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Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

moths posted:

Take note: White Dwarf 482 is a VERY SPECIAL ISSUE that you want to buy because it includes:

It's already on shelves at Barnes & Noble in the US.

Chaos Gate loving rules and I would love if that somehow developed a modern mod scene.

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Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
Gorkamorka



History

In 1997, Warhammer 40,000 was going strong in its second edition. At the time, Games Workshop was going through something of an experimental phase with its approach to marketing and IP. They were licensing 40k and Epic out for video games, White Dwarf regularly had free games printed in it, and the Black Library was about to kickoff in a major way. At the same time, someone must have really loving liked Mad Max because out of nowhere, Andy Chambers was directed to throw together another skirmish game for the 40k universe to compliment Necromunda. This came as a complete shock to Andy because he was under the impression that he would be working on Epic Fantasy next. However, 3rd Edition Epic 40,000 was basically dead on arrival and GW developed serious cold feet on producing anything else outside of their 28mm scale.

Gorkamorka's development time, according to Chambers, was notoriously fast. In a retrospective, he went through all of the areas where he felt he had to compromise just to get the box out by Christmas. This included the quality of sculpts (especially the trukks), the coherency of the rules, the factions available at launch, and just the overall state of the product in general. One area where it was not lacking, however, was theme.

Setting

Thematically, Gorkamorka gets everything right, and may be the single most entertaining game that GW has ever produced. In Gorkamorka, you play a gang of orks flying around in dune buggies in a wasteland hunting down the scrap of a crashed space hulk and battling it out with other gangs looking to do the same. The name "Gorkamorka" refers to whatever the heck it is the mekboyz are building back in Mektown. Is it a gargant? A teleportation pad? A ship? No one knows, but everyone wants their space on it secured when the mekboyz turn it on.

Gorkamorka is set on the planet of Angelis. Angelis was a backwater world with a small imperial outpost whose mission was to explore some weird ruins, but wasn't otherwise of note. One day, an ork space hulk dropped out of the warp while on its way to the Waaaagh (they're not really sure which one) and smashed into Angelis, wiping out all life on the planet and reducing the once temperate world to a desert wasteland. It's possible some orks survived the initial crash, but ultimately it's irrelevant. Gorkamorka is basically where the modern lore of the orks, including their biology, originates and one thing the game established is that orks are fungus and even if no living orks made it to the surface of Angelis, their spores survived the crash and began to grow in the badlands.

Soon, the planet was teeming with orks and orks are going to ork, in this case very literally as ork spores contain the DNA of the entire ork ecosystem, from the lowly squig up to much more complex beasts of burden. The new crop of boyz got together and started sorting out the wreckage and from the scrap came Mektown. Everyone wanted to get back to the Waaagh, so the mekboyz got to tinkering and building... something. No one is quite sure what it was they were building and the Mekboyz who started it are long dead. All that was known is that one day, someone realized that the thing looked an awful lot like the ork god Gork. This was immediately corrected by another ork because clearly it looked like the other ork god Mork. This difference of opinion led to Mektown being burned to the ground.

The orks realized that arguing over what the thing was wasn't very productive, though it was a good scrap. So they agreed to refer to it as "Gorkamorka" and to keep the fighting outside of Mektown to prevent any future accidents. Now, orks spend their time battling in the wasteland finding more chunks of the space hulk to bring back to the mekboyz to be incorporated into Gorkamorka. The most successful boyz are then awarded their tags and are guaranteed a spot on Gorkamorka on the faithful day when the mekboyz decide that it's finished.

Digganob

An expansion to Gorkamorka was released called Digganob. As it turns out, the orks weren't alone on Angelis. When the hulk came down, there were survivors, two different factions of them in fact. A group of fairly advanced humanoids, utilizing laser based technology, survived the apocalypse in the wasteland, but were exposed to significant amounts of radiation and over the years degenerated into conscious horrors, called "Muties" by the orks. The Muties stand apart from the other gangs because they ride mutated beasts instead of vehicles. Potentially weirder than the Muties are the Diggas. The Diggas are another group of humans, but unlike the Muties, they survived by being deep underground, literally "diggers", and tend to live in settlements in the shadow of the ruins, which seem to offer them some sort of protection. The Diggas are likely survivors of the Imperial outpost, or maybe they were indigenous to Angelis to begin with, but now they're an ork cargo-cult. They paint themselves green, speak in an ork dialect, and refer to their leaders as "nobs" (hence "Digganob"). The orks find this amusing and tolerate their presence in Mektown when they come to trade, but have no desire to let them on Gorkamorka proper. They also have no mercy for them in the wasteland, but will not go near the Digga settlements.

