Been a while, but we are back with another Animated Reflections. So while I was going deeper into the Dreamstone, I decided to go looking to see if there was any fan art (as I always do for shows I like) and oddly enough, it lead to this animated show that I remembered liking too (please note that I have never read the original Treasure Island book, but have seen a few film/television adaptations based on or inspired by it and so that's where most of my knowledge of the themes comes from). Going back to watch it again was something I enjoyed doing, so lets get right into it.
Very loosely based on the original Treasure Island characters and plot, this one takes place in a world of anthropomorphic animals and ran for two series, which did have a conclusion. It has the standard line with Jim Hawkins getting the map, heading to the Island to find the treasure with Silver and pirates there to cause trouble along the way and the show runs with them trying to find the treasure through clues and leads. However, beyond these basics there are several changes that twist is away from what it was based on. As usual, lets start with characters.
I'm going to start this one off a little differently and is in regards to the two main characters. James 'Jim' Hawkins is our main hero, but unlike the usual tales, this time it is his father who was part of Capt. Flint's crew and has the map, which Blind Pew and the other Pirates come for. He tends to be smart, courageous and cunning, but still slips up from time to time. His curiosity and courage tends to get the better of him and his desire to keep one step ahead of Silver and the Pirates tends to get him (or others) into trouble, such is the folly of youth. Still, he is always up for the adventure and tends to show his heroic moments when they are needed.
Long John Silver on the other hand is just a straight up villain. Unlike other versions of him, this one is straight up evil through & through, tending to save someone only if it has some benefit to him. Despite being smarter then the rest of the dim-witted Pirates, his greed and ego tends to get the better of him. That's not to say he doesn't come up with some brilliant plans of cunning and deception, but in the end he tends to fail due to either being outsmarted or because of his own bad luck. This doesn't improve in series two, as his motivations for his actions become even more selfish (if one could be any more selfish. I mean, is that even possible?), but it is also the kind of thing you would expect from him by that point. Though he appears to lead the Pirates, it's clear Pew is the one in command, which can lead to the two butting heads from time to time.
Back to the side of good, we have Dr. Livesey who is a friend of the Hawkins family, Captain Smollett who finds Jim after just escaping the Pirates with the map and when he hears his story offers to help and Squire Trelawney, who is a rich friend of Smollett's and agrees to fund it, though only after learning of the valuable treasure (as a rich, money loving character would). They tend to play their roles well enough in the show, the Doctor thinks things from a more scientific point of view, the Captain is a little absent minded at times and the Squire is just the 'rich person stuck in the jungle with no luxuries' type. That said, they tend to sometimes come off as a little incompetent at times (which is really only used to help enforce the importance of the younger characters).
We soon meet an original character to this show soon after, a girl around Jim's age called Jane. Jane was the daughter of a rich couple who Silver kidnapped to ransom for her return, but because she was a head-strong brat of a kid, her parents refused to pay the ransom and so Silver was stuck with her. She isn't as scared of Silver as much as the adults are, but she was also quick to join Jim and the others at first chance. She tends to have her moments (mostly cause she seems to be more competent and smarter then the adults) and does risk her own life to help save the others too, but also ends up getting into trouble here and there as well, sometimes due to her taking action by herself. She is also drawn to Jim, both as a friend and romantically too. They tend to have good moments of playing and talking, though the romantic parts are shown in a few episodes, with the more prominent moment in the episode 'Dragon' (it's brief, but it gets the point across).
Finally we have Ben Gunn, a hermit on the island who comes off as being quite crazy, but he is actually very wise to the island and its secrets, though tends to speak in riddles and rhymes which the other characters have difficulty understanding at times. Over time (mostly series two) he calms down on this and begins to act more normal, most likely due to the friendly social interaction around him, though his abilities are also toned down as well.
