I finished painting my Hammerfell High Shield Gun Corps, and I wanted to test out photographing models/units with more scenic terrain. Considering I literally just arranged some terrain bits on the box I prime models on and took a picture on my camera (with a good light, I might add), I'm rather pleased with the result. The Gun Corps have taken up a defensive position in some ruins, preparing for an incursion. With only marginally more work I feel that I can achieve much cooler looking scenes with my models. I'll have to try more later.
Wednesday, November 14, 2012
Thursday, November 1, 2012
Impossible Dream finale
Well, I promised pictures, so here they are: The pitiful offering for October's Impossible Dream. By my math I got 24 points painted. Not terrible, but not the 50 I was going for. I'll try to get more done in November, and hopefully I can finish what I started.
Jarok Croe and his motley band of cutthroats. 10 pts.
Zombie pirate riflemen. I can't stand having duplicates of the same model, so I got some "alts". 3 pts.
Wroughthammer Rockram front. 8 pts.
Wroughthammer Rockram back
Revenant Canon Crew. 3 pts. Someday they'll really impress me...
New Plan:
Alexia and Risen: 5 points (about 20 models)
Hammerfell Gun Corps and UA: 8+2 points (10+2 models)
Devil Dogs: 7 points (10 models)
The Kraken: 19 points (1 really big model)
TOTAL: 41 points
I think I can do that in November...yeah right.
Jarok Croe and his motley band of cutthroats. 10 pts.
Zombie pirate riflemen. I can't stand having duplicates of the same model, so I got some "alts". 3 pts.
Wroughthammer Rockram front. 8 pts.
Wroughthammer Rockram back
Revenant Canon Crew. 3 pts. Someday they'll really impress me...
New Plan:
Alexia and Risen: 5 points (about 20 models)
Hammerfell Gun Corps and UA: 8+2 points (10+2 models)
Devil Dogs: 7 points (10 models)
The Kraken: 19 points (1 really big model)
TOTAL: 41 points
I think I can do that in November...yeah right.
Tuesday, October 30, 2012
IKRPG Minis and Impossible Dream Update
Man, this was a terrible month for me to do the Impossible Dream. I should have thought about the fact that the IKRPG was coming out, and that it would eat my life. Oh, well. I'll get some pics from what I've done on that front by tomorrow (after I finish Croe's hopefully - we'll see).
As for the IKRPG minis, I think they're all done. I'm not very pleased with Rust Bucket's...well, rust, but i kind of stopped giving a shit.
As for the IKRPG minis, I think they're all done. I'm not very pleased with Rust Bucket's...well, rust, but i kind of stopped giving a shit.
Thursday, October 18, 2012
IKRPG Figs Part 2: Salvador Duranti
I can't say it's the best model ever, but after I get him all painted up I think he'll look pretty good. I'm really pleased at the pose, and I think the cigar is gonna look legit.
Epic magnus' body, a steelhead halberdier head, widowmaker marksman rifle, steelhead halberdier arms and shoulderpad, sub-par greenstuff work to try and tie it all together.
Epic magnus' body, a steelhead halberdier head, widowmaker marksman rifle, steelhead halberdier arms and shoulderpad, sub-par greenstuff work to try and tie it all together.
Wednesday, October 17, 2012
IKRPG Figs Part 1: Rust Bucket
The IKRPG has me incredibly hyped, and the other day James and I started talking about his character, a Rhulic Arcane Mechanik/Field Mechanik. He comes with a light laborjack, and after much discussion back and forth, we decided that a straightforward loadout of a halberd would be the best option, the deciding factor being that we wouldn't need to purchase more ammunition for it. We also talked about putting a crane on it to assist in salvage operations in the field, and since my character has a bit of gold on hand, I decided to "invest" it in this crane, since successful salvage in the field = more money/assets, I figured it would become a long-term investment. Eventually we'll probably put a shield on the thing and look into upgrading the cortex, but given what we can find in the field those are all maybes. Anyway, I'm sure you're more interested in pics than talk, so I present to you the most metallic member of Salvador Duranti's Preemptive Salvage Specialists: Rust Bucket!
I am incredibly pleased with how it turned out, in particular the crane. I saw a design online for a crane that really inspired me, and after spending some time looking at old steam-powered railroad cranes I bodged this together out of scraps of styrene I had laying around. The halberd is another great bodged together bit that James and I did, with the main haft being the right arm from an old metal Lancer, then adding a Kriel Warrior Leader Right Arm blade and the back side of the polearm from the IKRPG figure of the Ogrun Fighter.
Hope you enjoy, more pics later when it's painted.
I am incredibly pleased with how it turned out, in particular the crane. I saw a design online for a crane that really inspired me, and after spending some time looking at old steam-powered railroad cranes I bodged this together out of scraps of styrene I had laying around. The halberd is another great bodged together bit that James and I did, with the main haft being the right arm from an old metal Lancer, then adding a Kriel Warrior Leader Right Arm blade and the back side of the polearm from the IKRPG figure of the Ogrun Fighter.
Hope you enjoy, more pics later when it's painted.
Tuesday, October 16, 2012
Salvador Duranti: Part II
After his part in the failed defense of Winterhaven in Southern Llael, combined with the fact that they did not in fact get paid for their crucial role in evacuating the civilians, Salvador Duranti had a dispute with his employer and left the yet-unformed mercenary company, vowing to make his own and do it better. He still had in his possession the several pages from the Libre Mechanikus that they had found in the old barn, a fact that he had not bothered to mention to the others. It was a simple matter to find members of the Order of Illumination in the area, since they were looking for their fallen fellows and the stolen pages. He told them what he know and sent them toward the farm where they're found the pages, then offered them those same pages for a reward.
Handsomely compensated, Sal turned his attentions west to his homeland of Ord. He made his way to Corvis and booked passage down the Dragon's Tongue River to Five Fingers, where he disembarked and began looking for work. His status as a Lieutenant in the Steelhead Mercenary Company (a title he still maintained on his "hiatus") allowed him to make several contacts early on who were eager to work with a warcaster-for-hire. The most promising of these leads was an old acquaintance of his named Terkainen Calhoon, a Rhulic mechanik of some notable skill. Terkainen had been employed working for a mining conglomerate the last time they had spoken, but the dwarf now seemed to be looking for work, alongside a beat up laborjack with a bodged together halberd the dwarf affectionately called "Rust Bucket". Sal suspected that his current unemployed status from the mines was related to his possession of the 'jack, but without prying too deeply he decided that having a skilled mechanik with his own 'jack would end up being very useful.
With the beginnings of a legitimate outfit, Sal drafted up a charter for "Salvador Duranti's Preemptive Salvage Specialists", which he envisioned would specialize in the destruction and salvage of military hardware, then utilizing Terkainen's mechanikal expertise they could upgrade Rust Bucket or any other 'jacks they might come into possession of. This was a plan that could eventually lead to a sizable force-for-hire, and would allow for the training of him and his associates to be worthy of far more impressive contracts.
The second big break came when he made contact with Egan Eisman, a representative of the wealthy House Mateu. The Mateus were looking for discrete mercenaries on retainer to use in undisclosed operations for an indefinite period of time. It was an ideal set up, and Sal jumped on the opportunity. Several hours of haggling and drafted contracts later, and a very solid deal had been come to. They would have their expenses covered and steady work, with respectable pay for each job, and a place to use as a base of operations. Terkainen immediately started setting up in an empty shop as his mechanik's room, while Sal began looking around for additional members.
The next acquisition was a kayazy traveling alchemist named Michael Western looking for more steady work. In addition to his obvious skill with explosives (never a bad thing) he was well-trained in dealing with money, and Sal assigned him as the Company Treasurer to ease his mind from needing to count coppers all the time. Next he found an ex-trencher sharpshooter named Elias Kurgan with extensive medical background, and Sal hired him as the sniper and medic for the group. Finally he found a pirate on the docks who was looking to stay clear of his former crew - something about a betrayal or mutiny, but Sal didn't care so long as the man was willing to fight alongside them for coin.
With his five specialists, Sal made arrangements with Egan to travel to Merin, where they would work on retainer for House Mateu. Over the several days of travel it took to get there, Sal did his best to form a unit out of the disparate personalities and skill sets. He trained them on fire-and-advance tactics, allowing Rust Bucket to screen them while the rifles picked off anyone too close. He demonstrated his ability to allow his comrades to find cover virtually anywhere to remain safe from explosions and bullets.
Until they are tried in combat, though, it's all just words.
Handsomely compensated, Sal turned his attentions west to his homeland of Ord. He made his way to Corvis and booked passage down the Dragon's Tongue River to Five Fingers, where he disembarked and began looking for work. His status as a Lieutenant in the Steelhead Mercenary Company (a title he still maintained on his "hiatus") allowed him to make several contacts early on who were eager to work with a warcaster-for-hire. The most promising of these leads was an old acquaintance of his named Terkainen Calhoon, a Rhulic mechanik of some notable skill. Terkainen had been employed working for a mining conglomerate the last time they had spoken, but the dwarf now seemed to be looking for work, alongside a beat up laborjack with a bodged together halberd the dwarf affectionately called "Rust Bucket". Sal suspected that his current unemployed status from the mines was related to his possession of the 'jack, but without prying too deeply he decided that having a skilled mechanik with his own 'jack would end up being very useful.
With the beginnings of a legitimate outfit, Sal drafted up a charter for "Salvador Duranti's Preemptive Salvage Specialists", which he envisioned would specialize in the destruction and salvage of military hardware, then utilizing Terkainen's mechanikal expertise they could upgrade Rust Bucket or any other 'jacks they might come into possession of. This was a plan that could eventually lead to a sizable force-for-hire, and would allow for the training of him and his associates to be worthy of far more impressive contracts.
The second big break came when he made contact with Egan Eisman, a representative of the wealthy House Mateu. The Mateus were looking for discrete mercenaries on retainer to use in undisclosed operations for an indefinite period of time. It was an ideal set up, and Sal jumped on the opportunity. Several hours of haggling and drafted contracts later, and a very solid deal had been come to. They would have their expenses covered and steady work, with respectable pay for each job, and a place to use as a base of operations. Terkainen immediately started setting up in an empty shop as his mechanik's room, while Sal began looking around for additional members.