Strange things happen to orks who get too close. Every now and then, an ork boy will decide to seek his fortune and prove his courage by traveling out to the ruins, but most are never heard from again. Those that manage to come back speak of horrors untold, great tombs buried in the sand, and skeletal machines haunting the shadows. Perhaps the ruins are of an older and greater civilization than even the Imperium. Remnants of an Eldar maiden world? A webway portal to Eldar corsairs? Or perhaps something more sinister, perhaps the embodiment of death itself. We'll never know for sure! It's obviously Necrons, but there was never a second expansion or new edition to introduce them into the game proper.

Oh, and one other thing I forgot to mention is that the orks have all agreed that while grots are useful slaves, they're not really people, and of course have no business on Gorkamorka. Any grot who serves his gang well can expect payment in the form of slightly less abuse from his masters, but no more, and certainly no tags of his own. The grots aren't particularly big fans of this policy and so have started talking to one another about "organizing" and "seizing the means of producing Gorkamorka" for themselves. Enter Da Red Gobbo and his Rebel Grots.



The Rebel Grots are the final faction in Gorkamorka and they're there to fight for the little guy, literally. They ride around the wasteland on wind powered vehicles and prove that you don't have to be big to be green.

Mechanics

Mechanically, Gorkamorka is built on 40k 2e, which means a lot of charts, modifiers, and opposed melee roles. It has a lot of similarity to old Necromunda, especially in the campaign system, but it has rules for vehicles tacked on as every scenario starts with your boyz piled high on vehicles to get to the scrap. You can run down models on foot, ram other vehicles, leap from trukk to trak to strap stickbombs to the engine, and even lay siege to an ork fort that looks suspiciously like an oil refinery. The game is concentrated madness with enough orkish tomfoolery to make anyone fall in love with it. Orks can get injured, lose limbs, and even strap a pneumatic peg to their knee stump to fight another day. It's glorious.

It's also dated and the mechanics were clunky even when it was new. It does exactly what it says on the tin, but you might find yourself having to creatively interpret gaps in the rules when you run into a circumstance that isn't explicitly covered. But that's not really the point of the game.

Gorkamorka is all about crazy conversions and going wild with the theme. You can make an all biker gang or you can convert models from other games into monstrosities that would make George Miller blush or build things from scratch out of the scrap you have at your hobby table like the mekboyz would. It's up to you and it's great.

Legacy
This is the game that killed the Specialist Games studio at Games Workshop. Oops. As I said, Games Workshop was sort of all over the place with their brand and IP management at the time and didn't have a good grasp of things like "market research". I guess the executives expected this to be a way bigger hit than it was and as a result, they poured a ton of money into filling a warehouse with starter boxes. Supposedly this included a massive order of a French version that just didn't sell at all as well. Eventually, GW decided that Gorkamorka had to go so they literally gave away the $75 starter set with White Dwarf subscriptions. This was how I got my set in the late 90s. Best $50 I ever spent. The Specialist range would survive for a few more years and in different forms, but GW was terrified of any more of these self-contained games and by the mid-00s or so after lingering in web only status, Mordheim, Necromunda, BFG, Blood Bowl, Gorkamorka, and Epic Armageddon were all scrubbed from GW's website.

More importantly though, Gorkamorka completely changed how orks were presented in 40k. The ork faction in Rogue Trader and 2e were a mishmash of different design choices with a greater emphasis on ork subfactions (klans), such as savage orks and goffs. Gorkamorka was the birth of a single ork design language that persists to this day. A lot of the fluff and artwork were ported wholesale from Gorkamorka books and White Dwarf articles to modern 40k codexes. Basically every extant ork model is an evolution of something that came from Gorkamorka, and for a long time they were literally the same models. This also means that you can easily start collecting Gorkamorka today just by buying ork kits that are currently available.

