So over the past weekend, I went to a boardgame meetup in Redondo Beach and met a couple of cool boardgamers. And when it comes to finding new players, I'm as giddy as a little girl. We ended up playing a pretty intense 4 player MGS Risk game and was plenty fun getting some new people into the mix.

Btw, before I jump into the review, I just want to let everyone know that there's going to be another meetup coming Feb 18 in Redondo Beach. And fyi, I will DEFINITELY be there and would love to meet anyone in the South Bay area who actually read small blog of mine :). Follow the link here for more info: http://www.meetup.com/Beach-Cities-Board-Card-Gaming/events/49136722/


We started off the game by randomizing our territories via the territory cards instead of the classic cherry picking style. Our turn order started with me (Snake/Yellow), then Jeff (Ocelot/Purple), Aaron (Eva/Green), and finally Brenden (Raiden/Blue). The board setup was pretty spread out with no clear advantage for anyone.



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Mid way through the first round
The game started off pretty simple with a few decisive conquests. I started my turn taking South America, fortifying in Brazil and utilizing the advantage of going first, I managed to easily get 18 territories to snatch the major objective and a guaranteed Drebin card as the Reward. Purple dominated the mid-hemisphere, taking Africa and domineering his presence in the bottom half of Europe, also obtaining the objective for taking over 4 cities. Green asserted his influence over North America pretty hard, but failed to allocate enough units for a two-pronged conquest on N. America; he didn't invest enough units to take out Alaska and just came shy of full control, missing the take over North America objective (he eventually got it next round). Blue played his turn steady and took over Australia and also a few territories in Asia. Raiden made quick work of any opposing forces left in Australia.


The game really picked up the next couple rounds. I reinforced my position in South America trying to hold onto my bonus and only did a small poke here and there just so I can get my territory card. Purple ended up going up towards the rest of Europe, clinching the corresponding objective and furthering his lead. Green fully took over North America and really hit up his fortifications. Blue was still working away small bits of Asia while still holding onto Australia. At this point in time, Blue wasn't much of a threat to any of us, but he was sure as fuck stockpiling quite a bit of territory cards to say the least; we all knew the Blue Golden army windfall was going to happen in the coming rounds, but we just didn't know when or where.

The next round was when shit really hit the fan for me. For some reason, I was seen as the larger threat by Green even though Purple had two objectives while I still only had one. He played a series of cards that would cripple me dearly for the rest of my turns; he first activated the card that would reduce my incoming drebin and reinforcement by half (sorry, I'm still having trouble memorizing the card names) and then a subsequent Foxdie to kill off my Snake. Out of options, I had to try to take over Outer Haven, luckily Outer Haven landed on South America. Aware that my land conquest was pretty much done for, I tried to friendly move my last remaining land mass onto the bow of Outer Haven to meet with teh rest of my army, but Green yet again cockblocked that friend move with a drebin card that would disallow the friendly move; my board position was more spread than a cock hungry whore's legs, to put the least.

_Green and Blue were pretty much free to do what they wanted to now that the threat between them, that being me, was taken care of. Purple continued his conquest into Russia, preparing for a huge assault on Blue's Asia presence. Along the way, Purple also nabbed the control 11 cities objective last round, totaling his objectives at 2 currently. He was planning to launch a full assault on Asia for the corresponding objective of controlling Asia. Green also prepared for the next assault onto Europe from North America, biding his time just a bit longer.



While Purple and Green were having their fun, I busted right into Purple's Africa from Brazil and snapped up his capital from right under his nose. I ended up just leaving one army in his capital so I would be able to refortify Outer Haven so to Purple, reclaiming his capital looked pretty simple. On his turn, he only reinforced Madagascar with three armies to move into his capital in an attempt to reclaim it. Unfortunately for Purple, I pulled out the FGM-148 Javelin tactical card and crushed his attempt to claim his capital back. At the moment, he had no way of winning this time as he subsequently sweeped over Asia this turn, claiming his THIRD objective. What a dick move, right?

