Saturday, December 15, 2012

Hobby progress for week ending 12/15/12

A little done:

- Started assembly of Lelu and Lilitu for my Neverborn crew.
- Started assembly on a Watcher for my Guild crew.
- Got about halfway through assembling Gerlak Slaughterborn for my Cryx army.
- Drybrushed bone color onto my Slayer.

Really, I need to work harder on painting a tiny bit every day- I've had a rough patch, timing-wise for this, but hopefully I can get that back on course.

Malifaux battle report from 12/11/12, or 'How I manage to have things go badly, but still pull out a win'

This past Tuesday, Rob and I played two games of Malifaux over at DropZone.

Our first game was a 30 SS game.  I chose to run my Neverborn, and ran this list:

Lilith, Mother of Monsters -- 6 Pool
Malifaux Cherub [2ss]
Mature Nephilim [10ss]
Terror Tot Nephilim [3ss]
Terror Tot Nephilim [3ss]
Terror Tot Nephilim [3ss]
Tuco [7ss]

Tuco was a new addition for me- I finished his assembly last week, and was eager to get him on the table, and see how he played.

Rob chose to run an Arcanist crew:

Rasputina -- 5 Pool
Essence of Power [2ss]
Blessed of December [8ss]
Ice Gamin [4ss]
Ice Golem [9ss]
Silent One [6ss]

I had never seen some of these models (the Silent One or the Blessed of December, in particular), so I was excited to see how they'd play.

After flipping for Strategies and deployment, we ended having Shared Turf War (basically, get your models on the opposing side of the table) with a Diagonal deployment.

I chose Bodyguard (Lilith) and Breakthrough as my Schemes, and announced Breakthrough.  Rob announced that he has chosen Reflections of December.

Turn 1:

Here's my setup.

The ruined (greenish) building was being played as a Creepy Structure, so we could go up, spend actions, and get random effects.  We're trying to add more interesting terrain to the table, but in this game, we didn't use the Creepy Structure once.

Sorry about the blurry photo, but you can see that I had my Mature Nephilim off to my right, Tuco off to my left (due to the diagonal deployment, Tuco's strange deployment rules didn't end up accomplishing me anything), and everything else sort of centrally.

My game plan was simple.  Send everything up, get it into combat, and hopefully trounce Rob.  Tuco was there to be an annoyance, and hopefully draw at least some of Rob's attention.

Rob won the initiative first turn, and really, all we did was move all of our models forward.  Lilith spent two of her Soulstones to get a Blood Counter.

Turn 2:

I win initiative, and send a Terror Tot forward, towards the middle of the table, and have him grow into a Young Nephilim.

Rob sends an Ice Gamin towards the building.  I activate Tuco, and hope to start being annoying.  I use Veil Appearance to get pushed forward a little, walk up (using Nimble), and Run and Gun, letting me shoot (at a negative), but letting me move backwards 6"- hopefully out of range of Rob's army.  I try to shoot at his Silent One, which was the closest target, and after some cheating, manage to get a hit high enough to cause no modifier to damage.  With a card in my hand to guarantee Severe damage, I get excited about spreading some damage out... and then flip a Black Joker off the top of my deck.  No damage, no possibility of cheating the damage flip, and a very (VERY) disappointing development).

Rob, however, has no issue dealing damage, and sends Rasputina forward, to give her a view into the gap between the buildings.  She starts dropping spells, and when the dust (ice?) settles, she's managed to kill both of my Terror Tots, as well as my newly grown Young Nephilim.  As an aside- Rob misread his Scheme, and didn't use Ice Mirror to get the kills, which was a bit of a downside for him, but given the new board state, I figured he'd get over it.  His Essence of Power followed up on Rasputina by throwing some Ice Pillars in front of Rasputina to defend her.

Following up on Rob's very damaging activation, I have my Mature Nephilim charge his Blessed of December, and after both of us throwing a LOT of cards down for cheating, I manage to put four damage on it. 

The only other activation of note for this turn was that Lilith put an Illusory Forest into play, in between Rob's Ice Golem and his Blessed of December/my Mature Nephilim.  The Ice Golem isn't exactly fast, and although the Mature Nephilim can handle each of his two models individually, he certainly can't tackle both at once.

Turn 3:

I apologize for how blurry that picture is.  Lilith is over on the right, protected by the building.  That red ring on the top of the picture is my Illusory Forest.  Rasputina, the Silent One, and the Essence of Power are over on the left.

I win initiative, but Rob spends a Soulstone a wins the reflip.  Continuing with his steamrolling of me, he activates Rasputina and his Totem, sends them forward, and kills my Cherub (unfortunate because part of my plan to get back in this game was to Transposition Lilith into combat with Rasputina).   Casting some Ice Pillars and December's Touch on Rasputina let her sit pretty safely.

Tuco activates, and I do the same things as before.  Veil Appearance, walk up, Run and Gun at the Silent One, and Rob drops a 13 on the table to save her.

Rob responds by having his Blessed of December start tearing into the Mature Nephilim, and after triggering an additional attack plus the additional attack from Melee Expert, manages to put four damage onto it.

I have my Mature Nephilim kill the Blessed, and walk away, attempting to reposition him towards the middle, and try to salvage that part of the game.

Rob's Ice Gamin moves towards the rounded building, and I have Lilith go up and kill it (I can attack through walls, since I can draw LoS through them with Lilith's Master of Malifaux ability).

Rob starts moving his Ice Golem back deeper into his deployment zone, hoping to stop my Breakthrough Scheme. 

Finally, Rob's Silent One walks over, and starts dumping damage on Tuco, bringing him down to 2 remaining Wounds, I believe.

At this point, this are looking pretty bleak.  I'm down to three models (Mature, Nephilim, Tuco), and I've only killed one of Rob's.  I can't seem to get things placed correctly to seriously threaten his group of models, and most of my guys already are wounded.  With that said- it's certainly not over yet.  Lilith is not easy to kill, especially with a stack of Soulstones, and my Bodyguard Scheme means I will get some victory points.  If I can deny Rob from scoring too many, I can still pull this off.

Turn 4:

Rob wins initiative, and activates his Silent One.  The Silent One is already in range, and has no issue killing Tuco (even with his Hard to Kill).  Yay for spending the stones on a model that did no damage all game.  *sigh.

I move Lilith back behind the Creepy Structure.  I figure if Rob is going to make a play for my side of the board, I can have her pop out and try to wreck some havoc.

Rob responds by moving most of his models towards my Mature Nephilim, who was threatening his side of the board, and who I end up moving FURTHER into his side of the board, hoping to win the Turf War Strategy.

Turn 5:

I win Initiative. My Mature goes into Defensive Stance, and moves further into Rob's zone.  Of course, Defensive Stance is worthless against all of Rob's spells, but I did have some concerns about him having his Ice Golem taking shots at me.

Rob again moves most of his guys kind of centrally, somewhat towards the Mature, somewhat towards my side of the board, and attempts a long range spell, but is slightly out of range of the Mature.

I back Lilith further up, and cast Illusory Forest closer to me, blocking any Line of Sight onto me.

Turn 6:

I win Initiative, and realize that with Fast, I have enough activations and speed to get onto Rob's side of the board, and that there isn't much over there to threaten me.  First though, I decide to try to save the Mature Nephilim, in case the game goes longer, and have him back up, attempting to hide him behind a forest.

Rob starts moving his crew to my side of the board, but his guys are not very fast, and they do not get very far.

And Lilith books it, and gets pretty far.  I'm not sure it's enough... but if the game goes another turn, I'll definitely have plenty of distance (of course, Rob might as well...)

We flip to continue the game... and flip a 10, adding another turn!

Turn 7:

Rob wins Initiative.  Not a very exciting turn- I move Lilith into his zone, Rob attempts to move his crew into mine.  We flip to end the game, and this time it's a low number, ending it.


We start by checking out the Strategy.  Turf War gives a player two points if they have models completely within his opponent's side of the board.  We measure, and I easily do for 2 VP.  Rob however, wasn't able to get over quickly enough, and doesn't score here.  I also get an additional VP for having more models in the opposing deployment zone than my opponent (I had one to his zero).  However, Rob has more models on my half of the board than I do on his, and scores a VP.  So far, 3 VP for me, and 1 for him.