The next acquisition was a kayazy traveling alchemist named Michael Western looking for more steady work. In addition to his obvious skill with explosives (never a bad thing) he was well-trained in dealing with money, and Sal assigned him as the Company Treasurer to ease his mind from needing to count coppers all the time. Next he found an ex-trencher sharpshooter named Elias Kurgan with extensive medical background, and Sal hired him as the sniper and medic for the group. Finally he found a pirate on the docks who was looking to stay clear of his former crew - something about a betrayal or mutiny, but Sal didn't care so long as the man was willing to fight alongside them for coin.
With his five specialists, Sal made arrangements with Egan to travel to Merin, where they would work on retainer for House Mateu. Over the several days of travel it took to get there, Sal did his best to form a unit out of the disparate personalities and skill sets. He trained them on fire-and-advance tactics, allowing Rust Bucket to screen them while the rifles picked off anyone too close. He demonstrated his ability to allow his comrades to find cover virtually anywhere to remain safe from explosions and bullets.
Until they are tried in combat, though, it's all just words.
Sunday, October 7, 2012
War of the Worlds Kraken
So I am not the biggest fan of the base Kraken pose. It looks like a squat beetle, and for the life of me I'm not sure how it can propel itself across the ground on those stubby little legs. One solution was to have it bursting from the water, but I already did that when I painted my friend's Kraken a few months ago.
The more I thought about it, a second idea came to me. This is a machine that has long tentacles that grab up people and stuff them into cages while firing a giant death ray. Sounds an awful lot like the Tripods from the new War of the Worlds movie from a few years back with Tom Cruise.
This was attempt 1. It got me the pose I wanted, but the dowels in the back were too big and lumpy. The front legs were significantly cut and repositioned, and the tentacles reaching forward a little more, but I knew I had to do something about that leg. After some experimentation...
Behold! The mighty Klawed Kraken! You can see in the first picture I have a hapless prisoner being pulled into the side vent there, and there's a body on the ground in the second picture (both are zombie miniatures from Mantic Games). The claw leg is a combination of one of the original back legs for the Kraken, three crabjack legs (my bitz box is full and bursting with goodies), a well-placed brass pin, and a little washer-thing I found at Home Depot. It looks weird and Cryxian (at least to me), and once painted up it will tower over the table (it's a good 2-3" taller than the stock model) and stuff enemy troops into its side-vents while spraying death over its other victims.
The Kraken I painted for my friend. He took my dang idea!
The more I thought about it, a second idea came to me. This is a machine that has long tentacles that grab up people and stuff them into cages while firing a giant death ray. Sounds an awful lot like the Tripods from the new War of the Worlds movie from a few years back with Tom Cruise.
Let's face it, those things were creepy.
So I set out to mimic this whole thing with my Kraken. I wanted it to be standing up taller, but I was trying to figure out how to do that and still have it be basically playable. Another pet peeve of mine was that there is no obvious swimming apparatus for a machine that is supposed to attack ships from under water. The legs weren't tall enough, there were no propellers or water jets, and as best I can figure out it just sits in shallow water and reaches up to grab passing ships. That simple won't due - a sea monster needs to be able to leap up from its resting place on the ocean floor and grab its unsuspecting prey!
This was attempt 1. It got me the pose I wanted, but the dowels in the back were too big and lumpy. The front legs were significantly cut and repositioned, and the tentacles reaching forward a little more, but I knew I had to do something about that leg. After some experimentation...
Behold! The mighty Klawed Kraken! You can see in the first picture I have a hapless prisoner being pulled into the side vent there, and there's a body on the ground in the second picture (both are zombie miniatures from Mantic Games). The claw leg is a combination of one of the original back legs for the Kraken, three crabjack legs (my bitz box is full and bursting with goodies), a well-placed brass pin, and a little washer-thing I found at Home Depot. It looks weird and Cryxian (at least to me), and once painted up it will tower over the table (it's a good 2-3" taller than the stock model) and stuff enemy troops into its side-vents while spraying death over its other victims.
My sister's housewarming present
I went to visit my sister this weekend, who just moved into an awesome little cabin on a ranch up near San Louis Obispo (Templeton, to be exact). She is an avid Firefly fan and immediately called her new place "Serenity", but as a reference to the ship and also for the effect it has on her stressful life. As a housewarming gift, I made her a little something to hang on the wall.
She absolutely loved it, which was great for me. We hung it up by her front door, and it fits the aesthetic of her house perfectly.
She absolutely loved it, which was great for me. We hung it up by her front door, and it fits the aesthetic of her house perfectly.
Friday, September 28, 2012
Impossible Dream II
Fact: I am kind of eccentric. I do weird things. I have dumb ideas, and I often jump into them without fully realizing the consequences.
It is in this spirit that I am going to tackle the Impossible Dream. For those of you unfamiliar, it is a personal challenge where you lay out 50 points worth of Warmahordes models and promise to paint them in 30 days. Madness? Perhaps. But the way I see it, even if I fail I probably got motivated to paint where I wouldn't have before. The last time I tried this madness I got 40-something points of trolls painted, which fell short of my goal but I can't exactly complain about. I tried it once before. I didn't quite make it, but the motivation to paint from the Impossible Dream was spectacular. So here I go again!
Do you have unpainted minis? I know that it's a small percentage of our group that meets that criteria, but to you few I will ask: would you like motivation to paint? Would you like other people to measure yourself against for no prize other than the satisfaction of fully painted armies on the table? Well, I will come up with 50 points I will be painting from Oct. 1 through Oct. 31, and if you want to set yourself a goal (15, 25, 35, 50, whatever) to try and be as much of a weirdo as me, feel free to post your goals here. Set your sights high! Try to achieve something you don't think you can! It wouldn't be Impossible otherwise! I will be trying to host painting days at my apartment and I encourage other people to follow suit. I will be painting models from several factions, I probably won't even finish, but if you want to declare models you want to paint by the end of October then I CHALLENGE YOU TO THE IMPOSSIBLE DREAM.
Doug's Insanity:
The Kraken: 19 points (needs to be modded AND painted)
Revenant Canon: 3 points
Rev Crew Riflemen (3): 3 points
Trollkin Fennblades with UA: 10 points
Croe's Cutthroats: 10 points
Durgen Madhammer: +6 points
Alexia + like 30 risen and 3 thrall warriors: 5 points
Wroughthammer Rockram: 8 points
TOTAL: 52 points (factoring in Durgen's jack points!)
This is probably completely unreasonable. That won't stop me from going for it! DARE YOU ACCEPT MY CHALLENGE?
Thursday, September 27, 2012
Salvador Duranti Character Background
So this will be my character in the IKRPG (if I don't end up running it). He's a Steelhead Rifleman Soldier/Warcaster. I statted him out tonight, and hopefully he works out well.
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Ord
is a land known for its long and storied mercenary tradition. Its
people have repelled attacks from the disciplined Khadorans to the
north and the pirate reavers of Cryx off their coast for hundreds of
years, and the hiring of mercenaries and privateers has frequently
been a key part of these successes. It is perhaps somewhat
surprising, then, that the career of Salvador Dumanti began as
inauspiciously as it did.
Salvador
Dumanti - “Sal” to those close to him – was born the fourth son
of struggling peat farmers in central Ord. His family had no military
tradition, but the one thing it did not lack for was children. With
no chance of inheritance and a lifetime of carving peat ahead of him,
Salvador decided to take his future into his own hands and leave his
family at the age of 16. He spent several years working odd jobs at
roadhouses, docks, and anywhere else that would take him in and give
him a few coppers to assist them, but his big break came when he was
working in the kitchen of an alehouse in Berck. The coastal town was
always bustling and Salvador had picked up a number of valuable
skills, including a passable skill with knife and gun. He rarely
needed them, being wise enough to keep a low profile, but when a
recruiter for the Steelhead Mercenary Company came into his tavern
looking for recruits, he saw a chance to really make a name for
himself. At the tender age of 20, head full of dreams of glorious
battles with comrades in arms, Salvador Dumanti signed his mark on a
piece of paper and enlisted with the Company.
His
training went quickly, as his natural aptitude for marksmanship got
him assigned to a rifle corp in short order. He learned to take
orders and concentrate his fire on command with his fellows, then was
assigned to a squad and quickly got hired for patrol duty along the
northern border with a chartered company called Barrik's Raiders, led
by An Ordic mercenary warcaster on permanent retainer with the Ordic
crown named Barrik Pharsalos. Any illusions he had about glorious
battles were quickly dispatched within the first days of this tour.
The rainy season had just started, and his unit was hired to patrol
north of the fortresses, keeping an eye out for Khadoran patrols
venturing too close to Ordic lands. This went on for months. They
would spot a lightly armed patrol of Winterguard and exchange
frivolous volleys before both sides would retreat to their respective
borders. Nights were spent in hastily erected camps on hills just
high enough to not be flooded in leaky tents, or sometimes in muddy
trenches making sure no enemy passed their position. The misery was
constant, the glory never so much as glimpsed, and the two-year
contract Salvador signed with the Company was looking to be a very
long term indeed.
Not
everything was terrible, though. Barrik Pharsalos and Salvador ended
up getting along rather well. Barrik had spent his initial time as a
Steelhead rifleman as well, and the fact that his skills as a
warcaster allowed him to command a very respectable price for his
services was certainly inspiring to Sal. Barrik would often sneak Sal
extra rations from his food, or an extra few rounds of ammunition –
the kid had promise, he would say when questioned about it, and
keeping that rifle of his pointed at the enemy at firing for long
enough might turn him into something great. The middle-aged warcaster
only could afford a refurbished Nomad warjack, but the great machine
was more than enough to keep any opposing armor well away from the
rest of the troops.
The
rainy season was nearing an end when the fateful orders came in. A
sizable Khadoran force was assembling with the intention of attacking
an outer watchtower key to the advance knowledge of Khadoran
movements in the region. Barrik's Raiders were sent to stop this from
happening. The rain was drizzling and visibility was rather poor,
which allowed their force to sneak up on the Khadoran camp relatively
unobserved. They attacked in force, halberdiers charging in with
riflemen supporting them with concentrated volleys and their small
cavalry contingent moving in from a flank. The Khadorans reacted much
better than anticipated, though, and instead of disorganized fighting
they quickly met their attackers and began to turn the battle. Among
the couple dozen Winterguard were a venerable Juggernaut and a
fresh-looking Destroyer, both of which were proving to be formidable
obstacles, and both being led by a large Man-O-War with an axe canon.
