Friday, 28 January 2011

Creativity, inspiration and other things

Hello all, things have been a bit quite here at the Collegia - not due to lack of hobby stuff, but due to working on my entry (or entries) to the Astronomican's Winter (summer) competition. Due to the closed nature of the judging I can't put up anything I'm working on for it, thus lack of posting.

However, I will ramble at length about the creative process as it is still relevant to my hobby workings in some tangntal sense.



Inspiration

Obviously, you need an idea to start with. I find there are two ways I come about an idea - as a reaction to something or as a goal. A reaction is the classic inspiration: I see something and get an idea. A goal is where I want to achieve a certain end, and figure out how to make it happen.

Some examples of inspiration would be:

My Titans are inspired by westerns. Legio Pallidus Mors are the Pale Riders - Pale Rider is a Clint Eastwood film. His character is Preacher, which is the name of my warhound etc.



The old Wing Commander game had a mission tree that was brutally unforgiving - an early loss would make the game unwinnable. This is common in tree campagins:

You might as well call it at game 1 here.

So I decided to make a campaign where you could lose a number of games but still pull off a win:

It also has 16 possible endings!


An example of a goal would be Mission 1 from the Cradle of Despair (CATs in the Cradle). I wanted a mission where the marines had to deploy CATs into air vents, so made it happen. Now, arguably this was inspired by pondering the air vent piece and how CATs are deployed, but the process of creation was more mechanical.

Never give up on a piece of inspiration. I carry a little notebook around with me to write down any names, thoughts, bits of dialogue or the like that come into my head. I've been kicking around a concept for a short story for about three years now - I've got the begginning and the very end, I just need to figure out the plot... I've not had it come together enough for my liking, but when it does I know the idea is a good one.



Creation

The real tricky part. When I make an army I don't just make a list, I make a bunch of characters. This is likely due to my Dungeons and Dragons influenced style of hobby, but that's how I do it.
I look at the big picture and zoom in on every aspect. Take Captain West (please!). Her entire life has been mapped out from her childhood to her death, along with friends, enemies and all sorts of adventures in between. This creation draws from a number of areas: things I like about 40k, stories I've read or seen, and the games I play with her.
The current incarnation of her model (the third) has a bionic arm, as did the second. It was added after a game where she was felled by an Ork power klaw. In her story that event happens and she loses her arm, gaining the augemetic one.

I find it easier to create the world around a character when the character has as much detail in them as I can manage. Once I wrote a piece of 40k fiction where a group of Imperial citizens and soldiers are captured by Orks, and seek to escape. Every cast memeber, even those without significant lines, have full stories. Where they're from, what their job was, their families and so on.
This makes them real, three dimensional people so when the story calls for them to act, they don't act as the plot requires but as they would in real life. From then on I'm not writing a story, I'm telling a story.


Aside from stories, this applies to drawing and painting. See my earlier picture of Brynn Skjasgaard. Now, she's not got a hugely detailed back story but I know she's strong willed, just and honourable. Thus the noble posture and somewhat far-away 'heroic' look.


Virgine here is happy, but wistful, thinking of relationships past that are now at peace.



The character's motivation has to come through or the art won't have a spark to it. Now you don't have to go to the lengths I go to, but it can't hurt. Even when putting minis together I try to give each its own personality, and it extends into my playing. My Rainbow Warriors Sergeants all have their characteristics - Nils stubbonly hangs on under fire, Saveaux ducks and dives, Sonnkila smashes the foe in the face etc. Obviously each squad is equipped to fight that way in game, but their weapon loadouts is as much a product of their character and style is it is the inspiration.

Give and take, I guess you could say, is the key here. If an idea leads somewhere go with it - even if it's something you never thought you'd do.


I opened up the last Space Marine Codex on release day, looking at the star map of the different chapters. I saw a familiar winged lightning bolt and the planet name of Prism. Then I saw the tag of 'record deleted'.
"Delete the Rainbow Warriors?" I thought to myself. "I sould show them they can't erase them, and make an army of them."