On to Schemes.  Rob failed to achieve his Scheme (although, only because he misread what he had to do.  He easily could've accomplished it on the turn he dropped all my Terror Tots), whereas with Lilith alive, I achieved my Bodyguard Scheme, giving me 1 VP.

Final score: 4 VP - 1 VP.  Neverborn win!


Given that Lilith is my primary crew, and Rasputina is Rob's primary one, I imagine this is a matchup I'll see a lot of.  It seems fairly well balanced- I have a lot more speed and more close combat advantage, but Rasputina certainly has me beat at range.

When Lelu and Lilitu are assembled, I'll have fewer fragile models on the table, which may help me survive some of that initial magical damage, but as Rob gets more experience with his guys, who knows how that will balance out.  I'll have to practice more with my movement tricks to get guys into combat, against someone who has the tools to keep his crew well defended, and a playstyle that focuses on it.  It will be interesting!

Second game (brief):

We had a little bit of time after our first game, and tried to fit in a second game.  I won't write a full report for it, however.  I was trying out Sonnia Criid's box against a smaller version of Rob's Rasputina crew.

We only ended up going four turns, and Rob had managed to kill all of my Witchling Stalkers for relatively light damage in return, so it wasn't look good at game end.  I just couldn't get flips to go in my favor (Sammael at one point Rapid Fired into Rob's Blessed of December, in combat with one of my Witchling Stalkers- a favorable shot, since the Blessed draws twice as many cards as the Witchling when we determine who I hit... and hit the Witchling all three times, killing it).

Mercifully, I suppose, we didn't play a full game.  This game, Rob definitely had his guys moving up the table quicker (despite us being deployed further back- we had Corner deployment this time), and I had no idea how to respond.  However, I'm eager to get Sonnia back on the table, so this will be something I'm sure we'll see a rematch of at some point.

Thanks for reading everyone!

Saturday, December 8, 2012

Hobby progress for week ending 2/8/2012

This week, I did a bunch of random assembly:

- Assembled Tuco for my Neverborn crew.
- Assembled my Sonnia Criid crew (Criid, Sammael, and three Witchling Stalkers).
- Assembled a flamethrower and a sniper for my German Bolt Action army.  They aren't field-able yet (they need additional team members), but it was nice to put together a few of the minis.

No painting this week, unfortunately, but next week I'll get back to doing small amounts of painting every night.

Wednesday, December 5, 2012

Lilith list for 35 ss

So, I've been trying to think what I can do with my Lilith army to make it more 'generally' good.  Out of the box, in my few games of experience, she's certainly been solid, and fun to play, but I find that not only is she fairly one-dimensional (get stuff into combat, make Nephilim bigger), she also has some pretty serious holes in her attack.  So, I decided to see what sort of things I could take with her at 35 Soulstones, which seems to be a fairly normal size for games.

Using the handy Malifaux crew creator, I came up with this:

Neverborn Crew - 35 - Scrap

Lilith, Mother of Monsters -- 5 Pool

Lelu [7ss]
Lilitu [7ss]
Mature Nephilim [10ss]
Terror Tot Nephilim [3ss]
Tuco [7ss]

I'll have to play this a few times, of course, to see how I like it, but I think this will definitely be a step up.  Some thoughts on my decisions:

Tuco seems to be a necessity here.  I have practically no effective ranged threat using Lilith otherwise, and against some Masters *coughHamelincough* I really feel like I'll have a difficult time dealing any sort of damage without SOMETHING ranged.  Tuco has a decent ranged shot, and a few movement shenanigans and special rules to help keep him safe and effective.

I don't know how effective Lelu/Lilitu are, but I feel like having them in my list for a few games would add some variety.  Lilitu's Lure spell will give me some additional tricks I can pull on my opponent's models, and the two of them can (hopefully) be somewhat durable with Regeneration and additional healing (from Drink Blood, I guess).  At 14 total Soulstones, they'll have more table presence than a Mature Nephilim and a Terror Tot, and can give me some more options.

I've only (so far) taken Lilith with the Mature and Terror Tot Nephilim, and I wanted to have one of each in my list.  The Mature Nephilim is fantastic- he's fun, he's fast, he hits hard.  What's not to like?  The Terror Tot is around primarily so that I have something to spend Blood Tokens on (either for Growth, or for one of the Summon Lelu/Lilitu spells if necessary).  Using it as a target for Lilith's Transposition spell is a useful option as well.

So, with that said, what's not in the list that I could've taken?

The Black Blood Shaman has a lot of tools that could be really handy, but I don't know that I could get as much mileage out of him as I'd like, both through limited Blood Counters, and limits to my play ability.  Maybe eventually I'll pick one up and switch him in.

I really really wanted to take a Cherub in the list, but couldn't afford it.  This hurts most because it takes away one of my primary ways to get Lilith around out of activation, but maybe I can utilize Lilitu's Lure to accomplish the same goal. 

Nekima is really the only other model that would fit, but man, she's so expensive (13 Soulstones).  She does have a bunch of helpful abilities, but she doesn't really add all that much to my crew that I don't already have in some form. 

As for Schemes, I think I have a lot of options running this list.  Breakthrough is a good choice, since most likely I'm going to be advancing on my opponent.  Bodyguard isn't a bad choice as well, since Lilith's defensive stats are pretty solid.  Kidnap and Reclaim Malifaux work great as well, the latter for the same reason as Breakthrough.  I have some great choices here, and I'm sure, combined with whatever the Strategy ends up being, I'll be able to keep my opponent on his toes.

So what do you think?  Anyone with experience running Lilith?  Suggestions?

Saturday, December 1, 2012

Hobby progress for week ending 12/1/2012

So this week, I've been busy during the evenings, helping my girlfriend with her college coursework, but I did manage to get a little done.

First, I am read up on all the Malifaux books, which is great.  The overall fiction in the book is really cool, and knowing about the background certainly makes the game more enjoyable.

On the painting front, I've put most of the base layer of Vallejo Chainmail Silver on my Slayer.  I really want to do more painting, but it's difficult with a minimum of time.

For assembly- I've finished all of the filing for my Wraith Engine conversion, meaning that next week, I start assembly!  I glued Terminus' sword into his model, so now I'm just left with a few spikes left until he's completed.  I also filed down Sonna Criid, but didn't quite glue her yet (or start on the rest of her crew).

Wednesday, November 28, 2012

Malifaux game, 11/27/12

This will be a short battle report, haha.

Rob and I played a game of Malifaux yesterday, over at DropZone games.  We chose to play a 21 Soulstone game, and I took my Lilith crew as well as a Cherub.  Rob has been real excited to play Hamelin, and even painted his army before putting them on the table (very nicely done, I might add!).  We flipped and got Shared Claim Jump as our Strategy, and I chose Breakthrough and Holdout for my schemes (this is our first time using schemes, I was going for simple ones).

So, we setup, and started to play.

Our first turn was pretty boring- we just moved everything towards the middle.  Rob had Hamelin sacrifice a rat to draw cards, and summon a Stolen.

Eager to come to grips with my opponent, I have my Mature Nephilim start the second turn by charging one of Rob's rats, killing it and a stolen.  Big mistake though.  The rat respawns, and in return, Hamelin makes my Mature Nephilim charge a Terror Tot, killing it, THEN proceeds to force the Nephilim to attack Lilith, although he missed.

At this point, I've killed a Stolen, and lost a Terror Tot.  Rob can keep bringing Stolen back, if need be, however, so it's not a big loss for him.  I decide to be aggressive, and have Lilith charge in, and manage to kill Nix (his doggie). 

In return, Rob's rats begin swarming Lilith.  And here's where it gets a little.. strange, I guess.  They take a point of damage to reposition themselves around her (they can't move then attack, because they are Slow), attack her, and on a hit, damage her, give her a Blight Token, and cause her Black Blood to trigger... killing all the rats, respawning them, and letting them attack her again during a later activation (they can't receive Slow a second time, after all).  By the end of the turn, they had easily killed Lilith (although it took them another respawn, I believe).

At this point, I looked at the board- I was outnumbered, I had no way to stop the rats from easily killing the Mature Nephilim next turn, and couldn't score enough VP from my schemes to win, so I conceded.

I'm... at a bit of a loss for what to do against Hamelin.  It doesn't feel like an even matchup, but I feel like I probably do have options to play against him to at least make the game... well, a game.  First, I need to stop being so aggressive.  Charging in like I did was extremely stupid.  Second, I need to take the advice I've been giving Rob every time he talks about the trying to beat Lilith with Rasputina- I probably need to spread out a lot more.  Hamelin needs all of his things within 6" of him.  If I spread out, I may be able to make it difficult.