Adding insult to injury, Green took over Europe and raped Purple through the back door harder than a prison soap dropping. It was clear that Purple overextended himself too thin and was brutally raped on both sides. The power shifted from Purple to Green. But Purple's raping wasn't quite over just yet..
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Does this bring you back to the days of Classic Risk? ~*~Memories~*~
Would you look at that? THE BLUE GOLDEN ARMY APPEARS!! Blue decided to cash in all his territory cards for a total of 17 reinforcements and dropped a shit ton all up on into Asia, starting off the massive third raping of Purple beginning from South East Asia all the way northward.

It was the ultimate fall from grace I've seen yet playing this MGS Risk. But one important thing to note - Blue couldn't take Japan over, so Purple was left one standing army in Asia surrounded by Green and Blue. This moment will be VERY IMPORTANT to note in the subsequent round.**

Blue finally landed his assault right in North America, which would permanently cockblock Green North America bonus for the rest of the game. There's nothing more frustrating than a Golden army surprise-butt-secks moment right in your face. For you Risk purists out there, this one's for you!!

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Don't you just hate it when this happens?!


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Still cockblocking Jeff's capital
On my turn, I fortified ALL my units into Purple's capital, further screwing him over to get the win while he's holding onto his three hard-earned objectives. To add insult to injury, I purchased Rat Patrol to further bolster my defence by having the luxury to reroll defending 1's. Cockblocking to its ultimate form and fuckery.

Jeff ended up passing his turn with nothing to do or anywhere to go on the board.

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Lovetapping my way into Europe
Next, I poked into Southern Europe with 3 armies to negate Green Europe bonus on his next turn which came quite in handy.



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The ultimate FUCK YOU Cease Fire I've ever seen
We are finally in that part of the game when shit's winding down to the final push. Green also used the Cheater! drebin card to bolster a shit ton of mods to try and take over Purple.

**It's important to note that whenever a player eliminates another player, the player that eliminated someone gets to take EVERYTHING they own, which includes OBJECTIVES. Thus, Green had to do a two-prong conquest onto Japan AND South America to wipe Purple off the map and also win the game. Green ended up taking Japan and when Green was about to take down Purple in Africa, Purple laid down the law by playing Mutually Assured Destruction. This drebin card essentially works like a Cease Fire, forcing Green to not attack Purple, which also locked Green in place with no way to enter Africa. It was a douchey move, but THE best one I've seen yet. You can feel the fuckery in the air when Green was so sure to take it, but was denied victory with just one card, omgggg!



The Final Turn

We've now reached the end of the game and this is how it all ends. I begin my turn fortifying everything into Purple's capital that I still hold, hired Raiden from the mercenary pool, played a shit load more army-adding drebin cards, and finally bum rushed Purple's last bastion in Madagascar, then finally the rest of Africa. Destroying Purple's last army, at the same time staring down a huge Green battalion in the Middle East, I took Purple's three objectives, winning the game with a total of four objectives under my belt. From an almost impossible situation of getting two-pronged raped, I managed to steal out a win. I'm not gonna lie though, Green should've won this game, but like I mentioned before in my first review, the fact that EVERY drebin card is unique makes the game inherently flawed - relative to Risk 2210 anyways. But that's not to say that I dont relish in every Risk win I manage to eek out :)))

Check back for more Risk game reviews soon, hopefully more in February! And again, there will be another meetup in Redondo Beach on Feb. 18 for an intense sesh of boardgaming! I would love to meet any of my blog readers in person!!!


Here's the link once more: http://www.meetup.com/Beach-Cities-Board-Card-Gaming/events/49136722/
I really hope to see you there!!!
 
