Archive for the ‘Malifaux’ Category

Challenge to my fellow Tale of Gamers editors   2 comments

So 2012 wasn’t a great year for gaming for me. I was distracted  with work and family so painting/gaming took a back seat (as it should when matched against those 2). Here we are in 2013 and the first thing we always talk about in a new year is our resolutions. Every year I say I’m going to paint more and gaming more but I’m thinking to myself … what’s going to move me to honor these goals?

Let me tackle painting first. I love collecting miniatures and thinking about how cool a model will look when it’s all assembled and painted. Unfortunately, that process between opening the package and putting it on the table full painted is a bit tough. I’m a decent painter but it does take me a long time to finish a model. Assembling and priming is not a problem for me but I’m somewhat of a picky person when it comes to painting. I’m not satisfied with a bare bones paint job … mostly due to the fact that once I say I’m finished a model, my wife picks it up and brings it two inches from her face and looks at all the detail.

Going off topic a bit, my buddy two summers ago convinced me to be his running buddy and join his fitness challenge. I don’t like running and I wasn’t in really any big need of losing weight or improving my health. But somehow he convinced me to join and I went along with this regiment for quite a few months.

So back to painting, my idea is to challenge all my fellow “Tale of Gamers” or anyone else out there who’s in a similar boat to do the following with me:

At the start of each month, take a picture of one or more minis that you plan to finish by the end of that month. It doesn’t have to be a brand new mini in an unopened box/blister. Let’s face it, we all have a ton of unpainted, partially painted, almost finished, and/or finished but on a plain base minis … we need to finish these minis to make room on our workbenches for all the other minis we have piling up.

At then end of month, post again with the finished product and I mean FINISHED (which includes a completed base … that’s my crutch). Plus post a picture of the next month plan.

Who’s with me?

My January plan is to finish my Malifaux Neverborn crew. Lilith is finished except for her base. All the other minis are in some stage of painting so this shouldn’t be a tough month for me.

Image

Posted January 4, 2013 by loychan in A Tale of Gamers, Malifaux

I hate to paint #6   4 comments

Welcome to the (possible) last instalment of this series.  Life has gotten in the way of hobby so much that I just don’t paint at all anymore.

Malifaux

Snow Storm revisited

Snow Storm

– Several successions of dry drushing using a big brush and Space Wolves Grey to try and fix the disaster that was Asurmen Blue
– light white drybrush
– touched up some sloppiness on antlers
– wash of sepia on antlers

I am back to being happy with this model.  Disaster averted!

Alt Rasputina

Nice model…too bad I hate this game now too.

– Primed with gesso
– Based cloak in Shadow Grey

Warhammer Fantasy

Terradons

– Primed with gesso
– Based with Codex Grey
– Generously washed with Badab Black.

Dark Age

Gazelle/Red Hot

Sorry about the odd perspective.

– Primed with white gesso
– washed with Gryphonne Sepia
– white dry brish from knee up to elbow and onto face
– Baal red wash on feet, hands, and tip of tail
– washed hair red and added red wash spots to calves and knees

Broodhounds

A bit too dark.

– Primed black with Vallejo brush on primer
– Painted underbelly with Rotting Flesh
– Painted back down to a hard line on side (to clean up sloppy r.flesh painting) with Dark flesh

Plights

Acid Spraying Goliaths.

– Primed black with Vallejo brush on primer
– Blocked in flesh with Fortress grey
– planning on doing a purple wash…maybe…
– Leviathan Purple wash done, very lightly.
– Rotting flesh base on skirt.

Ratchets

The line trooper of the Brood.

– Primed black with Vallejo brush on primer
– Roughed in some codex grey on non-arm/non-armour plates

Unlikely to be another post after this one but if there is it will probably be about the Menoth starter for Warmachine… we’ll see.

All the best,

Andrew

The Crews I Use #3 – The Showgirls (Part I)   4 comments

In my last few games of Malifaux I have been using Colette and her Showgirls.  I thought it was time to take a look at the models, and talk about how they have worked for me so far.  Today we will start with the ones that I have painted up already, which incidentally are the contents of the Showgirls starter box:

Colette

We will start with the boss-lady, Colette (3rd from the left in the picture).

Colette sets the crew’s standard of deceptive stats.  Looking at her statline one sees that she is not very fast, has only 6 Wds and only high-average Wp and Df.  Plus, she doesn’t even have any attacks! “Wah!?” you say?  That’s right, no straight up attacks (she is plenty offensive with magic), and only 6 Wds.  Yikes.  So clearly, as a Master, and a successful one at that, she must make up for it in other ways.