Also, I need to add some versatility to my crew.  I need some ranged threat, and I'm guessing for now, that's going to be Tuco.  If I can get some damage on Hamelin with shooting, I might be able to make it a closer game, as well.

So, there's certainly options, but yeah, it felt ridiculous playing the game, once the rats started doing their thing.  Of course, I'm not alone in the concerns about the matchup. And there are a lot of threads about Hamelin himself, so one hopes that maybe a small tweak will be made (well, at least I hope so :) ).  But still, I'll give it another try, and try a bit more cautious approach before I get too worried about it.  Maybe hope for a different Strategy (something where the objectives are spread out?).

After this game, it should be noted, Rob and I taught BK how to play, and he took my Lilith crew against Rob's Rasputina crew, and pulled off a win.  BK seemed to enjoy the game, and hopefully will have his upcoming crew (Jakob Lynch) ready to go soon!

Saturday, November 24, 2012

Hobby progress for week ending 11/24/2012

This week, I really focused on painting.

My Slayer has two layers of green paint on it.

Overall, not a lot on the hobby front (darn holidays screw me up), but it's certainly nice to have done SOME painting!

Thursday, November 22, 2012

Malifaux battle report, 11/20/2012

So, Minute purchased a Malifaux army, and wanted to learn the rules, so this past Tuesday, we played a small intro game at DropZone games.  I again used my Lilith starter box, and he used the Som'er Teeth Jones crew box.

After briefly going over the rules, we set up for a game.  Flipping for our Strategies, I ended up having Claim Jump (end more models near a certain point than Minute), while Minute had Treasure Hunt (grab an objective in the middle of the board, and walk it back).  We had diagonal deployment zones.

On the first turn, we both basically advanced the fullest towards the middle of the table.  I also had Lilith cast Illusory Forest in the middle of the table, near the Treasure counter.  I figured that the easiest way for me to win was to deal a ton of damage to him in the middle, then swing over on turns 5 and 6 to surround the Claim Jump marker.

In that photo, the black mini in the middle was Minute's Treasure marker, and the mini on the left was my Claim Jump marker.  My Illusory Forest in the middle of the template.

To start the second turn, I send a Terror Tot with Defensive Stance forward, hoping to get into a good position without taking too much shooting damage.  Minute sends a Bayou Gremlin over to my left, and I happily send my Mature Nephilim into him, easily killing him.  Minute responds by having his Gremlins open fire- at the beginning, hitting his own guys more than the Mature Nephilim, but a Bayou Gremlin using Y'all Watch This and getting his Dumb Luck tripper puts enough damage into the Mature Nephilim that the random small shots end up bringing me down.    On top of that, Minute summons another Gremlin.  He finishes his turn by sending his Warpig forward, hoping for some scary Stampeding.

This is a picture of the middle of the board.  Warpig in combat with me, surrounded by the remainder of my crew.

And this is a picture of the left side of the board.  You'll notice- no Mature Nephilim.  Not good.

Turn 3 starts with Minute getting initiative, and Stampeding.  However, great cards in my hand combined with the Terror Tot's 6 defense mean that the Warpig ends up causing no damage, and in return, I have Lilith charge over and kill it, giving me a Blood Counter.  I spend the rest of the turn failing to Grow my Terror Tots into Young Nephilim, and Minute repositions near the wall near him, preparing to put some fire on my crew.

On Turn 4, I look at my hand- Two 13s, a 12, two 11s, and a Red Joker.  I shake my head, show Minute, and he concedes.  Most likely, I'm going to get my crew into him, and he has already expressed concerns for how to deal with Lilith here (8 defense is pretty rough for him).  Combined with his fairly mediocre hand (and Som'er reducing his hand size by one card), it probably wasn't going to be much of a game.

Once again, I really enjoyed playing this.  I find myself really enjoying the card mechanic (it really helps when I'm fairly consistently drawing good cards, and the activation system creates a lot of fun choices.

Malifaux is going to be a great time, especially when I add a few more models (ie, when me and my opponents all get up to maybe 25 soulstones or so, just so I can think some about army composition).  I do enjoy the miniatures overall, so there's certainly some extra incentive to get into painting so I can get working on them as well.

Wednesday, November 21, 2012

Painting frustration

I've been trying to paint recently.  This is surprising, given the low amount of models I've painted in my years and years of owning miniatures, but still- I'm really trying.

Monday, I take out a Slayer, prime it, and start painting it using a paint I have laying around, Citadel's Orkhide Shade Foundation paint.  I get the first layer on, but realize I'm running low on paint.

"No problem", I think to myself.  I'm at the game store tomorrow night (Tuesday), I'll grab another pot of it, and I'll put the second layer on.

I go to the store, only to discover that GW has changed their paint line (yes, yes, I realize this isn't recent, but I haven't exactly been painting, have I?).  Sure, using a conversion chart I found online, I can find what's an exact match, but it's still a very annoying way to go about things. 

This, plus remembering how annoyed I was about discontinuing Chestnut ink, from the last time I tried my hand at painting, meant I wanted to try something new.

In frustration, I picked up the Vallejo matching color.  It's cheaper, I'll get more use out of it, and I don't know that they've ever discontinued a paint color... but I struggle to use Vallejo paints well.  I'm supposed to mix them 1:1 with water to get a good ratio for layering... but I find that after it's mixed, it tends to slowly separate in the palette well, and I end up constantly using paint that is too thin to actually cover the model, meaning I have to remix the well. 

I feel like painting should be easier than this.  Maybe I need to switch to P3 paints, or something, are maybe I'm just really bad at this whole painting thing, but c'mon, what should I beginner painter do to find a set of paints that are both easy to use, and aren't likely to change names every year?

For now, I'm going to push through with the Vallejo paints.  I'm sure that once I get the hang of them, I'll really find them quite rewarding.  In the meantime, does anyone have any random suggestions for how to use them well?

Saturday, November 17, 2012

Hobby progress for week ending 11/17/2012

This week I:

- Assembled a Neverborn Cherub for my Lilith Crew.

- Attached the second wing to Terminus, leaving me only with his sword and a few spikes to assemble before he's completed.

- Assembled a Cryx Stalker.

- Continued work on Wraith Engine conversion, cleaning two more of the resin pieces.  I still have a lot of work to do, but might begin assembly of part of it this upcoming week.

- Re-primed my Slayer, with the goal to start putting paint on it, and determine my Cryx color scheme.  Something green based, most likely.

Wednesday, November 14, 2012

First Games of Firestorm Armada!

Rob and I tried a game of Firestorm Armada yesterday, and despite several hiccups, had a good time doing it.

We started by getting our fleets ready- I was running a Directorate fleet, which was the Starter box and the Overseer carrier (640 points), Rob was running the Terran Alliance plus the carrier (665 points, I think?).

We set up, drew our hands (of various random events and things we could do to subtly influence the battle), and started playing.  Our random victory conditions involved me killing all of his medium-sized models (his cruisers and carrier), and him having to kill 70% of my fleet.

Turn 1:

First turn, we moved forward, and took long range shots at one another.  I led with my Enforcer frigates, and Rob obliged by having his Sentinel cruisers move up, and take a bunch of shots, killing two of them, and damaging the last one.

My other squad of Enforcers was hammered by his Battleship as well.  In return, my Judgement class battleship and Overseer carrier managed to kill two of his frigates... and then I got to be appalled that his last squadron of frigates damaged one of my Vanquisher class cruisers.

So, Turn 1 tally: I had 2 dead frigates and 3 damaged ones, and a slightly damaged cruiser, to Rob's two dead frigates.

Turn 2:

Rob and I roll for initiative, and I play a card giving me an extra 3 to my initiative roll.  Even so, I lose, and Rob activates his carrier first, which shoots and kills one of my damaged Enforcers.

I decide that, with their limited life span, I need to be bold with my remaining Enforcers, and sent them into the middle of the board, firing wildly, and resulting in damaging his cruiser as well as two frigates.

We traded shots back and forth, generally to little effect (my Vanquishers all linked fire at one of his Sentinels, and failed to do a point of damage, sigh), but my Judgement-class battleship DID manage to get a critical hit on his battleship, dropping his shields (which he failed to repair for the remainder of the game) and dealing two damage, although I then took a point in return from his shooting.  The battleship also accounted for a few frigates.