    With all the buzz about D3 coming out the first half of 2012, just about everyone was bummed when Bashiok trolled the Diablo community into saying D3 would be released in Q1. We HEAR Blizzard is shooting for Q2 now, but with the latest update on D3 about the new system change, I'm having my doubts about the Q2 release. But that's not to say it won't be for the better :)


Here's a quick list of all the changes so far:
  • No more Scroll of Identities; you simply need to right-click on an unidentified item to identify it.
  • The fifth quick slot button is now a dedicated potion button.
  • Removal of the Mystic Artisan.
  • Removal of the Cauldron of Jordan and the Nephalem Cube; you now have to go to the blacksmith to salvage items.
  • Stone of Recall is removed and a Town Portal button is not affixed into the UI bar.
  • Common, aka White, items will no longer be salvageable (definitely an improvement, imo)
  • Changing the core attributes such as strength, dexterity, intellect, and vitality to be more class-specific.
The Scroll of Identity change is pretty self explanatory; why should you need a separate item to waste space to identity an item?

The dedicated potion button is definitely a huge help as there will always be a time in our quests against the Burning Hells when we just get in way over our heads. Encouraging the player to have a potion handy on a dedicated skill slot definitely helps out the UI quite a bit to always have that life-saving potion.

Now about removing the Mystic Artisan, I can understand why Bliz decided to do this. If it's not an imperative aspect to the game, why waste time and delay the game release trying to fine tune something that isn't necessary? I mean, I'm sure we would all love to make our weapons and armor just THAT MORE badass, but with a little more time on the drawing board, Bliz will reintroduce the Artisan again.

Ngl, with the Cauldron and the Cube, I have almost NEVER went back to town while playing the Beta for any other reason than to actually CRAFT items. Having the ability to salvage crap items on the go is just WAYYY too convenient. With the Cauldron and the Cube, there really was not point to even have a Stone of Recall to sell your shit off or to even dip into your stash. Which also leads to the next two points about the Town Portal and White items.

Adding the Town Portal function to the UI bar is pretty nice UI improvement. You no longer have to open up your inventory and click on the Stone of Recall; the Town Portal is now just RIGHT THERE, easily clickable.

Now, I don't know how many other people did this in the Beta, but I sure as fuck picked up EVERY item that fell when I was questing. Being able to salvage every item pretty much forced my hand to never leave an item behind, kind of like the Head Start program, but a shit ton better.. and for virtual items.... 
I'm sad to see this go, but salvaging white items just made crafting SOOO easy. I've def caught myself spending more time picking up items than actually going forward with the quest at hand.

The change in the core attributes is probably the most drastic change to have been implemented. You should def take a look at the actual report by Bliz themselves to see what it's all about before I completely botch the info for you. Just follow the link down below to get the whole story  on all the changes.



Here's the link to all the changes Bliz is currently implementing; it's definitely a huge one this time:
http://us.battle.net/d3/en/blog/4325959/Systems_Changes-1_19_2012#blog

 
With all the buzz about Diablo 3 this year, and finally *crosses fingers* with word that Blizzard will release D3 the first half of THIS year, there's been a lot of buzz about release dates, rumors, and the such. But for any of you looking for something specific and concrete, Blizzard released the Book of Cain a while back for all the D3 lore fans out there.

My friend from SCKuma wrote a sick review of the Book of Cain. Follow the link and def check it out and his blog for you video game fans out there!

http://thebearsc.weebly.com/1/post/2011/12/inside-look-the-book-of-cain.html
 
    So to be honest, I've never played Metal Gear Solid games and have had absolutely no interest in them, let alone to actually sit down to play it. BUT, being a HUGEEE Risk fanboy my whole life, I couldn't just turn a blind eye to the newest Risk variant, featuring MGS (except for Risk: Halo; THAT just looks fucking stupid). Last week, me and a friend split the costs and we finally picked up this fine Risk game off Amazon. After dicking around with the game, just trying to accustom ourselves to the rules, we eventually got another friend to join in and play the game for reals. But before we get into the play by play, we'll go ahead with the unboxing first!




    The one thing I appreciate about the new Risk variants are the molded plastic dividers to keep each color group and other play peripherals separated. For whatever reason, Risk 2210 and Godstorm stopped including dividers in their boxes which have always been a pet peeve of mine. But as you can see here, the contents are all neatly tucked away in their own concave section with easy stow away compartments. The cardboard poke-outs are your typical nice quality stock gaming pieces; pretty durable, easy to read, and nice to the touch. And just like all Risk games, everything can be neatly taken out of the box right from the get-go.