Well she does, and it comes in a couple of ways.  First, she is a Soulstone manipulator.  In fact, she has an ability called Soulstone Manipulation, just to prove the point!  First, she gets a free Soulstone each turn, that can be used on anything but Summoning (she can Summon her Totem, the Mechanical Dove, and actually have up to 3 on the table at any given time).  So that’s pretty awesome.  What’s more, when she uses a Soulstone to flip a card, she actually gets [+] on the flip, which is also awesome.  It can often mean the difference between Weak and Severe, or burying and replacing with a friendly model (see below).  Most of her abilities, attacks or otherwise, require a Soulstone to be discarded, so she’s going to need as many as she can get.  Well, fortunately, she is adept at collecting them, as many of her abilities provide her with Soulstones!  She gets the free stone each turn; she can discard 2 Control Cards from her hand for one stone; one of her Triggers gives her a stone; and her two damage-dealing attack spells give her a stone if she kills the defender.  Nice!  As well, some of her minions have abilities that can gain a Soulstone for the crew, and as a bonus, her Mechanical Doves can be sacrficed to gain the benefit of using a stone.  So half of Colette’s M.O. is all about Soulstones.

The other half is what some people call Movement Shenanigans.  In the same way that Kirai’s tactics partially revolved around Switching models around, Colette, and all of the Showgirls really, are all about abilities that make them Move, Push or Switch places.  For instance, Colette’s Illusionist ability lets her switch places with another Showgirl within 18″.  “Wah!?” you say?  That’s right, 18″.  On a 3×3′ board,  yes, that’s halfway across the battlefield.  A couple other abilities let her switch friendly models for some reason or another, or herslef if she is in the process of dying.  And one of her attack spells can bury an enemy model, or fully replace it with a lucky Trigger.  This Mannequin Replacement requires 3 Tomes (books) in the casting, but it’s not as difficult as one would think to get.  She starts off with 7 Casting and one Tome.  As long as her initial flip or a card in her hand has a Tome, that’s 2.  The third is pretty likely to come in when she adds a card to the total by discarding a Soulstone, remembering that when she does this she gets a [+] to that flip.  Even an Ace of Tomes is enough, and with her high 7 to start with it is likely that her Casting total is going to be high enough that the enemy model’s Df total will not be enough.  Especially when supported by Cassandra, a Performer or a Coryphee, who can cause the target to be at a [-] or [-][-] to their Df or Resist flips!

Which brings me to the overall thing about Colette and the Showgirls: support.  Colette is a support caster, hanging around moving her friends around, giving them Mechanical Doves to use as Soulstones (did I mention they give this ability to anyone, even the lowest of the Showgirls, and the flip is at [+], just like with Colette?), and moving them around some more.  She is not afraid to get into the mix as well, switching places with a Showgirl in combat or near an enemy, making the disappear or die (gaining a Soulstone for doing this, of course) and running away again.  “Wah!?” you say?  That’s right, she can jump in, do damage, and jump out.  And she’s not even Fast nor a Casting Expert.  Instead, she can use a Soulstone to give herself Reactivate, which is the perfect way to do all that jumping, killing and jumping some more.  But she’s fragile.  Very fragile.  Leave her in the wrong place with the wrong crowd, and she’s toast, even with her unique Slow to Die ability.  That’s why with Colette, timing is everything.  Unlike some other Masters who do well with pre-planning, but do fine even without it, Colette and her Showgirls require some good for-thought and a lot of pre-planning.  Timing things just right, from which of your models activates first to debuff the enemy, to when Colette jumps in for the kill, it’s all about good timing and keeping proper support.  It is definitely helpful to have a lot of models on the board to help with activations sinks, and having 2-for-the-price-of-one-models like the Performer (see below) or up to 3 1-or-2-cost Mechanical Doves (2 if you start with them, 1 if you Summon them), the Showgirls are ready for it.

So this will bring me to my experience with Colette, and her Showgirls in general, since she is so important to the overall functioning of the crew (again, through timing and support and Soulstone manipulation).  When I first played the Showgirls I used them like I would combat-oriented crews, like the Ortegas.  I got them into combat, and they died.  I did not lose, thanks to the scenario objectives, but I did not win.  Because I did not play to their strengths.  I was not moving them around the board properly, most of all.  It is incredibly helpful in getting friends out of sticky situations, or getting around the board for objective purposes.  I was using Colette alright, I guess, having her create multiple Soulstones a turn, stocking up on them to be used in combat (Cassandra starts with Use Soustone, and the Mannequin can give other Showgirls the ability, so they’re useful for the whole crew).  But I wasn’t using her to her full potential.

My next few gamers were glorious.  They were routes, in terms of kills and VP.  “Wah!?” you say?  That’s right, I did plenty of killing once I started using them correctly.  Instead of getting the Showgirls into swirling melees with multiple enemies, they instead excel at picking off lone enemies who stray too far from their own supports and allies.  Learning how to time Colette’s jump in was great, and I got plenty of kills by her alone, gaining a Soulstone for it.  All by a model without a printed attack!

Yeah, Colette’s pretty fancy in her play style.  She’s a stage performer, after all. Her stat card is one of the bookliest ones in a game known for tome-like stat cards.  When you first read through her stats and those of he seemingly weak Showgirls, victory seems like a daunting, up-hill battle.  But after multiple reads, some help from the internet and a little practice, the Showgirls become quite a fun and extremely tactical crew to use, with Colette at their head.

