I think I’m getting this game; finally. When you first start playing, everything is so overwhelming that you become so sure that it’s almost impossible to know enough to fulfill the criteria in your head that would lead you to class yourself as “competent” – it’s as unattainable in those first few weeks as flapping your arms and flying to the moon.
Then, when you surround yourself with good people and put the time into fitting ships and getting blown up again and again but learning, then you start to see how things fit together, how you need a fleet composed of specific ships to do specific things if you want to beat actual people. Fighting NPCs is similar, but the human is the most fierce prey, ha.
We have a good number of people in the corporation now, to the point where I think we’re done with the first round of recruitment: let’s see how many of our amazing people can deal with my sub-par leadership to make it to phase two! Which shall be kicking off in little more than a month.
The project is going a lot smoother than I expected; the whole idea was to get people playing the game, interacting and having fun without a strict corp structure and scheduling – these things will still exist for events and fleet ops etc, but I have no interest in enforcing lots of imaginary rules in an imaginary game.
Other than that, we’re staring at our skill queue, waiting for doctrine ships to train so we can all go ratting as a fleet and rake in the monies.
Just a quick update for a standard week in the life of a know-nothing CEO. Until next time, fly safe. Boboko Busanagi of EternalCosmicBeardCorp.
Last week feels like a world away compared to where I am now with Eve. It’s safe to say that I’ve learned more than I ever have in this game during that time.
So, the previous article was published when our corporation had two members exploring relic sites in null sec. Eight days after that article went live, we now have around ten people and now own a base in a wormhole system.
Here’s the story; me and Lane Davaham – my second in command – talked about wanting to move into wormhole space to try and make some money or learn how to play this mysterious game by dying until we didn’t die anymore. I wanted to make my own Corp because I like being able to decide what is fun for me and what I want to do, with the hope being that I can assemble a cadre of like minded individuals and we can move forward together.
The corp was almost a joke, and designed with humour in mind; this place is lighthearted and laid back in the extreme and I wanted that to be our guiding focus.
I also received a ton of advice from experienced people who had run corps before, all of their advice amounted to “Don’t do this, you will fail.” Which is fine, and frankly expected. Failure is always an option during projects like these, but i find that if you’re honest about your expectations and your abilities then things tend to work out.
Then another person got in touch and offered to sell us a base in wormhole space for a relatively cheap price. We jumped on the offer and within two days we had control transferred over and both of us were sitting inside our own base just wondering how we got here.
Since then, we have begun to build a solid core of experienced players who constantly surprise me with their patience while I ask a million questions and try to learn everything I need to, to be able to give this place a chance to succeed.
We’re currently hauling ships into our system to hand over to new players when they join and hopefully give them some guidance on how to fit and fly their ships so anyone who is new can at least go out there and feel like they are playing the game correctly.
Going forward we will be trying to make some isk (I have been told staying profitable in wormhole space is near impossible) and have some fun. Many fleets will be formed in the coming days in pursuit of explosions; be they ours or our enemies!
In short; Eve Online hasn’t beaten me yet, in fact at the moment we’re going from strength to strength with the aid of some incredibly helpful and generous people; not just with their isk, but also their patience and capacity to withstand the barrage of ignorance and questions leveled at them from their know-nothing CEO.
EternalCosmicBeardCorp is currently recruiting! Our mission statement is evolving as we evolve, and I suppose that’s the message I need to get across: it’s going to be a long road, but we’ve taken our first steps and have not yet fallen on our face – we want to keep this game fun, for new and experienced players alike, and I honestly believe it’s the people involved that will make that happen. So come along and have a chat, you’ll be welcome.
We’re determined to stay laid back, determined to have fun and determined to fail and learn. The ECBC way.
I lost 200 million isk this week. That might sound a lot – to some it’s truly just a drop in the bucket; to me it’s a big chunk of change, but the lessons I learned while losing it were incredibly valuable. Let’s talk about happier things first.
We’ve had a couple of people join the corp! Which is awesome. We’re working out the kinks and trying to really figure out what we want to do. Lane Davaham; our chief navigator convinced me to go exploring in wormhole space, which opened my eyes to a whole new side of Eve.
You can make a lot of money in wormholes, just scanning down anomalies and doing relic sites, which is all my PvP hybrid astero is equipped for. i think I started to average around 40 million per hour, which, with more time spent skilling up, will increase steadily.
