Showing posts with label warmachine. Show all posts
Showing posts with label warmachine. Show all posts

Thursday, 6 March 2014

Warmachine Campaign - The Heart of Thornwood




So I had a couple of the guys over the other night for gaming. We had been discussing doing a campaign in WarmaHordes for a while. I have a Mighty Empires tile set I painted up from when I used to work at the one of the GW's in town, and it seems like a waste to not use it again. It even works in an abstract way as the Thornwood with the Black River running up the right hand side into the lakes of the region.

While gaming and building we chatted about how we would work it. By the end of the night we had a decent set of rules to start from, with a few areas left to ponder about further. I think the Hordes special rule needs something more, but that's just me.

But, I'd like to hear what you guys think. Do you guys and gals have an suggestions? Comments? Issues?
Let me know below!




My Mighty Empires tile set, which hangs on the wall next to my gaming table.

The Rules (Thus far):

Campaign Turn Phases

1. Planning
2. Movement
3. Battle
4. Resolve
5. Claim
6. Build
7. Draw

Basics

- Each player selects three casters to count as their generals. These casters cannot be different versions of the same caster (ie. one casters cannot be Captain Victoria Haley and another Major Victoria Haley).
- Each player plays one game each campaign turn against one of the other campaign players. 
- Armies move D3 tiles during the movement phase of the campaign.

The Tiles

- The map were uses hexagonal tiles, so every tile is adjacent to six other tiles. This arrangement of seven tiles (the centre tile and its six adjacent tiles) are called "the flower." So where you see this, it is referring to this tile arrangement.
- Players begin the campaign with a "flower" arrangement of tiles in corner of the map with the "Fortified Encampment building on it. This building also counts as the players headquarters.
- For our purposes we used Games Workshops Mightly Empires set, however, any hexagonal map would do, even a hand drawn one.
- Tiles are captured by a player if that player has an army on that tile at the claim phase of the game.
- Each Tile can only have one building on built on it.

Buildings

- Only one building may be built per turn, during the build phase of the campaign. 
- Each building grants the controlling player a particular bonus, and each building can only be activated once per turn. Buildings are activated through ability cards.
- A building cannot be built adjacent to another friendly building. A building may be built adjacent to another building if that building is owned by another player (however, this is not without risk).
- If a tile is captured by a player from another player who had built a building on it, the new owner of the tile may choose to either keep the building or raze it, removing it from the tile. Faction buildings are automatically removed when an opposing player captures a tile. 
- Building cannot be built on mountain tiles.

Ability Cards

- Ability cards allow a player to activate a single building during the planning phase of the campaign. To activate a building, the player discards a card from their hand.
- Each player gains one (1) card during the draw phase of the campaign. A player gains an additional card if they win their game during the battle phase. 
- The maximum hand size for any player is 5. 

Special Rules

Warmachine Factions - Special Building: Train Stations
- Train stations count as adjacent for the purposes of movement. Train stations can only be used if the tiles between the stations are owned by the player, or the two players agree that movement can occur (otherwise the train would be intercepted by the opposing player). 
Hordes Factions - Affinity to Nature
- Hordes armies may build on mountain tiles.

Common Buildings

- Stables: Reduces the PC of cavalry units/models by one (1) to a minimum of one when building your army list this turn.
- Barracks: Reduces the PC of infantry units/models by one (1) to a minimum of one when building your army list this turn.
- Warjack Repair Station -  Reduces the PC of a single warjack by one (1) when building your army list this turn. A warjack can only be affected by one repair station per campaign turn.
- Taming Grounds - Reduces the PC of a single warbeast by one (1) when building your army list this turn. A warbeast can only be affected by one taming ground per campaign turn.
- Arcane Nexus: Only one nexus can be built by a player. Grants the player's warcaster/warlock the following special rule:
Arcane Attunement: Once per game, all spells/animus' cast by this warcaster/warlocks (or by warbeasts in its battlegroup) have their cost reduced by one to a minimum of one. 
- Fortified Encampment: Buildings may be build adjacent to the encampment and may ignore other buildings if they are also adjacent to the same encampment. 

Faction Buildings

- Coming soon...
Unknown  /  at  3/06/2014 12:02:00 pm  /  No comments




So I had a couple of the guys over the other night for gaming. We had been discussing doing a campaign in WarmaHordes for a while. I have a Mighty Empires tile set I painted up from when I used to work at the one of the GW's in town, and it seems like a waste to not use it again. It even works in an abstract way as the Thornwood with the Black River running up the right hand side into the lakes of the region.

While gaming and building we chatted about how we would work it. By the end of the night we had a decent set of rules to start from, with a few areas left to ponder about further. I think the Hordes special rule needs something more, but that's just me.

But, I'd like to hear what you guys think. Do you guys and gals have an suggestions? Comments? Issues?
Let me know below!




My Mighty Empires tile set, which hangs on the wall next to my gaming table.

The Rules (Thus far):

Campaign Turn Phases

1. Planning
2. Movement
3. Battle
4. Resolve
5. Claim
6. Build
7. Draw

Basics

- Each player selects three casters to count as their generals. These casters cannot be different versions of the same caster (ie. one casters cannot be Captain Victoria Haley and another Major Victoria Haley).
- Each player plays one game each campaign turn against one of the other campaign players. 
- Armies move D3 tiles during the movement phase of the campaign.

The Tiles

- The map were uses hexagonal tiles, so every tile is adjacent to six other tiles. This arrangement of seven tiles (the centre tile and its six adjacent tiles) are called "the flower." So where you see this, it is referring to this tile arrangement.
- Players begin the campaign with a "flower" arrangement of tiles in corner of the map with the "Fortified Encampment building on it. This building also counts as the players headquarters.
- For our purposes we used Games Workshops Mightly Empires set, however, any hexagonal map would do, even a hand drawn one.
- Tiles are captured by a player if that player has an army on that tile at the claim phase of the game.
- Each Tile can only have one building on built on it.

Buildings

- Only one building may be built per turn, during the build phase of the campaign. 
- Each building grants the controlling player a particular bonus, and each building can only be activated once per turn. Buildings are activated through ability cards.
- A building cannot be built adjacent to another friendly building. A building may be built adjacent to another building if that building is owned by another player (however, this is not without risk).
- If a tile is captured by a player from another player who had built a building on it, the new owner of the tile may choose to either keep the building or raze it, removing it from the tile. Faction buildings are automatically removed when an opposing player captures a tile. 
- Building cannot be built on mountain tiles.

