Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts
Friday, April 5, 2019
Review: Flesh-Eater Courts Battletome 2.0
I'm back, with a second review of the Flesh-Eater Courts Battletome, but the new one. That's right, even though I never post pictures of Flesh-Eater Courts minis, that's one of the armies I play! Anyhow, I'm not actually going to apply number scores to anything, you're just going to have to read it to find out what I think.
Saturday, November 24, 2018
Avengers Movies Roundup!
Super trite post here, but I've been wanting to do this for a while, just to think through why I like the ones I like, and which ones have been weaker. And of course, I'm going to state a lot of things as fact here, but it is all definitely just opinion.
Thursday, June 28, 2018
Coalescence: Desolation of Eristrat
On Saturday, I had the pleasure of running Coalescence: Desolation of Eristrat. It was a one-day global event that was a tree campaign (3 rounds, 7 battleplans). It followed up last year's Coalescence Global Narrative Event, in which the godbeast Eristrat was freed from its extra-dimensional prison and attuned to the will of Chaos. You can find the event pack at NEON's blog if you're interested in playing the battleplans.
Thursday, March 29, 2018
Jessica Jones: Season 2
I've recently finished watching season 2 of Jessica Jones, and I've got to say that I was quite happy with it. It was a very different animal from season 1, which I think is leading some people to disappointment. I, however, found it to be much more my style, and I really enjoyed the subtlety of it as well as the characterization and subtext.
Beyond this point be spoilers. Don't say you weren't warned!
Beyond this point be spoilers. Don't say you weren't warned!
Monday, January 1, 2018
Review: The Punisher
Just finished Netflix's "The Punisher" series a few days ago, and I must say that I was very impressed. In the run up to its release, I saw many posts and articles raising concerns that Frank Castle couldn't be a good protagonist because he was just too far over the line, that he wasn't nuanced enough, and that the whole thing would just be a 13 episode bloodbath. I am pleased to say that the writers sidestepped all of those concerns and made what I thought was one of the best seasons of their Marvel shows so far.
Tuesday, October 17, 2017
Review: Marvel's Inhumans
Back in the yestermonth of September, Marvel's Inhumans was released in a special IMAX screening of the first two episodes. I had low expectations going into the theater and they may have been too high. Basically zero effort was put into turning the two episodes into a "movie"-like experience; it even had some recap at the beginning of episode 2 (I guess in case we had gotten up to go to the bathroom, or perhaps fallen asleep). Anyhow, I recently watched the third episode in the hopes that it might improve.
It did not. Also, spoilers.
It did not. Also, spoilers.
Sunday, October 8, 2017
Netflix Defenders is just the Avengers again (spoilers)
I've been watching (and thoroughly enjoying) Netflix' Defenders series. I was super excited for Daredevil when it first dropped, and everything since has been excellent in my opinion (yes, even Iron Fist). However, I have noticed something funny about it that probably is a contributor to its success, but is also perhaps a mark against it. The Defenders are just the Avengers.
Sunday, July 23, 2017
King of Tokyo for Tots!
When you've got a toddler, and you're a gamer, sometimes your preferred board games aren't very kid friendly. It's been well established that King of Tokyo is a fun game for the whole family, but what if the whole family includes a 3 year old? It's got an awful lot of reading involved... OR DOES IT!?
Tuesday, June 20, 2017
8th Edition 40k
I got to play in the local scene's inaugural 8th edition event this past weekend. Overall, I am pretty happy with the new direction. I thoroughly enjoyed both games I played, and the units were fun and thematic without having quite as much stuff-going-on as an Age of Sigmar warscroll (most units seem to have one special thing they do; although wargear adds in a bunch of extra stuff as well).
Saturday, May 13, 2017
Guardians of the Galaxy V2: Daddy Issues
I got to watch the new Guardians of the Galaxy this past weekend. It was very good, and fun. I would say that it was a bit sillier than the first one, but also had more feelz than the first one. All told, I thoroughly enjoyed it. But that's not what I'm writing about; I'm here to write a very spoilery and brief listicle about how the whole movie was about parental (especially fatherly) relationships.
