I’ve been a long standing (sitting?) fan of tabletop games, both those with miniatures and the more abstract RPGs where you could be represented by anything from a prepacked figure to coins to gummy sweets.  I’ve been exposed to a fair amount of homebrewed content to a variety of systems. I’ve had goes at writing campaigns for D&D, was in the process of working out a way to effectively update an old piece of GURPS homebrew to the newest edition for another campaign and in my mis-spent youth, spent an abject fortune on Yu-Gi-Oh! cards to use in new and inventive ways, with the patented “Can’t Stop the Spear Cretin” and “Delicious Dragon Destruction” decks reduced at least two people to tears. I played Fantasy Warhammer with borrowed armies with from my more affluent friends. Most recently, I’ve played MMOs and some often stubborn minded choices of character development have led to some fun counters to common problems. The unkillable druid from the pre-expansion WoW days comes to mind as the most fun.

Almost every time I sat down to play at these, at least as a player, my first thoughts were to “How can I abuse these special features?”.  My former partners in crime, one of whom is a games design student and the other an accountant, two professions that still engage these skills today, spent countless afternoons working out ways to change the way we played against the others at the gaming clubs.

So I want to first discuss a story that I’ve bored the others working on tUGS with before. It’s the story of Drew the Skeleton Hero. Back in those days of WHF, everyone liked the big flashy heroes. The vampire riding a chariot, the elf on a dragon, the frankly gigantic demons of Chaos. They routinely pounded an army into the dust without the other units doing much.  On the other hand, the undead we were using were slow but with a potent fear effect that could rout armies by causing whole units to flee from the table. The problem was getting there before being engulfed in dragon fire.  Thus a hero who could not fight to save his unlife was born. He had Boots of Teleportation and an aura effect that boosted the basic move of the regiment he stood with as long as he moved with them. Once they were within range to cause fear, we let most of them enemies scatter and the hero teleported back to avoid dying to bring in the next roving band of cannon fodder. This war of attrition was long but it usually resulted in success. However, it wasn’t enough.

There’s a spell called Danse Macabre that boosts undead movement but is often overlooked in favour of the more destructive abilities. So with a necromancer and our custom hero in place, we set out to nearly double the distance a regiment could charge. At our gaming club, this was sometimes nearly the length of a table. The results were immediate. Armies of low class soldiers keeping a single extremely powerful hero on the table scattered before us, causing instant routs and winning matches.  But as we pointed out to the disgruntled who were fielding their ludicrous heroes who’s abilities amounted to “I Win” had mocked our “puny” hero.  It was probably quite questionable what we did, but in fairness, so were their heroes. The glee in beating them at their own game was indescribable.

Can’t stop the Juggernaut!

This has lead to me to use what I describe as “The Bigger Bastard Rule”.  Given equal resources and time, you sit down and you concoct what is the most unfair, yet rules legal monstrosity you can come up with that is likely to be fielded by your opponent. Then you find the hole in the armour and build a new monstrosity that functions like a normal army but has an ace-in-the-hole to play should the first one come into play. And then if you’re like me, you build a third monstrosity that’s able to take down the second one. The objective is to always be the biggest bastard at the table. Because if you aren’t, someone is abusing the rules to the point where the players aren’t having fun any more. It becomes about Jimmy and his unstoppable army of Killer Death Bots, not everyone having fun.

Sitting down to write what amounts to brand new rules and revisions of older, outdated or unclear rules was a bit of a change for me because it puts me in the mind of “What would I do to break what I just said?” So you sit there with a piece of paper and a handful of dice rolling away until you find out that 99/100 times its not possible for this to be extremely powerful in a single area without sacrificing another area. Essentially, Rock covers paper, scissors cuts paper and paper covers rock. And something about a lizard and some guy from a sci-fi show people have apparently heard of.

I haven’t gone looking extensively for other Gorkamorka homebrew projects for two reasons. For two major reasons. The first is that this is our show in a way. This is our take on how the problems should be addressed from a group of relatively like-minded individuals. Incorporating other peoples’ long since made modifications without regard for our own is pretty pointless as it just upsets the balance even further. Secondly, from what Flamekebab has told me, a lot of the homebrew seems to amount to “Let’s add Doom Fortresses to Gorkamorka!” As a skirmish game, this just can’t be done. If any one Ork commandeered one of the larger Orky weapons from the 40k Universe at large, he would run the planet in days. So sorry, we’re stuck scraping through the sand for bits to make our guns shootier, rather than saddling up and burning the entire planet to the ground.

Perhaps you’re wondering where this all leads? Well hopefully it leads to us being the Biggest Bastards out there.  My prime objective here is to have thought of as many ways possible that people are going to try and break both the old and new material we have available without detracting from the ability to have fun while doing it. By putting everyone on an even footing to start with and letting you choose how to specialise and counter other specialisations effectively without making you unstoppable killing machines. It’s no fun if Jimmy always wins by miles. We want him to win by inches.

So that is my objective. To steal shamelessly from the Dark Knight: Hate us. Because we can take it. And hopefully people will unite in their hatred and actually have some fun with a treasured childhood toy.