Cassandra

Colette’s top girl is Cassandra (3rd from the right in the picture) and is one of the two beatsticks of the crew.

Okay, I say beatstick, because she has a large sword and a bunch of abilities and Triggers, but like Colette, she is somewhat fragile, although a touch less-so.  Stat-wise she is pretty fast on the Wk and Cg, and she has a Df of 6 and 7 Wds.  Not too bad.  But she costs 9 Soulstones, so she needs to do something well in Colette’s crew if she’s going to pull her weight (which judging by the model is not much at all).

First off, she is Nimble, so she can put her high Wk value to good use.  She can get nearly halfway across the board if that’s all she does.  What’s more, at the beginning of the game, before any activitations, she gets to take a 6″ move.  So yeah, she’s pretty fast.  She also works in tandem with Coryphee, the crew’s other fragile beatstick, by moving to them or switching places with them.  Remember Colette’s thing about movement shenanigans?  Well, Cassandra loves it.  She revels in it.  She takes part in it and uses pom poms and a speaker system so everyone knows it.  Some of her Triggers involve Pushing her after the attack is finished, so she can either get out of trouble or back into it 4″ elsewhere.

In terms of combat prowess, her big sword (which should have a range of 2″ instead of 1″) has a Cb of 7 with Tomes, to help out with those Triggers.  Or the ones that let her also cast a spell, like Breathe Fire.  Remember, these are Showgirls and it’s all about the performance.  So what if the perfmorance is her chopping off your head and breathing fire on your corpse, flames licking your nearby friends.  Pfft! It’s your fault for going up against what you assumed were the fairer sex!  Anyway, Cassandra also has a few (0) Actions that will help her offensively: damage flips nearby receive [-]; give herself Masks in her Cb and Ca to get her Triggers off; she can cast a (1) Spell belonging to another Showgirl; she has Use Soulstone; she even has an ability called Sword Dance that gives her a free sword attack while on the move.  And not only can this free attack interrupt her Move Action, but because she’s Nimble she can get 3 attacks in, while moving!  And with the right Triggers, she move, attack, push, move, attack, push, move, attack, push.  A very helpful way to get her our of sticky situations.

Which brings us to her defensive capabilities.  Well, again, her Df of 6 is not too exciting.  She does not have any always-on abilities to help defensively, but she does have a (0) Action that make Attack and Damage flips against her [-], as well as a (1) Action that gives her Harmless.  Plus, for the first two turns of the game she can only be targeted by ranged attacks and Spells, unless she attacks, so if you can get her into the right place across the board on turn 1 even into melee with an opponent, you have one more turn of relative safety, depending on the situation.

Okay, so she’s been in my crew each game, and I’ve had pretty good results with her.  She has died, don’t get me wrong.  That’s the nature of her fragility, but that was my own fault for having her in the thick of it at the end of the turn, in combat with enemies that don’t care how blonde she is.  She’s done fairly well offensively, although she’s failed offensively just as much (like that last game where it took her a tear-jerking 3 whole attacks to take out a single Steampunk Arachnid.  Yeesh.

For me she’s been most successful when using her for her movement skills  What with a free 6″ move before the game starts and a potential 15″ run on her turn, she can get around the board and setup for objective-scoring right away.  One game I had her run across the board and pop a corner for Power Ritual.  Last game I had her run across the board and Sabotage a little forest.  She is definitely a great asset for Colette’s crew, whether she’s slicing and dicing or sprinting around the battlefield scoring objectives.

Performers & Mannequins

Lastly come the Performer and Mannequin pair, two of which come in the starter box.

And we’ll start right off the bat with the duo coming in at 6 SS.  “Wah!?” you say? (You need to stop saying that like that)  That’s right, two models for the price of one!  Now, as usual,  you look at their stats and give their cards a quick read through and you start thinking that 6 SS might be a little much.  They’re fragile, they’ve got low stats, and the Mannequin doesn’t even have an attack! Yikes!  But this pair is the epitome of Showgirl support.

The Performer has pretty much got 5s across her statline.  She is quick, but cannot Charge.  And you might not want to, considering the Dg on her Cb 4 Poison Ring is 0/0/1!  (I know what you’re going to say, so I’ll get to it first)  That’s right, you’re only doing damage on Severe damage flips.  However, a successful hit with the ring bestows Poison 2 on the target.  And she can use Wp to attack instead of Cb.  And if she’s near Colette at the time, her Wp is 7!  So, maybe it’s not so bad, under the right circumstances.  Even better, though, is, with Fate on your side and an enemy within their Wk+1″ from you, a successful Siren Call will get the enemy up close, Paralyzed and with (1) Action Poison 4’d.  Yeah, you’ll need the luck or cards, or both, but it does happen.  2 Performers working together, supported by Colette or Mannequins or Coryphee (they can cause Paralyze as well), could do pretty well.  They can Mesmerize an enemy, giving them Slow if they lose a Wp Duel.  They can Seduce an enemy, making their Resist and Damage flips [-][-], perfect for setting up other Showgirls to do real damage.  They can steal a Soulstone from a model with Use Soulstone, with enough luck.  They’re Irresistable (like a permanent Harmless), and if they are killed a friendly Showgirls nearby gains Reactivate.  So the Performer has a nice Showgirl-perfect mix of support, offensive and defensive abilities.  All in a pretty package.

