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Fantasy

Star Wars: Armada – Character TIE Squadron Tactics

July 24, 2015 by holojacob Leave a Comment

Squadrons provide an important supplement to the capital ships of Star Wars: Armada. As of Wave 1, the Imperial Navy has four basic squadrons and five character squadrons to choose from. Today, let’s take a look at what the character TIE squadrons have to offer.
IN SHORT: Tougher and harder hitting than regular TIE squadrons, character squadrons open up an intriguing set of abilities for Imperial commanders.
“HOWLRUNNER” TIE FIGHTER SQUADRON: Howlrunner is a straight up force multiplier. She makes any friendly squadron with the Swarm rule at distance 1 better by granting 1 additional blue die for attacks against enemy squadrons. Also note that this includes the Counter rule TIE Interceptors have, increasing their already ridiculous attack power even more and making opponents think twice before shooting at them.
Because Howlrunner makes everything around her better, she can quickly tip the scales in larger engagements, but that power also her makes her a choice target. Even though TIE Advanced Squadrons do not benefit from her ability, it can often be advantageous to fly one with her TIE swarm to provide some insurance.
Star Wars Armada Howlrunner Star Wars Armada tie-advanced-squadron Star Wars Armada TIE_Fighter_Squadron
Brace and Scatter defense tokens are great, but accuracy results can negate them, and Howlrunner only has 3 hit points. Still, for 16 points, Howlrunner is an excellent investment in lists with large numbers of TIE Fighters and Interceptors.
“MAULER” MITHEL TIE FIGHTER SQUADRON: Mauler is kind of like Howlrunner in reverse. Whereas Howlrunner wants to hang out with a group of friendlies, Mauler wants to get stuck in with clusters of enemy squadrons. His ability grants automatic damage after he moves, inflicting 1 point of damage to any squadron he is engaged with.
Of course, moving into a big group of enemy fighters isn’t always the smartest idea, and Mauler can’t move while he’s engaged. Fortunately, Imperial players have the tools necessary to give Mauler the support he needs.
TIE Advanced really shine in the protection role, sopping up damage that would otherwise pound Mauler to dust. And Admiral Chiraneau on a nearby ship can permit Mauler to move even while engaged, allowing players to get the most out of his automatic damage ability.
Star Wars Armada Mauler-mithel Star Wars Armada tie-advanced-squadron Star Wars Armada Admiral_Chiraneau
Mauler is a high risk / high reward character squadron and needs adequate support to really shine, but there’s no denying he can inflict a lot of damage when used right. Not bad for 15 points.
SOONTIR FEL TIE INTERCEPTOR SQUADRON: It’s bad enough taking damage from TIE Interceptors just for attacking them. Well, Soontir Fel does this and inflicts damage for not attacking him. Seriously, opponents should just get used to taking damage around this guy no matter what they do. Add in the Brace and Scatter defense tokens, and Soontir Fel becomes very frustrating to take down.
TIE Advanced Squadrons can even be used to force the automatic damage. As long as Soontir Fel is engaging that enemy, they will suffer 1 automatic point of damage whenever they attack the TIE Advanced. The only downside here is the TIE Advanced doesn’t share Soontir Fel’s blistering top speed of 5, which could restrict players under some conditions.
TIE Interceptor or TIE Fighter Squadrons also provide a nice bonus to Soontir Fel by triggering his Swarm rule and benefiting from it themselves. This is even more effective for Soontir Fel because of the combination of Counter of defense tokens. Under normal conditions, Soontir Fel will be dishing out plenty of Counter attacks, and having an extra reroll in those attacks is definitely a nice bonus.
Star Wars Armada Soontir-fel Star Wars Armada tie-advanced-squadron Star Wars Armada TIE_Interceptor_Squadron
Soontir Fel will inflict damage in just about any combat situation, forcing your opponent to make uncomfortable decisions. That’s not a bad ability for 18 points.
DARTH VADER TIE ADVANCED SQUADRON: Vader is all about dishing out and soaking up damage. With the critical symbol counting as regular damage on his attacks and an additional black die in his anti-squadron attack, Vader can inflict a ton of pain. Note, however, that he does not cause critical effects to trigger.
When targeting enemy squadrons, he will easily out-damage even TIE Interceptors, and his anti-ship attack is on par with TIE Bombers, minus the critical effect.
With 5 hit points and 2 Brace tokens, Vader isn’t going down easily. However, his Escort ability, shared with all TIE Advanced, is something of a mixed blessing. While it does mean Vader can be an effective meat shield for someone else, it also means that regular TIE Advanced Squadrons can’t protect him.
Star Wars Armada Darth-vader
At 21 points, Vader is a very hefty investment for a squadron that is designed to be shot at first. However, his resilience and damage output certainly make him a viable alternative to regular TIE Advanced Squadrons.
MAJOR RHYMER TIE BOMBER SQUADRON: Rhymer is an incredible force multiplier for bombers. Any friendly squadron at distance 1 may attack ships at close-medium range. This is a huge boost in range, and the fact that Rhymer dishes it out to anyone near him makes him a flexible addition for Imperial players.
Also note that Rhymer’s ability does not have any restrictions like Howlrunner’s does. His range increase is not restricted to craft like TIE Bombers, though undoubtedly squadrons with the Bomber rule receive the most benefit. After all, swarm of TIE Fighters can do a surprising amount of damage to an enemy capital ship as all those blue dice start to add up, and Rhymer helps get those hits in.
The range increase has other benefits, too. Bombers rely heavily on Squadron commands, particularly against the faster and more maneuverable capital ship types. However, with the wide strike envelope afforded by Rhymer, bombers have a much greater chance to target enemy ships without moving.
Star Wars Armada Rhymer Star Wars Armada tie-advanced-squadron Star Wars Armada tie-bomber-squadron
Like most character squadrons, Rhymer can take advantage of a TIE Advanced wingman, but in this case, Rhymer helps out the TIE Advanced as well, extending the range of its black die for anti-ship attacks. He also comes stock with 5 hit points and two Brace tokens, making him a tough proposition to take down. Honestly, his only downside is his lackluster anti-squadron attack.
All this for only 16 points? Yes, he really is just that awesome.
POWER DENSITY: Okay, so regular TIEs are great bargains when you look at their stats in a point for point comparison to the stats of character squadrons. Standard TIEs are potent little troublemakers, especially stock TIE Fighters and Bombers. However, there’s a second side to this discussion, and that is Squadron commands.
The big disadvantage for forces that rely heavily on standard squadrons is the need for higher Squadron values and/or more Squadron commands to get the same mileage from his or her TIEs. I like to call this attribute “power density,” and it’s definitely an advantage that swings in favor of characters squadrons.
2 TIE Fighter Squadrons put out more damage than Howlrunner, but then, they also require twice the Squadron value to get the jump on the enemy. That’s the hidden cost at work. Sure, stock TIEs are cheap, but they also require plenty of love from their capital ships to be the best they can be.
LISTS FOR FUN: How about a look at a list heavy with characters squadrons? Let’s take a look at the Admiral Motti’s Flying Aces.
Victory I-class Star Destroyer (73)
– Admiral Motti (24)
– Admiral Chiraneau (10)
– Flight Controllers (6)
Gladiator II-class Star Destroyer (62)
Gladiator II-class Star Destroyer (62)
Soontir Fel TIE Interceptor Squadron (18)
Darth Vader TIE Advanced Squadron (21)
“Mauler” Mithel TIE Fighter Squadron (15)
TOTAL: 291 points
First, the Victory will be dishing out a generous quantity of squadron commands to support the three character squadrons. Let’s take a look at how that plays out.
Things start off with enemy squadrons taking damage when Mauler shows up (and he can always get that move if needed because Admiral Chiraneau is on board the Victory). Then the enemy takes some more damage when Mauler, Soontir, and Vader unload, and since both Mauler and Soontir have Swarm, they enable each other’s rerolls. Plus Flight Controllers are along for the ride because who doesn’t like TIEs with an extra blue die per attack?
Also, two Gladiators are included, upgraded to Gladiator II’s, for fire support against enemy squadrons as well as general anti-ship destruction. Because while these three aces are awesome, a little help is in order from the capital ships. Then once your opponent finally gets around to attacking your squadrons, Darth soaks up the damage while Soontir inflicts automatic damage on anyone who attacks.
Is it ideal? Probably not, but should be fun, and isn’t that the point? 🙂
SUMMARY: Some bring pure and simply destruction, while other grant huge benefits to nearby friendly squadrons. Either way, there’s no denying that TIE character squadrons are a diverse and powerful group with plenty to offer any Imperial commander.
Check out the complete list of Star Wars: Armada articles here.