Resources

While out of production, Yaktribe has most everything you need. There's also an active Facebook group where people post items for sale and trade and discuss the rules. There's also a community rulebook available, but I haven't read that myself. It's also just a fun modeling project and for that you don't really need to have any rules or official models. Just make something cool and fun and appropriately orkish.

https://yaktribe.games/community/vault/categories/gorkamorka.11/
https://www.facebook.com/groups/Gorkamorka

Random Gorkamorka Stuff of Mine



Atlas Hugged fucked around with this message at 09:34 on Dec 13, 2022

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
I'm glad my little write-up of Gorkamorka was so well-received. I have a desert themed mat on order, so I'll make sure to get some more thematic photos of my poo poo taken down the road. I'll also do a MESBG post later tonight or tomorrow, but I'm in Southeast Asia so adjust your clocks accordingly.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

Hihohe posted:

I was saying to my LGS friends, There needs to be a necromunda ash wastes expansion thats just GorkaMorka. Sorta like a stand alone expansion.

The expansion could basically be the story of GorkaMorka, your fighting orks and collecting scrap on Angelis, but it could also put in there that "If you want, you can play as orks in a Necromunda campaign too! heres how that works" then go about inserting them into a Necro

Orks have attacked Necromunda at some point so theyre probably still bopping around somewhere so its not impossible lore wise to play as them.

I love Orks so much and i just want GorkaMorka.

There was a lot of talk about this back during the last time Necromunda was supported, probably somewhere between 03-05, but it obviously never came to fruition. It's the easiest way to do it if they were going to.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

berzerkmonkey posted:

There was a whole hive that was infested with Orks. That's why the Imperial Fists have a garrison on the planet now. I'd love a GM game, but I feel like GW wants to keep the streams separated and we're unlikely to see them in NM. Also, GM was a colossal failure when it was released, and the last time GW released an Ork-centric game (Speed Freeks,) people pretty much threw away the game and kept the vehicles. They've got plenty of reason to avoid a GM reboot, as cool as it would be.

IMO, GM should be like Dark Future/Gaslands, and allow you to customize kustomize vehicles on the scale of Hot Wheels or Matchbox. I said it before, but just sell a starter, a box full of vehicle chassis, and weapon sprues.

I agree with a lot of this, but Speed Freeks also came out at the end of GW's period where basically every new release got a boxed game of its own. There were half a dozen or so of these things floating around at the time. It was more or less how GW justified a bundle without admitting there was a discount. I think Speed Freeks sold for cheaper than the cost of the vehicles combined and that was more or less true for all of those boxed games they had. I don't think a lot of people were playing Lost Patrol or Betrayal at Calth either.

To your final suggestion, I don't hate the idea of a Gorkamorka that was just the car combat, but I think it overlooks a lot of the appeal of the game. There are very few skirmish games that mix vehicles and models on foot with meaningful interaction between the two. Deadzone for instance has loads of vehicles in it, but they're not set apart from infantry. They just have a more robust statline. It's not like you can scale an enemy walker or sabotage the engine of a goblin guntrack. Gameplay is faster sure because they don't have unique mechanics that work differently than models on foot do, but the whole point of a skirmish game is that you can include those hard distinctions and granularity because you're only juggling a dozen models a side. That's really what made Gorkamorka shine.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
There's a great, fairly progressive YouTuber named Arbitor Ian and one of the best series he does is cracking out old GW games and playing them. Advanced Space Crusade definitely sounds like a good fit for his channel.

Here's him taking on Chainsaw Warrior
https://www.youtube.com/watch?v=zAWFVMt4sAs

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

Bad Decision Dino posted:

Atlas Hugged said he'd write one, but if he doesn't get around to it, I'll do one later in the week.