--------------- FULL OF SPOILERS --------------------
Tuesday, April 11, 2017
Review: Blades of Khorne
Because I bought Gorechosen and wanted to get the full Khornate experience out of my tiny Bloodbound army (also love excuses to buy books), I picked up a copy of the Blades of Khorne last weekend. So far, I like it, but I'm not as impressed as I was by the Flesh-Eater Courts Battletome.
Monday, November 14, 2016
Agents of Shield: Season 4
When Agents of SHIELD first launched back in 2013, I had high hopes for it. As the seasons wore on though, it became clear that Agents of SHIELD was just never going to recover from its conversion from a Firefly-inspired episodic adventure show (most of season 1) to a Buffy-esque supernatural serial drama (seasons 2 and 3). Five episodes into Season 4, I can conclusively say I was wrong. Season 4 is awesome.
Friday, October 14, 2016
Review: Luke Cage
Luke Cage is the newest entry in the Netflix Defenders family of tv shows. It follows in the footsteps of Daredevil and Jessica Jones, both of which were excellent, but I think managed to outdo both of them. Insomuch as Daredevil is the Iron Man of Hell's Kitchen, and Jessica Jones is the Hulk with a worse attitude, Luke Cage is Harlem's Captain America. Not only did they call him that at one point in the show, but he is the most morally centered hero of the Defenders so far. Though he frequently says "I'm not the hero type", he is really the only one so far acting out of altruism.
I think that Luke Cage was a higher quality television show than the others because it made excellent use of social commentary. It used the story of Luke Cage as a finely crafted metaphor for social ills of our time, all without losing sight of the superhero show I wanted to see. It espoused a similar view of the world to Zootopia, and like Zootopia kept its eye on the ball, making good use of allegory without sacrificing the story.
The show was also the best so far at tying itself into the larger universe. Not only did they name drop when appropriate, but minor characters (very minor, but memorable too) from the other Defenders shows were sprinkled liberally at the edges of the show.
All in all, I really honestly think it was the best one yet. Even if you haven't watched the others, you don't really need to have. While it uses some of the same characters (especially Claire Temple), it isn't super important for you to already know who they are.
I think that Luke Cage was a higher quality television show than the others because it made excellent use of social commentary. It used the story of Luke Cage as a finely crafted metaphor for social ills of our time, all without losing sight of the superhero show I wanted to see. It espoused a similar view of the world to Zootopia, and like Zootopia kept its eye on the ball, making good use of allegory without sacrificing the story.
The show was also the best so far at tying itself into the larger universe. Not only did they name drop when appropriate, but minor characters (very minor, but memorable too) from the other Defenders shows were sprinkled liberally at the edges of the show.
All in all, I really honestly think it was the best one yet. Even if you haven't watched the others, you don't really need to have. While it uses some of the same characters (especially Claire Temple), it isn't super important for you to already know who they are.
Monday, October 10, 2016
Malifaux Overview
I don't only play Age of Sigmar (even though it might seem that way). I also dabble in a variety of other games, one of which is Malifaux. This is going to be kind of a rambling review/discussion of the game and its models.
The game itself is a lot like WarMachine in that it has very complete and thorough rules. However, unlike WarMachine, it is not quite so cut-throat in spirit. It is highly scenario driven (more so than any other miniatures game I've played) and the players basically never have the same victory conditions. In fact, the core rulebook even includes a "narrative" scenario generator.
The game itself is a lot like WarMachine in that it has very complete and thorough rules. However, unlike WarMachine, it is not quite so cut-throat in spirit. It is highly scenario driven (more so than any other miniatures game I've played) and the players basically never have the same victory conditions. In fact, the core rulebook even includes a "narrative" scenario generator.