Filed Under: Star Wars: Armada Tagged With: Fantasy, Fantasy Flight Games, Science Fiction, Star Wars, Tabletop Games, TIE Advanced Squadron, TIE Bomber Squadron, TIE Fighter Squadron, TIE Interceptor Squadron

Star Wars: Armada – TIE Squadron Tactics

July 3, 2015 by holojacob 1 Comment

Imperial-Squadrons-Layout-3-cards
Squadrons provide an important supplement to the capital ships of Star Wars: Armada. As of Wave 1, the Imperial Navy has four basic squadrons and five character squadrons to choose from. Today, let’s take a look at what the standard TIE squadrons have to offer.
IN SHORT: Cheap, fast, and more specialized than Rebel squadrons, TIEs provide a versatile set of cannon fodder to throw at your opponents.
TIE FIGHTERS: At 8 points each, TIE Fighter Squadrons are incredibly affordable and can form effective screening forces with minimal investment. With speed 4, TIE Fighters can easily get the drop on the often slower enemy squadrons. They also pack impressive anti-squadron punch for their points.
3 blue dice allow them to tear through enemy squadrons rapidly, and the Swarm rule only makes this better. With nearby friendly squadrons engaging the enemy, they can reroll a single die. This potent anti-squadron ability can be further supplemented with Howlrunner and/or Flight Controllers for up to 5 blue dice (with a single reroll) per squadron.
Star Wars Armada Howlrunner Star Wars Armada Flight_Controllers Star Wars Armada TIE_Fighter_Squadron
And don’t discount TIE Fighters when it comes to engaging enemy ships. True, they only have a single blue die to attack with, but that’s 1 blue die … per 8 points! Attacks like that can add up quickly.
So what’s the downside?
Well, TIE Fighters may put out a ton of anti-squadron damage, but they go down fast. With only 3 hit points, they’re easily focused down during a single round of combat. It also doesn’t help that the Swarm rule and Howlrunner both encourages them to bunch up. Enemy ships with strong anti-squadron batteries should be rightly feared, as they will quickly whittle TIE clusters to dust.
Easy come, easy go.
TIE INTERCEPTORS: At 11 points, TIE Interceptors act like TIE Fighters on steroids. They boast a blistering top speed of 5 and come with anti-squadron armaments of 4 blue dice. Like TIE Fighters, they benefit greatly from Swarm, but also come with Counter.
Thanks to the Counter rule, TIE Interceptors get to fire 2 blue dice at enemy squadrons attacking them, and these counter attacks benefit from both Howlrunner’s ability and Swarm, giving them a potential Counter 3 with a single reroll. Ouch!
Star Wars Armada Howlrunner Star Wars Armada TIE_Interceptor_Squadron
TIE Interceptors are a powerful, dedicated anti-squadron force, and their Counter ability can make them highly challenging for bombers like Y-Wings and TIE Bombers to handle. Like TIE Fighters, they also combine extremely well with Flight Controllers. But they are also incredibly frail. In fact, point for point, they are the frailest squadron type in the game as of Wave 1. Swarms of interceptors do not like taking fire from a capital ship’s arc, and it should also be noted that, by the very nature of them having Counter, opponents are more likely to engage TIE Interceptors with capital ships instead of squadrons, when possible.
TIE ADVANCED: Weighing in at a cost of 12 and coming with a hefty 5 hit points, TIE Advanced squadrons are a welcomed bit of durability in the TIE lineup. And a good thing too, because they also come with Escort, forcing opponents to target them first. This combination makes them superb wingmen for named squadrons like Howlrunner or Rhymer.
Star Wars Armada Rhymer Star Wars Armada tie-advanced-squadron
Their single black anti-ship die and 3 blue anti-squadron dice are respectable, as is their speed value of 4, but TIE Advanced Squadrons are quickly outclassed in damage output by other Imperial offerings. TIE Fighters and Interceptors will shred enemy squadrons, and TIE Bombers can quickly pack on the hurt against enemy ships.
In the end, they’re meat shields. Their best uses are defensive, not offensive, either protecting a critical named squadron or slugging it out with bombers trying to get to a capital ship.
TIE BOMBERS: Featuring a black anti-ship die and the Bomber rule (allowing them to inflict critical hits against enemy ships), the role of TIE Bombers Squadrons is clear. With a cost of only 9 points and speed 4, they’re cheap and surprisingly swift for bombers, a trait that can be exaggerated even more with the Corruptor title on a Victory-class Star Destroyer for even more speed. Throw Rhymer into the mix to allow TIE Bombers to attack at medium range instead of range 1, and suddenly these squadrons can strike targets at considerable distances.
Star Wars Armada Corrupter Star Wars Armada Rhymer Star Wars Armada tie-bomber-squadron
On average, a single TIE Bomber will inflict 1 point of damage against an enemy ship per attack with a 25% chance of a critical effect. This is made even nastier because it’s difficult to use defense tokens against them. Brace can only trigger if the TIE Bombers get a double hit, Evade isn’t going to do anything at range 1 unless Mon Mothma is commanding the Rebel forces, and Redirect can only shift a point or two of damage at a time.
TIE Bombers are utterly devastating when they get into range of enemy capital ships. But there is, of course, a downside. They also come with the Heavy rule, which means they cannot engage enemy squadrons. TIE Bombers may come with a plenty of hit points to absorb attacks, but their effectiveness as a screening force is zero. Secondly, they have the weakest anti-squadron attack in the game: a single black die.
(Capital ships with a single blue die shouldn’t be counted as the weakest because they can strike multiple targets at once.)
LISTS FOR FUN: Want to give a squadron-heavy list a whirl? Try Grand Moff Tarkin’s Flying Circus.
Victory I-class Star Destroyer (73)
– Grand Moff Tarkin (38)
– Flight Controllers (6)
– Expanded Hangar Bay (5)
Victory I-class Star Destroyer (73)
– Corruptor Title (5)
– Admiral Chiraneau (10)
– Expanded Hangar Bay (5)
TIE Fighter Squadrons x 5 (40)
TIE Bomber Squadrons x 5 (45)
TOTAL: 300 points
Okay, it may be 300 points, but it’s easy enough to trim an upgrade or squadron (or even substitute out Tarkin) to price it for an effective initiative bid. The basic idea is that each Victory can activate up to 5 squadrons per round (base 3 + Expanded Hangar Bay + Squadron tokens from Tarkin). And by doing this, they maximize the use of their squadron friendly upgrades.
Flight Controllers can turn those 5 TIE Fighters into squadron mulching machines, spitting out a combined total of 20 blue dice (with up to 5 rerolls). And with the Corruptor title and Admiral Chiraneau, those TIE Bombers are going to be speed 5 normally and can easily escape at speed 3 if they get engaged.
SUMMARY: TIEs, ladies and gentlemen. Fast, hard-hitting, and dirt cheap. Just don’t get too attached to them, because they tend not to last long. 🙂
Check out the complete list of Star Wars: Armada articles here.