Ability Cards

- Ability cards allow a player to activate a single building during the planning phase of the campaign. To activate a building, the player discards a card from their hand.
- Each player gains one (1) card during the draw phase of the campaign. A player gains an additional card if they win their game during the battle phase. 
- The maximum hand size for any player is 5. 

Special Rules

Warmachine Factions - Special Building: Train Stations
- Train stations count as adjacent for the purposes of movement. Train stations can only be used if the tiles between the stations are owned by the player, or the two players agree that movement can occur (otherwise the train would be intercepted by the opposing player). 
Hordes Factions - Affinity to Nature
- Hordes armies may build on mountain tiles.

Common Buildings

- Stables: Reduces the PC of cavalry units/models by one (1) to a minimum of one when building your army list this turn.
- Barracks: Reduces the PC of infantry units/models by one (1) to a minimum of one when building your army list this turn.
- Warjack Repair Station -  Reduces the PC of a single warjack by one (1) when building your army list this turn. A warjack can only be affected by one repair station per campaign turn.
- Taming Grounds - Reduces the PC of a single warbeast by one (1) when building your army list this turn. A warbeast can only be affected by one taming ground per campaign turn.
- Arcane Nexus: Only one nexus can be built by a player. Grants the player's warcaster/warlock the following special rule:
Arcane Attunement: Once per game, all spells/animus' cast by this warcaster/warlocks (or by warbeasts in its battlegroup) have their cost reduced by one to a minimum of one. 
- Fortified Encampment: Buildings may be build adjacent to the encampment and may ignore other buildings if they are also adjacent to the same encampment. 

Faction Buildings

- Coming soon...

Posted in: , , , Read Complete Article»

Monday, 24 February 2014

Trying out new things



I hope everyone had a good long weekend (at least for those of you in North America). I had a very good weekend, which will probably be one of the last I can play away from home in a bit, as my wife is about to "pop" with our second child. And I admit, I'm a little late on this post, as it has been very busy in the hustle and bustle leading up to his arrival.

On the long weekend, though, I got a night and an afternoon of gaming, each time trying out casters I don't usually use. Friday night, after being issued a challenge from a friend who wanted to see a Cygnar melee list, I wrote up a small list with eStryker. Monday afternoon, I was over at a friend's place where I played two 50 point games with a Kara Sloan Trencher list. Both were interesting. For the first list, it was 25 points a person and it was a team game. Now, while I wanted the two Legion players to team up, we did it randomly, and the Legion players were on opposite sides with myself (playing Cygnar) and our fourth friend playing Trollbloods.

My teammate Legion player, played with Lylyth (Shadow of Everblight), while my opponents played with Jarl Skuld and Thagrosh (the Messiah). It led to some interesting rounds of combat. Jarl magic bullet'ed poor Lylyth to death through her warbeasts early on, which lead Lord Commander Stryker to attempt to tank both our opponents. He almost got an early charge off on Jarl using his Velocity spell to move him forward 2" per focus, however, I forgot that Skaldi had counter-charge. Thus, the moment I moved forward, he charged me. But, he was in range of Ol'Rowdy's counter-charge, so I charged
him back. This lead to a Stryker ultimately smashing Skaldi and then popping his feat to move himself back and advance his army up to provide him cover. The next turn, Jarl killed Lylyth, but it left him exposed to another charge from Stryker. This time it was successful; the Lord Commander took his head clean off with a nice bonus 11 strength from Overload. Thagrosh then charged Stryker taking him to his last health box.

And this is why I really enjoy Warmachine. You can end up with nail-biters like this. Stryker just has to kill him this round, with no use of his Overload. And I almost succeeded. Stryker brought Thagrosh down to HIS LAST BOX. And then Thagrosh poked Stryker and it was game.

On the Monday, a friend hosted a "WarmaHordapalooza" at his place. I brought out a Kara Sloan list using all trenchers that I had been mulling over over the course of the weekend. The only trencher models I own I didn't get into the list were the commandos and Jonas (since I didn't have a merc unit). It wasn't a bad list, but I did see it's flaws.

I got two games that day. The first game was against Legion. It started out very good for me, however, I found out the trencher range isn't the greatest if you don't kill things. It was almost a win for Cygnar on Kara's feat turn, with so much being shot down range and clearing decent lines of sight thanks to Taryn. Unfortunately, his caster survived the barrage of lead (his warbeasts, however, is another story). Once again it was Thagrosh who struck down my caster is a blaze of glory, after I attempted to get shot him (and having my trenchers throw grenades at the backs of other trenchers just outside Thagrosh's reach so that the blast killed my trenchers in his engagement zone, so I didn't have to deal with the defense bonus of him being in combat). Sadly, it failed and I hadn't planned my line of fire correctly. So Thagrosh simply charged with his reach and smited down Kara where she stood.

My second game was against Circle. This game went much better for me. Having learned what works and doesn't in my first game, I stayed strictly within what I knew worked. My cannon, hunter, minuteman andd Kara focused on taking down the Wolddwardens and Megalith, and Baldur, with the aid of Lady Aiyana, Holt and Taryn, while the rest my army dealt with the rest of his. And it work the way I planned. Turn two I had everything of mine (and he was in a position favorable to what I wanted). Kara popped her feat and she and her battlegroup unleashed hell on one of the Woldwardens and Megalith, enough to destroy both and still have enough shots to continue through into Baldur. The rest the army took out a good chunk of his druids and the UA to one of his unit of stones. On his turn, he came out swinging, taking out my stormcaller, some of the trenchers and punching my minuteman into the ground. Kara, with the help of Aiyana and the Hunter that Baldur fell.

Overall, with both games I learned a bit more about casters I don't usually play. I'm definitely playing more eStryker. And Kara seems to need a bit of finesse, and careful planning to execute properly (and the list I had wasn't great against higher armour things). I've been thinking of trying out a suggestion I've seen quite a few times as a way to prep for tournaments and using eStryker as part of it. The plan is to select three casters and play the crap out of just them, each time using different things, testing and refining the lists. This is also so those three casters are understood fullyand are used when it comes to multiple list style tournaments. Caine is a my favourite personality within Cygnar (especially after reading his book from Skull Island Expeditions), and I just have to decide whether I want to use pCaine (support) or eCaine (assassination). Something to think about on my end.


On a side note, I've been distracted with trying to finish off some 40K armies. As a preview of my next post here's what I've been working on.

Grey Knight Brotherhood Champion test conversion

Also in the News: UPDATE FOR WAR ROOM!
I'm still going through it, testing it's new features. The topic of a future post maybe?