Tuesday, July 26, 2016
Review: Star Trek Beyond
This weekend, I went with my wife to see the newest entry in the Star Trek series. From watching previews, I didn't expect much. I looked like a pretty standard action romp in which they listened to the Beastie Boys and Bones was cranky. They did not disappoint. It was in fact a pretty standard action romp. They listened to the Beastie Boys. Bones was cranky. I only mention Bones because he really stood out in this movie.
Early in the movie (I'm going to keep this as unspoilery as I can) the crew gets split up. So there is a lot of stuff going on and it keeps jumping back and forth between different characters and groups of characters. Most of the movie is spent getting the characters to coalesce again into a crew. Anyhow, that element (along with more use of shaky-cam than I was happy with) made the movie feel somewhat frenetic and hard to follow. That said, I think that made Bones stand out because he is so grounded during the movie, simplifying concepts so he can complain about them efficiently.
Honestly, I've got to say that the plot of this movie reminds me much more of Wrath of Khan than anything else. That's all I'll say on that subject, but if you have opinions please sound off in the comments.
The movie has one of the best set-piece fight scenes I've ever seen. It's extremely vertiginous for those not educated on orbital mechanics (it didn't bother me at all). It does the classic Star Trek thing where you introduce a really cool idea and then barely use it for anything besides a backdrop (I'm looking at you Dyson Sphere episode of TNG), but it was a pretty awesome backdrop.
Also, as I was watching it (and I should have gotten this from just the trailer) I felt like the entire space adventure genre was upended by Guardians of the Galaxy. The movie felt like it was trying really hard to iterate on GotG's success. I think they actually did a good job with this and the movie didn't feel unoriginal, it just felt like it was made in a post GotG world.
I know this was more of a series of thoughts than a proper review, but that's what you get. I'm not going to give it a number of stars, I'll just say that if you are expecting a fun sci-fi film, you'll probably not be disappointed. If you're expecting a brilliant movie that will blow you away, maybe watch something else.
Sunday, July 24, 2016
Review: General's Handbook
Yesterday I laid my grubby hands on a fresh new copy of the General's Handbook. I wasn't one of the folks who was excited about playing with points, I've been much more interested by the Narrative section (which lucky for me seems to have most of the content!). This book is solid content. It has a few stories in it, but is mostly just rules for making AoS the game you want to play. So now that I've had a chance to settle in and peruse it, I'll give you a quick rundown of what you'll find in it, and my personal take on it.
Open Play (3/5)
This section is really just about multi-player battles. They've split multi-player into two types, "Coalition of Death" and "Triumph and Treachery". These are team battles and every-man-for-himself type battles respectively. The book has two "Coalition" battleplans and four "Treachery" battleplans, but there is a catch; two of the "Treachery" battleplans have these funky battlefield layouts that arrange the seven Realm of Battle tiles that you've obviously purchased in a sort of circular pattern. These two battleplans do not really seem like they can be played handily without such shenanigans, so I think for a lot of players they simply won't be used. This leaves four other battleplans for us to throw down with, so it's not like it's a waste or anything, but it was a little disappointing that they went there.
Narrative Play (5/5)
As I mentioned, this is the section I was most hyped about, and I can say for a certainty that it did not disappoint. In this section, you will find:
- 4 narrative battleplans (lopsided and wacky things like completing a ritual, fighting a monster, making a heroic last stand, and summoning a thunderstorm)
- 2 historical battleplans (complete with historical army lists for you to use)
- Path to Glory warband tables (I'm sure you've seen plenty about this, but it has tables for creating and maintaining Chaos, Death, Ironjawz, Fyreslayers, Skaven, Sylvaneth, and Stormcast warbands)
- 2 Path to Glory battleplans (these seem fairly niche)
- 3 different campaign types (map, tree, and matrix)
- 6 more battleplans to go with the campaign rules
That's a bunch of stuff. I honestly can't say I've read all these battleplans, but from what I've seen, they look like fun and I'm looking forward to playing through their tree campaign (which is what the battleplans go with ostensibly). If you wanted to play in a Path to Glory campaign with Gutbusters or Freeguild or anything not on that list, you'll just need to make your own tables, there is no support for anything not on that list (which is a surprisingly comprehensive list, but could have perhaps used entries for Destruction and Order).