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    The board is definitely the most eye catching part of this Risk variant. It's sleeked out in a dark, war-room hologram-esque scheme that just looks amazing.
   
    If any of you think this board design looks familiar, then you're right; this board looks like it was designed after the board for Risk Blackops, the promotional limited-edition version of the now available Risk Revised. Even though most Risk fans wont be getting their hands on a Blackops board, we were at least fortunate enough to have a board designed strikingly close to it. That'll have to do before I can afford spending $800 on a mint Risk Blackops game off Amazon. Oh well, I can dream..





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And here's the Risk game in its entirety




Gameplay Review

    Now with the unboxing out of the way, we'll get into the play by play of our first REAL play-through after we've gotten familiar with the new rules and variations. But we'll first address all the main differences between MGS Risk and Risk 2210. MGS Risk utilizes the new objective system to win the game which was first introduced in Risk Revised back in 2009. The main premise here is to complete three objectives and you win the game. This means no more 5-6 hour Risk games for world domination; gone are the days of playing Risk into the wee hours of the morning since the night before. Roughly, games will last no more than 2 hours.. so yes, somewhere in the world, a Risk purist weeps.
   
    The next innovation introduced in MGS Risk are the Bosses. There are eight bosses to choose from and the function like Commanders from Risk 2210. But instead of having unique command cards, each boss has a special ability such as: dice modifiers, army fortification, and economy (more on this later), much like how the Gods functioned in Risk Godstorm.

    Instead of unique command cards like in Risk 2210, in MGS Risk, all the playable cards are under one name: Drebin Shop cards. There are two types of Drebin cards: Tactical and Action. Tactical works much like Diplomat cards and Action works much like Land cards laced with Nuclear cards. Drebin cards can be purchased by any player by using Drebin points which function exactly like Energy in Risk 2210. The one main difference between Drebin cards and Command cards is that there are NO MULTIPLES of one card for Drebin cards; each Drebin card is unique and has no copies. No more hoarding a shit ton of stealth mods or assemble mods anymore.. sadly.   

    The most unique addition to MGS Risk is the ship, Outer Haven. This ship functions essentially like a portable Moon that can launch a delayed Invade Earth effect. Outer Haven is randomly placed on the docking stations which are the numbered circular spots on each continent. When someone fully takes over Outer Haven, that player can choose to maneuver Outer Haven onto any of the docking stations they choose at the end of their Maneuver Stage. From there on, you can unload your army onto enemy land as you please.



   

Playing the Game

    Now with the rules out of the way, I'll go into a review of our first real game. This will be a three player game with my friends, Justin and Jeff. Justin is playing as orange, Jeff as blue, and myself as awesome buttercup yellow. The turn order started off with me going first, Jeff second, and Justin third. I chose Solid Snake as my boss, Jeff as Eva, and Justin as Liquid Ocelot. This game took about two hours to finish.


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Our randomized starting positions
    This was our starting position after we randomly selected our territories. We're mostly spread out pretty thin. The only favorable position is my high concentration in Australia, which I promptly placed my capital in New Guinea. Jeff placed his goals in Europe, fortifying Russia first to go for the Europe Objective. Justin set his sights on South America, fortifying in Brazil. Luckily for Justin, Outer Haven rolled a 2 and was planted right at Justin's backyard.



     I made my first move by taking over Australia and moving upwards through Asia. I completed my turn by taking over 4 city countries in one turn, taking that objective accompanied with a guaranteed territory card reward. I ended up fortifying in South East Asia

    Jeff made his move into the remainder of Europe, clinching his objective. BUT, he did a pretty sneaky move at the beginning of his turn. What he ended up doing was that he used his reinforcements and planted them in South America, which was adjacent to Outer Haven. Jeff took advantage of Eva's ability and used an action card which allowed him to reinforce a territory with the amount he rolled on a d6; luckily, he rolled a 6 and put six armies to join his march onto Outer Haven. Jeff's plan was to steal Outer Haven right under from Justin and move Outer Haven to Europe for safe keeping, screwing Justin out of an objective. But in a cruel twist of fate, Jeff fell short by ONE army when he tried to overtake Outer Haven. Not only did he fail, he also softened up Outer Haven considerably for Justin to easily take it over which he swiftly did on his turn.