Happy to hand it off to you. Got busy with real life stuff and I doubt I'll have a chance to do it anytime soon.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
Awesome MESGB post. When I am back from vacation and I have a chance to buy a kitchen table, I'm going to try to run more games at home and take some sweet photos.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
It's the holy grail of fantasy IP because you simply cannot make a fantasy setting without being accused of being derivative, so you may as well go with the original. Likewise, most fans of LotR are fans of many things, but also acknowledge that none of them do what LotR does as well as it does.

I've reread the trilogy over the last year and it's just so much better written than modern fantasy is that it's sort of laughable how many of these authors have "The American Tolkien" or "The Next Tolkien" or some variation printed on their dust covers, because that's never been true loving ever.

So if you're going to play a game, why play something that is ultimately just a knockoff of Tolkien when you could play the real deal from the biggest and best company in the industry?

28mm "true scale" looks great. The models aren't overloaded with detail, but are clearly based on iconic looks from the films. Troop boxes come with a decent variety and are 24 models per set, making it relatively affordable all things considered.

Plus the game is actually loving deep and good, so it beats out games and settings that really are trying to be their own unique thing just on that merit alone.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
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I love you all
Hair squig is very tall. The Gorkamorka orks were often modeled with hair and that was the justification.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
We have been playing an absolute fuckton of MESB over the past few months. Wonderful game. Not many great photos from yesterday because we wanted to play as terrain heavy a board as we could to force ourselves to learn more about terrain and special rule interactions, but I think I know this game now about as well as I've known any game ever. Which is to say I have not bothered reading the siege section and I never intend to.




Atlas Hugged
Mar 12, 2007


Put your arms around me,
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I love you all

Thirsty Dog posted:

Gorgeous minis and paint jobs to match.

What makes the game stand out for you?

I like that it hits a sweet spot between individual models and units of troops that no other game really seems to manage, especially in the current rules. It's not quite a skirmish game, but it's not really a mass battle game either. It really can be both, and even at the same time. Normally, you either purchase models individually or you purchase squads of 5-10+, but MESBG kind of does both at the same time. Your army is divided into warbands of between 1 hero and 6-18 warriors. The warband is deployed as a unit, but once the game starts all models move independently, which gives you a lot of flexibility in how you approach tactics and strategy. The game simultaneously encourages you to keep warbands in a formation through the use of hero specific synergies. Sure, you could send two Riders of Rohan off on their own to grab an objective, but if you keep them close to Theoden, they get bonuses in combat that are potentially more useful.

I also enjoy how elegant the game design is. While there are a lot of rules covering basically every aspect of battle that you could want, there's no rules bloat. There's basically one straightforward rule for every situation, and most of the time most situations won't come up. It really comes down to what kind of game you feel like playing that day. Want to run a battle with gigantic monsters running amok? Sure, there are rules for that. Want to fight a siege complete with scaling walls and war machines? Yeah, you can do that too. Want a more narrative driven experience recreating just a couple of key skirmishes from the first movie? The game is perfect for that as well.

I also like that the game is hero centered. Other games try (or used to try) to make taking special characters feel like a big deal and that they shouldn't be part of the normal game. Lord of the Rings wouldn't be Lord of the Rings without Aragorn and Gandalf running around against the Witch King and Saruman. You'd be stupid not to take your badass characters into most fights. At the same time, the heroes are powerful without being broken. A bad roll can see Aragorn getting murdered by uruk-hai. Heroes have ways to mitigate this, but the Might/Will/Fate system means it's a resource that is exhaustible. If you have enough goblins, you will bring Gandalf down.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

Covermeinsunshine posted:

Hmm I've been eyeing those estralings. Maybe I will give middle earth a chance

It is genuinely a lovely game. The new edition just dropped and the rulebook is one of the best I have ever used. The rules are clear and concise, the table of contents is useful, and there's an honest to god index. I don't know if it's because it's a licensed product that they don't want to gently caress up or if the team working on it are just that much better than the 40k guys, but it's such a different game it's hard to believe it's from the same company.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

Bored Online posted:

Quasi-related I have been painting the Minas Tirith troops in the new Middle Earth starter box, and they are great for learning layering. All the capes have deep folds, and the models have just the right amount of detail to not be overwhelming. Can also vouch that the rulebook is delightful.

After I have this box completed should I look to pick up the Armies of LOTR supplement? It sounds like that is where the data sheets are?