Between a cavalry charge and a follow-up from the Nomad the
Juggernaut was reduced to scrap quickly, and rifleman fire and
halberdier charges decimated the ranks of the Winterguard. Before
Barrik could capitalize on this event, however, the Khadorans made a
strong push back. Destroyer shells landed in among the Steelhead
troops, tearing them apart while a veritable hurricane of Winterguard
rifle bullets, blunderbuss slugs, and grape-shot sprays tore through
much of the rest of the Raiders. The final turning point was when Sal
saw Barrik's power field flicker from concentrated rifle fire, then
die just in time for a blunderbuss shell to impact his chest.
The
battle quickly fell apart from there. Barrik's death caused a
feedback in the Nomad's cortex that shut it down, while the remaining
troops panicked at the loss of their leader and the casualties they
had sustained, and began a full rout. The Winterguard pursued them
and the battle quickly became a fight for their lives. Sal lost track
of time as he went from frantically reloading his rifle to firing it
to pulling out his sword to hack at a Winterguard, only to realize it
was already a dead man, then to turn back to fire with his rifle. The
moment of clarity hit when he ducked into cover and realized that he
was behind the Nomad time stood still as in his panic he pleaded with
the venerable warjack to save him, and he saw its heartfire surge
back into its eyes. It stood and brandished its mighty battleblade,
cleaving through a nearby Winterguard while swatting another with its
shield away like a fly.
Sal
stood behind the machine, his mind shared between them both and the
world lost in a haze of reloading and firing his rifle, and swinging
his great battle blade in sweeping arcs to clear away Winterguard. He
was able to rally a handful of other fleeing Steelheads and fight to
the high ground. They had scarcely over a dozen men, armed with
halberds and rifles, no officers, and one battered Nomad. They were
able to find cover behind rocks and logs, the halberdiers set their
pikes in the ground, and the Winterguard looked to break their morale
with a charge. After a volley from the defending riflemen and the
efforts of the halberdiers and Nomad the charge was diverted, and as
the Winterguard fell back Sal ordered a countercharge of his own. The
riflemen reloaded and fired into the retreating red uniforms before
the halberds charged. Sal, ammunition running low, pulled out his
sword, little as it was, and charged down the hill along side the
Nomad, until the remaining Khadorans broke and routed in turn.
As
the company that had once been Barrik's raiders made their way back
to the safety of the Ordic fortresses, they took what they could from
the battlefield. The spoils of war were generous to them, and aside
from an ample supply of ammunition, firearms, and some important
military documents recovered from the body of the Man-O-War Kovnik,
Sal was able to salvage most of Barrik's warcaster armor, though the
older man's mechanikal spear seemed to have been damaged beyond
repair. There was a part of Sal that felt remorse for looting the
body of a recently fallen friend, but mercenary life was tough work,
and he felt justified that Barrik would rather Sal have taken the
armor than it being left to rust in the field.
The
commanders in the Ordic military and their liasons with the Steelhead
Company were ecstatic when the survivors returned. The pay earmarked
to pay Barrik's Raiders was paid to the remainder of the company, as
per the contract, making the survivors wealthy men indeed. The
intelligence gathered from the Khadoran papers ended up being little
of note, but it did state that without the force that the Raiders had
routed the attack on the watchtower would not be able to commence.
Sal was promoted to a Sergeant for his role in turning the battle
around, and since the Nomad and armor were the personal property of
Barrik Pharsalos neither the military nor the Steelheads had any
claim on them. Sal's fledgling talent as a warcaster was noted by the
Steelhead Company, and with a fair portion of his earnings he was
able to re-negotiate his contract. He sold the badly battered Nomad
to an Arcane Mechanik who was able to fix up the armor for him and
make it ready for use, and his new contract allowed him a looser
relationship with the Steelhead Company to “hone his talents”. He
would henceforth work as a free Steelhead Agent.
A
young man with a pocket bursting with crowns and a new lease on life
is not the most responsible individual. True, Sal sought out
arcanists to learn from and honed his arcane talent, which proved to
be formidable for one his age. He also purchased upgraded equipment
for his military rifle, equipping it with a scope and bipod that
would allow it to serve as a stable, long-range firing platform. He
practiced in his warcaster armor, learning to harness its power field
and draw on its power in the field. And he got drunk. A lot. He
visited brothels and inns, traveling from town to roadhouse to city
burning through the sizable earnings he had made in a couple years.
Sal
is now 22. He has exactly two gold crowns to rub against each other,
a suit of expensive warcaster armor, his standard issue Steelhead
military rifle and sword, and a handful of other odds and ends. He is
realizing that he needs to get serious about putting his skills to
the test on the field of battle, to earn some money so that he can
buy ammunition, better weaponry, and re-establish his career as a
Steelhead. With a suite of skills, a pocketful of gold, and
eventually his own stable of warjacks, Sal intends to create his own
mercenary company and lead them into battle for whoever will pay
their price. For now though...a hot meal and stein of ale sound like
a pretty good place to start.
Tuesday, September 25, 2012
Scaverous vs. Bloodsong 50pt BatRep
Got a chance to play a game with James again last weekend, and am just now getting the BatRep done. I'm a terrible friend. Oh, well.
I don't recall exactly what our lists were, but it was something to the effect of:
James:
Jarl Skuld
Mulg
Earthborn
War Wagon
10 Fennblades + UA
10 Kriels + UA + 3 cabers
Janissa Stonetide
Me:
Scaverous (proxied by Venethrax)
Erebus (proxied by a slayer)
2 Nightwretches
Kraken
20 Mechanithralls
6 bile thralls
Skarlock
Necrotech + scrap thrall
Below is our set up. From here on out I'll be telling the story in narrative form. Keen eyes may notice the Super Dungeon Explore kobold that is secretly watching the battle unfold from on top of that building.
Jarl Skuld could feel the air give off an unnatural chill as he led his warband through the southern Thornwood Forest. He had heard that some of the few remaining kin in this area had been driven from their homes by strange abominations that howled in the night and devoured the dead. He could think of a number of things that fit that description, but he decided that he would rather think about how to help the kriels who had still managed to hold on here, so far away from Madrak's army. He had managed to convince the ancient dire troll Mulg to part from Hoarluk Doomshaper for the time being, since the elder warlock was investigating some deep mystery and Mulg's appetite was somewhat less patient. He had brought an Earthborn dire troll he had found deep in the Thornwood as well, and the two dire trolls seemed to be getting along much better than he had expected. He had also managed to "acquire" a War Wagon during his brief time with the United Kriels, as well as recruit a sizable host of Fennblades and traditional Kriel Warriors. They made a formidable group, but they were hardly as stealthy as he might have wanted. Between Mulg's roars and attempts to eat any wildlife they came across and the War Wagon's great rumbling he was surprised they didn't call down the wrath of the entire Khadoran military - to say nothing of the prey they were supposedly hunting.
As they approached a series of ancient ruins, relics from some ancient kingdom or empire (History had never been one of Jarl's strong suits), they could see an oily black smoke up ahead rising through the trees. Jarl barked out orders and his host formed up into ranks as best they could, Mulg at the front and eager to devour what was up ahead. As they were doing so, a second large plume of oily black smoke appeared, accompanied by a screeching sound that proved they had found their target. A huge metal monstrosity surged forward into view, firing a deadly green projectile that fell well short of his position, but churned up the ground around it. He could see now a huge horde of thralls surging forward, mechanithralls with their steam fists and the more terrifying bile thralls, waddling forward and gurgling. Among them charged black iron helljacks and bonejacks, arcane power dancing along their arc nodes and the runes inlaid in their hulls.
As Jarl's forces moved to meet this threat, he began to see what was happening. The ruins his Fennblades were charging past had once been an ancient mausoleum, and the granite sarcophagus in the center had been cracked open like an egg, and recently too - the ground was still freshly churned. Ahead he could see an alien mechanikal apparatus digging into the ground, something he understood the Cryxians would do to gain power from places of death. He knew he had to stop them - the only part he didn't know was how exactly to do that.
As Jarl's kriel warriors charged forward, they were met head on by a towering helljack inlaid with intricate glowing runes. He slammed into the front warriors, his claws raking across them to leave them dying screaming on the ground, their souls visibly being torn from them to flow back behind the lines. Following the helljack, a cluster of mechanithralls suddenly became as insubstantial as ghosts and charged through the solid stone walls between them to impact the rest of the warriors' line. Jarl grimaced as he saw fists fly and kin fall, then turned to see another group of the thralls closing on his Fennblades. The death toll was light, but then the immense helljack crashed through the trees to grab the kin with huge tentacles and stuff them into vents on its sides, their screams melding with the sound of steam venting from its back. Suddenly, Jarl saw a looming, dark form move into the shadow of the ruins and summon horrific green runes that shot from his hand to wrap around another kriel warrior. The warrior fell screaming, his flesh sloughing from his bones, then flying through the air surrounded by the runes to reconstitute itself as a new, horrific bile thrall. This thrall advanced and exploded over other kriel warriors, taking them to an acidic death.
His numbers depleting, Jarl decided it was time to move quickly. His Earthborn charged the rune-inlaid helljack and ripped one of its arms fully off, roaring in satisfaction. Echoing that roar, his remaining kriel warriors charged the thralls and helljack, killing many of the former. One of the mighty caber throwers accompanying his warriors smashed the great stone pillar into the helljack and sent it to the ground. Jarl could see the light fading from its eyes and new that flank was almost secure. He ducked back into a nearby copse of trees to guard him and fired his pistols into several thralls. The war wagon crashed forward and into the bile thralls, but a wheel got stuck in a green muck on the ground and it was brought up unexpectedly short. (Side note here: James charged the War Wagon at the back bile thrall. His impact attacks would hit 2 of the biles, then his charge would hit the target in the back. After that his guns could fire and kill the remaining biles, as well as do some other major damage in the back field. He needed 4 to hit on his impact attacks. He rolled a 3. It wasn't until afterwards that I remembered that the War Wagon gets 3 dice to hit on impact attacks. James, remember that. It's really important!) His Fennblades charged furiously in return, wiping out most of the thralls, but having no real recourse against the huge helljacks towering over them. They sliced at it with their greatswords, but the great machine was simply too large for them to damage it in any meaningful way. Mulg let out a roar and charged after them, though, and with his club he was able to carve great dents into the armor of the thing.
As Jarl was beginning to feel that he would be able to push these Cryxians out of the Thornwood for sure, he saw a chilling sight. The dark figure that had hidden in the shadowed recesses of ruins turned insubstantial and walked through solid stone to stand before Jarl. Runes swirled around him and Jarl could feel the air crackling with dark power. His own sorcery felt distant and difficult to harness, but this same power seemed to only strengthen the iron creature. It pointed an iron claw at him and a gout of green arcane power shot at him, hitting him unerringly even in the forest. Mulg turned and tried to make it to the creature, but a swipe from the huge helljack he had been fighting dealt him a crippling blow. He staggered forward, but his club was not quite in range yet. Another gout of green fire missed Jarl by mere inches, but the third slammed directly into his chest, throwing him backwards on the ground, his head swimming.