The Pirates for the most part come off as being the generic goons with no real individual personality to make them stand out. The only exception is a small Rat called....ummm......Rat, who seems rather loyal to Silver (even when he is treating him badly), but he too gets downgraded in series two. Then of course is Blind Pew. Pew is another character who is another strange character. Early on he comes off as being the one in charge, but later on Silver is more then happy to confront him head on. Pew, despite being blind, seems to act as if he can see later on as well. He is also quite adept at the arcane arts as he has used magic on more then a few occasions and his yellow eyes also seem to have something to do with this connection. While it is never explained why or how, it does have an explanation as to why he is so desperate to get hold of Flint's treasure in the final episode.
Ah yes, magic. The place called Treasure Island in this show is one of danger and mystery. Honestly, for a children's cartoon, it does focus on a number of rather disturbing and haunting themes. In the episode The Cave of Babel, the introduction starts off happy enough with a traveler exploring the cave, but then things take a turn for the strange to almost terrifying for young kids and the fate of the traveler is rather horrifying. The main cast tend to have a less traumatic experience, but that tends to be a running theme, particularly for the first series. They tend to have episodes focus on either a strange location on the island, a strange creature on or near the island or simply Ghosts (who are the usual types of things for a haunting Pirate story). I was surprised just how far they went in some episodes and can only assume that the reason they put a more upbeat theme song in the second series was to make the show seem less scary to little kids.
As said before, this is a show of two series and as such, the second takes a shift in direction from the first. Apart from some animation and art style changes and voice cast changes (I honestly didn't realize that Dawn French voiced Jim Hawkins in Series 1 or that Hugh Laurie voiced the Squire, so these things are always a great discovery for me), the status quo also shifts. In the first series we had our heroes either exploring or affected by a new location or following the map clues to seek the treasure, both with Silver and the Pirates getting involved somehow. That changed in the final episode of that series, with Silver gone, the Pirates washed overboard, the heroes on the ship and the island in flames. Series two has the flames dying out, the Squire trying to recover the map, Jim trying to rescue him and Ben falling into the sea as the flames from the island reach the ship. At this point the Squire is by himself, Jim and Ben go off and eventually Jane goes after them, leaving the Doctor and the Captain on the ship as it drifts off, only returning for the final episode of the show.
While the Pirates survive, they only make a few appearances. Pew survives and tends to show up here and there in the shadows before making a bigger impact in the final few episodes. So at this point, the main focus is on Silver, who is in the underworld and makes a deal to exchange his soul for that of Jim Hawkins and for that he gets a group of stereotypical cartoon devils to help him. Yes, it does feel off in some stories, but it does pick up in others. Series one does feel like it was slightly better written then series two, but since I don't know any of the details of why certain things were changed the way they were, I don't want to go into too much into why I feel that the second series feels like it was somewhat off track. I can't criticize it too much as it does still have some great episodes in it. I just feel a that parts feel off for some reason or that characters seem a little out of character somewhat (this is particularly true for Ben Gunn, who has had the crazy personality part of him simply vanish without any real explanation. Even the one I gave above still doesn't seem to add up).
I like the character designs and clothing suites the character quite well. While it is easier to know what base animal each character is, both the characters of Jane and Blind Pew seem to be harder to pin-point. Some point to Jane being a Cat or some kind of Vixen, while others point to Pew being a rather large Rat. While I can't speak for Jane's animal type, Pew does come off rather Rat-like, but things like his tail look a little out of place as a Rat, particularly when you already have a Rat character and his tail is more in the style of one. Plus, without revealing parts like his ears, it is hard to state that he is a Rat. It could be possible that there are hybrids, but since the show never states that, it is pure speculation on my part.
Art design and visual effects look great at times, but in others feels rather dull. Then again, some places on the island are meant to feel more vibrant or mystical then others, so I guess it works well in this situation. I also enjoy the music and sound design as well (though I can't tell if one part that was out of sync was from the episode itself or just from the recorded video quality). Most of it feels suitably creepy or action filled, depending on what emotion in the scene they are trying to convey. Speaking of emotion, sorrow/sadness isn't one that they are good at however. Even though there are moments when it should be more impactful, it instead falls a bit flat, so they could have put a bit more emphasis on that aspect. Then again, I'm trying to find insightful moments of emotion in a cartoon from the 90's, so that's my own fault there. It's not a bad thing, but I feel it could achieve so much more, that's all.