Also, we tried using Wings this game, and my carrier launches a flight of 3 bombers (Rob's had done the same earlier in the turn).

Finally, his carrier fired into my damaged Vanquisher, getting a critical hit, and causing a raging fire, which I immediately repair.

Turn 3:

I start turn 3 by playing a card to repair my Vanquisher, bringing it down to having a single damage point on it.  His battleship lays into mine, causing a critical hit (Decompression, which gets repaired at the end of the turn).

I line my squadron of Vanquisher cruisers up to get a full linked broadside into his cruisers, and get a total of 17 hits, causing a double critical, killing his cruiser.  My other shooting for the turn ends up dropping 3 points of damage on his carrier.

Our bombers get into action... and do nothing.  It turns out, reading the FAQ/errata, that we had been using them a little wrong (no PD against the torpedo shots themselves), but if anything, it may end up weakening them.  We'll see.

Aaaaand that was all that we accomplished this turn.

Turn 4:

I was running a little short on time, so we had to call the game mid-turn, although we did throw a few random shots early on, just for fun.  Rob's battleship dropped another point onto my battleship, and I shot to no noticeable effect.


So, we didn't finish the game, and since we were just trying to get the rules down, we didn't really figure out the results.  But regardless, we did have a good time.

I played a lot of Battlefleet Gothic in college, so I can't help but compare it to that in some ways.  Ships in this game shoot a LOT.  I mean, we were regularly throwing 10+ dice at a time, and then re-rolling a few of them every time we saw sixes.  As a man who loves to roll dice, I can't help but love this.  With that said, ships didn't really die all that fast.  Rob fired shots at my carrier and battleship every turn, and managed to get a total of 5 damage between the two of them.

Also, the Firestorm Armada rulebook is TERRIBLE.  I don't know who they had write this thing, but it really feels like they just half-assed it.  The rules may be among the worst organized (and there's no index!) that I've ever seen.  And this is their second edition rulebook?  Are you kidding me?

Torpedoes strike me as a little peculiar- they don't enter the map, and can travel whatever distance instantly.  In a sense, it's nice (fewer things to keep track of, and the torpedoes get to the target without issue).  But I do miss the tactical implications of throwing a spread of VERY scary torpedoes down, and watching my opponent have to maneuver to get around them.

The rules for boarding assaults are a little hard to understand (FAQ/Errata fixes this some), so we didn't use them yet, so I can't compare.  I don't remember caring for the BFG boarding rules at all, so I can't see how they wouldn't be an improvement.

Wings are very strange, but don't seem very strong.  Of course, we played with them wrong, so it's hard to say (I imagine 6 bombers would be a terrifying thing).  The equivalent in BFG wasn't much stronger, so it's comparable.

We didn't play with terrain.  We will next time.  As I understand it, you use a lot more terrain in Firestorm Armada than you do in Battlefleet Gothic.

The cards for Firestorm Armada don't do a whole lot for me, truthfully.  Rob says they add a cinematic feel, and add some epic-ness.  I mostly played cards to repair ships (which, combined with ships not taking too much damage means ships stick around), and once or twice we dropped cards to enhance our attack rolls.  Mostly, I kept cards around to cancel cards Rob played, if I could.  I can take them or leave them, however.

The game is in some ways a lot simpler- in a good way.  In BFG, you had to deal with a whole order structure to be able to reload torpedoes, change the way your ships move or shoot, any of that.  It worked, but it slowed the game down at times.  You also spent time looking up firepower in tables, which took time (for most batteries).  In Firestorm Armada, you move up, you shoot, then you move on.  Space games should be more fun, I feel.  Adding too much work to a game makes it less enjoyable, and Firestorm Armada did a good job here.

We'll get this game back on the table soon, hopefully getting more of the rules correct.  When we do, I can see this being very enjoyable.

Saturday, November 10, 2012

Hobby progress for week ending 11/10/2012

Not a whole lot done this week, due to a last minute dog - sitting arrangement, but did start filing some more Malifaux minis. Hopefully, will get them done in time to use them on Tuesday.

Wednesday, November 7, 2012

First Games of Malifaux!

Well, Rob and I finally got the Malifuax minis out, and threw down for some games last night, over at DropZone Games in Glen Burnie.

I was running my Lilith crew, which was the only one I had assembled.  She basically consists of herself, 3 Terror Tot Nephilim, and a Mature Nephilim starting on the table.  Lilith's crew seems to be pretty straight forward.  Advance, get into combat (where I'm harder to shoot AND Black Blood lets me gradually wear down my enemies), kill things, move on.  Lilith, particularly, is pretty nasty in combat, with her 3/4/6 DMG line on her sword, and a (+) flip using it.

Game 1:

For the first game, Rob tried out Rasputina's crew box against me.  Rasputina runs with a bunch of Ice-based Constructs that cause all sorts of annoying things to happen.  For instance, when one of my models kill one of his ice dudes, my model's activation ends.  It makes it tough to use certain abilities.  Also, Rasputina has this annoying ability to freeze terrain pieces, which locks people in place.  Ugh.

Anyway, we flipped for our strategies (our scenario).  I ended up flipping the one for recovering a treasure in the middle of the table, Rob flipped the one for destroying evidence.  For him to get VPs, he had to get to my side of the board, and interact with objectives.  For me to get VP, I had to get a token in the middle of the board, and have it on a model when the game ended.  As this was our first game, we skipped out on Schemes.

 Then we went at it.  Right away we both basically moved our guys to the middle as quickly as possible.

Rasputina started the second turn freezing that large terrain piece in the center, locking Lilith in place for the turn (d'oh), but I got some major revenge later in the turn when after moving an Ice Gamin up, I proceeded to kill it with my Mature Nephilim.

Next turn, I win initiative, and eagerly move Lilith off the terrain piece and into combat with the Ice Golem, dealing about 4 damage to it.  I then use my Brood Mother action to immediately activate the Mature Nephilim, charging him in and dropping another 3 damage on the Golem (normally, we each activate a model at a time, alternating players, but some abilities give you the ability to activate more than one thing at a time).  Rasputina decides to exact some vengeance, and starts dropping spells into the combat, eventually killing the Ice Golem semi-accidentally (Rob certainly wasn't unhappy doing this, as a dying Ice Golem deals damage to models close to him).  With the Ice Golem dead, she threw another spell at Lilith, dealing a total of 5 damage to her on the turn.

Next turn, Lilith and the Mature Nephilim kill Rasputina, and the following turn, I grab the treasure counter on the middle of the board edge, leaving me the winner of the game 2VP to 0VP.

Game 2:

Rob decided to try his other assembled crew, Sonna Criid,  for the second game.  Rob's strategy ended up being something about controlling board quarters (really difficult to do when you only have 5 models), and mine involved being close to a counter at game end.

We set up, and again, went at it, running things in at one another on the first turn.

That's right, we basically lined up on opposite sides of the street.  We're super tactical players.

I started turn 2 by getting things into action, my Nephilim taking down two Witchling Stalkers, letting me grow 2 Terror Tots into Young Nephilim (making them stronger).  However, I actually took a beating as well, as Sonna Criid unloaded into me, killing the Mature Nephilim and a Terror Tot.

On Turn 3, the Young Nephilim takes down Sammael, and Rob deals a decent amount of damage to everything I have on the board.  Lilith charges into Sonna, but fails to kill her.  At the beginning of the next turn, Rob kills Lilith, but leaves Sonnia too close to a badly wounded Witchling Stalker, allowing me to kill her by killing the Witchling (who explodes when he dies).  Having removed all of Rob's models, nothing stops me from getting the 4 VP from having models close to the counter you see in the pictures.

So yeah, two games in, and I personally had a blast.  There's a lot of interesting interactions in this game, but it's going to take a LOT of practice to get the hang of things here.  We'll need another model or two apiece, just to give our crews some versatility, but we'll get there, I have no doubt.  I love the use of cards instead of dice, and I love how hand management influences the games in so many ways.  Definitely looking forward to playing this again!

Saturday, November 3, 2012

Hobby progress for week ending 11/3/2012

Not a whole lot this week, unfortunately, since I was given a dog to take care of by a coworker, kind of last minute.

I did get a least one thing done though- I started work on my Wraith Engine!  More specifically, I started work on a great Wraith Engine conversion, that hopefully will turn out pretty well.  Once I get some more progress done, I'll put up more details.