The next few minutes were a haze. Jarl vaguely heard Mulg and the Earthborn howling in pain and fury and running away, his remaining troops breaking and falling back, and several of his kriel warriors collecting him and dragging him out of the forest. By the time he came around and could ask what happened, he realized that they had suffered a bad loss. His stupor had driven the dire trolls mad, and they had fled. Without their support his warriors routed, and the War Wagon had no choice but to follow. They were able to regroup, but for now they would have to avoid the Cryxians in that part of the forest.
The game was really fun. It ended with the skarlock thrall casting ghost walk on Scaverous to walk through the obstruction he was behind to get in range of Jarl without his arc nodes (they were all engaged). With a soul from Erebus the previous round and popping his feat he could cast Excarnate up to 4 times, boosted to hit each time. Needing 10s to hit Jarl, it was a done deal. Mulg taking a free strike from the Kraken that disabled his body meant that he wouldn't even be able to kill me with Protective Fit attacks. Looking at the pictures I see that Janissa was in the list too, but I think she just hung out and threw up a few rock walls or something.
Again, really fun game. There was a lot of back and forth, thralls charging trolls and trolls counter charging thralls, warbeasts and warjacks murderizing every dang thing. I look forward to the next one!
I don't recall exactly what our lists were, but it was something to the effect of:
James:
Jarl Skuld
Mulg
Earthborn
War Wagon
10 Fennblades + UA
10 Kriels + UA + 3 cabers
Janissa Stonetide
Me:
Scaverous (proxied by Venethrax)
Erebus (proxied by a slayer)
2 Nightwretches
Kraken
20 Mechanithralls
6 bile thralls
Skarlock
Necrotech + scrap thrall
Below is our set up. From here on out I'll be telling the story in narrative form. Keen eyes may notice the Super Dungeon Explore kobold that is secretly watching the battle unfold from on top of that building.
Jarl Skuld could feel the air give off an unnatural chill as he led his warband through the southern Thornwood Forest. He had heard that some of the few remaining kin in this area had been driven from their homes by strange abominations that howled in the night and devoured the dead. He could think of a number of things that fit that description, but he decided that he would rather think about how to help the kriels who had still managed to hold on here, so far away from Madrak's army. He had managed to convince the ancient dire troll Mulg to part from Hoarluk Doomshaper for the time being, since the elder warlock was investigating some deep mystery and Mulg's appetite was somewhat less patient. He had brought an Earthborn dire troll he had found deep in the Thornwood as well, and the two dire trolls seemed to be getting along much better than he had expected. He had also managed to "acquire" a War Wagon during his brief time with the United Kriels, as well as recruit a sizable host of Fennblades and traditional Kriel Warriors. They made a formidable group, but they were hardly as stealthy as he might have wanted. Between Mulg's roars and attempts to eat any wildlife they came across and the War Wagon's great rumbling he was surprised they didn't call down the wrath of the entire Khadoran military - to say nothing of the prey they were supposedly hunting.
As they approached a series of ancient ruins, relics from some ancient kingdom or empire (History had never been one of Jarl's strong suits), they could see an oily black smoke up ahead rising through the trees. Jarl barked out orders and his host formed up into ranks as best they could, Mulg at the front and eager to devour what was up ahead. As they were doing so, a second large plume of oily black smoke appeared, accompanied by a screeching sound that proved they had found their target. A huge metal monstrosity surged forward into view, firing a deadly green projectile that fell well short of his position, but churned up the ground around it. He could see now a huge horde of thralls surging forward, mechanithralls with their steam fists and the more terrifying bile thralls, waddling forward and gurgling. Among them charged black iron helljacks and bonejacks, arcane power dancing along their arc nodes and the runes inlaid in their hulls.
As Jarl's forces moved to meet this threat, he began to see what was happening. The ruins his Fennblades were charging past had once been an ancient mausoleum, and the granite sarcophagus in the center had been cracked open like an egg, and recently too - the ground was still freshly churned. Ahead he could see an alien mechanikal apparatus digging into the ground, something he understood the Cryxians would do to gain power from places of death. He knew he had to stop them - the only part he didn't know was how exactly to do that.
As Jarl's kriel warriors charged forward, they were met head on by a towering helljack inlaid with intricate glowing runes. He slammed into the front warriors, his claws raking across them to leave them dying screaming on the ground, their souls visibly being torn from them to flow back behind the lines. Following the helljack, a cluster of mechanithralls suddenly became as insubstantial as ghosts and charged through the solid stone walls between them to impact the rest of the warriors' line. Jarl grimaced as he saw fists fly and kin fall, then turned to see another group of the thralls closing on his Fennblades. The death toll was light, but then the immense helljack crashed through the trees to grab the kin with huge tentacles and stuff them into vents on its sides, their screams melding with the sound of steam venting from its back. Suddenly, Jarl saw a looming, dark form move into the shadow of the ruins and summon horrific green runes that shot from his hand to wrap around another kriel warrior. The warrior fell screaming, his flesh sloughing from his bones, then flying through the air surrounded by the runes to reconstitute itself as a new, horrific bile thrall. This thrall advanced and exploded over other kriel warriors, taking them to an acidic death.
His numbers depleting, Jarl decided it was time to move quickly. His Earthborn charged the rune-inlaid helljack and ripped one of its arms fully off, roaring in satisfaction. Echoing that roar, his remaining kriel warriors charged the thralls and helljack, killing many of the former. One of the mighty caber throwers accompanying his warriors smashed the great stone pillar into the helljack and sent it to the ground. Jarl could see the light fading from its eyes and new that flank was almost secure. He ducked back into a nearby copse of trees to guard him and fired his pistols into several thralls. The war wagon crashed forward and into the bile thralls, but a wheel got stuck in a green muck on the ground and it was brought up unexpectedly short. (Side note here: James charged the War Wagon at the back bile thrall. His impact attacks would hit 2 of the biles, then his charge would hit the target in the back. After that his guns could fire and kill the remaining biles, as well as do some other major damage in the back field. He needed 4 to hit on his impact attacks. He rolled a 3. It wasn't until afterwards that I remembered that the War Wagon gets 3 dice to hit on impact attacks. James, remember that. It's really important!) His Fennblades charged furiously in return, wiping out most of the thralls, but having no real recourse against the huge helljacks towering over them. They sliced at it with their greatswords, but the great machine was simply too large for them to damage it in any meaningful way. Mulg let out a roar and charged after them, though, and with his club he was able to carve great dents into the armor of the thing.
As Jarl was beginning to feel that he would be able to push these Cryxians out of the Thornwood for sure, he saw a chilling sight. The dark figure that had hidden in the shadowed recesses of ruins turned insubstantial and walked through solid stone to stand before Jarl. Runes swirled around him and Jarl could feel the air crackling with dark power. His own sorcery felt distant and difficult to harness, but this same power seemed to only strengthen the iron creature. It pointed an iron claw at him and a gout of green arcane power shot at him, hitting him unerringly even in the forest. Mulg turned and tried to make it to the creature, but a swipe from the huge helljack he had been fighting dealt him a crippling blow. He staggered forward, but his club was not quite in range yet. Another gout of green fire missed Jarl by mere inches, but the third slammed directly into his chest, throwing him backwards on the ground, his head swimming.
The next few minutes were a haze. Jarl vaguely heard Mulg and the Earthborn howling in pain and fury and running away, his remaining troops breaking and falling back, and several of his kriel warriors collecting him and dragging him out of the forest. By the time he came around and could ask what happened, he realized that they had suffered a bad loss. His stupor had driven the dire trolls mad, and they had fled. Without their support his warriors routed, and the War Wagon had no choice but to follow. They were able to regroup, but for now they would have to avoid the Cryxians in that part of the forest.
The game was really fun. It ended with the skarlock thrall casting ghost walk on Scaverous to walk through the obstruction he was behind to get in range of Jarl without his arc nodes (they were all engaged). With a soul from Erebus the previous round and popping his feat he could cast Excarnate up to 4 times, boosted to hit each time. Needing 10s to hit Jarl, it was a done deal. Mulg taking a free strike from the Kraken that disabled his body meant that he wouldn't even be able to kill me with Protective Fit attacks. Looking at the pictures I see that Janissa was in the list too, but I think she just hung out and threw up a few rock walls or something.
Again, really fun game. There was a lot of back and forth, thralls charging trolls and trolls counter charging thralls, warbeasts and warjacks murderizing every dang thing. I look forward to the next one!
Monday, September 17, 2012
FTL: Faster Than Light Review
All right, so I'm pretty excited here. When I saw the Kickstarter pitch for FTL: Faster Than Light I immediately knew that it was going to be a game I liked. I impulsively backed it for $10 and sat back and watched as it got funded. It was also one of the first kicks I've started, and now that it has officially been released I think it's also the first for me to see the fruits of my investment. And what glorious fruits they are.
I downloaded my DRM-free copy of game (in the background while playing Minecraft - sometimes I absolutely love technology) I got as a Kickstarter backer and fired it up to try it out. The tutorial was easy to learn and informative, and I was able to jump right into the game after a very short time. The game starts with a single ship design (more are unlocked the more you play - something about being tied to achievements and the areas you explore) and three crew members, each of which was named. If I recall correctly I had Williams, Lunnig, and Merkel. I immediately sent them to engineering, weapons, and the helm respectively, and eventually they leveled up to be a superior engineer, weapons officer, and pilot - but for now they were just names at stations. I started my first FTL jump, not really knowing what I was doing or the best way to do it, and just figured I'd see how far I could get.
The game is fast-paced and fun. I would jump to a system under attack by pirates, where I could choose to fight the pirates or ignore them (I was generally always spoiling for a fight - not the best idea all the time, but such is the nature of experience), then to an abandoned colony where I salvaged some scrap, then to a planet with a lone survivor I added to my crew (named Charlie - he eventually became my Shield technician and main repairman), then to a merchant where I could trade goods...and as I looked at the sector map, an ominous red line was approaching me. This (I later learned) was the rebel fleet, searching for me and the vital data I was carrying vital to the preservation of the Federation. Staying one step ahead of the fleet would be vital.
