Monday, July 31, 2023

ExileCon 2023 Part 1

While resting and trying to recover from this respiratory infection, Grinding Gear Games was kind enough to supply me with ample entertainment in the form of full Live Stream coverage of ExileCon 2023.  But since I was still feeling beat up, and was also working bit by bit on my reactions to the Titan datasheets, I didn't record my general reactions to anything.  So I'm definitely filing this one under "Not So Live Blog."  But there's still no way I'm not covering the announcements from this weekend.  You can still watch the VOD on the Path of Exile Twitch channel, and I'm sure they'll be posting everything to YouTube too.

ExileCon Day 1

ExileCon Day 2


PATH OF EXILE II

GGG wasted no time in getting to the main topic and attraction of the show.  After hearing so little about PoE2 since it was revealed at the first ExileCon in 2019, and with the teasers that have been drip fed through the Summer gaming news hype cycle, Exiles like myself had waited long enough to see development on the game.  And GGG did not disappoint!  Not only did the PoE2 presentation go into the game in incredible detail, but there were many genuine surprises.  I won't burry the lead here, and start with the big announcement about PoE2's development.


Path of Exile II Will Be A Standalone Game

The original reveal of PoE2 was as a content update, Version 4.0, to Path of Exile.  But as much as I love GGG, they've always had a little bit of a problem with project creep.  And it looks like PoE2 has deviated enough from the original game that it can no longer work as an update or expansion to the base game.

I'm also sure there was nothing that happened in gaming news since PoE2 started development that might have pushed them to make a more fully featured game.

Either way, I feel this is almost entirely a change for the better.

I love Path of Exile, but the game has recently been suffering under the weight of all the different features and systems that have been added since the game first entered Beta over 10 years ago.  While GGG has pruned content now and then, all the various forms of creep that being a Live Service game has forced upon the title have resulted in a game that is not only far off GGG's original vision, but must be an absolute beast to make content for.  With so many interlocking systems, making even small changes to the game can set off a cascade of issues.

And when they try to make large changes to the game . . .

But now GGG has a clean slate to work with.  Not only can they try to bring Path of Exile back to their original vision, but they're no longer beholden to every system and piece of content they've created.  Since the game still uses the same engine, they can still bring in anything they think fits the game they're building, but they no longer have the obligations a content update requires.  This also means that they're free to experiment without having to worry about what will happen to the base game.

Now this does come with a few questions, and they were quick to answer them.


Path of Exile II is Not Replacing Path of Exile

Original PoE isn't going anywhere.  GGG isn't going to force players to migrate from a game they love to a new game.  Path of Exile will continue to be available and receive updates for the foreseeable future.  Grinding Gear games has grown and separated into multiple teams with a team dedicated to Path of Exile and a team dedicated to PoE2.  Chris Wilson is still the Director of Path of Exile, while Johnathon Rogers has moved over to Direct PoE2 alongside Mark Roberts.  Path of Exile will also still be receiving regular content updates and Challenge Leagues.


Updates to PoE and PoE2 Will Be Staggered

Obviously, GGG doesn't want these two games to compete with each other.  So each game will receive their content updates and Challenge Leagues at separate times.

League participation tends to fall off pretty steeply around a month or so after League start.  So each game will be timed to have its new League begin roughly halfway through the other's.  So Path of Exile will release a Challenge League, then around 6 weeks later, PoE2 will release one, and so on.

Obviously this is something to both be excited and worried about.  Providing GGG can keep both teams going supported and going strong, that's basically twice as much Path of Exile.  However, if income doesn't support the ongoing development of both games, one or both might suffer.  The result might be smaller, less impactful content updates doled out every 6 weeks instead of every 3 months.  While some might prefer this, there's also a real possibility of burnout for players too.  If players are constantly consuming new content that doesn't have the same cycle of hype and impact as the quarterly releases, they might lose interest.

And, of course, there's also the issue of what happens if one game becomes vastly more profitable than the other.  Gamers only have so much money to spend on products.  If profits from supporter packs for PoE2 start to vastly outpace the original, it will push GGG towards sunsetting that game.  Conversely, it's entirely possible that gamers don't like the direction of PoE2, and just stick to the first game.  I'll be curious to see how GGG responds in either circumstance.

And speaking of purchases . . .


PoE and PoE2 Will Share A Client and Store

Despite what ever else might be going on in the gaming world, GGG hasn't changed.  While their cosmetics are more expensive than many other games, they're still one and done purchases that always exist on your account.  Every microtransaction you've purchased for Path of Exile will be available in PoE2.  Character slots, stash tabs, and cosmetics will be available in both games immediately on launch.

Now there is a limit to this.  Some skills in PoE2 won't exist in the original.  So if you buy a cosmetic that changes the way your Werebear form looks, that cosmetic won't be available in Path of Exile.  But any new cosmetic that affects a skill that's shared between them will be supported for both.  All the character cosmetics, pets, hideout decorations, and so on will all work in both games.

So with all the macro details out of the way, let's dive into the nitty gritty!


PoE2 Will Have 12 Classes In Total

While PoE has always supported, and will continue to support, playing off class, each class in Path of Exile does have its own identity.  As PoE2 developed, GGG apparently decided that many of the new character archetypes they wanted to include didn't fit those identities well.  So they've added one new class for each starting point on the Passive Skill Tree.

For Strength we have the Warrior, Str/Int the Druid, Int the Sorceress, Int/Dex the Monk, Dex the Huntress, and Dex/Str the Mercenary.  Each new class will come with their own Ascendancies to further help build into specific archetypes.  GGG still hasn't revealed all the different archetypes they have planned, but the Monk and Druid obviously have clear identities.  The Huntress build they showcased was a spear fighter, reminiscent of Diablo 2's Amazon.  She definitely looks like she plays far differently from anything we've seen in PoE before.  The Sorceress and Warrior were less defined, resembling an Elementalist and Slam Juggernaut respectively.  Hopefully these new classes will allow for new, more fitting archetypes for the Witch and Marauder.

But you might have noticed a problem with the math there.  6 new classes added to 7 existing classes does not equal 12.  Yes, unfortunately the one class GGG never seemed to get right, that's never had any kind of strong identity, will not be returning for PoE2.  The Scion will be left behind with the memories of her Oriath.  Multiclassing will instead be represented by improved ability to traverse the Passive Skill Tree.

Let's poor one out for everyone's favorite Spectral Throw mule.


Skills and Weapons Will Have Stronger Identities

In the original Path of Exile, there was always a bit of a hard limit to the number of strong skills you could have.  Apart from Support mods on Uniques, you could have up to two 6-Linked skills.  And doing so almost always came at the cost of having the option to gain the defensive properties of a shield or the attack speed of dual wielding.  This meant that any attack skill needed to be pretty multipurpose.  Players flock to skills that can be easily used to both clear enemies and melt bosses.  Even for builds that use two 6-Links, those skills need to have a great deal of synergy together to make the investment worth while.

But as was revealed when PoE2 was announced, you will now be able to 6-Link every skill you have.  While players immediately jumped to the logical conclusion that you could now obviously have a dedicated boss killer and a dedicated pack clearer, GGG has gone further.  With all the skills players will have available, GGG can design a tool box for us to play with.  Instead of just one clear skill you use on every pack, here's one that's great for slower moving packs you can easily kite.  Here's one for more aggressive packs that will charge you right away.  Here's a skill that makes a great panic button for when you're surrounded.

Fighting a boss?  Here's a skill to debuff the boss in some way that will give you an advantage.  Here's a skill that allows you to do steady, reliable damage while engaging with boss mechanics.  And here's a skill that does massive damage to take advantage of long attack animations or getting a CC off.