Unknown  /  at  2/24/2014 11:42:00 pm  /  No comments



I hope everyone had a good long weekend (at least for those of you in North America). I had a very good weekend, which will probably be one of the last I can play away from home in a bit, as my wife is about to "pop" with our second child. And I admit, I'm a little late on this post, as it has been very busy in the hustle and bustle leading up to his arrival.

On the long weekend, though, I got a night and an afternoon of gaming, each time trying out casters I don't usually use. Friday night, after being issued a challenge from a friend who wanted to see a Cygnar melee list, I wrote up a small list with eStryker. Monday afternoon, I was over at a friend's place where I played two 50 point games with a Kara Sloan Trencher list. Both were interesting. For the first list, it was 25 points a person and it was a team game. Now, while I wanted the two Legion players to team up, we did it randomly, and the Legion players were on opposite sides with myself (playing Cygnar) and our fourth friend playing Trollbloods.

My teammate Legion player, played with Lylyth (Shadow of Everblight), while my opponents played with Jarl Skuld and Thagrosh (the Messiah). It led to some interesting rounds of combat. Jarl magic bullet'ed poor Lylyth to death through her warbeasts early on, which lead Lord Commander Stryker to attempt to tank both our opponents. He almost got an early charge off on Jarl using his Velocity spell to move him forward 2" per focus, however, I forgot that Skaldi had counter-charge. Thus, the moment I moved forward, he charged me. But, he was in range of Ol'Rowdy's counter-charge, so I charged
him back. This lead to a Stryker ultimately smashing Skaldi and then popping his feat to move himself back and advance his army up to provide him cover. The next turn, Jarl killed Lylyth, but it left him exposed to another charge from Stryker. This time it was successful; the Lord Commander took his head clean off with a nice bonus 11 strength from Overload. Thagrosh then charged Stryker taking him to his last health box.

And this is why I really enjoy Warmachine. You can end up with nail-biters like this. Stryker just has to kill him this round, with no use of his Overload. And I almost succeeded. Stryker brought Thagrosh down to HIS LAST BOX. And then Thagrosh poked Stryker and it was game.

On the Monday, a friend hosted a "WarmaHordapalooza" at his place. I brought out a Kara Sloan list using all trenchers that I had been mulling over over the course of the weekend. The only trencher models I own I didn't get into the list were the commandos and Jonas (since I didn't have a merc unit). It wasn't a bad list, but I did see it's flaws.

I got two games that day. The first game was against Legion. It started out very good for me, however, I found out the trencher range isn't the greatest if you don't kill things. It was almost a win for Cygnar on Kara's feat turn, with so much being shot down range and clearing decent lines of sight thanks to Taryn. Unfortunately, his caster survived the barrage of lead (his warbeasts, however, is another story). Once again it was Thagrosh who struck down my caster is a blaze of glory, after I attempted to get shot him (and having my trenchers throw grenades at the backs of other trenchers just outside Thagrosh's reach so that the blast killed my trenchers in his engagement zone, so I didn't have to deal with the defense bonus of him being in combat). Sadly, it failed and I hadn't planned my line of fire correctly. So Thagrosh simply charged with his reach and smited down Kara where she stood.

My second game was against Circle. This game went much better for me. Having learned what works and doesn't in my first game, I stayed strictly within what I knew worked. My cannon, hunter, minuteman andd Kara focused on taking down the Wolddwardens and Megalith, and Baldur, with the aid of Lady Aiyana, Holt and Taryn, while the rest my army dealt with the rest of his. And it work the way I planned. Turn two I had everything of mine (and he was in a position favorable to what I wanted). Kara popped her feat and she and her battlegroup unleashed hell on one of the Woldwardens and Megalith, enough to destroy both and still have enough shots to continue through into Baldur. The rest the army took out a good chunk of his druids and the UA to one of his unit of stones. On his turn, he came out swinging, taking out my stormcaller, some of the trenchers and punching my minuteman into the ground. Kara, with the help of Aiyana and the Hunter that Baldur fell.

Overall, with both games I learned a bit more about casters I don't usually play. I'm definitely playing more eStryker. And Kara seems to need a bit of finesse, and careful planning to execute properly (and the list I had wasn't great against higher armour things). I've been thinking of trying out a suggestion I've seen quite a few times as a way to prep for tournaments and using eStryker as part of it. The plan is to select three casters and play the crap out of just them, each time using different things, testing and refining the lists. This is also so those three casters are understood fullyand are used when it comes to multiple list style tournaments. Caine is a my favourite personality within Cygnar (especially after reading his book from Skull Island Expeditions), and I just have to decide whether I want to use pCaine (support) or eCaine (assassination). Something to think about on my end.


On a side note, I've been distracted with trying to finish off some 40K armies. As a preview of my next post here's what I've been working on.

Grey Knight Brotherhood Champion test conversion

Also in the News: UPDATE FOR WAR ROOM!
I'm still going through it, testing it's new features. The topic of a future post maybe?

Posted in: , , , Read Complete Article»

Monday, 10 February 2014

Privateer Press at Templecon: Part 1 - Warmachine


On Friday, Privateer Press held a keynote presentation at the Templecon convention. It was quite the show and if you haven't seen it yet, you can watch it here: http://www.twitch.tv/privateerpress/b/501465395.

They revealed quite a bit about the future of the Warmachine/Hordes universe.

WARMACHINE NEW MERC FACTION: CEPHALYX

No longer just helping Cryx, Cephalyx steps out on their own.

The big reveal for Warmachine was a new sub-faction for within the Mercenaries; the Cephalyx. These are a race of people who live beneath the surface of Caen, who have mental powers that rival Charles Xavier. The Cephalyx is about controlling those who they see beneath them (who just happen to be above them, physically). Those that they do control, they alter, swapping out hands for weapons. They control them through various in-game abilites, either through joining units or models within a radius, increasing stats or damage. These slaves lose their individuality and seem to lack the ability to feel pain. Prior to this release, the Cephalyx only had a minor role in the Cryx faction. 

One of Cephalyx' big, nasty monstrosities.
The faction also introduces a new type of model: monstrosities. These model function as the Cephalyx' version of warjacks. They differ, however, in a number of ways. Firstly, they don't count as "constructs" like jacks do. These models are living. Thus, what spells and abilities affect warjacks, don't affect monstrosities. But, spells and abilities that affect living models, affect monstrosities. This will make fight against certain Hordes factions interesting. Secondly, because they are not warjacks, they do not have a cortex system. So, while they work with the Focus system, like warjacks do, they cannot be affected by things that damage the cortex. Third, and the big one, because of these differences, they are not warjacks. 