The plan is to start killing NPC ships in combat or sleeper sites and salvaging all their goodies. To do this, I need to buy a far more expensive ship. To understand why I am nervous about that, I need to confess my acts of stupidity for the week.
We came across a relic site in a C3 wormhole that had 3 cruisers and 3 frigate NPCs in it. I, not knowing the first thing about combat in Eve, said to my corpmate “I can take them”. I was wrong. I was really testing whether I could lure each ship away one by one, which might give me a fighting chance, but not understanding effective distances in the game proved my undoing as they all immediately pounced on me, killed my velocity and my ability to warp, then exploded me in under a minute.
You’d think I’d learn, right? Well, a few days later I’m hauling 40 million worth of relic loot and think “just one more site”. Sure enough, NPC sleepers are present, but there’s one relic box quite far away from the mass of enemies. My plan is to approach the box, align away from the enemies and gun it while deactivating my cloak to see if they could target me at that distance.
What actually happened is that I got too close to the box, it decloaked me before I was ready and they exploded me in under a minute. Oh well.
Now I’m thinking of either just knuckling under and making my money back while training into better and better ships, or taking the plunge on a Stratios (Cloaky cruiser which is more versatile, tanky and pew pew, but slower) or just buy one now and see how It works out with a fit I can use with the skills I have.
I know it’s going to explode. I just hope the increased price (almost 300 mil after fitting it) will make me more cautious and i’m able to fight some sleepers in C2 wormholes to support my exploring corpmates.
EternalCosmicBeardCorp is currently recruiting. Our focus is to make Eve fun and to introduce new players to activities that make them feel part of the game and part of something new and exciting. We’re all learning this thing together, whether old or new. There will be many challenges along the way, but this is a wonderful game that presents so many opportunities for meaningful experiences.
No drama. No pettiness. Going forward with a will to accept failure and to learn; with fun as our goal.
I’ve been an Eve Online player for over ten years. I’ve had two separate accounts on two separate occasions. I’ve been part of corporations with thousands of members and participated in fleet battles where space station-sized ships owned by players have warped in while I goggled in surprise and wonder. I’ve plumbed the depths of player owned space on my own, under the noses of others in better equipped ships with far more skill at the game; hunting for secret relics and hidden caches of valuable items, all while frantically looking over my shoulder for player hunters and occasionally running for my life when they found me.
There’s a lot to do in Eve and I’ve done a lot of it, but I can honestly say that I have never understood the game.
It’s such a strange experience because it’s such a vast experience. The game is played with everyone all being on the same server. The mostly player-run economy means that you can make a living doing anything you want: mining, salvaging, battling, exploring, war with other players and much more. You undock from a station and every time you are confronted by everything and it’s so intimidating, even for a gamer like me who has spent hundreds of hours grappling with Dwarf Fortress.
The menus in Eve are complicated, the combat, the movement, the player interaction; everything presents you with numbers and ratios and systems with nested subsystems and to be competitive you absolutely need to atleast understand them.
This is what keeps bringing me back and also what keeps me away. There are no amount of tutorials that can prepare you for what awaits as the game eventually spits you out and says “go and do stuff”. It’s a profoundly baffling experience if you’re on your own.
Ofcourse, guides tell you again and again to join a player group, or “Corp” and yes, it’s true that this is by far the best approach to learning the game if you are confident enough. But if you’re not, or you feel like your schedule won’t match up with others, or any number of reasons why you might not want to join a player group while you’re still learning the game, then Eve won’t hold your hand. You’ll need to read and read a lot.
But for all that, you can’t ever get away from the fact that you’re playing a true space sim, set in a living and breathing universe where real humans go about their tasks with goals and ambitions. There are pirates and danger around every corner. Real intrigue between real people who head huge organisations who run regular missions with real goals. What other game ever made can boast that level of persistence and completeness? The immersion is both minimal, as you tab out or grab your phone every five minutes to check up a rule, or stat, and simultaneously tremendous as you desperately try and lose a pirate who wants nothing more than to kill you and take your stuff.
The game is about control and Eve puts everything and the kitchen sink into your hands and says “tell me what you’re going to do with it”. Even playing the game is a challenge that you must overcome, and who every player also logged in either has or is still in the process of overcoming. What a unique thing to be a part of.