Filed Under: Star Wars: Armada Tagged With: Fantasy, Fantasy Flight Games, Science Fiction, Star Wars, Tabletop Games, TIE Advanced Squadron, TIE Bomber Squadron, TIE Fighter Squadron, TIE Interceptor Squadron

Star Wars: Armada – Gladiator-class Star Destroyer Tactics

June 15, 2015 by holojacob Leave a Comment

Star-Wars-Armada_-Gladiator-Class-Star-Destroyer
Capital ships form the critical foundation of any Star Wars: Armada fleet. As of Wave 1, the Imperial Navy has two excellent capital ships to choose from. Today, let’s take a look at the Gladiator-class Star Destroyer.
IN SHORT: With good speed, surprising maneuverability with the right upgrades, and a devastating close range punch, the Gladiator is a deadly addition to the Imperial fleet.
STRENGTHS: How about 4 black dice firing out of the left and right arcs? That’s the first thing anyone should notice about the stock Gladiator I. And if it isn’t, then it will probably be made clear when the Gladiator unloads at close range. On average, that’s 4 damage inflicted out of each attack. Start adding in Concentration commands and/or upgrades, and the Gladiator’s damage output can become ridiculously high.
The Gladiator is also a remarkably well-rounded package. It comes with 1 token each for Evade, Brace, and Redirect, giving it a defensive mechanic for just about any situation. It can turn 2 clicks at speed 1, allowing it to execute some very tight turns. 2 Command allows it to react reasonably quickly to the ebb and flow of battle, and 2 Squadron and 3 Engineering are nothing to sneeze at either.
The upgraded Gladiator II exchanges 1 of its black dice on each side for reds and enhances its anti-squadron batteries to 2 blue dice. This gives it an overall boost in versatility while lessening its broadside punch just a little for only 6 points. With generously wide side arcs, the Gladiator II is well suited to assisting TIE squadrons with sprays of blue dice.
It even comes with 2 forward facing red dice (augmented with 2 more black dice) for chipping away at enemies while on approach. Oh, yes. I like this ship.
WEAKNESSES: When it starts receiving hits, the Gladiator-class Star Destroyer is no Victory. A Gladiator II costs 62 points, only 11 below a base Victory I, but it won’t survive enemy fire nearly as long. 5 Hull Points are still respectable, but caution should be used to ensure the Gladiator is supported by the rest of your fleet and not blindly charging ahead of it.
It’s also not much more than a nuisance at anything outside close range. Sure, black dice are awesome, but only when you actually get to roll with them. Fortunately, there are a few options available to the Gladiator to help with this problem.
With the dirt cheap Insidious title (only 3 points), a Gladiator can use black dice at medium range. The catch? It can only use this ability when firing into an enemy ship’s rear hull zone. Not the easiest thing to achieve, but certainly not out of the question for an appropriately upgraded Gladiator (see combos below).
Star Wars Armada Insidious
With the Demolisher title, a Gladiator gains the incredibly potent ability to perform one of its attacks after a maneuver. Given the general need to get in tight, this upgrade provides the Imperial player with considerable flexibility over every other ship that must shoot first and then move.
Star Wars Armada Demolisher
COMBOS: Gladiators like to fly in close and personal to deliver all those black dice to the enemy’s face. Good thing they have some handy upgrades to help them get there.
With Engine Techs, a Gladiator can execute an extra speed-1 maneuver after its regular maneuver with the use of a Navigate command (either dial or token). This is especially good on the Gladiator because its speed-1 maneuver has 2 clicks, resulting in a potential 4 or 5-click turn. Toss in Wulff Yularen with his ability to copy a token once per round, and 1 Navigate token at the start can last the entire game.
Star Wars Armada Engine-techs Star Wars Armada Wulff_Yularen
You can even throw the Demolisher title into this mix. A base Gladiator I with these upgrades starts to get a bit bloated at 81 points, but it can undoubtedly get where it needs to go and unload a fist full of black dice when it gets there. Not bad at all.
Star Wars Armada Engine-techs Star Wars Armada Wulff_Yularen Star Wars Armada Demolisher
And speaking of those black dice, the Assault Concussion Missiles upgrade can make them even meaner. On a black critical, both adjacent hull zones take 1 point of damage. Granted, you can only have one critical effect per attack, but the big advantage is this effect doesn’t need to hit the hull to trigger. It works just as well on shields, too. Take Admiral Screed as your commander, force those critical hits when you don’t actually roll them, and watch the damage pile up.
Star Wars Armada Assault-Concussion-Missiles Star Wars Armada Admiral-Screed
LISTS FOR FUN: Here’s a little list I like to call Admiral Screed’s One-Two Punch.
Victory II-class Star Destroyer (85)
– Admiral Screed (26)
– Overload Pulse (8)
Gladiator I-class Star Destroyer (56)
– Demolisher (10)
– Engine Techs (8)
Gladiator II-class Star Destroyer (62)
TIE Fighter Squadrons x 5 (40)
TOTAL: 295 points
The idea here is to utilize Screed’s penchant for critical hits by deploying two effects in a combination. Pick a target that’s in range of the Victory and is close to the Demolisher. The Demolisher should either have a Navigate token saved up or a Navigate dial ready to reveal.
Activate the Victory first and trigger an Overload Pulse critical hit on the unlucky target, exhausting all of the ship’s defense tokens. Then move and shoot with the Demolisher and pummel the now helpless target with black dice. Even if the target activates in between, the Demolisher’s move and shoot, plus the Navigate command, plus Engine Techs should give you the flexibility to get an arc on the target. After that, they’ll either take the hit on the chin or start discarding defense tokens. Either result is good for you.
I’ve shown the remaining points spent on TIE Fighters and a second Gladiator (upgraded to a type II for extra anti-squadron firepower), but there are plenty of other ways to spend those remaining points. I just naturally prefer to keep my upgrades frugal and my ship count high. 🙂
SUMMARY: Ladies and gentlemen, the Gladiator. One lean, mean short range brawler.
TRIVIA: Did you know that the Gladiator is not a new Imperial ship? In fact, it’s a very old Imperial design dating back to the Star Wars: Droids cartoon series from 1985. Check this out!
Star Wars Droids Cartoon Demolisher
Oh, and here’s Admiral Screed, too!
Star Wars Droids Cartoon Admiral Screed
Check out the complete list of Star Wars: Armada articles here.
***
Note: Holo Writing is a participant in the Amazon Services LLC Associates Program and, as such, may earn a small commission from any product purchased through an affiliate link on this blog.
 

Filed Under: Star Wars: Armada Tagged With: Fantasy, Fantasy Flight Games, Gladiator-class Star Destroyer, Science Fiction, Star Wars, Tabletop Games

