Friday, March 31, 2017

Adepticon - Sunday

Finally managed to wake up with a splitting headache and got all packed up for my trip home.  But before I caught my ride to the airport, I had one last class:  Speed Painting Display Quality Minis with Raffaele Picca from Massive Voodoo.  This was not a hands on class but it was truly inspiring to watch and experience this class.  I just don't know what to say but it was amazing what he could accomplish on a figure in 90 mins.  And everything he did and said seemed completely achievable.  I can only hope I can put some of it to practice (why did I not take better notes!?).

After that, I hit the dealer floor real quick to get a favor and pick up 2 little last things (of which I only got 1).  Ran into Stu again and was able to say farewell.  I hope I can make it to the NOVA Open this year and hang with him some more.  And then it was out the door to the airport.

Overall a fantastic time as usual.  Seeing friends again in person was wonderful.  As was meeting the new people I met.  Oh, and the Crystal Brush entrees were incredible.  Hopefully everyone also had a great time and made it home safe.  And hopefully they did not come home to find their significant other allowing this BS in you absence:

*sigh*


Thursday, March 30, 2017

Adepticon - Saturday

Saturday - also known as, why not wake up with another massive headache.  Anyway, I managed to get that under control and head to an early morning seminar:  Airbrushing Master Class - How to Paint an Infinity Tag taught by Angel Giraldez.

I took a class with Angel last year, not a hands on class mind you, and thought it was a wonderful class so I quickly jumped a chance to do an hands on class, esp an airbrush one.  Despite struggling with my particular airbrush (back to back clogs, followed by dry tip spitting that did not want to go away) I thought it was a pretty good class.  I only made it through the 4th step because of the issues I mentioned, but I thought I did do was pretty decent:


Definitely seeing Angel at work, up close, with an airbrush and then actually managing to use the airbrush similarly (at times) gives me a lot of direction of how and where to work on my skills, and the confidence to pursue it.

Getting out of that class, I caught up with Stu for a quick lunch and then we both went our separate ways again.  Then another round in the vendor hall and caught a demo of Test of Honour by Warlord Games (the rules I previously reviewed).  As I suspected, the game is pretty good.  I did find out for some scenarios when you draw the first and second fate token special things can happen.  I also learned that when your samurai dies, that is the end of the game.  Not my favorite mechanic and a mechanic that IMO seems to contrary to playing for any other objectives in the game.

Derek also dragged me over to the Dust booth to get a demo.  Seemed like a pretty good game but at the time I had to defer to the fact that the local crowd is Konflik 47 oriented.  Appreciate the demo though and definitely thought there were some interesting aspects to the game.

Then it was time for Car Wars:  Food Truck Fallout!  Hosted by Lathan.  And joined by few of the other members of the Anonymous Tabletop podcast.  Lathan did a really great job providing an interesting theme, managing the game flow and action, and just in general hosting a great event.




Lathan even let us take home our food trucks.  And I think I will have to try out the Anonymous Tabletop podcast, because they were a riot.  This event ran a little long though, so I missed my Space Hulk game but no real regrets since I had such a good time.  After we wrapped up, I hung out a bit until the bitz trading started up.  Not really anything there of interest to me.  But after I grabbed some dinner, I made the slightly costly decision to check again:

What's in the bag!?
That pretty much wrapped up Saturday.

Wednesday, March 29, 2017

Adepticon - Friday

Not only did Friday morning at Adepticon start with a massive headache (literally) buy also with me wondering what the hell I was thinking when I registered for an 8am RPG.  So, I just turned the alarm off and went back to bed.

Still struggling from the headache, I spent a little more time in the vendor hall before heading to a hands on airbrush weathering class with Mr. Justin.  A great class, as his usually are, but after John's help with my El Camino conversions, the lessons learned were already in my head and fresh.  Does not hurt to have them reinforced though.

Right Side we practiced Hairspray Technique
Left Side we practiced Salt Chipping
Oh, in addition to the awesome tank from TrenchWorx we also got free Minitaire Ghost Tints for those in the class.  Something new to play with (eventually, long story).  A little more time in the vendor hall:

Filling some gaps for Wrath of Kings and Dark Age 
Then to the Devil's Run game that I built and painted the El Camino for.  Which seemed like a great game, run by a great guy but pretty much a bust for me.  21 people crowded around a 4x4 play area.  