And these skill identities will be determined by the skills themselves, not cooldowns.  That big damage skill?  There's no cooldown stopping you from using it, but the windup before it unleashes its damage leaves you vulnerable.  That pack clearer?  Nothing's stopping you from spamming it except for the cast time.  That panic button?  No stupidly long cooldown that means you're screwed if you get surrounded again.  Instead it quickly CCs a pack without doing a lot of damage to let you get clear and change your tactics.

Additionally, GGG has taken a long hard look at weapons too.  In the original game, many skills were limited to certain weapons, but that was basically it.  While there were often ideal weapons to use with specific skills, those weapons were determined by a base mod and not the weapon itself.  You used claws with Spectral Throw for the high attack speed and life gain on hit, Maces with Boneshatter for the better stun, and so on.

But now many skills are going to be directly tied to weapons.  This not only helps clearly define what each weapon is for in PoE2, but it allows them to further define the identity of both skill and weapon.  Maces and their skills are slow moving but hit hard and bowl through enemies.  Spears carry a lot of forward speed and are great for picking out specific targets.  A staff flows with the character's movements, dealing damage as it spins in their skilled hands.

All of this is also coming with further improvements to melee.  Melee attacks now have built in movement with them, allowing for better target tracking and mobility.  You maintain control during this movement too, allowing you to redirect your motion to change targets, dodge attacks, or dance through enemies.

And all of this movement and animation can be canceled by PoE2's newest feature.


Do A Barrel Roll!

Path of Exile has finally entered the modern age with a dedicated dodge mechanic.  Bound to Space Bar by default, your character can roll at any time.  This roll is not a fool proof dodge, and area affect abilities and big attacks will still hit you.  But any attack or projectile that makes a hit calculation will automatically miss during the initial animation.  Like many games, the roll comes with a brief burst of movement, then slows as the character recovers.  The end result is that rolling can get you out of an attack area fast, but it won't give you any overall speed boost.

As I hinted above, the roll command interrupts all casting and attack animations.  If you start a big wind up, then discover the boss isn't as vulnerable as you thought, you can easily cancel out of it with a single button.  Are you spinning to win with your Marauder and see a big projectile coming your way?  Just press space and you'll roll under it.

Note, this is still Path of Exile.  That slow recovery means that you'll be vulnerable for a moment after the initial roll.  And while the roll has built in pathfinding, it doesn't have any kind of phasing to get around larger obstacles or move through mobs (though some large enemies have blind spots you can roll through).  The ability is meant to help you avoid big attacks and change position quickly.  Careful planning, strategy, and skill are still how you win the day.


Weapon Swapping Has Been Completely Revamped

In Path of Exile, your off weapons are usually used to level gems.  It's a rare build that actually makes use of actually swapping weapons.  The Passive Skill system and modifier bonuses mean that having two different weapons for two different Skills just doesn't provide enough return on investment.  Even when you might want to have one weapon for clearing and one weapon for bossing, it's often easier to just swap one or two Support Gems.

But with each character being able to have so many active Skills, it gives the developers a chance to try and make weapon swapping meaningful again.  After all, if you can have both a 6-Link cold spell and a 6-Link lightning spell, wouldn't it be nice if you could have a staff for each spell?  Since you no longer have to invest Fusings into the weapons themselves, that's one barrier down.

But what about the Passive Skill Tree?

In Path of Exile 2, Passive Skill Points awarded from books will be kept in their own pool.  You can then assign these Skill Points in different ways for each of your weapon slots.  When you swap weapons, the skill points will automatically change between each configuration.  In the presentation, they showed 10 Passive Skills changing between a Cold cluster and a Lightning cluster on swap.

While that would potentially be enough to make swapping viable, they've also made swapping your weapons easier too.  Just as using a Werebear Skill will automatically change you into a Werebear, you can assign your Skills to work with only one weapon or the other.  So when you cast your lightning spells, your character will automatically switch to their lightning weapon and vice versa.  More general purpose skills can be assigned to both weapons and won't cause your character to swap.  There's a slight animation added, meaning it still pays to plan ahead and have the right weapon ready.  But the gameplay overall looks pretty smooth.


Deterministic Skill Systems

When Path of Exile first entered open beta, GGG wanted having a properly crafted 6-Link to be a major accomplishment.  But as players got better and better at the game, and the secrets of the crafting system became known, the mystique of the 6-Link faded.  Getting a 6-Link is no longer an end goal, but simply another step in developing the power of your build.  You can find guides all around the internet to help ease your through this process and make sure you have exactly the sockets you need to get the most out of your Skills.

But that doesn't stop the original systems from often being frustrating to deal with.  Anytime you run out of Chromes or Fusings trying to get the setup you need on that awesome armour piece you just got, there's a grinding and gnashing of teeth.  Now at least we don't have to worry about crafting our slots on our armour and weapons.  But what about the gems themselves?  If we're going to have around 9 skills we can 6-Link, does that mean 9 times the frustration?  Will we be hoarding tens of thousands of Fusings to get all our gems where we want them, let alone all those Chromes?

To answer this, GGG has completely rebuilt the gem crafting system from the ground up, starting with the Skill Gems themselves.  Instead of each individual Skill Gem dropping, you will now get Uncut Gems.  Once you've picked up one of these, simply right click and a menu will pop up to let you choose the Skill Gem you want.  These gems are affected by the zone you're in too.  So the level of skill you can create from a given gem, the level that skill starts at, and possibly other attributes, will be affected by dropping from a higher level area.

Once you have your chosen Skill Gem, it will start with two sockets for Support Gems.  To get another socket, you'll need to find the first tier Jeweler's Orb.  Using this guarantees you a third socket.  You will continue to find rarer and higher tier Jeweler's Orbs as you play, unlocking additional sockets, until you finally find or trade for the rare highest tier Jeweler's Orb.  This will unlock your fifth socket and complete your 6-Link.  The differing rarities of these items will mean all your Skills will improve organically at roughly the same rate.

Once you have a socket for a Support Gem, you'll be able to use Chromes to deterministically craft what color the socket will be.  They didn't show off how this works or give us much in the way of details, but you won't be spamming Chromes trying to get the colors you want anymore.

We also didn't get much in the way of details for how you will obtain your Support Gems, and they were shown dropping from enemies as normal.  We don't yet know if we'll have vendors we can go to for them, or if they'll be chase and trade items.  But we do know a few things.


Skill Overhauls

Some of the changes to Support Gems and buffs were revealed at the various presentations.  Let's finish up with Support Gems first.

In addition to any other cost, Support Gems now add their ability requirements to the supported Skill.  This means it will be a little harder to play off class without investment, further pushing the individuality of each class while still allowing for exploration.  Otherwise it still looks like most Support Gems work as they did previously, with the exception of gems that activate on triggers or that change the Skill type.

Trigger Gems are now part of the category of Meta Gems that were revealed in 2019.  In addition to functioning alongside other Support Gems with the socketed Skill gem, you can still have multiple Skill Gems socketed in them.  As before, these Skills will activate in sequence as the Trigger occurs.  So if you have a Frost Nova followed by a Spark, the Frost Nova will activate the first time the Trigger occurs, then the Spark the second, then the Frost Nova the third and so on.

However, Triggers are no longer chance based.  Instead, you build up a meter each time the Trigger occurs.  The longer the cast time of the queued Skill, the larger the meter you'll need to build.  When the meter is full, the Skill automatically activates and the meter resets.  And just like everything in Path of Exile, you'll be able to build around this to get your Triggered skills off more frequently.

Totems have also been announced as Meta Gems.  But now, your Totems can support multiple Skills.  Just as with Trigger gems, your Totem will cycle through each of the Skill socketed to it in sequence.  This has the potential to vastly open up Totem builds.

By contrast, Traps and Mines are now weapons you equip.  When you have a Trap or Mine equipped in your main hand, they will automatically change how compatible Skills function.  The two mechanics have also been mostly unified, effecting Skills in similar ways with only their trigger being different.  Passive Skills and equipment will now affect both equally.