Star Wars: Armada – Victory-class Star Destroyer Tactics

June 7, 2015 by holojacob 2 Comments

star wars armada victory-class
Capital ships form the critical foundation of any Star Wars: Armada fleet. As of Wave 1, the Imperial Navy has two excellent capital ships to choose from. Today, let’s take a look at the Victory-class Star Destroyer.
IN SHORT: It may be slow and take an entire game just to turn around, but do not underestimate the Victory’s resilience or its frontal attack power. It will take its lumps and then smash the enemy’s face in.
STRENGTHS: With 8 Hull, plentiful shielding, and 2 Redirect tokens, the Victory can easily sop up massive damage before going down. Ignoring any special rules, a frontal assault against a fresh Victory must inflict an astounding 17 points of damage to blow it up (3 shields from the front, left, and right hull facings plus those 8 Hull points). Add in a Brace token, and the Victory is sticking around for a while, during which it can generate 2 shield points each turn with an impressive Engineering value of 4.
Considering this fortitude, the Victory’s base price of 73 points is an absolute steal. Point for point, it is the most resilient ship in the game as of Wave 1.
The Victory also sports a wide and very deadly front firing arc with 6 attack dice (3 reds and 3 more either black or blue depending on the variant). Seriously, who wants to be on the receiving end of that kind of firepower? It also comes equipped with a minimum of 2 red dice in every arc, ensuring that if the enemy can target the Victory, the Victory can fire back.
WEAKNESSES: Sure, the Victory is great at going head-to-head with opposing ships. It’s when faster enemies start maneuvering around to the sides and back that things get dicey. With its top speed at a puttering 2 and only 1 maneuvering click before Navigate commands are considered, the Victory is very much the slow, plodding behemoth.
To make a bad situation worse, its rear hull zone is a clear blind spot. With only 1 shield and 2 red dice, ships that get in behind the Victory or even manage to flank it are very difficult to dislodge.
Also, while it has red dice in every arc, its lack of Evade tokens means it is at a defensive disadvantage in any prolonged long-range engagement. Opponents with Evade tokens can ignore select die results, but the Victory must take every hit on the chin, and those hits will add up despite its raw resilience.
Fortunately, the Dominator title is a good (if expensive) way to help deal with these problems, giving one Victory per list the option of firing an extra two blue dice in any of its arcs. A nasty surprise to be sure, but one that costs 12 points and consumes shield energy with each blue die fired.
Star Wars Armada Dominator
COMBOS: The Victory can be kitted out in a huge variety of configurations, but my favorite application is squadron support. With a base Squadron value of 3 and the ability to take the Expanded Hangars upgrade, the Victory is a clear choice for getting the most out of Imperial TIEs. Add in Grand Moff Tarkin dishing out command tokens, and a single Victory can easily support 5 squadrons per round.
Star Wars Armada Expanded-hangar-bay Star Wars Armada Grand-moff-tarkin
This ability is extremely valuable for Imperial fleets because of the lower cost of basic TIE squadrons when compared to Rebel counterparts. In general, it takes a higher Squadron value to make Imperial fighters as effective as Rebels fighters.
Fortunately, the Victory can be customized for a variety of squadron support roles. Combining its already high Squadron value with Expanded Hangars and Flight Controllers gives any TIEs a huge edge in anti-squadron combat. Plus 1 blue dies for everyone? Yes, please!
Star Wars Armada Expanded-hangar-bay Star Wars Armada Flight-controllers
And let’s not forget the love a Victory can dish out to bombers. With Admiral Chiraneau onboard a Victory with the Corruptor title, enemies will find it very challenging to pin down your bombers. Even if engaged, they’ll still be able to move distance 3 when activated!
Star Wars Armada Expanded-hangar-bay Star Wars Armada Admiral_Chiraneau Star Wars Armada Corrupter
LISTS FOR FUN: Victory’s are tough, right? And Admiral Motti makes ships even tougher … so here comes Admiral Motti’s Meat Lovers Pizza!
Victory I-class Star Destroyer (73)
– Admiral Motti (24)
Victory I-class Star Destroyer (73)
Victory I-class Star Destroyer (73)
TIE Fighter Squadrons x 7 (56)
TOTAL: 299 points
Star Wars Armada Admiral-mottiIt may not be the flashiest list out there, but 3 stock Victory I-class Star Destroyers flying under Admiral Motti means your opponent has a terrifying 30 Hull Points to chew through. That’s a lot of meat on those pizza slices, and that kind of damage is simply not going to happen in most games. Plus, with triple front firing arcs of doom instead of 1, the Victory’s can be positioned to help defend each other’s blind spots, mitigating (to a certain degree) their largest flaw.
After adding the meat, garnish the list to taste with squadrons (I chose TIE Fighters, but it’s really a matter of preference) and take objectives as you see fit.
7 TIE Fighter Squadrons (6 for a more aggressive initiative bid) provide significant anti-squadron firepower to cover the Victory’s from bombers, and the Victory’s come equipped with more than adequate Squadron values to keep those TIEs running at their peak. 7 squadrons won’t stop a determined enemy squadron push, but all they really have to do is dampen it so that the Victory’s can handle whatever gets through.
And besides, playing 3 star destroyers in one list is just plain fun. At the end of the day, isn’t that the point? 🙂
SUMMARY: The Victory may not be the fastest ship or the prettiest ship (far from it on both accounts), but it is a rock solid workhorse for the Imperials and is currently the safest place to put our commanders. This article merely scratches of what the Victory can do on the tabletop.
Check out the complete list of Star Wars: Armada articles here.
***
Note: Holo Writing is a participant in the Amazon Services LLC Associates Program and, as such, may earn a small commission from any product purchased through an affiliate link on this blog.

Filed Under: Star Wars: Armada Tagged With: Fantasy, Fantasy Flight Games, Science Fiction, Star Wars, Tabletop Games, Victory-class Star Destroyer

Star Wars: Armada – Core Set Review

April 19, 2015 by holojacob Leave a Comment

Star Wars Armada
IN SHORT: Fantasy Flight Games has just released the Core Set for their new table top game – Star Wars: Armada. Here are my first impressions and thoughts on the core units.
GENERAL: The game itself focuses on the big picture, namely two fleets of capital ships battling it out while the fighters and bombers take a far smaller (though still important) role. The game has a wonderful sense of momentum to it. Capital ships navigate slowly. Orders take multiple turns to execute. The ships are massive behemoths that take time to react to changing circumstances, and this is represented very well in the game mechanics.
Star Wars: Armada also strikes that sweet spot between being pick-up-and-play friendly and a possessing a lot of depth hidden beneath the surface. Despite the limited amount of ships and upgrade cards, I was surprised by the number of options available for configuring my Victory-class Star Destroyer. (I played Imperial for all my games so far. My affinity for awesome villains remains unchanged. 🙂 )
Next, here’s what I thought of the ships and cards in the Core Set.
Grand Moff Tarkin: Every fleet needs a commander, and Tarkin is the only Imperial commander in the Core Set. But, wow, what an ability! The guy dishes out command tokens like candy, imparting a huge level of flexibility to the otherwise lumbering Victory-class Star Destroyer. Command tokens may not be as powerful as command dials, but Tarkin hands them out exactly when you need them instead of being forced to predict what you’ll need three turns down the road. But at 38 points, you pay a premium price for this ability. He’s almost the same cost as a base CR90 Corvette.
Victory-class Star Destroyer: This thing is a beast to take down. With 8 Hull, 4 Engineering, 2 Redirect defense tokens, a Brace defense token, and plenty of shielding, the Victory is not going to fall quickly to anything. Tarkin just makes a tough ship even tougher, since the command dials and tokens can be combined to even greater effect, giving the Victory a potential +3 shields every turn if the Imperial player decides to turtle up.
It also has a powerful front arc with 6 attack dice. However, the Victory’s biggest vulnerability is its rear arc, which only has 1 shield and 2 attack dice. With speeds that go from slow to slightly less slow, the Victory is in trouble if an enemy ship slips in behind it and can stay there.
TIE Fighter Squadrons: Cheap anti-squadron covering units. You want your Victory focused on the other capital ships, and TIE Fighter Squadrons are an excellent way to keep those X-Wings from pecking the Victory to death. They’re low cost-to-squadron ratio does have disadvantages, though, since squadrons really need squadron commands from capital ships to be at their most effective.
“Howlrunner” TIE Fighter Squadron: For the price of 2 TIE Fighter Squadrons, the Imperials can take this elite squadron. Howlrunner is a force multiplier, giving any friendly squadron with the Swarm rule (which TIE Fighters have), an additional blue attack die when they attack an enemy squadron. This allows a good TIE formation to absolutely shred enemy fighters. She also comes with defense tokens, so even though her TIE is a piece of flying confetti, it’s a hard to hit piece of flying confetti.
That being said, Howlrunner encourages the TIEs to clump up even more than they already do (again, thanks to that Swarm rule), which can leave them vulnerable to attacks from ships with decent anti-squadron abilities like the Nebulon-B Escort. A spray of 2 blue attack dice at every TIE squadron in one of its arcs is not a pretty thing to see.
General Dodonna: Like the Imperials, the Rebels only get one commander in the Core Set. At about half the price of Tarkin, he’s not quite as impressive. Where Tarkin provides a steady stream of benefits over the course of the game, Dodonna allows the Rebel player to draw 4 faceup damage cards (when resolving critical hits on enemy ships) and choose which of the 4 effects to apply to the enemy. This may have huge gameplay ramifications since critical hits can be so nasty … or it might have minimal impact. When the cards comply, Dodonna can be devastating, but I personally prefer more dependable abilities.
CR90 Corvette: Man, is this ship a nasty little speed demon! With two Evade defense tokens, the CR90 can be surprisingly hard to pin down at long or even medium range. It’s Redirect token and a good spread of shields adds to that unexpected resilience. It also has only 1 Command, which allows it to respond very rapidly to changing battlefield conditions.
That being said, the CR90 will not last long in a straight up fight, particularly at close range, which is why the A-type is a worthwhile upgrade over the B-type. With long range red dice in each arc, the CR90 Corvette A can maximize the use of its maneuverability and evade tokens while still launching attacks at the enemy.
Nebulon-B: The two versions of the Nebulon-B (Escort and Support) have some striking differences in their capabilities. With wide side arcs and 2 blue attack dice against squadrons, the Escort can shred through TIE squadrons at a surprising rate, and its enhanced Squadron value of 2 allows it to activate 2 X-Wing squadrons at once. In contrast, the Support acts as a discount version of the Nebulon-B without these enhancements.
However, those side arcs present a glaring weak point. With only 1 side shield each and no Redirect tokens, the Nebulon-B can start taking hull damage very quickly. Its 2 Brace tokens do help mitigate that damage, but it still wants to engage other ships with its (very narrow) front facing and at long range, where it has a much beefier 3 shields, Evade token, and 3 red attack dice.
X-Wing Squadrons: The X-Wings are well-rounded when compared to the anti-squadron focused TIE Fighters. First, they come with Bomber, which allows them to resolve critical hits against enemy ships, significantly increasing their threat level. Their anti-ship attack also uses a red die, granting the potential to do double damage during a single attack.
Their second rule is Escort, which forces nearby squadrons to take out the X-Wings before dealing with anything else (for example Y-Wing or B-Wing Squadrons in the upcoming expansions).
X-Wings. Hard-hitting and versatile for only 13 points.
Luke Skywalker X-Wing Squadron: Luke has everything a regular X-Wing squadron has and more. When making a bombing run on an enemy ship, he is not to be underestimated because his attacks ignore enemy shields! This, coupled with the fact that he performs his anti-ship attacks with a black die gives him a high damage potential. And with 5 hull and 2 Brace tokens, Luke can weather a lot of firepower before he goes down.
All this for 20 points? Not too bad, I think.

