We love all sorts of games at Muse! Our big focus is on miniatures gaming, but we enjoy cardgames, boardgames, video games…all sorts of games in fact! So do our content producers, we have some fantastic articles, podcasts and videos which will show you how these games are played, and maybe give you some ideas for what to pick up next!

Delayed… Decision… Mechanics…

Posted by on 7:29 am

  This is a mid-level article on delaying decisions and the lengen… *wait for it*… dary power it can offer you in a game of Warmachine and Hordes.  I promise this article will not end up reading like a Starfleet Academy article on temporal mechanics.  Oddly enough, much of what I’m going to talk about is time, sequence and options. You hear and read about the big players talking about Order of Operations (OoO) all the time.  This is probably one of the strongest fundamental blocks new players need to address.  You have to understand what you want to do, what pieces need to move in what order to make it happen, and then execute. Now let’s jump forward into the game.   Turn based OoO is simple enough.  Here are two examples of where screwing up OoO can really hose you; Single-Model Order:  Vayl2’s feat is a perfect example.  You get to cast all of these beautiful spells.  That said, remember to Purify first.  Rumor has it a few big dogs have made this mistake their first time around the block with this little lady. Multi-Model Order:  Caine2’s assassination run is another solid example.  First, you want to have your rangers run up and give you your RAT buff.  Second, you want to have Reinholdt kiss Caine for good luck and an extra shot.  Third, you run whatever poor minion you’re going to rear-arc charge for 3” of extra movement out there.  Lastly, you activate the big dog, feat and bring the pain. Now I’m going to kick it up a notch.  These OoO scenarios are in your control completely.  If you practice and know your army you should execute them well.  Let’s look at OoO in a broader sense.  OoO can occur across different time spans.  Single-Model order occurs within the confines of an activation.  Multi-Model occurs across a turn.  OoO can even span rounds in a game. In the most recent episode of MoM (#27) the gents were talking about Attrition and Scenario play a great deal.  The gambits and ploys they mentioned time and again were multi-round OoO scenarios.  Let’s talk about one.  Model it out and see how the math works in. Crump and Chad are playing against one another. Chadis using Madrak2.  Crump is using Baldur2 with Ghetorix in the list.  Crump is thinking about putting Ghetorix into position for a kill the following turn to force Chad’s hand. Chad has to either deal with Ghetorix, or get a face full of ax.   Here is how you’d model out something like this.   Ahhhhhh… pretty pictures.  They always help.  What you’re seeing here is the decision from Chad’s point of view.  If Crump puts Ghetorix out there he can do one of two things; Take the Bait or Don’t Take the Bait.  If he takes the bait the odds of successfully killing Ghetorix are only 40%.  Keep in mind he’s probably Roots of Earthed into high ARM madness.  If Chad takes the bait and successfully kills Ghetorix… he’s on easy street.  I have marked this as a “You Win” condition. Chad likes winning so his relative value for this outcome is high ( 5 ). If Chad doesn’t take the bait, one of two things will happen; Don’t Die or Die. Chad and Madrak2 both hate dying.  I’ve marked...