And I was generally able to do that. I made it through 3 big sectors (there is an end point in each sector that allows you to jump to the next sector - but exploring the sector first is important, as it will yield parts crucial to your survival in the future sector, which increase notably in difficulty) and I upgraded my ship quite a bit. I picked up another crewman (also named Charlie, who I started specializing as my repairman, to let Charlie 1 stay at his shield console more regularly), I upgraded my shields, I bought a teleporter pad (so my crew could board enemy ships), and a story began to emerge. Perhaps the best part of the game was right near the end (of this session), where the rebel fleet was closing in and I made a long-range gambit to avoid them, trying to cut through a system with a red giant star. There was an enemy ship there firing on me, my ship was already damaged, and the sun was slowly heating up my ship. I needed to hold off until my FTL drive could spin up and I could jump away. The fight went badly, the enemy ship knocked out my Oxygen supply and started fires throughout much of my ship, most of my crew was damaged, and my hull was getting very damaged. Once my drive spun up I went to make the jump - only to realize that the system I was in was too far away from the exit system. I would have to backtrack several systems to be able to get there. Which would put me directly in contact with the forward scouts of the rebel fleet. Well, no other option right now...I jumped back to a previously explored (and currently safe) system. The fires were raging, having spread to much of the rear and port sides of the ship now, but I had gotten my crew out of there and into the med bay (where they were healing their injuries). I sealed all the doors on the ship, opened all the doors in the rooms full of fire, and then opened the rear and port airlocks, dramatically aware of the fact that without my Oxygen system up and running I was blowing most of my remaining air into space. The gambit put out the fires, I sealed all the airlocks and then opened all the interior doors to let what air was left fill the back of the ship, then sent every available (and freshly healed) crewman to the back to start fixing the Oxygen, engines, and the gaping hull breach in the engine room that was venting even more air. The crew fixed the Oxygen, sealed the breach, got the ship repaired, and it was time to go. The hull was badly damaged, I wouldn't be able to last long in a fight, and there would be 2-3 systems I would have ahead of me that would be swarming with rebels.
I made the jump, found a rebel patrol ship waiting, and began the process of fending them off until the FTL spun up. It went badly, and by the time I was able to jump again I was one hit away from destruction. The next jump wasn't just a forward scout - it was the vanguard of the rebel fleet. Their fighters began harrying me and I hoped to spin up the FTL before the cruisers could open fire - but a lucky missile shot from a fighter ended that hope and my game.
For 1.5-2 hours of gameplay, I had a ton of fun. I got oddly attached to the named sprites that had become valuable crew members. I always made sure to have them at their respective stations - with the pilot and engineer working together my Dodge chance went up considerably, my tactical officer notably reduced the cooldown of my weapon systems, and my shield tech kept those shields fully charged and able to weather considerable firepower. There was an emergent story that was the result of a string of random encounters, yet it was compelling and thrilling to the end. I unlocked another ship design, I learned a lot about the game and what good choices to make, and I learned that when they recommend to start on "easy" mode if you're not familiar with the game to listen to them. The game gets plenty hard, trust me. Easy will help you actually see the end of the game (hopefully) and unlock more items to start you off better in the future.
I strongly advise anyone who's interested in this game to get it. It's not to justify a $10 purchase for something that can give so many hours of replayable content.
I downloaded my DRM-free copy of game (in the background while playing Minecraft - sometimes I absolutely love technology) I got as a Kickstarter backer and fired it up to try it out. The tutorial was easy to learn and informative, and I was able to jump right into the game after a very short time. The game starts with a single ship design (more are unlocked the more you play - something about being tied to achievements and the areas you explore) and three crew members, each of which was named. If I recall correctly I had Williams, Lunnig, and Merkel. I immediately sent them to engineering, weapons, and the helm respectively, and eventually they leveled up to be a superior engineer, weapons officer, and pilot - but for now they were just names at stations. I started my first FTL jump, not really knowing what I was doing or the best way to do it, and just figured I'd see how far I could get.
The game is fast-paced and fun. I would jump to a system under attack by pirates, where I could choose to fight the pirates or ignore them (I was generally always spoiling for a fight - not the best idea all the time, but such is the nature of experience), then to an abandoned colony where I salvaged some scrap, then to a planet with a lone survivor I added to my crew (named Charlie - he eventually became my Shield technician and main repairman), then to a merchant where I could trade goods...and as I looked at the sector map, an ominous red line was approaching me. This (I later learned) was the rebel fleet, searching for me and the vital data I was carrying vital to the preservation of the Federation. Staying one step ahead of the fleet would be vital.
And I was generally able to do that. I made it through 3 big sectors (there is an end point in each sector that allows you to jump to the next sector - but exploring the sector first is important, as it will yield parts crucial to your survival in the future sector, which increase notably in difficulty) and I upgraded my ship quite a bit. I picked up another crewman (also named Charlie, who I started specializing as my repairman, to let Charlie 1 stay at his shield console more regularly), I upgraded my shields, I bought a teleporter pad (so my crew could board enemy ships), and a story began to emerge. Perhaps the best part of the game was right near the end (of this session), where the rebel fleet was closing in and I made a long-range gambit to avoid them, trying to cut through a system with a red giant star. There was an enemy ship there firing on me, my ship was already damaged, and the sun was slowly heating up my ship. I needed to hold off until my FTL drive could spin up and I could jump away. The fight went badly, the enemy ship knocked out my Oxygen supply and started fires throughout much of my ship, most of my crew was damaged, and my hull was getting very damaged. Once my drive spun up I went to make the jump - only to realize that the system I was in was too far away from the exit system. I would have to backtrack several systems to be able to get there. Which would put me directly in contact with the forward scouts of the rebel fleet. Well, no other option right now...I jumped back to a previously explored (and currently safe) system. The fires were raging, having spread to much of the rear and port sides of the ship now, but I had gotten my crew out of there and into the med bay (where they were healing their injuries). I sealed all the doors on the ship, opened all the doors in the rooms full of fire, and then opened the rear and port airlocks, dramatically aware of the fact that without my Oxygen system up and running I was blowing most of my remaining air into space. The gambit put out the fires, I sealed all the airlocks and then opened all the interior doors to let what air was left fill the back of the ship, then sent every available (and freshly healed) crewman to the back to start fixing the Oxygen, engines, and the gaping hull breach in the engine room that was venting even more air. The crew fixed the Oxygen, sealed the breach, got the ship repaired, and it was time to go. The hull was badly damaged, I wouldn't be able to last long in a fight, and there would be 2-3 systems I would have ahead of me that would be swarming with rebels.
I made the jump, found a rebel patrol ship waiting, and began the process of fending them off until the FTL spun up. It went badly, and by the time I was able to jump again I was one hit away from destruction. The next jump wasn't just a forward scout - it was the vanguard of the rebel fleet. Their fighters began harrying me and I hoped to spin up the FTL before the cruisers could open fire - but a lucky missile shot from a fighter ended that hope and my game.
For 1.5-2 hours of gameplay, I had a ton of fun. I got oddly attached to the named sprites that had become valuable crew members. I always made sure to have them at their respective stations - with the pilot and engineer working together my Dodge chance went up considerably, my tactical officer notably reduced the cooldown of my weapon systems, and my shield tech kept those shields fully charged and able to weather considerable firepower. There was an emergent story that was the result of a string of random encounters, yet it was compelling and thrilling to the end. I unlocked another ship design, I learned a lot about the game and what good choices to make, and I learned that when they recommend to start on "easy" mode if you're not familiar with the game to listen to them. The game gets plenty hard, trust me. Easy will help you actually see the end of the game (hopefully) and unlock more items to start you off better in the future.
I strongly advise anyone who's interested in this game to get it. It's not to justify a $10 purchase for something that can give so many hours of replayable content.
Wednesday, September 12, 2012
Skarre1 vs. Grissel1 BatRep
Played a rather exciting game last night! I was trying out the Skarre tier lists"Ships in the Night" from No Quarter, and James was playing a list with "As Many Troll Infantry As He Could Field", I think. Anyway, the italic parts will be the fluff surrounding the actual BatRep facts. You know, for flavor.
The lists:
Doug: The Cryxian Heavy Coastal Artillery
Pirate Queen Skarre
Kraken
Skarlock
Revenant crew of the Atrementous (10)
Revenant canon
Warwitch siren x2
Iron lich overseer
Mariner x2 (marshalled)
James
Grissel Bloodsong, Fell Caller
Mug
Mauler
Kriel warriors (10)
- UA
- 3 cabers
Fennblades (10)
- UA
Burrowers (6)
War wagon
The board looked really cool, and I'm kicking myself for not taking pictures. From the perspective of my side of the board there was the GF9 Khador Canon terrain piece to the left, to the right were 2 forests, and the center of the board was littered with barrels, hay bales, and other cover. the board itself was one of my Zuzzy mats which I'm painting to look like a field covered in ice and snow.
The lists:
Doug: The Cryxian Heavy Coastal Artillery
Pirate Queen Skarre
Kraken
Skarlock
Revenant crew of the Atrementous (10)
Revenant canon
Warwitch siren x2
Iron lich overseer
Mariner x2 (marshalled)
James
Grissel Bloodsong, Fell Caller
Mug
Mauler
Kriel warriors (10)
- UA
- 3 cabers
Fennblades (10)
- UA
Burrowers (6)
War wagon
The board looked really cool, and I'm kicking myself for not taking pictures. From the perspective of my side of the board there was the GF9 Khador Canon terrain piece to the left, to the right were 2 forests, and the center of the board was littered with barrels, hay bales, and other cover. the board itself was one of my Zuzzy mats which I'm painting to look like a field covered in ice and snow.
One of these canons.
Deployment went simply. My Kraken pre-deployed dead center to take advantage of the scenario (the one where there are two zones in the center of the board, and you need to control the one on your opponent's side - Onslaught, I think?), while the War Wagon deployed by the Khador Canon to run a hard flank with fire support for all that infantry. I put my revenant canon on the right flank to hide behind a forest (to better keep him protected while benefitting from the Ghost Shot ability), the Iron Lich Overseer (hereafter ILO) left of him with his 2 Mariners B2B, the war witches behind them, the skarlock overe there too, then Skarre just left of the kraken, with rev crew next to her. James basically centered the rest of his army in waves, with Burrowers out front (with AD), kriel warriors behind them, Fennblades behind them, and the warbeasts and Grissel in the back. There was a lot of Troll staring me down, but I had a lot of guns, and my hope was that by going first I could deal with them. Finally I used my tier bonus to Advance Move my Rev Crew and canon forward.