The small-base units, known as drudges, are all made of up people who have been taken in by the Cephalyx mind control. To make things worse, as the drudge slaves, all the Cephalyx have some form of "sacrificial pawn" ability, which destroys the drudge for some bonus. The Cephalyx use both the drudges and the monstrosities as fodder, keeping themselves safely behind. 



Exulon Thexus and company.
The other interesting part of the Cephalyx is that they are a sub-faction of Mercenaries. This means that they can take other mercenary units and models to manage weaknesses within the army. However, it looks like they have to take a Cephalyx UA, the Dominator, that makes they count as "slaves." They gain buffs through this UA, but if it dies, the unit flees.

All these come together for a truly unique theme. They seem to be a rather varied in that their monstrosities, based on the stat cards shown in the video, seem to be strong in melee. Though, the Cephalyx themselves, would rather stay back. The warcaster they showed, Exulon Thexus, has a whopping 8 Focus and allows his monstrosities to act as arc nodes and healing them. His feat "manipulates enemy model positions," and his spells appear to affect enemy models to his advantage.

I'm definitely looking forward to seeing this army play on the table. Not only do they have some very cool looking models, but the concept, ruleswise, seems very interesting. Very strong monstrosities that smash everything, with units that, from the look of it, act as meat-shields for the Cephalyx themselves. I want to see more from this faction as we approach their release, which looks to be Lock & Load this year.


"Dance for me, puppet."

EXCLUSIVE TEMPLECON MODEL

Lastly, Privateer Press released an exclusive model at Templecon. An alternate version of Goreshade the Bastard, this one is "rolling the bones" with a large die in his hand and ghostly dice in its wake. This model is not just available at the event, however. It is also available through the Privateer Press store.



What did you think of what Privateer Press revealed for Warmachine? Are any of you thinking of starting Cephalyx?
In our next post, we'll take a look at what Privateer Press revealed about Hordes and it's upcoming book: Exigence.

Also, Tabletop Maneuvers now has a Facebook page and a Twitter account.
For our Facebook page, click the "Facebook" link at the top of the page or find us at www.facebook.com/tabletopmaneuvers.
For our Twitter account, click the "Twitter" link at the top of the page or find us at twitter.com/AtrumAngelus.

Unknown  /  at  2/10/2014 10:28:00 pm  /  No comments


On Friday, Privateer Press held a keynote presentation at the Templecon convention. It was quite the show and if you haven't seen it yet, you can watch it here: http://www.twitch.tv/privateerpress/b/501465395.

They revealed quite a bit about the future of the Warmachine/Hordes universe.

WARMACHINE NEW MERC FACTION: CEPHALYX

No longer just helping Cryx, Cephalyx steps out on their own.

The big reveal for Warmachine was a new sub-faction for within the Mercenaries; the Cephalyx. These are a race of people who live beneath the surface of Caen, who have mental powers that rival Charles Xavier. The Cephalyx is about controlling those who they see beneath them (who just happen to be above them, physically). Those that they do control, they alter, swapping out hands for weapons. They control them through various in-game abilites, either through joining units or models within a radius, increasing stats or damage. These slaves lose their individuality and seem to lack the ability to feel pain. Prior to this release, the Cephalyx only had a minor role in the Cryx faction. 

One of Cephalyx' big, nasty monstrosities.
The faction also introduces a new type of model: monstrosities. These model function as the Cephalyx' version of warjacks. They differ, however, in a number of ways. Firstly, they don't count as "constructs" like jacks do. These models are living. Thus, what spells and abilities affect warjacks, don't affect monstrosities. But, spells and abilities that affect living models, affect monstrosities. This will make fight against certain Hordes factions interesting. Secondly, because they are not warjacks, they do not have a cortex system. So, while they work with the Focus system, like warjacks do, they cannot be affected by things that damage the cortex. Third, and the big one, because of these differences, they are not warjacks. 

The small-base units, known as drudges, are all made of up people who have been taken in by the Cephalyx mind control. To make things worse, as the drudge slaves, all the Cephalyx have some form of "sacrificial pawn" ability, which destroys the drudge for some bonus. The Cephalyx use both the drudges and the monstrosities as fodder, keeping themselves safely behind. 



Exulon Thexus and company.
The other interesting part of the Cephalyx is that they are a sub-faction of Mercenaries. This means that they can take other mercenary units and models to manage weaknesses within the army. However, it looks like they have to take a Cephalyx UA, the Dominator, that makes they count as "slaves." They gain buffs through this UA, but if it dies, the unit flees.

All these come together for a truly unique theme. They seem to be a rather varied in that their monstrosities, based on the stat cards shown in the video, seem to be strong in melee. Though, the Cephalyx themselves, would rather stay back. The warcaster they showed, Exulon Thexus, has a whopping 8 Focus and allows his monstrosities to act as arc nodes and healing them. His feat "manipulates enemy model positions," and his spells appear to affect enemy models to his advantage.

I'm definitely looking forward to seeing this army play on the table. Not only do they have some very cool looking models, but the concept, ruleswise, seems very interesting. Very strong monstrosities that smash everything, with units that, from the look of it, act as meat-shields for the Cephalyx themselves. I want to see more from this faction as we approach their release, which looks to be Lock & Load this year.


"Dance for me, puppet."

EXCLUSIVE TEMPLECON MODEL

Lastly, Privateer Press released an exclusive model at Templecon. An alternate version of Goreshade the Bastard, this one is "rolling the bones" with a large die in his hand and ghostly dice in its wake. This model is not just available at the event, however. It is also available through the Privateer Press store.



What did you think of what Privateer Press revealed for Warmachine? Are any of you thinking of starting Cephalyx?
In our next post, we'll take a look at what Privateer Press revealed about Hordes and it's upcoming book: Exigence.

Also, Tabletop Maneuvers now has a Facebook page and a Twitter account.
For our Facebook page, click the "Facebook" link at the top of the page or find us at www.facebook.com/tabletopmaneuvers.
For our Twitter account, click the "Twitter" link at the top of the page or find us at twitter.com/AtrumAngelus.

Posted in: , , Read Complete Article»

Thursday, 6 February 2014

Warmachine: Tactics models!



I wish April would get here faster!

Privateer Press released a preview the limited edition Warmachine: Tactics models, painted in all their glory!