A few to many people, IMO
Couple this with a huge amount of down time (due to the number of players) and you have me dropping out to go to dinner with Mike, Derek, Lathan, and a nice fellow from Privateer Press (Will?).  Had a great time at dinner, hanging at the painting area and then the bar.  I definitely think I made the right call.


Monday, March 27, 2017

Adepticon - Thursday

So a bit late to post a day-by-day account of Adepticon but I'm doing it anyway.

Other than the pain off getting up at 3:30am for my flight to a real airport that could get me to Chicago, my travel to Adepticon went smoothly.  Once at O'Hare, my day really started to shine:

Windy City Limos FTW!  At the price I pay, it's random what you will get and
 if you will have to share.  Usually, I just get a Lincoln but not today.
Since I didn't arrive at the hotel until noon and had a seminar at 2, the priority was to drop my luggage, grab food, my badge and get to my seminar.  While waiting for my lunch, I got caught up with all the announcements GW had already made at the convention (I really did not expect them to spill the beans at all, let alone that much and that quickly).  Anyway, all that was interrupted by unexpected surprise:  An old buddy, Stu, from the NOVA Open Terrain/Foam Cutters Union had made the journey and found me in the bar.  Throughout the weekend I hung out with Stu several times.  Truly wonderful to catch up with him.

Moving past the seminar (not much to talk about, it was so so), I hit the vendor hall and scoped things out.  Caught up with Derek from Throne of Angels.  Loot from the first pass:

Arena Rex (Left), Guild Ball Masons (Upper Right)
and Dropzone Commander Civilian Vehicles (Bottom Right)
After a bit of a break to rest a bit (3:30am was way to early for humans to get up), I headed to the 40k Car Wars game.  Really only Car Wars in name, this event was amped up big time and run by some great people out of Buffalo:  28mm 40k vehicles, 12 two man teams (one member played the ground vehicle, the other an air vehicle), 40 ft straight track to the finish line.  Assuming the other players, the road hazards (every 2 ft down the board) and the Titan guarding the bridge (half way) let you get to the finish line!

Choices, choices, choices
Mmm, that's pretty far.
Ready, set...
We went with the Eldar vehicles (we were one of the last to pick) and my randomly paired partner (Jeff, I believe, from Boston) tried to keep his air vehicle in the middle if the pack and not draw attention.  On the ground, I tried to do the same while pinging the front runners with attacks.  We then busted out to be the second team across the bridge but could never get past the Chaos flyer.  We kept up with them but they activated first, so we were second in the end.

Second Place Prize(?) and I guess spreading community awareness
about how awesome Buffalo is(?).  Jeff let me have it, probably
because I have less hair than him.
After that I grabbed a later dinner and caught up with my buddy Mike, and meet some nice people from Northern VA/Maryland who I did not know from when I lived there.  Overall, a pretty good and fun first day!

Tuesday, March 21, 2017

Conversion and Painting - Vehicular Combat, First Car(s)

As I have mentioned before, I've been working on a Vehicular Combat project for Adepticon.  The game is Devil's Run and I need to bring one modified Hot Wheels/Matchbox car for the game.  I jumped on this project because it ties into a bigger project that I have wanted to undertake for some time, so this was a nice way to get it jump started.

Note, I'm not sure if Devil's Run is necessarily the game I want to use for my bigger project, but Adepticon will give me a nice preview of the rules.  In past years I had also tried Car Wars, which I was not terribly happy with (although the game at Adepticon was a lot of fun).  I've also wanted to read through and try a game called Road Kill.  Lastly, Osprey is supposedly publishing a ruleset called Gaslands, someday...

In any case, if you want to check out Devil's Run you can find the rules for free on their website here.  For Road Kill, the kickstarter had the rules posted here (note Road Kill is actually written to be 10mm rules but it should be an easy adaptation).

Anyway, moving back to the topic of conversion and painting of my first vehicles.
The first batch, de-assembled and striped.  Anyone know
the theme for the bigger project from just this photo?
Various conversions were started on all 4 of these vehicles, but the focus quickly narrowed to the El Camino for various reasons, mostly related to conversion issues on my part (I may have bitten off more than I can chew for a couple of the conversions).  The El Camino is also one of my favorites for the big project.

First conversion and a bit of battle damage from a dremel.
Above was the first conversion of the El Camino.  Unfortunately, I got carried away and did not refer back to my "reference" material because the dual, forward mounted guns was not the "right" configuration.