I don't recall many animation errors, but then again it can go so fast at times that you would have to slow it down if you were trying to seek that sort of thing (The Fountain of Truth episode does have some that were obvious though). On the other hand, story issues are more easily recognized, like how did they build a defensive village in such a small amount of time (and where did they get the tools from to do it)? or how does Jim Hawkins hold his own against the Pirates when he wields a wooded sword and they have metal ones? There are a couple of these things here and there, some you can ignore but others prove harder to look past. Personally, just have fun watching it and leave the questions until after you've finished.
Overall, a very enjoyable show for me. Things like the locations and and art style really helps, though those sounds in the more disturbing moments really help add to the feel of the scene. It's hard to explain some of my more favourite moments without going in-depth into episodes and that is something I would not be able to do very well (or do it any justice). Instead, I suggest you check them out (they are online if you look for them) and see what you think.
Friday, 9 February 2018
Tuesday, 6 February 2018
Wyrd Miniatures - Speckled Crawlers Preview
The Gibbering Horde faction really does give off the vibe of some kind of Alien/Eldritch sea race very well. I really appreciate the design work for these guys (though the Steampunk/Mutant Horror design aspects of the Cult of the Burning Man I find enjoyable too) and look forward to see what other monstrous creatures they come up with next.
Thursday, 1 February 2018
Are Skryre Allegiance Abilities and Artifacts Worth It?
So while I'm taking a break from working on my latest Animated Reflections post, I wanted to quickly look at some issues I have with the Skryre Allegiance and its lists.
As I was deciding what to do with my old Skaven, the option to produce a small Skryre themed force became a possibility and going over the Skryre Allegiance compared to the Chaos Allegiance, I am finding it difficult to decide why I would use the Skryre one over the Chaos one, at least when it comes to fighting Order (against other factions,Skryre proves to be on par with what you can do, maybe better depending on your opponents list).
I mean, if you are versing Order, I can't see why you wouldn't choose Chaos when the Dark Avenger Command Trait lets all friendly Chaos units within 10" of your General get +1 to hit verses targets with the Order keyword. Giving your Weapon Teams, Jezzails and Doomwheels this bonus would give a much greater advantage, though at the cost that units like the Skryre Acolytes not counting as Battlelines I guess (just find cheap Battleline units at minimum model count to fix that I guess). Not only that, but things like the Chaos Talisman or Favour of the Gods would help to keep your General alive (perhaps a caster or two with Arcane Shield to boot).
The Skryre ones seem to be heavily focused on a style of play. The Deranged Inventor Command Ability is focused on Skryre War Machines, but given that really only a Doomwheel could benefit from it the most means that your General would have to keep up with them. The Traits of Cunning Creature and Verminous Valour are designed to keep your General alive longer (I can see Verminous Valour working with a group of Acolytes, though if your opponent catches on they may just wipe the unit out quickly to hinder its effect). I can't see anyone picking Malevolent as there is no Artifact in the list to increase your attacks and the number of attacks for both Skryre Heroes are limited to one or two. Masterful Scavenger seems alright if you want more Warpstone Sparks and I feel Overseer of Destruction is also quite useful, as it lets your Skryre Weapon Teams within 6" re-roll hit rolls of 1. So things like Ratling Guns and Doom-Flayers may benefit from this ability (as they tend to have more then one attack for their main weapon), but no real use for a Warpfire Throwers main weapon.
