Showing posts with label tabletop. Show all posts
Showing posts with label tabletop. Show all posts

Sunday, 31 May 2015

Guild Ball - An Overall Sort-Of Review, Part 1: Team Lineups

Last year we mentioned a new tabletop system we were backing on Kickstarter, named Guild Ball, and a couple of weeks back we posted a brief article showing off the contents of our pledge after they'd arrived.  To summarise, we were extremely impressed with the components, and were left feeling excited about our impending first games.
Now in that article we mentioned that we wouldn't be reviewing the gameplay of Guild Ball, wanting to keep the focus of Games & Tea on out-the-box games, but frankly we were so enamoured with the gameplay that we couldn't resist putting together another article giving it our overall thoughts.
The reason we've never been interested in reviewing full tabletop systems over board/card games is that there are too many variables to go into - we like to talk about turn sequences, game components and so on, but when there's an infinite possibility of actions to choose from each turn, and the components are determined by the shopping habits and play style of each individual hobbyist, it can be a struggle to keep the article at a decent length!  As such this will be slightly different from our usual review format, and we hope you bare with us and still find it an enjoyable and educational read.


So for those who missed the Kickstarter, and missed our fanboy gushings over the game, and haven't seen it at the UK Games Expo (and so on and so on...), Guild Ball is a tabletop miniatures game which is half way between a sports game and a skirmish game.  It's set in the fictional Empire of the Free Cities, where the great guilds all play each other at the titular game - a medieval mob football style game.
The guilds are all based on areas of industry, and at the time of Season 1 there are 7 guilds to choose from; Butchers, Fishermen, Brewers, Masons (the Teamaster's personal favourites), Alchemists (the Tea Boy's personal favourites), Morticians and Engineers.  While not a guild, there is also the Union, which can be fielded as a team, but who's members are also free to play for a selection of the other guilds.

Each team consists of 6 players.  The captain and the mascot are both mandatory, and whilst we expect that later seasons will give us a selection, at this early stage in Guild Ball's life each guild only has one to choose from.  The remaining 4 places are where players get to customise their teams, and tweak them to match their preferred style of gameplay as they start to build up experience.
This is where Guild Ball stands out from the only other major sports-based game on the market right now - Dreadball.  It isn't simply a case of "These are your strikers, they kick the ball," and "These are your defenders, they stop your opponent from kicking the ball", each player has unique stats and abilities.  So instead you have "This is Harmony, she can do all of these wonderful things", and "This is Mist, he's basically Batman".  While the Union players are free agents and as such work as individuals, the guild-specific players all tend to have abilities to work off eachother.  In the Masons Guild, for example, the team starlet - Harmony - gets an armour bonus when close to their heavy hitter - Brick - as he's protective over her.  The team captain - Honour - gets an attack bonus when going after the same player as the mascot - Marbles.  Now this does mean that it will take a few games before any new players even begin to squeeze the maximum potential out of their lineup, but the trade off for this is that the team rosters have an incredible degree of flexibility, helping players to become invested in their chosen guild rather than having to go down the route of collecting multiple teams to get any kind of replay value from the game.



Just to give an example, here are two of the starting lineups for the Teamaster's Masons Guild.  The top team is pure Masons, and so there's a lot of synergy going on there.  In the bottom team, 3 of the players have been dropped out in favour of Masons-compatible Union players, so while the team no longer gels quite so well, it's now much quicker and favoured towards fast strikes.

At the point of Season 1, most guilds have 7 players on their own roster, with 4 compatible Union players to choose from as well.  So with the captain and mascot slots filled, this leaves 9 choices to fill the 4 remaining spaces, giving the players plenty of freedom to build a team to suit their style of play.
And speaking of style of play, how do they work?  Each player comes with a stat card, which tells players what they can do whilst at the same time allowing them to keep track of the damage done to that player...


The top bar of each card gives the player's stats, which come under 6 categories:

  • MOV determines their base and maximum move distance, so for example 6"/8" means they can jog 6" or sprint/charge 8".  The higher this number, the quicker the player.
  • TAC is the number of dice in their dice pool when attacking another player, so a higher TAC means a stronger attack.
  • KICK is the size of their kicking dice pool and the maximum kick distance, so 3/8" would mean an 8" kick range and 3 dice to try and succeed in that kick.  The higher these numbers, the better chance of scoring goals and successful passes.
  • DEF is the player's base defense, and is the target number an attacker must roll in order to hit the player.
  • ARM is the player's armour, and dictates how much damage is deflected before getting through to the soft and squishy player underneath.
  • INF determines how much influence the player generates, and how much they can be allocated.  So 2/4 means they'll generate 2 influence, but can be allocated up to 4.  We'll go into influence in detail in the second part of the review, but in a nutshell it's the currency used to perform almost any action.  Attacking, sprinting, passing, shooting - all of these require influence.
The Character Traits on the front of the card address any passive abilities the players possess, such as DEF boosts in the presence of other player, MOV bonuses, and so forth.  The bottom of the card shows the players damage boxes - once these have been depleted then the player is knocked out.
The rear of the card tells you their base size and melee range, the details of any activated abilities, and explains how they cause damage in combat.  Again, this will be further addressed in the next article.

Before we wrap this article up, we should also take a moment to talk about the quality of the miniatures, as this is a tabletop system and so the hobby element is a key part.


First of all, the sculpts themselves.  Long gone are the days of hunched-over Space Marines, shuffling awkwardly around the battlefields of the 41st Millennium.  These days, most miniature-based games do provide nicely detailed and dynamic models for hobbyists to enjoy.  Guild Ball is no exception, and in fact has left us salivating over some of the nicest models we've ever had the pleasure of owning.  The poses are incredibly dynamic for the best part, and even the ones which aren't don't feel disappointing.


