?!

What do you see in me?!

Left side!

Left side!

Right side!

Right side!

Rorschach was started earlier this year and I finally dusted him off and finished him up this week.  The core of the model is a Terminator Sergeant from the Black Reach box.  The banner is from a Command Squad, spliced into a Terminator arm.  Both arms are magnetized so I could attach them for play before he was painted, and for easier transport now that he’s done—no re-gluing that banner every time I open the box!  Other details and photos from construction are in the WIP post.

My arms!  My arms!  What have you done?!?!

My arms! My arms! What have you done?!?!

I think the paintjob came out a bit more gritty and dark than I wanted, as well as a bit sloppy, but overall I think he looks good and interesting.  From most angles and lighting the banner puts his entire body into a shadow so he doesn’t really stand out well and the details are lost, but to a large extent that’s intentional.  He’s supposed to be a dark, brooding, introspective danger.

I ignored the standard Librarian coloring because having a little Ultramarines blue in every army is great to let all those other guys know which chapter’s the boss, but I don’t think it looks good.  Despite being awesomely painted technically, I think a lot of the GW Librarian paintjobs outside of the Ultramarines really don’t work well within their armies.

Rorschach also differs from the standard Kingbreakers khaki/blue/green because he’s part of the death mindset that’s settled in the chapter since the Exterminatus of Forestway, their home planet. The Librarian and many others, notably the Kingbreakers’ Ghosts (Sternguard), have painted their armor black and helmets white to reflect the attitude that they’re all already dead and fighting on borrowed time, purely for revenge.

Librarian Rorschach, Sgt Harmon, and a few of the Kingbreakers' Sternguard.

Librarian Rorschach, Sgt Harmon, and a few of the Kingbreakers’ Sternguard.

That narrative is important to me and well established in the chapter’s background and history of play.  They originally got this story because Kingbreakers’ Sternguard are known for hurling themselves into almost certain death, sacrificing their lives for tactical or strategic advantage.  Rorschach is no different, and even more overtly effectively a high stakes gambler.  His disconnect from reality and those around him leaves him unable to fully process consequences and thus he never hesitates to throw around the Vortex of Doom and other highly perilous spells, even within close quarters.

In terms of actual gameplay though, Rorschach most often deploys with my Sternguard.  Those guys were given a variant paintjob to differentiate them from Tactical Squads on the table without actually breaking the cohesive, muted look of the whole army.  Rorschach got similar styling in order to fit in with his usual fighting companions.

The Kingbreakers’ Ghost variant compared to the standard paint scheme.

Up next for painting at some point is probably a similar Ghost color-variant Drop Pod for these guys, and then moving on.  I kind of want/need another five Sternguard painted up, but after doing all this black I’m actually a little eager to do some standard Kingbreakers.

40k 6e Space Marines: Core Dudes

Games Workshop put out a new Space Marines codex last week.  Recently I started creating army lists and am posting thoughts as I go.  Previous thoughts were on Vulkan and Librarians.  Up now are the core dudes of any Kingbreakers force: Sternguard, Tacticals, and Transports.

Sternguard

Sternguard got kind of a funny set of changes.  The first five went down a point each, but any additional veterans went down three points each.  Unfortunately Combi-Weapons went up five.  That’s a little problematic for me as I’ve previously relied on a good number of Combi-Meltas.  So my 5-man Combat Squad with 3 Combi-Meltas went up 10 points while a 10-man full squad with 6 stayed the same.

Tacticals

Tacticals have a similar story going on.  Dudes got cheaper but a bunch of their stuff got more expensive.  In general it works out to be kind of a wash.  I guess the motivation was to drop equipment price lists from individual units and allow many of them to use the same armoury listings without really changing the overall unit prices from 5e, but that seems kind of a silly, unnecessary reworking.

You also need to pay to upgrade Tactical Sergeants to Veterans and get a second Attack and boosted Leadership.  Personally I think the Veteran upgrades are probably worth paying for unless the squad is really not going to wind up in combat at all.  Two base attacks plus a bonus third for wielding dual close combat weapons can be pretty decisive against a variety of opponents.  In general I’m all for a la carte upgrades—if I don’t want it, why should I implicitly pay for it?—but these might be pushing it a bit.  In particular, I think they create an opportunity for minor mistakes and abuses.  E.g., I usually upgrade my dudes but one game I don’t to shave points, and I totally forget I didn’t and roll the extra Attack and +1 Leadership all game.  Similarly, a large game could easily have ~4–8 Power Armour squads with the option.  If I only upgrade my front line, I could easily “forget” and roll on the upgrades when my Devastators wind up getting assaulted, and many opponents aren’t going to catch that in the heat of battle.

Transports

One big difference for some lists is that Razorbacks went up 15 points, to 55.  Rhinos and Drop Pods stayed at 35.  I’m not sure how reasonable this is.  Razorbacks seem to have a pretty solid built in tradeoff versus a Rhino: Carry half as many dudes, but be able to shoot stuff.  Paying 5 points for the privilege seemed reasonable, but a 38% premium seems overkill.  This seems to be aimed directly at neutering the Razorspam lists floating around in 5e, but I didn’t think they were that prevalent or overpowered, and mostly seemed to be a Blood Angels thing anyway.

Another significant difference is that Drop Pods were reduced back down to a transport capacity of ten, having been able.to carry twelve in 5e.

Kingbreakers

One of the things I had to learn in the previous edition was that cheap Special and Heavy Weapons are a strength of the Marines.  Plasmacannons for 5 points were a bargain that had to be taken advantage of; ditto free Missile Launchers.  The points changes make it feel like the weapons aren’t a good bargain anymore, at least for Sternguard and Tacticals, but the lesson probably still applies.  Similar goes for the Sternguard Combi-Meltas.  At first I thought my loadout was going to be too costly, but when you do the math a 10 man squad actually comes up 10 points cheaper.

I do usually bring a Razorback or two, but not enough of them to make that increase super punitive.

The Drop Pod transport capacity decrease is a huge deal for the Kingbreakers though.  I can’t get super worked up about it because it just brings them back in line with the other codexes.  But 10 Sternguard + Vulkan or a Terminator Librarian coming down in a Drop Pod was a keystone of my battle tactics.  The Sternguard have fairly flexible armoury options so it wouldn’t be a huge deal in terms of equipment to cut them down to a squad of 8, whereas Tacticals would miss out on a fancy weapon.  The real loss is not being able to Combat Squad that unit anymore.  I thought it useful to be able to split up coming out of a Drop Pod, either dividing up existing targets or trying to pop a transport with one and frag the occupants with the other.  Not being able to do this with one of my heroes along for the ride isn’t the end of the world, but it’s unfortunate.