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Tuesday, October 30, 2018

Melee of Champions - Part I

This project was going to be a bit more "background" than most, but given the huge amount of interest I got on the Super Miniatures Gaming Facebook Group, I thought I'd get going on it now. I've had the idea for a while to run supers games at various community festivals and events which my club attends, but I wanted to make the games more engaging and accessible for people unfamiliar with miniature wargames. Though I'm not much of a video gamer, I knew about the Disney Infinity figurines and Nintendo Amiibos and thought there was some potential there, but SuperSystem just seemed a little too complex for what I wanted to do.


Thankfully, Scott P came up with Super Mission Force [SMF], a lighter, and faster-playing version of SuperSystem which would be easier for new players and young people to pick up. Thanks to my chronic under-employment, it took me a lot longer than I would have liked to get this project going, but I finally managed to get my hands on SMF and play a few games to get a feel for it. As I've said before, I'm not so much of a fan of it as a game for me, but the rules work fine and only require a couple of tweaks for the kind of game I want to get people playing at a convention or festival. Specifically, the changes I make are that all attacks do Knockback and there is no Dice Pool Cap for bonus dice, there are a couple of reasons for these changes. With the Knockback, I'm running the game on a smaller area and use "ring-outs" as a second win condition, so characters flying all around the place makes this happen a bit more often. For the Dice Pool Cap, I found with my Ultimate Alliance games, which are aimed at a convention crowd, more dice meant more fun, especially when a player got lucky and could make a huge attack.


So lets talk theme for a minute. With my SuperSystem games, I built my own "Platinum Age" setting, complete with history, teams, aliens and even alternate universes; this gives me a chance to tell my own stories and flex my creativity. For Ultimate Alliance, I wanted a game where I could combine all of the various characters I had from different publishers and continuities and do all the crazy stuff that copyright laws and corporate interests would never allow. When I came to SMF and had bought some Disney Infinity and Amiibos (ok, so I did already have some, I do own a Wii-U, 2DS and Switch), I decided to approach it from another angle. Given I was was aiming at a younger audience, my mind drifted to a favourite of mine, Super Smash Bros. 


It's a tad obvious when you think about it, take a crossover game franchise filled with popular characters and reproduce it in miniature form. Of course, being me, there's more to it than that, there's a healthy dose of Contest of Champions in there as well, which is how I'm thinking of framing it for players; "Choose your champions and battle to decide who is the greater power", kind of deal. Incidentally, if you haven't read the new Contest of Champions, pick up the two trades, they're really good. 


So now I had the rules and some figures, what next? Thankfully, the online community for SMF is pretty awesome. Through the Lead Adventure Forum, I found this site: http://smfcards.000webhostapp.com/ which has a couple of hundred stat cards for heroes already done up, plenty of Marvel and DC, but also some indy stuff and even a few anime characters. That lot only covered five of the Marvel characters I had, so being time-poor in the extreme at the moment (in the middle of an 18-day work week as I write this), I went the easy route and decided to just adapt characters that were already in the huge amount of work done above. I'm not much when it comes to image manipulation, thankfully Marc P from the Super Miniature Gaming group came to my aid and put together some great images at no expense. You can find Marc's work at the end of this article, for the originals, please support the previous link.

Some of my Disney Infinity; Thor, Nick Fury, Black Widow, Iron Man and Hulk. 
At the Whitehorse Community Festival here in Melbourne, Australia, I had my "Melee of Champions" stuff out and ready to go, intending to do my best to sell the hobby of miniatures gaming to the general public, despite the popular image of neckbeards and body odor. Whilst I had a lot of interest and even ran a few turns, what I talked about most that day was my profession, that of being a counsellor, primarily working with youth, especially those with diagnosed Autism Spectrum Disorder. This kind of work is just something I fell into, finding that I had a talent for it as well as the interest. Some of my best work has involved the use of board and card games to help develop a rapport with clients that may not have a great deal of interest in verbal communication. To help with this, my Counselling kit includes such exotic paraphernalia as copies of Infernal Contraption, Kill Doctor Lucky, Man Bites Dog, One Night Ultimate Werewolf and Rhino Hero.