In terms of casting quality and assembly, Guild Ball's quality shines through.  There's very little cleanup work required on the miniatures, with mercifully few mold lines and little to no flash on those we've built so far.  They also fit together very nicely, and don't generally require the fine tools of a NASA engineer and the steady hands of a neurosurgeon to assemble them correctly.  The only criticism we'd put forward is that the blisters include character artwork, but not an image of the built miniature, so we have on a couple of occasions found ourselves wondering where pieces go.  In fact one of our Union models - Snakeskin - came with a dagger sheath which ended up in the spare bits box, as it didn't have an obvious place to go and the model seemed complete without it!


So that's all we really have to say on the subject of the teams.  The model quality is astounding, the player lineup happily full of variety, and the synergy throughout the teams works to give Guild Ball an excellent learning curve.
Tune in for the second half of the review, where we'll talk about the gameplay, including how that influence works, gathering momentum, and the consequences of beating an otter into unconsciousness.

Wednesday, 15 April 2015

Guild Ball: An Unboxing (...sort of)

Those of you with more impressive memories may remember us mentioning last year that we were backing a new tabletop game called Guild Ball.  Games & Tea always has been and always will be a card and board game blog first and foremost, but we are still tabletop hobbyists as well and couldn't resist sharing our enthusiasm about the whole thing when it first hit Kickstarter.


At the time we backed it we had the feeling it was going to be something special - everything from the overall aesthetic to the gameplay seemed beautiful - but we didn't realise just how much it was going to attract the attention of the hobby community.  Now, with the retail release date just weeks away (April 27th) and introduction days cropping up all over the country, our Kickstarter pledge has arrived and we just felt compelled to show you all some photos of our shiney new toys!


Guild Ball is primarily a sportsball game with a bit of combat thrown in, and is based very much on grass-roots medieval English football.  For our pledge level we went in for two teams (6 miniatures per team) all in metal, and resin base inserts were included for both teams.  Once the game passed its funding goal and stretch goals became unlocked, we were also eligible for two additional "Union" models, which are affiliated with a couple of teams, so can hop around and give a bit of flexibility to the rosters.
We also threw in a little extra for some additional bits and pieces - a printed rulebook (the standard pledge just came with a PDF), some Guild Ball dice, and templates and markers.



The rulebook was at the top of the box when we opened it up, so it was the first thing we noticed.  On the original Kickstarter page it was listed as an A5 rulebook, so it was a very pleasant surprise to see a full A4 landscape-oriented book.  Opening it up it's got gorgeous full colour artwork on almost every page, is clearly printed and laid out, and is just basically done to an excellent and professional standard.


Your eyes do not deceive you - this is an otter.


Oh balls...

Once the rulebook had been salivated over it was time to rummage through the packing chips and fish out the miniatures (fairly appropriate, as one of our teams is the Fisherman's Guild).  We had the option of going with metal miniatures or resin, and we ended up going for metal.  Throughout our hobby years we've simply had overall bad experiences with resin, whereas we've always been comfortable working with metal, so it seemed the logical option.  Now the advantage of resin is that it does allow for finer detail, which left us wondering if we'd slightly regret our metal decision, but after having a look at the models today we can assure you we don't in the slightest!  Obviously as with all miniatures of any material there is some flash to trim back and some mold lines to remove, but the casting quality is absolutely amazing, the detailing is going to be a painter's dream, and the dynamic poses of the miniatures will give them pride of place in the display cabinet.

It's all about the base.

The goals and the base inserts for the models were only available in resin, so we had to bite the bullet and hope for the best with these, and we weren't disappointed.  Normally we make our own bases, but the inserts are cast to a great quality, and it'll be nice to have consistency across both teams.




A lot of tabletop systems these days utilise character cards, both as a quick-reference of their abilites and to keep track of their health.  Guild Ball is the latest system to take this approach, and the character cards are printed onto good quality card stock, with nice clear print and more beautiful character illustrations throughout.


And then that just leaves those last few odds and ends.  The dice - embossed with the Guild Ball logo - and templates keep up with the manufacturing quality evident throughout the rest of the components.

To sum things up, there isn't a damn thing in this box which we've found fault with.  Now we just need to assemble our pretty toys and play a few games!
We probably won't be putting up a gameplay review, simply because there starts the slippery slope away from being a board/card game review blog, but if any of our readers were thinking about giving Guild Ball a closer look then we hope this unboxing has helped!  And once we've got some painting on the go then we'll upload some completed models into our miniatures gallery as well for your enjoyment.

Wednesday, 23 April 2014

Creating a Warmachine BioShock Army, Episode IV: Elizabeth Comstock

Welcome back to the ongoing WarmaShock project!  Okay I just thought of that on the fly, but it's kind of catchy, so I think I might stick with it!
With my BioShock Warmachine army now standing at a warcaster and one solo, I decided to press on with one more solo.  Granted it'll feel like serious progress is being made once the force starts to bulk out with units and warjacks, but before I moved into that territory there was one more character from the series who I really wanted to bring to life...


Elizabeth Comstock; BioShock Infinite's female lead.  Back when this project was just going to be a small collection of BioShock-looking miniatures, Elizabeth was the first model I set my sights on, but once it became an army list I knew that with Booker DeWitt leading the force, Elizabeth had to be included.  The entire story of BioShock Infinite follows Booker's attempt to rescue her from the city of Columbia - initially as a job, and eventually out of loyalty to her.  A lot of Infinite's players became very invested in the Booker/Elizabeth relationship as the game progressed - myself amongst them - and so I wanted to try my damned hardest to bring justice to the character with her miniature.  All the more so since the Booker model turned out quite tidily!
Elizabeth does wear a number of different outfits throughout the main game and the Burial At Sea expansion, but I've always been a fan of the white corset and blue jacket/skirt look in the image above, so this was the outfit I wanted my Elizabeth to wear.