Tuesday, October 30, 2012

Layout changed

Well, I didn't end up losing power, or (aside from a bunch of rain) see many of the effects of Sandy, which is good, but I know a lot of people did, so hopefully those that did get their power and lives back to normal soon.

I got around to making the layout change to the blog, basically applying one of the templates so that it didn't have the same boring look it had always had.

Let me know what you think.

Monday, October 29, 2012

Hurricane Sandy

Well, being in central Maryland, we're about to get hit by much of the wind and rain from Hurricane Sandy, which sucks.  But thankfully, I got out of work early today, and will have tomorrow off, at the least :).  I used what was left of the daylight today to re-base some minis, and hopefully I can use tomorrow to get some work done as well.

For the other people in Sandy's path, hopefully she goes light on you!  And on us :).

On an unrelated note- I was finally going to clean up the blog, and change some of the layout to make it a lot cleaner.  I'll wait until I'm sure I'll have power through the entire process ;).

Saturday, October 27, 2012

Hobby progress for week ending 10/27/2012

This week, I assembled two Young Nephilim for my Neverborn crew.  Now, thankfully, I have something for my Terror Tot Nephilim to look forward to, should I manage to get some blood counters in game.  With luck, maybe I can get a game in this next week.

Also, I read the rules to Firestorm Armada, and re-read the rules to Malifaux.  I don't know if I consider that 'hobby progress', but it's something that will enable me to more thoroughly enjoy games, and it's something I managed to do this week :).

Wednesday, October 24, 2012


Wait, what?

You mean, Dan Abnett is finally releasing the first book of the Alizebeth Bequin trilogy?  *hyperventilates*.

I haven't read a Black Library book in some time, mainly due to the fact I'm so busy, but man, that's the sort of series to get me started again!

Saturday, October 20, 2012

Hobby progress for week ending 10/20/2012

This week, I managed to finish assembly of the Lilith crew for Malifaux.  Hopefully I can get a game with them soon, just to see how I like Malifaux, and figure out what I want to do with my armies :).

I've been itching to paint for a while now, but haven't really gotten the time to sit down and start.  Maybe, if I'm lucky, this upcoming week will give me a change to do small chunks of painting at a time.

Thursday, October 18, 2012

Past weekend gaming fun

Last weekend, a bunch of friends and I all headed over to a friend's place, and spent part of Friday and all of Saturday playing some games.  So naturally, I'm going to say a few words about the different games I played.

Finally, I got the chance to put Fantasy Flight's game, X-Wing, on the table.  I ended up playing 3 total games, with two of them being basically starter/teaching games (pitting two TIE Fighters against a single X-Wing).  Personally, I had a blast playing it, and would love to get it on the table more.  The only non-teaching game I played was a small 50 point game that we ended up ending because Luke Skywalker w/ R2-D2 is too difficult to kill.  I've actually accumulated a moderate amount of stuff (I LOVE Star Wars, for those that don't know), and I'm itching to try some of the other stuff out (like trying to get some mileage out of that Y-Wing, or even trying some of the weapon upgrades).

This was the main focus of the weekend, and I managed to get a few games in.  I actually worked hard the last two weeks to have some new toys for these games, which mostly made an appearance.  Brief recap:

First game I played was a 50 point game, with me taking Tyrant Xerxis against Rob taking Harkevich.  Rob had recently built his Conquest, and was determined to get it on the table (which he did, several times- he'd have to tell you how he felt about it).

The scenario was Overrun (which I played a lot of this weekend... hmm...), and as you can tell, we played with a lot of terrain (thanks to Minute, which I decided I actually loved).  My early game shooting did a ton of damage, and Rob was forced to come into combat on my turns due the the Nihilators, and I actually managed to take down the Conquest with a fully buffed Gladiator, giving me the win.

Second game was against Minute, another 50 point game, again playing Overrun.  I took eHexeris, and almost the same list as my game against Rob, whereas Minute took Ossyan.

On the second turn, I dropped Black Spot through my Cannoneer onto his Halberdiers, and proceeded to lay into them with the Reivers, taking out most of the unit, and dropping a few Stormfall Archers as a bonus.  Minute's shooting was a little disappointing for him, partially because my Nihilators made five out of their six tough checks on my right.  At the end, I was pretty mangled, but killed enough on the board that Minute conceded.

Third game was a 35 point game against BK.  I ran Epic Asphyxious against his Epic Lylyth, playing, you guessed it, Overrun.

BK used his feat first, killing a lot my infantry, but it ended up just powering up my feat, which I used to kill Typhon, and damage a Ravagore.  Having taken over most of the zone on my turn, he wasn't able to get enough in to stop me from winning by scenario.

And finally, I played another 50 point game against Rob, who chose to run the Old Witch against Terminus (I didn't take a single picture of this game, unfortunately).  Rob continued with his goal of running the Conquest though, something that actually made me a little concerned, since Terminus takes a LOT of infantry.  This time, the scenario was Process of Elimination, and I managed to score the zone on my left on the second turn, leaving me free to focus on the right.  Rob had a full unit of Winter Guard there, who took shots at the nearby infantry (mostly Mechanithralls).  The Old Witch parked behind them and popped her feat, keeping my infantry back.

I took the bait, advanced up, and hit her with a spray, taking out more than half her health.  Of course, this left me without Sacrifical Pawn targets, and after the Winter Guard easily destroyed my only nearby warrior model (a non-Incorporeal Pistol Wraith), lined me up for a combined range attack, starting at about my armor... and then rolled a 3.  Eesh.  Terminus chuckled, Rob's other shooting didn't get the job done, and after failing to Gallows me far enough to get me in charge range of the Conquest, Rob conceded (I could have walked up and killed the Old Witch next turn, most likely).

Managed to end the weekend 4-0 at Warmachine/Hordes!

Firestorm Armada:
In between games, Rob and I found some time to put Firestorm Armada on the table, and try to get a few turns in.  Rob let me borrow his Directorate fleet.. and I think he took the Terran Alliance.  We played a little into the second turn, ignoring some of the rules (mainly fighter/bomber wings and such), but enough to get the basic turn structure.  It's pretty fun- there are definitely things about it that I think are great improvements over Battlefleet Gothic, and I borrowed the rulebook to read on my own time.  Next time it hits the table, hopefully I'll have a good enough grasp of the rules to play with all of them.

Finally, I managed to get two boardgames in: Sentinels of the Multiverse, and Zombicide.  Both these games were AWESOME.  Very thematic, dripping in theme-y goodness, and a blast to play.  If you're looking for either a great super-hero themed card game, or a zombie survival board game, check these two out!

Saturday, October 13, 2012

Hobby progress for week ending Oct 13, 2012

Got some more stuff accomplished this week, in preparation for gaming this weekend:

- Finished assembly of Epic Hexeris.
- Finished assembly of Nihilators.
- Assembled Terminus, just missing a single wing.
- Finished assembly of Venethrax.
- Finished assembly on a second Warwitch Siren.
- Finished all repairs to Deathjack.

Saturday, October 6, 2012

Hobby progress for week ending Oct 6, 2012

Just a quick update as to what I've accomplished this week, hobby-wise.

- Finished filing Nihilators.
- Filed epic Hexeris.
- Attached Terminus' torso and legs to one another.
- Deathjack almost fully repaired (just needs hand spikes).

Since I was basically out of town from Sunday till Wednesday, I did alright.

Wednesday, September 26, 2012

What have I been doing lately?

So, as you can plainly see, I haven't been posting a lot here, or anywhere.  As I've probably said before, there are lot of reasons for this, some personal, some financial, and some just lack of drive.  Fortunately, I've rediscovered my interest in various games, and I've actually started being productive.

Let's start with a big part of my new interest- there's a newish game store in the area (DropZone games), and that place is a miniature gamers' dream- lots of gaming tables, great stations for working on miniatures, and a good variety of miniature systems available without people trying to force you into a particular one.  It's good stuff.

So what have I done?  This past week, I've pretty much repaired almost every model I own (for Skorne and Cryx), I've gotten about halfway done filing down a unit of Nihilators, assembled a Cyclops Brute, and begun the work for pinning Terminus.  I've also actually done some repairs on Empire Knights, for Warhammer Fantasy.