A small boat sailed almost soundlessly toward the frozen shore near the Scarsfell Forest in Khador. The air was crisp with the coming winter, and a few flurries of snows wafted through the air. As the boat approached the shoreline, the water began to froth around them and a huge Kraken surfaced, advancing ahead of the boat and taking its position on land. Moments later two Mariner warjacks also breached the surface, followed by a small horde of ragtag revenants, several of which were hauling one of the cursed canons from the Atrementous. As the boat reached the shore the horned Pirate Queen stepped off, sword and dagger in hand, flanked by a pair of warwitches, a hulking Iron Lich Overseer, and her personal skarlock. Without a word the force began to advance inland, knowing their target was not far away.
Grissel Bloodsong's kin had not fared well these last few days. Several hard-fought battles against Khadorans encroaching on Trollblood lands in the Scarsfell had depleted their numbers, but perhaps even worse their supply of hardy trollkin beer was exhausted. With winter coming on and her people needing her warriors to stay stout of heart, Grissel knew that they would have to move out and acquire more supplies. She had heard about an excellent opportunity - a Khadoran supply depot on the outskirts of the forest, brimming with kegs of beer and food. As an added bonus, this depot was home to a massive Avalanche Canon, in position to shell either the coast or the forest from miles away. Capturing the canon would be a huge asset for her people.
Turn 1 for me was mainly just running up into position. The Kraken went as far forward as he could, the Rev canon entrenched itself out of sight behind the forests where I felt sure that he would get at least a few shots off, the Rev Crew ran up and took position in some barrels for cover. The ILO ran into cover and had the mariners also run up into B2B with him, the warwitches following up behind them. Skarre camped her focus and ran up behind a barrel, the skarlock sacked a rec canon crew member, netting Skarre 4 more focus the following turn. All in all, not too bad. James blitzed everything forward, putting Hoof It on the kriel warriors and running them as far as he could, then running the Fennblades up behind them and following up with his beasts in the back. Burrowers burrowed (like they do) and waited. I've been on the other side of this before, but now I've seen a horde of Trolls with Touch, no KD, and a dangerous level of threat output fly 17" across the board toward me, getting right up in front of my lines. It's terrifying. Finally, the War Wagon lobbed a shot that got a perfect deviation and took out 2 rev crew and the QM (who apparently didn't calculate blast damage into his survival odds when taking cover).
As Grissel's trollkin approached the canon, she could see a grisly sight - Khadoran bodies stewn about and smoke rising from signs of battle. Across the field was a huge mechanikal monstrosity, as well as a collection of other Cryxian tools of war. Forming up quickly, they prepared to charge as the Cryxians whirled about and came for them. Running forward to meet them, Grissel only hoped that the strength of troll flesh would prevail against the fell power of the Cryxians.
Round 2 is where the fun happened. With kriel warriors up in my grill and already down 3 rev crew, it was time to bring the pain. Skarre had 10 focus, gave 3 to the kraken, and kept the rest. The rev canon blasted 2 kriel warriors (who both failed their tough rolls) and regained its lost crew member. Skarre stayed in her cover and put up Dark Guidance, giving all her Cryxians an extra die to hit in melee, the skarlock sacked the new rev canon guy for the promise of 5 focus next turn for skarre, and then the real guns opened up. One warwitch put a focus on a mariner, the ILO killed a warrior with Dark Fire, netting him a soul, then the mariners fired, forfeiting movement for Rat 7. The tightly clumped kriel warriors took a number of explosions, and with the warwitch focus, the jack marshal boosts, and the ILO's soul, about 5 or so kriel warriors went to meet Dhunia. The Rev Crew accosted themselves stunningly well, with Dark Guidance and Gang allowing them to tear through most of the rest of the unit. They did a little too well, in fact - I had to not take a few attacks, because I wanted there to be kriel warriors for the Kraken to eat! It did that as well, killing the two kriel warriors in range and firing off a relatively ineffectual shot into the troll back lines, but not being far enough forward that Mulg would be able to reach him. All in all I'd killed 13 out of 15 kriel warriors, including all their cabers, and I wasn't in a particularly bad spot.
The Troll retaliation was not too bad. The Burrowers popeed up in front of the Kraken, forfeited their movement, and shot him with slug guns for 9 points of damage. The Fennblades used No Quarter and charged, killing most of the Rev Crew (but not the Quartermaster!) and a warwitch siren, and generally all kinds of up in the way. The last kriel warrior took his swing at the Quartermaster and missed, and the War Wagon had no better luck. Grissel and her beasts advanced up behind the front lines again.
As the Trolls charged forward at the Cryxians, to their horror they saw canons flash and explosion ripple across their lines. Many hardy trollkin were torn apart, somescreaming in agony as their very souls were ripped from them, and some falling victim to the huge Kraken, which stuffed them into the vents on its sides. The undead pirates dispatched many with their pistols and swords, and it wasn't long before Bloodsong's kin began to lose hope. Their countercharge failed to inflict serious damage on the Cryxians, even with their burrowers ambushing the Kraken and firing their slug guns into it. Things looked grim.
Round 3 is where I messed up. I got excited by all the killing happening and forgot one very important thing: if I was going to kill Mulg, I needed to load up the Kraken all the way. I forgot this, and didn't do it. I gave him 1 focus, and apparently just didn't think about it. The rest of the turn went well - the rev canon blew up a few pygs and fennblades, got a crewman back, the skarlock sac'd him to promise Skarre 6 focus next turn, The Mariners blew holes in the Fennblades, all with the intent of clearing a path for the kraken to get to Mulg. They did pretty well, but unlike their Kriel warrior bretheren, the Fennblades were familiar with the "Tough" mechanic, and how to actually make it work. One key fennblade in the way toughed like 3 times in a row. The Rev Crew brought 5 models back to life, all of whom were put into position to inflict serious damage on the Fenns. Skarre moved up to kill a Burrower in the way - in retrospect, not a wise move. Combined with not loading up the kraken, this proved to be my downfall. she popped her feat, used her ample extra focus (still grumbling...) to heal back to full, and had 1 to camp. The Rev Crew, between feat and Dark Guidance, tore through most of the remaining Fenns nearby and were able to put a few pistol shots into knocked down models still blocking the Kraken. In the end, the Kraken was clear to attack Mulg, at ARM 24, and at P+S 25 with his 2 corpses. A second derp on my part meant that I forgot to turn him to face Mulg with BOTH arms...so with only 1 focus and 1 initial on him I didn't seal the deal. 2 attacks at dice+6 (!!!) dealt 12 and 13 damage, respectively, but left him standing well within charge range (or walk range, now that I'd damaged him) of Skarre.
Mulg's response to the Kraken.
James did his part perfectly. Grissel moved up and popped her feat and was able to get Calamity off on Skarre, as well as heal Mulg back to fighting status. The Mauler charged the front of the Kraken to get nice and close to Mulg, then cast his animus on the big guy and tried wrestling the Kraken (at ARM 24 he mostly looked a little silly - the best part being the chain attack, where he opted for an impotent head butt). Then Mulg walked up, needing 7s to hit Skarre and doing dice+3 on each hit. He hit the first one, dealt 14 damage (great time to crank a roll on 2 dice, right?), tried eating a Rev Crew with his free hand, found that the undead are really unappetizing, got extra angry and swung at Skarre again with his free feat attack and missed. One buy later and Skarre was a tree-ka-bob. The Mauler roared triumphantly as the Kraken went down - we figured that the timing had him convinced he wrestled the machine to the ground.
Another wave of explosions rippled through the troll lines, and where before a wall of troll flesh had protected Grissel and her beasts, now only the bodies of the dead and the moans of the dying remained. The horned warcaster summoned powerful fell magics to empower her forces, and the slaughtered Grissel's kin with gleeful abandon, the towering Kraken striding forward to inflict horrible lashes into Mulg's hide. Grissel saw her chance, though, even wounded as Mulg was. She charged forward and let out a mighty fell chorus that strengthened her kin and weakened their enemies. She invoked magic of her own to weaken the horned warcaster, and with mighty roars her beasts charged. Her mauler swung at the great colossal with all his might, eventually grabbing onto its legs and smashing his head against it in an attempt to bring it down. Mulg could see more clearly, though. Through the haze of pain he ignored the huge Kraken and advanced to the Satyxis, bringing his club down to shatter her power field, then with a mighty swing smashing her straight backwards into a copse of trees, losing sight of her. The Kraken immediately faltered and slumped, the Mauler doing its best to wrestle the great thing to the ground and roaring in triumph. The remaining Cryxian forces quickly began retreating, a few parting shots to discourage pursuit. Grissel surveyed the battlefield. Many of her warriors were dead or dying, though some would recover with food and drink. The depot was packed with supplies, and she knew that if they moved quickly many of her kin would live to fight another day.
This game was really fun. Even though I lost the idea of having a Cryx gunline was silly and fun. I need more practice with my Kraken (this makes exactly the second game I've used him), but I think with better application this list has serious tournament potential. It has a very long reach with its guns, it hits like a monster in melee, and it can deal with a lot of issues on the other side of the table. Even with no corpses the Kraken hits at P+S 23 on feat turn, and with 3 focus and Dark Guidance that is enough to put some serious hurt out. A few corpses will have him hitting much harder, and the Rev crew with P+S 16 swords in melee with gang are good backup, to say nothing of the potential to charge the Mariners in. The ILO ended up being very good, and I was able to use him and the Mariners as powerful and accurate backfield artillery pieces. The Revenant canon likewise did very well, killing several models and proving to be an excellent choice for Skarre's sacrifical strike. I'll test this list some more, but if nothing else the "fun" factor was incredibly high.
Grissel Bloodsong's kin had not fared well these last few days. Several hard-fought battles against Khadorans encroaching on Trollblood lands in the Scarsfell had depleted their numbers, but perhaps even worse their supply of hardy trollkin beer was exhausted. With winter coming on and her people needing her warriors to stay stout of heart, Grissel knew that they would have to move out and acquire more supplies. She had heard about an excellent opportunity - a Khadoran supply depot on the outskirts of the forest, brimming with kegs of beer and food. As an added bonus, this depot was home to a massive Avalanche Canon, in position to shell either the coast or the forest from miles away. Capturing the canon would be a huge asset for her people.