So take your WoWs, your Guild Wars, your Fortnites. I need Eve. In the articles that will follow, I shall hopefully bring you all the trials and tribulations of a Newbro trying to make it in a big universe.
To be continued, Boboko Busanagi, CEO of EternalCosmicBeardCorp. (We’re new, and recruiting!)
Martial Art and it’s expansion, Battlefields is a two person card game from Spider-Goat Games. Set in Feudal Japan, you play as warlords vying for control of different regions.
The game is simple to learn, and the more you play, the more you realise that it is ultimately a game beyond measure. But I’ll get to that soon, first, let’s look at the game from the players perspective:
Setting Up the Game
It’s super quick and very simple. You start by separating the deck into the lands cards (the nice sea image), the battle deck (the black bird image) and finally two supply cards and the legend cards. The table space should look like this (only the cards in your hand are to be kept to yourself!)
Each player takes a supply card and then draws four battle cards. With more players (requiring another set of cards completely) the setup is only fractionally more complex, drawing two land cards but only looking at the special rules for the second.
Playing the Game
Simple really, you draw the top card from the lands deck and place it face up. This will show you the region the warlords are trying to capture. Some of the cards have a special text, which gives the locations and lands a feel for the hardship of the battle in a narrative way, such as Kanbara which is covered in snow – the player with the highest strength card must discard a card… its taken it’s toll to win this battle, on account of all the freezing weather.
Each player then commits a single battle card, face-down to the battlefield. When they are happy with their choice, the cards are revealed and the special rules (if any) are resolved. Each card has a strength rating which normally determines the winner.
However, some cards can be played during the battle to weaken your opponent, bolster your own forces, or kill them before they even arrive. This is where the complexity of the game really comes in: you’ll need a poker face, a strong one, to fool your enemy. You’ll also need to consider how much you want to commit to each battle – sometimes winning isn’t worth the cost, as we found out. It is a strategy in itself to decide if the prize is even worth fighting for. But fear not, you will always have the Supplies card in your hand, which has a power rating of 0 and you can never discard it. Instead, it allows you to draw an extra card that turn.
Once the battle is resolved, the winner takes the land card to keep score, and each player then picks an extra battle card from the top of the pile.
The first to 12 land points or 3 bridges wins the game.
The core Martial Art game consists of 60 Battle cards, 12 Land cards and the rules leaflet (which is very well written).
The Battlefields expansion consists of 8 terrain cards, 8 weather cards and 8 war cards, plus another clear and concisely written rules leaflet.
What makes it good?
There are a variety of cards in the battle deck. Some are simply different soldiers or troops with a power rating, whilst others are weaker with special abilities. The battle cards are colour coded, red for damaging, white for supporting and purple for supplies. Generally, there are only 2 of each card type, so if you happen to draw both you know you’ve denied your enemy.
Some of the battle cards are simple yet amazingly fun and amusing to play: got a card hand of a lot of chaff? Well hope for the peasant battle card, which gains strength for each card in your hand… literally a horde of angry peasants come to fight for your warlord and they’re unlikely to be swept aside!
The supply cards, those troops and specialist forces with the white border, really mix up the focus of the battle. Some, like the archer, will provide a strength bonus if you’re original battle card was strength 7 or lower. The Scout allows you to look at an enemies card hand BEFORE the battle takes place so you can see what they may play, or the Geisha, who presumably disarms your warlord or warriors enough to distract them, removing any special rules text from the card your opponent played.
The land cards are not single point lands, rather they can come with heavy rewards, such as a land card worth 4 points, such as Kyoto. In such battles, often the supply cards can fall fast to try and lever the battle in your warlords favour.
The fact that 12 land points or 3 bridge points can win the game means an opponent can lose sight of the bridges score, allowing you to sneak a victory by capturing all the choke points across feudal Japan.
And it gets better – with the recent Kickstarter completing, the second printing of Martial Art is now complete, with an expansion simply called Battlefields. The Battlefields expansion brings persistent weather effects in the form of land cards, and terrain cards to better exploit your opponent or bolster your own forces. Some of the support cards have also been modified to emphasize the war off-pitch, such as Geisha influences and other nefarious and cunning medieval tactics.
Why did I back this on Kickstarter?
The art. Originally I saw the cards and was entranced by the artwork, which is all taken from historical documents. There’s nothing more atmospheric to a gamer set in feudal Japan than the actual artwork of the time. Colourful, beautiful and utterly alluring, you could spend a fine moment appreciating the detail and energy each picture offers.
