Friday, 26 February 2016
Here comes the Bacon!
So this was a set I wasn't aware that was coming out until the latest newsletter and I'm sort of glad that it is. I had considered getting Sammy LaCroix, but the who summon Stuffed Piglet was a problem since they didn't have any yet. This set gives a nice supply along with a few games to play and I'd even give one of those Taxidermy grems a shot. It's suppost to come out around April, so gives me some time to consider getting a box.
Sunday, 14 February 2016
End of Tomb Kings
So the word going around now is that Games-Workshop......oh, I'm sorry......'Warhammer' is goin..
No, let's start with that shall we. This whole 'we're recognised by our product Warhammer so we're going to go by that name now' is a little misleading in my opinion. First off, when I think of Warhammer, I think of Warhammer Fantasy and given that their main product is 40K (and yes, I call it 40K and not Warhammer 40K cause most players refer to it as simply 40K) it just feels like another slap in the face to Fantasy fans. Yeah, I know it was more because people kept mistaking it for selling video games or other non-GW games and so wanted to change it to fix the confusion. Still say it was an unnecessary change.
Anyway back on topic....
So Tomb Kings is going to have it's line discontinued now that all Undead are clumped together as a single generic faction. As someone who owns Tomb Kings I do find it sad, though I'm not at all surprised. That said, I feel that at this point in time, this is a bit of a mistake. See, the thing is, a lot of Fantasy (or the old Age of Sigmar as they seem to be) are still being bought by customers wanting to play other games. Kings of War or the fan made Warhammer Fantasy 9th Ed are the main reason these miniatures are being bought, so discontinuing faction forces by a company who claims they just 'make miniatures' just comes off as contradictory and financially stupid.
And yes, I know they want to push their Age of Sigmar, but so far the stuff that's coming out has yet to impress me and the cost is just mind boggling for some of these miniatures. Hell, still wondering why they make these giant kits that are very expensive and don't produce more smaller, more affordable ones. That just makes more business sense to me.
No, let's start with that shall we. This whole 'we're recognised by our product Warhammer so we're going to go by that name now' is a little misleading in my opinion. First off, when I think of Warhammer, I think of Warhammer Fantasy and given that their main product is 40K (and yes, I call it 40K and not Warhammer 40K cause most players refer to it as simply 40K) it just feels like another slap in the face to Fantasy fans. Yeah, I know it was more because people kept mistaking it for selling video games or other non-GW games and so wanted to change it to fix the confusion. Still say it was an unnecessary change.
Anyway back on topic....
So Tomb Kings is going to have it's line discontinued now that all Undead are clumped together as a single generic faction. As someone who owns Tomb Kings I do find it sad, though I'm not at all surprised. That said, I feel that at this point in time, this is a bit of a mistake. See, the thing is, a lot of Fantasy (or the old Age of Sigmar as they seem to be) are still being bought by customers wanting to play other games. Kings of War or the fan made Warhammer Fantasy 9th Ed are the main reason these miniatures are being bought, so discontinuing faction forces by a company who claims they just 'make miniatures' just comes off as contradictory and financially stupid.
And yes, I know they want to push their Age of Sigmar, but so far the stuff that's coming out has yet to impress me and the cost is just mind boggling for some of these miniatures. Hell, still wondering why they make these giant kits that are very expensive and don't produce more smaller, more affordable ones. That just makes more business sense to me.
Saturday, 13 February 2016
Malifaux: Why No Gremlins?
So something that I've noticed since taking up Malifaux is there are plenty of battle reports (if you know where to look), but very few of them have Gremlins as a played faction. So why is this? Having looked around on the Internet a bit, I have come to a few conclusions and so I'll give what I believe are some of the reasons that Gremlins aren't as popular and try to put a positive spin to help to give those looking at these crazy hillbillies as an option a better understanding (This may end up in multiple articles/parts).
By this I don't mean the normal risk vs reward stuff, but the ones that are more unique to this faction. By this I am referring to Reckless, Triggers and Control. So lets start with Reckless.