The Mannequin works along the same lines.  She is not very quick at all, so she relies on Colette to move her around, or her ability to Link to another Showgirl and follow them around.  She’s Slow, too, so she won’t be doing much on her turn.  But’s a high-end support model with quite a few options.  She can give herself Use Soulstone, and then use it to buff a friendly model (Healing Flip, Use Soulstone, + Masks to Ca, movement shenanigan).  Or she can protect nearby Showgirls from Weak damage flips, which can be pretty useful!  Did I mention she doesn’t have any listed attacks?  Well, she doesn’t.  She does have a spell that stops other models from attacking her, with the added bonus of a Trigger for each suit, so whatever you flip or Cheat, there’s some benefit: damage; straight up Wds (although the Mannequin dies as well); Slow; cast again on someone else.  The spell itself is great if you can get the Mannequin into combat with an enemy model that you want to try and hold up, because they can’t attack her and will then have to move away instead to be more useful, which may fail.  On the defensive side, the Mannequin has Armour +3 and Object 2, so even her 3 Wds will take either a big hit, or multiple small ones to finish her off.  At least she can be fixed (Healed) by nearby Showgirls if she does start getting beaten on.  So the Mannequin, like the Performer, is pretty mid-level, but she does have some nice Tricks of the Trade, to help her crew out.

In my experience, this pair has been supportive.  The Performer can go and score objectives, while helping her fellow Showgirls by debuffing the enemy.  Or getting them all Poisoned up, which is often fun.  The Mannequin gets Linked in with important models and either supports them (even though I always fail to cast Mirrors) or annoys the enemy in some way.  I do think that the pair of them is worth the 6 SS, and I haven’t yet tried a list without them.  I will likely always have at least one pair in my crew, and both if the game is big enough.  They are excellent activation sinks, again helping with the ever-important timing, forcing my opponent to run through all of his models before I have to start activating my important ones.

* * * * *

Sadly, Malifaux is not getting play a lot right now, at least by me.  Scott is off playing with Chris at his place, and Loy still hasn’t come back to the fold.  I’d love to keep playing games with the Showgirls, especially now that I am confident in my ability to use their movement shenanigans and supportive roles correctly.  Plus, having half of the crew fully painted is awesome.

Next time I will talk about the Coryphee and Mechanical Doves, and one day I will talk about the Coryphee Duest and Angelica, both of which I have not yet used.

Thanks for reading.

Posted August 13, 2012 by mrborges in Arcanists, Malifaux

Showgirls vs Freikorps (25ss) – 7/16/12   6 comments

Scott came over during the day on Monday to play Malifaux.  25ss, Showgirls vs. Freikorps, and we added in location rules.

Showgirls

  • Colette
  • Cassandra
  • Performer + Mannequin
  • Coryphee
  • Mechanical Dove
  • Scheme: Power Ritual: (1) interact within 8″ of 3 corners for 1 VP, 4 corners for 2 VP.

Freikorps

  • Von Schill
  • Freikorps Librarian
  • Freikorps Specialist
  • Freikorps Trapper
  • 2x Freikorpsman
  • Scheme: Thwart (Unannounced): Stop opponent from completing scheme.

Shared Strategy: Deliver Message: (2) interact with opposing leader for 1 VP, with bonuses for doing it first and before the end of turn 4.

Location: Ghost Town with possible Heavy Snows (no charges, -2 to ranged Cb and ranged spells).

Deployment

The board was set up with a few buildings, some trees, fences (sandbags, actually) stretching across the board, and a scattering of barrels and crates of various sizes around the board.  I think this Ghost Town could have been a Freikorps supply depot or something.  We deployed diagonally, 12.5″ away from the centre line.

Turn One

  • Cassandra starts off by running up and popping the top-right corner, and putting on her Southern Charm, making Attack and Damage flips against her [-].
  • The Trapper downs the Dove with 2 Clockwork Rifle shots.
  • The Mannequin Links with Colette and casts Mirrors, giving herself and Colette protection from Weak Damage flips, just in case.
  • The Specialist runs forward.
  • The Performer pops the bottom-right corner, then moves to the left.
  • Freikorpsman 1 runs forward.
  • The Coryphee casts Sublime Performance (+Masks to Ca and Cb) and Sword Dance (free attacks during Movements), then runs up and hits Trapper, triggering Hypnotic Movments ([-] to Trapper’s Resist flips).
  • Freikorpsman 2 runs behind the building to his left.
  • Colette grants herself Reactivate, then uses Illusionist to switch places with the Coryphee, and finally casts Magician’s Duel to kill the Trapper, gaining a Soulstone.
  • The Librarian moves up and casts something, but I can’t recall what.
  • Colette activates again, switches back with the Coryphee, gains a Soulstone by discarding 2 cards, then spends it to Summon a Mechanical Dove.
  • The Mechanical Dove flies over behind the building to the left.
  • Von Schill runs up and casts Hard-Ass, giving friendlies within 10″ +4 Wp in Morale Duels.
  • There will be no Heavy Snows next turn.