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Chewin’ the Fat 3

Posted by on 2:27 pm

So my opening trilogy comes to an end! This week I’ll be sharing my thoughts and considerations after the games at the last tournament I went to before examining the potential future for my beginning Circle forces. The first two articles are linked below so you actually know what I’m talking about: http://museonminis.com/chewin-the-fat-1/ http://museonminis.com/chewin-the-fat-2/ So, at the tournament I played 1 game where I think my plan actually worked and two others where it definitely did not. The fact that one of those 2 games was a win is not an indication of my ability with Circle so for the purposes of trying to improve my game I’m going to consider it an effective loss. I’m now going to try and dissect where I went wrong, what I think I should try and do differently and what changes will be made to my lists as a result of these changes. In the game against pSkarre I simply struggled with the amount of reasonably high armored infantry (post-feat) and allowed him to chew through my significant number of heavies without much repercussion. Her ability to give boosts to hit through Dark Guidance rather hurts the only appreciable defense of Warpwolves and her feat allows her to annihilate, well, anything. I felt that Kruegers templates of doom from his feat could be completely ignored by her counter-feating and just waltzing through them. Fun times. I also hate Tough on the Bloodgorgers, just sayin’. I think I would need to cut through most of his forces in short order before he feated to get an appreciable amount of damage through, take the Kraken out before he feats or try to win the scenario if I were to take it on again. Against pDoomshaper the issue was one of matchup first and silly mistakes second. His feat feels like it becomes similar to eHaley’s or eDenny’s in its ability to shut down Circle and I frankly failed to take that into full account. Without any ability of my own to control where he was going or what he was going to do I just got eaten (literally in some cases) by big trolls who are stronger, tougher and better buffed than my own Warpwolves. Again, I hate Tough. I miss the Scytheans of Legion or the Blood Hag in Cryx at times like these… As a solution I think I should start including my own forms of denial that Circle is so famous for so that I can dictate the game and play on my own terms. After a fair bit of analysis I have come to the realization that when I play against Circle I am generally worried about their denial abilities more than anything else they do and this is something I should try to capitalize on within my own play. The astute of you may have noticed that eKaya never saw play throughout the tournament and may be wondering why after I extolled her virtues all the way back in Chewin’ The Fat 1. Her list had less heavies than pKrueger so less outright hitting power, she has limited scenario power because she bleeds Control Points (although I do believe this is mitigated somewhat by Deathclock) and she can’t deal with much infantry at all, much unlike pKrueger. Every round...

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Muse On Minis – Survey

Posted by on 9:50 am

Hi there Muse fans. We’d like to collect some feedback on the show. So here’s a survey! http://www.podtrac.com/audience/start-survey.aspx?pubid=3u0FT7Pb0Z4$&ver=standard As a special bonus if you’re one of the first 100 survey….filler outers(?)…. John will sign something for you! Just hit him up at Warmachine Weekend, some other tournament, or at his house at four in the morning. On a serious note, we really appreciate your feedback. We do this show for you guys, so tell us what you think....

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MoM’s Podcast #28

Posted by on 8:12 pm

MoM’s Podcast #28 Topics: Warmachine Weekend Assassination MN Tournament Reports         Podcast: Play in new window | Download (Duration: 2:26:08 — 66.9MB)Subscribe: iTunes | Android |...

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Road to War Episode 16

Posted by on 12:37 pm

Road to War This week we talk about Mercenaries, with special guest Andrew Hartland (aka Hacksaw)! 00:00 Intros 00:57 Overview of Mercs as a faction 4:39 Ashlynn D’Elyse 14:08 Drake MacBain 21:53 Magnus 1 27:34 Magnus 2 34:21 Fiona the Black 38:58 Broadside Bart 44:58 Shae 56:31 Gorten 1:03:28 Durgen 1:15:10 Damiaynano 1:23:28 Constance Blaize 1:26:25 Ossrum 1:31:57 Impact of character restrictions on Mercenaries 1:34:24 Questions 1:48:12 TempleCon Spoilers 1:58:48 What we’re working on   Send us an e-mail at aroadtowar@gmail.com with any questions! Podcast: Play in new window | Download (Duration: 2:11:29 — 60.2MB)Subscribe: iTunes | Android |...