Meta Gems and other buffs will now also be part of a new Reservation system.  Reserving Mana and Life is gone, you now have a separate stat called Spirit.  You begin with 100 Spirit, which is just enough to reserve a single buff or Aura.  But, as you'd expect, you can increase your Spirit through Passives and gear.  Of particular note, Scepters have now become the dedicated equipment for improving your Spirit.  You can also find rewards that permanently increase Spirit.

Spirit is used for buffs, Auras, Triggered Skills, and permanent Minions.  Temporary Minions such as Summon Raging Spirit and Summon Skeletons do not use your Spirit, and permanent minion caps are gone.  The size of your army is now determined by your ability to cast your Summoning Skills and your Spirit.


All That Glitters

This isn't your grandfather's Wraeclast.  With The Beast slumbering and the old gods dead, various factions have begun to make their move to reclaim the lost treasures of The Cursed Continent.  Gone are the days of struggling to survive alongside other Exiles.  Now you have to try and find your place among these rival factions, and they have brought one of the most potent trappings of civilization with them.

Enemies in Path of Exile will now drop gold.  Just like any RPG, this gold can be used to buy and sell items at the various vendors and merchants throughout the game.  So far, gold is taking up space in the inventory and even stacks to 5,000 ala classic Diablo.  This means you won't be able to pick up every piece of gold you find, though you do still grab it automatically when you walk over a pile.

GGG spoke a little to their philosophies and intentions here.  First, the introduction of gold is part of the ongoing narrative, so it fits there.  Second, this provides a generic reward that players can enjoy and use at vendors without needing to worry about stacking up Scrolls and the like in their stash.  On this second note, GGG spoke on how their famous currency system railroaded them into littering the ground with items, most of which became quickly useless.  They believe the inclusion of gold will allow them to make other drops more meaningful.

Initially, you'll be using this gold at new and improved vendors to fix gear issues.  But in the end game, the primary gold sink will be a gambling system similar to Diablo 2.  GGG does not intend for gold to become the base currency between players, and still expects that players will likely trade for more meaningful items like they currently do.  Trading with gold was likened to trading with Scrolls of Wisdom.


Changes to Currency Items

As they have stated multiple times, GGG wants the primary means of finding items to be killing monsters.  While crafting is an integral part of the game, GGG envisions a system where you farm monsters until you find a good item.  You then use the classic PoE currency items to try and turn that good item into a great item.

Honestly, of all the things I wanted GGG to address more, it was proper plans to make drops actually feel rewarding and make picking up rares worth our time.

Either way, the one thing GGG doesn't want us doing is spamming crafting mats on our items in search of a good result.  To help address this, they've changed the way key crafting items work in the game.

Orbs of Transmutation now always enchant a common item with only a single property.  To get another property, you then use an Orb of Augmentation as normal.  If you want a rare item, you can then use a Regal Orb to add a third property, or you can still start from a common item and use an Orb of Alchemy.

Don't like what you got?  Too bad!  Orbs of Alteration are gone!  Orbs of Scouring are gone!  You'll want to make that first property on the Transmute count, as well as each additional property each step of the way.

But you can still re-roll with a Chaos Orb, right?  Nope!  Chaos have been changed.  Now, rather than re-roll the entire item, Chaos randomly change a single property.  This means a Chaos can potentially make a good item great, but it won't redo a bad item.

They didn't talk about the other crafting systems in the game, though they did say they want systems like them to still exist.  But they really want spamming to be dead.

They did touch on the crafting bench, though.  At least for the moment, Path of Exile 2 does not have one.  You'll need to use vendors to fix gaps in defenses.

This will almost certainly be the most controversial change that was announced.  On the whole, players want more deterministic crafting systems.  Even if they have to work for them, players want to feel like they're making progress towards that dream item.  

And no!  Farming Divines to trade for it doesn't count!  

But spamming currency also isn't very fun, in my opinion.  I don't enjoy burning through my Essence stash trying to get those three or four decent mods to go with that Life roll.

Hopefully they'll have more to say about crafting in the future.


Rushing May Be Dead

After playing through Path of Exile's campaign a few times, you eventually reach a feeling of "been there, done that."  One of the most requested systems from the community has been a way to skip the Campaign.  Even if GGG won't let us start at Mapping, players have begged for alternate means of leveling their characters such as the occasional "Endless" events that are hosted near the end of a League or before the holidays.  But through it all, GGG has insisted that clearing the campaign is intended, and will always be intended as a part of each new League.

Now one excuse for this may be gone in the base game.  During development of PoE2, GGG constantly said the new campaign would be better and will provide not only that alternate means of leveling, but an overall more engaging experience.  Now that PoE2's campaign won't be running alongside the original, they won't be able to go to that to defend against players who want more leveling variety.

But until they change things, Exiles have gotten very good at clearing through that original campaign.  Even if you're not a racer, you'll eventually learn countless tricks for speeding up your progress.  But while those tricks will still work in original PoE, they look like they're gone in PoE2.  First we'll start with some big reveals.

The Quicksilver Flask is gone.  In fact, Utility Flasks as a whole have been overhauled, and are now more focused on removing status effects or providing extremely short buffs to a player.  If you want to move faster, you'll need to get Movement Speed on your gear.

Similarly, Movement Skills have been revised, if they're making it into PoE2 at all.  We only saw one classic Movement Skill, Leap Slam, in the various gameplay demonstrations.  The skill is now truly an attack skill that targets enemies, with a windup and recovery period to boot.  It looks like it's far too slow now to work for fixing movement, though it might still give you the ability to move over obstacles and up and down cliffs.

But even without Movement Skills and Quicksilver Flasks, you still usually move past most packs in PoE only targeting big ones or Magic and Rares.

Well that looks like it's dead too.  Monsters in PoE2 are over all smarter, more persistent, and have better pathfinding.  As you move past mobs, they begin to gather up into larger and larger threats to you.  In the gameplay presentations, it wasn't long before the streamers selected to demo the game were overwhelmed.  While there may still be enemies you can and want to avoid, the new gameplay really seems to encourage dealing with threatening packs as you encounter them and not trying to just bypass them.

All and all it looks like you'll need to engage with more of the campaign than you have to currently.


Boss Revamps

And speaking of engaging with the campaign, GGG wants boss fights to be much more fun and engaging as well.  It genuinely looks like they've put a ton of effort into each of PoE2s boss fights.  Each boss shown was unique and interesting with its own unique mechanics and systems.  

Honestly, they all looked really sick!

Bossing is going to be one of the big areas where the new skill system shines, as taking advantage of various openings and setting up combos will be critical to success.  And like most modern ARPGs, you'll need to learn each boss and their mechanics to succeed.  

To help with this, Crowd Control on bosses has been completely overhauled.  Instead of being a binary state that many bosses are just immune to, your CC now builds up on a boss as you fight, similar to stagger systems in other games.  Once you've built up enough CC, the boss will be effected and become vulnerable to your attacks and combos.  Once a boss has been CC'd, the difficulty of the next one temporarily increases, slowly decreasing back to normal as the fight goes on.  These CC effects can be built around with Passive Skills and Gear to make them more powerful as normal.

And this is really good, because you can't cheese bosses anymore, dying and coming back to chip at their life until you win through attrition.  Just as in most current ARPGs, dying or fleeing resets the boss fight.  The only exception is Town Portals, but these have been changed as well.  

Dropping a Town Portal during the campaign works as normal.  The portal will open instantly and you can go back to town for whatever you need.  But during boss encounters they work much differently.  The first thing is that any Town Portal opened before a boss fight is closed when that boss enters the arena.  The second is that during boss fights, Town Portal has a casting time.  It's not very long, but it's just long enough you'll need to find a moment of safety during the fight to use it.