So I did, and now have over a full company put together (though not all painted yet) - true story! So yes, my RW army is the product of spite.
But it doesn't end there - back to the idea of focusing - I thought "why rainbows?". What's the most manly rainbow of them all? Bifrost the Rainbow Bridge. So it went on from there - solar cult worship, the significance of light and darkness, travelling across the rainbow bridge to the Emperor's golden hall etc.
Like I said, follow an idea and you'll be surprised where it goes.


Sound it out

Don't just get an idea and go with it - it needs to be pummelled into shape before it works. To quote 40k: "Beat the form of the universe to the mould of your will".
Refine what is the core aspect(s) of the idea, and why you like them. Get other people's opinions - they'll see holes you can't see or don't want to see. Once the essence is distilled go back to the original idea. Has it changed? Should it change? Maybe it's not such a great idea after all?

We've all had that moment where we've got a brilliant army list / conversion idea / paint scheme but something just isn't right or the forces of the cosmos work agianst us. The colours are too close to an existing scheme (or they don't make that paint anymore) . The parts don't fit right or the scale is weird. You realise your list has seven troops choices.

Yes, I've done all these.


So, do you keep going and grind out a solution? Or start from scratch? With a goal type inspiration starting over is much easier - making a list to a theme and it doesn't add up? Start it from scratch. Much harder than when you want to paint a mini a certain shade of blue but can't stop the cloak from clashing with the tabbard.
Get some advice, look back over old work for ideas, come back tomorrow with fresh mind. Sometimes making a mistake and analysing what went wrong or what we don't like is just as useful as doing a good job.
Example - I sculpted a head to resemble a friend of mine. The first version wasn't quite right, and after some feedback and leaving it for a bit I was able to see more clearly why it was off, and fix it up.



Just do it

Seriously, what's the worst that can happen? If you have an idea or inspiration strikes - give it a go. The worst that'll happen is you'll get some practice and experience. Creativity feeds on itself: the more you create the more ideas you get. Keep going and you'll never be short of potential awesome projects kicking around.

Friday, 21 January 2011

Cradle of Despair beta - 21 mission campaign

To celebrate the launching of The Codex Project, I ask you:

Watcha gonna do when Space Hulk runs wild on you?




Answer: Download the Cradle of Despair (beta) and get hulking!


Each mission is accompained by an intro story (not all done yet) with recurring characters so you can follow the battles of the Rainbow Warriors 1st Company as they attempt to cleanse a tained hulk of the Stealer presence.


Includes:

- 21 missions in a story driven tree format. Even if you lose 4 in a row you can pull off a win!

- Detailed background sections, including Marine profiles and service records.

- 4 new Imperial units: Terminator Captians, Lieutenants, Chaplains and Techmarines

- 2 new Genestealer units: Magus (with 4 psychic powers) and Hybrids

- New equipment: Rosarius & Iron Halo, Crozius Arcanum, Photon Grenade Launcher, Auspex

- Rules for reloading heavy weapons, and self destructing others!


Not yet done:

Some illustrations and some of the mission intro stories, fixing up some of the credits in the intro and a few odds and sods (like putting the right cover on).

All the mission briefings and maps are there though!



Download from Box.net as a .rar file here:

http://www.box.net/shared/n0mx2jtd8z


Also for more Space Hulk fun get yourself my background noise file:

http://www.box.net/shared/klv13e3t9o

Saturday, 15 January 2011

Full Review: Imperial Armour 10, the Badab War part2

IA10, the Badab War part 2: The Badabening, is obviously the sequel to IA9 (review here) but as you may or may not be aware, it was originally not to be. The plan was to have a single book but writer Alan Bligh got a bit carried away and wrote too much. This is a mixed blessing honestly as extra information is never a bad thing, but this volume feels somewhat anti-climactic after such a good start.
The best way to explain this is by examining the background section.

We open with “The Wrath of the Imperium”, giving a brief recap of events as well as delving into the brutal subjugation of a planet by the Sons of Medusa. It also details the arrival of the mysterious, ancient and malevolent Carcharodons. These mysterious warriors are the most vicious loyalist marines we’ve ever seen. The only description of the interior of their ship features a massive pit where they discard the broken wargear, banners and corpses of defeated enemies in heaps. Their first action is to set about subduing the dug in Mantis Warriors in what is known as the Tranquillity Campaign.