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Chewin’ the Fat 2

Posted by on 7:46 am

Hello again fellow Warmahordes fans! If you read my first post last week you’ll already know roughly what I’m going to be talking about this week. If you haven’t read it then here, I’ll wait for you to catch up… http://museonminis.com/chewin-the-fat-1/ So, as planned I did indeed go to Skirmish and played in the WarMachine tournament. It was a really fun day overall despite being a smaller event than was initially expected. We ended up getting 8 people which was a bit of a shame but everyone had a great day despite that! A quick thanks goes to the PG who held the event, PG_Azhdeen, as I know it was not easy to organize whatsoever with lots of last minute cancellations. Kudos! Knowing that my eKaya list was set in stone I eventually decided on pKrueger for the alternate list although I replaced the Bloodtrackers and 1 Gallows Grove with a Feral Warpwolf and a Blackclad Wayfarer. The reason for this was simple – it meant I could use 2 fully painted armies rather than 1. As a result the list composition did suffer a bit (Spoiler!) but my army did look pretty. The plan for the Krueger list was fairly simple. He would kill all the infantry on the board with his feat and Chain Lightning through himself, the Gallows Grove and potentially Megalith. The rest of the list consisted of heavies so I felt I could piece trade fairly effectively there. Before I go into Round 1 it should be noted that there were no Divide & Conquer restrictions as nobody really likes them… With that knowledge the first round drawings were made and I got matched against Steve McConnachie with his Skorne army. He had a choice of eMakeda or Xerxis and ended up taking eMakeda. His list was as follows: eMakeda                                            +5 – Tiberion                                           11 – Titan Gladiator                               8 – Cyclops Shaman                             5 – Cyclops Savage                                5 – Cyclops Savage                                5   Paingiver Beast Handlers               2 Max Nihilators                                  8 Min Ferox                                            7 Void Spirit                                           2 Saxon Orrik                                        2   I chose Krueger for this matchup as I was worried eMakeda would out threat eKaya which didn’t seem good! The scenario was Gauntlet. Steve gets first turn and advances very aggressively with his Ferox moving up on my left flank and the Nihilators getting Pathfinder on my right to run through a big forest with everything else running down the middle. On my first turn I advance all of my stuff behind some handy linear obstacles including leaving Krueger...

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MoM’s Podcast #27

Posted by on 12:47 am

MoM’s Podcast #27 Topics: News and Announcements Muse On Mail Playing for Scenario         Podcast: Play in new window | Download (Duration: 2:26:58 — 67.3MB)Subscribe: iTunes | Android |...

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Iron kingdoms RPG musings

Posted by on 3:06 am

This week we will discuss role playing, since I finally got my copy of the IK RPG, I will eventually GM a new role playing campaign with it and writing stuff down helps sorting out my thoughts. As most people who got the IK book, the first thing I did was creating new characters and working out combos, but since this time around I’ll be managing the games, rather than playing in them, I decided to try a slightly different approach. I took the party of my playing group’s last role playing campaign (from roughly 2 years ago) and tried to retrofit those characters into the IK RPG system…   Heroes of old As an introduction to the original characters (and their interactions), here is a short comic I made for the home page of that campaign (this was an actual session in the middle of that campaign). Side note: This was a ‘home brew clockwork setting’, while the combat/skill system revolved around FUDGE dice (four D6, each with two plusses, two minuses and two blank faces; four plusses or minuses cause critical hits/misses and increase your skill level in whatever you were rolling the check for; you will see them popping up in the comic…) A new beginning Originally we were a group of classic adventurers looking for trouble, but as the campaign progressed, we ended up mainly doing investigation work for the authorities or commissions for wealthy nobles, so if we were to continue our adventures in the Iron kingdoms, we would most likely start out as a group of intrepid investigators. The requirement for it is that each character must have at least one career from the following: Alchemist, Arcane mechanic, Arcanist, Aristocrat, Explorer, Investigator, Military officer, Priest or Spy. The benefits are a 100 gold coins monthly pay (nifty) and (in my opinion much more importantly) the ability to gain the +1 on attack and damage rolls from two intellectual characters at the same time.   Baldric Kent The player was new to pen and paper role playing and made it pretty clear that he wanted to play a min/maxed ‘melee tank’, akin to the Paladin class from Diablo 2. When he got in character he kept pretty close to the archetypical ‘Lawful-Good’ mind set, creating some funny interactions with the rest of the party, that was more of the ‘Chaotic’ type… Anyway, knowing the player, in IK RPG terms he would certainly take the Mighty archetype with Beat back or Revitalize (since he rushed in the fray first, he often got pretty bloodied early and spent all his healing tricks to keep from dying…) as his archetype benefits. Next he would most likely take the Knight-Aristocrat career combo, since it is the closest he can get to a classic RPG paladin, without taking the Gifted archetype, to gain access to the Priest career (muscle was always more relevant than magic to him). He would start out with Hand weapons 2, Shield 1, Rifle 1 (useful for using Cannon-shields, like the Man-o-Wars…), Cleave and Defender as his combat skills/abilities, while his Aristocratic skill set would help in non-violent situations… Since this is mainly a ‘tank’, he would spend his early advancements on Load bearing, Shield proficiency 2 and Defensive line and dump his occupational skill...