Turn Two

  • Von Schill moves over and takes a couple shots at the Coryphee, fortunately only doing 3 wounds, but then activates his Leader ability.
  • The nearby Freikorpsman piggybacks Von Schill and also takes a shot at the Coryphee, finally dropping it, then moves up.
  • Cassandra Nimble-walks up, casts Sublime Performance (+Masks to Ca and Cb), then charges Von Schill, dealing 2 wounds, and fails to cast Breathe Fire.
  • The Librarian runs up towards that battle-strewn area.
  • The Performer keeps running towards the bottom-left corner.
  • The Specialist runs forward.
  • The Mannequin casts Mirrors.
  • The other Freikorpsman walks up and takes a shot at the Dove, but fails to kill it because of its cover protection.
  • The Dove flies over and casts Magician’s Duel on the Freikorpsman, but only manages a single wound.
  • Colette gains Reactivate, switches places with Cassandra, and Magician’s Duel Von Schill for a few more wounds.
  • Colette activates again, casts Magician’s Duel again, bringing Von Schill to 6/10 wounds total, summons a Mechanical Dove, then switches places with Cassandra.
  • The new Mechanical Dove casts Magician’s Duel and manages to do 3 more wounds to Von Schill, sadly leaving him at only 1.
  • The Heavy Snows will hit next turn (no charges, -2 to ranged Cb and ranged spells).
Turn Three
  • The Librarian starts off with Furious Casting, healing Von Schill twice (back down to 4 wounds), and then casts Block Connection on Cassandra, taking out the Book from her Cmbat skill.
  • Cassandra Delivers her message to Von Schill (4 VP!) and Nimble-walks away to behind cover, successfully disengaging.  She puts on her Southern Charm for some protection.
  • Von Schill Nimble-walks to Cassandra and takes a couple of swings at her, doing a bunch of damage, leaving her with 2 wounds.
  • The nearby Freikorpsman walks in and takes a swing at Cassandra, buts fails to hit.
  • The Performer runs towards the bottom-left corner, unable to pop it!
  • The other Freikorpsman walks up and takes a shot at the Performer and misses.
  • The leftmost Dove casts Magician’s Duel on the Freikorpsman for another wound, then flies down near the Performer, in case she needs to use it as a Soulstone.
  • The Specialist runs up and gets ready to fry the Performer.
  • But he doesn’t get a chance as Colette moves over, gains Reactivate, switches places with the Performer, and pops the last corner gaining me at least 1 more VP.

End Game

We call the game here as in terms of VP Scott can no longer even tie.  He announces that his scheme Thwart is unattainable now, and he is likely to not get a message delivered to Colette, especially before the end of the 4th turn.
So, a Showgirls victory, yay!  I used the girls properly this time, utilizing their movement ‘shenanigans’ better than I have before.  I spent a couple of hours after our last game going through their cards and reading up on them online, taking notes and trying to figure out how to use them.  I chose Power Ritual to best take advantage of their movement abilities, and it worked out well.
Hopefully I can get another game in soon, although Dark Age and now Hell Dorado might be taking up my gaming time in the near future.
Thanks for reading.

Posted July 17, 2012 by mrborges in Arcanists, Battle Report, Malifaux, Outcasts

I hate to paint #5   1 comment

Last time I said I was going to do smaller posts more often…yeah, that didn’t happen.

Lizardmen Saurus Warriors

I did a few test models to see if I could get a scheme that I like for the Lizardmen.  I didn’t want them to be the Hawk Turquoise that I am doing the Skinks.  I don’t want an entirely baby blue army.  I thought I would try for an Aligator skin look and it seemed to work ok.  Good enough for me to be happy with the result at least.  I won’t show a picture here because the photos of them made them look terrible, like a 2 year old painted them, but honestly they look ok.  Here is the recipe:

– Based with Dark angels green
– Metal bits done in Shining Gold
– Non-metal weapon bits done in Chaos Black.
– Dry brushed the scales heavily with Skull White concentrating on the back, face, and spikes.
– Washed the whole model with Thrakka green

Pretty simple.  The first 2 models took about 40 minutes to do.  Once I get going I could probably drop this down to 15 minute per model.  Maybe.