There we go:  One gun, one rocket launcher mounted aft.
From here, the model was primed and the underlying rust work started:
  • Base Rust:  Applied to most of the model. 
    • RMS Muddy Brown
  • Rust Variations:  Dry sponged onto various areas (damaged panels, roof, bed, lower part of the panels, etc)
    • RMS Chestnut Brown
    • RMS Mahogany Brown
    • RMS Rust Brown
    • RMS Forest Green
    • RMS Marigold Yellow
    • RMS Imperial Purple

My buddy John, over at 40K Hobby Blog, held my hand through this rust/painting process.  He agreed with my concern that there was not enough "contrast" at this point and that I should add darker browns to contrast my eventual grey base color.  Unfortunately I set the model aside for the night at that point and when I got home the next day, I just jumped to the next step without remembering to do it.  LOL.

Varnished, hair-sprayed and base coated
  • Base Color:  RMS Cloudy Grey
Anyway, at this point it apparently is a pretty time sensitive process to start removing the base color to reveal the rust.  And, of course for me, that is when things went sideways.  Some kind of family "crisis" and ended up only returning to the model after this base color had fully set.  Holding my breath, I still started trying to remove the base color with mixed success.


Definitely not horrible, but it is a little awkward, I think, since there is still paint in the recesses of the damage areas.  Not much I can do about it at this point other than starting the rust part all over again.  I decided though I was just going to chalk it up to a learning experience and move on due to running out of time.  I will need to come back with weathering powders to hide some spots where I accidentally removed paint all the way down to the bare metal.

Starting metallics and highlight/shading
  • MG, Rocket Launcher, Chains:  Following Dave Taylor's Metallic Guide
  • Window Plates:  Following Dave Taylor's Metallic Guide
  • Spike:  RMS Muddy Brown
Following Dave Taylor's metallic methods, I started in on all the other metal bits.  I also started some shading and highlighting of the base color.  I was really not happy with the base color (too blue) or the highlighting (too sloppy) or the shading (not enough contrast) at this point.  For better or worse, Adepticon was less than a week away at this point so I had to press on.

So at this point, things got a little hectic in the rush to finish up.  But lots of progress was made, just not captured in photos.  Really unhappy with the roof, bed and bumpers I repainted them brown and sponged rust variations back on.  Hairspray technique again and using a lighter shade of the base car color, the roof and bed were sprayed.  Then quickly removed.  Bumpers were similarly done, only with AP Gun Metal.

After finally, being satisfied with the rust I moved on to highlights and shading.

Much better and starting to come together, I think.
Note, I deviated from Dave Taylor's metallic method for the window plates.  I just was not getting what I wanted, probably because I did not know what I wanted.  I started to hit the plates with Vallejo Smoke and discovered, for myself, something wonderful!  Because I was in a rush, I did not want to apply a bunch of layers of Smoke so I did not bother to thin it.  It quickly began to "gum" up in this state and achieved the wonderful grimmy affect you see now.

The rims were AP Gun Metal, followed by a thinned Vallejo Smoke.  The tires themselves were Vallejo Panzer Aces Dark Rubber.

The car in the picture above is a bit shinny (it's worse in person, under proper lighting), that's because it has had a gloss varnish applied for the next stage.  The plan was to lock everything in with a dullcoat after I apply some weathering powders and pin washes.

Or, in other words, my attempt to screw it all up.  Issue one, was that while I intended to use oils for the pin wash I did not prepare to use oils.  That means at 9pm I realized I had no mineral spirits to thin down my oils with.  So, pressed for time I attempted a acrylic pin wash.  Didn't work so well.  The second issue is apparently I have forgotten how to use weathering pigments.  I really struggled here.  I at least managed to get some mistakes covered up but I'm not happy with either of my "finishing" steps.  But I have run out of time, so I hit it with dullcoat and called it done.