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Which Bloody Unit? The Menoth Tarpits that actually do other stuff too

Posted by on 5:40 am

A common question I see online is for prospective Menoth players to ask which unit they should purchase for their fledgling force. Invariably the reply is either Errants, or a reply along the lines of they’re all good you can’t go wrong. There is also a fairly lengthy thread in the Protectorate forums about which units are taken more often than they should be. The topic I’d like to discuss today is a look at what I see as the three “core” infantry units available to the Protectorate, namely the Exemplar Errants, the Holy Zealots, and the Temple Flameguard. I feel that outside of specific skew lists taking all jacks and support, almost every Protectorate army will contain at least one of these units. As such, these units are very good to establish a good level of play with. Though often referred to as tarpits, this often not their only role, and they all go about that task quite differently also. I’ll go through a rundown of each in turn, and where their strengths and weaknesses lie. Exemplar Errants have probably become the most commonly seen Menoth unit since there Unit Attachment was released in the Mark II Menoth book. The unit is a very capable all-rounder unit, with solid melee and shooting capability, and the excellent Self Sacrifice ability serves as denial for a lot of different triggered abilities, and as a way to reduce melee casualties, particularly against non reach infantry. Defensively, they have a mediocre initial statline that is particularly vulnerable to ranged attackers, however this statline improves significantly with almost any of the many Protectorate buff spells (Defenders Ward in particular takes them to solid levels in both DEF and ARM). Thanks to their UA, they also cannot be targeted by spells, which is also very useful in some matchups. They are probably the most reliable of these units offensively. Quick Work can often allow them get shots off on normally hard to reach support, such as Legion Shepherds, Beast Handlers etc. Strengths: Versatility Excellent against non-reach infantry Significant inbuilt denial abilities All round offense, with the capacity to reach support models Excel with defensive buffs Weaknesses: Capability (both offensive and defensive) is significantly reduced vs. Reach infantry Without defensive buffs, they have mediocre defensive stats and are especially vulnerable to ranged attacks Holy Zealots are a unit that seems to come into and out of vogue. I believe this in part due to the fact they are one of the best jam units in the game, and the viability of jamming as a strategy tends to change from year to year with different Steamroller packs. In 2010, jamming was excellent, while in 2011 it was not as needed, but it came back again in SR2012. To think of them only as a jam unit is somewhat understating their abilities though, as these guys can pack quite a wallop! With their POW12 base bombs and a +2/+2 buff available to them, they are often hitting at POW14 with POW8 blast damage, which is very respectable against a lot of the more annoying units in the game (e.g. Kayazy, Nyss, Bloodtrackers). I’ve already hinted at it, but probably the biggest reason this unit is taken is for the minifeat on their UA. The minifeat makes the...

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Team ATL Circle Cast

Posted by on 12:05 pm

Hey everyone, we flipped the roles from last time’s Skornecast and this time Stephen interviewed me on Circle. Hope everyone enjoys the cast. Podcast: Play in new window | Download (Duration: 2:42:58 — 149.2MB)Subscribe: iTunes | Android |...

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