Mortalis Solypsus WIP

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Yesterday Colin and I got started on construction for the July PAGE/Redcap’s 40k event: Mortalis Solypsus. A bit over-ambitiously, we intend to run a full day of Zone Mortalis-styled games, capturing the fighting inside the Lab, Mine, and other installations of Solypsus 9. Note that the fluff here is that you’re fighting in huge facilities. Vehicles can fit through part of them, but may not be able to make it into narrower sections or rooms. Think NORAD, not office building.

Everybody should take note of the draft rules being collected on the event page. There are a number of restrictions and special rules to suit the indoor fighting. A basic restriction is that large vehicles are outright not permitted. Further, even permitted larger models like Dreadnoughts will not have full mobility throughout a board as they won’t fit through doorways and such. An example special rule is that blasts and templates gain Shred, and only scatter and take effect within the confines of the walls.

Although there’s a long way to go, we wanted to post some notes and pictures for both players thinking about what armies to prepare, and for the other hobbyists building boards for the event to follow along. As the boards are being constructed by several people and using a variety of styles, they will definitely vary a bit. But this is roughly how most of them will work.

If you are committed to playing in the event, please sign up on the Doodle poll so we can plan appropriately.

Colin starts measuring out walls.

Colin starts measuring out walls.

Layout

The game boards will all be 4×4, to suit the 1000 point armies. They are made up of 2×2 or 1×1 tiles, to give some variety in laying out a board. Each tile has a fixed layout of walls making corridors, generally along an 8×8 or similar grid. This gives just enough room for small vehicles such as a Rhino to move through, but in a somewhat restricted way. With other models present or scatter terrain such as debris, containers, or consoles, it may be difficult to have them turn in place and such to head in a new direction.

Line of sight is very limited by the walls. A number of walls do have doorways, but they’re staggered such that even with all of them open there is no line of sight across the board. Indirect attacks are in general not permitted, see the rules for details. Close up shooting and assault will definitely be emphasized compared to a normal game.

One of Colin's 2x2 tiles.

One of Colin’s 2×2 tiles.

Doorways

The doorways on our canonical board design are 2 inches wide and tall. This means anything up to about a Space Marine Centurion can easily move them them. Dreadnoughts, monstrous creatures, and other large models simply won’t fit. Although the tile designs generate discourage fully enclosed spaces, it will certainly be possible for troopers to huddle up away from a bigger foe and force it to take a roundabout route to them and the objective they are defending for the corpse god and/or false idols.

It doesn’t matter for gameplay purposes because they’re treated as an infinite surface, but for building purposes, the walls should be 3 to 4 inches tall. Many models need at least a 3″ wall to look right. At 4″ though the walls start to feel pretty cavernous against infantry, which might be an appropriate look for some themes.

A Kingbreaker checks out his new digs.

A Kingbreaker checks out his new digs.

Burn It Down!

Again, take a look at the draft rules to see some of the changes and special effects. And, if you are committed to participating, please sign up on the Doodle poll so we know how many people to expect.

Two WIP tiles together.

Two WIP tiles together.

Tournament of Blood

Sunday we held our monthly 40k event at Redcap’s. Six players came out despite being summer break for the colleges, Sunday, and Father’s Day to boot. Armies featured Space Marines, Blood Angels, Khorne Daemonkin, Chaos Space Marines, Chaos Daemons, and Tyranid. A few more photos than those here are in the gallery. Full results are on the event webpage.

Michael's excellent converted Knight ally stalks the ruins for its Tyranid masters.

Michael’s excellent converted Knight ally stalks the ruins for its Tyranid masters.

Missions

This time around the core of the event was a straight competition, rather than the alliances and deliberative pairings we’ve been doing recently. Matchups were all paired individually in pure tournament fashion and the missions straightforward. The one note with them is that I’ve begun experimenting again with players choosing continuous versus final objective marker scoring for their primary objective. It seemed to work well within our overall format, which already gives substantial strategic options via the choice of secondary objectives. An even mix of players chose each primary objective mechanism, a good sign.

Colin also made the point that our Maelstrom missions should always include our Meatgrinder (kill Troops), Assassination (kill characters), or similar secondary objective options, to help counter armies overtuned for that format—namely the updated Space Marines. I had been doing so as part of the overall goal of balancing primary missions oriented toward ground control with several kill points options (alongside a ground control option to double down on that), and vice versa. I had not though thought of that specifically as a way to help neuter those armies a bit, so it was a good observation to keep in mind.

The Tournament of Blood

Keeping with our goal of including narrative components or other side tracks alongside the tournament competition, we did run one small thematic aspect: The Tournament of Blood! Each player got a card of achievements their warlord could work toward throughout the day. At the end of each game they marked off particular accomplishments for their boss, and were scored separately and a prize given purely on those points.

This seemed to work out pretty well. With the players warned in advance, most of the chosen warlords came ready to fight. I do think though that there’s enough diversity among the achievements for factions that don’t have characters suited for direct combat to still score well. Several account for a support oriented or backfield command role, and ultimately those players can just focus on the primary missions anyway.