I also played a 50 point game last night against Rob.  I took epic Morghoul against Saeryn, and managed to pull off a close win.  I don't have a Battle Report, because I didn't take notes, but did take some pictures.

So, basically, I'm loving miniatures again, and can't wait to get back into the swing of things.  Look forward to seeing me around more!

Monday, April 9, 2012

New Empire Army book?

Huh, I haven't been paying nearly as much attention as I should have been.  The Empire are (or have been) just re-released for Fantasy!  Given that my Dark Elves seem to feel a little out of touch with the current game, it's exciting to think that the Empire may get some new toys to throw down with. 

I'll have to swing by, pick it up, and give it a shot.  Hear that Frans?  I'll be up for another Fantasy game before ya know it!

Also:  Halflings in the Empire army!!  About time they've made a return.

Cryx Kraken revealed

Yeah, yeah, I'm probably the last person to have seen this (thanks Minute!):

That thing looks really really sweet.  Well done PP! 

(Also, take notes, GW- that's what a video should include- some information, and some people to give the company a more 'human' touch!)

Monday, March 26, 2012

Sent to me by Minute- Asphyxious the Hellbringer!

Asphyxious the Hellbringer!

Well, the art has me super excited.  Man I can't wait to see this guy's rules and model!

Wednesday, March 21, 2012

Games Workshop '145' video- what the...?

Here's the link to the video.

I mean, rumors on the internet are that Games Workshop is re-doing their line of paints, and presumably 145 is the number of paints.  But... seriously?  The video tells us nothing (it's just the number 145).  A video on a line of paints is certainly better than nothing (and better than GW has done in the past), but given the efforts their competitors have put up as video teasers (say, the Privateer Press Colossal video?), this felt really weak.

Ah well, just noticed it, and it surprised me enough that I had to mention it.

Tuesday, March 20, 2012

Three Games with Mortenebra, 3/13/12 - 3/14/12

Well, got three games with Mortenebra in this week, despite her being only half completed.  Basically, it's my first time using Mortenebra, and really the first experience I've had using more than one or two Cryx heavies at once.

Also, I promise to keep these pretty short.  No pictures, and I didn't take notes, but I do want to show that I've at least been playing :).

My first opponent was BK, playing Menoth.  We ran a 35 point game, and our scenario was A Flag Too Far.  Basically, there were 4 flags, two down the middle, another one close to me on my left, and another close to him on the far right.  There were also reinforcement that came on.  Basically the flags to our right (the one in the middle and on the opposite side) were our objectives. 

BK's list:
Feora, Protector of the Flame
- Redeemer
- Reckoner
Avatar of Menoth
Choir of Menoth (Leader and 3 Grunts)
Exemplar Errants (Leader and 9 Grunts)
- Exemplar Errant Officer & Standard Bearer
Rhupert Carvolo, Piper of Ord
Vassal of Menoth

His reinforcements:
Daughters of the Flame (Leader and 5 Grunts)
Exemplar Errant Seneschal

My list:
Master Necrotech Mortenebra
- Cankerworm
- Deathjack
- Reaper
- Slayer
Bane Thralls (Leader and 5 Grunts)
Machine Wraith
Necrotech & 1 Scrap Thrall

Warwitch Siren

Bane Lord Tartarus
Pistol Wraith 

Admittedly, I didn't own enough jacks to use her as well as I'd like, but I'm working to rectify that in the future.  Anyway, on to the game.

I lined up Mortenebra and the jacks in the middle, with the Bane Thralls to my right (hoping to have Bane Lord Tartarus join up with them, and end up handling the control point duties.  However, BK's Redeemer made quick work of them with some very favorable scatters.

My Cankerworm sat in a forest in the middle of the table, and waited for a good opportunity.  When BK's Daughters came onto the board (on my left), I sent my closest jack, the Deathjack, to deal with them (I learned a lesson here- use another jack on my flanks).  An Overrunning Deathjack sent the Cankerworm moving forward, and I had it charge Feora, ending up dealing a total of 9 damage (Feora was camping focus, and I really had no shot of doing decent damage to her).  My Reaper and Slayer went up and started fighting through the block of Exemplar Errants that were marching somewhat off to my left.  Bane Lord Tartarus and the Pistol Wraith came on the board, and I tried to move them to give me a control point, but failed.

BK responded by dealing a decent amount of damage to the engaged Reaper and Slayer, but not killing either do to some really poor rolls (the Avatar moved up and actually missed once, and rolled really badly for damage a second time).

At this point, things were pretty bleak, so I had to try to kill Feora.  Deryliss dropped Overrun onto the Deathjack.  Mortenebra cast Spectral Steel on the Slayer (letting him ignore free strikes), repaired the Slayer 1 point of damage (so he at least had a functioning arm).   The Deathjack killed a Daughter, getting the Slayer free, who charged Feora.. and after rolling a little bad (not terrible, mind you), I failed to kill her.  In return, the Avatar killed Mortenebra, and gave BK the win.

I learned a few things in this game.  First, I need another jack.  Second, I need a better melee jack with reach.  Ugh.  The Reaper is a good jack, but I don't have enough attacks to make him scary.  I'll need to try a Harrower, with her.  Second, I need to have the Deathjack more central.  I don't know how I screwed that up.  Third, the Cankerworm was useless.  I am tempted to say light jacks aren't going to get much use from her, but the light jacks I think would be best with her, the Stalker and the Helldiver, aren't assembled yet, so I don't know for sure.

Next game was immediately after, against Minute.  We played the same scenario.

His list:
Lord Arcanist Ossyan
- Discordia
Dawnguard Invictors (Leader and 9 Grunts)
- Dawnguard Invictor Officer & Standard
Mage Hunter Strikeforce (Leader and 9 Grunts)
- Mage Hunter Commander
Stormfall Archers (Leader and 3 Grunts)
Mage Hunter Assassin

His Reinforcements:
House Shyeel Battle Mages (Leader and 5 Grunts)
Mage Hunter Assassin

I changed my list slightly, mostly by proxying in a Slayer.  New list:
Master Necrotech Mortenebra
- Deathjack
- Reaper
- Slayer
- Slayer
Bane Thralls (Leader and 5 Grunts)
Necrotech & 1 Scrap Thrall
Warwitch Siren

And my reinforcements:
Pistol Wraith
Bane Lord Tartarus

This time, I parked the Deathjack in the forest right in the center of the table early, and Ben realized after some shooting that he didn't have much of a way to hurt it.  He put Admonition on his caster, but for the moment was stumped on how to handle the ARM 21 Deathjack (due to Spectral Steel).

I tried to put some pressure on him by using Overrun on a Slayer to move the Deathjack up, and ended up killing some Invictors... but sadly, Ossyan Admonitioned TOWARDS me.  Unsure of how to kill my jacks, he decided to bypass all of that, and make a run for Mortenebra.  A few die rolls later, she was dead, and I learned another valuable lesson- don't play her too far forward.

My third game this week was the next day, against Rob.  We upped the game size to 50 points.

His list:
Vayl, Disciple of Everblight
- Stinger
- Teraph
- Angelius
- Ravagore
Blighted Nyss Raptors (Leader and 4 Grunts)
Blighted Nyss Striders (Leader and 5 Grunts)
- Blighted Nyss Striders Officer & Musician
Annyssa Ryvaal, Talon of Everblight
Blighted Nyss Sorceress and Hellion
Strider Deathstalker

This is only 49 points though.  I'm pretty sure this is accurate, but if not, let me know, Rob :).

Since I still didn't have more jacks assembled, I had to flesh out my army a little differently:
Master Necrotech Mortenebra
- Deathjack
- Harrower
- Reaper
- Slayer
Bane Thralls (Leader and 5 Grunts)
The Withershadow Combine
Bane Lord Tartarus
Pistol Wraith
Warwitch Siren

The Withershadow Combine is a nice addition, because Spectral Steel is a very handy spell.

Our scenario was Sacrifice.  Here, there is a control zone to my left, and a flag to my right.  To score a point, I must control the zone AND have a model B2B with the flag.  After a score, the model B2B with the flag takes a POW 20 damage roll, and is then pushed away and knocked down.  Not fun.

I deployed second, and put all of my jacks towards my left, to go after the control zone, and left the taking of the flag to my Bane Thralls, Tartarus, and Pistol Wraith.  I put the Deathjack towards the middle, to support where I needed him the most.