The Incredibles, courtesy of Disney Infinity 

After this past weekend though, I'm thinking that maybe there's room for wargames in my Counsellors' toolbox. I doubt I'll ever have the audacity to hand out "Getting Started in Age of Sigmar" books at any school were I'm working, but Melee of Champions, as well as games like Tribal, Wars of Insurgency and whatever my kaiju project turns out to be all have potential for being educational and theraputic as well as fun. Games are a great way to get students involved with mathematics, estimation, strategic thinking and, for ASD and other youth that have trouble reading non-verbal ques, learning to gauge the truth of what a person is saying. Not so much teaching people to lie that may otherwise have trouble, but to better pick up on when someone else is being untruthful. Obviously, games like One Night Ultimate Werewolf are better for this than miniatures gaming, but there is an element of bluffing to wargames that I feel many overlook, especially once hidden objectives and unexpected combos come into play. 
Disney Infinity Gamora and Rocket Racoon represent the Guardians of the Galaxy I have so far. 

One of the better aspects of this project is the cost, or lack thereof. I tend to game a bit on the cheap anyway, being chronically underemployed, but I also don't mind spending money on my hobby to get the pieces I want. For example, I have a Flesh Eater Courts army for Age of Sigmar, which I really enjoy playing, but damn if it wasn't one of the more expensive armies I've put together. For the most part, the Disney Infinity figures can be found second-hand for a few dollars each, and I tend to buy the Amiibos on sale for around $9AUD each. As mentioned above, I use the Amiibos for my Nintendo hardware, so the price also includes the added play I get there. SMF is a pretty affordable book and the Stat Cards are printed on photos, around 10c each at the local office supply chain store. 
Some of the Disney Infinity really exaggerate the proportions, I'm not keen on Syndrome, but it looks good on Ahsoka Tano and Rey. 

Part of the appeal of a cheap project also helps with my public displays, where the aim isn't so much to convince people to join my particular wargames club, as it is to raise awareness of the miniature wargames hobby and how people can start playing quickly and easily. Something that's as affordable as SMF and some toys that many parents may already have too many of laying around looks a lot less daunting than Warmachine or Age of Sigmar. I've found that most children over around 10 (depending on developmental skills) can pick up SMF after only a few turns, especially with the nice cards that cover most of the Powers and skills. I struggle sometimes to not use phrases like "D6" and "Alternating Activation", after so many years of playing with wargamers, but practice makes perfect and all that. 

Captain Jack Sparrow and Barbossa from Disney Infinity and Captain Falcon Amiibo make for a trio of Captains. 

So this is the part where I ask for help. Not so much for anything in particular, but to start working on something we can all use. As mentioned above, the stats I have for The Incredibles, Syndrome, Rocket Racoon, Ahsoka Tano, Captain Falcon, Falco, King Dedede, Meta Knight and Bowser are simply rebranded versions of existing cards taken from the link. Not to mention needing stats for new acquisitions Rey, Barbossa and Captain Jack. Whilst Marc has expressed an interest in making up more cards, I've never actually done up the stats of a SMF character, and do need to learn, but of people out there, in the community are keen to have a go, please do. Perhaps we can build a database or wiki somewhere? I'm not great with computers, so would be willing to hand that idea off to someone. If you want to help out, comment on this post, in the the original link to this I posted in the Super Miniatures Gaming group. 

Falco, King Dedede, Meta Knight and Bowser, the Amiibos are actually really nice for the money, well sculpted and the painting is crisp. 

