That aside, I wanted a game which was quick to play, easy to transport and simple enough for even a novice gamer to pick up and play. Martial Art does this. It took us minutes to understand the concept of the game, and it cost us in headaches and frustration when we realised, one at a time, that we had just played the wrong card, or failed to exploit a weakness.
All that aside, the price tag was good too. To buy the game now, direct from Spider-Goat Games will cost you $22 for both the core and expansion combined (or more if bought separately). I think this is worth it, for a game you can pick up and play in a coffee break with your elderly grandma or novice player.
Can you stretch to get two of each? I think it’s worth it. For a card game it might seem as little expensive, but for a 4 player game of this sort you’re going to get a lot of use. No doubt I’ll update you all at the bottom of this article in a few weeks telling you about the fun times we’re having!
A nice little side note…
Spider-Goat Games are cool because they have a little blog on their site about their Kickstarter antics, highlighting where they went wrong and what they have learned. For me, this is a great way of touching upon the minds of the gamers because it shows them to be human. We can also all learn from each others mistakes, a concept which we at Creator Consortium are always keen to express.
Martial Art and the Battlefield expansion combine a great game, but even if you can only get the core game, it will keep you going to hours. If you can stretch yourself to get two copies of each, you can battle it out with up to four players. This would make each game last a little longer as each warlord gazes across the table in suspicion. Play some soundtracks from Total War: Shogun or The Last Samurai and you’re at the gates of nerd heaven!
The minute wargroove released, the community surrounding it sprang up from a quiet fanbase that had watched and participated it in its development for the past two years. Competition is in the game’s DNA, so it was inevitable that a group of amazing players and fans of the game would put together a tournament showcasing the potential for testing the skill of it’s players.
This is where Groove of War came in, the first and most prominent tournament. Players flocked to sign up and within days, 72 players were locked in to make a small bit of history by participating in its inaugural event and what we’re sure will be a long and exciting tournament season.
The group stages were steadily played out over the week, with participants meeting up as and when to complete their games in a fairly adjudicated manner by tournament organisers. It was here where the real meat of the work began; figuring out the perfect format to provide engaging and watchable games. One massive advantage in a turn-based game like Wargroove is that there is no latency to worry about, so players never have to fret about losing to technical limitations.
Many lessons were learned in the matches preceding the finals in regards to commander balancing, map balancing and turn times. It was found out that stalemates can cause the games to drag out somewhat without timers, so a large discussion is still ongoing to determine the best solution to bring these times down to a more viewer and competitor-friendly format, also the commanders Nuru and Tenri were soon banned from future games having been deemed overpowered.
The grand final was decided between Ash (Ash_IRE on twitch) and Red-Halo, who fought all the way through their brackets to reach the top spots over the week; no small feat considering the wealth of experience from a number of competitive Advance Wars players participating.
Game one: the map was Ban Ban Beach and Ash took an early lead with a heavy Trebuchet focused build; gaining naval superiority early on and pushing right down the coast to stamp out any hope of Red rallying and threatening the seas again. They continued to slog it out in the field, but the game was over by turn 11 when Red Halo conceded, just as he was falling behind in economy.
Game two: the map was Rumbling Range and Red Halo clawed one back here with an early confrontation down in the bottom right hand corner. It’s a larger map, so the wagons were out in full force, causing Ash to go for major blocking plays to try and deny Red Halo an air factory, but it was all for naught as Ash had clearly overplayed his hand, seeing Red march a lumbering column of pikemen down the right side of the map, successfully blocking Ash’s commander in. Ash valiantly fought on, but conceded on turn 12 when Red’s dragon bore down.
Game three: We returned to Ban Ban Beach which saw both players try to gain naval superiority early; Red had clearly learned from the last game and held his own in the seas til the end. An early rush into the middle island gained Ash a crucial economic advantage, Red had split his forces and it took him a few turns to gain footing on the important choke point, while Ash built up his core in the centre. The game seemed very close until Red conceded on turn 8, which left both myself and his opponent in surprise. It could have turned on a penny, but with that win, Ash took the set and was crowned Champion.
It is truly exciting to follow the organisers and now veterans of the game’s competitive scene as they forge a new standard for how this game will be played into the future. Wargroove is an amazingly fun game; this event just shows how games like this can bring people together. This first tournament, while suffering its share of teething pains, was an important first step and an exciting look into what a determined group of people with a love for strategy gaming can do.