The Artifacts are very much in the style of risk vs reward. All of them seem to have an element of risk for a possible benefit. I do have to wonder about the Brass Orb as it states in the shooting phase roll a dice and on a 6 or more it slays the closest enemy model. 6 or more? As I recall, this has no 'To Hit' rating, so as such can never benefit from modifiers so I don't know how you can get a roll higher then 6 on a single D6 dice (unless you want to argue that it just says dice and therefore you could roll a D20 if you wanted to be a real smart ass about it). Also, do Warpstone Sparks grant you a re-roll? Not sure on this one. I feel most seem underwhelming in how interesting they are. It's not that I'm against risk vs reward (heck, my old 8th Ed Skaven were dying from killing themselves then from enemy attacks), it just feels like they could have been more creative with the crazy devices they could have (like where is the Warpstone Bomb that is attached to the heart that detonates when they kill you? That was one of my favourite Lore devices they use). I feel the Assassins-bane Rigging, Esoteric Warp Resonator and Brass Orb will probably be the more chosen, though I guess Vigordust Injector might be useful if you know that the Skryre unit you are using it on was going to die when the enemy retaliates after, so get the extra bonus in before you go out from it (it says charge and to hit rolls, so I could also assume it could be used for range to hit rolls as hell). I think Vial of the Fulminator feels more like a one use only item unless you plan to run a lot of Doomwheels that could be sent off, but you wouldn't get many uses even if you did do that.
For the Battle Traits, Strength in Numbers seems almost pointless as a majority of your units are either single or are far too expensive or weak to have more then 10/20/30 models in a unit to get the most out of it (you'd only get Acolytes to 10 or more models and even then I wonder why you would even do that as they are so weak that you'd loose enough to bring you under the needed number for the effect to be useful). The Warpstone Sparks is far more interesting a mechanic, with you only being able to use once per phase and a chance to take D6 mortal wounds on the model that uses it for with a single re-roll for a spell cast for a Skryre Wizard, to hit or to wound roll for a Skryre Hero or to double the damage characteristic of a weapon used by a Skryre model in the army for one successful attack (might be good for something that does 2 or more damage). I have to wonder how to use it in conjunction with a Warlock Engineers Warp Energy Condenser as on that it does D6 mortal wounds instead of D3, but if you fail to cast you take D6 mortal wounds. So do you take the risk of failing to cast and take D6 mortal wounds, or do you use a Spark in order to avoid it, but still risk taking D6 mortal wounds. Actually, the more I think about it the more fun it sounds (Gambling your life with Snikkitch, the latest in Skaven entertainment).
Again, I feel playing a normal force using the Chaos Allegiance Abilities and Artifacts would be far more effective at winning a game over an Order army, but the Skryre one just sounds like it's designed to cause you more pain if you get a few bad rules or make a single mistake. It does feel like being back in the old 8th edition style of having powerful tools, but them being extremely unreliable and bad for your health. I just feel it could have used a bit more creativity in some of the Traits and Artifacts, but I guess it all depends if you play to win or play for fun really. For the most part, I'll stick with it (if anything, just to see just how horrible wrong things can go. Should prove fun).
Honestly, I can't remember if I was suppose to be complaining about it or complimenting it. There was suppose to be a point somewhere in all this, but who knows. Until Skryre get an actual update with some crazy new gadgets, I'm still fine with what they currently have (just wish there wasn't so much of a focus on having Stormfiends, cause those things are expensive).
As I was deciding what to do with my old Skaven, the option to produce a small Skryre themed force became a possibility and going over the Skryre Allegiance compared to the Chaos Allegiance, I am finding it difficult to decide why I would use the Skryre one over the Chaos one, at least when it comes to fighting Order (against other factions,Skryre proves to be on par with what you can do, maybe better depending on your opponents list).
I mean, if you are versing Order, I can't see why you wouldn't choose Chaos when the Dark Avenger Command Trait lets all friendly Chaos units within 10" of your General get +1 to hit verses targets with the Order keyword. Giving your Weapon Teams, Jezzails and Doomwheels this bonus would give a much greater advantage, though at the cost that units like the Skryre Acolytes not counting as Battlelines I guess (just find cheap Battleline units at minimum model count to fix that I guess). Not only that, but things like the Chaos Talisman or Favour of the Gods would help to keep your General alive (perhaps a caster or two with Arcane Shield to boot).