Only two months away... bugger.



I'm very impressed with these sculpts so far. The only one that I think could have been better is the Khador Journeyman Warcaster, who feel a bit static, but that could just be the angle. 

Also of note from Privateer Press; their fiction side, Skull Island eXpeditions, has announced that they are adding their book line to Audible.com. Two books were released today: Into the Storm and Instruments of War. And they have announced a new anthology, Rites of Passage, which will feature short stories revolving around the journeyman warcasters from Warmachine: Tactics.

Trouble in Llael

Just a quick update for today! What do you guys think of the limited edition models?


Unknown  /  at  2/06/2014 12:31:00 pm  /  No comments



I wish April would get here faster!

Privateer Press released a preview the limited edition Warmachine: Tactics models, painted in all their glory!

Only two months away... bugger.



I'm very impressed with these sculpts so far. The only one that I think could have been better is the Khador Journeyman Warcaster, who feel a bit static, but that could just be the angle. 

Also of note from Privateer Press; their fiction side, Skull Island eXpeditions, has announced that they are adding their book line to Audible.com. Two books were released today: Into the Storm and Instruments of War. And they have announced a new anthology, Rites of Passage, which will feature short stories revolving around the journeyman warcasters from Warmachine: Tactics.

Trouble in Llael

Just a quick update for today! What do you guys think of the limited edition models?


Monday, 27 January 2014

Tournament Day


Yesterday (Saturday, January 25) was the first WarmaHordes tournament of the Alberta Warmachine Tournament Circuit, and I'd like to say I did fairly well. Out of five games, I won three. I came in third for "Master Craftsman" (Best Painted) and fifth for "Mage Hunter" (Caster kill with least other models killed), which were the two categories I was going for. Which isn't too bad, as I believe there were about 26 players in attendance.

The tournament has to be one of the best ones I've attended, if not the best, and I regret not being able to attend the "swapmachine" tournament that took place afterword due to other obligations. I'd like to thank everyone who worked hard to make this happen at the Out of the Basement group, as well as all my opponents.

I'd also like to say, I learned that when you need to snap pictures fast, the camera on your phone sucks. I had planned to bring my actual camera, but in my hurry to get out the door I forgot to grab it. I blame the lack of sleep from having spent the night previous desparately trying to finish a couple models (which I definitely need to go back to, as rushing doesn't produce the quality painting I want).

GAME 1

My first game was against Trollbloods. He was using epic Madrak Ironhide with a Earthborn Dire Troll and a Troll Axer, with a full unit of Fennblades and an assortment of solos. This game was a bit of a meat grinder, as my Boomhowlers and Fennblades clashed in turn two. But being that my coffee had not kicked in yet, I forgot to use Boomhowlers Call of Defiance for two turns and the Fennblades chewed through the mercenary company. I was able to severely wound his Earthborn Dire Troll with my hunter getting a critical brutal damage Rune Shot from the Gun Mages and boosting damage (four dice!). He was finished off from a few well placed shots before he could really do any damage back. However, the Troll Axer was able to get in and take a couple of swings at Ol'Rowdy. Rowdy was able to cripple him right before I jumped in with Caine, preventing damage from being diverted to his warbeasts as Caine did his assassination run.

Turn 1: After deployment and he moved his Fennblades up (because I almost forgot to take a picture. A trend through  much of the weekend)

What I can remember of his list, which is lacking 2 models at 11 points:
Madrak Ironhide, World Ender
-- Earthborn Dire Troll
-- Troll Axer
Trollkin Fennblades
-- Fennblade Officer and Drummer
Fell Caller Hero

GAME 2

The second game was Cygnar vs. Cyngar, as my epic Caine clashed with Kara Sloan. Setup was fairly typical of Cygnar, with guns lined up on both sides. His list was comprised of everything Kara would need for her feat turn:

Kara Sloan
-- Defender
-- Triumph
-- Squire
Long Gunners (Max)
Arcane Tempest Gun Mages
-- Arcane Tempest Gun Mage Officer
Reinholdt

I won the dice off and gave him first turn. He moved forward with his force in a line, with his Caster behind the jacks. His jacks and long gunners doing lots of damage to Boomhowler and Company and his Gun Mages trying to shoot Eiryss, but missing. On my turn, Ol'Rowdy and Boomhowler's company ran straight forward, the Gun mages ran towards the wall on my left. Eiryss and my Hunter were able to make it to the wall and still shoot due to their advance deployment, each standing at either end of the wall to ensure Eiryss didn't interfere with my jack. Eiryss took out one of his gun mages and the Hunter pounded on Triumph. Caine stayed comfortable behind the rest. On his second turn he didn't move but continued to shoot taking out more of my Boomhowler company and doing some damage to both my hunter and Rowdy. On my second turn, it was go time. The gun mages shot into the enemy gun mages, clearing out a model to open up line of sight to Kara from her right (my left). Eiryss stepped forward right in front of his gun mages and put a shot into Kara, disrupting her and dropping all her focus. The hunter went next, stepping forward and putting a devastating shot into Kara, nearly killing her. Caine then walked up to the edge of his range and put a single arcane shot down range at her to finish her off. This was apparently unnecessary as I had dominance of the control zone and at the end of my turn would have done 5 damage anyway to her, thus ending the game.


Game over.


GAME 3

Game three saw my first lose against a Retribution of Scyrah force. I knew from the get-go this was going to be a short game as we both were playing the assassination run. It really came down to positioning and who could pull the trigger first. His force was Kaelyssa with lots of ouch. This is his list:

Kaelyssa, Nights Whisper
-- Banshee
-- Sylys Wyshnarlyrr
Eiryss, Angel of Retribution
Arcanists
Dawnguard Sentinels (Max)
-- Officer and Standard
Mage Hunter Strike Force (Min)
-- Strike Force Commander
Mage Hunter Infiltrators (Max)


Turn one was really both of us trying to out position the other, while ensuring our casters moved forward enough to not killbox ourselves.
I ran Ol'Rowdy and Boomhowler's company forward with the Gun Mages and the Hunter on my left. Eiryss moved up on the right. Caine staying back. He ran most of his force up the middle with the Dawnguard in the centre with his Banshee, his infiltrators running up to my left and the strike force moving up field to my right. The Eiyrss were lining up to face each other down. Kaelyssa also popped her feat, making her entire force gain stealth and making it so I couldn't charge.

