Sunday, 11 August 2019

Animated Reflections - Footrot Flats: A Dog's Tale

Officially titled - Footrot Flats: A Dog's Tail Tale (cause the main character is the Dog and grammar isn't his specialty), this animated movie is based on the comic strip series by Murray Ball. Given this was a New Zealand venture with animation done in Australia and was released in the mid-late 80's, I would not be surprised if no one outside this region would have heard of it. I would also not be surprised if some of the humour is lost on those outside of this region as much of it is rural based from these regions.


Talking about a movie rather then a series is a little different for Animated Reflections, but this is one of those animated movies I did see as a kid and it does hold a special place for me.

The story is more a collection of situations that are forming around as the main story. It follows much like it does in the comics, situated in the fictional town of Raupo in New Zealand and the nearby rural property of Footrot Flats, owned by Wallace Footrot. Wallace may be the farmer (plus a massive Rugby fan) and one of the central characters, but the real star is his Boarder Collie, a dog called...errr...Dog. Known as 'The Dog' in the comic series, he does have an actual name, but he refuses to let anyone speak it.


One of Footrot's neighbours is a kind and friendly farmer nicknamed Cooch and his dog called Jess. In fact, there is a flashback scene that explains how Wallace got Dog, how Cooch got Jess and how Dog and Jess met, which is different from the one in the books, but can understand why it was changed to better suite it for a movie.


The other neighbour that Wallace has to deal with are the Murphy's, which consist of Irish Murphy and his two sons Hunk and Spit (yeah this movie prefers to use every ones nicknames, which I guess makes it more amusing and makes characters stand out more). Irish's main goal is to get Cooch's Stag, Spit is competing to get into the All Blacks Team (the national Rugby team for New Zealand) which is one of the parts as Wallace wants to impress the selector and Spit is going for the same gig. Finally there is Hunk and he is.....just there really. He's not too sharp so I guess they couldn't do much more with a character like that. The Murphy's also have a group of nasty pet dogs and there land is inhabited by their pigs, which are referred to as 'Croco-Pigs' due to the fact that they kind of act like aggressive Crocodiles.


Beyond that there as support characters like Wallace's Aunt Dolly, his niece Pongo and Rangi, a local boy who helps out on the farm (who is also a character who appears to be of indigenous decent, so glad that there was more acceptance of that here). Another character is also Cheeky Hobson, Wallace's girlfriend and someone who the Dog has no trust for what-so-ever. Finally there is Horse, a cat that lives in the area and is basically a total bad-ass who is usually moody. They all play parts in the story, but are limited due to what you can put into a movie (the more I keep watching it the more I feel like it would have made a great T.V. series). Oh, there are rats and one particular nasty one which when you see his is very over the top looking.


Animation wise, it is done in a style that matches the art style of the comics, which was a brilliant decision. The characters are outlined well with colour added to them (as can be noticed well in Pongo's hair with her pigtails having straight black lines like in the comics with orange colour in-between them). The backgrounds are done with lines and colour with things like scribbles and marks to make it look like the background of a comic strip. Movement is smooth most of the time (being hand drawn animation does mean there are issues from time to time, though you have to be looking for them to actually notice any) and rapid movement even has the added lines to show the movement like in the comic strips. I really like this style and would like to see more shows based on comic strips use this sort of visual style.


While I enjoyed the Soundtrack, I would completely understand if other did not. Produced by New Zealand musician Dave Dobbyn, the most famous song from this soundtrack is Slice of Heaven (which I do love). Other songs are more hit or miss for me, but the non vocal music I do enjoy (I do like Cooch's theme on the OST,). Not much more to say, so I suggest looking them up and seeing which ones appeal to you.

Overall, a great movie that I recommend, though it might not be everyone's cup of tea. Like I said earlier, this was one that I have seen multiple times growing up and has stuck with me. What I don't get is why I haven't seen it on television in some time. Happy to repeat crap movies over and over again, yet this gem never gets a shot, why? Anyway, go check this one out and have some fun.



Note:
So yeah, it's been a while since I've looked at anything and this seemed like a good step into getting back into the swing of things. Sorry it's not up to the usual standards, but its clear that mine were becoming more like critic reviews more then the reflections I wanted to write about. Might need to review a few more things until I can get this series right, hopefully I'll get it down pat soon enough. Also, sorry about the screen shots but only had a Blu-ray version and not a DVD version, so didn't have much for visuals for this one. Had to make do with what I could find, so hopefully I'll be able to get one down the track or a Blu-ray player for the PC, which ever one comes first I guess.

Friday, 9 August 2019

Researching While Down

So yeah, it can be very difficult to get things done, but my support workers are positive towards my ideas for a video show using puppets. Now that's all fine and well to talk about, but until you have things like a puppet in your hands, it can be depressing to keep going on a path where there seems to be no outcome other then failure.