    Ohhh, it was a glorious play by Jeff and it would've been just plain douchey if it worked. By the end of the first round, we all each had one objective in hand. The game was off to a great start so far.

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The one army that laughed at Jeff in the face
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Justin asserting his dominance over Outer Haven with almost no opposition


    The start of the second round was when things really sped up. I rampaged my way through Asia, taking it over and clinching the objective for taking Asia in one turn. I then fortified my death ball of an army into Western United States using Solid Snake's ability to transverse through enemy territories. I was planning my next phase in North America for its cities to gain my third objective next round and with Justin located primarily on Outer Haven, my army would relatively be unopposed.

    Jeff continued his conquest to reestablish control of Europe after I poked into Russia to disrupt his Europe bonus. He then tried to bum rush his way through Asian and into Australia to take my capital, but I played a series of Drebin cards: Black Mail and Blind Side, which essentially worked as a roundabout Cease Fire stopping Jeff's attack on my Asia territories and locking his army in Russia.

    Justin began his turn reinforcing Brazil and leaving Outer Haven in South America to gain the other Outer Haven major objective. He then friendly moved all his units into Brazil without doing any major attacks.    
 
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Ready to take over cities on my next turn
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Jeff locked in Russia for trying to fuck with Asia
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Justin bunkering down until he accomplishes the Outer Haven major objective

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_    With the start of the third round, the game ended in a pretty uneventful way. I started my turn reinforcing all into Western United States with 21 bonus armies from my massive amount of territories and my Asia bonus also being left untouched. As I was gearing up to take down a few more cities to gain the last objective, I actually had my final major objective met which was to control 18 territories. None of us realized this yet until it hit us at the last moment. So I ended up just ending my turn, collected my final objective, and thus winning the game with the most undramatic way I have ever won a Risk a game.





Conclusion

    After all the multiple dry runs and practice plays we've tried out till this actual game we played for real, MGS Risk has proven to be quite a fun variant of Risk, but without the long 5-6 hour games. I was particularly excited that Risk finally came out with an adaption that combined BOTH the objective system from Risk Revised with the Commander/God elements of Risk 2210 and Godstorm. But there are some issues I would like to address.

    Even though I've never played MGS before, I get the feeling MGS Risk was 'form over function', as in it was made more in mind to appease the MGS fandom in relation to trying to keep with the MGS storyline and play style. As far as the game goes, there are a few balance issues that fall short because there was so much emphasis for following the MGS story line rather than to appease the Risk fandom, which I totally understand, but as a Risk purist, I'm inclined to point out the flaws from a Risk fanboy's perspective.

    The one main issue I had was with the Drebin cards not having any multiples, each card was unique and you could be assured no one else had the same card as you. Some cards are just way too chaotic without any way to really stop them. There are no frequency jams, no counter spells, and no way to counter cards in the typical Risk 2210 fashion. It was obvious to all of us when we saw the card, ↑ ↑ ↓ ↓ ← → A B START, that this Risk variant had the sole idea of appeasing the MGS fandom. I mean, REALLY?! A Drebin card that calls you a cheater and lets you drop a 10-army shit ton in one territory?! The card is ludicrous in all ways, but I'm not gonna lie, these strong MGS references in the Drebin cards are a nice change of pace from my predictable Risk 2210 tendencies, albeit with a few extremes I could do without.