The "bad" things I've learned through this process:
  • Working with die cast metal Hot Wheels and Matchbox cars sucks.
  • Chop topping the taxi cab was a horrible idea resulting in a continued nightmare.
  • Replacing windows is a pain in the ass.  They are sooo small!  And some have a lot of curvature to them!
  • Chains suck too!  I cant say how many attempts it took to attach them.  Or how many times I had to reattach them.  I can only pray that they stay on now.
  • The weapon bits from Brigade Games, originally crafted by Dave Taylor I believe, seem a little oversized to me.  Since I bought a ton of them, I will continue to use them but fair warning.  The other bits and pieces from those sets seem reasonable sized though.
  • DO NOT reassemble the model completely before painting.  I knew this.  I don't know what happened.  I was dry fitting the model.  Next thing I knew, I grabbed the glue.  Then an hour later "OMG, why did I do that!"  Painting and handling this model would have been so much easier in separate pieces.
  • If using the hairspray technique, do not let the base color (top layer) completely cure before you start rubbing it off.  Even if the baby is crying, house on fire, etc.  lol.
  • Not sold on being able to do a pin wash with acrylics.  
  • I suck with weathering powders.
The "good" things I learned:
  • I like this entire vehicle weathering "thing."  Lots of fun and you can be fairly carefree about it and get decent results IMO.  Well, at least till you hit the home stretch.
  • I guess, although that may be debatable, that I can do this vehicle weathering "thing" to some degree.
  • Hopefully, I learned from the "mistakes" from above.  LOL.
  • One model down, 3 more immediately to go.  Another 6-10 after that.  Ok, that last part I am not to happy about but at least this "project" has gotten started!
  • Family stuff is a big factor but I really should paint more.  When I do have time, I get caught up in assembling stuff (or playing Xbox) and just don't get around to actually painting enough.
Also, this technically (and I will count it) achieves one of my hobby goals for 2017.  I had a goal to paint "something" for Adepticon.  And I have.  Sure, I planned to have actually 4 of these guys done for Adepticon but still, I will take this one as a victory.  Of course, after Adepticon I have to figure out what is next (I think I had a goal to have something painted for the CMON Expo, which is in mid May.  doh!).  Plus I have a backlog of incomplete stuff that needs to get done.
In a hopeful note though, at least for my hobby productivity, I haven't played Overwatch in over a week and it will be a full 2+ weeks before I get another chance to play.  And I have to say I have not really missed it.  So I don't know if I will go back to it.  We'll see.

Anyway, next stop Adepticon!

Saturday, March 11, 2017

Rules Review - Test of Honour


So for those not aware, Warlord Games recently released Samurai miniatures game called Test of Honour.  I read through these rules a couple weeks ago when the preview first because available and was pleasantly surprised.  I held off posting a review because I hoped that the "missing" rules would be available in the coming weeks and/or some other concerns would be elevated when it launched.  As I will get to, those concerns still exist but I still think this rule set deserves some attention.  At least it seems so to me, as I (also) love this genre.

This review will have some holes though, as there is content for the game that is not available for free.  In fact, only the Main rules are free, the Battle Guide and various "cards" are not.  You can find the rules over at the Warlord Games site.

Scale of Game & List Building:
Sadly I am really not sure.  For list building, the main rules say to refer the scenario being played in the Battle Guide for recruiting rules.  Which is fair enough and potentially interesting that game size could vary scenario by scenario, potentially even asymmetrically.  The description on the website claims a small skirmish game of 5-20 models, although this seems opposed to how the game is packaged (most commoner boxes are 10 models each, shouldn't this really be 3 or 6 if the game size target is 5-20 models, and you mutli-base commoners in groups of 3?).

It should be noted too, and I think has been stated by Warlord Games, that this is not really a game of Samurai vs Samurai.  It seems to be a game of 1-2 Samurai leading a small band of more common troop types.  No real issue to me, I only point this out as it may matter to some.

Standard Rules:
Building on the typical Warlord activation mechanic from Bolt Action (pulling dice from a bag), Test of Honor tweaks it slightly.  Instead of dice, it uses tokens where samurai are denoted with a different token than commoners.  Additionally 3 fate tokens are added to the bag.  Note, there are not separate tokens for each side.

The commoner vs samurai token distinction is made because commoners can only make 1 action per turn, whereas samurai can make 2-3 actions per turn (notice I didn't say per activation!).  And of course, commoner tokens must be assigned to commoners and samurai tokens to samurai.  You assign the token to a model(s) and complete its action.  If the number of tokens is less than the number of actions it can take, then they can activate again later that turn.

After the action is completed, the next player draws a token and makes his action.  The turn ends when the 3rd fate token is drawn (whoever draws the 3rd fate token then gets to draw first the next turn).  It appears there is no other use for the fate tokens and drawing the 1st/2nd one results basically a "pass."

So you have a mostly (due to the fate token "pass" above) alternating activation system, that limits who exactly you can activate each time, spreads the activation of multiple activation models across the entire turn and the turn length is unpredictable.  Seems pretty interesting to me, although I am sure some will not like it.