Thanks for sticking around til the end of this one, I have a couple more ideas for figures for this one, if Disney, Star Wars, Pixar, Marvel and Nintendo aren't enough for you. First of all DC did a line of "DC Animated Universe" style non-posable heroes called "FIGZ", which look perfect, but I can't find anywhere anymore: 

Seriosuly, if you find any of these, please let me know, I'd like to grab a few. The alternative is the Schleich versions, but at $20+AUD a pop, they're out of my range. Similar designs can be found with various Anime franchises, but I'm, again, waiting to find some in my price range, mostly Dragonball. If video games are more your thing though, you may want to take a look at the Playstation Totaku collectables, but wait until they go half-price at your local EB or Gamestop. 



Personally, I'm waiting for a Ratchet and Clank, but the Tekken stuff is tempting. Hope all of this is helpful or at least interesting for those who got this far. I'm starting a proper counselling job again next year, with a look to do more "games as teaching", so expect something more along these lines in the future. 

Tuesday, October 23, 2018

Superhero Media: Marvel Zombies

KIRKMAN! Marvel Zombies is the kind of thing I feel I should enjoy, but really don't. The basic concept, that silver-age superheroes are turned into flesh-eating monsters, is pretty solid, and I really enjoyed the crossover in Ultimate Fantastic Four, but I'm not sure that the zombies can carry the story by themselves. After catching and devouring Magneto (one of the last survivors on their world), the zombie Avengers set about figuring out how to continue existing now that all of their food is gone. When the Silver Surfer turns up (and is eaten), the heroes have to figure out how to defeat (then eat) Galactus. The story ends with an epilogue of the "Devourer of Worlds" arriving to consume an alien world, only for a team of zombie Avengers to leap out, clad in cosmic armour. It's an ok story all up, and I usually love Robert Kirkman's superhero stuff, but Marvel Zombies falls a little flat for me. 



I think part of the lack of appeal for me is that Marvel Zombies became an entire franchise of its own, the last one I saw was volume five, but I wouldn't be shocked to find more out there. For me, it's just a matter of the joke wearing thin, especially because I first came across the zombies in the pages of Ultimate Fantastic Four; flogging a dead superhero and all that. What makes me unwilling to completely dismiss the "Zombies" universe, though, is just how many good ideas come out of it. It's like the old What If? series (god, I miss those), it gives the writers to explore odd and interesting ideas that would never fly in the main comics. Howard the Duck leading an elite band of zombie hunters, the robotic heroes and villains of the world teaming up and the "Skrulltastic Four" are all great ideas that I'm glad to have, even if I'm not mad on the comics themselves. 



Much the same can be said for the concept of the zombies themselves; I have a Colonel America and zombie Spider-Man in my Firefight Plague army and plan on adding a few more to the collection at some stage, once the prices drop. And yes, I'm already working on a Skrulltastic Four, duh. The concept of an alternate universe where Earth's Mightiest Heroes have become flesh-eating monsters is too cool to let slip away, even if the stories told with it aren't that good. Hell, the zombies are way better than the "Cancerverse Revengers" from The Thanos Imperative, Thanos battling and trying to recruit a universe of zombie heroes sound like a fun story, maybe there's more blood in this turnip yet...

Tuesday, October 16, 2018

Miniatures Finished: Wave 1

Been steadily working on my Annihilation wave so that I can use the collection as a Veer Min army for Firefight. 

 "Nightmares", heavy infantry with a variety of weapons, converted Heroclix Hulks. 

 "Maligni", veteran infantry, Mantic Dreadball teams. 

 Maligni special weapons, converted Mantic. 

 "Night Terrors", giant killer monsters that hide in infantry units, kitbashed from Tyranids and Chaos Spawn. 

I'm hoping to do a few more games in the near future where I use systems like Firefight, Lion Rampant and Black Ops to play Supers games, which is why these bugs got a new coat of paint. Stay tuned!