As such, I tend to find myself just stuck in bed just watching Youtube vids on the T.V in my room, so I decided to really use that time to find videos on making puppets and boy there are some good ones. I admit that I have no real skill in that area and while I want to produce a group of advanced puppets, it might be best if I start off small and look at making more complex versions further down the path.

One such channel I found was an individual named Adam Kreutinger, who has some great videos on puppet making. While these are average puppet designs, they are a good starting point for me to begin working on. I must admit, I'm the kind of person who tends to need specific instructions when working on many things (either because I'm afraid to fail, I tend to forget or I'm just plain stupid) and I'm also a perfectionist who wants things to be perfect the first time around, so this is a very intimidating project to go into. More so cause the puppet designs are for anthropomorphic engineer rats (one good, one evil), a steampunk engineer mouse, a sugar-glider possum pilot along with various robot and alien creatures (with possible inclusions of others like my Bat characters or even Storm Spear/Corrupticus). I feel a character like Zargooran would be better served as a 3D model integrated into a scene via VFX, though perhaps a sort of Eye Pod/Growth on a wall could be a starter until that sort of advancement is made.

Ship wise I'm still stuck, though an Adam Savage video I saw of him making such things has given me hope that I can still do that (making 3D models and animations was one of my weaker aspects of my VFX course, though that was mostly in making more organic movement I guess). I'm a little mixed up now that so much has begun going through my head as I write this so I think it's best to leave it here and update this project later.

Monday, 5 August 2019

Up-coming Stuff

So I'm really trying to make an effort to get back into this whole writing thing again (cause as the last year has shown, my mental health makes it rather difficult to keep updates regular). As such, I have decided to focus on a few things I'd like to post over the next few months and hope I can at least do that. So here they are:

+ Malifaux 3rd Ed Rulebook Review. May hold off on for a bit until I get a chance to get some gaming experience or review some battle reports to see how the new rules really work.
+ My Life with Mental Illness (a post by post section where I just write about my experiences and thoughts in order to both help myself and to help others without it to better understand what it's like living with it).
+ Animated Reflections: Footrot Flats.
+ At least one Warhammer novel review (and this one is purely for the gag I last left off with)
+ Uploads of photographs of projects I've done and am working on (including the last part of that Burrows and Badgers Warband section).
+ GW in-store painting competition. I withdrew due to my mental health issues

I think this is a good start, just hope I'm not digging myself too deep with this lot. Can be hard sometimes, so with luck I'll get all these done over the next few months (I really want to get most done over the next few weeks, but I'm giving myself a few months due to the unpredictable nature of my mental health).

Saturday, 3 August 2019

Thoughts on Warcry

So today I gathered my nerves, swallowed my Valium and went into my local GW store today to give the skirmish game Warcry a go. The results:

It was a lot of fun.

I not only got taught how to play, but was taught by some gamers/customers, who were both nice and fun. The game had my Gloomspite Gitz vs his Fleash-Eater Courts, the mission was board quarter control and I lost the game 2-3. I learned a lot about how the game works, how my faction works and the mistakes I made.

As far as a skirmish game goes, it is still somewhat basic, but mistakes early on can cost you down the road. So I guess it's best to talk a bit more about it.

Warbands have a set point value (usually 1,000pts) with one champion model being chosen to be your Leader. Stronger models have a higher point value while weak ones have a lower point value (so some factions can have the option to have few but strong or lots but weak). The stats of each model type have been reworked for this game, so looking at a models Warscroll is pointless if you want to see which ones are best to pick (a bit more on stats later on).

So for example, my Warband consisted of:

+ Boingrot Bounderz Boss (Leader)
+ Boingrot Bounderz
+ Squig
+ Squig
+ Squig
+ Squig Herder
+ Stabba with Barbed Net

Total Points: 995pts

This brings us to the turns. Each turn both players roll six dice. Numbers that are double, triple, quadruple get set aside while single numbers are used to determine who gets initiative. So say player one rolls 3,3,4,4,5,6 and player two rolls 1,2,2,2,4,6. Player one has rolled two sets of doubles and two single numbers, while player two has rolled a triple and three singles. Because player one has two singles and player two has three singles, player two wins initiative and goes first that turn. Should both players have the same number of singles, then a roll off occurs to determine who goes first.

But those doubles, triples and quadruples are still needed as they are used to activate abilities (both general and faction specific). One good example of this was in Turn 2 of the game I played, where I rolled three doubles and during that turn both of my Squigs were under attacked by one of the larger Fleash-Eater monsters (a Crypt Horror I believe). I used one of my doubles to active an ability which added 1 to my Attack and Strength characteristic for that models activation (he had to be within 1" of a friendly fighter which was the second Squig) which gave that Squig 5 attacks at Str 6, which increased the amount of attacks and hits I could place on that enemy. After he activated a Ghoul to come in and attack the second Squig, I activated that second Squig and since he was both in base range with his buddy Squig and the Horror, I used another double I had to use that same ability on that Squig and after that fight the Horror was no more.