You will build us

Here the terrible nature of the war is shown to full effect. While the Mantis Warriors, weary of the war and doubting its goals, strive to protect their ancient homeworlds the Carcharodons butcher, burn and destroy everything until the Secessionists could simply fight no more. The brutality doesn’t go unchallenged, and Fire Angels depart the war due to being unable to work alongside such brutal allies.

We get off to a good start here, but now the Astral Claws are effectively alone as the Executioners prove unreliable – attacking only who they deem worth a good fight, regardless of strategic benefit. We move on to a raid by the Salamanders and Minotaurs that uncovers more evidence of Huron’s corruption, and leads to the Executioners and Salamanders exit from the war.
These set pieces are well done and, as with the last book, different to the normal marine battle fare. We next get a bigger invasion attempting to get a foothold into Huron’s inner defences, and this is where it started getting a bit wobbly for me. There was a huge space battle, but I found myself often having to flick back to identify which ship was a Loyalist and which a Secessionist.


Eventually Badab is reached and the Tyrant overthrown (of course), and I won’t spoil the details. Suffice to say the Carcharodons prove to be utterly ruthless (again) and the Tyrant gets a melta to the face. This section suffers from padding out in my opinion. It has to be dramatic and sensational of course, it’s the climax after all. However I feel that splitting into two books was perhaps too much.

I didn’t notice it in IA9 as it was loaded with the political manoeuvring and manipulations, so there was plenty to chew on. Here there is only battles, and they blur together as it’s the same few guys fighting over and over again. It also suffers from being compressed – what would have been half a book in Vraks, or a whole book in Anphellion’s case, ends up being a couple of pages here. Not enough for a deep analysis and story, but more than a quick overview.
This is not to say the book is bad, I enjoyed it more than IA8 and it certainly completes IA9 without feeling disjointed. The problem is not much happens for the wait between books to feel worthwhile. While the Vraks series brought on the ever growing influence of Chaos with each instalment, Badab just adds the last couple of battles with some new guys. It's like a long adbreak near the end of the movie, rather than a sequal.



This cammo doesn't get an update :(

This book also suffers from having little of IA9’s big personalities. Huron and Culln featured large in 9, but are hardly present in this book. It is mostly the actions of armies that define this book, not the characters. While a natural progression as the war drew on and plans became more focussed. If it was one story it wouldn’t have been as noticeable, but I found the change jarring due to the wait.
Again, not a big issue, but it ties in with the two book thing.


What would I have done? With my perfect hindsight, I’d have released a two book set at once – one book the background (history) and the other with rules, army lists and scenarios (technical manual). That way I, as a reader, wouldn’t have been waiting to get the end of the story (which felt shorter, perhaps due to being basically just battles) and let’s face it – pretty much everyone who bought 9 is going to buy 10. Forge World is bundling them together now anyway, so it would have been better in my eyes to just do that from the start.


You know you'd buy it.
And by you I mean me.


Another thing I noticed in this book was what felt like heavy product placement. The Caestus Ram and Land Raider Achilles get a few notable mentions and are totally awesome. It could just be my being used to the other wargear mentioned so these stood out more, but I noticed it regardless.


Of course this book completes the write-ups of the participating Chapters, in:


Chapters of the Badab War, part 2

They are the Mantis Warriors, Salamanders, Executioners, Sons of Medusa, Minotaurs, Carcharodons, Exorcists and Star Phantoms.

The Mantis Warriors are individualistic hit and run/infiltration specialists whose territorial and loyal nature got the better of them, bringing ruin on them and their people.

The Salamanders are just as they always are, so no new revelations here.

Executioners are the descendants of Dorn, and see themselves as trusted to seek out and execute the Emperor’s enemies rather than to defend and protect. While appearing outwardly barbarous, they are cunning and wise in the ways of war, as well as honourable to a fault (which would both be Huron’s gain and downfall).
Each battle-brother must prove himself worthy of being remembered by the Chapter’s ‘Death Speakers’ (chaplains). One terminator is noted as being ‘chronicled for his remorseless slaughter’, so they sound like real fun guys to be around.
The section also detail exactly why they joined with Huron, and what happens to them afterwards.