Tuesday, October 9, 2018

Superhero Media: Iron Fist

So the Netflix Iron Fist is generally regarded (on the internet) as the absolute worst thing to be associated with the Marvel Cinematic Universe. Due to having to watch all of the Nextflix Marvel programmes with first my girlfriend, then my mother, I get to see all of them twice before I put them up as "Superhero Media" articles. I feel this gives me a bit of time and perspective to really get to the grips of the intended themes, characters and mood of the works that I watch. So my analysis of Iron Fist? It's pretty good. Not as good as Daredevil or Jessica Jones, but well worth a watch and better than most of Arrow. After supposedly dying in a plane crash fifteen years ago, Danny Rand returns to New York City to seek out his old family friends, the Meachums. To his shock, Danny is not welcomed with open arms, the world having long ago adapted to his absence and moved on. 



Danny has changed also, becoming the Immortal Iron Fist, defender of Kun-Lung and destroyer of the Hand, able to channel his chi into his fist to form a devastating weapon. When Danny, along with new friends Coleen Wing and Claire Temple, discovers that his father's company has been infiltrated by the Hand, his quest begins to discover what kind of Iron Fist he will be. The major focus on the Hand, which is clearly building up for The Defenders, is probably the big misstep that Iron Fist makes; it really feels like we're just waiting on the rest of the team to show up most of the time. I think that, also, the business intrigue is a little overplayed and detracts from the martial arts action, but I warmed up to it the second time due to just how good David Wenham's performance is as Harold Meachum, he really carries the programme at some points. The return of Madame Gau is welcome and whilst the martial arts sequences are too few, the ones that are there are really good. 


If you're having trouble getting into Iron Fist, start with "Immortal Emerges from Cave" (Episode 6), it's directed by the RZA, features a martial arts tournament with interesting opponents and is probably the high point of the series. Episode 8 features another good fight and I have to say that Coleen Wing is probably the strongest supporting character in the Marvel Netflix canon outside of Claire, who is brilliant as always. Iron Fist is probably the weakest of the "pre-Defenders" programmes, but there's still a lot to enjoy if you're willing to give it a go. Yes, it does read as a lead-in to The Defenders more so than a stand-alone programme, but that really hurts it less than most critics seem to think.

Tuesday, October 2, 2018

Yet more characters I want in Smash Bros - Pokemon Edition

I think it's pretty much a forgone conclusion that we'll be getting more Pokemon characters in the next Smash game. Pokken Tournament has been a huge hit and Pokemon hasn't really dipped in popularity for several years, so to expect any less than one new Pokemon hitting the Smash roster would be foolish. I'm not entirely up-to-date with the Pokemon franchise, as I find the games a bit tedious these days and I don't have the time to grind levels for hours, though my casual playing of the online card game does keep me somewhat in the loop. 

Along those lines, the Pokemon I've chosen here are more about what I think would be interesting to play, more so than who's popular or likely to make an appearance. Yes, I'm one of those people who like characters in Smash for how they play as opposed to how well they play. Mr Game & Watch? Love him. Lucario? Not so much. So yes, there are Generation 1 Pokemon on this list, but for reasons other than nostalgia.

Ditto
A great many fighting games have a character that uses the move sets of other characters, like Combot in Tekken or Edge Master in Soul Caliber, but Smash has never gone this route. Yes, Kirby can copy powers, but otherwise he has a pretty solid set of moves that don't change. Ditto could fill this role nicely. You choose Ditto, load the stage and then have a mad scramble to figure out which character you're actually fighting with as your opponent closes in. Yes, he's a fun character rather than a competitive one; am I the only one that cares about Smash being fun anymore?

Deoxys
There are a few reasons behind this choice, one of which is the batshit crazy but still awesome backstory to this Pokemon; "The DNA of a space virus underwent a sudden mutation upon exposure to a laser beam and resulted in Deoxys. The crystalline organ on this Pokémon's chest appears to be its brain." (Pokemon Ruby Pokedex) Add to that Deoxys' awesome and unique design and transformation-based powers and there's something really cool to play with there. Deoxys has four different "Forme[s]", Normal, Defense, Attack and Speed, each with an obvious focus. Smash-wise I'd really like to see a character which has to change between different forms to fight the most effectively, creating a challenging play-style for committed players.