The Skryre ones seem to be heavily focused on a style of play. The Deranged Inventor Command Ability is focused on Skryre War Machines, but given that really only a Doomwheel could benefit from it the most means that your General would have to keep up with them. The Traits of Cunning Creature and Verminous Valour are designed to keep your General alive longer (I can see Verminous Valour working with a group of Acolytes, though if your opponent catches on they may just wipe the unit out quickly to hinder its effect). I can't see anyone picking Malevolent as there is no Artifact in the list to increase your attacks and the number of attacks for both Skryre Heroes are limited to one or two. Masterful Scavenger seems alright if you want more Warpstone Sparks and I feel Overseer of Destruction is also quite useful, as it lets your Skryre Weapon Teams within 6" re-roll hit rolls of 1. So things like Ratling Guns and Doom-Flayers may benefit from this ability (as they tend to have more then one attack for their main weapon), but no real use for a Warpfire Throwers main weapon.
The Artifacts are very much in the style of risk vs reward. All of them seem to have an element of risk for a possible benefit. I do have to wonder about the Brass Orb as it states in the shooting phase roll a dice and on a 6 or more it slays the closest enemy model. 6 or more? As I recall, this has no 'To Hit' rating, so as such can never benefit from modifiers so I don't know how you can get a roll higher then 6 on a single D6 dice (unless you want to argue that it just says dice and therefore you could roll a D20 if you wanted to be a real smart ass about it). Also, do Warpstone Sparks grant you a re-roll? Not sure on this one. I feel most seem underwhelming in how interesting they are. It's not that I'm against risk vs reward (heck, my old 8th Ed Skaven were dying from killing themselves then from enemy attacks), it just feels like they could have been more creative with the crazy devices they could have (like where is the Warpstone Bomb that is attached to the heart that detonates when they kill you? That was one of my favourite Lore devices they use). I feel the Assassins-bane Rigging, Esoteric Warp Resonator and Brass Orb will probably be the more chosen, though I guess Vigordust Injector might be useful if you know that the Skryre unit you are using it on was going to die when the enemy retaliates after, so get the extra bonus in before you go out from it (it says charge and to hit rolls, so I could also assume it could be used for range to hit rolls as hell). I think Vial of the Fulminator feels more like a one use only item unless you plan to run a lot of Doomwheels that could be sent off, but you wouldn't get many uses even if you did do that.
For the Battle Traits, Strength in Numbers seems almost pointless as a majority of your units are either single or are far too expensive or weak to have more then 10/20/30 models in a unit to get the most out of it (you'd only get Acolytes to 10 or more models and even then I wonder why you would even do that as they are so weak that you'd loose enough to bring you under the needed number for the effect to be useful). The Warpstone Sparks is far more interesting a mechanic, with you only being able to use once per phase and a chance to take D6 mortal wounds on the model that uses it for with a single re-roll for a spell cast for a Skryre Wizard, to hit or to wound roll for a Skryre Hero or to double the damage characteristic of a weapon used by a Skryre model in the army for one successful attack (might be good for something that does 2 or more damage). I have to wonder how to use it in conjunction with a Warlock Engineers Warp Energy Condenser as on that it does D6 mortal wounds instead of D3, but if you fail to cast you take D6 mortal wounds. So do you take the risk of failing to cast and take D6 mortal wounds, or do you use a Spark in order to avoid it, but still risk taking D6 mortal wounds. Actually, the more I think about it the more fun it sounds (Gambling your life with Snikkitch, the latest in Skaven entertainment).
Again, I feel playing a normal force using the Chaos Allegiance Abilities and Artifacts would be far more effective at winning a game over an Order army, but the Skryre one just sounds like it's designed to cause you more pain if you get a few bad rules or make a single mistake. It does feel like being back in the old 8th edition style of having powerful tools, but them being extremely unreliable and bad for your health. I just feel it could have used a bit more creativity in some of the Traits and Artifacts, but I guess it all depends if you play to win or play for fun really. For the most part, I'll stick with it (if anything, just to see just how horrible wrong things can go. Should prove fun).