I first mentioned BattleScribe in this article, briefly and frankly I think it deserves far more than a mere mention. So here it is, my closer look at the free army builder for nearly every war game out there!
I’m a lazy gamer when it comes to war games. Often I forget to bring or just haven’t bought the hard copies of the books that I really do need to play the game. Often I just borrow those belonging to my friends, and more often than not they never see them again for several years as they gather dust.
But now, I’ve found something amazing. Something so great that it will blast the dust away from my bookshelf, shoot laser beams from the eyes of my wraithlord and generally add the power of the god-emperor on his relic throne to every aspect of my wargaming.
I’m talking about BattleScribe and I’m talking about Games Workshop’s Warhammer 40,000.
I’ll point out that BattleScribe doesn’t just do Warhammer and Warhammer 40,000 stuff. It covers just about every war game currently out there. The data is maintained by the community, so it’s fairly balanced and as far as we can tell, canon (if that’s even possible for anything Games Workshop?)
Just a few games that jump up as popular, to give you an idea of the coverage:
A song of Ice & fire: Tabletop Miniature Game (which I kickstarted but yet to play)
Star Wars Armada, X-Wing & Legion
Fantasy Battles (the 9th Age guys!)
Harry potter games
Warhammer – all of it, from just about every age and era!
There’s something for just about everyone.
Now, I can’t say that I’ve used much in the way of similar programs, but the ones I have seen are poorly maintained, have hidden pay schemes for some or all content or just don’t have the scope to cover everything war gaming.
But BattleScribe has it all. I’m just getting started. Can you tell?
I lied a bit – there are parts of BattleScribe that you can pay for. But this really doesn’t diminish the value of the program if you use only the free version. I think that after a couple of uses you may be tempted to even throw some spare money their way as a thanks for making your life much easier.
I’m terrible at flicking through the book and understanding how armies come together, detachments and points values, layers of this and that, the colour of the banner under a martian moon, etc. This feisty little program does all that for me – it even tells me if there’s something missing, if I’ve over spent on points, how many command points I have, what I need to eat for breakfast the week before (actually, my mother does that but she’s just as thorough too).
You want that list but can’t stand squinting at a screen like a cyberpunk mole? Yeah me too – BattleScribe can export your files as text and HTML. I believe the phone app for android also does PDF. So you can print out your army list, with options for including rules, points values etc.
You can share the data using URLs and they can be linked to Dropbox – I don’t ever have to pack a book ever again!
You can use BattleScribe on just about any modern platform, from desktops to phones, all makes, and versions.
Finally, according to their website you can update and edit files if you spot mistakes.
Using the Android App, it can be a bit fiddly when you first use it, and it does take a little bit of time to learn how it functions and how to edit your choices, such as war gear, detachments and commanders etc. Once you pick this up, and it is fairly intuitive, you’ll be fine. I still didn’t fully understand army detachments and specialist forces, so it took a bit of extra reading – it won’t tell you what things actually are until you select them, then it tells you what is missing. It was a bit of trial and error on coffee break.
The data files are community driven – there’s a tonne of slimy teenagers and Dorito dusted nerds out there who may want to fudge the rules a little bit. Those errors you friend found… yeah they may have just been a few tweeks to fit the “theme” of their army.
There are extra features for paying customers, mostly nice fluffy stuff like saving and customising units with names, quick views, some dice tools for when you don’t have any dice or math skills and of course, removing adverts, which I have to say, always sounds worth it.
So what does it all look like?
Well I had a bit of a fiddle and worked an army list which I think is legal, according to BattleScribe.
Here is an example of the output from PDF form, as you can see it lists everything I need to know about the unit. Other than a copy of the rules (which are brief now, thanks to GW’s overhaul) I’m covered.
You’ll notice that some of the Characteristics are labelled “Characteristic 1” etc. These follow a logical order of the stat line. It’s not really a bad point or a con, but worth mentioning in case you don’t realise in a rush.
The overall PDF has each unit nicely sectioned to set pages, so there’s very little run over. I suspect for something really powerful, like, I dunno, a Chaos character (?) the list may go on for quite a bit, but you’ll have to play around.
Here’s the whole PDF for you to look at. It’s not my final list, but I guess it’s pretty close!