Snow Storm (Silent One)

“Snow”, or the Silent One that sits on the base in front of the nice model “Storm”, is a fairly plain model.  It is kind of unusual to take a really nice high detail model like Storm and plunk a low detail kinda plain model right in front of it…oh well…my paint job is certainly not going to show off the beautiful details anyhow.  Here is what I did so far:

– Primed with gesso
– Based her robes with Liche Purple being careful not to hit any of the fur but going over the laces.
– Washed the fur with Asurmen Blue then drybrushed it white
– Dragged a very dry white dry brush lightly over her robes to catch just the very edges if folds and to whiten the laces

Here is where she is at:

Progress on “Snow”

Snow Storm (Storm)

Here is the recipe I used for Storm which was both very successful and a complete failure… 😦

– Primed with gesso
– Base coat on antlers and hooves with Bleached Bone.
– Base coat on skin with Space Wolves Grey…washed over this with diluted SWG to catch missed spots and to smooth out the surface.
– Finger nails with Bleached Bone
– Dry brushed antlers and hooves with white
– Hit just the highest strands of fur with an almost dry brush to leave very white hi-lights.
– Washed fur with badab black.
– Washed nails and hooves with Gryphonne Sepia.

Here is where he is at:

Progress on “Storm”.

I am happy with Storm up until this point.  I just did a white drybrush on his skin and then washed him with Asurmen Blue and now I am unhappy with how he looks.  Not sure how to fix this.  Maybe a careful new base coat to leave some of the dark blue behind in the recesses, maybe a dry brush, maybe something else…

Base

I am going to put “Snow” and “Storm” onto a scenic base.  If you can visualize it, Snow will be standing on the smaller of the three platforms and Storm will have a foot on each of the two other larger platforms.  Here is how I painted it:

– Washed then primed with gesso
– Based with Ice blue
– Heavy dry brush on tops of platforms with white, light dry brush everywhere else.

Ice base

That’s it for now.  Thanks for checking it out.  Next time will have a bit more on my Lizardmen, a finished Snow Storm (hopefully), and some Alkemy models (definitely!).

On the Workbench   Leave a comment

Things have been pretty slow here.  I’ve managed a couple of games but never end up taking detailed enough notes to write a batrep.  I have been slowly working on painting up my Lizardman army, which is going fairly well.  I will write about that in my next painting focused post.  I’m going to talk about the stuff I am assembling/working on here.  Starting with:

Snow Storm

Snow Storm assembly

And there he…it…is.  When it arrived I thought it was a metal model and the weight of the box led me to believe that it was quite small.  Turns out this one is mostly resin and is HUGE.  As you can see I have completely assembled the beast portion of the model, Storm it is called, or so I have read.  The arms either were cast a bit off or I couldn’t figure out how they were supposed to attach properly because I ended up with large unsightly gaps in the muscles.  Again, I used liquid green stuff to fix this.  I really like the ease with which it can be applied.  It probably gives me an inferior surface compared to using normal green stuff but I am ok with that.  I have temporarily mounted it on a base using some sprue, I intend to put it on a scenic base.  I tipped it back at an angle because, if mounted flat, it is kind of slouchy and hunkered down.  I wanted him to be looking out across the table.  Hopefully the scenic base I got (which is sitting at Justin’s house) will make it easy to base Storm in this position.

Justin has suggested that I magnetize the Silent One model that comes with Storm (Snow, I guess) so that I can use her as an alternate.  Well, he suggested it so that I could use her as a second Silent One for my crew but I had already purchased a second Silent One, and being Rare 2, that doesn’t do me much good.  Nice to have an alternate sculpt though when I decide not to use Snow Storm so I think I will try that.

Cold One Cavalry

I recently got in a game of WHFB with Justin (expect a batrep soon) and I revisited the Cold One Riders and was very happy with how they performed!  Yes, I have read all the ranting and bitching about how they are too costly and blah blah blah.  They are cool, fun to play, and very effective.  If I paid 5 or so points too much each to put them on the table that is ok.  In response to using them and liking them I decided to buy a second box (one big unit or possibly two smaller units) and am now assembling them.  A long time ago, when I bought the battalion box, I assembled the mounts and just used them as a sort of proxy for the finished unit.  Now I am putting together the riders too.  They are a bit finicky to get together so it is going slow.

Cold One Riders

Mounted, in progress

Mobile Frame Zero: Rapid Attack

Here is a new one for this blog…not really the same type of hobby but still hobby related nonetheless!  I kick-started a rule set for engaging in furious LEGO robot combat and decided that I should dig out the Lego that was languishing at my parents house.  I have now sorted roughly 6 KGs of LEGO out by colour.  Not sure what to do next.  I have all (or most) of the instruction sheets for the kits I had so I may try to compile full sets or I may sort it out further by part type or maybe I will just leave it as is.  Here is a link to the Kickstarter page: link.

And here is a link to a review on BGG that talks about some of the interesting features of the game: link.  This is a positive review thinly disguised as a negative review.  Check it out and thanks for reading.

Bins of basic LEGO colours

Grey

The Crews I Use #2 – The Ortegas (Part I)   1 comment

As I’ve been using the Ortegas lately, I felt that I should write another Crews I Use post to document how I feel they are doing.