Honestly, I can't remember if I was suppose to be complaining about it or complimenting it. There was suppose to be a point somewhere in all this, but who knows. Until Skryre get an actual update with some crazy new gadgets, I'm still fine with what they currently have (just wish there wasn't so much of a focus on having Stormfiends, cause those things are expensive).
Tuesday, 30 January 2018
Quickest Update Ever?
In short, the latest Windows 10 update has screwed with my computer and I can no longer use system restore or windows repair. Gratz Microsoft, you can't do a single Windows update without stuffing something up can you.
Anyway, found episodes of The Legends of Treasure Island on the net so am watching through them. With luck I may do an Animated Reflections on it and have it up and the next week or two (the temp will be cooler so I hopefully will have the motivation to work on it).
Anyway, found episodes of The Legends of Treasure Island on the net so am watching through them. With luck I may do an Animated Reflections on it and have it up and the next week or two (the temp will be cooler so I hopefully will have the motivation to work on it).
Wednesday, 24 January 2018
Slowing Down Again
Believe me, I'm just as sick of seeing these posts as you are.
As mentions multiple times before, my mental health isn't great and it seems we are going to have some hot and humid weather for a little while so as such, things will slow down again. Actually, I have got stuff done, but given my lighting solution hasn't been solved, I have a bunch of stuff to photograph and no proper set-up to still do it. Just know things have been done and they will appear some time over the next few months.
I've also been wondering what to do with Animated Reflections. I have completely stopped and it is not due to a lack of shows to look at. Far from it, there are a massive amount, it's just that I need to use my computer to view the shows, take screenshots and write down thoughts (for some reason most of my collections don't work on the T.V so I have to use the computer to view them). This one I can blame on the heat and humidity as all my stuff is in a tiny concrete box that is my room and this place heats up badly, so it limits my ability to work on any computer related projects (or even gaming). It's a shame too as due to the state of my health and how long things take to get done (seriously despise the word patience right now), now would be an excellent time to get back into it. Alas, Fate is against me.
With any luck, might get a cool change in the next few weeks and hopefully I can take advantage of. Well see.
As mentions multiple times before, my mental health isn't great and it seems we are going to have some hot and humid weather for a little while so as such, things will slow down again. Actually, I have got stuff done, but given my lighting solution hasn't been solved, I have a bunch of stuff to photograph and no proper set-up to still do it. Just know things have been done and they will appear some time over the next few months.
I've also been wondering what to do with Animated Reflections. I have completely stopped and it is not due to a lack of shows to look at. Far from it, there are a massive amount, it's just that I need to use my computer to view the shows, take screenshots and write down thoughts (for some reason most of my collections don't work on the T.V so I have to use the computer to view them). This one I can blame on the heat and humidity as all my stuff is in a tiny concrete box that is my room and this place heats up badly, so it limits my ability to work on any computer related projects (or even gaming). It's a shame too as due to the state of my health and how long things take to get done (seriously despise the word patience right now), now would be an excellent time to get back into it. Alas, Fate is against me.
With any luck, might get a cool change in the next few weeks and hopefully I can take advantage of. Well see.
Tuesday, 23 January 2018
GW Miniature Update 2
So finished re-basing the 20 Clanrats with Spears and I just need to do a few updates to finish the Doomwheel and Warp-lightning Cannon. That just leaves another 10 Clanrats with Hand Weapons to do, but they are also from my unfinished pile, meaning they are only part painted and need to be finished in order to be complete.