SUMMARY

I had a ton of fun playing with the Core Set and will be collecting the Imperial faction for this game. I can’t put it any more simply than that. 🙂 Fantasy Flight Games has a great product here, and I am definitely looking forward to the Wave 1 releases, particularly those Gladiator-class Star Destroyers.
Check out the complete list of Star Wars: Armada articles here.

Filed Under: Games, Reviews, Star Wars: Armada Tagged With: Fantasy, Fantasy Flight Games, Science Fiction, Star Wars, Tabletop Games

The Sons of Liberty – Book Review

January 12, 2015 by hpholo Leave a Comment

Two escaped slaves get superpowers, team up with Ben Franklin, and wreak havoc on their corrupt former owner. This tells you all you need to know about The Sons of Liberty.
sonsoflibertycoverThis graphic novel, penned by Alexander and Joseph Lagos, is more National Treasure than history class, which is probably why it’s one of the most fun comics that I’ve read in a while.* Graham and Brody begin as slaves under the cruel Jacob Sorenson. When Sorenson’s son attacks Brody, Graham’s act of defense puts them both on the run, where they encounter Benjamin Franklin’s crazypants son, who has been electrocuting animals and, increasingly, slaves in effort to see what effect it has on their bodies. In this case, superpowers! (DO NOT TRY THIS AT HOME.) The boys proceed to befriend Ben Franklin, who gives them work in his print shop, and Quaker abolitionist Benjamin Lay, who teaches them the African martial art of dambe and suggests that they use their newfound powers to right the wrongs slavery has inflicted upon the country.
Normally I’m irked by historical inaccuracy in books, but I make a gleeful exception for this one. After all, via Authors’ Note, the writers are pretty blatant about the historical inaccuracy (see again: superpowers), and most of the relevant inaccuracies are so ridiculous that they’re instantly noticeable. For example, while Benjamin Lay was truly eccentric and loudly anti-slavery (as depicted in the book) he also had a hunched back (as also depicted in the book), which logically seems like something that would interfere with the learning of most martial arts (not depicted in the book). William Franklin, too, is such an exaggeratedly despicable character that it’s hard to see anything that he does as historically-based (other than his strained relationship with his father, which was accurate). Such exaggerations permeate the book, from the fictional slave hunter who outfits his dog collars with foot-long spikes to a terrifyingly huge Hessian character who has no problem scalping a person with his bare hands. These are all the things of over-the-top action movies, which make it easier to suspend disbelief for this particular tale.
Graham and Brody, however, are decidedly non-exaggerated characters, which is what makes the story work so well. Most of the problems that they face in the story are problems that would be faced by any runaway slave—having to evade slave hunters, trying to find food without being conspicuous, worrying about the friends and family they left behind, etc.—and even once they acquire their powers, they react as one would expect teens in their situation to act—terrified at first, and then WHOA THESE POWERS ARE AWESOME. Surprisingly little of the story centers around their powers, too, but this is far from a flaw. Between Lay’s abolition efforts, Franklin’s conflict with William, William’s own several duplicities, and both of Graham and Brody’s conflicts (that is, hiding from Sorenson while learning to use their powers), there’s more than enough to keep the reader interested.
The writing itself zips between each storyline quickly, but never feels rushed. Dialogue is particularly well-handled, with several characters possessing their own unique styles of speaking. The art, too, is energetic, with smart use of color, expression, and character design, even if the lineart beneath the color occasionally looks too quickly-drawn. (It’s far from bad, but every now and then a character will look off-model. It’s not frequent enough to interfere with the reading experience, though.)
Ultimately, The Sons of Liberty is more concerned with entertainment than education. Considering that this was its goal in the first place, it does it with panache—so much so that it might even make readers interested in the true history behind the story! At its heart, it’s an exciting fantasy romp through pre-Revolutionary America, and highly recommended.
***
*No offense to history teachers. Mine were magnificent, but I’ve had several teens refuse historical fiction because they say their history teachers ruined it for them.

Filed Under: Reviews Tagged With: Fantasy, Graphic Novel, Historical Fiction, Science Fiction, Superpowers

Hordes Exigence Review: Legion of Everblight

November 21, 2014 by holojacob 2 Comments

Hordes Exigence Rulebook Cover
IN SHORT: Hordes Exigence is here, so let’s take a look. As with previous releases, every Hordes army receives a host of new toys, this time throwing out powerful character warbeasts, lesser warlocks, and two of the new warbeast packs. Like all Privateer Press releases, the book is printed in full color with page after page of impressive new artwork.
So, let’s take a look at the new Legion of Everblight models.
ABSYLONIA, DAUGHTER OF EVERBLIGHT: Absylonia comes with plenty of ways to enhance Legion’s powerful arsenal of warbeasts. First, her warbeasts can charge or make power attacks without being forced. Second, if Absylonia kills something, those warbeasts get +2 SPD and +2 MAT. Third, her feat hands out +2 STR, Flight, and Reach to her battlegroup. Fourth, she can heal her entire battlegroup for d3+1 damage points at a cost of 2 Fury. That’s enough to guarantee every warbeast has every aspect active. Fifth, she can hand out Return Fire at 1 Fury per cast to allow her warbeasts to … return fire. Sixth, she can Fortify a model in her battlegroup with +2 ARM.
Oh yeah, Absylonia comes stocked with ways to make warbeasts an absolutely terror. She can also Teleport up to 8” away, which allows her to be played more aggressively, moving forward to get a kill in, then teleporting out of danger. She is an incredibly focused warlock, with basically nothing to give supporting infantry. But with a list of enhancements like the one above, why waste points on infantry?
BLIGHT WASPS: I tried. Honestly, I tried to figure out what these guys are good for. Blight Wasps are one of the two new warbeast packs, so they should be exciting, right? Well, not so much.
I mean, they’re not bad. I’m sure skilled players can put them to good use. They’re just underwhelming. There’s no wow factor here. Plus the Hunting Pack rule and Overwhelm animus don’t seem to mesh. Hunting Pack makes them a threat when they work together as a group, but Overwhelm can easily have them swinging bonus attacks at MAT 5 and P+S 8. Not exactly scary stuff here.
Meh.
NERAPH: This flying warbeast is fairly scrawny for a heavy warbeast and is instead geared to taking down high DEF enemies. A single hit with its Grasping Tail means every following attack automatically hits. After that, just keep headbutting the enemy with a P+S 16 Hammerhead. Plenty of light warjacks and warbeasts have very impressive DEF stats, but suffer with low ARM. The Neraph is an excellent counter to those models, and a flurry of P+S 16 attacks can certainly do work on tougher opponents.
ZURIEL: With a solid stat line, Flight, two P+S 16 daggers, and two spray attacks that set targets on fire, Zuriel means business! His Chain Attack allows him to get in a free spray if both his initial attacks hit the same target, and his animus is powerful when used right.
Predator’s Instinct is SELF only and costs 1 Fury. It gives Zuriel an additional die to all attacks against warrior models (excluding warlocks and warcasters). This allows Zuriel to tear through enemy infantry with ease using both spray attacks (RAT 5 with a bonus attack die should not be underestimated), but can also be used by numerous warlocks to great effect.
Given his affinities (Rhyas and Saeryn), he fits in well with both of them. He gets Stealth when with Rhyas and can channel spells for Saeryn.  But by no means do I think he should be restricted to their lists. Just imagine putting Predator’s Instinct on the Lylyth’s bow or Thagrosh’s spray attacks, just to name a few possibilities. Yeah, I think those combos would create quite the mess.
STRIDER BLIGHTBLADES: An ambushing unit for Legion? Apparently so!
The Strider Blightblades look pretty straightforward. Ambush allows them to enter the battle from the table side edges. They have high DEF and Stealth to help them survive long enough to actually do something, and they have Combined Melee Attack and two attacks each to give them some extra hitting power.
Like other ambushing units, you pay for that ability and suffer elsewhere in the unit’s capabilities. These blighted killers cost a point a model, so your mileage may vary.
FYANNA THE LASH: Okay, I have to admit something here. I really do like seeing models with varying attack types. I enjoy having that level of flexibility built right into the model’s rules, and Fyanna can execute three different attack types. She can beat enemies back 1” at a time, gain additional damage dies against warbeasts, or throw enemy models around. With Chain Strike and SPD 7, she has 14” threat range and can attack twice a turn. To keep her safe, she can Prowl in terrain to gain Stealth, is immune to free strikes, and gets a free 2” move when shots miss her.
That all pretty awesome. But is she 3 points worth of awesome? With only 12 ARM and 5 damage boxes? Umm … maybe?
SUMMARY: Privateer Press introduces another set of new models that bring fresh possibilities to each faction. Less warlocks and warbeast packs may not be as exciting as gargantuans, but there are still plenty of fun releases in this book.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Hordes Tagged With: Exigence, Fantasy, Legion, Privateer Press, Review, Steampunk, Tabletop Games