Turn 1 for me was mainly just running up into position. The Kraken went as far forward as he could, the Rev canon entrenched itself out of sight behind the forests where I felt sure that he would get at least a few shots off, the Rev Crew ran up and took position in some barrels for cover. The ILO ran into cover and had the mariners also run up into B2B with him, the warwitches following up behind them. Skarre camped her focus and ran up behind a barrel, the skarlock sacked a rec canon crew member, netting Skarre 4 more focus the following turn. All in all, not too bad. James blitzed everything forward, putting Hoof It on the kriel warriors and running them as far as he could, then running the Fennblades up behind them and following up with his beasts in the back. Burrowers burrowed (like they do) and waited. I've been on the other side of this before, but now I've seen a horde of Trolls with Touch, no KD, and a dangerous level of threat output fly 17" across the board toward me, getting right up in front of my lines. It's terrifying. Finally, the War Wagon lobbed a shot that got a perfect deviation and took out 2 rev crew and the QM (who apparently didn't calculate blast damage into his survival odds when taking cover).
As Grissel's trollkin approached the canon, she could see a grisly sight - Khadoran bodies stewn about and smoke rising from signs of battle. Across the field was a huge mechanikal monstrosity, as well as a collection of other Cryxian tools of war. Forming up quickly, they prepared to charge as the Cryxians whirled about and came for them. Running forward to meet them, Grissel only hoped that the strength of troll flesh would prevail against the fell power of the Cryxians.
Round 2 is where the fun happened. With kriel warriors up in my grill and already down 3 rev crew, it was time to bring the pain. Skarre had 10 focus, gave 3 to the kraken, and kept the rest. The rev canon blasted 2 kriel warriors (who both failed their tough rolls) and regained its lost crew member. Skarre stayed in her cover and put up Dark Guidance, giving all her Cryxians an extra die to hit in melee, the skarlock sacked the new rev canon guy for the promise of 5 focus next turn for skarre, and then the real guns opened up. One warwitch put a focus on a mariner, the ILO killed a warrior with Dark Fire, netting him a soul, then the mariners fired, forfeiting movement for Rat 7. The tightly clumped kriel warriors took a number of explosions, and with the warwitch focus, the jack marshal boosts, and the ILO's soul, about 5 or so kriel warriors went to meet Dhunia. The Rev Crew accosted themselves stunningly well, with Dark Guidance and Gang allowing them to tear through most of the rest of the unit. They did a little too well, in fact - I had to not take a few attacks, because I wanted there to be kriel warriors for the Kraken to eat! It did that as well, killing the two kriel warriors in range and firing off a relatively ineffectual shot into the troll back lines, but not being far enough forward that Mulg would be able to reach him. All in all I'd killed 13 out of 15 kriel warriors, including all their cabers, and I wasn't in a particularly bad spot.
The Troll retaliation was not too bad. The Burrowers popeed up in front of the Kraken, forfeited their movement, and shot him with slug guns for 9 points of damage. The Fennblades used No Quarter and charged, killing most of the Rev Crew (but not the Quartermaster!) and a warwitch siren, and generally all kinds of up in the way. The last kriel warrior took his swing at the Quartermaster and missed, and the War Wagon had no better luck. Grissel and her beasts advanced up behind the front lines again.
As the Trolls charged forward at the Cryxians, to their horror they saw canons flash and explosion ripple across their lines. Many hardy trollkin were torn apart, somescreaming in agony as their very souls were ripped from them, and some falling victim to the huge Kraken, which stuffed them into the vents on its sides. The undead pirates dispatched many with their pistols and swords, and it wasn't long before Bloodsong's kin began to lose hope. Their countercharge failed to inflict serious damage on the Cryxians, even with their burrowers ambushing the Kraken and firing their slug guns into it. Things looked grim.
Round 3 is where I messed up. I got excited by all the killing happening and forgot one very important thing: if I was going to kill Mulg, I needed to load up the Kraken all the way. I forgot this, and didn't do it. I gave him 1 focus, and apparently just didn't think about it. The rest of the turn went well - the rev canon blew up a few pygs and fennblades, got a crewman back, the skarlock sac'd him to promise Skarre 6 focus next turn, The Mariners blew holes in the Fennblades, all with the intent of clearing a path for the kraken to get to Mulg. They did pretty well, but unlike their Kriel warrior bretheren, the Fennblades were familiar with the "Tough" mechanic, and how to actually make it work. One key fennblade in the way toughed like 3 times in a row. The Rev Crew brought 5 models back to life, all of whom were put into position to inflict serious damage on the Fenns. Skarre moved up to kill a Burrower in the way - in retrospect, not a wise move. Combined with not loading up the kraken, this proved to be my downfall. she popped her feat, used her ample extra focus (still grumbling...) to heal back to full, and had 1 to camp. The Rev Crew, between feat and Dark Guidance, tore through most of the remaining Fenns nearby and were able to put a few pistol shots into knocked down models still blocking the Kraken. In the end, the Kraken was clear to attack Mulg, at ARM 24, and at P+S 25 with his 2 corpses. A second derp on my part meant that I forgot to turn him to face Mulg with BOTH arms...so with only 1 focus and 1 initial on him I didn't seal the deal. 2 attacks at dice+6 (!!!) dealt 12 and 13 damage, respectively, but left him standing well within charge range (or walk range, now that I'd damaged him) of Skarre.
Mulg's response to the Kraken.
James did his part perfectly. Grissel moved up and popped her feat and was able to get Calamity off on Skarre, as well as heal Mulg back to fighting status. The Mauler charged the front of the Kraken to get nice and close to Mulg, then cast his animus on the big guy and tried wrestling the Kraken (at ARM 24 he mostly looked a little silly - the best part being the chain attack, where he opted for an impotent head butt). Then Mulg walked up, needing 7s to hit Skarre and doing dice+3 on each hit. He hit the first one, dealt 14 damage (great time to crank a roll on 2 dice, right?), tried eating a Rev Crew with his free hand, found that the undead are really unappetizing, got extra angry and swung at Skarre again with his free feat attack and missed. One buy later and Skarre was a tree-ka-bob. The Mauler roared triumphantly as the Kraken went down - we figured that the timing had him convinced he wrestled the machine to the ground.
Another wave of explosions rippled through the troll lines, and where before a wall of troll flesh had protected Grissel and her beasts, now only the bodies of the dead and the moans of the dying remained. The horned warcaster summoned powerful fell magics to empower her forces, and the slaughtered Grissel's kin with gleeful abandon, the towering Kraken striding forward to inflict horrible lashes into Mulg's hide. Grissel saw her chance, though, even wounded as Mulg was. She charged forward and let out a mighty fell chorus that strengthened her kin and weakened their enemies. She invoked magic of her own to weaken the horned warcaster, and with mighty roars her beasts charged. Her mauler swung at the great colossal with all his might, eventually grabbing onto its legs and smashing his head against it in an attempt to bring it down. Mulg could see more clearly, though. Through the haze of pain he ignored the huge Kraken and advanced to the Satyxis, bringing his club down to shatter her power field, then with a mighty swing smashing her straight backwards into a copse of trees, losing sight of her. The Kraken immediately faltered and slumped, the Mauler doing its best to wrestle the great thing to the ground and roaring in triumph. The remaining Cryxian forces quickly began retreating, a few parting shots to discourage pursuit. Grissel surveyed the battlefield. Many of her warriors were dead or dying, though some would recover with food and drink. The depot was packed with supplies, and she knew that if they moved quickly many of her kin would live to fight another day.
This game was really fun. Even though I lost the idea of having a Cryx gunline was silly and fun. I need more practice with my Kraken (this makes exactly the second game I've used him), but I think with better application this list has serious tournament potential. It has a very long reach with its guns, it hits like a monster in melee, and it can deal with a lot of issues on the other side of the table. Even with no corpses the Kraken hits at P+S 23 on feat turn, and with 3 focus and Dark Guidance that is enough to put some serious hurt out. A few corpses will have him hitting much harder, and the Rev crew with P+S 16 swords in melee with gang are good backup, to say nothing of the potential to charge the Mariners in. The ILO ended up being very good, and I was able to use him and the Mariners as powerful and accurate backfield artillery pieces. The Revenant canon likewise did very well, killing several models and proving to be an excellent choice for Skarre's sacrifical strike. I'll test this list some more, but if nothing else the "fun" factor was incredibly high.
Wednesday, August 22, 2012
War Room follow up
All right, so after many software updates and trying to tell myself I wouldn't do it, I purchased the big bundle for War Room. Yes, I know, that was kind of dumb, but I kept asking myself if I would use it if I bought it, and I had to keep answering yes. So here I am, and I am really not hating it. There are far fewer bugs (though they are certainly not gone entirely), the whole program got a serious overhaul, the UI is still pretty bad for the most part, but the core functionality is there, and that what I wanted. I wanted to have all the rules handy at a glance for when I want to know the exact wording on a spell, and now I have it. Admittedly I'm probably the ideal target for this program - a rules junkie with an encyclopedic knowledge of the game who wants the latest and greatest rules and errata and doesn't need much help with list building, but so be it.
Last night I played my first game with War Room, and I have to admit I was impressed. Both players had War Room running and we connected it over the wifi and didn't pull out a single card. Getting used to not having physical cards to rummage through was weird, but after the initial confusion of figuring out where my rules were for models it was pretty easy. Damage tracking was relatively painless, rules reference was a breeze, looking up rules on my own and my opponent's models during play was incredibly useful at times (getting the exact wording of a spell he had, without tipping him off that I was looking at it was fun), and generally the program performed like it had been advertised originally.
I'm coming around on War Room. It's still not great, I doubt it will ever be a sleek piece of software, and the fact that list building frankly "sucks the big one" all mean that I'm sure a lot of people will not be investing in it. For me personally, though, I feel that I will be making ample use of the ability to access everything in the game at a moments' notice, and having the option (at least in casual play) of just forgoing cards entirely is quite a nice thought.
Last night I played my first game with War Room, and I have to admit I was impressed. Both players had War Room running and we connected it over the wifi and didn't pull out a single card. Getting used to not having physical cards to rummage through was weird, but after the initial confusion of figuring out where my rules were for models it was pretty easy. Damage tracking was relatively painless, rules reference was a breeze, looking up rules on my own and my opponent's models during play was incredibly useful at times (getting the exact wording of a spell he had, without tipping him off that I was looking at it was fun), and generally the program performed like it had been advertised originally.
I'm coming around on War Room. It's still not great, I doubt it will ever be a sleek piece of software, and the fact that list building frankly "sucks the big one" all mean that I'm sure a lot of people will not be investing in it. For me personally, though, I feel that I will be making ample use of the ability to access everything in the game at a moments' notice, and having the option (at least in casual play) of just forgoing cards entirely is quite a nice thought.
