Wednesday 28 February 2018

Painting Skeletons

So this is a great little tutorial when it comes to painting Skeletons.


I decided to test out some of these on a few left over skellies from my old TK stuff and learned a few things. I need to find a way to blend it in smoother as the colours are great on the tests, but the drybrushing doesn't blend it in as well, so I need to look into getting this right. I also learned that drybrushing can prove difficult depending on how your Skeleton is based. My classic ones have their arms to closed up and covering part of the head. I also don't have the exact paints used, so tried to use ones that looked very similar (mostly cause a majority of my paints are from the Citadel range and no one yet sells the Game Color range in my area). The paint jobs were slightly rushed, but the effect does look better then my old style.

I want to paint more Skeletons in the future, but my experiences doing the Archers, Horse Archers and that 10 model unit with hand weapons made me feel like they weren't right. The focus is to paint the Skeleton first and then blend in the muddy feet. The old ones felt too much like they had just been raised and not like they had been rained on in a while (part of the lore of my Death faction), so practicing new ways to do it in which there is a slight brown, but still clean enough looking to just muddy the feet feels like a much better solution (not to mention that they will look a lot better).

Got Light Bulbs

So finally got around to getting some light bulbs for those two small lamps, so with any luck I can build the set-up and test out photographing miniatures again. I'm over due for some uploads, so with any luck I might get some shots done Friday (medical appointment tomorrow) so here's hoping I might be able to get something up by next week.

A Reminder of 90's Classics

So by pure chance I stumbled upon this clip when trying to catch up on some of the past episodes on Channel Awesome and it just brought back some nostalgia (I find this clip is funny, if a little dark).


I love animation and I love voice acting, so to see voice actors still doing their characters voices fills me with...what do you call it...some kind of positive emotion. If only I could remember what people called it. Joy, was it?

To be fair, I loved watching the Steven Spielberg Present's animation series such as Tiny Toon Adventures, Animaniacs, Freakazoid .etc (loved these shows in particular) and there is no doubt that many will state that Animaniacs was the greatest of them all. I know we watched it often, but I also enjoyed a number of episodes from the spin-off show Pinky and the Brain (who had small episodes on Animaniacs until they got their own series). Having now been given a chance to go back and re-watch some of the episodes (had to look some online as apparently iTunes Australia only have Tiny Toon Adventures and the Pinky and the Brain series). If you do get a chance, try to look all these shows them up. If you like good parodies and references from the 90's then I highly suggest Animaniacs and Tiny Toon Adventures but also, there is also quite a bit of adult humor that tends to appear in these shows (Animaniacs above all it seems).


Heck, if you were to ask which character I liked the best from these shows I would be hard pressed as just about all of them are amazing, let alone just how great the voice acting gives these characters personality and life. I could go on, but I might better explain it in a future post or Animated Reflections article. That said, word has it Animaniacs is returning, though I won't hold my breath until it's out (partly cause I don't want to keep my hopes up and partly cause holding ones breath that long is just stupid).


Looking through my collection, I actually have the DVD of the movie Wakko's Wish and watching it again was great. I might do a quick Animated Reflections look at it in the near future as it is the perfect collection of the shows best characters, music and comedy and could easily be considered the closest thing to perfection for the Animaniacs series.

Go find these shows and watch them. Do it now. Stop reading this and go watch them, it is a life priority. 

Tuesday 27 February 2018

Death & My Death Faction - Second Thoughts

So this will probably be my final thought on this and I'll probably keep talking about my miniatures in the future more limited (unless I actually have photos). But anyway, looking at it a second time around, I wondered if I could look at what a better themed Death army would look like for me under the new Legions of Nagash rulebook and I think I've come up with a nice list (at least visual wise for me):

- Wight King with Baleful Tomb Blade (King Nicholas - General)
- Necromancer (Queen Judith)
- Vampire Lord (Lord Bartholomew)
- Vampire Lord (Lady Miranda)

- 30 Skeleton Warriors (spears)
- 30 Skeleton Warriors (spears)
- 5 Dire Wolves
- 20 Grave Guard (some say shields, some say greatblades. Still not sure what to pick).
- 4 Bat Swarms
- 4 Bat Swarms
- 1 Terrorgheist

(This brings the force to 1,990pts)

This works well with my Skeleton/Bat theme faction. I'm not too sure about the mud bases, but the feedback I receive is positive, so what I might do is mix in some stone slabs/ruins to add more flavour to it. I've also given names for each unit and have given each its own colour scheme so they all stand out from each other more among the rather drab bases. I would also use the Fenrisian Wolves from 40K as my Dire Wolves as they not only better suit the theme, but I feel they just look better over the rotting Dire Wolves of Fantasy. I would like better Bat Swarm models from GW, but then there are always negatives to that. I am still considering the model numbers in the ranks of Skeleton Warriors and Grave Guard to decide if I need to remove some to add Black Knights as they are a good offensive unit, but then having large block units with Heroes and Gravestones means I can heal them and keep the numbers high to hold enemies at bay. Still more though to be had on that.

