Tuesday, September 17, 2013

The Wargamer's army choice and selection dilemma



I refuse to use a cheez-army, and was excited when rumors proved to be false and Mat Ward was not writing the codex for Darkangels.  While it is one of the more underwhelming codices to have come out in 6th ed, it is also a solid book with lots of flavor.  It allowed me to use both my Deathwing and my 4th company, with some interesting (if slightly overpriced) options for unique units that offer distinct roles.  From the ghostly-quiet of an empty cathedral to the hands of a praying saint, there is a somber weight to the lore of the DA that is mirrored in their models – this same aesthetic is present in their unique units as well.  Robed sergeants, knightly terminators, reliquary-stylized vehicles all carry that same weight and silence.

It is good that I can play the army without cheez.  Sure, the Standard of Devastation (turns the standard-pattern or hurricane bolters of all units within 6” into salvo 2/4 weapons) allows for some disgusting shooting (I rolled 108 shots in one round once, half of which were twinlinked, 28 ignored cover), but it is no sure solution for some of the heavier hitters.  I would have liked the Nephilim to be worth its points – two lascannons instead of one twinlinked one, the actual Avenger Multibolter with its original 7-shot ap 3 stats, missiles that are able to take down enemy aircraft (maybe the ability to shoot overwatch with missiles against FMCs or vectorstrikes to make it a dogfight-threat against Heldrakes or Daemon Princes), or something else unique and capable.  The overall effect was… underwhelming.  Still, it’s better to have a balanced book than if the Nephilim was 100 points and spammable (people taking a librarian with 5 scouts just to take triple Nephilims and cheap massed battle-brother troops from elsewhere would have been lame).

I’m not a competitive person, at least with other people.  For me, I want to be able to do well by doing well, not by utilizing every advantage or exploiting unbalanced systems.  I grew out of using “god mode” codes back in idkfa days, and see no need to go back to stroking my own ego without merit.  To win by nature of having played the right army is a hollow victory, more reminiscent of an actual war than a game that has rules to balance play.  That being said, if I can win against someone who plays one of those armies, I’ve done better than them in two ways – I’ve beaten them, and I’ve beaten the imbalance inherent in their army.  In even a close game, if their list or their codex is weighted against me, even if I narrowly lose I’ve outplayed them.  And when not playing against the new flavor-of-the-month armies with the best exploits that ruin the game for everyone else, I rarely lose.

What’s more, I want an army that I enjoy aesthetically, not just that I like the play-style of – creating an army is more than just owning it.  Painting it yourself, constructing the models, sculpting and swapping and cutting are all measures that make this army yours.  I never understood the idea of buying a painted army, or paying someone to paint it.  It might be terrible, it might look like I used housepaint and a roller, but I did it and I own it.  And I’m not a terrible painter, certainly nothing to scoff at, but my mediocre skill with paint is balanced by my ineptitude with sculpting.  Still, it was painting that drove me away from the hobby originally, and painting that I struggled with the most in the early years, so perhaps if I had been able to afford a painted army when I was younger I’d have been more likely to start earlier.

I understand those who started their own divergent or Astartes codex chapters, because the ability to create background and fluff and even just the heraldry of a new chapter is a way of making that army particularly yours.  Sure, you don’t have that lore to draw from, and sure you get closer to what my wife refers to as “macho fanfic writing,” but you have more aesthetic leeway to use.

To me, it’s all about an aesthetic that I will enjoy painting, as well as something that you just don’t see every day.  I had considered assembling a Tau army a few years ago after I discovered – on sale – the worst-named box set that GW ever released.  My “Rapid Insertion Force” was going to be a mix of shiny black and doll-party pink, or baby blue, drawing from some silly anime like Bubblegum Crisis… because nobody else would have anything like it.  Or, I’d do a ramshackle rusty Tau steampunk scrapyard, with corroded copper and chipped paint.  Or… well, I’d do something fun.  But moving across the state and taking a break from wargames for a year distracted me from the project, and I ended up giving the models to a friend who wanted to start playing just as someone had done for me years ago.  Still, it’s less about effect and more about the urge to collect or personalize – my Deathwing are unique for a few reasons, including that all are named after writers or performers who share something in common with the “Dark Secret” of the Primarch’s namesake.

This brings me to the end of a thought: what makes an army ours?  It has to be something we can take pride in – those who are in it to jack up their victory numbers want to be proud of their army’s win ratio and placement in tournaments.  Those who are in it for the fun want something that lines up with their style – someone naturally defensive would not really have much fun playing Dark Eldar, for instance, while someone who is shaken by losses might not use the expendable bodies of guardsmen as meat shields for each other.  Those who take pride in their length of time in the hobby may want to seek out old metal beakies for an all-metal raven guard army, or scour eBay to bid on old bionics packs for Iron Warriors or Iron Hands, or design all their chaos units around sacred numbers and pure allegiances.  Those who have the skills will show off their custom-made shoulderpads for their unique chapter icon, or the blanchitsu-style extras they kitbashed or sculpted before painting with perfect NMM techniques.  There are so many aspects to the hobby itself that there’s no one way to enjoy it.  Those fellow Lore Boars may want to assemble an army that has a story behind it, implementing some aspect of fluff into their unit choices and modeling.  These are all great ways of feeling connected with the community, and getting the most out of your time and money by truly feeling like your product is yours.