As for the rest of my Skaven, I am unsure what to do with some of it, but have begun re-basing a bunch for a Skirmish option. While the Forge-Master leads his raid for supplies, Snikkitch will be re-designed and lead a small warband in search of rare artifacts of power. As such, I've picked a bunch from my collection and made up around 90 Renown (100 is the maximum, so still looking around, but the Chaos Spawn will cover that gap until I make a final decision). As such, it will look something like this:
- Snikkitch (Warlock Engineer - General)
- Clanrats with hand weapons x8
- Stormvermin x4
- Rat Ogors x2 (these are my old Mordheim Skryre Rat Ogors, keeping with the theme)
- Warpfire Thrower Weapon Team
- Poisoned Wind Mortar Team
One one hand, it looks like a strong force, but on the other, clearly means I could be overwhelmed by numbers and easily crushed. Who knows? Who cares?
All that said, while I'm placing everything in containers for both easy storage and project categorizing, I notice that I actually had 8 Globadiers and not the 7 that I thought I had. This means I could just get two more and I have the minimum required Battlelines for a Skryre theme force. This would mean that that by removing the two 20 model Clanrant units and the 10 model Stormvermin unit from the list I previously posted, leaving around 290pts. Now I am kinda confused as to what to do with this gap. One idea is to throw in Snikkitch (a warlock engineer), which leaves around 190pts. At this point I'm stumped, not sure if I should add allies, but have come up with several options:
Option A:
-20 Clanrats and a Warpfire Thrower
Option B:
-10 Stormvermin and a Chaos Spawn
Option C:
-3 Jezzails and a Chaos Spawn
Option D:
-Warpfire Thrower, Poisoned Wind Mortar and a Doom-Flayer
Option E:
-Warpfire Thrower and 2 Doom-Flayers
At the moment I feel like I'm leaning towards the options of D and E as I feel both using Skryre Allegiance or Chaos Allegiance abilities would work great with them (something I may get into in a later post).
As for the other stuff, I think I have all the stuff I need to convert a rather wild looking Huntmarshal, using the old Necromunda 'The Caller' on foot model that was left over from my Skrag the Gatekeeper conversion. Going to try to carve out the mask to get a face in, replace the arms with those from my Archers, green stuff a uniform and bow cover (so I can carve in runes or make it look more like some enchanted branch given to him by the Sylvaneth as a gift). The rat skin head cloak thing could be shown that he hunts the various large creatures there as part of a great hunt and adds to the monster hunt theme of his rules. I'll also re-base the Archers to go with him as well. Beyond that, the rest will have to wait.
I am trying to get containers to store these unfinished projects in so I can better manage myself in this regards. Summer makes life difficult with heat and humidity, which negatively effects both my physical and mental health, plus limits my ability to work on projects. With GW, Malifaux and a collection of other miniatures that need to be done, these separating and storing idea should help me better focus on getting smaller projects done faster.
We'll see how that goes down the long road.
As for the rest of my Skaven, I am unsure what to do with some of it, but have begun re-basing a bunch for a Skirmish option. While the Forge-Master leads his raid for supplies, Snikkitch will be re-designed and lead a small warband in search of rare artifacts of power. As such, I've picked a bunch from my collection and made up around 90 Renown (100 is the maximum, so still looking around, but the Chaos Spawn will cover that gap until I make a final decision). As such, it will look something like this:
- Snikkitch (Warlock Engineer - General)
- Clanrats with hand weapons x8
- Stormvermin x4
- Rat Ogors x2 (these are my old Mordheim Skryre Rat Ogors, keeping with the theme)
- Warpfire Thrower Weapon Team
- Poisoned Wind Mortar Team
One one hand, it looks like a strong force, but on the other, clearly means I could be overwhelmed by numbers and easily crushed. Who knows? Who cares?
All that said, while I'm placing everything in containers for both easy storage and project categorizing, I notice that I actually had 8 Globadiers and not the 7 that I thought I had. This means I could just get two more and I have the minimum required Battlelines for a Skryre theme force. This would mean that that by removing the two 20 model Clanrant units and the 10 model Stormvermin unit from the list I previously posted, leaving around 290pts. Now I am kinda confused as to what to do with this gap. One idea is to throw in Snikkitch (a warlock engineer), which leaves around 190pts. At this point I'm stumped, not sure if I should add allies, but have come up with several options:
Option A:
-20 Clanrats and a Warpfire Thrower
Option B:
-10 Stormvermin and a Chaos Spawn
Option C:
-3 Jezzails and a Chaos Spawn
Option D:
-Warpfire Thrower, Poisoned Wind Mortar and a Doom-Flayer
Option E:
-Warpfire Thrower and 2 Doom-Flayers
At the moment I feel like I'm leaning towards the options of D and E as I feel both using Skryre Allegiance or Chaos Allegiance abilities would work great with them (something I may get into in a later post).