The Sons of Medusa are an offshoot of the Iron Hands after an Adeptus Mechanicus related religious schism in regards to the future of the Cult Mechanicus and Ecclesiarchy. Probably one of the most original ideas for a founding, they also bear the Iron Hand’s unusual Clan structure so fans of the sons of Mannus have some interesting reading for them.

The Minotaurs are presented as maybe being the same chapter as from the 21st founding, but maybe not. It details the crazy, unpredictable 21st founding chapter and its unreliable nature, and the chapter’s vanishing from Imperial records for a long period.
When they re-appear they appear it is as a no less furious force, but a controlled one seeming to act as the will of the High Lords of Terra. Mysteriously well equipped (loads of Mk8 armour) and politically protected (people who ask too many questions tend to disappear), it is implied that the High Lords shield them and in return the Chapter destroys whoever they are told, be they enemy of man or one-time protector.

I'm just here to take up space.

Named for the Great White Shark and/or Megaladon, the Carcharadons (from the Greek karcharos and odous meaning sharp or jagged tooth) are dark killers. They seem to exist in isolation, possibly even in the blackness below the galactic plane, rising to the surface only to feed before vanishing back into the blackness. They are Space Marines without the pretence of honour and glory, killers in the Emperors name who exist solely to bring death and destruction.

Contrasting them Sharks are the Exorcists – studious, honourable, and thoughtful. Each battle brother is inducted into the mysteries of arcane lore and daemonology far more than any Chapter save the Grey Knights. They are a sort of Grey Knights lite, being able to withstand more than your average marine, but without the high standards of the Knights there are more of them so they can fight larger wars. Their description alludes to the possibility of warp exposure/possession for initiates, but does not confirm it.

Lastly are the Star Phantoms, another mysterious chapter shrouded in mystery. Though proven pure without doubt on numerous occasions, they have repeatedly come into conflict with other Chapters, including almost wiping out the Marines Malevolent. Additionally they were noted by Lord Marcharius as “unsuitable for tactical close support of other Imperial units” due to their somewhat relaxed approach to collateral damage.
A grim chapter, they see themselves as misjudged and outcast, and are eager to kick Huron’s teeth in, performing the final assault on his fortress-palace.


While volume 9 had an abundance of pious, Emperor-fearing chapters, IA10 is weighed down by enigmas wrapped in riddles wrapped in power armour. Again, this is due to the splitting of the story separating the ‘good’ initial battles from the ‘crazy’ later ones. Had they all been together it likely wouldn’t have been noticed (or I’d be commenting that they’re either pious or mysterious).



Engines of Destruction

A new section when compared to 9, this bit details the war machines of the Astartes.
First up is the Caestus Assault Ram, followed by a nicely detailed section on Dreadnoughts, then the infamous Land Raider Achilles. Apparently we can blame the Imperial Fists for it. The Land Raider section contains an allusion to a new vehicle type emerging from Magos Land’s research – a teaser for an upcoming kit or just some fluff? You be the judge.

The section continues through the Land Speeder, Thunderhawk and Rhino variants, and has some callout boxes about the religious rites performed by techmarines. Nothing groundbreaking here – it’s almost IA2 lite. It is nice to have it here if you don’t have that book though.
Lastly is a two page spread of Power Armour, marks 3 to 8 (with Apothecary variant). Interestingly MkIV is said to be the pinnacle of design, but is too hard to produce and maintain in the ‘modern’ age.



Lords of Destruction, pt 2

In the second batch of special characters we get:


Salamander Captain Pellas Mir’san – a master swordsman who has a Calgar like morale effect on his squad.

Salamander Venerable Ancient Bray’arth Ashmantle – a close combat dreadnought with flame/melta weapons who can ignore lance and melta, as well as being able to wreath himself in flames during assault.