As per usual, the first order of business was to decide which model was going to be used as her base.  Unusually for this project, however, I was able to use an actual Warmachine miniature instead of having to plunder the dark world of Malifaux!


Madelyn Corbeau, Ordic Courtesan, seemed the perfect starting model for Elizabeth Comstock.  A few alterations to the model would be needed, but the corset was there, the long coat, and the hair was almost perfect.  My initial plan was to just leave the model as it was and just paint it up to look like Elizabeth, but ambition soon got the better of me and I decided to do everything in my power to turn Ms Corbeau into Ms Comstock!

The first thing I did was to start trimming and filing back the parts of the model I didn't need.  The cigarette in Madelyn's left hand was clipped off and filed back down - before any Burial At Sea fans pipe up, yes I know Elizabeth smoked in the expansion.  However, in the main game she didn't, and it's the main game from which I've taken the outfit, so I feel justified in this.  As the image of Elizabeth shows, she wears a short jacket, not long gloves, so I filed down the tops of Madelyn's gloves to make them easier to blend into the jacket when it came to sculpting time.  I also clipped and filed back the ruff around her neck, as again this wasn't part of Elizabeth's outfit.  This just left the jewelry on her forehead, which was a little tricky.  I couldn't get it entirely flat without damaging her hair, so I did my best to scrape it off with a sharp craft knife to give her a bare forehead.
I'd been lucky enough to get a cobblestone 30mm resin base for participating in a local Warmachine steamroller event a week previous, so with this acting as as the streets of Columbia it was time to crack open the green stuff and get sculpting!

To start with I needed to make Madelyn's coat into Elizabeth's skirt, so I rolled a nice thin piece of green stuff and blended it across the front of the coat, and along the slit at the back, making the skirt one complete piece all around.  That was the easy part!  The next part took a few attempts seeing as I'm still learning to use green stuff properly.  I needed to sculpt a short jacket on her upper body, covering her shoulders and blending into her gloves, and then coming to a stop around half way down her back.  As I said, this took a few attempts, but after a week the model had a jacket I could finally be proud of!  Or at least most of a jacket, for it was still missing one element: the cuffs.  Seeing as Madelyn is wearing long gloves, they blend seamlessly into the hands of the model.  With Elizabeth I needed the hands to be bare, which meant adding the cuffs to the miniature to separate the hands from the forearms.  This proved to be much simpler than the rest of the jacket, and I was happy with the result after my first attempt.

I've also been trying to do something a little more interesting with the bases.  With Booker I added a few drops of blood, which seemed fitting seeing as he spends the game rampaging across the city!  For Elizabeth I wanted to do something different.  I didn't want to throw blood all over the base, but I wanted to add something to make it look more like the city of Columbia.  That's when it struck me: flags!  Columbia is a very all-American city, and you can't turn anywhere in the game without seeing red, white and blue flags, banners or bunting.  So I decided to drape a bit of bunting across the base, as if it had fallen down onto the streets during all of the fighting.  This was just a simple matter of creating some green stuff triangles and then tucking them neatly in against the kerb stones.


With the model now assembled and heavily covered in green stuff, it was time for the fun part: painting!  I've never been quite so impatient to start painting a model, in fact I almost didn't leave the green stuff time to set properly before starting, which could have ended badly!  I also can't remember ever being quite so anxious about doing a decent paint job - the fact that Booker was already waiting for her to join him in the display cabinet at Titan Games just piled the pressure on even further.  But with a belly full of tea and the TV on in the background, I managed to steel myself and do a job I was pleased with overall, and here's the result...



So that brings my running total up to three!  I'm currently planning to use Elizabeth as Madelyn Corbeau for obvious reasons, but I may experiment using her as Alexia Ciannor.  This may sound odd, but bringing back Risen each turn could be a nice way to represent the way Elizabeth opens up tears to bring support through from other worlds to help out Booker.  It might work, it might not, but I'm keen to give it a try!

I think Elizabeth will be the last solo for a while.  I want to get Andrew Ryan and the splicers on the go soon, and I have a pile of Big Daddies waiting to be built!  So thanks again for reading, and keep checking back for the next addition to the army!

Monday, 21 April 2014

Creating a Warmachine BioShock Army, Episode III: Eleanor Lamb

For those who may have missed the start of this article series (you can catch up from the Article Archive tab above), I'm currently working my way through a project to create a Mercenary army for Privateer Press' Warmachine tabletop system based on the BioShock videogame series.  Seeing as this is quite an ambitious project, and one which will require a fair amount of conversion and artistic license, I've decided to chronicle this project from start to finish.  In the last article we looked at the creation of Booker DeWitt - the protagonist from BioShock Infinite and the army's warcaster.  In this article we'll be stepping away from the floating city of Columbia and heading beneath the waves to Rapture, the setting of the first two games in the series.
 
"BioShock Harder" ...or something.
 
Before I start to go into the creation of today's miniature, I'll just quickly address something about BioShock 2.  It is, unquestionably, the game that divides fans of the series.  Some think it's terrible, some love it.  At the end of the day, this is a tabletop blog and not a videogame blog, so I won't be delving into the details of whether it was a good game.  All I'll say is I thoroughly enjoyed playing it, and just leave it at that.
 