Rob sent his Striders off to fight against the Bane Thralls, and everything else to face the jacks.  I managed to get some damage done early on by having the Deathjack kill his Teraph near the center of the table.  Rob tried to take out the Bane Thralls, before going after Tartarus, but didn't roll so well, and ended up killing 4 out of the unit with Tartarus locked in combat, and available to start refilling it.

The battle on the left went a little better for him.  My Slayer managed to kill two Raptors, but was cut down by the rest, although it took quite a bit of time.  Unfortunately, an Overrun on a charging Harrower coupled with my feat and Terminal Velocity sent the Deathjack into his Angelius and Ravagore, killing them both, and Rob conceded after seeing he had no way to contest the zone any longer. 

This game, I at least kept Mortenebra back and safe, and kept my jacks together and focused.  So the good news is that I'm learning.  I still need to work on getting the right tools, however.  I will soon, hopefully, be adding another Cryx heavy and a Warwitch Siren.  With some practice, I think I could be pretty effective with her.  We'll see :).

Monday, March 12, 2012

Can I just say...

Master Necrotech Mortenebra has to be the SINGLE most infuriating model in the world to assemble.  Just saying.  Ugh.

Friday, March 2, 2012

Cryx vs Legion, 50 pts, 3/1/12

Another quick battle report.

Played a 50 point game against Rob, who decided to run Legion of Everblight.  I took the Witch Coven list I had run two days prior against Minute.

Rob's list:

Vayl, Consul of Everblight
- Nephilim Protector
- Shredder
- Angelius
- Ravagore
- Typhon
Blackfrost Shard
Blighted Nyss Hex Hunters (Leader and 9 Grunts)
- Bayal, Hound of Everblight
The Forsaken

I had never seen Epic Vayl in use before, and this was his first time trying her.  Although we knew her abilities, it's hard to say how they would work out in-game.

The scenario we rolled up was 'Incursion'.  In this one, there are three flags along the mid-line of the board, and one randomly disappears.

For set up, Rob basically had his army slightly off center, but mostly focused slight to my left.  I, in my normal Cryx manner, spread out to put things all across my deployment zone.  Mechanithralls + Necrotech + Nightwretch to my far left.  Deathjack + Witch Coven + Withershadow Combine + Bloat Thrall in the center, and the Banes, Bile Thralls, a Nightwretch, and the Warwitch Siren off to my right.  This gave me the ability to apply some pressure to all three flags at once.

Rob went first, and basically sent everything straight forward, and put Admonition on the Ravagore.

I ran as much forward as I dared to.  The Bile Thralls hid in a forest off to my right, about 6-7" away from the flag there, and the Deathjack approached the center flag.  At the end of my turn, we rolled to remove a flag- this ended up removing the center flag.

This put Rob in a rough spot- he had most of his forces slightly to the right of center, approaching the central flag, but still in range of the rightmost one.  The only thing he had close to the left flag was a Ravagore.  Still- with three control points required for victory, it wasn't a big issue for the moment.

Rob started his turn by shooting the Deathjack with the Ravagore, and dropping 8 damage on it.  His Hex Hunters moved up and started to magic away at my various troops, accounting for 2 Bile Thralls, 2 Bane Knights, and a Bane Thrall I believe.  His Nephilim Protector moved up to contest the right-hand flag, in case I got through the Hex Hunters, and the Blackfrost Shard parked a little behind to support him,  Typhon moved up as well, towards the center of the board.

I try to guestimate the distance to Typhon, and am fairly sure I'm in range.  I allocate three focus to the Deathjack, and have the Witch Coven advance and spread some Ghost Walk to my troops in the forests, as well as Infernal Machine on the Deathjack.  I then pop my feat.  The Bile Thralls, Bane Thralls, Bane Knights, and Tartarus make short work of the Hex Hunters, leaving them with a single model.  The Mech Thralls run to the far side of the left-hand flag, and I park my arc node right next to it, giving me control of it.  The Deathjack then charges in.  Despite having Excessive Healing on it to help preserve its life, the Typhon quickly dies to the Deathjack due to incredible damage rolls (I think I dealt 14 on my charge attack, and followed it with another 10?).  My turn ends, and I gain a control point.

Rob is faced with a lot of tough decisions here.  He has the Deathjack front and center, who is going to create a tremendous amount of problems for his army if he doesn't deal with it.  He has only one beast available to try to wrest control of the left-hand control point from me.  On the right, he has the Nephilim Protector contesting the control point, but I had run a Bane Thrall into it to try to lock it into place.  On top of all of that, the Witch Coven's feat was up, making LOS and hitting my models a tremendous pain. 

Rob spends some time going over a few options, and decides that his primary goal needs to be contesting the left-hand control point, and killing the Deathjack.  He has the Ravagore trample towards the flag, getting in range to contest it, and attempts to take a swing at the Nightwretch, but misses.  At least for now he is contesting it.

He contemplates how to tackle the Deathjack with the available resources, and sadly makes some order of activation errors. First, he has the Blackfrost Shard move up- they kill the Bane Thrall engaged to the Nephilim Protector, and kill two Bile Thralls, hoping to make a game of contesting the flag over there. 

The Angelius charges in against the Deatjack, manages to hit, and then rolls poorly for damage on the Armor Piercing attack.  A few more attacks put a few points on the Deathjack, before the Angelius decides to Repulsion it away.   The Nephilim Soldier then charges the Deathjack, and despite the -2 to hit, manages to put a few damage onto it as well.  The Forsaken moves up, and I think drops one more point on it. 

So, at this point the Deathjack had taken about 20 damage, and had only lost an arm.  Not nearly enough to help Rob, so he has Vayl move back (out of my feat), shoot the Angelius to create an Arc Node, and pops her feat.  The first Obliteration unfortunately misses (here's the order of activation problem- he definitely didn't want the Deathjack engaged for this, although his roll was poor enough it wouldn't have mattered), but succeeds in killing his own Forsaken.  Thrilled, he puts Admonition on Vayl, Frostbite on the Mechanithralls (to stop them from Combo Striking), and then spends Fury for another Obliteration shot that DOES hit.  A boost to the damage doesn't deal enough to the Deathjack, however.

At this point, Rob conceded, more because we were running low on time than because of his chances.  I personally think I could've gotten a control point on the right this turn, using the remaining Bile Thralls to clear the Blackfrost Shard, and then moving the Nightwretch onto it.  The left one would've been more difficult, because the Ravagore was too close to most of my Mechanithralls, meaning they couldn't have charged, limiting my damage.  I probably could've gotten a Curse of Shadows onto the Ravagore which would've helped, but even so, Rob would've had a difficult time fighting for the right flag at this point, which would've given me the win.

We aren't really sure what to do with Epic Vayl- she has a decent number of tools, but finding the right models to run with her will be a challenge.  Hopefully Rob takes her again, and we can get a better idea of just what she can do!

Anyway, thanks for reading everyone!  I will start working to put pictures back in the battle reports soon!

Wednesday, February 29, 2012

Cryx vs Trollbloods, 50pts, 2/28/2012

Quick battle report from last night.

Minute and I played a 50 point game at Games & Stuff, where we generally try to play a game once a week.

I decided to run the Witch Coven.  I'm working on assembling some new Skorne models to more effectively run some of my warlocks, and I don't seem to get the Cryx on the table often enough.  Plus, Minute has been on a bit of a winning streak, and that just isn't allowed.

My list:
The Witch Coven of Garlghast
- Nightwretch
- Nightwretch
- Deathjack
Bane Knights (Leader and 5 Grunts)
Bane Thralls (Leader and 5 Grunts)
Bile Thralls (Leader and 5 Grunts)
Mechanithralls (Leader and 9 Grunts)
The Withershadow Combine
Bane Lord Tartarus
Bloat Thrall
Necrotech & 1 Scrap Thrall
Warwitch Siren

I don't think there's anything really strange about this list, although I did take a Necrotech, mainly because I had a single point left over with nothing better to use it on.

We ended up rolling a scenario requiring reinforcements, so my reinforcements were Darragh Wraith and a minimum unit of Soulhunters.

Minute took:
Grissel Bloodsong, Marshal of the Kriels
- Troll Impaler
- Dire Troll Bomber
Trollkin Fennblades (Leader and 9 Grunts)
- Trollkin Fennblade Officer & Drummer
Trollkin Long Riders (Leader and 4 Grunts)
Trollkin Scattergunners (Leader and 9 Grunts)
- Trollkin Scattergunner Officer & Drummer
Fell Caller Hero
Horthol, Long Rider Hero
Stone Scribe Chronicler

For reinforcements, Minute chose the Earthborn Dire Troll.