Mantis Warrior Librarian Ahazra Redth – gives Infiltration as a chapter tactic, as well as effecting attempts to seize the initiative and reserve rolls. He also has a unique psychic power similar to GK’s shrouding.


Executioner High Chaplain Thulsa Doom,

Purging is at last at hand. Day of Doom is here. All that is evil, all their allies; your parents, your leaders, those who would call themselves your judges; those who have lied and corrupted the Earth, they shall all be cleansed.


Er, sorry Thulsa Kane

I shall contemplate this on the tree of woe.
And by me I mean you.

Chapter tactics are Stubborn, gives his squad super Fearless and Liturgies of Battle, and is hard to kill. Nothing said about whether initiates have to push a big wheel around and around.


Minotaurs Chaplain Ivanus Enkomi – one of the simpler characters, he has only one unique rule, giving more attacks on the charge than normal.

Minotaurs Lord Asterion Moloc – gives chapter tactics of Preferred Enemy: Space Marines (any loyalist book, not chaos or renegades). He also is in Terminator armour and he and his squad count as having assault grenades. He’s also very hard to kill (think Lysander type toughness), but expensive.


Carcharodon Tyberos the Red Wake – chapter tactics of Furious Charge, and Rage after killing a unit in assault. As seen on his model he comes armed with lightning claws and chainfists, as well as being able to take Lightning Claw termies as troops. Regular marines can exchange bolters for close combat weapons for free.


Exorcist Captain Silas Alberec – a lean mean daemon killing machine. He has a special Thunder Hammer that auto wounds daemons and any model with psychic powers. Any marines on his side can re-roll failed pinning checks (not a chapter tactic).


Star Phantom Captain Zhrukhal Androcles – he is a ‘Master of Destruction’, and captain of the 9th. As such he can take devastators as elites as well as heavies.


Sons of Medusa Iron Thane Vaylund Cal – chapter tactics gives Fearless, and any devastator squad ‘appropriately modelled’ to show cybernetics gains Feel No Pain (but they can’t run or sweep). He himself is nigh indestructible, and has all the Master of the Forge rules.


These guys all look fun, and their special rules are very well written, with a definate slant on morale boosting effects. Many of them have a special notation that taking them prevents the taking of any other Chapter Master, named or otherwise, so you are locked into their Chapter Tactics if you take them.



Space Marine Siege Assault Vanguard Army List

Designed to represent the direct assault of a heavily fortified position this list eschews many of the toys of the standard Codex, focussing on in your face destruction. However keeping with the theme there are no drop pods, no scouts and no speeders or bikes.
On the flip side you can get squads of Predators, Vindicators and Whirlwinds. Dreadnoughts can be bought as multiples for one troops slot, thought they don’t form a squadron. Tactical squads on foot can get mantlets to protect them from shooting, and there are foot assault squads that count as troops (think Blood Angel assault squads for options).
There is also a special HQ choice (Siege Master), though he’s not that amazing. Unsurprisingly, all the Land Raider options are available here also.

The list has a load of flavour to it, and the restrictions definitely force the focus on the theme.

After the list are the rules for the Caestus and Achilles. The Achilles has gone up in points, and does not gain any extra defence against StrD weaponry.

It's powered by nerdrage


Finishing off the book are a scenario for the Siege breaker list, a section for BFG, and the ubiquitous Apoc Datasheets. Here is a bit more of the product placement I was talking about, with one being a three Caestus unit, the other a 4-6 Land Raider one (where half must be Achilles) and a six Dreadnought unit (which Chaplain, Siege or Ironclads are perfect for). They are actually pretty good sheets to be fair.



Summary

So, was it worth the money? Yes.
This time however I found myself liking the extra bits such as the descriptions of equipment and the Chapters and characters more than the story.

Story gets a 7/10 this time around, for reasons already espoused upon. Overall the series' story gets an 8/10.

The Chapters are a 8/10 here. While there was some similarity (they are all marines after all) it was not as noticeable as last time.

Engines of Destruction is an 8/10. I'd give it less though if you already own IA2.

Lords of Destruction get a 9/10 again, with a 10/10 for both books. While that may seem odd it is because they’ve done some really thematic rules without making it feel like they’re just going for power. Each one feels like they embody their Chapter’s style.