Of the three different campaign types two (map and tree) can be used as stand-alone campaigns. The third (matrix) is really more of an advanced technique for organizing a specific battle in a fun way. I can imagine using it along with a single well-written battleplan (like Clash of Empires or one of the Pitched Battles) to run a two-player campaign, but it is not as robust as the other two campaign types.
The Narrative Play section is a huge step up in support for campaign players from basically any prior attempts at GW to get people to "forge the narrative". I think that including this in a book that will be purchased by nearly every AoS player will generate a lot of creativity and fun in the community at large and will probably be more important than the next section (Matched Play) in the long run. Speaking of which...
Matched Play (4/5)
So I'll confess, the first thing I did when I got this book was hand it to my brother so he could write an army list. After he was finished with that, we played a 2,000 point game using the "Border War" Pitched Battle battleplan. Points and Pitched Battles have been absolutely the most hyped part of this book. While the Pitched Battles seem like really fun and well-designed battleplans, the points and force org left a little to be desired perhaps.
By a merely surface inspection, the points don't seem to add a lot of balance. They add structure for those who need structure, but don't seem to finely tuned with some clever mathematical formula or anything. Compare (for example) the new Kurnoth Hunters to Ironguts:
Take a look at the warscrolls and make up your own mind, but I don't feel like this is going to be the comp to end all comps.
There is also an Allegiance section of the book. I think this will be a lot of fun and is another open ended section that provides stuff to do with what we will. Specifically, it has an allegiance ability for each of the Grand Alliances. These are fun, but I think are mostly balanced for Matched Play. The Command Traits and Artefacts, however, are pretty cool. Command Traits are special rules you can use to customize your general (think warlord traits in 40k), while Artefacts are magic items that can be carried by the heroes of your army. I think that these will see a lot of play in both one-off games and campaign type situations.
All told, I think that Matched Play is a great addition to AoS. It really opens up the game to a whole additional community of players and a new way of playing.
Overall (4/5)
They don't figure into the score, but:
Artwork - this book is full of little illuminations and decorations, but only has a few pieces of full-page artwork. Spreads are in general reserved for photography, of which there is a pretty large amount.
Fluff - In the narrative section, there are a few fluff bits that go with the historical battleplans, but for the most part there is not much fluff in this book. This is definitely a rules book.
Open Play (3/5)
This section is really just about multi-player battles. They've split multi-player into two types, "Coalition of Death" and "Triumph and Treachery". These are team battles and every-man-for-himself type battles respectively. The book has two "Coalition" battleplans and four "Treachery" battleplans, but there is a catch; two of the "Treachery" battleplans have these funky battlefield layouts that arrange the seven Realm of Battle tiles that you've obviously purchased in a sort of circular pattern. These two battleplans do not really seem like they can be played handily without such shenanigans, so I think for a lot of players they simply won't be used. This leaves four other battleplans for us to throw down with, so it's not like it's a waste or anything, but it was a little disappointing that they went there.Narrative Play (5/5)
As I mentioned, this is the section I was most hyped about, and I can say for a certainty that it did not disappoint. In this section, you will find:
- 4 narrative battleplans (lopsided and wacky things like completing a ritual, fighting a monster, making a heroic last stand, and summoning a thunderstorm)
- 2 historical battleplans (complete with historical army lists for you to use)
- Path to Glory warband tables (I'm sure you've seen plenty about this, but it has tables for creating and maintaining Chaos, Death, Ironjawz, Fyreslayers, Skaven, Sylvaneth, and Stormcast warbands)
- 2 Path to Glory battleplans (these seem fairly niche)
- 3 different campaign types (map, tree, and matrix)
- 6 more battleplans to go with the campaign rules
That's a bunch of stuff. I honestly can't say I've read all these battleplans, but from what I've seen, they look like fun and I'm looking forward to playing through their tree campaign (which is what the battleplans go with ostensibly). If you wanted to play in a Path to Glory campaign with Gutbusters or Freeguild or anything not on that list, you'll just need to make your own tables, there is no support for anything not on that list (which is a surprisingly comprehensive list, but could have perhaps used entries for Destruction and Order).