Perdita

Perdita, head of the Ortega clan, is a beast.  She’s a (Neverborn) beast-killer, apparently, too, but she’s definitely a beast.

She’s fast, Fast and has some high stats across the board, except for Wd.

She is a monster with her Peacebringer.  Not only does she have a sweet Cb or 7 (rams), but she has a number of Talents that go with it.  She’s a Gunsfighter so she’s fine in melee, has Critical Strike, and has a couple of Peacebringer Strikes-related spells: Bullet Bending which lets her ignore LoS, and Execute, which exchanges a few points of Cb to get a triple-positive to the damage flip.  Yowzah.  I have not used the former, although I think I’m going to have to, especially as it’s a (0) Action.  I have used Execute once, and I was lucky to get a Red Joker out of it, so…  Quick Draw allows her to shoot at someone nearby before they Charge or Cast, which I have used more as a deterrent than anything else, forcing a Move + Strike instead of a Charge.  I’ve usedAnticipation, which fiddles with the opponent’s Fate Deck, a couple of times, but only because I didn’t need the Critical Strike at the time.

To be honest, she hasn’t been targeted much in the games I’ve played with her, as I’ve so far done pretty solid with this crew.  She’s Evasive 2, which I’ve never had to use.  Her high Df and Wp are often very helpful, either in nullifying attacks outright or at least forcing some negative modifiers.  Her Df Trigger Faster’n You hasn’t come up much, again as she doesn’t get targeted much, but it’s a great way to hit someone that misses you with a ranged attack (including ranged attack spells).

She has Obey, forcing a model, friendly or enemy, to do her bidding.  I’ve used it a few times on both my own and opposing models, but tend to fail the spell more often than not as she needs a 7 or higher of masks.  It’s supposed to be the second key component in the “Papa Bomb,” where you slingshot him up the board to the enemy Master and have him blow himself up.  The other key component being Papa Loco, of course.  I used a Papa Bomb-ish strategy once, but I don’t think I would plan for it as a regular tactic to use, only if the situation presents itself.  I’d much rather shoot up the enemy, to be honest.

She’s Fast, letting her do a lot per activation, she’s got Companion (Family) which is always fun to use, she’s Immune to Influence and she has Hero’s Gamble, a great (0) Action way to discard your hand and replace it with hopefully better cards.  She also has Spellbreaker, which cleans a model of effects and counters, but it’s something I haven’t really had to face.  Maybe if I take the Ortegas against Kaeris and her flaming munchkins.  Yes Andrew, I called them flaming munchkins.  That’s definitely a challenge.

Overall I quite enjoy using Perdita.  Even though I do wish Obey would go off more often, it’s failure is not debilitating and the rest of her skills and stats usually get the job done anyway.

Santiago

He was the first Ortega I painted up, and possibly my favourite paint job I’ve done so far.  He’s also a pretty decent asset in the game…if I remember to use him right.

He has what I think are pretty average (for Guild) stats: 4s, 6s, 8 Wds, and a slightly-better-than-good Cb of 5.  He does get better when he’s half-dead, though, gaining +2 Cb, a positive modifier, and an extra Walk.  Of course, with only 4 or less Wds remaining at that point, you hope he kills whatever threat is nearby before he gets toasted himself.

To help stop himself from getting said toasted, he can use Just a Flesh Wound to make a healing flip, but the spell requires an 8 of rams or better to go off.  Bulletproof 1 helps out, and if all else fails he’s Hard to Kill, so at least the enemy will need multiple attacks to finally take him out.

His role in the Family is as a medium-ranged killing machine.  His Peacebringers are Paired, he has Rapid Fire, both Critical Strike and Trigger Happy Triggers, and Leadstorm, a spell which deals 4 damage to everyone within 6″ (and it only requires a 10+ to go off).  That can definitely end low-Df, low-Wd models nearby, or put the hurt on the more resilient ones.

I’ve had some pretty good success with him in the last two games.  As long as I remember his weapons are Paired (which I did in that first disaster game against Loy’s Spirits), he makes an impact on the game.  Paired effectively removes the benefit from cover, or helps out a little more when there is no cover.  His real downside is that he costs 7ss.  I do think he is worth it, though, and will likely make sure he is always in my Ortega list.

Francisco

The cheapest of the Ortegas at 5ss, he also has the fewest Wds at 6, and not much to save him from losing those Wds, other than a slightly-better-than-average Df of 5.

If he is able to survive into contact with the enemy, they better look out!  His skill with the Peacebringer is great at 6 (rams), but his 7 (rams) with his Dueling Sword is even better.  Coupled with Flurry, Critical Strike and (0) Action Duelist (re-flip starting Duel card until the end of turn), the enemy probably doesn’t want to mess around with him.  Oh, and it’s got a 2″ range.  The Critical Strike works on his Peacebringer too, as does Fannin’, letting him hit another model within 3″ of the first if he hits with a mask.

