If you're painting and want to leave something on while you paint, here's a live show my friends and I do on youtube. We're discussing IHMN primarily and some other VSF and Steampunk games:
My background for your reference (skip ahead to review if this isn't interesting

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I have nearly 25 years in miniature gaming, with the early portion spent in RPG's and then I did the tour of the basics- Rogue Trader 40K and GW specialist games like Blood Bowl. Most recently I went in ultra deep with Malifaux/Wyrd and founded a 300+ member club in Southern California for Malifaux. I consider myself well versed in miniature skirmish games, and am currently playing Saga, board games, and now (spoiler!) IHMN
So anyway, onto my thoughts for my first 6 games:So after doling out a few of these sets out to my friends and painting up a couple for myself to use, we got into our first games. One thing that jumped out at us was how intuitive the base system is- I love that each phase of the turn sequence is alternating- it makes for a highly tactical game, and the D10 with modifiers system is quite easy to follow, yet holds some deep strategy with a bit of thinking. In other words, we had the core system down in roughly 90 seconds, and were comfortably playing early in the first turn of the first game. That's one of the best features of this game- sure you still look up rules and how things work, but it's very, very intuitive. The pluck mechanic keeps the game moving at a brisk pace and even with a model sporting a 2+ pluck save, you want to play tactically because you know all too well that it only takes rolling a 1 once...
So the game gets you off to a quick start which is great, but there are spots in the rules that seem to be omitted- maybe purposefully. Things like; scenario rules, such as how to control Bad Jack every turn, or indications that you can kill the VIP in Bring Em Back Alive but the VIP has no stats, or other sections like the transport section seems to be missing some clarifications. Now a competitive gamer (or a rules-lawyer) might get all bent out of shape seeing this- but frankly I see it as an opportunity to make up something cool with your opponent, and we've done that (so for example in Bring Em Back Alive, we used the Yeti from Black Dragon Tongs and just used his full statline). Now for us that made the game even a little better than your typical skirmish game because we were less interested in trying to follow a set of rules and we were more interested in the cinematic elements of the game. It wasn't "Where does Bad Jack go this turn?" it was "Let's agree that Bad Jack is a homocidal maniac and he will charge the closest target in LoS".
To me- that's the heart of this game, and that's the spirit in which it should be played and enjoyed. So far my game group and I have had moments where we've cry-laughed at how ridiculous some of the games went (anywhere from 10 minutes to 2+ hours), we weren't nearly as concerned with how to win the games as we were wanting to know if one of us would kill 12 civilians (Collateral Damage). This game may never be some uber- power-up-your-list game and try to win tournies game, it will be the sheer joy of having this wonderful narrative unfold across several games.
So with that in mind, and our group anxiously awaiting our next opportunity to play, I've decided to draft a playable campaign format for us to use, and the guys are hard at work building their new companies and now looking into the Do-It-Yourself rules for their owned themed companies. This is brilliant stuff. This is what we love about miniature gaming.
Craig- thank you for this wonderful game. It's a breath of fresh air in today's gaming climate of rising prices, competitive focus- and groupthink.
I've been recording some of these games and hope to start uploading them on my youtube channel in the days to come.