My turn two I tried to do what damage I could to the Banshee with my hunter, and with shooting from my gun mages and Boomhowler company into his units. I was still out of range to do my assassination run, so Caine moved forward crossing the 14" line by a few inches, thinking I was still out of his range. This was my mistake. I should have just crossed the line and also moved a bit to my left. On his turn, Kaelyssa moved up and cast Phantom Hunter on the Banshee, which then proceed to shoot Caine doing some hefty damage. This was followed by the Mage Hunter Strike Force, which being able to ignore the LOS block from my Boomhowler Company proceeded to shoot Caine, who was JUST in range.
The worst part was, my next turn was setup to be a very good assassination run on Kaelyssa. My opponent even said that if he hadn't killed me then and there, Kaelyssa was in for some trouble.

Middle of Turn 1. Before the Elves go all "Kill all Humans" on my backside.


GAME 4

My fourth game was against a friend of mine who is part of my regular circle of tabletop gamers, and off all my games this is the one that just hurt. He was playing his Retribution, and in this game, Caine and my Gun Mages decided that shooting into the air and dancing like Yosamite Sam would be a productive use of their time. It started out good, with my Cygnar going second. He advanced forward, with Eiryss moving up my left. On my turn, everything advanced forward as well, Caine casting his usual Heightened Reflexes on Boomhowler and advancing up the right side to hide behind some ruins. On his turn, moved in and started doing some damage to the Boomhowlers, who, unlike earlier games, decided that rolling tough was a good thing. It was during my second turn that things started to fall apart. With my army failing to get any shots off and being in a very poor position, Caine retreats to behind the small ruin on my right. Which was probably a bad decision. I probably should have had Caine shoot up the place then Gatecrash out of harms way. But, lessons learned. On his turn, he proceeded to take apart my army, piece by piece, as I failed tough roll after tough roll and the gun mages simply rolled over. However, he did bring his caster forward into a very nice position for an assassination run, albeit with a stack of focus.

So, on my turn, I brought Eiryss up to try and remove the stack but was turned into a puddle of goo by his jack with an impressive free strike roll. Now, Caine had to deal with the caster with full focus... great.
Caine strode forward, popped his feat, and begun shooting... and missed completely. I only needed sixes and could not make them to save his life (literally). Even with all his focus armor, had I been hitting, eventually the negative to my damage should have been able to do something to him. But, alas, nothing.
Caine was now open to die. My opponent was nice at first, leaving Caine be, while he destroyed the rest of the army (he was going for the Executioner award). Only after he had killed everything else, forcing Caine to witness his army die, did he plunge the blade into Caine.

End of Turn 1. "The line must be drawn here! No further!"
Vyros (Prime)
-- Pheonix
-- Banshee
Eiryss, Angel of Retribution
Arcanist
House Shyeel Magister
Houseguard Halberdiers (Max)
-- Officer and Standard
-- Soulless

GAME 5

My last game pitted me once again against Cygnar, this time against another Captain Allister Caine! His list was along the same vein as mine, but switched out up a few things while keeping the focus on the assassination.

Captain Caine
-- Stormwall
-- Squire
Reinholdt
Taryn di la Rovissi
Eiryss, Angel of Retribution
Arlan Strangeways
Black 13th
Rangers
Stormsmith Stormcallers x2

This game was an interesting match up, as both of us vied to get their assassination off. It was a dance almost. I won the dice off and had him go first. His Stormwall deployed slight off of centre to my left, with enemy Caine, his retinue, the Black 13th and Taryn centred. Each Stormcaller was on either end of the army, and the rangers and Eiryss were up front. I deployed in standard fashion with Ol'Rowdy in the middle surrounded by Boomhowler's Company and Caine and his retinue in behind. My gun mages I deployed on my left with the Hunter up front and Eiryss was on my right. Everything ran forward in both of our first turns with a few potshots here and there from both sides, but nothing critical. On his second turn, he advanced his rangers up, and stormcallers up, taking out Eiryss and doing some damage to my hunter and Boomhowlers in the process. His Caine then proceeded to magic bullet assassinate me through Ol'Rowdy. He came very close, but failed to drop my Caine. Wanting to charge his Stormwall in he realized one of his rangers would be in the way, so Taryn summarily shot him in the back and the Stormwall charged into Ol'Rowdy and the Boomhowler company, doing significant damage to Rowdy, but not bringing him down. On my turn, I assaulted with the Boomhowlers that could (thanks to Jonas), and did a decent amount of damage to it's right side. My gun mages proceeded to shoot the stormcaller on my left flank. With the stormcaller gone, my Hunter moved up around the cloud that Ryan had put down the turn previous, and got LOS on to the enemy Caine, and took out half of his damage boxes. Caine (my Caine that is) stepped forward and used an opening between my boomhowlers to use magic bullet through the Black 13th into his Caine, killing him and two members of the 13th as well.

Who's magic bullets reign supreme?

All in all, a good first go at the Warmachine tournament scene. I look forward to trying a 50 point tournament to compare how the two play. I like that at 35 points I can't take everything that I want to take. We'll see how things go at the upcoming Steamroller. Hopefully, I have everything I want in my list painted before the night prior so I'm not scrambling like I was this time around.

In the next day or two I'll be posting more about the Tournament, as well as looking into the newest No Quarter and discussing the changes to GW's White Dwarf magazine. 

Unknown  /  at  1/27/2014 02:56:00 pm  /  No comments


Yesterday (Saturday, January 25) was the first WarmaHordes tournament of the Alberta Warmachine Tournament Circuit, and I'd like to say I did fairly well. Out of five games, I won three. I came in third for "Master Craftsman" (Best Painted) and fifth for "Mage Hunter" (Caster kill with least other models killed), which were the two categories I was going for. Which isn't too bad, as I believe there were about 26 players in attendance.

The tournament has to be one of the best ones I've attended, if not the best, and I regret not being able to attend the "swapmachine" tournament that took place afterword due to other obligations. I'd like to thank everyone who worked hard to make this happen at the Out of the Basement group, as well as all my opponents.

I'd also like to say, I learned that when you need to snap pictures fast, the camera on your phone sucks. I had planned to bring my actual camera, but in my hurry to get out the door I forgot to grab it. I blame the lack of sleep from having spent the night previous desparately trying to finish a couple models (which I definitely need to go back to, as rushing doesn't produce the quality painting I want).