When this BioShock project first started out, there were just a handful of characters from the games which I wanted to bring to life in 30mm form - ironically Booker DeWitt was not amongst them!  Elizabeth Commstock from BioShock Infinite was one, a Big Daddy and Little Sister from BioShock were two more, and one of the Big Sisters from BioShock 2 was the last.
The Little Sisters from the first game became one of the most iconic images in modern videogame history.  One of the things I loved about the sequel was that it took place a few years after the original, and so we got to see what happened to these little monsters when they grew up.  Being a big fan of the series I had a copy of the artbook on-hand, so had not only plenty of images to work from, but also the designers' notes as well.
The Big Sisters never quite became as iconic as the Big Daddy/Little Sister pairing from the first game, but still I found the idea behind them quite fascinating.  Their design was based upon the idea that these little girls had grown up into young women, and in their own way were trying to emulate their Big Daddies.  Unlike the Big Daddies, however, which were specifically designed during the heights of Rapture, the Big Sisters were left to cobble together their own outfits, effectively attempting to recreate the Big Daddy look with whatever they could scrounge from the now-derelict city.
 
 
Now, whilst Booker was undoubtedly the most important model in the army, he was still a relatively simple build.  His skyhook may have required a bit of finesse, but the Lucas McCabe model at his core already had most of the work done for me.  With the Big Sister, things were going to be a little more of a challenge, as I really couldn't think of a model which came close to fitting the profile!
As usual, it was off to the Malifaux shelves to try and find something to use a starting point.  One of the things about Malifaux models in general is that they're more realistically scaled, as opposed to many systems which have exaggerated heads/hands etc. to emphasise certain elements of the model.  Seeing as the Big Sister is quite an emaciated figure, Malifaux did seem the best bet for a suitably slim female miniature.
After a bit of searching, it seemed that the best model to use as a base was to be Rusty Alyce from the old metal Leviticus crew  (most of the Malifaux box sets have been rereleased as plastics at this point).  I should point out now that if you do a  Google image search for "Malifaux Rusty Alyce" you'll actually find a much better Big Sister conversion than mine!  But I'm still very much a conversion beginner, so I'm happy enough with my outcome... I can always try again in a couple of years!
 
 
It was whilst looking at how to convert her that the idea came up to make her into more than just a regular Big Sister.  In BioShock 2 the player takes on the role of Delta - a Big Daddy who is trying to be reunited with the Little Sister who was taken from him.  It's not as gripping and heart-wrenching as the Booker/Elizabeth relationship from Infinite, but still made for a good gaming experience.  The Little Sister in question was a girl named Eleanor Lamb, and towards the end of the game, circumstances force her to become a Big Sister.  She's the only Big Sister who the player ever sees without her helmet on, so I thought it'd be a nice idea to turn Rusty Alyce into the Big Sister version of Eleanor, rather than a generic Big Sister.  Seeing as the plan was to use her as Dirty Meg on the tabletop anyway this worked quite nicely, as she could jack marshal a warjack which could be modelled after her Delta.
 
With the base model chosen, it was time to start turning her into a Big Sister.  As with the Big Daddies, the most distinctive part of the Big Sister is the helmet.  My original plan was to use an Attunement Servitor from the Convergence of Cyriss faction in Warmachine, but after opening up a blister of these I found them to be far too big.  Fortunately I was able to return these, but on the downside I ended up picking up something much more expensive in its place!
 
 
The M&SU crew from Malifaux contains Arachnid Swarms, which served perfectly as Big Sister helmets.  Seeing as I only needed the one though, the majority of the box set was left in tact, meaning I can still assemble and use it as a Malifaux crew if I so wish!


 
With the helmet chosen, I just wanted to concentrate on the oxygen tank and basket on Eleanor's back, and the large, forearm-mounted syringe on her left arm.  For the syringe I went back to the M&SU box, and took a part from the Joss model - the tank shown on the lower-right part of the sprue below.
 
 
Obviously the cable had to go, so I clipped it off, drilled a small hole in its place, and glued in a shortened sewing pin to finish the weapon.  Then I just filed it down a little to fit more snugly against Rusty Alyce's arm, glued it in place, and then used a little bit of Green Stuff to make it a more seamless fit.
This just left the oxygen tank and basket on her back, so for the oxygen tank it was back to the world of Malifaux, though this time it was for a new release!
 
 
The Flesh Construct had literally just arrived in at Titan Games on the day I was building Eleanor, which was an absolute stroke of luck.  I don't have a sprue photo for this one (as with Booker, Eleanor was done before the idea for this series was suggested), but you can see the syringe-like container on the back of the Construct from the box photo.  Seeing as the Flesh Construct is so much bigger than Rusty Alyce this was actually a very good size, and so with a little bit of trimming it served the purpose of Eleanor's oxygen tank.  The rest of the Flesh Construct won't be going to waste, as he'll be taking on the role of another BioShock character, but I'll leave you to guess which one for now.
This only left the basket, but with no suitable alternatives in any system, this was just built manually using thinly-sliced strips of plasticard.
 
So, here's the result...
 

 
As I said before, she's not the best Rusty Alyce/Eleanor Lamb conversion I've ever seen, but I'm satisfied that she met the designer's goal of "cobbled together Big-Daddy-esque outfit".
Many thanks to Gmorts Chaotica for use of his unboxing photos for The M&SU.  If you enjoyed this rambling insight then please go back and take a look at the Booker DeWitt article!  And of course check back in a couple of days, when I'll hopefully have Elizabeth Commstock ready to join him...

Friday, 18 April 2014

Creating a Warmachine BioShock Army, Episode II: Booker DeWitt

Hello again, lovely readerfolk!  If you had a nose at the last article you'll have seen that there are grand plans in motion to create a BioShock themed army for Privateer Press' Warmachine tabletop system.  In that article I talked about how the idea came about, so here we'll be taking a look at the first model to find its way onto the painting table and get the ball rolling.
 
