It has been a while since my last article, but not to worry, Eve hasn’t beaten me yet.
The corporation has been steadily growing in organisational strength – there is a certain time where you realise that your endeavour must evolve from a fun little side project to one that will require a ton more time, I think now is that point.
I also trained into my first tier 2 ship! Not a super amazing combat ship; oh, no. It’s a hauler, which I found very amusing. I definitely have to prioritise the corp and ease of transport over shiny ships. I also recently trained into a tier 3 – which I was very surprised to find out aren’t necessarily better than tier 2 ships, they just have some funky features that allow them to be flexible. I only found out when it completed training however, that I trained into the wrong ship when setting up my skill queue – not such a bad thing when you have no idea what you’re doing!
We began our journey in a Class 2 wormhole with very slim pickings when it came to neighbours, loot and things to do. It also didn’t help that we were besieged by another corporation for a solid week, which hit morale hard at a time when we were trying to really build up and organise.
However, after those hard few weeks, we made the move to a different wormhole which has a lot more to offer us in terms of profitability, fun and interesting neighbours and an element of secrecy and protection. Honestly it feels nice to finally call ourselves a Wormhole Corp.
I am still trying to find more time to play, but that will come if I stay dedicated. I have had some of the most fun experiences in my gaming career with Eve and it’s all thanks to starting EternalCosmicBeardCorp.
The plan going forward is to set up some passive income with planetary interaction, start organising fleet ops and roams, form a cohesive doctrine for multiple situations, but most importantly to recruit some new Beards!
If you want a place to hang out and have some fun in this insanely complicated game, ECBC is a newbro and casual friendly Corp that emphasises the fact that we are all learning this together. We have some amazing people who are incredibly patient and we’re working on multiple guides to allow you to get to where you want to be as quick as possible.
Also, our little community is very accepting, we all love just chatting about stupid things. A sense of humour is a must – we also have just implemented authentication by ESI, so keep that in mind, oh and please do have a working mic. We operate in the EU/US Time Zone.
We want you to undock with us, get scanning and get killing! We’re all in this together, and we’re all here to make Eve fun.
If you’re interested, hop on over to the discord and we can have a good chat:
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.
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 know what you are thinking: the title of this article is hyperbole of the most unforgivable kind. Just do me a favour and give me a chance to explain.
Wargroove is the latest game developed and published by Chucklefish: the now legendary publisher of the smash hit farm-em-up Stardew Valley and sci fi side scroller, Starbound. The London based publishing and development house have been consistently chucking out winners since the start of the indie revolution, beginning their meteoric rise with Risk Of Rain: a devilishly difficult roguelike.
The things their games seem to have in common are a focus on brilliant, stripped down mechanics and a high quality pixel art style, both of which suit me down to the ground.
I spotted Wargroove on one of my frequent and mindless trawls through the steam store. The art style immediately caught my eye and I felt utter joy in my heart as I saw an armoured dog leading an army into battle on a 2D battlefield. I was hooked even before I bought it. This feeling only intensified as I was greeted by an anime-like intro cutscene which I just sat and watched. In recent years, Blizzard has been lauded for their amazing cutscenes, and rightly so, but it is nice to see a smaller developer going for the same sort of thing.
The game brings many franchises to mind: Advance Wars, Fire Emblem, The Battle For Wesnoth. These three are stalwarts in the turn-based strategy genre and in a sense Wargroove actually is all these amazing titles that reached their zenith years ago. It is a kind of rebirth of turn based tactics games, embodying the things that made them great; like smaller maps, tighter mechanics and the ability for players to make maps and customise everything, then they repackaged it into something fresh and beautiful, clearly created by people who know and love the genre.
The gameplay is simple: you take control of one of 12 heroes, 3 for each of the four distinct factions and vie for control of a tactical map broken up into squares. There are a profusion of unit types; from lowly foot soldiers to trebuchets, ships and dragons, all which add tools to your toolbox when trying to outfox your enemy. The interesting thing to note is that each faction, while aesthetically unique, can only produce the same units.
This means that the game is easier to balance, with the only asymmetry being with the leader you choose, which puts it in good stead for the Esports scene which has energetically sprung up around the game. From what I have played, the “quick play” option in online multiplayer indeed returns a game quickly, which is fantastic. You can also set up your own game with a whole host of different options to face off against your opponent. I can only hope the devs follow this ease of use up with more features to support competitive play.
The campaign is fully formed and engaging: you follow Mercia, queen of Cherrystone, who is thrust into the driving seat after her father is assassinated by the undead Felheim faction. It plays much like the older games mentioned above: sections of dialogue interspersed with thematic battles which introduce weird and wonderful mechanics to keep you on your toes. The game also provides “puzzle” and “arcade” modes that will significantly aid replayability. There is plenty of humour in the campaign, alongside the broader themes of adventure and war. It’s safe to say Wargroove doesn’t take itself too seriously.
To me, this game is like chess but better. You take your playing pieces and are able to dynamically fight and counter your opponents strategies as you build units and try to out compete the opponent financially by capturing towns. The amazing “crit” system ensures the need for deep thought when positioning your troops, as they only reach their full potential when meeting criteria specific to each unit. I have found myself staring over a defensive line at my opponent, waiting for one of us to blink, only to find myself outmaneuvered somewhere else and forced to flee. You feel the tactics and back and forth of a good wargame just oozing out of this title.
This game makes me feel like I am at the start of something new and interesting. This is a feeling we gamers crave; back in 2015, Rocket League hit the market and started a sports-game revolution all of its own. The reason it was able to do this is because it firmly placed itself into that genre, but did the same things as other sports games (use of physics, a ball with goals and a global game timer) repackaged into something new and fresh, the process by which those older, tried and tested elements, could create something satisfying and new. As of the writing of this article, the highest prize pool for a Rocket League tournament was over 1 million dollars.
Wargroove, I feel, is doing the same thing to turn based strategy games. There is a huge demographic of gamers who are starved for this type of game and feel the urge to watch talented people play it against each other; to follow their favourite player and hopefully start that journey themselves. The strategy gamer in on the comeback.
This game delivers on so many levels but it is important to discuss its drawbacks. Chiefly that most people will really be put off by how slow the game can feel when you are in the thick of the action. Every game requires you to really think about how you set up your forces and is almost a cold war where each person is trying to push and maneuver to find an edge. In fact, once the fighting begins, you often know what the result is going to be only a few turns afterwards. To me, this is ideal, and speaks to a wargame that works, but for others it might ring dull.
In conclusion, I do not think it is too soon to tell that this beautiful little game is going to make waves in the realm of strategy well into 2019 and I cannot wait to play in my first tournament.
Wargroove is out now on Windows, PS4, Xbox One and Nintendo Switch. It is priced at around 15-20 dollars.
P.S. Wagons Are Bad – Brought to you by the Anti Wagon League.