The Siege Vanguard List gets a 7/10. While I like it personally (it suits my play style very well in fact) it’s not a radical departure and certainly not going to be for everybody. Aside from the two new vehicles and some options there’s nothing really new.

BFG - ??? I’m not familiar enough with the system to rate this, sorry.

Apocalypse 8/10. Giving it a higher score as it’s some crazy and different stuff. Also as someone who owns large numbers of Land Raiders and Dreadnoughts I can’t help but approve.


IA10 Overall 8/10

This is a good book but while the story’s length necessitated the splitting into two volumes it didn’t showed that it wasn’t designed that way. However the story is still good and this book is a must for any die-hard Space Marine fan.


Badab War Series overall:

9/10

A few minor mis-steps and oddities here and there don’t hide that this is my personal favourite Imperial Armour series.

And the Imperials won!

He can hear fruit.
Apples scream the loudest.

Thursday, 13 January 2011

Quick Look: Imperial Armour 10: Badab pt2

At long last my copy of IA10 arrived after getting stuck in customs for an inordinately long time.



The very short review is that it's good, but not as good as IA9. This is no fault of the book, per se, but simply due to the fact that is describing an epic grindfest between the two marine factions, without room for much of the best bits of IA9 - the maneuvering and posturing of the two factions.
That's not to say it's in any way bad, it's still very very good, but IA9 set the bar very high.


Continuing the tale of the Badab conflict we learn more about the mysterious Minotaurs, the Charcharodons, and the Mantis Warriors get some page time too. There are some well done set pieces and even the siege of Badab feels energetic and fast paced.

Rules wise there are a bunch of special characters (including some pretty fearsome dudes), the Caestus Assault Ram and the imfamous Achilles Land Raider. The Achilles now costs a little more, and StrD hits are not subject to modification.


The book contains a Marine siege breaker list, which looks quite fun and has a few interesting units thrown in, but is otherwise heavily restricted (an assault list with no drop-pods or bikes, and limited fast support).

Another interesting point is that the Power of the Machine Spirit for Land Raiders is clarified. It specifically mentions the conditions for the extra shot being shaken/stunned results and "one more weapon than would normally be permitted based on its movement speed" - siding on the no side for firing with smoke launchers.
Almost all the extra rules are written with very specific clarity, which is good to see.

Lastly there are the ubiquitous Apoc datasheets, which include a 4-6 Land Raider one where at least half must be Achilles varients (they get a super shot attack though). My favourite is a six dread team that go crazy in close combat.

Packed with the book are the slipcase (which is much nicer than the Vraks one, and wasn't crushed in the mail) and the truely gigantic (A0!) poster decorated with the various colour schemes of the conflict. I'd love to put it up, but I'm not sure where I'll find space.

Wednesday, 5 January 2011

Why don't Black Library books have illustrations?

A fairly straightforward question. Illustrations ('pictures', if you will) are often regarded as for children only, or the realm of comic books ('Graphic Novels', if you are too proud to say you read comics).

But one of the great things about Warhammer and 40k are the illustrations in the rulebooks and Codexes, so why don't they transfer?

The Fighting Fantasy series of books by Jackson and Livingston were illustrated, but still quite serious books (and had a great many artists who worked for GW). I've got editions of The Silmarillion and Children of Hurin that have colour plates by Ted Naismith and Alan Lee respectively (and nobody could complain that Tolkien needs pictures to prop up his writing, but they certainly make the book prettier).


Books already have maps and charts, so it can't be a typesetting issue (and really, it's 2011). Perhaps it is a budget restriction mixed with presentation - since GW no longer does the 2000AD style art found in Rogue Trader (which I miss) the art takes much longer to produce one imagines, so costs more.
Also a highly detailed sketch does not reproduce well on the pages of a paperback, while a comicbook style does much more readily. That doesn't mean it has to be cartoony.


Like this


Of course this is just idle musing, but I'd certainly like to see some GW books with illustrations - they've taken the step of making the covers text free for some titles, so why not some inside aswell?