Our scenario was envelopment- there are two controls zone off center, one closer to each of us, and we have to control the far one to get control points.  It's actually one of the scenarios I most enjoy because it both has reinforcements and does a good job getting the two armies to fight one another.

I didn't take pictures, so I won't bore everyone with a play-by-play.  Basically, first turn Minute moved everything up, and I did the same, and threw a Veil of Mists in front of the Deathjack which was in the control zone closest to me (which Minute needed to control for control points).  Second turn, he started shooting at me, knocking the Deathjack down with one of Grissel's shots, and then dropping two Bomber shots on me, which unfortunately didn't do a whole lot for damage due to rather poor rolling.  Minute also sent Horthol way off to my left for a strong flanking maneuver, unfortunately for him.  The Fennblades began charging in, doing very minor damage to the Deathjack, and killing two Bane Knights.

I began by having my reinforcements come in, who immediately charged and killed Horthol and his dismounted form.  The Bile Thralls sacrificed two of themselves to drop a few Fennblades, and the Bane Knights killed a few themselves, healing up the Deathjack with the newly released souls.  My Mechanithralls charged into the oncoming Long Riders on my left (who were hit with Curse of Shadows so I could get through them), killing two.  I also feated. 

This put Minute in a tough spot.  I had pretty much wiped most of his Fennblade unit, and I had a few Bane Knights over on his side of the board, making it difficult to get his beasts into the action.  The feat stymied any hope of him charging and doing serious damage, and it really hosed his Scattergunners, who were too far away to go after the main things he wanted to target.  The Long Riders were engaged, but hardly out, but there was a full unit of Mechanithralls in between him and my vulnerable casters. 

After some thought, he had the Bomber clear a Bane Knight who was near Grissel, and started moving most of his army to his right (my left) to camp in the zone I needed to get to.  The large unit of Scattergunners moved up, and targeted either the Deathjack, or themselves (they auto-miss themselves, but it was handy for getting shots at things they couldn't see).  The end result of all this shooting was a dead Bloat Thrall and Bane Lord Tartarus, a few boxes chipped off the Deathjack, and a Nightwretch with no Arc Node.  He also managed to roll a 12 to hit my Warwitch Siren, but rolled really poor for damage (his rolls all night were pretty poor).

The Long Riders began riding through the Mechanithralls, killing 8 of them, I believe, and Minute declared his turn over.  He had thrown a large unit right down the center of his target deployment zone, in between me and his warlock.  Of course, with the Witch Coven, that's not a problem.

My turn was longer than it had to be, but I'll mention the main points.  The Scattergunners were blocking LOS to Grissel from the Deathjack, who I was fairly certain was in charge range (with Infernal Machine on him).  The Warwitch Siren went up and sprayed, killing one of the two blocking models.  The Withershadow Combine took care of the last one.  One Ghost Walk later, the Deathjack was in combat with Grissel (camping two fury), with 5 focus to use.  My charge attack missed, sadly, but thankfully I hit her with enough attacks to end her.

I forgot how much I missed playing the Witch Coven.  Their movement tricks make it very easy for me to do what I want during the game, and they have the ability to put out enough offense if they need to (which I didn't use at all this game).  Unfortunately for my opponent, this seemed like a super-favorable match-up for me.  Inhospitable Ground did not mean anything to my army, and her feat, control range, and abilities didn't have the ability to do much to my army, it felt like.  Of course, this was my first time facing her (and his first time using her), so more games may be more telling.

I have another game on Thursday, so I'm sure you'll hear from me soon after!

Sunday, February 26, 2012

Absylonia, Terror of Everblight (conversion)

I've really been in a kick to work on converting some miniatures, but I haven't been able to find the perfect one for me to work on.  Skorne, Dark Elves, Empire... these really don't fit the bill for convertible opportunities.  Cryx do a little, but I have most of my more interesting Cryx minis already assembled, so that doesn't work as well for now.

It turns out I have a small amount of Legion miniatures, from when my brother was interested in playing, until he decided he wasn't interested at all.  Going through them, I found Absylonia, and realized she'd be perfect for my needs.

So, to start, I looked at what her miniature looked like (image from the Privateer Press website):
Now, the model is fine, as is.  Certainly not too flat, plenty of detail.  But I didn't like it for two main reasons.  First, Absylonia can give herself reach, and I didn't feel like this model gave me that feeling.  Second, she can give herself flight, and although her wing-hands kind of give the impression that she can, I didn't much like it.

So basically, I wanted to give her flight and reach, somehow.  I decided, of course, to give her small wings, and tentacles instead of that one leg coming out of her dress-thing.  Also, why not put her on a more interesting base, while I'm at it?

So, the results follow:

I personally like the way it turned out.  The tentacles were fun to do, and even though it's not exactly exceptional modeling (wire and green stuff wrapped around it), it made me FEEL like I was doing real modeling, haha.  Trying to bend the cloak so that it hugged the rock on the back was a bit more difficult, but the result was decent enough for me. 

So yeah, that's done, and now it's on to painting.  I'm going to try to push my painting a little, and I'm going to try for only gray-scale.  I'm not sure how it will look (I'll test blending and the color scheme on one of my random shredders first), but I think I can get it looking good enough for my tastes.

Saturday, February 25, 2012

Various games played lately

Well, I haven't been posting much (okay, okay, not at all), but I have actually been playing games, so I figured I'd post an update of what I've been up to, by army.

Dark Elves:
What?  A fantasy game?  That's right- I played a 3000 point Fantasy game against Frans' Skaven last month.  Our scenario was Battle for the Pass.  It wasn't super close, but it did teach me a bit more about how fantasy works (at least from the Dark Elves' perspective).  I have a bit of learning to do, no doubt.

I've played a few games with Cryx.  Last month I played Iron Lich Asphyxious against Rob running Vlad, and got a win.  My highlight of that game was using my newly assembled Darragh Wraithe.  I didn't get much mileage out of him, admittedly, but the threat of Incorporeal Soulhunters did help dictate the game some.

I've been busy fixing a lot of my old Cryx models (mainly jacks).  My hope is to assemble Mortenebra soon and get them (and her) on the table.

I've been playing a lot more frequently with my Skorne, including breaking out some new warlocks.

First, I gave Naaresh a try, in two games- one against Jerry playing as Siege, and one against Rob running Harkevich.  Although I won in both games (although the one against Jerry was partially because I did a poor job explaining the scenario), I feel like Naaresh was just there to pop his feat and let his beasts do the work.  I've been running him fairly beast heavy (Titan Gladiator + 2 Cyclops + Razorworm + Basilisk Krea), because his feat is very good, I just haven't gotten a feel for what I should be doing otherwise with him.  Cyclone is a nice spell, but he's not going to be able to assassinate casters, and really its just there to get him out of unfavorable combats.  Still undecided about him.

I've been loving Dominar Rasheth however.  In three game (loss vs Ben playing Grissel, and wins vs BK playing the Harbinger and Rob playing Vayl) I've already decided I love the way he plays.  Running the Cannoneer + an Agonizer does a good job keeping him alive, and running Gatormen Posse and a few beasts seem to provide him with enough punch.  I'll be working to tweak what I run with him (I need to buy Nihilators!) and posting some battle reports of those games.

Finally, I ran Mordikaar once, against Rob's Bethayne army.  It turned out to be a pretty favorable matchup, but man Mordikaar seems like a boring 'lock.  I Revived what I could every turn, popped my feat on the second turn, and had Marketh cast Ghost Walk once.  Other than that, my warlock was basically a spectator.  Not too impressive... but I'll try some more times.

I finally played a game with my Legion!  Unfortunately, it was a game using regular Lylyth with a bunch of melee elements.  Needless to say, I'm not very good with Legion, and I got destroyed by Ben's new Retribution army.  We'll see if I can get something working with these guys (maybe with Thagrosh).  I did, however, finish a fun conversion for Legion this weekend, which I'll post pictures of on Monday morning, most likely.  Let me know what you think when it's up!

Anyway- I'm still here, just not frequently.  I'm excited that I'm playing more games of late, so hopefully I can use that to drive my painting as well (since strangers now see my miniatures semi-regularly!).