There’s not much more to say about him, really.  I haven’t used Menace yet, or Shrug Off, but only because it’s always been much more useful to just shoot or hack the enemy models instead.  Francisco, too, will likely continue to reside in my list, as I enjoy using him.

Nino

Where Francisco has the big sword, Nino has the big gun.  A gun with a 16″ range.  And 7 Cb.  Which could be 9 if he uses the (0) Action In My Sights spell, which I have remembered to use recently with great results (just like Santiago’s Paired guns, as long as I remember the ability, things go well).  The Repeating Rifle’s Dg is the usual Guild output of 2/3/5, but instead of having Critical Strike Nino can use Headshot (autokill, unless the opponent sacrifices cards or soulstones) or Trigger Happy.  The other night Nino did go trigger happy…3 times in a row, for 4 shots! It was unbelievable.  Best use of a single Action point.  Ever.  And the enemy knows about his gun.  They know to watch out for him, and stay out of his sights.  So in that regard, he’s a great model to make your opponent wary, which could help draw him to the other side of the board where the rest of the Family is waiting.

Other than his gun, Nino is nothing special.  He’s slow and doesn’t have Charge capability.  He’s got average stats, but at least has Hunter (ignores cover) and Scout (to get him into severe terrain when setting up his snipe).  And because you don’t want him stuck in melee, his “Where’d He Go?!” spell lets him flee without disengaging strikes.

He’s 7ss which can definitely be worth it if you can get his Repeater Rifle working well, but if not he’s a pretty big soulstone sink.

Papa Loco

Perdita’s crazy ol’ daddy, flinging his dynamite around and getting himself blow’d up good.  That’s really what he’s best used for, the “Papa Bomb” as they call it, getting him up close and personal to the enemy Master and their entourage, or some other group of models that you’d like to take out in one fell swoop.  It helps when Perdita (and the Enslaved Nephilim and Abuela) uses Obey to push him a little further.  Then BOOM! Yes, that’s actually the name of one of his Talents, the one that says when he dies, models within 3″ take 5 Dg.  Nice.  His “Take Ya With Me!” spell also helps out, extending the range to 6″ and causing 6 Dg.  Of course, he also takes this damage, and so he can’t use it to kill himself.  But as long as he’s only taken one or no damage, he can do it.

Other than being fast, his stats are average.  His Thrown Dynamite has a shorter range than his Family’s guns, but his Cb is 6 and it has Blasts at Moderate and Severe.

His biggest drawback is having a Wp of 4, which drops by 2 if he’s defending in a Wp Duel, as he’s Easily Influenced.

I’ve used him in a semi-“Papa Bomb” capacity, as well as just a Family member that can do some short-ranged damage.  I probably wouldn’t plan from the start to use him for a suicide run.  I think he’s better suited as a ranged attacker, then get him in close when the time is right.  When I’m not playing Resurrectionists, and each Family member is unique, I don’t like throwing away lives, even if they do make big booms.

Abuela

I only just picked Abuela up, and since she’s not painted (but on the painting table currently), I haven’t used her yet.  I wanted to her to complete the Ortega Family, as well as to bring in some much-needed healing power.  Her Sawed-Off Shotgun and some of her other abilities make her an asset to the family as well, but really it’s the healing that I was looking for.  The downside is that at 7ss, unless we’re playing at 35ss I have to drop either Santiago or Nino to put her in.  I’d rather keep them all, so unless we’re playing at 30ss and I can drop Papa Loco or Francisco instead, she might stay back at the Ortega compound.

Enslaved Nephilim and Latigos Pistoleros

It was only recently that I considered picking up Totems for my Masters.  It’s possible that one day I’ll get the Enslaved Nephilim, who for 2ss will get me another chance to Obey and a little bit of Nephilim craziness (Black Blood, Flay).  Maybe just to help complete ‘the set,’ as it were.

The Latigos Pistoleros are new models who have Family, but are not Ortegas.  Again, perhaps I’ll pick them up at some point to complete ‘the set,’ but they’re not high on my list.  The good thing is that I could sub in two of them for Papa Loco, which gives me extra feet on the ground.  I’ll have to go through their stats some more, when I don’t have too many other models to paint for other game systems.  Pfft…fat chance I’ll ever be in that situation! Hah.

Conclusions

I’ve enjoyed getting the Ortegas painted and on the table, after having them sit idle and primed for a good two years.  They’ve got mad ranged skill, their Companion ability can make for wicked ‘Alpha Strikes,’ and their cowboy-gunslinger theme is cool.  And I like my paint jobs on them, which helps a lot.

I will continue to use them over the next few games at least, adding in Abuela, and hopefully continuing to aggravate my opponents with they awesomeness.  But I’d like to lose with them as well, as it’s not so fun toalwayswin.  I think the other guys are less-enthused to play against me when my Ortegas have a 3-1-0 record.  I just need to face Andrew’s Kaeris or Rasputina with them.  [challenge] Hopefully soon.  [/challenge]

Thanks for reading.

Posted April 6, 2012 by mrborges in Guild, Malifaux