As for the other stuff, I think I have all the stuff I need to convert a rather wild looking Huntmarshal, using the old Necromunda 'The Caller' on foot model that was left over from my Skrag the Gatekeeper conversion. Going to try to carve out the mask to get a face in, replace the arms with those from my Archers, green stuff a uniform and bow cover (so I can carve in runes or make it look more like some enchanted branch given to him by the Sylvaneth as a gift). The rat skin head cloak thing could be shown that he hunts the various large creatures there as part of a great hunt and adds to the monster hunt theme of his rules. I'll also re-base the Archers to go with him as well. Beyond that, the rest will have to wait.
I am trying to get containers to store these unfinished projects in so I can better manage myself in this regards. Summer makes life difficult with heat and humidity, which negatively effects both my physical and mental health, plus limits my ability to work on projects. With GW, Malifaux and a collection of other miniatures that need to be done, these separating and storing idea should help me better focus on getting smaller projects done faster.
We'll see how that goes down the long road.
Tuesday, 16 January 2018
Wyrd's Monday Preview: Bayou Bash
Oh boy, am I excited for this (well, as excited as I can be at any rate). So now we are starting to see some of the character art and box art for this game and it looks just as much like I expected it to be. Obviously there is little information beyond what Wyrd has told us as those play testing it are under the NDA and can say anything.
We know it's a racing board game where the objective is not so much to pass the finish line, but rather to have as much fan support as possible. As such, I expect there will be a lot of combat, cheating and trickery involved with it. The game is apparently up to five players, though I think I'll struggle just to find someone else to play it with me. Other then that, it looks like it will have some great miniatures to paint and very much be alternative models for things like Warpigs or Rooster Riders. Not sure if they'll have the same bases as there appears to be some confusion in the forums, so may need to look at pinning or magnets if it turns out that the bases will be different from those of similar units in Malifaux.
Still, liking the look of it so far.
Update:
OK, so maybe not as difficult to find as just google searching for the art images they had already released, I stumbled upon this pictures (big shout out to whoever took these):
Damn that Gremlin riding that massive Gator is awesome. We also have the Pig ridin Gal from the art above, the Gremlin riding the Rabbit, the Gremlin riding the Rooster, a Gremlin riding a modified bird carcass? a drunk Gremlin riding a Whiskey Gamin? and what looks like a Gremlin riding a tree?
Arrgh! I don't know who I'd play as.
Talk about a bizarre cast of characters. Honestly, I love it. This is certainly something that looks to be a lot of fun, even if it's painting the miniatures (but damn that Gator is a biggin).
Update 2:
So the next Monday preview is now up and it is quite interesting.
So we get the art of the tree riding Gremlin and I find it an enjoyable piece (am a little confused as the things carved on it makes me wonder why it didn't attack the Gremlins for this instead of letting one of them ride it, but then again, it does work with the comedic look).
We do get to see that each rider has a set of abilities and some have coin symbols on them, so my guess is you will need to spend coins to take advantage of those abilities. It also has things called Stagger tokens, which I assume must have something to do with slowing you down or effecting certain rolls. It also tells us that the track will feature obstacles on it that will have some kind of consequence to them (so in the case of the card shown, a rock space must cause the racer to end their turn on it, showing that they've been slowed down by it or have simply hit it dead on and come to a halt).
Obviously more will be revealed about the game as they show off more preview art, so I'm looking forward to what comes next.
Subscribe to:
Posts (Atom)

