Hordes Exigence Review: Skorne

November 20, 2014 by holojacob 2 Comments

Hordes Exigence Rulebook Cover
IN SHORT: Hordes Exigence is here, so let’s take a look. As with previous releases, every Hordes army receives a host of new toys, this time throwing out powerful character warbeasts, lesser warlocks, and two of the new warbeast packs. Like all Privateer Press releases, the book is printed in full color with page after page of impressive new artwork.
So, let’s take a look at the new Skorne models.
XERXIS, FURY OF HALAAK: Here comes Xerxis, back for more and riding a … rhinoceros … sort of thing. Whatever it is, it looks impressive.
Xerxis himself is fast and hard hitting. With SPD 7, MAT 8, and a P+S 15 weapon, Xerxis is hitting like a ton of bricks even before his special rules kick in. Add in cavalry charge rules, Brutal Charge, Ignite, then Mobility, and suddenly you have a 14”threat range with the first attack slamming home with effective MAT 10, P+S 19. That, I think, will leave a mark.
As a cavalry battle engine warlock, he comes with a long list of built in rules, some good, some not. His huge base is his main liability. Solid defensive stats help there, and he has access to the Basilisk Krea’s animus if more protection from shooting is required. In fact, the Krea’s animus goes very well with Xerxis regardless. Not only does it give him an extra +2 to DEF and ARM against shooting, but it also drops enemy DEF by -2 if they’re within 2” of him. Remember that huge base? Yeah, that’s a lot of tabletop he’s covering with that aura.
Oh, and Xerxis gets to cast an animus spell for free once per turn thanks to his Warbeast Bond with a warbeast in his battlegroup. Plenty of applications for this beyond the Krea too.
Xerxis is also a very warbeast-friendly warlock, despite his low Fury of 5. Mobility gives +2 SPD and Pathfinder to his entire battlegroup and his feat turns the entire tabletop into his control area, allowing warbeasts to be forced far afield if necessary while giving them an additional die for attack and damage rolls (dropping a die of the player’s choice).
Xerxis is a fairly straightforward caster, but he definitely looks fun to play. Who doesn’t like a speeding horde of Skorne titans led by someone riding a rhinoceros?
SCARAB PACK: Now here’s one of the two new warbeast packs, and an interesting one at that.
Scarabs have low base stats, but they also have a lot of rules and features that help them perform beyond their raw numbers. For example, they come with poor DEF and ARM stats, but also have a lot of hit boxes to soak up damage as well as the ability to Dig In for cover and eat enemy models for health. Same with their MAT and P+S. Not very impressive, but they have built-in ways to enhance them.
Also, with the number of attacks the pack can put out (along with buying additional attacks or boosting attack rolls), that Critical Paralysis becomes a lot more likely to land. All in all, a very interesting addition to Skorne, and definitely one I think is worth trying out.
ARADUS SOLDIER: With SPD 3, the Aradus Soldier is slow. However, a combination of Advanced Deploy and Reach give it surprising threat potential early in the game, and P+S 18 on its Mandibles is no joke. That’s even higher than a Bronzeback, and can easily be pushed up to P+S 20 with beast handlers. After all, this is Skorne we’re talking about.
The Mandibles don’t have Reach, but the attacks that do come with Pull to suck enemies in for those Mandibles. Also, good luck killing this guy with shooting. Its Carapace rule takes its base ARM of 19 and turns it into 23 against ranged attacks and free strikes.
A fairly interesting setup here. It has more of a defensive feel to it than other Skorne heavies. Once it gets somewhere, it’s going to be a pain to shift. Though, you still have to get it there.
ARADUS SENTINEL: Similar to the Aradus Soldier, the Aradus Sentinel has the same low speed, Carapace rule, and Advanced Deployment. What the Sentinel brings on top of this is a powerful AOE attack with Poison! And given its Carapace rule, it’s difficult to tie up. It can back away from being engaged, take its lumps with ARM 23, and keep firing. The Poison rule on its ranged attack makes it particularly effective against other Hordes armies.
By the way, this guy goes great with a Mortitheurge Willbreaker. Two Poison AOEs per turn? Yes please!
PRAETORIAN KELTARII: Here’s another flavor of Praetorians for Skorne, this one with some solid defensive rules. Blade Shield gives them +2 DEF against ranged attacks, bumping them up to a very respectable DEF 15 ARM 14 when shot at. Parry makes them immune to free strikes, and Reform gives them a free 3” advance at the end of the unit’s actions.
Throw in Combined Melee Attack for some harder hitting when needed, and you have a solid block of infantry that can easily rush in and jam up the enemy’s ranks or help screen friendly force. Overall, a nice new unit.
TYRANT ZAADESH: So here’s Skorne’s lesser warlock and immediately something is different. Unlike the other factions, Zaadesh has no restriction on what he can include in his battlegroup. He comes with a decent defensive ability in Protective Battlegroup (letting a warbeast he controls take a ranged or magic shot for him), and he enhances his battlegroup with Tag Team.
When active, Tag Team gives his battlegroup +2 melee attack and damage as long as the target is engaged by another member of the battlegroup. Zaadesh’s abilities mesh well because Protective Battlegroup and Tag Team both keep his warbeasts close. And it doesn’t take much to turn him into a nasty killing machine. With his warbeast(s) nearby, Zaadesh can hit at MAT 8, P+S 14 repeatedly until his Fury runs dry.
He can also be used as an animus battery, dishing out multiple copies of Sprint from an Archidon, just as an example. Or Rush from a Gladiator. Or … well, I think you get the point.
But yeah, I like this little tyrant.
SUMMARY: Privateer Press introduces another set of new models that bring fresh possibilities to each faction. Less warlocks and warbeast packs may not be as exciting as gargantuans, but there are still plenty of fun releases in this book.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Hordes Tagged With: Exigence, Fantasy, Privateer Press, Review, Skorne, Steampunk, Tabletop Games