And depending on how you're doing, you might need to use it.  Flasks have been changed as well.  In addition to Utility Flasks only working reactively, your Life and Mana flasks seem to refill slower too.  In fact, normal monsters don't refill your Life and Mana flasks at all.  Only Magic, Rare, and Unique monsters give you Flask Charges now.  Gone are the days of using adds to refill our Flasks!  Instead, Boss adds are now a real threat and challenge we'll have to manage.  So if your flasks run out, you'll need to find an opportunity to TP out and then go to a well and refill them.

These new, harder fights come with new rewards too.  Bosses have higher rarity gear as you'd expect, with a boosted rarity the first time you kill one.  Increased Rarity bonuses have also been changed to have more beneficial effects on the gear that drops.  Additionally, bosses often have special items they drop the first time you kill them.  Each zone will have its own Area Boss separate from the Campaign Bosses.  Killing these bosses will get you an item that will permanently improves your character in some way, providing a potent bonus to exploring and finding every boss in the game.


FINAL THOUGHTS

I am the hype!

Overall, Path of Exile II looks absolutely sick!  It looks like combat is going to be much more engaging, gearing will be much more enjoyable, and bosses are going to be a ton of fun!  And, as a fan of theory crafting, the potential for new builds is nearly overwhelming!  I can't wait to get my hands on it!

There were a few more changes I didn't get to, such as reworks to charges, caster weapons, and improvements to quest and campaign progression.  There was this whole thing about how NPCs will react to your playstyle, potentially treating you as the stereotypical murder hobo, depending on how quickly you move through the game, that was really amusing.  But I think I've gushed for long enough.

My largest concerns are for the health of the two games as they run in parallel to each other and for fixes to loot systems.  I desperately want to return to a world where finding a Rare or Unique off a boss is satisfying again.  Here's hoping they can get us there.

Still, GGG has given themselves plenty of time to get it right!  RIP to all the predictions that this was going to drop before Christmas.

The Beta for Path of Exile II is scheduled to begin on June 7th, 2024.

I guess that's plenty of time to put more games to bed before PoE steals my soul again.

Wednesday, July 26, 2023

New Index Cards Downloads and Errata!

I'm still feeling sick as hell, but there's no way I'm missing this!  Let's see what changes GW has brought today!


ADEPTA SORORITAS

Mortifiers

This is just fixing a timing issue.  If the ability goes off in the Charge phase, and ends in the Charge phase, you never actually get to benefit from it.  It now last until the end of the turn.

Dominion Squad

While this could technically be seen as a nerf, this is just fixing an obvious typo.


ADEPTUS CUSTODES

Anathema Psykana Rhino

Ah!  Here it is!  The great Rhino unification!  Hopefully by the end of this document all Rhinos have Firing Deck 2.

Knight-Centura

Just missing weapon options with profile, though it's a little notable that this is a Strength 4 close combat weapon.


ADEPTUS MECHANICUS

Onager Dunecrawler

The Dunecrawler can't actually take a heavy phosphor blaster by itself.


AELDARI

Autarchs

Again, a typo.  Though I'm sure someone out there will call this a nerf.

We're also getting some missing wargear options.  Honestly, a lot of missing wargear options.  I wonder if they forgot the kits were compatible again . . .

Corsair Voidreavers

Games Workshop and the Case of the Missing Close Combat Weapons!

And again, another obvious typo.

Dark Reapers

Missing close combat weapons.

Ynnari

Oh!  Here's a big one!  Ynnari can now contain Corsairs again!  Looks like that was a missed copypasta from the Harlequin section.  Yvraine and The Visarch will be really happy about that!

Dire Avengers

Missing close combat weapons.

Solitaire

I mean, this is more in line with the way weapon profiles work, but the Solitaire only has the one weapon profile.

Spiritseer

Again, some people will see this as a nerf.  But this is just bringing this in line with how the abilities normally work.

Storm Guardians

This time we're changing the text to prevent missing close combat weapons!

Phantasm

Again, this is bringing this in line with similar abilities.

Striking Scorpions

Again, this was probably a copy paste issue.  Now the datasheet matches the models weapon options.

Wave Serpent

Somebody forgot to reduce the number of attacks to match the new TWIN-LINKED rule.

The second change is, again, bringing this in line with similar abilities.  Though yes, this makes the ability far less useful.

Wraithguard

Okay, this is actually a legit nerf.  I don't think it was an accident that this ability originally allowed the Wraithguard to fire into combat.  But someone has decided that this makes this ability to powerful.

Gee!  That was just a few fixes for Aeldari wasn't it?  The idea that they may not have tested this faction quite as much as the others just gained some supporting evidence.  Two years is not enough development time for this game!


AGENTS OF THE IMPERIUM

Rogue Trader Entourage

This clarifies where this unit stands with the Assigned Agents rule.  Rogue Traders are now no longer both Characters and Retinues.  This means the Rogue Trader can bring their Voidsmen/Breachers with them so they can lead them.


ASTRA MILITARUM

Aegis Defence Line

This just adds rules for how the Fortification is properly set up, and includes that the entire thing counts as one model.

Astra Militarum Infantry Armoury

Just a quick keyword fix.

Astra Militarum Vehicle Armoury

Not sure what happened here, but this now matches the profile on the Exterminator.

Death Korp of Krieg

One of the more well known misses, Death Korp of Krieg can now actually take their medi-pack.  It's also officially one model per unit.

Infantry Squad

Pretty obvious, but nice to have the Designers Note to point to.

Ogryn Bodyguard

Ah!  We meet again, missing close combat weapon!

Taurox Prime

Again, not sure what happened here but this brings the Prime properly in line with other missile launchers.

Ursula Creed

Oh . . .  This is somewhat more fitting and might prevent some abuse with tanks, but it's still kind of a nerf.


BLACK TEMPLARS

We begin this section by just adding relevant keywords to the Black Templars versions of Space Marine characters.  So Helbrecht is now the Chapter Master again.

Primaris Crusader Squad

Gets a few fixes in the form of a proper range for their bolt pistol and the ability for their Neophytes to actually take the Neophyte firearm.

Primaris Sword Brethren

They can now take lightning claws again!  Also they've had their model number fixed.


BLOOD ANGELS

These are mostly some keyword fixes.  Did you know that Blood Angels Dreadnoughts are, in fact, Dreadnoughts?

Also the Baal Predator can blow up now.


CHAOS DAEMONS

Blue Horrors

This is just using the proper wording for modifying Leadership now.

Burning Chariot

They remembered to add Fly this time.

Great Unclean One

Just fixed putrid vomit to have a proper Torrent profile.


CHAOS SPACE MARINES

Chaos Lord in Terminator Armour

They can now properly equip the power fist.

Chaos Predator Destructor

Now has RAPID FIRE 2 on the autocannon to match its loyalist counterpart.

Chaos Rhino

The Firing Deck unification continues!

Chosen

Fixed a blatant copypasta error.

Legionaries

I'm not sure this actually fixes all the issues here.  According to this you could have an Aspiring Champion equipped with a plasma pistol, Astartes chainsword, and then another melee weapon.  Maybe that's intended, but I'm pretty sure they just need to re-write this section.

Traitor Guardsmen

Just changes the number of each special weapon you can take to be more in line with a standard guard squad.


DARK ANGELS

Deathwing Command Squads can now have a Terminator take a power weapon, and the Strikemaster can now join Deathwing Terminators.

I apologize, but I'm going to start summarizing more these now.  I probably shouldn't have tried to do this, but I don't think I realized how sick I am.


DEATH GUARD

Most of these are just keyword changes.  However there are two clarifications here.  One of these might be considered a nerf, but is probably a much needed fix.  The Helbrute now specifies that the chosen unit is within Contagion range of the Helbrute.  This means that only the Helbrute benefits from any bonuses from Contagion.  It would have been nice if they'd clarified this to be within range of all of your units.  Death Guard could really use a buff like that.