In the end there was a good distribution of achievements scored. Obviously they mostly tracked with overall success, but some players did focus more or less on the achievements. The second highest player in the general scoring came out last on the achievements, while the second highest warlord came out second to last in the general scoring. The two of them just had different priorities and capabilities, exactly what we’re trying to support. The latter in particular came out specifically for this event because his warlord’s a great character with a whole background story and such that he wanted to have fight the others, so I considered that a success. The one minor presentation tweak I have to make is having a place to scribble the warlord character’s name on the card, for the post-event storytelling.

Warlord achievements in The Tournament of Blood.

Warlord achievements in The Tournament of Blood.

Titles

So, with that, we announce the titles for the inaugural Tournament of Blood:

  • The Lord of the Cheese: Alex, Swords of Dorn (12pts)
  • The Young Pup: TJ, Sanguine Hunters (12pts)
  • The Berzerker: Chris, Chaos Space Marines (11pts)
  • The Old Gods’ Faithful: Colin, Daemonkin (9pts)
  • The Slowballer: Brett, Chaos Daemons (4pts)
  • The Lonely Xenos: Michael, Tyranids (3pts)

Again, a few more photos than those here are in the gallery and full results are on the event webpage.

The Swords of Dorn battle Chaos horrors among ravaged forests.

The Swords of Dorn battle Chaos horrors among ravaged forests.

2014 Music Highlights

Following up on my movie highlights, I now present my music highlights for 2014. I (obviously) don’t keep logs of all the music I listen to & when. Fortunately Amazon Digital and my MP3 player do track what was purchased or imported when. Similar to my other highlights, these are by no means necessarily new to the world in 2014 but instead in most cases simply new to me. The first set of these are pretty well known and mostly pop-ish songs, but the collection down bottom much less so.

DJ Play

First, a bunch of actually new-ish songs that got their share of radio play last year, and in some cases much more than that.

AWOLNATIONSail
It’s a bit too reminiscent of Breaking Bads’ use of TV On The Radio’s DLZ, but one of the seasons of Longmire ends with this used pretty well, as the hero drives literally and figuratively on Denver.

Glitch MobFortune Days
Previously noted for We Can Make The World Stop, The Glitch Mob returns with another good one, this time just outside the dub step milieu.

Kid Ink feat. Chris BrownShow Me
I’m conflicted by this hip hop hit. As usual, I have trouble with hip hop’s generally boring attitudes toward women, as particularly exemplified by the terrible opener for the official video. I also especially don’t want to support domestic abuser and general asshole Chris Brown. But the melody is really good.

BastillePompeii
This verged on being well over played on the radio, and though potentially reading too much into it, I really like the vague hints of story elements in this.

Sam SmithStay With Me
Right on the line of overplayed, but I am a huge sucker for sappy, overwrought heartbreaks and a bit of piano.

Vance JoyRiptide
An absolutely great way to seed a flowing, upbeat Pandora playlist is to throw this one in.

Mr. ProbzWaves [Robin Schulz Radio Edit]
Robin Schulz is ridiculously everywhere on my Pandora streams with his edits, but this beachy, upbeat tune from Mr Probz is really nice.

https://www.youtube.com/watch?v=6MH9qWemtPo

Calvin HarrisSummer
A pop-ish tune with just enough warble, everything is better in the summer.

AviciiHey Brother
Tim Berg blows away a more rock-ish tune than usual, and the video even successfully adds a bit of depth.

Pirate Radio

Now some songs that are not so or not at all present on the radio, at least around the northeast US.

Upbeat

To begin, a few more upbeat tunes.

Aloe BlaccThe Man and I Need A Dollar
Blacc is the singer on 2013’s Avicii hit Wake Me Up, of which he also has a good acoustic rendition. These two songs are him in an uptempo soul, R&B mode.

BakermatOne Day (Vandaag)
A fast but light, sky-ful Dutch dance song with a nice touch of saxophone.

Clean Bandit feat. Jess GlynneRather Be
Simple, fun electronic pop with sharp, clean vocals and instrumental ornamentation somewhat unique in that genre.

Tom Hangs feat. ShermanologyBlessed [Tim Bergling/Tom Hangs/Avicii/whoever he is Edit]
As far as I can tell, this is a Tim Bergling song performed by Shermanology, produced under his Tom Hangs stagename and then remixed under his Avicii stagename.  A sequence of credits as awesome as it is confusing. But this is a great, uplifting tune.

Parra For Cuva feat. Anna NaklabWicked Games
Absolutely incredible, upbeat take on Chris Isaak’s classic Wicked Games. Although there’s several ultra-slow covers I really like, this is the definitive version for me.

Quieter

At the opposite end of the spectrum, some quieter thoughts.

Selah SueThis World
A great somewhat down-tempo soul song.

Jim JamesState Of The Art (A.E.I.O.U.)
Basically the only good outcome from the very disappointing The Blacklist. One headline renders this as “digital ennui,” which I think is fair. I’m not sure what genre I’d lump it into, but it’s really good.

BirdySkinny Love
The Bon Iver original is also really good, but I particularly love this even slower, quieter rendition of this folk-ish song. Probably the saddest song of the year.

Sharon Van EttenSerpents [Demo]
This ostensible demo version and the song overall is shockingly under-established to have had such major exposure— no official upload?! But it’s a really great broken folk/alternative song. Pretty popular despite basically no radio play when it was released a few years back—and really, I have little idea what station here outside XPN would play it—as it was used devastatingly at the close of the fourth episode of the fourth season of The Walking Dead.