Sons of Fenris

Sons of Fenris

Recently I’ve been reading a lot of fiction, including a few 40k novels. Although very busy with non-gaming projects, one of these was so bad that it has prompted me to come back to my much neglected blog and comment on it. That is not a propitious start to a book review, so right away you know things aren’t going to go well for the book in question: Sons of Fenris by Lightner.

I’m not super familiar with Space Wolves lore, but this is more or less set some time before Ragnar became a Wolf Lord. In fact, the book seems shoved into timespace between other critical events that I’m assuming the other books in the series address.

The basic story here is about one of the Fallen trying to strike a deal with Chaos to embroil the Dark Angels and Space Wolves in civil war. This is not hard to do as they mostly hate each other anyway. Along the way large portions of a mining colony get destroyed, a lot of Marines killed, and even more PDF forces and local indigenous reptilians slaughtered.

Fenris has some general issues. For example, the fact that it’s shoved between more important events shows up in that between the penultimate and ultimate sections is a huge chronological gap, again probably the subject of other books, making the last piece of the story somewhat out of place but clearly pegged on to ram home the theme of redemption. The plot is also by and large very predictable, with almost no mystery or suspense throughout.

Most importantly though, everyone sucks! By this account the Space Wolves are huge idiots! All of them, at every possible opportunity, solve every tactical problem by roaring at their opponents and charging. Sometimes their opponents are Dark Angels, sometimes they’re demons, sometimes they’re innocent refrigerators. It doesn’t matter, all problems are solvable by charging. Just ignore the fact that this usually involves getting shot, hurt, and/or killed in said charge, and if not you probably your buddy. Arguably worse, when not charging they bumble around like every caricatured Viking and/or Dwarf character ever, eating massive amounts of food, getting most of it into their beard, and quaffing copious quantities of alcohol. Meanwhile, as they’re alternating between stuffing their faces and charging things, they talk in painstakingly cliched, stilted, long winded and epic poem-styled speech patterns that are sure to make their opponents want to charge them. I did. Beyond that, although not as annoying, the Dark Angels and basically all other characters are similarly flat, cliched, uninspired.

All in all, there’s not a ton going on in this book that’s to like. It’s a clear problem when the thing I’m most excited about after reading a book is some of the terrain it mentions. As far as I’m concerned, the best part of this book was the jungle temple, but even that isn’t particularly original or interesting! All in all, Sons of Fenris: To be avoided…

Space Hulk: First 3e Games!

Space HulkJason and I got to play two rounds of the new Space Hulk yesterday, alternating sides on the short first mission. For all the hype on the Internet about that mission being a suicide run for the Marines, clearly those people just need to find some better Sergeants…

The first thing to notice is that the whole game is awesomely put together. Not only are the minis out of control, but so are all the pieces. Tiles and chits are made of super thick cardstock, much beefier and sturdier than any boardgame pieces I’ve ever seen before. To top it off, the tiles are embossed in places to give them a noticeable 3D effect. Some of the art is not super compelling, such as the Jammed chits, but the corridors and doors look absolutely amazing. The miniatures, if anything, are too dramatic and overly done. Space Hulk Terminators will outshine most regular Terminators if used in a normal 40k game, they’re easily as ornate or more so than most captains and generally more dynamic. Some people may also consider the Genestealers too over the top. The poses are solid and varied, but the ornate debri bases look somewhat out of place outside a diorama and definitely won’t work well for use in normal 40k. All in all though, these are finding fault in near perfection. These miniatures are glorious, sturdy, clean, and awesome. That said, the only real downside of the pieces is that the board tiles should be a bit larger to accommodate the very dramatic, large poses of the Marines and Tyranids.

Next to observe is that this edition is basically a very lavish reprint of the previous versions, for better or worse. The missions and maps are largely identical to those of the first and second editions. Core rules are almost exactly the same as those for the first edition, with a few tweaks such as minor differences in Action Point costs, jamming being less lethal, the new Guard close combat Overwatch variant. By extension this makes the game also very similar to the second edition, but probably more nuanced and interesting, in particular as the use of Command Points is more strategic than in second edition as they may be used in the Genestealers’ turn. A few additions have been made from the first edition expansions, such as the autocannon, Broodlord, and Librarian, but they’re all fairly simple and seem straightforward. All of the rules and elements seem very straightforward and fast playing once you have a handle on them.

That said, the rulebook is not well done and getting a handle on everything, while not complex, seems error prone and interpretations will likely vary from gaming group to gaming group. The book is lavishly produced but in classic GW fashion omits a large raft of assumptions and contains many ambiguities. This is unfortunate because it really mars an otherwise stellar product. Just a little extra work reviewing the rulebook could have saved so much hassle and frustration, and I highly doubt they would have even had to pay anyone to do it. In point of fact, people probably would have paid to help beta test and uncover these problems… GW’s development style and apparent refusal to simply work with some outside playtesters or bring in good editors and a review team continues to boggle the mind.