But the change to the Sorcerer is all upside.  Instead of getting -1 Damage from a single unit, the Sorcerer's unit now just gets -1 Damage period.  Much better.


DEATHWATCH

All of these are fixes to profiles and equipment.  No meaningful changes.


DRUKHARI

The Voidraven Bomber can now actually Fly, and Wyches have had their splinter pistols improved to match the rest of the Index.


GENESTEALER CULTS

Okay!  Here's a big one!

Cult Ambush has been meaningfully changed in a big way.  The first part is just a clarification on the fact that the new unit will be the same as the unit that was destroyed.  You can't add a new unit of Neophytes with a different loadout for example.  I don't think anyone was actually playing it any different, but the clarification is nice.

But the big one is that models arriving from Cult Ambush must arrive outside of 9" from any enemy models.  This means you can no longer string out your units to get models in range for charges or contest objectives.  This will remove a lot of shenanigans and help bring the faction much more in balance.

Finally, Demolition Run has been changed to once per battle round.  I'm not sure they have anything that can let them get Demolition Run off more than once now, but it's good future proofing.


GREY KNIGHTS

Mostly just some fixes here, including a fix to Death from the Warp that allows it to function properly.


IMPERIAL KNIGHTS

Wow!  Okay!  So this fix will probably be controversial but will bring the Oaths more in line in power and hopefully make the faction a little less crazy.  

The first part just makes the CP gained from completing an Oath work properly.  But then it clarifies Lay Low the Tyrant.  And GW has said, "No!"  Lay Low the Tyrant has been changed to a single Hit roll of 1 and a single Wound roll of 1.  You do not get blanket re-roll 1s with it.  Nearly everyone was expecting the opposite due to the wording in other languages, though there was some reasonable opposition to it.

Further, they applied a fix I knew was coming in that Squires' Duty now only applies to the target unit.  I'm pretty sure no one was playing it otherwise, but the clarification is always nice.


LEAGUES OF VOTANN

Appraising Glare has been fixed to work properly, Hearthkyn Warriors now have a proper composition, and Uthâr can no longer re-roll his nonexistent damage rolls.


NECRONS

Cryptothralls now only give themselves Fight on Death, the Obelisk's Gravitic Pulse now works properly, and the Transcendent C'tan has its Reanimation Protocols back.  Note, the Transcendent C'tan is still a Character and can still take Enhancements!  For the time being, that appears to be intended.

What obviously wasn't intended, and has been fixed, is that Szarekh no longer comes with a collection of mini-nukes on the Menhirs.  He now only blows up when you manage to kill him specifically.


ORKS

Most of these are Keyword fixes and fixes on the range of twin big shootas to keep them consistent.  Also Ghazghkull can't hop in a Trukk anymore and Mob Rule now works properly.

The big one here is the expected fix to Gretchin that gives the unit a consistent toughness across all attacks.  No more T5 Gretchin in combat!


SPACE MARINES

Oh hi, missing close combat weapons!  These are all just Keyword and Wargear fixes, plus some profiles have been added to the Armoury.


SPACE WOLVES

Again, this is mostly equipment and Keyword fixes.  But honestly, if you're here you're probably looking for two fixes in particular.  And . . .

Yes, Scouts have 2 Wounds now.

No, Wulfen do not get proper hammers.


T'AU EMPIRE

Again this is mostly just fixes to equipment with the accelerator burst cannon now consistently AP -1 across all profiles.  The big thing here was they remembered the Sun Shark has a missile pod.


THOUSAND SONS

Just some profile fixes as well as the obligatory fixes to the Rhino.


TYRANIDS

Oh boo!

Despite not being available for download, they did make a change to the Tyranid Index.  Barbguants have been brought in line with similar units and must now select a target to be disrupted.  Honestly this is a good change, but I had to get the moan out anyway.


WORLD EATERS

Another pair of fixes to the Rhino and the Destructor.  But the big one here is the fix to Favoured of Khorne.  Again, no one was playing it any other way, but the clarification is nice.


FINAL THOUGHTS

This might legitimately be my worst blog post.

Not gonna lie, I didn't go back very far looking for errors.  My energy is fading really fast.

The big ones here were obviously the changes to GSC and Imperial Knights.  The Knight change was technically a clarification, but I don't think many people were expecting it to go that way.  Still, it's nerf that was probably needed.

The GSC one was a legit change though.  With the way Ambush markers work, I think many people were expecting it to be intended that you could deploy closer to enemy models.  And people were definitely taking advantage of it.  This is a much needed nerf to the faction, and I say that as a part time GSC player.

The other fixes went pretty much as expected.  Though I know Space Wolf players are bemoaning a proper melee weapon profile for Wulfen.

I also still want a proper FAQ, please and thank you.

Monday, July 24, 2023

Well That Just Happened!

Wow!!!

Space Marine Range Update


I'm seriously stunned, and honestly cursing out loud about this!  This is both unbelievable and shocking news, and I know that there are fans who are going to be extremely upset over it.

The Space Marine codex is a behemoth.  After constantly receiving new miniatures throughout 10 Editions of this game, there is just an incredible number of Datasheets that need to be rewritten each edition and then balanced as people play.  Yet Space Marines are the game's most popular faction.  It's seriously not even close.  Now there are things GW could and should do to bring other factions up, but the simple fact is that Space Marines sell.  To not make new Space Marine kits is to leave money on the table.  But there eventually comes a point where you can't feasibly add more to the game.

So GW has apparently decided that 10th Edition will come with the sunsetting of many Space Marine kits.  And some of the ones they've chosen are jaw dropping.

Now I'd normally guess in many cases these are kits that are getting a refresh.  Some of these are extremely old and in desperate need of an update.  But why would they announce the kits are being retired before they announce the new models?  That doesn't make a lot of sense to me.  So this really makes me wonder if these units are just going away to make room for new models and units.  Even then, the fact they announced this before revealing the new miniatures is flabbergasting!

Some of these units make perfect sense.

The Iron Clad Dreadnought.  I did not even know this thing existed.  I think it looks ridiculous.  I know I'm not going to miss it.

The Stalker and Hunters.  Again, I'd never even seen these, though I've at least heard of them.

The Thunderfire Cannon.  This one I knew and have even faced across the table.  But slow moving heavy weapons don't have much of a roll in a faction with so many fast assets.

Even the Company Command Squad makes at least some sense in a game that's become more about single heroes.

I'm sure there is probably a player out there that really loves one or more of these.  But at the end of the day, I don't think many players will complain about GW no longer selling them, save for generic complaints about fewer options.

But those are only a few models on this list!

Let's start with the ones that at least have some obvious reasons behind them: the Scouts and Techmarine.  

These are ancient kits in desperate need of a refresh.  But I'm sure everyone was expecting a refresh; everyone was expecting to see the new Space Marine Scouts when the new model reveals come in.  I guarantee, no one was expecting either of these to be consigned to Legends.  And they're both integral parts of Space Marine lore.  It's hard to imagine not being able to field them in your army.

But from there the choices just get eye watering.

Bikes could use a refresh; they're both pretty old kits too.  But they still hold up pretty well.  And Space Marines on bikes are still a very popular theme.  Hell!  Arguably there's an entire Chapter dedicated to them!  I know we have the Primaris bikes, but they have a pretty different feel from the older ones.  I know there are going to be people who are really upset to see these go!

The Librarian!  This is actually a really cool model!  It's even a plastic kit!  But it looks like it'll only be Primaris Libbies from now on.

But by far the ones that have my jaw on the floor are the Land Speeders and the Assault Squad.  Like, I seriously don't have words.  How can I even explain how iconic these two units are?  And I know they're popular!  Space Marine players love their Land Speeders!  Maybe we don't need multiple variants of them, but I just can't imagine Space Marines without them.