    The next issue is with the Boss characters. They're absolutely badass and I love playing with them, but AT THE MOMENT, most seem underpowered. We've only played this game so many times and it's hard to say exactly the potential of each Boss, but you can see that there's a reason Bosses like Beauty and the Beast, Rat Patrol, and Raiden would not be the top of anyone's picks. Just by playing some statistics in dice rolling, Rat Patrol and Beauty and the Beast are almost inferior to Solid Snake and Liquid Ocelot. Why even choose them, right? OH wait, you went 4th or 5th, too bad, you might have to settle for them. But I wont be TOO critical now until I've played a few more games to really see what the other Bosses can do; I'll wait till then to lament.

    All in all, MGS Risk is a nice breath of fresh air to the Risk franchise that I personally enjoy playing. It's like a nice coffee break from the intense Risk 2210 nights I've had in the past. I'll admit that MGS Risk is fun to play and the action is non-stop, but it's no replacement for my baby, 2210. If anything, I see MGS Risk as a more player-friendly way to get my other non-Risk friend to give it a whirl instead of the intimidating 5-6 hour game nights with Risk 2210. I do like the objective system they implemented, but to the Risk purists, the win-by-objective definitely isn't anywhere near as satisfying than pummeling ass with your domineering conquest over the world, BUT the objective system is still pretty fun and dare I say it.. actually adds LEGITIMATE strategy and tactics to the game (unlike those other Risk variants, you know who you are!)

    So, if you're a fan of MGS, or simply a Risk purist who wants to get their feet wet with something different, but JUST AS CHALLENGING (imo), definitely pick up a copy of MGS Risk! As I play more games, I'll be giving more reviews and play by play's in the near future.

 
    After purchasing the 2 player Battle Box for Warmachine a couple days back (the review can be found here), I've taken quite a liking to Khador specifically. It's definitely something about Khador's badass Russian army theme and hulking masses of heavy warjacks that really just look so damn cool! Apparently, Khador is so badass, they don't even bother with 'light warjacks', no.. they go big or go home with only monstrous heavy warjacks which appropriately warrants their motto:

                                                               
                                                    "CRUSH ALL BENEATH YOUR IRON MIGHT!"

   
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    So, being enamored with Khador at the moment, I bought the hardcover art book for the Khadoran army. Now, this book definitely wasn't cheap which retails at almost $50, but you can find it on Amazon for like $30-40; The soft cover version will run you a little less. I could've bought another unit box with that kind of money, but I've always had a weak spot for a game's lore, artwork, and extra goodies. This art book had exactly that, and I was not disappointed.

      
The book itself is well-made and has a good heft to it. The cover art has some amazing detail and gives a strong sense of the Khador army's prowess. The hardcover also has a smooth glossy sheen to it; very eye catching. I'm definitely into the whole industrial, metal border look for it. This hardcover has the kind of book shelf presence that would be great to display when people walk into your room to compliment your collection.

 



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    The moment you get to the content inside, your greeted with pages and pages of Khadoran history, lore, and story dialogue. There are almost 40 pages worth of just general lore and story progression into Khador as a nation in the Iron Kingdoms. This book has everything you want to know about Khador: the government hierarchy, army units, warcasters, enemies, battle history etc.







    But ofcourse, this isn't called an art book for nothing; it has TONS of vibrant and detailed full-color images of every Khador unit, along with diagrams and insignias of Khador society. There are also some awesome images of battles between other factions and some alternative artist renditions for a few units.






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_    Aside from the copious amounts of artwork, Privateer Press gives multiple pages and picture guides on how to paint your minis in the red Khador paint scheme, from the basecoat step all the way to the highlights and touch-ups.

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    Aside from the full page artwork, this last section of the book is my favorite; detailed images of each mini painted in all their Khador red glory, and mock battle shots with appropriate terrain scenery. I just really enjoy seeing the sense of depth Warmachine has as a rewarding and aesthetically pleasing hobby and the photo shots this book has really puts the whole experience into some perspective.



Conclusion

    The Khador artbook is simply amazing. It had everything I wanted to see in a book that contained so much information and artwork on my new favorite faction. Over the course of a night, I read through all the Khador lore and descriptions of each warcaster and unit; there was an impressive amount of information and a very enjoyable read.