Overlooking those issues, in terms of play, things are largely the same as they were in the first edition. That’s both good and bad. In some ways similar dungeon crawls such as Doom are much more tactical and rich, with more movement, weapons, awesome ammo systems, and other neat features. On the other hand, Space Hulk remains a fast playing, simple but intense experience and its narrative experience remains well above par. In particular, the detail and dynamic poses of the Marines makes them highly identifiable; they’re even clearly named in the mission book. This adds even more to the drama than in previous editions. No longer is it just some Terminator holding down a corridor. Now it’s Brother Noctis, his back to the wall, aliens chittering in the darkness, staunchly standing his ground to preserve the team’s rearguard and any hope of an exit route as the rest of the squad dashes toward the objectives. This kind of narrative is really the star of the game and critical to really enjoying it, though it’s a solid game regardless.

In that vein, I think it’s important to approach the game as slightly less of a tactical combat game, and slightly more of an abstract resource management game. In many respects the key decisions aren’t about maneuvering models around each other and optimizing fire sequences—you can’t, the corridors are too tight—but rather about conserving and expending resources as necessary. For the Marines those resources are men and Command Points. Resources for the Genestealers are aliens, uncertainty, chokepoints, and the distance between the Marines and their objectives. That’s not to say there aren’t tactical decisions and moves to be made, but the predominant real decisions are those sorts of considerations, rather than particular questions of movement or firing patterns. That’s not a bad thing at all, but a mindset that should be considered and appreciated whenever approaching your own infested hulks lurking in the chill depths of space.

PAGE CC 2009/7/26

The other week at PAGE we played a quick round of our Obscurus Descendent micro-campaign in progress. It was actually a great night—there were space conflicts at our usual venue, so instead all ten of us met at my house! Fortunately I was in the process of moving, so I had one house pretty much empty of furniture such that we could set up a whole bunch of gaming tables. It did involve several long nights though doing some simple construction to make free standing supports for my boards so that we would have enough tables!

Biggest issues on the campaign were:

  • There was some confusion about army construction. We had put out two sets of army composition rules, and everybody was supposed to bring one for each. That worked reasonably enough, but several people assumed that those armies would be combined in the final round, rather than being free standing in their own right. Lesson: Campaign managers need to give their players a solid set of expectations, such that they can construct effective armies. The campaign writeup in turn should help the managers do that, i.e., tell them what to say.
  • Boards are everything. The final round is sort of a micro-apocalypse, all-in team gaming pitting good versus evil. We used an excellently done Mordheim board a friend had constructed. It was very thematic, with a ruined manor front leading into a temple crypt behind, but much too clogged with terrain for 40k. The board was very small and had plentiful difficult terrain, so much so that many of the good guys simply could not get into the rule thick of the action. Lesson: There is such a thing as too much terrain, and boards made for one system may not work well for others.

That said, it was a fine time, and we all had a hoot crowding around one board. I think there were three really standout moments in the game:

  • After the evil team deployed, it was like one of those goofy scenes from cheesy spy movies where they wish to show you how powerful the bad guy is by panning out on a wide open plateau of soldiers and such covering every available inch of it. In this case, we faced something like 50 guardsman covering the icon at the center of the crypt. They were literally wall-to-wall, loosely spread out in a grid in there.
  • On the first turn, Kingbreakers Sternguard entered the board through the graveyard in front of the manor. Silently rushing through the trees, they vault over the low wall and drop to their knees in the road before the manor, taking careful but instantaneous aim through the many chinks and holes in its facade. Meanwhile, Librarian Rorschach lingers in the graveyard, fighting a desperate mental battle with the C’Tan lurking within the ruins, punching through its defenses precisely as the Sternguard let loose with a stupendous volley of fire. Its psychic armor negated and its body pierced by round after round of poisoned bolts, the Nightbringer howled in rage as his physical form came unbound all around him.
  • Space Wolves Terminators leverage their hard-won knowledge of the dark leaders’ lair to infiltrate directly into the crypt. They slay corrupted guardsmen left and right, hacking their way through the wall of flesh toward the ruinous icon set in the half-light glow of the ritual pit. But just as they break through and their wolf priest braces to cleave it in two at the last possible moment, they realize the trap that has been laid! Dozens and dozens of guardsmen rush to the scene, pouring in volleys of fire as their officers and commissars bellow them onward, feeding their Warp tainted rage with boxes and boxes of extra ammunition placed in the crypt earlier with a mind to precisely such desperate times…

Long story short, the forces of good did not manage to stop the ritual in time. Intelligence is unclear given the lack of survivors reporting back from the climactic final moments, but all signs indicate that the rebellious undercurrents that had been sweeping the Obscurus Segmentum were indeed successful preparations for a dark menace to breach through from the Warp. Inquisitors dispatched to investigate are overdue to report back…