 
The centre point of any Warmachine army is its warcaster.  With no warcaster there is no army, and generally the entire army will be built around the warcaster's spells and abilities so as to pull off the most effective combos.  This created a bit of a dilemma right off the bat: who should take on the role of the warcaster?  With a universe as rich and well-designed as BioShock's there are no shortage of characters to choose from, so who should get the honour of being the pivotal character when this army finally gets to march to war?
For many, the most central BioShock character is Jack - the protagonist from the very first BioShock game.  The player watched the story unfold through his eyes, and heard the tale of the rise and fall of Rapture through his in-game discoveries, making for quite a personal experience.  However, you never see more than his wrists in the game, and you never hear his voice, so he didn't give me much to work with in terms of fashioning a model in his image!
(EDIT: Having just finished the Burial At Sea DLC from BioShock Infinite I do now have a slightly better image of Jack, so he may well feature in the army at some point...)
In BioShock 2 you take on the role of one of the Big Daddies - a Delta - not as iconic as the classic "Mr Bubbles" Big Daddy, but much more human-looking, and therefore more relatable.  However, in spite of this, there's still an overall lack of the human connection.  His relationship with Eleanor Lamb in the second game was superb, but the lack of a face, a voice, and a real name still severs the human connection somewhat.  Delta will certainly be featuring in the army, but he didn't quite cut it as a pivotal character.
Then we move onto BioShock Infinite, where the player takes on the role of Booker DeWitt.  So straight away we have a full name for our protagonist.  His image dominates the box art.  He's the most vocal character in the game, whether he's muttering to himself or conversing with Elizabeth, so we have a very clear idea of his personality.  In short, he's real.  He's tangible.  He's someone we can connect with.  Booker has a tragic past, he's on a mission of redemption, and the developing relationship between himself and Elizabeth tugs at every heartstring from their initial meeting to the final scene of the game.  If there was ever a character who deserved to be the centre of a BioShock army, it's this man.
 
 
So the BioShock character had been decided, the Warmachine character had been decided in advance as Magnus the Traitor, so that just left the hard part: bringing Booker DeWitt to life in 30mm form!
It was quite obvious from the offset that I wasn't going to find a miniature in the Warmachine range which was even close to resembling Booker, so it was off to the Malifaux shelves to try and find a suitable doppelganger.  After looking through all of the crews on offer at Titan Games and coming up short, it was starting to look like I'd have to start trawling through the more obscure tabletop systems, until someone suggested Lucas McCabe of the Relic Hunters - one of the Malifaux crews not on the shelves at the time of my browsing.  As a stroke of luck, one of the regulars had an unpainted McCabe crew which they no longer wanted, and so a few days later I was able to see if he really had the makings of Booker DeWitt!
 
 
As soon as I had the miniature in my hand I knew I had the base for Booker!  I've always described McCabe as "Indiana Wolverine", and I'm sure I'm not the only one, but in terms of outfit he was pretty much perfect for the role, even down to the neckerchief!  So now came the task of converting him into the hero of BioShock Infinite...
It should be noted at this point that I'd like to post some photos from various stages in the process, but seeing as the suggestion for this article series didn't come up until after Booker was finished this wasn't an option, however GMorts has granted me permission to steal photos from his Malifaux unboxing articles to help ease things along!

 
The first thing I did was clip the whip out of his right hand.  I left the hand on at this point as I wasn't sure how I was planning to use it, but the whip was distracting me and had to go asap.  The second thing that had to go was the "stupid Wolverine hair" as I kept calling it.  This required some very delicate knife-work with a very sharp hobby knife, so I had a more conversion-savvy friend take on this task for me!  With the whip gone and Lucas' new haircut in place, it was time to move onto the weapons.
Now as awesome as Booker is, there's nothing particularly distinctive about his outfit.  Sure, at a convention I can spot a Booker cosplayer a mile away, but at the end of the day it's just a shirt, a waistcoat, a pair of pinstripe trousers and a neckerchief.  When people look at my warcaster I want them to know straight away that this is Booker DeWitt and not just a generic waistcoated character, so he needed something to make him stand out, and if there's one piece of equipment that defines BioShock Infinite, it has to be the skyhook...
 
 
Being a floating city, the best way to travel around Columbia is to ride the skylines, and to do that you need a skyhook!  This became the most iconic piece of Infinite equipment, and so I knew that my Booker had to be equipped with one.
Seeing as skyline riders obviously don't want to fall to their deaths 30 seconds into their journey, the skyhook is designed to fit snugly half way up the user's forearm.  Upon looking at the gun in Lucas McCabe's left hand, it seemed to me that the makings of the skyhook were right there!  The stock nestles in against his forearm, and the way the strap falls against it actually makes it look as though the stock is lashed to his arm.  I clipped the barrel off the gun, just leaving the trigger guard, and stock.  From this point on it was going to be a custom build, so I dived into the bits boxes at Titan and started searching.
For the hooks themselves I had it in my head that the best thing would be to find some meat hooks, and glue them at the centre with the hooks an equal distance apart.  A short distance in, however, I found a Dark Eldar sprue with some very fine hooks which would do the job perfectly.  It took a bit of trimming, dry-fitting, and trimming again to get them to a suitable size (originally they dwarfed the rest of the weapon!), but eventually I had them looking just right, and applied a spot of superglue to fix the formation in place.
At this point, however, my iconic skyhook was nothing more than a trio of hooks glued onto a trimmed back gun barrel.  It certainly looked as though it was heading in the right direction, but didn't yet look like the finished article.  It still needed something at the centre of the hooks, as well as something to hide the point where they attached to the barrel.  I did try a few bits and pieces from the bits boxes, but the thickness of the plastic on even the finest detailed pieces bulked the skyhook out far too much.  Fortunately Games Workshop have released basing packs which contain a selection of brass-etched cogs and gears, which were just what I needed to complete the skyhook without the bulk of plastic alternatives.  With one small gear attached to each side in the centre, and half of a larger gear hiding the joining point on each side, the skyhook was done!
 