GAME 1

My first game was against Trollbloods. He was using epic Madrak Ironhide with a Earthborn Dire Troll and a Troll Axer, with a full unit of Fennblades and an assortment of solos. This game was a bit of a meat grinder, as my Boomhowlers and Fennblades clashed in turn two. But being that my coffee had not kicked in yet, I forgot to use Boomhowlers Call of Defiance for two turns and the Fennblades chewed through the mercenary company. I was able to severely wound his Earthborn Dire Troll with my hunter getting a critical brutal damage Rune Shot from the Gun Mages and boosting damage (four dice!). He was finished off from a few well placed shots before he could really do any damage back. However, the Troll Axer was able to get in and take a couple of swings at Ol'Rowdy. Rowdy was able to cripple him right before I jumped in with Caine, preventing damage from being diverted to his warbeasts as Caine did his assassination run.

Turn 1: After deployment and he moved his Fennblades up (because I almost forgot to take a picture. A trend through  much of the weekend)

What I can remember of his list, which is lacking 2 models at 11 points:
Madrak Ironhide, World Ender
-- Earthborn Dire Troll
-- Troll Axer
Trollkin Fennblades
-- Fennblade Officer and Drummer
Fell Caller Hero

GAME 2

The second game was Cygnar vs. Cyngar, as my epic Caine clashed with Kara Sloan. Setup was fairly typical of Cygnar, with guns lined up on both sides. His list was comprised of everything Kara would need for her feat turn:

Kara Sloan
-- Defender
-- Triumph
-- Squire
Long Gunners (Max)
Arcane Tempest Gun Mages
-- Arcane Tempest Gun Mage Officer
Reinholdt

I won the dice off and gave him first turn. He moved forward with his force in a line, with his Caster behind the jacks. His jacks and long gunners doing lots of damage to Boomhowler and Company and his Gun Mages trying to shoot Eiryss, but missing. On my turn, Ol'Rowdy and Boomhowler's company ran straight forward, the Gun mages ran towards the wall on my left. Eiryss and my Hunter were able to make it to the wall and still shoot due to their advance deployment, each standing at either end of the wall to ensure Eiryss didn't interfere with my jack. Eiryss took out one of his gun mages and the Hunter pounded on Triumph. Caine stayed comfortable behind the rest. On his second turn he didn't move but continued to shoot taking out more of my Boomhowler company and doing some damage to both my hunter and Rowdy. On my second turn, it was go time. The gun mages shot into the enemy gun mages, clearing out a model to open up line of sight to Kara from her right (my left). Eiryss stepped forward right in front of his gun mages and put a shot into Kara, disrupting her and dropping all her focus. The hunter went next, stepping forward and putting a devastating shot into Kara, nearly killing her. Caine then walked up to the edge of his range and put a single arcane shot down range at her to finish her off. This was apparently unnecessary as I had dominance of the control zone and at the end of my turn would have done 5 damage anyway to her, thus ending the game.


Game over.


GAME 3

Game three saw my first lose against a Retribution of Scyrah force. I knew from the get-go this was going to be a short game as we both were playing the assassination run. It really came down to positioning and who could pull the trigger first. His force was Kaelyssa with lots of ouch. This is his list:

Kaelyssa, Nights Whisper
-- Banshee
-- Sylys Wyshnarlyrr
Eiryss, Angel of Retribution
Arcanists
Dawnguard Sentinels (Max)
-- Officer and Standard
Mage Hunter Strike Force (Min)
-- Strike Force Commander
Mage Hunter Infiltrators (Max)


Turn one was really both of us trying to out position the other, while ensuring our casters moved forward enough to not killbox ourselves.
I ran Ol'Rowdy and Boomhowler's company forward with the Gun Mages and the Hunter on my left. Eiryss moved up on the right. Caine staying back. He ran most of his force up the middle with the Dawnguard in the centre with his Banshee, his infiltrators running up to my left and the strike force moving up field to my right. The Eiyrss were lining up to face each other down. Kaelyssa also popped her feat, making her entire force gain stealth and making it so I couldn't charge.

My turn two I tried to do what damage I could to the Banshee with my hunter, and with shooting from my gun mages and Boomhowler company into his units. I was still out of range to do my assassination run, so Caine moved forward crossing the 14" line by a few inches, thinking I was still out of his range. This was my mistake. I should have just crossed the line and also moved a bit to my left. On his turn, Kaelyssa moved up and cast Phantom Hunter on the Banshee, which then proceed to shoot Caine doing some hefty damage. This was followed by the Mage Hunter Strike Force, which being able to ignore the LOS block from my Boomhowler Company proceeded to shoot Caine, who was JUST in range.
The worst part was, my next turn was setup to be a very good assassination run on Kaelyssa. My opponent even said that if he hadn't killed me then and there, Kaelyssa was in for some trouble.

Middle of Turn 1. Before the Elves go all "Kill all Humans" on my backside.


GAME 4

My fourth game was against a friend of mine who is part of my regular circle of tabletop gamers, and off all my games this is the one that just hurt. He was playing his Retribution, and in this game, Caine and my Gun Mages decided that shooting into the air and dancing like Yosamite Sam would be a productive use of their time. It started out good, with my Cygnar going second. He advanced forward, with Eiryss moving up my left. On my turn, everything advanced forward as well, Caine casting his usual Heightened Reflexes on Boomhowler and advancing up the right side to hide behind some ruins. On his turn, moved in and started doing some damage to the Boomhowlers, who, unlike earlier games, decided that rolling tough was a good thing. It was during my second turn that things started to fall apart. With my army failing to get any shots off and being in a very poor position, Caine retreats to behind the small ruin on my right. Which was probably a bad decision. I probably should have had Caine shoot up the place then Gatecrash out of harms way. But, lessons learned. On his turn, he proceeded to take apart my army, piece by piece, as I failed tough roll after tough roll and the gun mages simply rolled over. However, he did bring his caster forward into a very nice position for an assassination run, albeit with a stack of focus.

So, on my turn, I brought Eiryss up to try and remove the stack but was turned into a puddle of goo by his jack with an impressive free strike roll. Now, Caine had to deal with the caster with full focus... great.
Caine strode forward, popped his feat, and begun shooting... and missed completely. I only needed sixes and could not make them to save his life (literally). Even with all his focus armor, had I been hitting, eventually the negative to my damage should have been able to do something to him. But, alas, nothing.
Caine was now open to die. My opponent was nice at first, leaving Caine be, while he destroyed the rest of the army (he was going for the Executioner award). Only after he had killed everything else, forcing Caine to witness his army die, did he plunge the blade into Caine.