EdsTeioh posted:

That's correct; that has basically all of the army lists and data sheets for everything. The various campaign books (Rohan at War and such) have alternate lists and specific scenarios, but aren't necessary.

Just echoing this, but yeah Armies of LOTR is an excellent book as well, though it's technically from the previous edition. I doubt any major revisions will happen in the near future as the release schedule for MESBG is such a trickle that it seems we'd be at least a year out from a new version of it. There's nothing in it that's not compatible with the current rules as the new edition is mostly just a tidying up of previous editions, but it's probably worth having in the back of your head that if there are any new books in the future, this one is possibly one that is likely to see a refresh. Thankfully they have yet to go in the direction of faction specific books outside of campaigns. The individual faction lists are fairly short which likely makes individual books a challenge, but they managed to do it for Necromunda so anything is possible with GW.

As for the models, yeah everything in that box is a solid kit. People have joked in the past that MESBG has both the best and worst models GW ever designed, with awkward melty-faced metal dudes next to incredibly generic men in armor, next to simple but evocative figures that genuinely look like their screen counterparts. However, I think GW has done a good job of cycling out the worst models from the range and either shelving them or replacing them with a modern redo. I just got the metal Faramir, and yeah he doesn't really at all look like his actor and is fairly dull, but the new plastic one, while unarmored, is straight from the movie. The sons of Elrond are another good example of how the current versions are far superior to the original take.

Lumpy posted:

I might buy it just for that.

It's so absurd to me that this is only just recently becoming industry standard. Though I guess good technical writers and editors don't come cheap.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

EdsTeioh posted:

Aren't all the books from launch-now "technically" compatible with the current rulset? Man, I really hope they *don't* go to individual army books; the current setup is one of the biggest selling points on the game.

Correct, at the moment everything is compatible with the new rulebook. It doesn't change anything major: it just tidies things up and is incredibly user friendly. I point out that this is GW we're talking about and a new edition of the corebook is as good a justification as any to start messing around with how the factions are presented. Nothing has been announced or even previewed so far as I know, but I figure if people intend to keep up with the meta, it's something they'd want to consider.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
I painted a thing.


Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
Two Rohirrim Outriders and dismounts completed. Just waiting for another two to get here to have a nice little squad of four.


Atlas Hugged
Mar 12, 2007


Put your arms around me,
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I love you all
It's super awesome that I get to play this game almost every week now.



I also finished up my Redshields this weekend. Feels good to have them done!

Atlas Hugged fucked around with this message at 11:52 on Feb 5, 2023

Atlas Hugged
Mar 12, 2007


Put your arms around me,
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I love you all
Cart needs a decaying little boy puppet hanging on the back, but otherwise is perfect.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
What a lovely game.



Gothmog is annoying as gently caress though.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
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I love you all

Ravendas posted:

Sharing this with my friends that I want to play MESBG with, on my table with HirstArts stuff too.

Looks great! A bit jealous.

I've been lucky enough to be able to play fairly regularly. My friend and I have built up around 3 armies a piece, though I tend to main Rohan just because it has more unit variety than either of my elf forces. Eventually I'm going to get my Moria horde onto the table!

Atlas Hugged
Mar 12, 2007


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I love you all
I came across this guy's YouTube channel lately and while the early videos are rough around the edges, he seems genuine and enthusiastic. In any case, he did a video on Mighty Empires that might be of interest if you want a clearer picture of exactly what it is.

https://www.youtube.com/watch?v=uPsPNiGkQLY

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
Finished up another model for my Rohan force.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
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I like the concept of Mordheim and the aesthetic and it was amazing to play in the late 90s/early 00s, but I do not feel the mechanics have aged well.

Atlas Hugged
Mar 12, 2007


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I don't mean the campaign mechanics or the brutality. I mean the igougo system, Strength Vs Defense on a table, the sheer number of dice rolls you make for very little to actually happen. That sort of thing. Deadzone really seems to have nailed the playability experience of a skirmish game and it's hard to go back to things designed with more archaic rules.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
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I love you all
40k Beastman is the kind of nonsense that will 100% get me to buy a squad even if I have no interest in ever playing a GW game aside from MESBG ever again.