Ability test, such as Test of Aim or Test of Wits, are fairly simply.  Roll the number of appropriate special dice, specified by the model.  The dice are made up of swords (1 and 2 quantity), blanks and X's.  If you have 3 or more swords, the test success unless there are more X's than swords (X's and blanks do not cancel out any swords).  There are modifiers that can add or subtract dice from the pool but unfortunately these are scattered throughout the rules.

Melee is handled in a similar manner with a couple of interesting twists.  A Test of Aim is conducted, if successful and the target of a melee attack has an action available then it MUST avoid.  Avoid requires a Test of Agility and if it succeeds the attack is negated, if it fails or if the target has no actions available the attack lands.  Note, if the target attempts to avoid, remove the appropriate token from the bag and place it on the model/card.  Moving from there to the damage step requires a Test of Strength:  failure is a light wound (< 3 swords), success is a heavy wound (removing the model).

The second twist is triggering weapon bonuses (or fumbles, doh!).  If on a strike, avoid or damage you pass with 5 or more swords you can trigger a weapon specific bonus.  These have a variety of affects but add a great deal of flavor.  I hope the details are captured on the back of the model cards to avoid constant referencing (but to be honest its not terribly burdensome, I think.  Maybe).  If you roll more X's than swords, the you fumble depending on the type of roll (strike, avoid or damage).

Everything else, presented in the main rules, is fairly typical.  There is morale, some rules for groups of ashigaru/commoners, terrain, movement, typical actions, etc.  Nothing else really special to note nor to poke at.

Other Things:
The main rulebook is nicely represented and flows very nicely.  At 16 pages total, and really the rules only make up about 8-10 of those, it seems like a fairly concise set of rules.  It lacks a table of contents or an index but at that few pages is it really necessary?  All that being said though, it is really crying out for a cheat sheet to gather all the modifiers, weapon bonuses/fumbles & descriptions, and actions into one place.  Not a big deal but it would be nice if it was already done for people esp for the starter box.

I would have liked to see some uses for the Fate tokens other than the end of the turn.  Perhaps to trigger a special ability or allow a reroll.  Just seems like a missed opportunity there.

Also, for me, I wish there was some "fantastical" element to the game.  As a Warlord Games' game, I knew going in this was probably not going to be the case.  But my love of the Samurai genre stems from Legends of the Five Rings, so ultimately I really want something that provides that kind of fantastical element as well.

Maybe I missed it, but I really think having samurai near ashigaru should have some kind of benefit.  I would hope that this is at least the case morale but I don't feel like going back to check.  Even if it does confer a bonus for morale, I think I would still like to see more.  Or at least variety.

Some Issues:
As I hinted in the beginning, there a few things that worked out differently than I had hoped.  I am extremely disappointed in how this game is being packaged:
  1. The complete rules (ie, getting the Battle Guide) requires a $50 buy in of the starter box.  Additionally, I have to go this route to get the skill cards, injury cards, dishonour cards and upgrade cards.
  2. The "expansions" also introduce additional cards.  So I have to buy the Ronin expansion just to get a particular card I want, even though I don't want to field Ronin?  Ugh.
  3. The packaging of the expansions makes no sense to the scale of the game, IMO.  Why do I want 10x commoners when the game scale is 5-20 models total and I group commoners into 3s?  I mean, I know why they are in packs of 10 (for people wanting the mins for mass battles) but it still irks me that I would have to buy more than I would need.  Reminds me of some of the packaging BS Games Workshop used to do (maybe still do).
Also I realize a model company wants to promote model sales but I really would have preferred not being locked into Warlord Game models.  Yes, I could still technical choose to use other models but I would still have to buy Warlord Game models just to get stupid upgrade cards and stuff.  Hell, I can't even get the "full" rules without buying a $50 starter box with 35 Warlord Game models in it.  And because of the expansion box stuff, that is not even the "full" rules.

Having to buy Warlord Games models also irks me because I have never been impressed with their "organic" models (tanks/vehicles seem like they are nice, people not so much).  Right now, without having seen them, I going to say that I don't want them.  Esp if these are just the old Wargames Factory samurai models.  And even if they are pretty good, I have had my eyes set on several other lines of samurai miniatures I would still want to own before these.  