Of the three different campaign types two (map and tree) can be used as stand-alone campaigns. The third (matrix) is really more of an advanced technique for organizing a specific battle in a fun way. I can imagine using it along with a single well-written battleplan (like Clash of Empires or one of the Pitched Battles) to run a two-player campaign, but it is not as robust as the other two campaign types.
The Narrative Play section is a huge step up in support for campaign players from basically any prior attempts at GW to get people to "forge the narrative". I think that including this in a book that will be purchased by nearly every AoS player will generate a lot of creativity and fun in the community at large and will probably be more important than the next section (Matched Play) in the long run. Speaking of which...
Matched Play (4/5)
So I'll confess, the first thing I did when I got this book was hand it to my brother so he could write an army list. After he was finished with that, we played a 2,000 point game using the "Border War" Pitched Battle battleplan. Points and Pitched Battles have been absolutely the most hyped part of this book. While the Pitched Battles seem like really fun and well-designed battleplans, the points and force org left a little to be desired perhaps.
By a merely surface inspection, the points don't seem to add a lot of balance. They add structure for those who need structure, but don't seem to finely tuned with some clever mathematical formula or anything. Compare (for example) the new Kurnoth Hunters to Ironguts:
Ironguts - 3 models for 220 pts
4 wounds per model; 4+ save
2.18 damage per action per model
Kurnoth Hunters - 3 models for 180 points
5 wounds per model; 4+ save
2.22 damage per action per model (with the Scythes, which have the same 2" range as Ironguts)
Take a look at the warscrolls and make up your own mind, but I don't feel like this is going to be the comp to end all comps.
There is also an Allegiance section of the book. I think this will be a lot of fun and is another open ended section that provides stuff to do with what we will. Specifically, it has an allegiance ability for each of the Grand Alliances. These are fun, but I think are mostly balanced for Matched Play. The Command Traits and Artefacts, however, are pretty cool. Command Traits are special rules you can use to customize your general (think warlord traits in 40k), while Artefacts are magic items that can be carried by the heroes of your army. I think that these will see a lot of play in both one-off games and campaign type situations.
All told, I think that Matched Play is a great addition to AoS. It really opens up the game to a whole additional community of players and a new way of playing.
Overall (4/5)
They don't figure into the score, but:
Artwork - this book is full of little illuminations and decorations, but only has a few pieces of full-page artwork. Spreads are in general reserved for photography, of which there is a pretty large amount.
Fluff - In the narrative section, there are a few fluff bits that go with the historical battleplans, but for the most part there is not much fluff in this book. This is definitely a rules book.
Tuesday, May 24, 2016
Review: Flesh-Eater Courts Battletome
Last weekend I picked up the new Battletome. I've had the chance to field some of the units, play two of the three battleplans, and read through most of the fluff. I haven't done enough reviews to have any particular method to my madness yet, so here goes nothing.
The Art (4/5)
I want to start here because I've been very impressed. I really love the art direction for AoS so far. I'm a big fan of their directive that artists stick to drawing actual sculpts. It really immerses me and brings the childlike imagination that this is what my battles "really look like". The book has not only a bunch of grade A art, but also contains a map of the area where one of the battleplans takes place. The map is of the "Fallow Kingdom of Voldyr" and has labelled landmarks like the "Corpse Orchards" and near the edge of the map the "Spire Tombs of the Deathrattler Queens". I know it probably makes me sound fanboyish, but I'm a huge fan of the stylized AoS maps and this one is no exception.My only wish here is that there was a nice big two page "backdrop" art piece. I've seen some people online do battle photography with an open book in the the background to provide a backdrop for the photo. There are a couple of nice spreads that would be okay for this job, but none that would be really great for it.
