Podcasts

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!

Road to War Episode 9

Posted by on 9:46 pm

Road to War In this episode, we cover Skorne. 00:00 Intro and Faction Overview 05:17 pHexeris 09:40 eHexeris 22:36 pMakeda 30:54 eMakeda 37:35 Mordikar 42:29 pMorghoul 49:24 eMorghoul 52:25 Rasheth 55:52 Xerxis 1:00:53 Zaal 01:08:55 Naaresh 01:12:18 Tiberion 01:14:17 Questions 01:28:21 Announcements Send us an e-mail at aroadtowar@gmail.com with any questions!   Podcast: Play in new window | Download (Duration: 1:29:51 — 82.3MB)Subscribe: Android |...

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It’s the Humidity – Part 2: Heat Index

Posted by on 11:39 am

As promised in my previous article, (which can be dredged up from the depths of MOM here.) in this installation of It’s the Humidity, I will be discussing traits a meta should posses that make that playgroup a competitive force to be reckoned with. Also in this article, I will be outlining some methods we are using locally to acquire those traits among our own group.  So, let’s get started. In order to aspire to become something, you must define what it is. A “competitive meta” is a playgroup whose players typically perform very well over the course of a convention, or tournament. Their players are well known; their meta is well recognized and revered on the merit of the talent of their players, as well as those players’ sportsmanship. They win Mayhem Cups (a Midwestern travelling tournament), they win team tournaments, they populate the top 16s at Masters events, and they are the homes of the nationally recognized, powerhouse players. So what do “Competitive Metas” have?  Strong players This should go without saying, but I will enumerate some points here. There is an interesting relationship between a strong meta and a strong player. A strong player can exist without a strong meta, but the inverse cannot. Without this turning into an article on “what makes a strong player,” let it suffice to say that strong players have a good working knowledge of all the rules, are capable of evaluating an analyzing the game at a high level, and possess high levels of sportsmanship. More to the point, strong players can support and uplift a weak meta, but it is unlikely that a group of weak players will create a strong meta, without becoming strong players in the process. In a similar fashion, a group of strong players does not a strong meta make. There must be much more than personal skill at the game, which brings me to my next point.   Strong community A group of strong players must have a strong community. This is a social game and community is the single most important aspect of it, as such, I will be spending the majority of this article on this topic, so buckle in. Without community, this game simply does not exist and it is the challenge of every miniatures game to build a community around themselves, to help propagate the spread of their product. This mindset applies perfectly to the existence of a spirit of competition within a playgroup. Players talk to each other openly about their own faction, their own lists, their own weaknesses and strengths; as well as talk to each other about their opponents’ (friends’) factions, their lists, etc. What this open line of communication accomplishes in a playgroup is many-fold. Firstly, it builds camaraderie among the members of the meta as a group of players that can talk to each other about their games and receive open and honest criticism, advice, or praise, quickly becomes a group of friends. Secondly, it allows individual players to have a library of knowledge available to them, which ultimately strengthens them as a player, thereby enabling that player to, in turn, strengthen the meta he belongs to. So ultimately, building a “competitive meta” is more about building a strong community, which promotes the growth of...

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MoM’s Podcast #14

Posted by on 11:03 am

MoM’s Podcast #14 Topics: 3:45 New Player/Hobby Tips 19:50 News & Announcements 29:30 Colossals Caster Review 139:20 Muse on Mail Podcast: Play in new window | Download (Duration: 2:58:21 — 163.3MB)Subscribe: Android |...

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The height of hills and coping with foreign norms

Posted by on 11:03 am

What do you mean you can see my dudes!! A question of etiquette and how or when to deal with curve balls   Hello everybody!   So recently I have taken some time off of my otherwise overly demanding job and during that am on something of a personal hiatus.  I thought I would use this time for reflection and a bit of re-evaluation as to where I’m going on this journey called life and what better way to do that then to go back down to Adelaide and chillax with my old crew! Just briefly I’ve been living in Brisbane for the last four years and before I came up here I was living and working down in Adelaide and had been for the twelve years prior to that.  So I have a lot of history and connections there that I was more than keen to catch up on not least of which is my old War machine stable amongst whom remain my best friends. I had brought my RET down with me because nothing clears the head better than some focused fire and imagination as you bring down the opposing jacks in a crashing pile of magically infused quarrels!  Much to my surprise though, Terry Mason (Tilaurin) the local press ganger down here put on an impromptu tournament on my behalf (The Tobias Ford challenge) – well it ended up being a kind of a family affair with seven people coming down and I got to see some of the old guard that I otherwise might not have got to see as well as some of the newer players since I’d left.   //Cheap pop coming//  So thanks very much to Infinity for hosting us and putting up a pretty cool prize considering it was unscheduled and free to enter! Now if you’ll excuse a little more background here, one of my best friends is a guy named Heath Eblen (Kojiro) and he very hospitably has allowed me to stay with him and his fiancée.  Well we have been besties for nigh on sixteen years and have spent many a night discussing / debating rules and minutiae as well as fluff and story over a number of games.  This evening though we were discussing something that had happened during the first round of my tournament.  As I was playing against my opponent it occurred to me that I ought to clarify what height the hills were for this event. Now in Brisbane there is kind of this arbitrary situation that hills are considered to be two inches in height and thusly block los to small based models.  Well when I went to clarify this point my opponent pointed out that – no, I was in fact incorrect on this point and as hills are ‘rolling’ they do not in fact block los.  Not wanting to get into a debate and ruin the flavour of the day I said ok, no worries and explained that it wasn’t what I was used to but adapted and took it in stride. The situation being set, what I want to talk about right now is how important it is, especially when travelling or going to a con that you are otherwise unfamiliar with to ensure that you know the ‘lay of the...