End of Turn 1. "The line must be drawn here! No further!"
Vyros (Prime)
-- Pheonix
-- Banshee
Eiryss, Angel of Retribution
Arcanist
House Shyeel Magister
Houseguard Halberdiers (Max)
-- Officer and Standard
-- Soulless

GAME 5

My last game pitted me once again against Cygnar, this time against another Captain Allister Caine! His list was along the same vein as mine, but switched out up a few things while keeping the focus on the assassination.

Captain Caine
-- Stormwall
-- Squire
Reinholdt
Taryn di la Rovissi
Eiryss, Angel of Retribution
Arlan Strangeways
Black 13th
Rangers
Stormsmith Stormcallers x2

This game was an interesting match up, as both of us vied to get their assassination off. It was a dance almost. I won the dice off and had him go first. His Stormwall deployed slight off of centre to my left, with enemy Caine, his retinue, the Black 13th and Taryn centred. Each Stormcaller was on either end of the army, and the rangers and Eiryss were up front. I deployed in standard fashion with Ol'Rowdy in the middle surrounded by Boomhowler's Company and Caine and his retinue in behind. My gun mages I deployed on my left with the Hunter up front and Eiryss was on my right. Everything ran forward in both of our first turns with a few potshots here and there from both sides, but nothing critical. On his second turn, he advanced his rangers up, and stormcallers up, taking out Eiryss and doing some damage to my hunter and Boomhowlers in the process. His Caine then proceeded to magic bullet assassinate me through Ol'Rowdy. He came very close, but failed to drop my Caine. Wanting to charge his Stormwall in he realized one of his rangers would be in the way, so Taryn summarily shot him in the back and the Stormwall charged into Ol'Rowdy and the Boomhowler company, doing significant damage to Rowdy, but not bringing him down. On my turn, I assaulted with the Boomhowlers that could (thanks to Jonas), and did a decent amount of damage to it's right side. My gun mages proceeded to shoot the stormcaller on my left flank. With the stormcaller gone, my Hunter moved up around the cloud that Ryan had put down the turn previous, and got LOS on to the enemy Caine, and took out half of his damage boxes. Caine (my Caine that is) stepped forward and used an opening between my boomhowlers to use magic bullet through the Black 13th into his Caine, killing him and two members of the 13th as well.

Who's magic bullets reign supreme?

All in all, a good first go at the Warmachine tournament scene. I look forward to trying a 50 point tournament to compare how the two play. I like that at 35 points I can't take everything that I want to take. We'll see how things go at the upcoming Steamroller. Hopefully, I have everything I want in my list painted before the night prior so I'm not scrambling like I was this time around.

In the next day or two I'll be posting more about the Tournament, as well as looking into the newest No Quarter and discussing the changes to GW's White Dwarf magazine. 

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Tuesday, 21 January 2014

Regular scheduled programming

New Years Resolution: POST!
I'm committing to AT LEAST a post a week. Starting now.

It's been an interesting few months. I participated in two leagues at a FLGS, and while I've been trying to attend, I've missed several tournaments that they were running. But this weekend, I will finally be getting to participate in a local tournament. And it's a big one.

This weekend is the Out of the Basement weekend. Several games are having tournament, including Malifaux, Warhammer 40K and Fantasy, Attack Wing, X-Wing, and Firestorm Armada, as well as two Warmachine/Hordes tournaments. The second is a "Swap-Machine" tournament, but I'll be attending the first; a 35 point hardcore tournament. It's also the first tournament that is part of the new Alberta Tournament Circuit.

I'm planning on taking an eCaine list.


Captain Allister Caine, Dual wielding flintlocks like a boss.


Captain Allister Caine (+6)
--Squire (2)
--Ol'Rowdy (9)
Reinholdt, Gobber Speculator (1)
Eiryss, Angel of Retribution (3)
Arcane Tempest Gun Mages (6)
--ATGM Officer (2)
--Hunter (6)
Greygore Boomhowler & Co.  (9)
-- Captain Jonas Murdoch (2)


Group Shot: Arcane Tempest Gun Mages with Caine, Hunter and a Defender in the background.
 I'm currently trying to finish all the painting. Reinholdt and Eiryss are almost done, only a few details left. Boomhowler and company, and the squire are base coated in multiple colours. And I need to start Ol'Rowdy, but I find jacks easy.

Unfortunately, I'm prone to model distraction. I'm trying desperately not to paint my new Firestorm Armada fleets: The Dindrenzi and the Terran Alliance. I have to say, Firestorm's 2-player starter is fantastic and well worth the money.


 
The awesome capital ships of the FSA starter.

I'll post some more once I have more of my list painted. Also, expect to see some battle reports from the weekends fun.

Until next time...
Unknown  /  at  1/21/2014 06:38:00 pm  /  No comments

New Years Resolution: POST!
I'm committing to AT LEAST a post a week. Starting now.

It's been an interesting few months. I participated in two leagues at a FLGS, and while I've been trying to attend, I've missed several tournaments that they were running. But this weekend, I will finally be getting to participate in a local tournament. And it's a big one.

This weekend is the Out of the Basement weekend. Several games are having tournament, including Malifaux, Warhammer 40K and Fantasy, Attack Wing, X-Wing, and Firestorm Armada, as well as two Warmachine/Hordes tournaments. The second is a "Swap-Machine" tournament, but I'll be attending the first; a 35 point hardcore tournament. It's also the first tournament that is part of the new Alberta Tournament Circuit.

I'm planning on taking an eCaine list.


Captain Allister Caine, Dual wielding flintlocks like a boss.


Captain Allister Caine (+6)
--Squire (2)
--Ol'Rowdy (9)
Reinholdt, Gobber Speculator (1)
Eiryss, Angel of Retribution (3)
Arcane Tempest Gun Mages (6)
--ATGM Officer (2)
--Hunter (6)
Greygore Boomhowler & Co.  (9)
-- Captain Jonas Murdoch (2)


Group Shot: Arcane Tempest Gun Mages with Caine, Hunter and a Defender in the background.
 I'm currently trying to finish all the painting. Reinholdt and Eiryss are almost done, only a few details left. Boomhowler and company, and the squire are base coated in multiple colours. And I need to start Ol'Rowdy, but I find jacks easy.

Unfortunately, I'm prone to model distraction. I'm trying desperately not to paint my new Firestorm Armada fleets: The Dindrenzi and the Terran Alliance. I have to say, Firestorm's 2-player starter is fantastic and well worth the money.


 
The awesome capital ships of the FSA starter.

I'll post some more once I have more of my list painted. Also, expect to see some battle reports from the weekends fun.

Until next time...

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