The only real reason this has 4/5 instead of 5/5 is because I'm saving 5/5 for things that really blow my mind.
The Fluff (5/5)
That's right, the fluff blew my mind. It's not that the writing is particularly brilliant, it's just that I've played Vampire Counts for years, and nothing I've read comes close to this in terms of quality. The writing in this book is excellent pulp horror. Each fluff piece drives home to core concept of the Flesh-Eater Courts which is that they are completely consumed by the madness of the Ghoul Kings. Despite all of them being hideous cannibals, they believe themselves to be noble warriors. Most of the writing in the book involves some sort of surprise twist where the subject is imagining the guts they're rummaging in to be the enemy's hoard of treasure or somesuch horrifying misconception.
Each battleplan in the book has a story that goes with it. I've only read one and a half of those stories so far, but they're enjoyable and, like the art, help immerse the reader such that the battleplan will be more fun after reading.
The Battleplans (3.5/5)
Like I mentioned, I've only played two of the battleplans so far, but I've had some mixed results. I'll go through plan by plan.
- Stirring the Nest
In the first battleplan, a group of unwitting Stormcasts have entered a Ghoul King's domain only to find themselves surrounded and searching for an escape route. The Flesh-Eaters deploy on the edges of the battlefield with the Intruders in the middle. To win, the Intruders must escape via the board corners. While I had fun with this battleplan, it felt like the deck was stacked in favor of the Flesh-Eater player.
- On the Hunt
In the second battleplan, some very hungry Flesh-Eaters have set their sights on some Slaves to Darkness. I had a lot of fun with this one. The Quarry deploys in a band across the board short ways and has to run from the Flesh-Eaters to escape on the far short board edge. My brother plays Beastmen, and if you've ever battled them, you know they're crazy fast (not Slaanesh fast, but unreasonably fast nonetheless). So he was hoofing it across the board trying to escape and I was trying to cut him off. This one felt kinda' stacked against the Quarry, but it was really entertaining and tense, so it wasn't such a big deal.
- Two Became Three
This is the one I haven't played yet. Basically it's a three player scenario where two other armies were about to get battling when some Flesh-Eaters show up to.. I dunno... eat some flesh. It looks like fun, and it looks like it would actually be really good for any set of armies. It's not very Flesh-Eater specific.
The Warscrolls (4/5)
The Flesh-Eaters got a pretty massive overhaul in this release. While the Ghoul and Crypt Horror warscrolls were functionally unchanged, a surprising number of new units and characters appeared considering that there were no new models released. I'm sure you know by now that a variety of unit champions got promoted to Courtiers. Despite not being all that diverse in capabilities, the Courtiers provide a fun and different tactical experience. They don't buff their friends as much as they summon their friends. I fear I didn't make good use of them in my battles, but I got the impression that they were easy to play but difficult to master.
The Battalions (4/5)
Before this book, the only Battletome I'd really looked at was the Stormcast Eternals. While they're Battalions seemed like a bit much to me, maybe it's because it was an early release. The Battalions in the Flesh-Eater Battletome mostly required three or so units and a character or two. I found that as a former Vampire Counts player, I had most of what I needed for a lot of them, but was usually a unit or a character short. They all seem pretty enticing, which makes me want to go on a shopping spree, but having a toddler is expensive, so none of that (which is why I've been rebasing Deathrattles to occupy myself). A couple of the Battalions give pretty crazy movement bonuses and one even lets you pile in and attack during the hero phase!
All things considered, I really enjoyed this Battletome. I look forward to GW releasing more books relevant to my interests. Maybe they'll come out with a Nurgley book or Forge World will drop a Legion of Azorgh book.
Overall 4.1/5 (but remember, I'm saving those 5s for mind-blowing content)
Sunday, May 8, 2016
Captain America: Civil War
I went to see Civil War this weekend. I've intended to do superhero movie critical analyses on my blog for a while now and I've finally found one I cared about enough after watching that now seems like a good time to start. So SPOILERS AHEAD!
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