Lore wise, I want this group to be free of Nagash's control and that the Skeletons do still have their own will and personalities, plus I want the Kingdom to be more friendly and noble, its rulers being good and just. I have a backstory in progress and have already relocated them to a distant part of the Realm of Ghur (Realm of Beasts). Here, their stone citadel guards over two clashing Realmgates. The first leads to the Realm of Shyish (Realm of Death) while the other leads to the Realm of Ghyran (Realm of Life). Both Realmgates are constantly bursting out energy, which are always conflicting with each other. Life grows and withers, one part of the fortress is cold and silent while the other has vines and flowers glowing with colour. Rain is a constant and the grounds surrounding the Citadel are thick with mud. The beasts of the land tend not to intrude on their land and the surrounding villages worship them as supernatural rulers, who emerge from the stronghold to battle the enemies that attack them. In return, the villages offer their blood in exchange for this protection (so as to keep Bartholomew and Miranda sustained), though this is done sparingly by the Vampires, who despise the Soulblight curse that was inflicted upon them. When not engaged in battles outside, the various warriors guard the Realmgates, for fear they maybe used to invade their home by those who wish them harm.

For the most part, I like where this is going, though if I'll ever get around to getting them is another matter entirely. As for the Allegiance, I am looking towards Legion of the Night as I feel it has the most theme going for it (well the name has anyway), but worse comes to worse, general Death can still work and leaves open the option to use Tomb Kings models (I imagine the Skeleton Archers man the walls, the Horse Archers patrol the area and the Tomb Scorpions possessed the tormented bodies of Nagash's Vampire minions, who are caught, drained, gutted and imprisoned in them to power the Scorpions who hide underground and emerge to attack those who trespass on the land near the Realmgates, both as a warning and a defense).

Wednesday 21 February 2018

Heartwood & Vengeance Eternal (Very Short Reviews)

So finally decided to return to looking at the various Warhammer stories once more, this time starting in the Age of Sigmar. Given that there hasn't been a huge amount of lore to explain everything, I find myself entering this with only a basic knowledge of AoS lore. As such, I'm starting off with a short story (also going to avoid spoilers, so it will be very short as I am a little rusty doing these again), so lets get into it.


I wanted to start with one that would peak my interest and I must say that I think I picked the right one off the bat. Heartwood is the story of a Branchwych called Nellas the Harvester and much of it is from her point of view. As war rages across the Mortal Realms, one such battle is taking place on Ghyran, the Realm of Life. Here we meet Nellas as her and her House (what is basically a community or family) as they do battle with a small army of Rotbringers, the deadly servants of the Plague God Nurgle.

Nellas is the soul survivor of this battle and she must take the lifeseeds from her fallen companions and return them too the Evergreen so they may be planted and new Sylvaneth be born. However, the taint of Chaos is not so easily defeated.

I actually really liked this one. I felt it gave me some insight into the Sylvaneth, but I also enjoyed the character of Nellas. The effect Nurgles blight was having on the Realm really brings to life just how dire their situation is and the plan they use to overrun the various Sylvaneth groves is quite cunning. The price for this one is worth it in my opinion and if you like Sylvaneth or Order in general then you'll certainly like this one.




Yes, mighty Grey Seer Skratchnsniff is back and.....WHAT! You return to new Warhammer and the first book you read has no Skaven in it. This is great-mighty insult, price must be paid, blood must be spilled. My vengeance will be swift like...like.....some really swift thing. Yes!

Oh no, that rambling fool is back again.
~Zargooran


OK Fine! You want something with Skaven in it, then I'll give you something with Skaven in it.



So here we have a short story introduction that you can get for free. The first book in The Realmgate Wars: Bladestorm series, this one is an introduction to the cast and their quest for the on-going series. Personally, I wasn't a fan of this one. For some reason, I just found myself not getting invested in the characters and the way the Stormcast Eternals are described (particularly in their deaths) felt like the stakes really aren't that high.

There is a fight with some Skaven which has some details (such as their use of ranged weapons), but beyond basic Skaven tactics, there really isn't much of a fight and even the Warlord was pointless in being there. They also take on some Orruks, but that fight also comes off as rather disappointing. There is some conflict between Lord-Celestant Bladestorm and Lord-Celestant Argellon, but that seems to be about the only thing that adds interest to this book.

Personally, I feel that if you are a Stormcast Eternal fan or someone who reads a lot of Space Marine novels and want some Age of Sigmar, then this might be a good start for you. As for me, there wasn't much here to get me invested into reading the rest of the series. This kind of story just isn't my thing I guess.



Oh har har. Have some Skaven killed in book and you think-feel satisfied. I demand one focused on servants of Great Horned Rat!

If it will get you off my back, then fine. That said, I think there is only one focused on them at the moment and both you and I know it isn't a Clan we like, but I'll do it.