Hordes Exigence Review: Circle of Orboros

November 19, 2014 by holojacob Leave a Comment

Hordes Exigence Rulebook Cover
IN SHORT: Hordes Exigence is here, so let’s take a look. As with previous releases, every Hordes army receives a host of new toys, this time throwing out powerful character warbeasts, lesser warlocks, and two of the new warbeast packs. Like all Privateer Press releases, the book is printed in full color with page after page of impressive new artwork.
So, let’s take a look at the new Circle of Orboros models.
BRADIGUS THORLE THE RUNECARVER: Bradigus is a dedicated Construct warlock through and through, and boy does he bring the tools to get it done. First, all of his warbeasts (which must be Constructs) get a 1 Fury discount on their animus casting. Second, he can repair said Warbeasts d6 damage points with a skill check.
Synergize goes great with a healthy number of Woldwatchers, and allowing them to quickly boost melee attack and damage for the rest of the battlegroup. Rift gives Woldwardens an impressive 4” AOE spell to chuck out en masse.  The spell even leaves rough terrain behind as an added insult. And speaking of insult, this guy can shut down enemy casting, channeling, and upkeeping within 5” of his whole battlegroup. Ouch!
Now, Bradigus is on a large base and his defensive stats aren’t particularly stellar. However, this is a manageable problem. Between Woldwatchers soaking up hits for him and/or Bradigus using a Wold Guardian’s animus to reduce ranged damage, Circle players have the tools to keep him safe at range.
The biggest downside I see (more about the hobby than the gameplay) is that Bradigus doesn’t synergize well with the Woldwrath. Given what an awesome centerpiece model the gargantuan is, it’s a little sad to see how poor a fit it is for Circle’s new dedicated Construct warlock.
ARGUS MOONHOUND: Want to field a Circle army with lots of shooting? Well, here’s the warbeast for you! First, the Argus Moonhound can Mark Targets, granting other Circle models +2 to ranged attack rolls against enemies within 5” of him. He can also perform a special action that strips Camouflage and Stealth from those same nearby enemies. It’s a perfect one-two punch prepping the enemy for a rain of incoming fire.
With Pathfinder and SPD 7, the Argus Moonhound can easily reach those targets and get them ready for the incoming fusillade. All this for only 4 points? Not bad at all.
ROTTERHORN GRIFFON: Here’s another 4-point light warbeast, but one with wings and a more offensive tilt to it. The Rotterhorn Griffon’s most notable feature is its Shrill Shriek special action. This hits all models (friend or foe) within 2” of it with POW 8.
Okay, so it’s just POW 8. But, it auto-hits and it can potentially affect a large number of clumped up models. With average damage rolls, the Rotterhorn can take out ARM 14 models half the time. This guy is tailored for eliminating high DEF models, and most of those won’t have much armor.
BRENNOS THE ELDERHORN: Brennos is not meant to go toe-to-toe with enemy heavies. With low health, ARM, and really bad DEF for a Circle non-Construct heavy, he’ll get torn to pieces by pretty much any enemy heavy in the game. But that’s not why you’d take him. Instead, he’s meant to hang back and support the rest of the army, with the epic version of Morvahna being the clear favorite given his affinity for her.
Brennos can heal Morvahna when he kills something (preferably with his ranged attack!) or when he takes damage. Given how much of a yo-yo Morvahna the Dawnshadow’s health can be, these extra damage points can be a big deal.
With his 1-Fury animus, this character satyr can reduce the cost of friend warbeast animus casting by 1 Fury, as long as they’re within his 8” command range. Not bad. He can also cast those same animus spells himself. Sacred Ward helps keep him safe at range, and his ranged attack comes with d3” knockback and a critical knockdown.
All in all, Brennos brings some interesting tools for Morvahna’s game. Just make sure he doesn’t get obliterated before he can use them.
THE DEATH WOLVES: The main currency of this 3-model character unit is corpse tokens. They each start with one, gain one when they kill a living enemy model, and can spend those tokens for boosts, extra attacks, or to reduce incoming damage to 1 point. They also grant each other Overtake (for their PacMan impersonations), Prowl (to help keep them safe), and Gang (for some extra hitting power when they need it).
They’re a character unit that can absolutely mulch through living light infantry. Not exactly the most exciting of jobs. There’s plenty out there that can grind through living light infantry, but the Death Wolves do what they do very well.
UNA THE FALCONER: Una is a lesser warlock who likes griffons. Really, really likes griffons. In fact, if it can’t fly, she can’t take it. But if it can, she gets it for a 1-point discount (3-point Rotterhorns, anyone?).
That said, she doesn’t really bring much to the table to enhance those griffons. She also doesn’t come with much in the way of defensive abilities. Bird’s Eye allows her to see everything in her control area, so hiding her behind terrain doesn’t hinder her. With those two facts, I’m thinking Una and a single griffon (maybe two) is probably the best route to take.
With RAT 6, three boostable birds of prey to “fire” at the enemy, and clear line of sight within her (admittedly small) control area, she can provide some decent ranged support. And with Black Penny, she can fire into melee without penalty. Nothing too special, but not bad either.
SUMMARY: Privateer Press introduces another set of new models that bring fresh possibilities to each faction. Less warlocks and warbeast packs may not be as exciting as gargantuans, but there are still plenty of fun releases in this book.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Hordes Tagged With: Circle, Exigence, Fantasy, Privateer Press, Review, Steampunk, Tabletop Games

Hordes Exigence Review: Trollbloods

November 18, 2014 by holojacob Leave a Comment

Hordes Exigence Rulebook Cover
IN SHORT: Hordes Exigence is here, so let’s take a look. As with previous releases, every Hordes army receives a host of new toys, this time throwing out powerful character warbeasts, lesser warlocks, and two of the new warbeast packs. Like all Privateer Press releases, the book is printed in full color with page after page of impressive new artwork.
So, let’s take a look at the new Trollblood models.
BORKA, VENGEANCE OF THE RIMSHAWS: Borka is back and he’s riding a bear! With solid offensive and defensive stats, Borka is all about getting in your opponent’s face and then pounding said face. His large base does bring the usual vulnerabilities, and his Fury stat is low, so he certainly isn’t without weaknesses. But what he really brings is ways to penalize an opponent’s aggression.
First, his spell Battle Charged grants his whole battlegroup Counter Charge, allowing them a free charge when enemies stop within 6” of them (with a few restrictions). Second, he also grants his battlegroup Immunity: Cold, which isn’t a big deal until you see his feat.
With Ice Storm, Borka gives his whole army Stealth (again a tool to deliver his army to the opponent’s face). That’s nice, but this feat’s kicker is when an enemy lands a melee attack against his Immunity: Cold model. They suffer Stationary! Warmachine and Hordes often comes down to whoever hits first and hardest. With Borka’s feat, he’s going to penalize the heck out of any army trying to strike before him.
Have fun!
DOZER & SMIGG: Start with a Dire Troll Blitzer and replace the gun with a powerful but inaccurate AOE attack. This character warbeast brings a lot of support to ranged troll armies. First, it grants friendly Blitzers +2 to all of their attack rolls while they can see Dozer & Smigg. Very nice! Second, its animus gives +2 to ranged attack rolls and also allows the deviation and / or distance of deviation to be rerolled. Third, if you take Dozer & Smigg with Gunnbjorn, then this warbeast gets boosted blast damage rolls, making its ranged attack even more interesting.
Taking Dozer & Smigg is kind of like taking Blitzer Premium Plus for ranged armies. By itself, it’s not super special. But put it in the right army, and that Premium Plus can be a game changer.
NORTHKIN FIRE EATERS: Sometimes I come across models that make me love this game even more.
So, the Northkin Fire Eaters come with what you’d expect from fire eating trolls. Namely, spray attacks that set people on fire. They also get +5 ARM when receiving fire damage, and actually power up when they’re burning (boosted attack and damage rolls, among other buffs).
So what can you do with this unit? Well, have one of the models set the other two on fire, of course! Then go to town with two fully boosted spray attacks.
I love this game.
TROLLKIN HIGHWAYMEN: A solid no-nonsense unit built around using combined ranged attacks or putting out an impressive number of shots (2 per model). They also come with Gunfighter so they can keep fighting with their pistols in melee, Camouflage to help keep them safe from enemy shooting, and Swift Hunter for a little extra mobility when they kill something.
A nice addition to the Trollblood arsenal.
HORGLE IRONSTRIKE: Horgle is a lesser warlock who focuses solely on Pyre Trolls and Slag Trolls. But that’s okay, because he makes both of them cheaper by 1 point and can enhance their ranged attacks with Hot Shot, granting boosted ranged damage rolls to one battlegroup warbeast.
Horgle can also team up with either warbeast and pump out multiple +2 melee damage buffs to nearby models. He’s no slouch in melee either, with easy access to those same buffs and a sword that inflicts Continuous Fire.
So, yeah. This is one solid lesser warlock.
BRAYLEN WANDERHEART, TROLLKIN OUTLAW: Braylen is a solo that comes with everything the Trollkin Highwaymen have, only better. Better guns, better stats, better defensive abilities, and so on. With Luck, she can reroll misses for her twin POW 12 heavy pistols, and with Gun & Run, she can kill something and then back away to safety.
She’s also an Opportunist, granting additional attack and damage dies when in something’s back arc, and she grants this ability to Trollkin Highwaymen that can see her. Definitely worth consider alone or with a posse of Highwaymen.
SUMMARY: Privateer Press introduces another set of new models that bring fresh possibilities to each faction. Less warlocks and warbeast packs may not be as exciting as gargantuans, but there are still plenty of fun releases in this book.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Hordes Tagged With: Exigence, Fantasy, Privateer Press, Review, Steampunk, Tabletop Games, Trollbloods