Monday, August 13, 2012
Kraken Paintjob
In an effort to not get incredibly depressed (tomorrow will be one year since my dad died...) I am trying to do some more painting. Working hard and ignoring emotions is healthy, right? Riiiiiiiiiiiiiight...
Anyway, to that end I've been painting a Kraken for my friend. I'm pretty pleased with how it's turning out for the most part. My pictures are kind of crappy, but the biggest gripe I have is that the rust streak effect I went for really didn't turn out great. Most of the rest of the rust looks boss, but those streaks just look...well, you can judge for yourselves. I'm also accepting any good ideas about what to do to fix them.
Oh, and the blood isn't really that purple in real life. That's totally a weird camera thing.
Anyway, to that end I've been painting a Kraken for my friend. I'm pretty pleased with how it's turning out for the most part. My pictures are kind of crappy, but the biggest gripe I have is that the rust streak effect I went for really didn't turn out great. Most of the rest of the rust looks boss, but those streaks just look...well, you can judge for yourselves. I'm also accepting any good ideas about what to do to fix them.
Oh, and the blood isn't really that purple in real life. That's totally a weird camera thing.
Tuesday, August 7, 2012
War Room
Man, sometimes I REALLY hate the internet. I hate the fact that every time there's a new release from Privateer Press I have to circumvent the entire forum system until it stops resembling a blasted wasteland populated by obnoxious 12-year-olds. But I gotta admit - it's not like the complaints about War Room are without merit. I've been playing around with the program since it released yesterday, and I feel reasonably confident in giving at least some initial impressions.
On my iPad 2 the program runs fine. Great, in fact. It's smooth, goes between menus without problems, and generally does everything promised by those videos we've all been seeing. This is in sharp contrast to my Android phone. On my phone the program is incredibly buggy, freezes without warning or reason, crashes occasionally, and you can't use the back button on the phone - only the in-app button. Which only works when you make the proper oblations and ritual sacrifices. And it's feeling generous. Basically the program is un-usably bad on my phone. For the purposes of what I'm talking about here, I'm going to look at this program from the perspective of the iPad, and just really, REALLY hope that in a couple patches the Android issues will get straightened out.
All right, so I fired up War Room after months of hype, create my account, and dive in! I know that only the prime models are available without spending money, so I look at those. The program is actually pretty great as a virtual card system, I gotta say. It has all the cards in full, big formats with all the latest rules and the ability to click on them to learn specifically what certain rules do. Wondering the exact wording of terror? You can have it at a touch, no book flipping required. As someone who frequently references his cards and rulebook to try and work out specific combinations and timing issues, this rules-reference portion of the program is worth the price of admission alone.
Unfortunately, it's impossible to talk about War Room without mentioning iBodger - the free list-building tool for Android and iOS created by a fan, for other fans to use to make a great game better and easier to play. iBodger did exactly what it was advertised to do - it built lists. You could choose theme lists, it would make sure your points were right, it would adjust point values of models if a tier list did so, and even let you email lists. In preparation for War Room Privateer asked iBodger to cease updating the program, the assumption from everyone being that War Room would pick up the slack. Eight months later, now that War Room is out, I gotta say that...well, it kind of does?
This may be the biggest gripe people have - after the program crashing on their Android devices and - like me - paying for card bundles and having them just...not show up. (You have my money! I just want to use your program already! /rage) The list building part of War Room works well enough. you can select models, put them in your army, all that jazz. You can save your army, you can save the army of someone else you're playing against. Also pretty rad. My main issue comes in two forms: mercenaries and theme list support. There is no filter for mercenaries, and they show up with all the faction models. It's really unnecessary, and seems like a major design flaw. I really don't want to have to sift through a pile of mercenary warjacks I can't even assign to my caster just to find the ones I can. At least separating them out into blocks within the same category would be a major improvement. Theme forces though...man, I feel like they really dropped the ball on this one. Other than the ability to reference a theme force, there's no support. There's no graying out of models you can't take once you select a theme force. There's no model point adjustments (I get a point off of these two warjacks? Well, I suppose I better just make my list 2 points over and deal with it), there no prevention of those mercenaries, there's...nothing. You just make a theme force and have the rules for it handy. By itself it's not horrible, but we live in a post-iBodger meta. You can't get away with asking people to pay out the nose to use your program and then not give them the functionality they were getting for free.
I think the biggest crime here was the hype, honestly. We've been exposed to the imminent "War Room is coming! It's super awesome!" hype for months. With iBodger not being updated and a new book being out, everyone has been getting more and more anxious for this. No one writes out their lists on paper any more, everyone uses their phones. Privateer constantly hyped how good this program was, and how it was going to be the be-all end-all list-building program. I tried really hard to keep my expectations low - this is a new company making an app for the first time for a game they probably never play for a community that is absolutely rabid at the best of times. It was a recipe for disaster from the start. Do I think it excuses what's going on? No. Do I think Privateer should maybe have held off on hyping this thing until they actually had a working version in their hot little hands? Absolutely. Do I think they should have shut the premier list-building software down 8 months before their own proprietary system came out? Fuck no. It smacks of their dealings with Gale Force 9, except instead of a company they were doing business with it was a single guy doing them an immeasurable service because he loves their game.
I'm hoping War Room shapes up in the next few days with a series of much needed patches. It needs to act and act fast if it wants to succeed - these rabid fans will do their best to burn it to the ground if it isn't working as promised - and they made the serious mistake of promising a whole hell of a lot.
On my iPad 2 the program runs fine. Great, in fact. It's smooth, goes between menus without problems, and generally does everything promised by those videos we've all been seeing. This is in sharp contrast to my Android phone. On my phone the program is incredibly buggy, freezes without warning or reason, crashes occasionally, and you can't use the back button on the phone - only the in-app button. Which only works when you make the proper oblations and ritual sacrifices. And it's feeling generous. Basically the program is un-usably bad on my phone. For the purposes of what I'm talking about here, I'm going to look at this program from the perspective of the iPad, and just really, REALLY hope that in a couple patches the Android issues will get straightened out.
All right, so I fired up War Room after months of hype, create my account, and dive in! I know that only the prime models are available without spending money, so I look at those. The program is actually pretty great as a virtual card system, I gotta say. It has all the cards in full, big formats with all the latest rules and the ability to click on them to learn specifically what certain rules do. Wondering the exact wording of terror? You can have it at a touch, no book flipping required. As someone who frequently references his cards and rulebook to try and work out specific combinations and timing issues, this rules-reference portion of the program is worth the price of admission alone.
Unfortunately, it's impossible to talk about War Room without mentioning iBodger - the free list-building tool for Android and iOS created by a fan, for other fans to use to make a great game better and easier to play. iBodger did exactly what it was advertised to do - it built lists. You could choose theme lists, it would make sure your points were right, it would adjust point values of models if a tier list did so, and even let you email lists. In preparation for War Room Privateer asked iBodger to cease updating the program, the assumption from everyone being that War Room would pick up the slack. Eight months later, now that War Room is out, I gotta say that...well, it kind of does?
This may be the biggest gripe people have - after the program crashing on their Android devices and - like me - paying for card bundles and having them just...not show up. (You have my money! I just want to use your program already! /rage) The list building part of War Room works well enough. you can select models, put them in your army, all that jazz. You can save your army, you can save the army of someone else you're playing against. Also pretty rad. My main issue comes in two forms: mercenaries and theme list support. There is no filter for mercenaries, and they show up with all the faction models. It's really unnecessary, and seems like a major design flaw. I really don't want to have to sift through a pile of mercenary warjacks I can't even assign to my caster just to find the ones I can. At least separating them out into blocks within the same category would be a major improvement. Theme forces though...man, I feel like they really dropped the ball on this one. Other than the ability to reference a theme force, there's no support. There's no graying out of models you can't take once you select a theme force. There's no model point adjustments (I get a point off of these two warjacks? Well, I suppose I better just make my list 2 points over and deal with it), there no prevention of those mercenaries, there's...nothing. You just make a theme force and have the rules for it handy. By itself it's not horrible, but we live in a post-iBodger meta. You can't get away with asking people to pay out the nose to use your program and then not give them the functionality they were getting for free.
I think the biggest crime here was the hype, honestly. We've been exposed to the imminent "War Room is coming! It's super awesome!" hype for months. With iBodger not being updated and a new book being out, everyone has been getting more and more anxious for this. No one writes out their lists on paper any more, everyone uses their phones. Privateer constantly hyped how good this program was, and how it was going to be the be-all end-all list-building program. I tried really hard to keep my expectations low - this is a new company making an app for the first time for a game they probably never play for a community that is absolutely rabid at the best of times. It was a recipe for disaster from the start. Do I think it excuses what's going on? No. Do I think Privateer should maybe have held off on hyping this thing until they actually had a working version in their hot little hands? Absolutely. Do I think they should have shut the premier list-building software down 8 months before their own proprietary system came out? Fuck no. It smacks of their dealings with Gale Force 9, except instead of a company they were doing business with it was a single guy doing them an immeasurable service because he loves their game.
I'm hoping War Room shapes up in the next few days with a series of much needed patches. It needs to act and act fast if it wants to succeed - these rabid fans will do their best to burn it to the ground if it isn't working as promised - and they made the serious mistake of promising a whole hell of a lot.
Friday, June 22, 2012
Objective markers
I built 3 Objective Markers for the local League here. From left to right we have a Menoth's Fury cache, a pirate rum stash, and a defiled Menite grave with a ghoulish hand bursting forth. Pics when they're painted.
Thursday, January 19, 2012
Welcome back!
All right! So not much to post right now, other then me remembering after the last few months that I in fact have a blog, and should probably update it now and again.
Big news events: My Pressgang application got approved, and I've run a Journeyman league at Blizzard (which I've been pretty regularly going to on Tuesday nights).
I got an airbrush! More on that later, but it's super rad and I've been going a little crazy with it.
I have too many models. I need motivation to paint through some of this backlog!
The Old Republic is the bee's knees. Related: my inability to paint lately...
That's all for now, I'll make a real post later.
Big news events: My Pressgang application got approved, and I've run a Journeyman league at Blizzard (which I've been pretty regularly going to on Tuesday nights).
I got an airbrush! More on that later, but it's super rad and I've been going a little crazy with it.
I have too many models. I need motivation to paint through some of this backlog!
The Old Republic is the bee's knees. Related: my inability to paint lately...
That's all for now, I'll make a real post later.
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