Yes-Yes. Tremble before the might of all terrible Grey Seer Skratchn....wait, what did you mean by 'Clan we don't like'?
~Grey Seer Skratchnsniff    

Wyrd Miniatures Previews: 16th / 19th


So this one is for the Cult of the Burning Man and really adds to the horror theme that works well for these madmen. I'm still not sure about the eyes, they feel kinda off to me, though I really do like the head.


The next is a Grave Golem which I think looks alright. I like the tombstones and coffins, though I feel it should have more bones & stone and less dirt. That might be just me though.

Thursday 15 February 2018

The Return of Gotrek and Felix

So we have conformation that we will see the return of Gotrek and better yet, he is the same as he was when he left the Old World. He arrives in the Age of Sigmar with no idea what has happened to his world or what is going on. He hears stories of the Stormcast Eternals and believes he must now find Felix and reunite with him for his continued oaths.


I am actually excited for this one. Gotrek and Felix was the main reason I even looked at Skaven and given how they are a major threat to Grey Seer Thanquol, we might even get to see Thanquol appear at some point (though I suspect he may go completely insane when he learns his greatest foes have returned, as it the Chaos Gods were trying to torment him or something).

Regardless, I am very much looking forward to this.

The New Death Book and My Death Faction

So with the new Legions of Nagash book and the overall changing of the Death faction, what are my opinions of it and how will it effect my own Death forces.

First off, the Book and the four new Allegiances are great if you are one of those players who has collected a bunch of Vampire Counts/ Death over the last few years. It has certainly given Death a big boost as far as flexibility in combat tactics goes. The big change has gone from simply summoning models to giving these units the Summoned keyword, so most heroes can restore lost wounds to them just by being next to them. That said, it does separate them further from the Tomb Kings line and while I didn't expect their return, it only makes it harder to incorporate them into the main Death line. Actually, I was more disappointed with the lack of new units as I would have loved some more variety in areas like the Deathrattle or Deadwalkers. Then again we still have Bat Swarms, so I guess it still has that going for it.

It does feel like if you don't pick one of the main four Allegiances, then you may be at a bit of a disadvantage. They certainly changed it so that Black Knights and Grave Guard no longer count as Battleline in a Bonerattle Allegiance under the new Pitched Battles points sheet, nor do Vargheists count as Battleline in a Soulblight Allegiance (despite Soulblight getting some Allegiance rules), Nighthaunt Allegiance still have their Battlelines. Though if you have a Legions of Nagash force lead by Nagash himself, then he does get to count Grave Guard and the Morghast variants as Battlelines (which does make sense for someone as powerful as Nagash). There is some good lore and certainly his arrogance is showing just how much he has turned against the side of Order, believing all souls are his and to take them away is to steal from him (and those who are alive or dead who do not kneel before him and submit should be obliterated). It's very much what I expect from him by this point, though it is interesting to see that Mannfred and Neferata have forged their own Kingdoms based on their homes in the Old World (guess they wanted the fans of classic warhammer to still feel like these were still the Vampire Counts they knew and loved).

So how does it effect my current forces? Well, the changes to units means that until I get more current Death units, I may change a few things around. Certainly I can't pick one of the main four Allegiances as you can only use models from the book to field in them and I don't have anything close to that point. I am also currently debating if Queen Judith should still count as a Necromancer or if she should be a Tomb Queen and the armies General. If she does so, then I could either go for the Command Trait that increases the aura of the Heroes 'Deathless Minions' battle trait to 12" (from 6") or I could choose the one that makes her count as a Wizard and thus also granting her the spells Arcane Bolt and Mystic Shield. She also has a Command Ability where all Desert Legions get +1 to hit in their Shooting phase, which would bring the Archers and Skeleton Horse Archers shooting to being a 4+ to hit (the Archers unit also gets +1 to hit if it has 20 or more models, so as long as the unit stays at that level with the banners help, they would hit on a 3+). I feel that King Nicholas wouldn't benefit being the General at this point as the only unit I have that his Command Ability effects is a unit of 10 Skeleton Warriors with hand weapons basically. That said, he will still hold the Artifact, but it's a toss between -1 to hit to all non-Death units within 3" of him or the one where if he is killed on a 3+ he returns with D3 wounds and is replaces anywhere within 12" of his spot.

Any expansion of my Death faction will involve Skeleton Warriors (as they are a Battleline unit), Grave Guard, Black Knights, Fell Bats, Bat Swarms and a Terrorgheist, with the eventual goal of reaching the 2000pt mark and have all four of my leaders in the force. As for what could be carried over? I will still look at keeping the Skeleton Archers, Skeleton Horse Archers and the Tomb Scorpions. Not sure about the rest at this point, but that will be the current plan for the distant future of this army.

Friday 9 February 2018

Animated Reflections - The Legends of Treasure Island

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.

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).