Atlas Hugged
Mar 12, 2007


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EdsTeioh posted:

<shrug> guess y'all's scenes are just the polar opposites of mine. Before PP cratered, poo poo was like a high school gum around here.

Passed around and sticky? Eventually stuck beneath a foldout desk in the auditorium?

Atlas Hugged
Mar 12, 2007


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Diggas are like an ork cargo cult. They also live in the shadow of the pyramids and are likely under the protection of the Necrons for some reason.

Atlas Hugged
Mar 12, 2007


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I love you all
Yep. And it's one of the reasons why Andy Chambers is kind of cool on Gorkamorka. It was a rushed job that he wasn't necessarily all that into.

The thread might be interested to hear that he and Thorpe have written a new mecha game to be released later this year. "Zeo Genesis". The company behind it is new, but those are pretty good credentials so it might be worth a look.

Atlas Hugged
Mar 12, 2007


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I love you all
It's the kind of rule I find flavorful but ultimately kind of stupid. If I ever play Gorkamorka again, I'll definitely be house-ruling it away and assigning vehicles reasonable capacities to avoid the basing issue.

Atlas Hugged
Mar 12, 2007


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I love you all

DAD LOST MY IPOD posted:

this makes no sense to me, gorkamorka is just not a very well designed game by any metric. if you're playing it, you're playing it because it's chaotic and stupid and fun. given that, why try to reduce the chaos? it's like buying a geo metro, doing an engine swap and then getting mad when it doesn't perform

Well as was pointed out, the falling off and getting injured rule isn't actually in Gorkamorka. I don't like the physical capacity of the truk rule simply because I don't like precariously balancing models I put time and effort into painting even if they don't actually take an injury if they fall off the vehicle.

Given that I'm likely to play with a 7 year old if I ever play again, I want to discourage rough handling of the models as much as possible, preferring tokens to indicate knocked down and prone as well.

Atlas Hugged
Mar 12, 2007


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I love you all
Back in the 00s, few people in my gaming group had more than one team, let alone more than one painted team. So every time we rebooted the league, we all basically took the same teams again, but just started everyone back at 0 SPP.

Atlas Hugged
Mar 12, 2007


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I love you all
You might also look for Inquisimunda or Inq28 resources that may have community rules or updates to clarify rules if you want to see how other people have handled things.

Atlas Hugged
Mar 12, 2007


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I love you all
Played my first game of MESBG for the first time in ages this weekend.



We played Reconnoitre, which is a nasty scenario. As Rohan, I had the speed advantage, but getting my cavalry off the board means that my hardest hitting units were now unavailable. A race to get off the board also doesn't work when you have to reduce your enemy to 25% to end the scenario. Otherwise all you've done is given the enemy as much time as they need to calmly walk off the board unopposed.

Atlas Hugged
Mar 12, 2007


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Braggo posted:

Nice! I too played MESBG this weekend for about my fourth time ever!



We played Retrieval and I was out-warbanded 3-2 as Minas Tirith against Mordor (500pts). My soon to be painted Boromir broke through and took out the Mouth of Sauron but the Great Beast of Gorgoroth trampled through eventually and Boromir fled on a failed courage save right after my army was broken. I made some dumb moves with deployment and on second thought I probably should've tried to dodge the beast by running around terrain but it was still really fun!

It is a fantastically frustrating and terribly expensive game. My buddy has spent the last 6 months listening to all the podcasts and learning all the strategies for his Mordor army and I'm still at the "these are the models I have painted because I thought they looked cool" stage. Ah, but that's how it goes in this hobby sometimes.

Atlas Hugged
Mar 12, 2007


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I love you all

Virtual Russian posted:

I wouldn't stress that. I mostly buy and paint what I like and what looks cool or thematic. I don't tend to win my games because of that, but I always have a good time. Also yeah, MESBG is great, but it is quite pricey. I've been picking away at a Gondor army based around Boromir, Faramir, and Denathor, heavily featuring Knights. It looks cool as hell, plays fun, but is extremely sub-optimal.