That's not to say having them can be beneficial all the time, as in Turn 3 I had a triple aside and had no real way to use it in the game that would help and so it was wasted that Turn.

Combat is simple, with there being combat range (usually 1"- 3" for melee, with range attacks being 3"+). Your attack characteristic is the number of dice you roll to attack, Strenght and Toughness are used to determine if you attack wounds or not with a roll of 6 always being a critical hit (so if your Str is higher then their Tough you need a 3+, equal Str/Tough is a 4+ and if Tough is higher then your Str it's a 5+). There is also a damage stat shown as X/X (X being a number). This is your average damage and your critical damage, so to use the Squigs again, they have a 2/4 stat, with 2 being the damage you deal on a normal hit and 4 being on a critical hit. You then add these all up in a fight to determine how much damage you will do.

So lets do another example: You attack with you model that has four attacks attacks against a model with the same toughness as your strength and you damage value is 2/5. You roll a 3,4,4 and 6, so you have made two normal hits and one critical, so your damage is 0+2+2+5 for a total of 9 wounds to that model. Simple, but I found that when most models have a more equal Str/Tough can make more tension in a fight (better when someone decides to use an ability to shake things up).

Man, this is sounding more like a review then an experience. So back on topic, the game itself lasted around 20 - 30 minutes, give or take the learning curve. Short but fun, which is what I seem to like these days. I imagine more factions will be included as new faction releases happen and I can easily see this game having campaign expansions in the future. While you can just have the rulebook and a faction card pack or so, much of the campaign section has a layout for setting up the terrain what comes in the starter box, which can be confusing. I'm sure there are ways for everyone to go around this (given they are selling other terrain box sets to go with it), so I'll wait a bit longer to see how that one goes.

If you are interested in this game, I highly recommend either going into a store and ask about a demo game to teach you or look up various Age of Sigmar channels on Youtube to see games played and determine for yourself if the game is more suited to you (I remember one of the staff saying that 40K Kill-Team was more about harder to kill models while Warcry is all about getting in and killing).

Speaking of the staff, big thanks to the Warhammer Brisbane CBD store staff for doing their best to make me feel as comfortable as they could and a massive thanks to the two gentlemen who played and taught the game with me, it really made my day (because being in a small crowded store full of talking people is terrifying for me due to my mental health issues. Planning on writing a series to explain my life with it so that it might help people understand some of the issues we have).

Sorry for turning this into a bit of a ramble, but I had fun playing the game and enjoyed the day (a rarity, but still good).

Friday, 2 August 2019

Thoughts on Gremlins in M3

So having read though the Malifaux 3rd Edition Gremlins stat card pack and compared them to the ones I already own, I have a few thoughts that I'd like to bring up about them.

The first major thing I noticed is how the Gremlins have had their 'Risk vs Reward' reduced in exchange for more stability. This can be noticed as defensive stats and abilities have been improved, but things like the trigger that does double damage but they take half is now gone. On the one hand, I feel somewhat saddened that this fun little mechanic has been nerfed into the mud, but on the other hand is has made a number of Gremlins more sustainable and more likely to be chosen again.

Also, much like all the other factions, the limited upgrade options don't add too much to the crew (save for Jones and Ophelia), so I feel that at this point in time, the loss of some of the more popular upgrades seems a bit disappointing, though no doubt will see more come out in the future as the game progresses. The Keyword thing is also a bit of an issue (it does muck up some of my options when playing certain factions), but I guess with the Masters I own, that really isn't a huge deal for me.

Speaking of which, while I'm not too familiar with some of their masters, I do own three of them and so will give my quick thoughts on them (I'll update this when I get around to testing some options and combos out):

Ulix Turner:

Ulix no longer breeds the pigs anymore (but Hog Whisperer's and Slop Hauler's can summon Piglets), but in exchange he can now take a pig and upgrade it to a higher variant. So say you get one of the above mentioned models to summon a Piglet, Ulix can then upgrade it to say, a Wild Boar (assuming he can get the casting off). As such, you can still do the whole Pig breeding mechanic, it's just that how it's done is now different (so if you did play that style then you'll have to change your tactics a bit). If Ulix is used as the crews Master, then he also has the Pig keyword for the purpose of hiring pigs, so his crew is still very much a pig focused crew (and even in smaller games, Old Major can still lead a pig only crew, which I just love).