Still, it does have a limit.  I haven’t played WHFB in over a year due to the sudden realization that my old Beastmen army just can’t keep up anymore.  To have a chance at winning, I have to play it in a way I don’t enjoy, and even then I’m two steps down before a single die is rolled.  Most times, blaming dice is a cheap way out, but when rules and options are so improperly balanced as to make you lose if you make all the right calls against an average opponent and only roll statistically average, the game loses its appeal.  No matter how great my rusty old Pestigors look on the field, or how much pride I can take in my wolf-Centigor customized kitbash, the frustration just isn’t worth it when improper pricing and semi-functional mechanics create a mess.  I can make my units in sevens and include all the old Nurgle iconography, corrode-paint all my weapons and make as many thematic links between the Gors and Ungors as possible, but I no longer have my combined herds nor my blessings of Chaos, and the army just isn’t the same with the new fluff.  It’s not just that one game, either – upon seeing the synergy some Malifaux warbands have with each other (Hamelin and Kirai, for instance), and that my Marcus-led models do not, I’ve decided to stick with painting only, as I probably will when my Wild West Exodus models come in (since the Northeast has less connection to the Wild West, I can hardly believe that there will be many more players in my area).  But I’m ok with this – I now have subjects to experiment with, free from mechanics making my choices for which models to buy.  I will look at these as good opportunities to improve my hobby skills.

Not to pick fights with the Warmachine people, but the limited choices and lack of comprehensive background depth has always been a major contributor in my avoidance of Privateer products – I could go on about how unfriendly their setup is to customizations and neat retooling of models, but it’s a moot point when the setup of the factions themselves are illogically constructed.  There are plenty of decent works based on someone’s old D&D game, but few stand the test of time – the Dragonlance novels are an amazing read for a middle-schooler, but are trite for an adult with a degree in English lit, and the hyperfocus such products place on a few named characters, instead of the option to create your own flavor, logically upsets dynamics when paired with the supposed scale of national militaries.  As opposed to the head-to-head conflicts between smaller organizations that makes the skirmish-style utilization of a few key people make sense, they should aim bigger and allow for unnamed generals/warcasters and unique or distinct units within the larger military.  Instead of the unfolding drama between their named plot devices pushing forward the action, rank and position (such as with Infinity), or fluff that demands warband-size conflict (such as Malifaux) would do the game well.  I’d love to field an alternate unit of Winter Guard from the 43rd corps, or a different Sytaxis pirate group led by its own privateer-captain (instead of just assigning a different name to the same old characters that logically couldn’t be in all the places they’d need to be at once).  Still, it just isn’t conducive to the environment they have set up.

                The unfolding drama between people is different than the unfolding drama between nations, factions, or galactic empires.  Find a game that encompasses the scale you prefer, and run with it.  Last night, I had a conversation with my most curmudgeony friend.  My first game of 6th was vs. his Imperial Fists, and I lost in part due to a few rules botches.  He showed up with a smallish tackle box to gaming night, and I mentioned that he owed me a rematch.  His response was essentially “I need to work up enough tolerance to actually play 40k again.”  He instead jumped into the Malifaux trend in the area, and found that he liked small skirmish games more than army-based ones.  Except Warmachine – for some reason, the best-selling skirmish game is verboten near him, with an explosion of wrath like unto a dying sun accompanying any mention of the game.  While not odd for someone who has 4000 points of painted Imperial Fists, it is odd for someone who has such an intolerance for 40k.  Currently, his infatuation is with X-Wing, and he finds people to play with every week.  He admitted that the last time he played 40k was the game where we tried to figure out the rules.  His old favorite, beside the yearly Blood Bowl summer league, is Mordheim… and even that for him has a tolerance limit. 

                Don’t get me wrong, I feel the same way sometimes.  I lost my last game of 40K, particularly because I was expecting a fun pickup game and my opponent threw down a Shadowsun/crisis doom list that exploits most of the most broken cheez in the tau list (except he claims he’s too cheap to buy a Riptide).  Sure, by the end when I foiled his plans to sweep the board with me and proceeded to kill all his scoring troops (and his HQ, rendering the game a potential tie had we the time and patience to finish), he was arguing inapplicable rules minutiae and throwing a fit when he realized he wasn’t going to win.  It’s sad to see a grown man acting like a child, moreso when you see both aspects of childishness – the god-code gloat and the petulance from a possible denial.  I nearly backed out of the local tournament that night, knowing that I’d face many of that kind of list and that kind of person in an event specifically made to be competitive at a time where rules are not properly balanced.  I may still play, but it will be out of resignation and the seeking of experience rather than the hope of having fun.
                
Gaming is a complicated hobby with subdivisions and a great deal of personal taste.  From the people who want to powergame to the actors between shows, many types come to the table.  Wargames are no different – there are many types, and many who only experience part of the hobby, from those who paint armies that never see a game, to those who commission professional painters because they have no personal skills with a brush.  They all end up choosing aspects to tailor to their own desires, sometimes expanding into other areas in order to add depth or experience to their repertoire.  My issues with Warmachine might actually be no big deal to another person, or an appeal to a third.  The lore that I love in 40k might actually turn others away.  In the end, though, I choose where to spend my money, and as long as I keep getting what I desire from these games, I’m hooked.  I might not play in too many tournaments, but I’ll have fun when I do play.
               

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