    Ofcourse, this book isn't for everyone. To players who just like to play the game, this book will just be a waste of money, considering you could buy another unit box for the amount of cash you'd be forking up. But for anyone who's a fan of lore and artwork regarding the games they play, I definitely recommend this artbook for them.

"Crush all beneath your iron might?" Yes, please.
 
REVIEW
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_    Over the past few months, I've pretty much been an anti-social geek, mainly playing Starcraft 2 and rewatching anime I've been having an urge to relive again. So, to broaden my horizons and to replace Risk 2210 A.D. for a little while (from the lack of a play group at the moment), I decided to get into Warmachine. I really enjoyed looking at how miniature war games were played out and the interaction of players smack talking across a table top, so I finally decided to dive in and put up the cash to get this starter box.
   
    This starter box retails for $99, you can easily get it at fair market value around $70-$75 on Amazon. But even at the retail price of $99, this starter is definitely a steal!
   
    This starter essentially comes with 2 BATTLEGROUPS, one for the Khador army and Protectorate of Menoth army, which both already retail for $50 each. PLUS, each army gets another 5-man unit, each retailing for $45 each. So you're already getting almost $200 worth of goodies at a steal, not to mention and whole load of extra goodies I'll also show you further below.



 

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_    Here's an overview of the complete unboxing. Just by looking at all this, you can immediately tell there is A LOT of content and EVERYTHING 2 players need to get started right away and not get bogged by buried rules and cumbersome game manuals.
   
    You can see that the minis are neatly packaged in separate bags so they can all easily be distinguished and organized. Note that they are not in plastic grids like with Games Workshop minis so you don't need to worry about snapping pieces off or deal with TOO many mold lines compared to GW minis, as far as I've seen in GW box sets my friends have. This is definitely a plus for new gamers to just get right into the game without needing too much prep and assemble time.






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_    Before I purchased the battle box, I did some research on the contents and from the forums I've visited, THIS digest sized rule book was the most sought after item from this whole box. Now that I see it in person, I can definitely see why many Warmachine players would want this: it's compact, full color, easy to read and navigate, and has all the rules for MKII.
   
    For whatever reason, Privateer Press is not planning to sell this digest sized rule book individually, so the only way to obtain this is through the battle box. I know this will most certainly come in handy as I'm learning the game more in depth on the fly and is really easy on the eyes with the full color pages, and the abundance of diagrams and pictures to visualize the game rules.


   

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_    This is where I truly love this battle box set as a starter for 2 players to get: the quick-start guide. Once I opened it, this guide laid out EVERYTHING you need to just get the game started and has a really steady pace progression to what kind of questions you would have during the game as play would become more intense. Just going over the quick-start guide, it was easy enough to start laying down the bases and start visualizing how the game would be played out.

    I honestly think that many table top games falter in their starter sets mainly due to the fact there is not a dedicated start guide for players to just jump right into the game. Players in most starter sets would have to look through an intimidating rulebook or manual to find what they need to just set the game up, bogged down with text and lack luster image guides.
Privateer Press, my hat goes off to you for this one; you really made this starter set shine so far.




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_    The quality of this starter just keeps going on and on. I LOVE this introduction guide with a passion. Not only does this set come with a detailed quick start, but it puts the icing on top with a full color pamphlet giving the back-drop history of these two warring factions AND some nice extras to compliment owning some new swank minis.
   
    This guide also gives you an overview and lore of every other faction in the Warmachine universe, plus a few brief summaries of the factions in Hordes, the counterpart to Warmachine and can be played together.

    What I really liked about this guide is the picture detail and step by step walk through of how to paint each faction's warjacks beginning from the basecoat, all the way to the highlighting steps to get you started on how to paint your minis pretty well. I know you can easily find painting tips online now, but this extra bit of info Privateer Press added in really impressed me.

    And finally, there are also some templates for certain weapon attacks and terrain templates that can be photocopied right off the page to get you started from the get go. Why force anyone to pay extra for a template set for players who just want to see if they even like the game first? A nice addition and foresight, imo.