Ophelia LaCroix:

The Kin have returned and they are sporting to be a bit more competitive against the Ortega Family (Given their rivalry in the lore). While Ophelia herself still have the upgrade arsenal mechanic, it's her Kin that have had the real change, with the above mentioned Risk vs Reward exchanged for a more stable style of combat. I think this change was meant to better reflect the mastery of weapons taught to them by Ophelia and I can see them working much stronger together as a result. They are even getting Kin minions just like the Ortega's, so I expect to see these two families do battle with each other more in the future.

Mah Tucket:

I think the loss of upgrades for Mah and her crew took a bit of a bite out of them, but their compensation was to make their crew box set much more appealing. They still have many of the abilities to help boost both the crew and their turn initiative, but the biggest boost comes in the form of pit traps and the Bushwackers. In just a few turns you can set up a few pit traps to force your opponent into trying to decide if they want to risk the damage or just go the long way around and the Bushwackers themselves now benefit from being hidden until the enemy gets close enough, making them much more deadly. Can easily see this crew being more of a 'holding out or holding position' mission type, forcing their enemy to move in to avoid ranged attacks only for Mah herself to give them what for. Trixiebelle herself no longer has any sort of attack and is very much used for manipulating things more then she once did (but if you have a powerful character kept next to her, she can use a type of attack action to make that model attack her enemy instead, so there is a benefit to giving her a personal bodyguard).

Overall, I do like what has become of the Gremlins as a faction and I will talk more about them in a bit more detail in the future (along with some of the other faction crews I own). That said, I best review the M3 Rulebook first before we go any further into factions, so look for that very soon.

Sunday, 28 July 2019

Malifaux's Lucas McCabe Updated and Theory

So I'm a little behind, but yeah, recently they updated the character of Lucas McCabe from just being Ten Thunders in M3 to being duel faction with the new Explorer's Society faction.

Now apart from the fact that the lore behind McCabe makes sense to be part of an exploration faction, this might also be part of change to make new faction based models so that owners of The Wild Ones nightmare box set.

Just speculation, but I really do hope this is the case as it would give me a reason to expand his crew now that all my Guild models are now useless to use with his crew.

Friday, 26 July 2019

Sooo....OK

If you have read my reasons for the lack of updates then you already know the drill, but if you are not then let me give the short of it.

I am classified as Disabled due to my Mental Illness (Depression, Anxiety, PTSD etc), a condition that affects my ability at life. I tend to have highs and lows and oh boy, mid June to late July has been one hell of a low. Top it off with a recent serious family related issue and yeah, we have a lack of work done here. Using a Desktop PC doesn't help (I'd probably get more done with a laptop due to the convenience in getting going during low times). I do have support services and health professionals, but even they are limited in how they can help in my darkest times. Perhaps in the future I can write a series of articles better explaining my experiences with it in the hopes it can help others better understand what some people are really going through, but anyway:

So what has happened Project wise then?

Burrows & Badgers Warband is complete. Just need a good shot and I can upload with the second part of the articles. On top of that, I have also looked at add-ons and have got a Beaver done and a Kingfisher bird to do. More on that later.

Nothing has happened with Moonstone other then the basing and priming. Like wise, same for Malifaux, though I do want to talk a bit more on some of the recent changes to it later.

Games-Workshop has been a big hit or miss. However, I will try to focus on the positive. I have entered the Everchosen, though my single miniature category is a 40k Death Guard Plague Zombie thingy (which looks meh, but it was the best of the bunch) and for the Open category I have entered a 40k Death Guard Myphitic Blight-hauler (aka, the rust bucket). I'll try to get shots up tomorrow night along with the feedback that I will be requesting (one can always improve, despite my skills slipping backwards).

Update:

So the results are in and while the Plague Zombie didn't make the cut, the old rust bucket (as I now refer to my Blight-Hauler) got the Gold for my local store. Has no chance in the bigger scheme, but then it may have won by default (since I don't think anyone actually entered the Open Category in the store). As such, I've linked their photos of it here:


On the other hand, next week see's the release of Warcry and I've been invited to bring in some of my Gloomspite Gitz to form a Warband and have a go, so I might practice some more calming techniques to help go in and give it a go.

This has been the first painting comp I have entered in years and while I don't expect to pass the store round, it is the first step in getting myself back into the community again. So much so, that I have put my name down to enter a store only competition in August, which you go in with a primed model and spend the day painting it and at the end they choose a winner. As such, I will be doing a Nighthaunt Lord Executioner (with some slight conversion), so this is another big step.

Video's and Puppets are on hold, though slowly writing ideas down so hopefully more on that in the future.

I did want to start posting again, more so with thoughts and opinions on things, along with some shorter reviews/Animated Reflections until I can work my way back up to where I was before. I'll try to avoid most of the negative topics, but there are some things that I do want to address in some posts.

With luck, should see a slight increase is posts soon.

Hopefully.

Probably.

Maybe.

....