Dice Masters: Battle for Ultramar – First Impressions

I’ve never played a dice masters game before. Today we received my order of the Warhammer 40000 themed dice masters campaign box Battle for Ultramar. We’ve played the intro game twice – more on our experience below.

Previous sets of dice masters have involved random distribution of cards and dice in sealed packs. A major change for the Warhammer release was the move to campaign boxes and faction expansions with set content. This was a big motivation for me considering starting the game as I have really gone off random distribution card games (Fantasy Flight Games have spoiled me).

Dice masters is a bit like a hybrid of magic the gathering and roll for the galaxy. It combines pregame deck building and in game dice drafting while both players attempt to eliminate the other by reducing them to zero life.

While I’ve played magic the gathering and many other competitive card games before my partner hasn’t. She has always been put off, in part, by the complexity (or rather time requirements) of preparing a deck. It was nice to see a game where, at least initially, only a small number of choices of which card to include are required.

On with the game: the tutorial game is 50% the size of a regular game having less life and fewer cards in each side. The suggested set up has a fairly fast hitting Ultramarines combo facing a Death Guard pair of plague marines and a very expensive Typhus. So far we have played once each way with the more balanced Ultramarines scoring a major victory in both cases. I think in a full game this will be very different but it’s a shame the designers didn’t write a more balanced tutorial.

The game play is fairly easy to understand after a couple of turns, but even in this mini game there were some opportunities for very tactical decision making. There are several places online that do a very good job of explaining the rules so I won’t go into more detail here. The rules can also be downloaded for free from the WizKids website.

We both enjoyed the game, although I think I enjoyed it more both due to my past experience of this kind of game and my love of the Warhammer 40000 universe. The game play is fast and exciting with no stage feeling to bogged down.

I think the deck building aspect will keep me interested for quite a while despite the low number of cards per deck. I plan to stick to Warhammer sets but I don’t think there is any reason you can’t take Iron Man and Typhus in the same deck. One of the main reasons I got the game was because I’d heard that a Dark Angels set is coming with the next round of releases so I’ll certainly be adding that.

I have read that some people has encountered quality control problems, receiving sets missing one or more components or with crooked dice. The box we received was perfect. It was interesting to note that one of the cards shown in the tutorial game does not exist in the set but there is a card with a different name and identical rules text.

In summary, our experience so far has been very good. The quality of the set is (perhaps surprisingly) very high. The game play is fast and fun as well as evocative of the setting. The designers Mike Elliot and Eric Lang have good form for writing great games so this is what I expected. I’m looking forward to playing more games and will likely expand our collection with the next campaign pack (Eldar Vs Deamons) and of course the Dark Angels. I’ll update this once we’ve played a few more games but so far I thoroughly recommend it.

Ruin Masters Kickstarter

I recently (as in today) backed a Kickstarter for the RPG Ruin Masters from RiotMinds. I have backed their projects in the past and I haven’t been disappointed.

Ruin Masters is a classic style RPG about dungeon crawling and fighting in a fantasy world. The game has been popular in Sweden for many years apparently but this is the first time I’ve come across it.

The system sounds fairly light but with some depth to decision making in combat etc. The art, as usual from RiotMinds, looks fantastic.

If you want to back the Kickstarter it can be found here: https://www.kickstarter.com/projects/1256540796/ruin-masters

Previous games from RiotMinds have been picked up by various games stores so hopefully it will also be available post Kickstarter.

Fists of Flame (Vanguard Detachment)

I’m going to start with one of my favourite recent detachments for Warhammer 40000. While it’s not a full list on it’s own, this small detachment adds some serious anti-horde fire power.

Army: Dark Angels

Detachment: Vanguard (Min. 1HQ, 3 Elite) – 398 pts

HQ: Primaris Lieutenant (Master crafted auto bolt rifle) 74pts

Elites: Aggressor Squad (Aggressor Sergeant, 2 Aggressors, flamestorm gauntlets) 108 pts

Aggressor Squad (Aggressor Sergeant, 2 Aggressors, flamestorm gauntlets) 108 pts

Aggressor Squad (Aggressor Sergeant, 2 Aggressors, flamestorm gauntlets) 108 pts

While I’ve put Dark Angels (because I play Dark Angels) this works with any space marine force, arguably better with some chapters.

The key here is controlled aggression. I use then as a huge speed bump against hordes (Tyranids mostly in my case). I deploy the squads out at the front of my lines and dare the enemy to charge them. When the enemy do get close I move as close as possible to them to ensure they are within the 8″ range of the flame gauntlets when they charge.

The Lieutenant isn’t just a HQ tax, his reroll wounds is a bonus to units which hit automatically.

In my recent games the big problem army for my Dark Angels has been a Tyranids army with some huge units of Hormaguants. In fact the Tyranids went undefeated in our recent mini tournament. Something like the list above can help blunt the devastating massed charge that has signalled the end for Imperial Fists, Death Guard and Emperor’s Children in the above games.

***”For the Lion!”***