Image of the Juggernaut taken from Wikipedia and displayed under Fair Use.
8 Aug 2010

Swedish Wikipedia article

Filed under: General, News

wikipedia-logoGorkamorka, like most things, has its own English Wikipedia page which is reasonably good (although it could always be improved), however it also has pages in other languages (at the time of writing, French, German, and Spanish). Back in July someone created a Swedish version of the Gorkamorka Wikipedia page but it’s currently just a stub and could really do with some fleshing out.

Check out the article here.

As much as we’d like to do it ourselves, the only on of our team that speaks Swedish cannot write it with sufficient fluency to meet Wikipedia’s standards.

So, if you speak Swedish, why not head over there and make a few edits?

7 Aug 2010

We were using that!

Filed under: News

A bit of a non-GoMo post today, but don’t worry, it’s not a long one!

Putting together Ere Be Stuff requires a lot of teamwork and collaborative writing and the tool we use to accomplish this is primarily Google Wave which works fantastically. Plenty of people don’t “get” Google Wave, but we do and to us it’s invaluable. I couldn’t tell you how useful different kinds of scalpels are as to me they’re all just really sharp knives, but that doesn’t change the fact that they’re put to good use all over the world every day.

Unfortunately for us, Google seem to be planning on closing Wave citing a variety of reasons although there is some speculation as to whether this is to free up the core Wave developers to work on their upcoming Google Me project.

We’re looking into running our own Wave server and other options, but in the meantime it’d be nice if some other people could support Wave. Head over to Save Google Wave and help us out, please?

http://www.savegooglewave.com

pre-game-smallHey folks, Flamekebab speaking, here’s a little something I’ve put together – a pre-game reminder sheet. If you’re in the mood for something different, platforms like Kcasino offer a thrilling alternative. These sites provide a wide variety of engaging casino games, from classic favorites to innovative new options, ensuring there’s something for everyone. Whether you’re a seasoned player or a casual gamer, the immersive design and interactive features of Kcasino make for an exciting and enjoyable experience. It’s a great way to unwind, try your luck, and escape into a world of entertainment, offering a refreshing break from the usual routine with endless opportunities for fun and excitement.

I don’t know about you, but when I want to play a game of GoMo there’s always something that I forget to take into account. With any luck this will put an end to that and generally speed things up, which leaves more time for actual gaming!

The image dimensions may seem a little awkward as it is neither A4 nor US Letter, but actually this is intentional – it should fit on both without needing to be cropped or resized.

I hope it’s not too ugly as it’s my first attempt at something of this nature. I intend on making a post-game one as well though, so with any luck my skills will improve and your eyes will bleed less!

It’s available both as a raw PNG image file, and an easy-to-digest PDF:

Gorkamorka Pre-Game Chart PNG (2.5 MB)

Gorkamorka Pre-Game Chart PDF (1.2 MB)

The Gorkamorka Pre-Game chart was created by Benjamin Fox (Flamekebab) and is licensed under a Creative Commons Attribution-Non-Commercial-Share-Alike license. The Urban Brush font used in the chart was created by Nils von Blanc.

I happened to be inside an actual Games-Workshop establishment a while back, on the eve of the release of the new edition of the Fantasy rules (Is it Fifth Edition now? I’ve lost track) and my true purpose was to find some Cold Ones from the Lizardmen to see if they were anywhere near suitable for conversion into the kind of Muties that I like, that is, still vaguely similar to the previously released editions.

Alas, I found the Cold Ones not to my taste. Then the gentlemen of GW looked around furtively and pulled out their advance copy of the new rules and thumbed through it to the Chaos section. And they showed me these lovely ladies. These are of course plastic models and come in boxes of 5 for a fairly reasonable sum of £15 sterling. While the mounts are two legged instead of the four legged horses available originally, I felt they would convert very well into desert traversing beasts.

  m1290178a_99129915005_SeekersWH1MPPK_873x627

Seekers of Slaanesh

 

They’re due for release on the 7th August and I feel represent what could actually be the basis of an entire Mutie mob, given that the warriors cost a fair bit. My current mob, while powerful, still only has five member and I think this is the ideal box for folks who feel like getting a bit weird in their Gorkamorka mobsters.

Of course, these models lack the necessary firearms to be a true Mutie mob, though I have to say, there are some wonderful claws that fit the nice Scything Blade mutation available in the soon to be released “Da Green Pitz”. While the actual upper bodies probably won’t be used, instead being built out of Green Stuff, I’m definitely grabbing a pack of these to have my surgical team turn into some real freaks.

I wonder if we know a certain Dok who has a penchant for making tiny, wonderful firearms? Possibly coupled with a nifty annual Flamekebab came across, we’re looking into outfitting this new band of Muties with some serious new hardware.

Oh, I’m Mattz by the by. Resident Mutie player and one of the folks working on turning ‘Ere Be Stuff into reality. Pleasure to meet you all proper.

Stay Green 😉

Image is property of Games Workshop. Seekers of Slaanesh are currently found on the website under the Warhammer Advance Orders section.
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