This just left Booker's right hand, which needed a period-suitable firearm.  This took a mercifully short search, and I found a hand holding a revolver on World War 2 miniatures sprue (possibly Bolt Action, I can't say for sure).  I have to confess I wanted to give Booker a rocket launcher that was on the same sprue to increase his awesome factor, but a friend reigned in my enthusiasm and suggested the less-is-more approach!
Seeing as the hand with the revolver was the perfect size for the miniature, I clipped off the entire left hand from the Lucas McCabe model and replaced it with the new one.
 
The streets of Columbia are smart, white cobblestone, so I found a suitable resin base to attach Booker to, and all that remained was the painting!  So it's my great pleasure to present to you the first model in my BioShock Warmachine army: Booker DeWitt!
 
 
I hope you've enjoyed this article, and if so then please check back for future entries when I'll be putting together Elizabeth Commstock, Eleanor Lamb, Andrew Ryan, splicers, and of course those iconic Big Daddies!

Creating a Warmachine BioShock Army, Episode I: Conception

Welcome to Games & Tea, good readers, where the great will not be constrained by the small!!!
 
*ahem*
 
Excuse me, channelling Andrew Ryan there for a moment.
 
Good day, ladies and gentlegamers!  I'm afraid this is going to be the start of another one of those pesky tabletop article series which seem to be creeping into the Games & Tea lineup more and more often.  This won't impact upon our board game reviews (in fact our next one is due up in the next couple of days!), but as this is a very special project I've just decided to undertake, it was recommended by Gmorts Chaotica that I record the process.
 
 
So the project (as you really should have figured out from the title) is to create a BioShock army for Privateer Press' Warmachine tabletop system.  I don't play many videogames these days, but in the last few years there are two particular series which have left a major emotional impact and secured themselves a special place in the blackened cavity I call a heart.  The first of these is the Mass Effect series, and the second is BioShock.
My primary army in Warmachine is Khador, and within Khador my favoured warcaster is Karchev the Terrible.  Being mostly a warjack himself, he does favour very warjack-heavy army lists, which usually need to be complemented by a lot of repair crews, which in itself mens recruiting Mercenaries.  In a recent attempt to make his 50 point list even more jack-heavy and ridiculous, I decided to let some of the Mercenary fixers jack marshal their own warjacks, and that meant having to pick up my first Mercenary warjacks!  It only took a few moments on the Privateer Press website to decide which Mercenary warjack was going to be my first, as one glimpse of the Mariner immediately conjured up images of the underwater city of Rapture.  I knew I had to do something special with the model - I didn't want it to just be a Mariner, I wanted it to actually be recognisable as a Big Daddy, so with a bit of customisation, this was born...
 
 
Whilst I never intended for this to be the start of something greater, it did get me thinking.  Surely there must be other BioShock-esque models scattered amongst the many and varied tabletop systems?  Wouldn't it be a nice idea to collect and paint up some of these just to have a BioShock shelf in my display cabinet?  I popped into my FLGS Titan Games and spitballed the idea with the owner (who doubles up as my longest-serving friend and the man who got me into the tabletop hobby!), and he made a counter-suggestion that I build a workable Mercenary army around the BioShock characters.
I have to admit I wasn't instantly sold on the idea, but he always has a way of convincing me, and we were soon sitting down and penning a 50 point list.  Unfortunately there aren't a great deal of Warmachine models that fit the BioShock aesthetic - either for Rapture or BioShock Infinite's Columbia - so we had to start getting creative.  Being a Victorian alternate reality steampunk system, Wyrd Miniatures' Malifaux seemed to be the best place for us to find the characters of the BioShock series, so our list soon came to comprise of three sections:  The BioShock character, the Warmachine character they would be used in place of, and the Malifaux model used to represent them.
 
With many miniatures in need of some serious customisation, and several Malifaux crews required to complete this task, it's going to be quite a long and ongoing process (at this point I've bought 6 crews, totalling at over £150)!  However, I can't wait to see how the final army looks, and I'm looking forward to bringing you all updates as the months progress!

Saturday, 29 March 2014

The Tea-Drinker and The Titan: A Journeyman's Tale

Good day, lovely readers!  You may notice that there was quite a gap between the last two reviews, but hopefully the breakdown of The Resistance will signal a return to normality.  Recently I've received my Kickstarter copy of Tessen, and have had my first games of Spartacus, Last Night on Earth, and Ticket to Ride, so there's plenty on the review plate!  But over the last 12 weeks I've been immersed back into the long-neglected tabletop miniatures side of the hobby, and that's kept me distracted from everything else in the world!
 
Now back when Games & Tea started it was always going to be a board/card game blog - I mentioned it back when the blog began, and I've mentioned it a couple of times since.  This is not something that's going to change.  This article is not a sign that Games & Tea will soon be filled with release updates and so forth, but in the same way as my Diary of a Roleplay Beginner series was an intro to that element of the hobby, I thought the last 12 weeks were a nice into to the tabletop side of things.  So without further babbling, here's my excuse for a lack of board game reviews...
 
 
I was a tabletop hobbyist for years before drifting happily over to the board game niche, but entirely focused myself on Warhammer 40,000.  Back in September of 2013 I started collecting models from the Khador faction of Privateer Press' Warmachine tabletop game - I knew nothing of the game, but really liked the models.  Unfortunately I have an addictive personality, so once I started buying there was no stopping me, and within a couple of short months I'd accrued roughly £600 worth of toys for a system about which I was completely clueless.  I'm also an incredibly slow and unmotivated painter, so once everything was built it pretty much sat there on my painting table gathering dust.  And so my Warmachine journey seemed to be over.
 