And the Assault Squad?  The most requested new Space Marine unit has to be a proper Primaris jump pack unit.  People love the concept of a force of fully armoured Space Marines slamming down on the enemy from on high!  Assault Marines are extremely beloved!  Even if there are new Primaris versions coming, I know people are going to be upset to see the old ones go.

But I guess that's where we are.  All and all fourteen kits leaving the store and becoming either Legends or "counts as."

This is gonna be a rough week.

Sunday, July 23, 2023

Warhammer 40,000 - Adeptus Custodes Imperial Armour

Today we have a Forge World list with bit more meat on it.  Adeptus Custodes have been historically quite dependent on their Forge World datasheets.  As a faction active now in both the 40K and Horus Heresy settings, they received rules for both games.  Originally, Heresy was almost purely supported by Forge World, so Custodes ended up with a lot of resin.  Now that Heresy is moving to plastic and Custodes is being represented more in 40K, we'll probably see many of these pieces eventually move to plastic too.  But for now, Custodes players often have to try to get  their hands on these harder to find, more expensive, and often more difficult kits.  Let's see how they shape up.


Custodian Guard with Adrasite and Pyrithite Spears -

5 models for 325 pts (65 pts per model)

That's . . . that's a lot . . .  That's 100 pts more than a standard unit of Custodian Guard.  Let's see what you get.

Right off the bat, those spears have considerably stronger firepower than your standard guardian spear.  The adrasite feels more like a sidegrade than an upgrade.  While it hits with a pip more of Strength, Damage, and AP, it's also only one shot at shorter range.  That might be worth more than a guardian spear, but not by that much.  The real tech here is the pyrithite spear, a MELTA 2 weapon that your Guard will need to get really up close and personal to use.  Not necessarily a bad thing, as Custodes has been setup now as more of a melee army.  However, once in combat, these are still just guardian spears.

This version of Custodian Guard still keeps Stand Vigil, so they're still absolutely fantastic at holding objectives.  However, you'll more often than not want these units to be charging forward to get to grips with some big prey.  When they do, No Foe Shall Stand will help get around the now lesser Strength that Melta weapons have.

I'm just not sure that's worth 20 more pts per model!  I think I'd have to give these a pass.

Sagittarum Custodians - 250 pts for 5 models (50 pts per model)

The ranged Custodian Infantry strikes with 3 attacks at S5, AP-1, Dmg2 with SUSTAINED HITS 1.  Saturation Volleys hands out the suppressed debuff to an enemy unit you hit with them, and Disintegration Beams gives you one Shooting Phase of DEVASTATING WOUNDS.  You're giving up some melee power, but misericordias are still a good combat profile.  Shooting is currently very strong in 10th, so I think these earn their extra 5 points over standard Guard.

Aquilon Custodians - 230 pts for 3 models (~76.67 pts per model)

The more traditional style Custodian Terminators come with some interesting alternate weapons to their Allarus brothers.  While their are arguments for or against the various guns on these Terminators, I feel the solerite power gauntlet is a pure upgrade over the Allarus melee choices.

I don't like their rule though.  Of the ranged options, I feel the twin adrathic destructors are probably the better option, and those already get re-roll Wounds.  Still, if you want to go with the classic storm bolter options, 4 shots each with re-roll Wounds of 1 will get some damage in.

I'm not sure these are worth 35 pts more than Allarus, but I do think they're still viable.

Contemptor-Achillus Dreadnought - 155 pts

For 30 pts less than the Venerable, you lose the ability to take a multi-melta or assault cannon and gain the achillus spear and some smaller guns.  But the big loss here is Unyielding Ancient.  Standing a dreadnought back up isn't anything to sneeze at.  Instead you get to hand out some mortals in melee, which is where the Achillus wants to be.  I feel like this is on the more expensive end of fine.

Agamatus Custodians - 280 pts for 3 models (~93.33 pts per model)

Vertus are already really spendy (Misreading their Quicksilver Execution had me hyped on them, but they've proven overpriced in practice), these need to bring something to the table to be even more expensive.  And honestly, they kinda do.  I like the twin las-pulsar and a once per game move shoot move is pretty nice.  I think I like them over the Vertus, but I just don't think they bring enough damage for 280 pts.

Venatari Custodians - 235 pts for 3 models (~78.33 pts per model)

The jump back Custodes are more expensive than the Terminators!  Remember how I keep saying GW is constantly charging a premium for mobility?

The combat stats here are quite comparable to your standard Custodian Guard, though I do think the weapon swap for the pistol and buckler is interesting.  Rules wise, they get Fall Back and Shoot and Charge, which is always good, and a free Rapid Ingress.

I mean . . . they're cheaper than jet bikes . . .  But that is just so much to pay for that mobility upgrade.

Pallas Grav-Attack - 120 pts

Finally something a bit new to think my teeth into.  The main index doesn't really have anything like this.  This fast and mobile gun platform puts out a ton of shots all with the potent combo of TWIN-LINKED and DEVASTATING WOUNDS.  It also gets a finishing blow ability for +1 to Wound, but I've never been fond of those.  Again, I feel like this is on the pricey end of fine.

Telemon Heavy Dreadnought - 235 pts

The big man on campus of the Dreadnought world comes with some very nice weapon options and a suitably tough profile, including -1 Dmg.  I wish it had a bit more AP on its weapons though.  I think I like the idea of marching it into combat with that storm cannon and caestus, but one sitting back with two accelerator culverins could be a pain to deal with.

Again, I feel like this is on the expensive end of fine.

Caldius Grav-Tank - 215 pts

Here's some high AP firepower!  The twin-arachnus blaze cannon can puts out 4 shots at S12, AP-3, Dmg D6+2.  It even gets LETHAL HITS against Monsters and Vehicles.  This isn't the best special rule for it, but it'll still be useful against larger targets.  Still feels on the upper end of fine, but I think I like this best as a firing platform so far.

Coronus Grav-Carrier - 200 pts

A budget transport option for your Custodes, you give up a little bit of fire power and the amazing Assault Ramp rule and instead get more room for your Infantry and a 5+ Invuln.  I personally really like the Fire Support rule, too.  Honestly, while the Land Raider is still better for delivering a unit into combat, I love these for getting your units into forward positions.  I think this might be my favorite Forge World unit so far.

Orion Assault Dropship - 690 pts

Oh boy!  Here's a tough one.  This thing can transport a lot of Custodes and even a Dreadnought.  It also comes with some incredible fire power to help soften up targets as it does so.  I mean that is a lot of Fire Power!  In many ways, this feels comparable to a Knight.  I wish I had a better clue about how big that base was, because I think this might actually be good if you can put it on a table.

I really don't like its rule though.  It's got that weird one where if you take a turn to keep it stationary, the units that disembark can advance and charge.  I just don't see ever using that.  There's also a very real possibility your opponent manages to blow this up turn one, though it should be able to survive long enough to get into position and get some damage off.

My gut is telling me this is just a little bit too expensive to reliably get its points back though.

Ares Gunship - 580 pts

This is basically a Knight.  Like a Knight, you can shoot at basically everything and everything can shoot at you.  You're going to put it in hover mode and move it into a good position and try to blast everything you can off the board until it gets shot down.  Again though, you're really paying a premium for that mobility.

I'm pretty sure that this is just going to be too expensive at the end of the day to justify it.

Contemptor-Galatus Dreadnought - 175 pts

Our more dedicated melee Contemptor feels really lacking.  While it gets a lot of attacks in combat, and they're definitely good attacks, I just don't think they justify this being more expensive than an Achilus.  At least -1 to Wound will help it get into combat pretty reliably.