If I had a greater range of opponents, I would tend to agree with you. When you play the same guy week after week and can't put a win together, it does grow tiresome. I just don't have time or money though to chase any metas.

My armies are gorgeous and the photos we get are spectacular though.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
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Eediot Jedi posted:

Would they be willing to swap armies for a couple of games? You play their meta army they play yours?

Maybe, but I suspect he'd be possessive and would simply again encourage me to take the time to learn the army's strategies like he did. He's working on painting his Good armies, but he's also bought every option for them as well whereas I basically just have a pile of goblins.

Virtual Russian posted:

OK yeah that can be rough, I most often play against my brother, he beats me 3/4 of the time. That is just enough that I can believe I could win any game, and it isn't frustrating because of it. We did spice things up sometimes by building each other's lists. It can be fun to try to build the worst possible list and then make them fight.

It's karma for me I guess. I used to destroy my buddy's Chaos army with my Blood Angels during 3rd Edition when we were in high school. I don't think he ever won a game. Fortunately we don't exclusively play MESBG and when we play Deadzone or Flames of War (he writes both lists as I've made it clear I will not be buying into this game as he's the WW2 guy, not me) I stand an even chance of winning. It's just that we've spent so much money on MESBG that I almost feel guilty not wanting to play it. This puts me in the wrong headspace for a game for a week before the game itself.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

Bad Decision Dino posted:

For some more Middle-Earth content, I too played some games this weekend.



We played 600 points , with my Rivendell facing off against the Depths of Moria Legendary Legion. My opponent brought the Balrog, a goblin captain, the drums and decent heap of goblins, while I brought Elrond, some Rivendell knights, Cirdan and a elven captain with a decent helping elven warriors.
For our first game we played 'To The Death!', which is a combat heavy scenario. Looking at the objectives and the interaction with my opponents Legendary Legion rules, I needed to beat the Balrog up some to have a chance to win.

I kept my elves back to take advantage of my shooting, and managed to put a wound into the Balrog while my opponent closed the distance. My opponent moved towards my flanks to avoid having to fight over the barricade in the middle. Cirdan cast all of his support spells on free Will.



As my opponent committed the Balrog to my right flank, I redeployed Elrond and the knights over to counter, leaving the captain and some elves to hold the left.



The Balrog charged into my right flank but got trapped by a countercharge led by Elrond. With Elrond calling Heroic Strike and using Hadhafang and supported by Cirdan casting Enchanted Blades, the Balrog went down after a few turns.

With my opponent unable to break through my rearguard on the left flank, and the right convincingly won by me, we decided to call it and play a second game.

For our second game, we played 'Seize the Prize', which involves retrieving an objective from the center for some points and moving it off the opponents board edge for some more.

The objective meant I had to move up as fast as I could, but my opponent spent the only two Might in his army and won a big priority to Heroic March up and get there first. With the Balrog holding the objective, there was no choice but to fight him again.



Thankfully, his right flank had been out of range of his Heroic March, which allowed me to surround the Balrog again. However, Elrond fluffed his Heroic Strike, allowing the Balrog win the combat and Rend the Lord of Rivendell. Using all of his Fate, and some rerolls granted by Vilya, Elrond managed to survive.
Over the next few turns, the situation turned out similar to the first game. With the Balrog slain, the objective passed to a knight of Rivendell, who had this one chance to destroy evil forever picked up the objective and rode off into sunset.



Adding insult to injurt, Elrond rode into the center of his remaining line and cast Wrath of Bruinen, knocking most of his goblins to the dirt and killing several.
We called it here with another win for Rivendell.

Excellent stuff. I need to get my Balrog into play. I've had it sitting on a shelf for years now.

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
I also recommend checking out Federation Commander as it is like a simplified SFB in case you want to learn the rules in only a day of intense study instead of a year.

Star Fleet Battle Force is a card game in the same universe and I've been playing the heck out of it lately. Very fun and straightforward. They even joke about the size of the rulebook in the introduction.

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Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

moths posted:

Which Trek show name-dropped him recently, in the context of our era's greatest minds?

I haven't seen it, but I think the character on Discovery who said it was from the Mirror Universe so maybe at least it's only the bad future that reveres him?

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