Then at the beginning of January my FLGS Titan Games announced the beginning of a Warmachine/Hordes Journeyman League.  I'd not heard of these before, but the Journeyman Leagues are an inspired idea from Privateer Press.  They're designed to introduce people to the hobby slowly over a period of several weeks, introducing them to the rules, the best ways to use their models in combat, and encouraging players to get their models painted.  All of this appealed to me, so I signed up and threw myself in!
 
A Journeyman League takes place over the course of 6 rounds, typically with each round taking place over a single week - Titan stretched their league out across 12 weeks, with 2 weeks per round to allow more time to get games played and models painted.  When starting a new faction in Warmachine/Hordes it's best to start with a battlebox, which contains a very basic beginners force, and it's with one of these battleboxes that each player begins the league.  This is a great way to introduce new players to the hobby, as they only have to focus on how their three or four models work as they get to grips with the rules.  After round 1, players expand their armies to a set number of points, but have to keep their battlebox, so they gradually learn more and more about how their army works, until the final round where they can field a decent-sized force of any models they wish.
 
Points are scored for each game played, with bonus points being scored for victories, and hobby points are scored for each model painted, based on the size of the model/number of models in the unit etc, and at the end of the league players are awarded prizes for the most game points, the most painting points, and the player with the most points combined is declared the overall winner!
 
As I said, I always used to play Warhammer 40,000, but even after 5 years of playing I still didn't know the rules, making games long and tedious affairs.  My lack of rules knowledge also meant that I was a thoroughly ineffective player, and throughout my entire gaming history I never won a single game.  This knocked my hobby confidence, and I was thoroughly convinced that I was a bad tabletop gamer, so when I went into the Journeyman I was expecting to rack up defeat after defeat.
It turned out that being drip-fed the rules to Warmachine was the best way to be introduced to the system.  At the beginning of Round 1 I was having to check the rulebook every few minutes (fortunately my first opponent was in the same boat, so we were happy to bear with eachother!), by the end of Round 2 I had a solid understanding of the rules, and by Round 6 the rulebook was largely unnecessary and on occasion I even found myself correcting the rules knowledge of more experienced players!  And because of the fact that I understood the working of the rules I was able to focus more on how my army worked together, and ended up with one of the most solid gaming records in the entire league, which was a big confidence boost!
 
But the greatest boon for me was in the painting department.  As well as having an  addictive personality I'm also a highly competitive person - I'm not a poor winner/loser, but generally if I have a chance of winning something I'll go for it with everything I have!  At the beginning of the league I looked across my table full of Khador and totalled up their value in painting points, and realised that if I painted them all within the following 12 weeks then I'd be almost unassailable!  Now as I said, I'm a slow painter, and there were more models on my table than I'd painted in the previous 5 years (no word of exaggeration), but still I put my life on hold and started painting.  I dedicated almost every free waking moment of my life to this cause, often painting until 3am, getting up at 8am for work, carrying on painting when I got home at 6pm, and painting until 3am again.  And of course, as the weeks went on I realised which units would work well with my growing army, and continued to buy more as the league continued, only adding further to my painting pile!  There were a few times when I felt like I was going to break down, but I just focused on the points, got my head down and carried on.  As a result, not only did I paint more models than I had done in years, but for the first time in my tabletop hobby history I had a fully painted army.  Not only that, but my hobby skills truly developed, and I now even build dioramas which I never would have dared attempt in the past, and am now planning a custom-built army based on the BioShock videogame series!
 
So here's the fruits of my 12 week labour in Round-by-Round update photographs, and with them the reason for the lack of Games & Tea reviews!
 
End of Round 1
 
End of Round 2
 
End of Round 3
 
End of Round 4



End of Round 5
 
Although I put up a good fight, I didn't manage to score the most gaming points (finishing second on that front by a mere 1 point!), but this gargantuan effort did secure me the victory for most painting points, as well as the overall winner!  You may wonder why there's no 'End of Round 6' photo, but packing up all of my Khador for the weekly trip to Titan became such a chore as they increased in number, that after playing my Round 6 games I decided to let them all enjoy their rest!
 
So this was my Journeyman tale, and hopefully it will inspire anyone looking to enter the Warmachine/Hordes hobby!  At the beginning of the league I didn't know the rules in the slightest, and had almost no painted miniatures, but with the help of my FLGS and the other participants I emerged at the other end as a keen hobby veteran, and if I can do it then so can anyone!
 
I hope you've enjoyed this little hobby ramble.  Now that this is over Games & Tea should be resuming normal service, and I'm personally really looking forward to cranking out reviews again in the coming weeks...

Monday, 3 March 2014

UK Games Expo Press Release

Sometimes it feels like Games & Tea has been going since the dawn of time, but the fact is we are still a fledgling blog with just under a year under our blogging belts at this point.  One of the nice things about being new to the scene though is all of the first time experiences, and one thing we're looking forward to later this year is our first Expo: The UK Games Expo 2014!

The UK Games Expo is held annually, and is a great opportunity to discover new games, play your favourites against new opponents, and talk to some of the big names in the industry, not to mention pick up a bargain or two from the trade tables.  It's also a great event for board game designers, as it gives them the chance to get their games playtested by real gamers - and as a playtester, the flipside of this is the bragging rights - you could be one of the people who first played the game which turns out to be next year's epic new release!
 
We'll be there hunting for bargains, trying out new things and generally trying to raise Games & Tea awareness with business cards and relentless pestering, so read on for the Expo's official press release on the event, and maybe we'll see a few of you there!