                                                                   (Some extra images of the intro guide below)

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    Here are the stat cards that come with all the info for each miniature; health, attack power, defense, special abilities etc. The cards look pretty detailed and have a matte feel to them. They look to have a bit of a gloss to them so they seem to be pretty nice quality. They're your standard sized trading cards like Magic: The Gathering so they'll easily fit into any card sleeves you have lying around or 9-grid card sleeves. Longevity for these cards won't be an issue with a set of sleeves.   





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_    Ohh, this is pretty neat. The starter actually comes with a nifty magazine with some Warmachine community information. I was flipping through this and it had this well documented battle between two players, step by step, turn by turn. It was a really good read and gave me a few ideas of what Warmachine strategy is like and how a game would end. Not a necessity for a starter, but a really nice extra that had some good tidbits of info about the game. I'm pretty tempted to order some other issues of No Quarter online now..

    Not to mention that front cover art looks pretty damn sick too :)











   

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_    Ok, I know I've been raving about this starter for the entire post, but this is where I was left a sour taste in my mouth; the included ruler. You look at this ruler and you think to yourself, "Oh, it's the standard 1' ruler. That's pretty cool; gotta have a ruler to play a miniature game, right?" I thought the same thing too, until I look at the army stats and abilities for a Khador warjack. APPARENTLY, the Khador warjack called the Destroyer, has a pretty powerful attack that has a range of 14"! But yet, this ruler only goes up to only 12". Now, I'm well aware pretty much everyone has a retractable tape measure and will be using that instead of this, but come on Privateer Press, you have your game name and company name stamped right on this ruler, signifying it's pretty much made for Warmachine. I'm just saying, wouldn't it be nice to just include the extra 2" just to match up with the full range attack on the mini that are INCLUDED in the starter?
  
    This ruler lacking the 2" isn't really a big deal, but it's just that this starter box had so many good things going for it and I love so many things about it, but it just didn't sit right with me seeing as there is this one minor short-coming. I just wasn't feeling it, if there was a slim chance that either player didn't have a retractable ruler and used the Destroyer's attack range to the full 14" effect, that they wouldn't be able to really get the completeness of having everything needed to play the game properly; especially when this whole starter box had everything AND THEN SOME. But none the less, I still love this starter box and I thought it would be appropriate to point out this one really minor issue considering I've been absolutely raving about the pure awesomeness of this box set.





Conclusion

_    All in all, I f**cking LOVE this box set! Not only is it a great deal with an awesome price, it also comes with so many extra goodies that I can't help but to just fall in love with this new miniature war game. I've hardly had the chance to play it, but I'm already looking up forums and online stores for more ideas on how to expand my army and what strategies I can employ. I honestly haven't been so excited for a game in a LONG time; this one is definitely a winner!
   
    As I progress through Warmachine, I hope I'll be able to continually blog about this game! The game is really well-made and will definitely satiate my appetite for hours and hours of Saturday night geekery.

    Sorry, Risk 2210 - you were indeed my first love.. and you still are! Buuut, I really think it's best for us to see other people right now. No hard feelings, right?
 
__      Welcome to my blog and as the title suggests, this is going to be my first attempt at a blog (as well as website editing). I made this blog to talk about the things that I can't ever get enough of: Everything geek related and of course, Lady Gaga. With the CSU semester on break at the moment, I have wayyy too much time on my hands, so what other way to keep me occupied than starting up a new blog and venturing into creating content to read instead of wallowing my time cruzing the net.

    I'm really just your conventional geek who loves playing table top games, listening to gaga, works at a part time job, and goes to uni. I'll try to update this blog with anything that amuses me or just things I want to share. I've been a geek all my life and I'm ALWAYS trying to find new hobbies and games to get into that could potentially involve a bunch of friends around a table, a bunch of geek games in the center, a case of beer and soda on the side, and some gaga playing in the background. (yeah, i admit, that would be pushing it with just about all my friends.. but I can dream..)