Sunday, February 28, 2010

Splinter Fleet Mordiggian: First Encounter

Warning: This is an ENORMOUS NERD POST!

The Imperium of Man has received reports of a heretofore unencountered strain of xeno, hereafter designated Splinter Fleet Mordiggian.

After three months of painting and learning the system, I put five hundred points of Tyranids on the table. And I enjoyed myself a great deal.

You're looking at 10 Termagants, 10 hormagaunts, 3 warriors, 1 zoanthrope, 5 genestealers, and a Crocodile Games Scarab Ogre standing in for my Tyranid Prime.

This picture shows a bit more of the detail of my paint scheme, which was inspired by Destroyah in Godzilla vs Destroyah. Also, the Santa Fe Good Taste Factory told me that no matter what I did, I had to kill Space Wolves. So a few of my bases have remnants of a Space Marine chapter, the Rune Bearers. The pieces are taken from a Space Wolves set. I got close to fifty heads on sprues, which will make excellent gristly trophies for a long time to come.

I was massacred in the first game because I had nothing to penetrate the armor of his Kans once my Zoanthrope was gone. In my second game I managed to pull out a tie against the Sisters of Battle in a very enjoyable and even game. I think I like Warhammer's declaration that some battles are not victories; it's entirely acceptable for neither side to win. God knows there have been enough inconclusive battles in history.

I'm enjoying Warhammer's feel. It's more of a wargame than Warmachine. Yes, the buy-in is significantly higher, but there's more a feeling of Clauswitz's "everything is more difficult in war" philosophy. When the dice roll, I calculate what should happen. But the dice (reality, fate, miscommunication, the incompetence of subcommanders, the ammunition got wet, etc...) tell me what did happen. I don't think the "fists full of dice" mechanic is particularly elegant, but it seems to insert an acceptable amount of random into the situation by dispersing it.

Warmachine, now that I've got the experience of two minis wargames, feels much more game-y, on the Gameist-Narrativist-Simualtionist spectrum. If you line up these three special abilities, you should be able to massacre the other guy's Warcaster. Warhammer tells you that you need the right tools that should take down the enemy (you really need armor piercing attacks against tanks, for example). Heroes are present, but they aren't the overwhelming power they are in Warmachine.

I had a good time.


Anonymous said...

John, the army looks great!! Very cool indeed.


John Goodrich said...

Thanks, Nick! I take your advice with every model I paint.