FINAL THOUGHTS

Custodes are in a decent spot right now, though that's mostly based on the value of their Infantry and Characters.  Lists that are performing well right now are often including a lot of Imperial allies to make up the slack for board control and Tactical Mission play.  The simple truth is that right now many Custodes units are a bit too expensive, and their Forge World units aren't any different.  I think we need to see a sprinkling of points drops before their other units will start seeing more reliable play.

Saturday, July 22, 2023

Warhammer 40,000: Grey Knights Imperial Armour

Still doing the family thing while potentially struggling with this bug.  Unfortunately it might have become an infection, so I'll have to keep an eye on things.  Still, we have another quick one today.

Grey Knights have unfortunately not been doing well.  Though their army rule allows for a great deal of mobility, they seem to lack the power to take advantage of it.  They have also not enjoyed the changes to their psychic abilities.  I haven't heard enough about the faction since I did my Live Blog for them to know exactly what they need for sure, though I can guess.  Obviously points drops can always help, but some rule changes might be needed to help preserve the faction identity.

Land Raider Banisher - 255 pts

Grey Knights are already getting a slight discount on their Land Raiders.  The iconic vehicle not only doesn't synergize with, but also doesn't receive any benefit at all from their army rule.  By contrast, not only can a Space Marine Land Raider benefit from Oath of Moment, but they can be a tool for making sure your best units have access to your chosen target.  Honestly, Grey Knights Land Raiders could probably stand to get an even bigger discount than what they have.

The Banisher is one of the less expensive variants, trading out the lascannons for heavy incinerators and the twin heavy bolter for a twin psycannon.  The psycannon is nearly a complete upgrade, its only drawback being the Psychic keyword, which has the double edged sword of allowing for the use of Radiant Strike but also letting armies get FNPs against it.  And lets face it, you're not using Radiant Strike on this.  The heavy incinerators are much better, being pretty good Torrent profiles.

But at the end of the day, if you're taking a Land Raider in Grey Knights, it's as a firing platform.  And that means you probably want the classic.  The Banisher isn't bad, it's just not bringing anything that Grey Knights need.


Grey Knights Thunderhawk Gunship - 805 pts

The Knights of Titan get a much better discount on their Thunderhawk, coming in at just over 4%.  However, that still doesn't bring it to the point I think it's worth taking.  The Grey Knights Thunderhawk is identical to the Space Marine one, only now it doesn't get to shoot its guns at a target with Oath of Moment.  Grey Knights get a few more options for good things to load into the gunship, as nearly their entire army has Deep Strike.  But this still comes with the same problem that you need to find a spot on the board for the model to land and then fit all the units its transporting too.

If you can do it, however, that's potentially three units of Grey Knights that can all make turn one charges!


FINAL THOUGHTS

At the end of the day, neither of these models bring anything that Grey Knights need.  Of the two, the Thunderhawk probably has the most to offer, providing some nice big guns that the faction lacks and some potential for some charge shenanigans.  But it's still a massive target that you have to somehow get on the board to begin with.  What the Grey Knights need is to get some of their old striking power back, so that they can take advantage of all their new mobility.  Spending half an army to get a different kind of mobility and some S20 shots isn't going to help them.

Friday, July 21, 2023

Warhammer 40,000: Space Marines Imperial Armour

Today we start going over the Imperial Armour Datasheets I missed for the factions I'd already covered before they were released.  I'll be doing each one in turn, using the order on the WarCom article like I usually do.  I'll be skipping Tyranids though, as they'll be getting some special treatment soon.  It's a quick one today, which is good as I'll be spending a chunk of the weekend with family.  We're doing a long overdue Birthday celebration for my Brother From Another Mother and I.  We're hoping to check out the Oppenheimer-Barbie double feature, though we might have to settle for one or the other.  I might pause to air my thoughts on whichever we see.

You've probably already heard that Space Marines are doing very well.  While they're not the powerhouses that Aeldari, Knights, and Genestealer Cults are, they're still incredibly potent.  Both Oath of Moment and Combat Doctrines are potent rules that allow them to easily punch above their weight, and their massive list of Datasheets is filled with synergies and combos.  And, of course, Desolation Marines are continuing to be a nightmare to deal with.  With the many threats that are already in the Index, we haven't heard much from the Imperial Armour options.

But then, it is only two sheets.


The Astraeus - 525 pts

Right off the bat, it's hard not to compare the Space Marine Super-heavy tank to the Repulsor Executioner.  For 230 pts, the Executioner is absolutely bristling with guns, packing an answer to basically anything it might run into.  Now the Executioner is likely too cheap at its current cost, but that's the competition we're working with.  The Astraeus is more than double the cost, and while it has more big guns, those guns aren't as good as the heavy laser destroyer.  

It is significantly tougher, sporting a 2+ Sv and a 5+ Invuln against shooting.  Additionally, while the las-ripper pales in comparison to the laser destroyer, the macro-accelerator cannon is a hell of a gun.  While it's missing AP, the sheer number of shots it puts out at range more than make up for it.  And it suppresses its target, handing out a -1 to Hit.

Still, when you combine the fact that this is a massive model you're going to struggle to move around a board with its massive cost, I think you have to give this one a pass.


Thunderhaw Gunship - 840 pts

Everyone's most requested plastic kit comes with a pts cost that's almost as much as its real dollar cost.  Models this big are always hard to judge, but this gets even tougher for flyers and transports.  

For 840 pts you get:

  • 30 T12 Wounds with 2+ Sv (no Invuln)
  • Hover
  • Either D6+6 S10, AP-2, Dmg3 shots or D3+1 S20, AP-4, DmgD6+6 shots (both with Blast!)
  • 2 lascannons
  • 4 twin-linked heavy bolters
  • Either an anti-fly gun or a mortal wound bomb for an average of 4 mortals
  • The ability to transport up to 30 Space Marines

Obviously I think it's the last one you're paying the premium for.  Additionally, if you load any Marines with Deep Strike, such as Terminators, they can disembark after you fly them up the board and still Charge.  The Thunderhawk is also the only Space Marine transport that can carry Mounted units like bikes.

It should also be pointed out that Aircraft get the same benefit as Towering, allowing them to shoot (and be shot at) regardless of any ruins in the way.  And with a 96" range gun, you can basically put those shots anywhere.

Unfortunately, you're not going to get much use out of this.  Unless you're facing something like a Knight player, there's not gonna be space on the board to drop even the 15 Terminators that would make the most use of this.  And while you'll be able to do some nice damage if you go first, this will not survive your opponent's shooting phase.  I'd give this two battle rounds at most, at which point you've lost nearly half your army.  It's just too much to pay for the potential of getting some Turn 1 charges off with some heavy hitters.


FINAL THOUGHTS

While both of these are absolutely amazing models, if you can deal with the Forge World resin, they're just too expensive (in game and out) for what they do.  This honestly isn't too big a loss to Space Marine players.  They have plenty of extremely good Datasheets with lots of tools to make up for what these would bring.  If you're lucky enough to have one of these beautiful models, enjoy them in some friendly games with your crew.  But keep them off the meaner tables and leave them displayed proudly on the shelf.

Thursday, July 20, 2023

Silent Hill: Ascension - Official Behind the Scenes Clip


. . .

So this answered a lot of the questions I had.  Unfortunately most of those answers were not the ones I wanted.

WARNING: SPOILERS FOR THE SILENT HILL GAMES AHEAD!!!


Silent Hill: Ascension is a streaming series.

We now finally know what Silent Hill: Ascension actually is.  Though we don't know what the platform is yet, Ascension will be an episodic streaming series.  It sounds like there are still a lot of details that are up for grabs, actually.  Either they aren't ready to reveal them, or they haven't entirely figured them out yet.  There were actually a few where this video made me feel like the latter was the case.  In particular, how much time there will be between episodes still seems to be something the team isn't sure on.  The fact they're ramping up the marketing for this, but there still seems to be important details they're figuring out is troubling.