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Into The Mind of a Dark Horse: Diecon Edition

Posted by on 11:52 pm

Well welcome back to another exciting look into the mind of that crazy person we call, the Dark Horse.  With Diecon now over and everyone is back home and into the normal swing of things one starts to take a look back upon some of the things that happened at the convention.  I would like to go through the lists that I used and what my overall plan was with them, though I won’t be going into what exactly each model does as I would with my other articles but will still try to answer any and all questions that might come to mind.  I chose to run Legion for the opening 35 point tournament and for Hardcore as it has been about 2 months since I last got a game in with my Legion.  For the invitational I was attempting the Cygnar challenge.  But before I get started I want to thank everyone that helped work and put together this Privateer Weekend and I am totally glad that I went and that it will be back yet again next year, can’t wait to see everyone there again.  But now what you have all been waiting for:   35pt Tournament, 2 lists, divide and conquer, 5 rounds, Reinforcements (though there were no scenarios with this so I’m not going to type the models I added at last minute) Record:  5-0 (some how, don’t know how that happened) List 1: Prime Thagrosh +5 Carnivean 11 Scythean 9 Typhon 12 Shepard 1 Shepard 1 Strider Deathstalker 2 Strider Deathstalker 2 Foresaken 2 Total:  35/40 List 2: Tier 4 Absylonia +5 Angelius (1) 8 Ravagore (1) 9 Scythean (1) 8 Shredder 2 Stinger 2 Stinger 2 Shepherd 1 Shepherd 1 6 Spawning Vessel 3 Foresaken 2 Foresaken 2 Total:  35/43 Benefits:  1 point reduction on heavy warbeasts, lesser warbeasts gain advance deployment, for each foresaken in the army 1 heavy warbeast gains advance move.   So with it being a divide and conquer format I tried to go with 2 lists that I would be able to use effectively regardless of whether it was warmachine or hordes.  Though I must confess I have played many more games with Thagrosh than I had with Abby.  To me they both have their bad matchups, as everyone does for that matter, but for me I find Thagrosh a little more forgiving if something was to go badly.  Ideally I would want to play Abby against a Hordes army but unfortunately I did not get to face one until the final round and since my final opponent was locked into Epic Vayl I found that Thagrosh would be the better choice.  So I ended up running Abby twice and Thagrosh 3 times.  Normally with the Abby list I would have Forced Evolution upon the Angelius and Carnivore upon the Scythean.  I didn’t even cast Playing God once but I sure did spam the heck out of Tenacity on my army.  With the 2 Shepherds and Foresaken I was more than able to run my beasts hot.  I also chose to have my Ravagore and Angelius make the advance moves due to the tier bonus.  As for the Thagrosh list I normally would have Draconic Blessing upon the Scythean as it would be the first to see...

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Toruk to Tyrant – Hardcore Edition (Diecon)