Metagross
What I'd really like to see as a playable Pokemon in Smash would be a "heavy" character, someone like Donkey Kong, Bowser or King Dedede, who's slower and more powerful. Really, a character like Golem, Venusaur or Kyurem would do just as well, but I have a longtime love for Metagross, the Psychic/Metal type with big stompy feet and a mean face. For me, Metagross was a great Pokemon card when I started playing again at Good Games Blackburn, as I liked Psychic types and he made the deck competitive. For many, Metagross was a "must have" for any team and competition play in the video games. Metagross is tough, strong, hovers a little and has powerful psychic attacks, seems like a fun character to play in Smash and more than unique enough to be a worthwhile addition. 
Zoroark
For many, Zoroark was the ideal pick for Smash Wii-U/3DS, until Greeninja took the world by storm. Zoroark is a "Dark" type Pokemon, basically a category invented to make more bad guys for the manga and anime. Zoroark is one of the few dark types to rise above its bland origins to become an interesting character in its own right, with a unique look and plenty of fans thanks to the adorable previous evolution. Zorarok is a tricky brawler, appearing and disappearing, slashing with its claws and stealing items as it goes. In Smash, Zoroark would likely play similar to Greeninja, but with some of the "dirty" techniques that characterise Wario and Bowser, the kind that make you scream out "come on!" as you fall for them for the millionth time. 

Eevee
Ok, hear me out on this one. Pokemon is one of those video game oddities where the fandom is pretty much evenly divided along gender lines, mostly because there's something there for both boys and girls (in traditional marketing terms) when they get hooked as children. For the "boys", there's monsters fighting, for the "girls" there are cute animals to collect (yes, I think the gender division of toys is bullshit, but I'm making a point here and I bought my ex a Fennekin plush for our anniversary one year). Thus, Eevee is one of the most popular non-starter Pokemon in the entire brand's history, being a cute animal with many collectible evolutions, a few of which are pretty decent. A cute little rodent[?] beating down other characters in Smash would be a lot of fun, and maybe there could be an evolution mechanic with the right item? Don't know, sounds fun anyway. 
Ok, so I know a lot of people are expecting and/or asking for Decidueye or whatever character out of the latest generation that is currently popular, but this is my list and these are Pokemon I want to play Smash with; deal with it. Unlike most commenters online, I really don't believe that I can know what will be in the game and what the designers are thinking, so these lists are entirely opinion, and unabashedly so. This is for my own amusement, for the most part, so just enjoy it for what it is. 
Also, because someone will ask, here is the Metagross card in question: 

Tuesday, September 25, 2018

Superhero Media: Doctor Strange (2007)

Did you know that Marvel Studios did a series of direct-to-DVD films about some of their heroes in the early 2000s? In many ways they feel like test runs for the live action films that would follow, especially Iron Man and Doctor Strange. Stephen Strange is a brilliant, but egotistical, surgeon who only cares about his near-perfect record and high-profile cases. Secretly, he is haunted by being unable to save his sister's life and takes out that anger on those around him. When a college shows Strange a series of children in a mysterious coma, the flashbacks to his sister's illness distract him and he runs his car off the road. The rest of the film folds out pretty predictably from there; broken hands, the Ancient One, road of trials, Sorcerer Supreme, showdown with Mordo and Dormamu. 



Frankly, I think the twist reveal is better in this version of Doctor Strange than in the MCU version. Dormamu is attacking the Sanctums as a distraction, his true plan is entering our reality through the dreams of the children in comas all around the world. Mordo advocates killing the children, but Strange and Wong can't conscience that kind of thing and Mordo defects. Also, in this version, Strange becomes the Sorcerer Supreme because of an inherent ability to absorb and redirect his opponents' spells, rather than "destiny". I'm not saying that the animated film is the better version, rather that both have their merits. The animation is not brilliant, the performances passable at best and the plot is pretty predictable, it's obvious why these films never challenged the DCAU's domination of the market. 