Thief’s Covenant – Book Review

July 31, 2014 by hpholo Leave a Comment

Once she was Adrienne Satti, an orphan with a rags-to-riches story. Now she is Widdershins, a thief with a sharp blade, a sharper wit, and help from a secret god living in her head. But now something horrid, something dark, is reaching out for her, a past that refuses to let her go…
So declares the back of Thief’s Covenant by Ari Marmell.
I first encountered this title when researching books that read like video games, and after reading it, am surprised that it took me the effort of research to actually find out about it. It’s a title that has appeal for a wide variety of audiences. Fans of historical adventure, low fantasy, kick-butt heroines, good old-fashioned sneakery, and playing stealth games solely to climb on things will all find something to like in this novel.
thiefscovenantcoverThe most perfect audience for Thief’s Covenant is the teen who just wants to play Assassin’s Creed but has a book report due tomorrow that hasn’t even been started yet. It’s quick, it’s witty, and its combination of stealth tactics, action, and political intrigue basically render it Assassin’s Creed with a girl.
Widdershins herself deserves to rank among fan-favorite heroines like Graceling’s Katsa and pretty much every Tamora Pierce heroine. She’s quick-witted, adaptable, determined, and in no way is she going to let the powers that be step all over her. When both the Davillon City Guard and Finders’ Guild (that is—ha—thieves’ guild) start harassing her for (mostly) unfounded reasons, she decides to show them both by stealing an item from a visiting dignitary—not because she actually wants the item, just to show that she won’t be so easily contained. Her very nickname suggests opposition, “widdershins” meaning “counterclockwise.” Of course, as exemplified by the aforementioned adventure, her determination sometimes (read: often) translates into headstrong recklessness. Widdershins frequently gets into trouble without the aid of any force but herself. For readers, this isn’t a bad thing. It’s fun to watch her fall into exponentially worsening trouble because it means she’ll have to do something equivalently clever to get out of it, which she frequently does.
She’s also too busy running from the City Guard, Finders’ Guild thugs, other people who generally want her dead, and oh, demons, to have time for a romance, which is a refreshing change from other heroines whose goals are complicated by the two hot guys vying for their attentions.
Her relationship with the god in her head, Olgun, is fascinating, too, as is the entire concept of religion in this setting. Davillon’s is a faith centered around a Pact of 147 acknowledged gods, from which families and organizations choose to take as household deities and official patrons. The gods are active in the city, visible through tangible boons granted to worshippers; Widdershins’ in particular helps her thievery in subtle ways. These gods also regulate the behavior of the city; organizations with patron gods of the Pact can’t openly attack one another without violating the Pact, which is why the City Guard can’t take on the Finder’s Guild without resorting to sneaky methods (or otherwise starting a war). The resulting tension, combined with a plot involving the history of Widdershins’ personal god, makes this religion one of the most interesting pieces of world-building in the book.
The writing itself is another strength of the novel. The prose is peppered with amusing, ironic wit, and the style balances the derring-do and drama quite well, never becoming too over-the-top or too melodramatic. Also, despite being the first book in a series, the story functions as a standalone, and thus is a welcome departure from the cliffhanger endings favored by other YA series starters.
For squeamish readers, it’s worth noting that the novel opens in the midst of carnage involving a ton of murdered bodies that have been hacked into such fine pieces that the characters can’t figure out which body parts belong to which victim. However, that is by far the worst of the violence in the book, and most that occurs is pretty standard for a book of this type.
Overall, Thief’s Covenant is a solid start to a promising series. I look forward to reading more!
***
Note: Holo Writing is a participant in the Amazon Services LLC Associates Program and, as such, may earn a small commission from any product purchased through an affiliate link on this blog.

Filed Under: Reviews Tagged With: Book Review, Fantasy, Novel, Review, Video Games, Young Adult

The Order of Odd-Fish – Book Review

July 26, 2014 by hpholo Leave a Comment

In the pre-Adventure Time days, there was no easy way to describe James Kennedy’s The Order of Odd-Fish. After all, how does one simply describe a book that is equal parts the snap-quick grotesquerie of Roald Dahl, the cracked-out madness of every late-late-night cartoon, and even the bizarre randomness of a select band of comedy anime? There is no simple way to cover all that. Or at least there wasn’t. Not before Adventure Time. But now I can say this about The Order of Odd-Fish:
This book reads exactly like Adventure Time, and it is a glorious, glorious thing.
Order of Odd Fish CoverFrom the back cover: Jo Larouche has lived her thirteen years in the California desert with her aunt Lily, ever since she was dropped on Lily’s doorstep with this note: “This is Jo. Please take care of her. But beware. This is a DANGEROUS baby.” Soon worsening circumstances lead Jo and Lily out of California forever—and into the fantastical world of Eldritch City. There Jo learns the scandalous truth about who she really is, and she and Lily join the Order of Odd-Fish, a colorful collection of knights who research useless information. Glamorous cockroach butlers, pointless quests, obsolete weapons, and bizarre festivals fill Jo and Lily’s days, but two villains—one quite silly and one more demonic than you can possibly imagine—control their fate. Jo is inching closer and closer to the day when her destiny will be fulfilled, and no one in Eldritch City will ever be the same.
Odd-Fish is a book unlike any book that I’ve ever read. It shares similarities with the whimsical worlds of Roald Dahl and Norton Juster’s The Phantom Tollbooth, but takes the absurdity inherent in such worlds and turns it up to eleven, with hilarious results. It might actually be the most hilarious book I’ve ever read.
The amazing thing about Odd-Fish, though, is not that laugh-out-loud moments occur; it’s that they continue, and they keep continuing until you start wondering how much funny can possibly fit into a book and then realize that you’re still on the same scene, and there’s, blissfully, more to come.  It’s not typical funny, though.  I’ve read humor books that have literally kept me laughing from page to page, but these books all tackle rather normal topics—the humor and quirks of day-to-day activities, for example.  Nothing in The Order of Odd-Fish is remotely normal.  It is totally and utterly nonsensical and absurd and wonderful and I love it.  It is a novel in which the main characters include a Russian colonel with digestion so sensitive it’s semi-conscious, a four-foot-tall talking cockroach who likes fancy purple suits, a Chinese millionaire who wants to be as evil as he can because he’s already done every good thing in the world that he can possibly do and is bored with it, a celebrity prankster terrorist (Just read the book), and a regular girl who is not as regular as she seems—a combination stranger and more eclectic than anything seen even in Eldritch City.  It’s a setup so mad that, by all accounts, it shouldn’t work.  But it does.  Even when it’s using an idea that we’ve already seen (which is rare), it works, and it works brilliantly.
The book’s only significant shortcoming is, fittingly, as odd as the story itself.  Odd-Fish is at its best for the first few hundred pages, when it’s simply a string of bizarre adventures involving Jo and her friends.  Nearing its end, though, it decides that it needs to settle down and grow an actual plot.  The conflict and climax that result are still entertaining, but they don’t have the spirit of the first chunk of the novel, which is disappointing.
Still, fans of the absurd are bound to find a favorite in this novel. The Order of Odd-Fish has a place of honor on my bookshelf, and I eagerly await James Kennedy’s next work, The Magnificent Moots, whenever it finally releases.

Filed Under: Reviews Tagged With: Book Review, Fantasy, Young Adult

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