Posted by on 4:09 pm

When I decided to write for museonminis.com  I was a little concerned I wouldn’t be as successful as I was last year, or just not play very well  all year. In 2011 I played Cryx all year, and managed to get 1st place at one event at AdeptiCon, 3rd at another event at DieCon,  and make  the WMW Invitational, as well as win a variety of local meta events. It was a good year with Cryx.  I would like to hope my articles are useful for skorne players and that I do well enough that my logic and strategies have some value to help others. This year I had the misfortune of being ill at AdepiCon and either missed or/dropped most of the events, and just wasn’t up to playing my best in the few games I did play. It was a little frustrating, but there was not much to do about it.   I have won a few local events with my skorne, and I’ll discuss another one of those events in my June Recap.  These are just some of the thoughts I had as I attended DieCon.       Planning for Hardcore I knew I was going to play Zaal for hardcore. The most common advice people give for Hardcore, is to play models you’re most familiar with. (you need to be able to complete your army in 7 minutes, or you’re going to have troubles)  I have played more games with Zaal then any warlock in Skorne.  I truly believe is he one of skorne’s most deadly warlocks and he fits my play style perfectly. I also knew I would see some Stormwalls in Hardcore, as the model was just released and it is amazing.  I specifically had our local Cygnar Guru  and legend (Ben “rolling thunder” Risolve,) play some games with me leading up to this event.  We did a couple practice games and I really got a feel for how destructive the stormwall can be. I also spent the week before the event reading the rules forums to make sure there wast any new crazy rule interaction I needed to be worry about from ‘gotcha” players.   Hardcore List Supreme Aptimus Zaal Kovass Basilisk Krea Bronzeback Titan Molik Karn Titan Gladiator Aptimus Marketh Agonizer Hakaar the Destroyer 6 Nihilators 4 Paingiver Beast Handlers 10 Venator Slingers   This list is a bit different from my standard Zaal lists. I added another heavy (Molik Karn) into the list for multiple reasons. I like the additional threat range he provides, as well as having multiple heavies that will help me deal with armies with multiple heavies including the possibility of multiple stormwalls. I did miss having an extoller in the list, and min Nihilators forced me to play a bit more careful with them as well. Standard idea is slingers always out in front – Hakaar in the middle of the unit with +2 armor and typically full souls to get his ARM high enough. He has decent threat range due to Righteous Vengeance.  He can often kill  a heavy with just last stand cast on him.  Trading 1 heavy for that is a great start, because I then get an incoperal Kovass my opponent must deal with ASAP or suffer an even worse following turn....

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News From Wargames Con (Gargantuan Spoilers)

Posted by on 1:12 pm

Courtesy of our friend Michael Chilly Winters here are some things that we now know about Gargantuans. The Archangel has a P+S 19 Bite attack. Her Bite attack has the special ability Consume (not critical). She can make Ride By attacks. The Woldwrath’s animus reads something like the following: RNG:Self Cost:2 Druid’s Wrath- Friendly faction models gain boosted magic attack rolls when targeting enemy models within 10” of this model. The Mammoth’s Gun is RNG 10 PoW 15 AoE 4 RoF...

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Carnage4u’s Terrain Blog #8 – New Work Area & Making Forests

Posted by on 10:35 am

I wanted to cover 2 topics – I made some new terrain, and I have a new work area in my new apartment that I wanted to show some pictures of. I know some people are interested in other peoples work benches. Creating Easy to Use Forests New Work Area       How to Create easy to use Forests   I am making some terrain for one of our local game stores again. Last week I made some generic wall pieces, but I didn’t take any pictures, because simple 4 inch walls aren’t too exciting. I also spent the last week working on some forests. Materials used. I bought  a small package of tree from woodland scenic. (I can make trees, but the time/effort isn’t worth it) – 14 tress is about $25 and its all I needed. I have a variety of flocking materials (pictures below) Both .60 styrene sheets, and some flat wood boards to use as base for the trees. Forest Bases This part is fairly easy. I used some already cutout 1/4 inch wood boards I had from home Depot, and some cutout designs of the styrene sheets for the sizes of forest bases. I then put flock on all of them.   Tree Bases This part takes a little bit of work and time. I need to cut out and paint the bases for the tree. I paint them brown, in case any flock falls off over time, it will look like dirt. I cut out the small shapes with styrene. this way its sturdy enough to balance on. In progress Paint pictures Next step is to glue the tress to these bases   Now I need to get the base of these trees to look nice. Some of the other flocking materials I used   Examples of finished bases.   Finished Trees           Work Area       I have recently moved and some of the challenges is setting up a new work area for working on terrain. I use to share a townhouse with some friends, and I had access to entire room that we used as a game room, and I had my terrain workstation setup. Now that I live alone in an 1 bedroom apartment. Luckily I have a huge walk-in closet that helps me hold a lot of my tools and supplies. The first step to getting back into working on terrain and painting is getting my work area all setup. Here are the pictures of my new work area, which I’m very happy how it all turned out. Corner of my room, where I will do all the work   Cabinet next to the table   Closet full of supplies – Top Shelves         Top Shelf (gravel and sand)   Bottom Shelf (tons of flock and more flock, and even more flock)   Closet full of supplies –  (drawers contain tons of Hirst art blocks and tons of just random supplies)   Back Corner –      ...