That's not to say that Doctor Strange isn't worth a look, it's pretty good in places and at least serves as a concept of where the MCU may have gone in an alternate universe. I'm not sure what an MCU led off by Doctor Strange, Iron Man and Hulk would have looked like, but it is kind of fun to think about; I doubt that we'd be ten years in at this point and looking down the barrel of Captain Marvel. I had this on DVD from years back, but I'm fairly certain it's on Netflix if you feel like checking it out. Not much more to say here, it really feels like this has been superseded and is of no real consequence anymore. Shame, some effort went into it, after all. 

Tuesday, September 18, 2018

Kill Team Aesir - Part I

As many of you will know, I do the best I can to cram superheroes into every miniature war game possible, partly because I never get to play as many Superhero games as I want to, but it's also become something of a joke with my gaming peers. So far, I've worked superheroes into 1949 Secrets of the Third Reich (Captain America, Union Jack, the Howling Commandos and Red Skull), Warpath Firefight (Colonel America), Empire of the Dead (David Lo Pan and the Lords of Death), Frostgrave (Guardians of the Galaxy) and have just finished my Red Ribbon PMC for moderns. I also have my Latverian army (primarily for SotR, but works in other games) and a growing collection of Skrulls. 
The big "setting" that I've never been able to figure out a way to get supers into has been Warhammer 40,000, as the tone just doesn't work. Sure, there are Grimdark superheroes, like The Darkness and Spawn, but they never really did it for me, and other than just making them another interpretation of Chaos worshipers, there's not a lot there to play with. As I've been playing some Kill Team lately (great game), I got thinking on this again and finally came up with a solution; Deathwatch but Asgardian heroes! 



It makes pretty good sense on the surface, powerful Space Gods with magic weapons become powerful Space Marines with a variety of exotic weapons. And the conversions are petty easy, Deathwatch Plastics with the odd Heroclix head and some reworking with parts from my endless box of bits. I started with ideas for Thor, Heimdall and The Warriors Three, but I'm already looking at Sif, Loki, Tyr, have built a Beta-Ray Bill, maybe Odin and Balder down the line. Most of the parts haven't arrived yet, but I have managed to get a couple of games in to see if I like playing the team (which I do). Last Friday night, a friend and I played the Strike at the Heart mission from the Deathwatch Kill Team Box. 

The battlefield for Kill Team is small, (22x30") which makes for fast and bloody games. 

Kill Team Aesir is on the scene, (from the left) Hogun the Grim, Fandral the Dashing, Beta-Ray Bill and Volstagg the Voluminous. 

As we get our teams and terrain better painted, the games will be nicer to look at, I promise. 

I didn't get a good picture of Benny's (really nice) Death-Cult Kill Team, for which he uses the Dark Eldar rules. This Acro-Flagellant (Wytch) did not stand up to the Deathwatch Frag Cannon very long. I'm glad that the weapon I chose because it 'looked cool' was also effective on the table. 

As I went for a more melee-orientated Kill Team (both Beta-Ray Bill and Hogun had no ranged weapons), I had to be careful to avoid the long-ranged shots of the Death Cult. Even Power Armour was not always enough to save the Asgardians. 

Fandral and Beta-Ray Bill held the objective bravely, but weight of fire brought them down in the end. 

Volstagg and his Frag Cannon really saved me in the game, 2D6 automatic Strength 6 hits within 8" is pretty nasty. 

 The game came down to a clash between the Radical Inquistor and Hogun, with his power mace. 


In the end, Hogun won the combat, which forced a draw, but Benny really won the game, he played much better than I did and had me on the ropes from the first turn. 

Hoping to get more Kill Team games in soon, but work isn't helping and it will be a few weeks before the parts I need to finish Kill Team Aesir arrive. Next time, I'll try for a little more narrative as those AARs tend to be better received.