We will interact by voting.

Ascension was billed as an interactive narrative.  So initially, this had me hoping for something in the vain of Telltale or The Dark Pictures.  But no, we will watch episodes and then we will vote on certain outcomes.  This is another thing where there's still some sketchy details.  They talk about this like they don't want people who watch an episode immediately on release to be the ones that make the decisions.  They also want to foster community engagement, with people discussing and debating what should happen between episodes.  But we still don't know how these decisions will be made, other than through some type of voting.

So now we know what Ascension is and how we will "interact" with it.  Before we get to the massive "Boaty" in the room, let's talk about a couple of other details they provided.


Trauma Trauma Trauma!

One of the things that really started to bother me about this video was just how many times they said the word, "trauma."

When Silent Hill 2 came out, it took everyone off guard.  Where as Resident Evil had continued its story in a relatively linear narrative, Silent Hill did something incredibly unique.  Rather than come up with a continuation of Harry, Sybil, and Cheryl's story, they decided to tell a new story set in the titular town.  But not only did we get a new character and a new story, but it was completely different from what had come before.  While Harry's story had been tied deeply into the history of Silent Hill and the mystery of what had happened there, James's story was deeply personal.  While Harry was facing horrors that had been invited in by a deranged cult, James faced horrors drawn from his past and the decisions he'd made.

This new story worked on whole new levels.  In addition to the grotesque nightmare of the town and its monsters, the team behind Silent Hill 2 managed to create imagery and environments that constantly nagged at the player and resonated with the unfolding revelations into James's past.  A synergy was created where you started to feel something of the guilt and grief that James was feeling as the town ripped open the wounds left by his wife's death.  There is legitimate reason why this game is so beloved by much of the gaming community.

This would not be the last Silent Hill game to depict the town as echoing the nightmares a character brought with them, but none since have done it as successfully.  But since then, the idea that the horrors that lay at the heart of the town respond to the hearts and minds of those lost within has become an indelible part of the canon.

It's definitely not a bad thing that the team behind Ascension want to explore this.  Especially now that Silent Hill no longer appears to be set in, well, Silent Hill, the idea that there is a force similar or identical to what haunts the town working elsewhere in the world can help build some connective tissue.  But this video just harps so much on trauma specifically, repeating the word over and over.  It feels like someone in the team, or perhaps at Konami, tried to ask the question, "What is Silent Hill?"  And then decided, "Silent Hill is about trauma."

It just feels so reductive!  Silent Hill is so much more than that!  To me and many fans it's an exploration of humanity told through the lens of horror.  Further, there's a mystery there that grew deeper as the series went on.  While the first game seemed to wrap up a lot of questions it presented, it never told the whole story.  And as sequels came out, many brought even more questions.  This allows creators to engage with the setting in multiple ways.  To just go, "Silent Hill is about trauma," limits that and kills the mysteries that are at the center of the series.


Delusions and Illusions

One thing I did like was the idea that some of what the characters in Ascension are experiencing might be delusions.  With characters that have undergone traumatic experiences you have the room for things happening in the world to actually just be in their head.  The team even brought up the idea of shared delusion, a real world phenomenon where multiple people can perceive things that aren't real.

This actually harkens back well to the original games.  In the original Silent Hill, if you failed to save both Sybil and Cheryl, you were treated to a simple cutscene where Harry is still in his wrecked car, seemingly dead from the car crash.  This seemed to hint that everything the player had experienced might have just been in Harry's mind as he died.  The various other endings created a scenario in which the events of the franchise might be happening on multiple levels, from figments of the imagination to events affecting multiple planes of existence simultaneously.

Using delusions as a narrative theme will allow Ascension to make use of this.  It will also bring back an element of mystery.  Once a character is revealed to suffer from things like flashbacks, we'll never be sure if something they're experiencing is real or not . . . until it becomes terrifyingly so.  This also allows the story to press an important issue: to a person suffering from the effects of trauma the horrors they experience are all too real.

I won't lie, though.  What I've seen doesn't fill me with confidence that they've got the chops to do it.  Especially when they detail out how they're handling the monsters.


"This one's a Tomato Devil . . ."

The video also ties trauma to the monsters themselves.  They describe the monsters as each being a representation of a core trauma, and name them with things like "violence, domination, and obsession."

First of all, again, I hate how they seem to be overusing trauma as a concept.  But obviously this has been done.  The idea of a monster being a metaphor for a human concept is an old one.

Now that doesn't mean that doing this is a bad thing.  First of all, monsters in Silent Hill representing something does go back to Silent Hill 2 again.  The infamous Pyramid Head was a creation of James's psyche to both disassociate his past misdeeds while still punishing him for them.  But at no point does Silent Hill 2 ever come out directly and say what any of the creatures are metaphors for.  The best we have for what they represent are the few words James says when he finally confronts them.  The rest we have to infer from what the game gives us.

But now we're going into Ascension knowing that the monsters represent traumas.  We even know what three of the traumas will be!  Again, we're killing part of the mystery!  The scariest monsters are the ones you never really see.  Growing up, Predator was a badass alien hunter while the Xenomorph was a nightmare that haunted my dreams.  Why?  Because the Predator takes off his mask before fighting Arnold, while you never really get a good look at the Xenomorph.  The same applies here, but now they'll be less frightening because as soon as we know that a character is a victim of violence, we'll know that's what the big scary monster is.

This is all just feeling so ham fisted . . .


"Hitler Did Nothing Wrong"

Finally, let's get to the whale in the room.

This series is going to go down in flames!

Why do I know this?  Why can I say that with so much confidence?

Because they're going to let the internet decide narrative outcomes!

How many times is this going to happen?  How many companies have to go through this before studios realize you can't trust the internet?  I guarantee, as soon as Ascension announces the release of the first episode, there will be reddit threads for "Let's get every character killed!"  There might even be the opposite, where threads say, "Let's make sure nothing bad happens!"  Either way, events will be decided not based on the narrative, not based on debate or passion, not even based on actual consensus.

They'll be decided based on what the internet finds funny.

Now there are a couple of ways that the team can address this.  The best is for them to have rigorous security around their voting systems to prevent people from spamming in responses.  But looking at the quality of the animation I'm seeing, I'm somehow doubting that's in the budget.  Another possibility is to have interesting narrative outcomes already planned for every eventuality.  But again I'm not encouraged there.

The option they will likely resort to is what so many interactive narrative experiences do: the choices will be meaningless.  They will either start off, or eventually resort to, making it so that the votes have as little impact as possible.  They might even fake the votes.  Or maybe it'll be like green tea cereal and they'll just let the internet do what it wants.

Regardless, the experience will be lessened for it.


FINAL THOUGHTS

From the get go, Silent Hill: Ascension has felt like more gimmick than game.  From the mystery of not telling us what it even was, to the idea of voting at story points, this feels like just another cheap cash grab from Konami.

As I've gotten older, I've have grown more and more to regret franchises.  Eventually, every franchise reaches a point where the people who own it just start milking it for cash, releasing cheap, disposable experiences because they know the fans will pay for it.  Every so often, a passionate creative decides to play around in one of these settings and does something cool and interesting.  But I don't think that's what's happening here.

Konami long ago became a company that was no longer interested in releasing quality experiences for the properties it owns.  Hell!  For a while they weren't even interested in making real games!  They've shown time and again that all they care about is chasing trends and profit margins.  This recent wave of revival for their franchises doesn't feel like they've learned anything.  It feels like their President had a friend tell him, "Hey!  You should be nurturing you IPs for long term growth!"

Unfortunately, not only has this behind the scenes look at Ascension made me less confident for the project, but it's kindling my fears for the other projects.

The scariest thing about Silent Hill has become Konami's plans for it.

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...