Lastly, this game appears to be very lethal.  And realistically that is how it should be.  Samurai swinging katana's were extremely lethal, as was most melee combat.  I just worry that for a skirmish sized game, the lethality may cause some very large game swings and that may ultimately make, or contribute to, it not being a satisfying experience.  Realism does not always make compelling game play.

Conclusions:
Test of Honour looks to be a pretty interesting ruleset.  I was very surprised by it.  I personal thought, as I know others did too, Warlord was just "slapping" some rules together because they had a bunch of Samurai models from their acquisition of the Wargames Factory line of samurai.  But it really appears some quality work went into the rules development.  I really hope they are doing some demos of this game at Adepticon.

My irritation is that, IMO, someone royally screwed up a decent game later in the process.  To me this could have really appealed to the Saga or Bolt Action crowd.  But I don't see them buying into this packaging BS.

Oh well.  Maybe soon I will revisit the Torii and/or Ronin rulesets.  Btw, those defunct "Windmills" links to the left.  This is what they are supposed to be about.  Questing to find a good/desirable ruleset/miniatures/games/projects/terrain for those genres.  I would go ahead and link this review into that windmill but since this is the only one that would be in it, seems pointless right now.


Adding this to the list of games of this genre:  Samurai Skirmish

Tuesday, March 7, 2017

February Recap

Well, I got a little bit more of hobby mojo rolling for the month of February.  Just a little though.

At the recent game day at Rocket Republic I got my first taste of Star Wars Armada in.  Despite owning a lot of Armada stuff already, this was my first game ever.  We threw down with full 400 point lists and I quickly, I think, caught on to the game.  Well, except for the fact that I had one of my ships move off the board.  I still managed to overcome the oppressive might of the Empire though.  I found the game a lot of fun and I am a bit excited that some of the local group are picking it up (6 of us total I think, just enough to play the Corellian Conflict campaign hopefully).  Of course it helps that I am a bit of Star Wars junkie.  Unfortunately I didn't remember to take any pictures.

I also continued to knock out assembly of more Dropfleet Command Scourge ships.  I'm down to my last sprue of Scourge frigates (unfortunately there are 4 ships per frigate sprue) and a cruiser sprue.

The Scourge fleet had to be aside though, because some parts finally came in for my Adepticon project:  Devil's Run.  I did not back this kickstarter but I'm anxious to try it out as I am somewhat obsessed with the vehicle combat genre.  For the event you are supposed to bring one modified Hotwheels car, which feeds nicely into a theme project that I've wanted to tackle for awhile.  So, with the bitz order in I have devoted myself to modifying hotwheels.  Hmm, yes, I only technical need one but I am working on 4.  It's going to be a tough slog to get through though, as I have discovered what a pain in the ass die-cast metal is to work with.  Anyway, eventually I post something up regarding them.

Lastly, I got this in the mail:

As one would have guessed, that is indeed the first edition box set.
My bitterness toward this game (now) is so sad.  Deep inside of me I wanted to tear it open and start assembling me some Aliens and Predator miniature goodness.  And the spiteful me wanted to take it to backyard and burn it.  As a compromise, for now, it has been relegated to sitting on my shelf in clear view with a self promise to stare at it for 5 mins before possibly backing another kickstarter of any kind.  Oh, included in the box was this too:

Your kidding right!?
Some "fun" quotes:
  1. "It's been a difficult ride for the last 24 months..."  WTF are you talking about?  24 months?  Are you that lazy that you can't even update this form letter every couple of months? 
  2. "Nonetheless, I would like to assure you that every action that Prodos Games has made was to assure that we will be able to fulfill KS rewards as soon as possible."  Really?  What about deciding to use Prodos capital to develop the second edition of this game?  Seems like that money could have been used to get people their kickstarter pledges sooner.  Just saying...
  3. "...find enclosed 25% discount voucher to our Online store..."  OMG, you want me to give you more money!?  
To be clear in case anyone happening to read this is wondering:  I only backed the base game.  Not a bunch of crazy add-ons that were allegedly tied up in FOX licensing hell.  My pledge netted some free add-on options, none of which were subject to the additional issues with FOX, to my knowledge.  
*sigh*  Despite this, if Prodos at least has the common sense to send a free download link for the second edition rules to all backers, I may some day play this.  Or maybe I will burn it...  But I will promise to "try" not to talk about this anymore, unless it is something (somehow) positive.  

Anyway, that was February.  Probably won't have much for March until Adepticon, which I can't wait for.