Climb on Board for the UK’s largest Hobby Games Convention
Board Games are back! Thousands of families are discovering a new generation of table top games that are fresh, exciting and just plain fun. If you think board games are limited to Monopoly, Cluedo and Scrabble think again. An annual Expo of all the latest non-electronic games returns to the Hilton Metropole Hotel, NEC at the end of May. When the doors open 5000+ visitors will descend on the hotel to explore 100+ trade stands, sit down and try out hundreds of new games or enter National Championships for the chance to be crowned the UK Champion. UK Games Expo is the premier event in the UK where all aspects of the gaming hobby are represented under one roof:

  •  Card Games
  •  Boardgames
  •  Role-playing Games
  •  Miniature Games
  •  Family games

The organizers have worked hard to create a fun event which will appeal to families and the general public as well as the Hobby Games enthusiast. These are the main elements:
Tournaments and Championships in the most popular game systems. Prizes include all expenses paid trips to World Finals in Berlin, Paris and the USA.

  •  Newest games and releases on show.
  •  The largest Hobby Games trade fair in the UK.
  •  Family Zone - lots for the kids to do
  •  Authors and artists
  •  Participation and Demonstration Games - No need to know the rules in advance.
  •  Costumed Groups

Guests this year include Red Dwarf star Chris Barrie, Material World Presenter Quentin Cooper, game design legends Ian Livingstone and Steve Jackson, Roleplaying veterans Monte Cook, the King of Cooperative Games, Matt Leacock as well as one of the world’s most prolific board game designers Reiner Knizia.
Seminars and Talks on hot topics in tabletop gaming and guides on designing and publishing your own games and books and using crowd funding.
Space for Open Gaming and the largest Roleplaying Games schedule in the UK.
UK Games Expo is open to the public. You can book in advance OR just turn up and pay on the day.
Details
 
UK Games Expo is on Friday 30th May, Saturday 31st May and Sunday 1st June 2014 at the NEC Hilton Metropole Hotel. Adults tickets from £9, Family Tickets from £22. 10’s and under get in free. Visitors can arrange accommodation via a special rate.

Full details on www.ukgamesexpo.co.uk

Thursday, 27 February 2014

A Project With Balls...

Geddit?  'Cos it's a sportsball game.

...okay, we'll leave now.


A few months ago we posted an article about a trio of projects we'd chosen to back on Kickstarter, and judging by the number of hits on the entry it seemed to be of genuine interest to you lovely folks.  Well with gaming funds running a little dry of late (our FLGS' ongoing Warmachine league has proven a drain on resources!) we haven't been backing too many projects, but a few days ago our fellow hobby blog Gmorts Chaotica pointed us in the direction of a project which just instantly grabbed our attention: Guild Ball
 
 


Guild Ball is a tabletop system with a fantasy take on good old English football (soccer, to our readers across the pond).  The game's creators can put the background into words far better than we ever could (probably on account of the fact that they created it), so here's their description from the Kickstarter page:
 
Guild Ball takes place in a land now known as the Empire of Free Cities; it’s essentially a pseudo-historical setting with strong European flavours. The lands of the empire are made up of a huge variety of climates, cultures and landscapes each controlled by a sovereign City.
 
Mob football is a game generally played between neighbouring towns and villages on feast days (hence the popularity). The game was originally played in the middle of towns and villages where the objective was to take the ball to the opposing side of town. But to prevent the inevitable collateral damage it rapidly evolved into being played in the surrounding countryside, often in a special field set aside for the purpose. At its core, players on opposing teams, clash and struggle to control leather wrapped inflated pig's bladder and attempt to kick it into the opponent’s goal. Over the years, rudimentary leagues and tournaments have sprung up, there have even been some national level games between city states.
 
The Guilds have taken advantage of the huge popularity of the sport and have invested vast sums of money, creating professional teams and structured leagues. The public went crazy as the game was elevated to new heights of spectacle. Guild Ball was born amidst a blaze of interest and publicity and with it, a whole new business and revenue stream for the Guilds. Games are now played out in front of vast crowds of fans, whilst behind the scenes the results can mean fortunes are won or lost on the kick of a ball.

As we mentioned with Mantic's DreadBall, we're not the biggest sports fans here at Games & Tea, but as a tabletop system we do rather enjoy them as an alternative to shooty/smashy skirmish games.  With Guild Ball it's nice to see a game based on soccer, rather than the 'safe option' of American football which other developers seem to flock to.
 
It promises to be a fast and intuitive game which is quick to learn, but rewards players with in-depth gameplay and tactics.  But above all else we were sold by the lavish concept art and beautiful looking miniatures!  The Kickstarter page for the project contains 3D renders of two of the team captains, as well as a shot of an early Fisherman's Guild captain model, and they are looking rather fine.  The miniatures are available in both metal and resin (with a slightly higher cost on the resins), and having looked at the artwork for the teams (also on the KS page) we're really excited about seeing how some of the other characters will turn out (the Masons Guild is our #1 team of choice).
 
In the 2 days since backing Guild Ball we're also realising just how much they value the input of their backers.  Unlike many projects which effectively use Kickstarter as a pre-ordering service, the Guild Ball team genuinely seem to enjoy touching base with the people who have shown their support.  Updates are flowing regularly, they've launched some great competitions on Facebook (the most recent of which gives away an amazing "design a character" prize), and they've already released quick-play rules to the public so that their backers can run through an early version of the game and sent them their feedback.  To sum it up, it seems to be a Kickstarter project done right!
 
Backing for Guild Ball finishes on March 22nd.  £30 will secure you one of the four teams of your choice, £50 will get you two (if you get in before the Early Birds are all taken up!), £82 will get you three, and £105 will get you all four.  We've also thrown in an extra £26 for the hard-copy rulebook, dice and tokens, and there are other add-on rewards to choose from too.
 
https://www.kickstarter.com/projects/1248312770/guild-ball-a-tabletop-medieval-football-game