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Chunder from Downunder – Zen, or how I learned to chill out and not listen to the tick tock

Posted by on 6:28 am

Musing on another tournament report for me, this time from the more usual confines of the Irresistable Force store at Brisvegas. http://www.irresistibleforce.com.au This is about as close to an LGS as I have for Warmahordes, being only a couple of hours away. Brisbane is home to (in my admittedly biased opinion) the strongest single Warmahordes meta in the country (feel free to chime in on the comments or in the forums if you disagree). This would be our first experience of Deathclock, a format I will get a lot of familiarity with at Gencon later in the year, so getting some practice would be very nice. This time of year is always the busiest for me at work, and I’d felt under quite a lot of stress for a few months now. I had gotten the message off my doctor that I needed to chill out earlier in the week, and I realised thinking about it that this had also extended to my gaming, where I had been very irritable and probe to being overly pedantic in games of late, and going on tilt if I made the slightest mistake (my gaming mistress gelf is currently experiencing a similar thing – chill out mate). I resolved to take a zen-like approach to the tournament, focussing in playing like the gamer I want to be rather than just on winning. My two lists for this event were the eHexy list I used at Sydney Super Series heat in my previous report, and a pMakeda list I’ve been tweaking around. In particular I was keen to try out the Carnage + Fatewalker combo the Road to War boys have been carrying on about, to see if it was strong enough to take Aptimus Marketh off my precious Zaal. Archdomina Makeda (*5pts) * Molik Karn (11pts) * Titan Gladiator (8pts) * Titan Sentry (9pts) * Aptimus Marketh (3pts) Cataphract Cetrati (Leader and 5 Grunts) (11pts) Nihilators (Leader and 9 Grunts) (8pts) Paingiver Beast Handlers (Leader and 3 Grunts) (2pts) Tyrant Commander & Standard Bearer (3pts) I have so far found the list pretty solid in scenarios where you need to split your force, which has been a problem for me – the Cetrati make for a very durable and independant zone holder, allowing the rest of the army to focus on offense. Both lists had a max unit of Gatormangs and a Feralgeist as reinforcements.   Game 1 – Jeff Galea – Retribution – Process of Elimination   Jeff and I have played quite a few times at tournaments, and though I started out strongly against him, he has been my nemesis of late, winning our last three matchups. All previous games had been vs my Menoth however, where Ravyn causes me lots of problems. Jeff is one of two excellent Retribution players inAustralia, along with Tobias “Desert Spiral” Ford. I figured Jeff would use Rahn for this matchup, and chose pMakeda accordingly. I was a little surprised when he opted for Ravyn, but didn’t mind the matchup too much – the army is fast enough to engage without too much hassle from the guns. There was a giant forest up the middle of the table between the two zones, and my plan was to make the left zone look very inviting...

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And Now For Something Completely Different – Hail Cesar

Posted by on 1:51 pm

Hello again, The Blue Baron back with another installment of And Now For Something Completely Different! This week we’re talking Hail Caesar by Warlord Games. First let me apologize for missing a post last week. I got into a knife fight with a potato. The potato won, so my typing has been suffering and I lost some time. But enough of that!             Hail Caesar covers from the first time pointy sticks were first turned on other humans in large numbers until the rise of gunpowder. Between this and Black Powder, another Warlord Games rule set, you can cover thousands of years of wargames. Pike and Shotte (which I previously wrote about) is a nice buffer between the two rule sets/ On another tangent (it wouldn’t really be MoM without a few of these) Ohh Shiny has been writing about his foray into Black Powder on the MoM forums here: http://museonminis.com/forums/index.php?topic=39.0              Much like the other sets of rules from Warlord Games armies are made up of blocks of units led by a leader. In Hail Cesar your commanders led a division. Unlike Pike and Shotte or Black Powder, the general leads troops himself. This means you don’t have a safety net if your commanders fail orders. An example division would be a Roman Legate, 3 units of Centurions and a few skirmish screens.              If you’ve read my article on Pike and Shotte you’ll have a leg up on the rules. Orders are given the exact same way. The movement phase is carried out by giving orders to your various units. You declare what a unit is doing what and roll to see how well they carry out the order.  For example you tell your century of Romans to form testudo and advance on those dirty dirty Gauls! Unfortunately the Roman commander is fresh from the Senate and has never commanded troops before giving him a leadership of 6…  The average leadership is a 7 or 8. So the player rolls 2d6 and hopes to roll low. On a 6 or 7 you get one action, in this instance forming testudo. On an 8 the unit forms testudo and advances once (12” in this rule set) on a 9 or better the unit forms up and moves twice. Anything less that a 6 and they sit there and don’t move. The commander cannot give any more orders so the rest of his division is boned.  Division orders can help mitigate this by giving a generic order to the whole battle line. An example would be telling all three Roman units to advance. One leadership test is rolled and all three units use the result.             Shooting takes place on a unit by unit basis. Each unit’s profile gives a shooting value. A Persian sparabara unit (a line of spears with big blocky shields in front with ranks of archers behind them) has a shooting value of 3. This means when they shoot they will roll 3 dice. The usual score needed is a 4+ modified by various things. In our example they are shooting at a Macedonian Phalanx which adds a +1 to hit. So the player rolls 3 dice needing a 5+. If any of the dice are a 6 the shooting was particularly effective and the Macedonian unit takes a...

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