Reckless for a number of Gremlin characters is the ability to take one wound in exchange for one extra action point. Now at face value this looks amazing....and it is. This only becomes a problem in that you have to know when to do it. One of the Gremlins biggest problems is it's lack of survivability (and I'll get more into that when we get to Triggers), so simply spamming this each turn is going to get those models killed. Worse still, the cheap Bayou Gremlins have Drunk & Reckless, which does two wounds for a single action point instead of one. With only four wounds, this is a big risk. With all that said, learning when to use this ability though playing games is the best way to master it. Sadly, this is one of those abilities that is difficult to come up with a solution for as this is very heavily situational. Just remember, the Reckless ability is very useful to help with last minute plans, which can make or break a game. Helpful tip, a Slop Hauler can also work well, taking a wound to move near a model so that they can spend their normal two action points to use their healing ability.
Now Triggers work a little differently. The one that I'm going to focus on here is Dumb Luck. Dumb Luck simplified, is when you deal double damage, but take half the damage dealt yourself.
Example: Gremlin hit a Silurid and got the Dumb Luck triggered, scoring four damage on him. That Gremlin would then take two damage in return.
This is a little risky, but it becomes even more so if you happen to do severe damage, which can range from six to eight damage, but the risk of taking half of that could remove a models health by half or even get them killed. As mentioned above, a Bayou Gremlin has four wounds and Drunk & Reckless can take two of them just for a single action point, but they also have to declare triggers, meaning a single Dumb Luck can also kill them. Now the upside to this is that this is very useful to finish off annoying models or even stopping full victory points for schemes like bodyguard (getting them under half health). This is also great if your guy is down to one wound and you know he's going to die, so you can sacrificing him and deal good damage or even kill and opponent.
Now Control is the last one and in some cases ties into the two above. This tends to focus more on the creatures like Pigs, whom if not within two inches of a Gremlin go out of control. Now a Ulix themed crew might have things like Old Major and Penelope who have good control auras, but in any other force you may need Hog Whisperers just for such auras, whom sadly have poor survivability. Not much more I can say on this (honestly, it's my fault for not writing down the ideas for this one, had a much better explanation for this), just remember to keep your control models withing control range at the end of the turn, so that at the start of the next one you can still maintain that control.
So the big worldwide campaign has come and gone, but the campaign rules in the Shifting Loyalties book are designed for any campaign. It was during this big event that Gremlins sort of fell away and this was partly due to lack of time for people, but for others it was because they felt their crew Henchman leaders couldn't compete with other factions. So here are a few suggestions for Gremlin Henchman leaders for campaign games:
McTravish: Well, he's more of a Human then a Gremlin, but one thing he isn't is a push over. I recommend getting a Bayou Gator just to keep near him for the bonus he gets for his Hunting Rifle and in return he can provide some cover for the Gator. He has both a great melee and range attack and can also remove scheme, scrap and corpse markers, which can screw over enemy crews.
Mancha Rojo: While he lacks range, Mancha is a melee monster and while he has a good defence and a nice set of wounds, his Hard to Wound ability means a negative flip on damage. Keep him near impassable terrain to give him a nice charge range.
Sparks: While his defence and wounds aren't as great, he does work well if you have some survivors and mechanized prokchops in the crew, even better if you know your opponents will be using constructs and scrape markers. Haven't seen much on this guy yet, so as yet I'd still put the above two over this guy (at least for now).
So that's this article for now. I'll try to update it or even rewrite it once I know more (like how to write article for startes).
The Risk vs Reward Issue
By this I don't mean the normal risk vs reward stuff, but the ones that are more unique to this faction. By this I am referring to Reckless, Triggers and Control. So lets start with Reckless.
Reckless for a number of Gremlin characters is the ability to take one wound in exchange for one extra action point. Now at face value this looks amazing....and it is. This only becomes a problem in that you have to know when to do it. One of the Gremlins biggest problems is it's lack of survivability (and I'll get more into that when we get to Triggers), so simply spamming this each turn is going to get those models killed. Worse still, the cheap Bayou Gremlins have Drunk & Reckless, which does two wounds for a single action point instead of one. With only four wounds, this is a big risk. With all that said, learning when to use this ability though playing games is the best way to master it. Sadly, this is one of those abilities that is difficult to come up with a solution for as this is very heavily situational. Just remember, the Reckless ability is very useful to help with last minute plans, which can make or break a game. Helpful tip, a Slop Hauler can also work well, taking a wound to move near a model so that they can spend their normal two action points to use their healing ability.
Now Triggers work a little differently. The one that I'm going to focus on here is Dumb Luck. Dumb Luck simplified, is when you deal double damage, but take half the damage dealt yourself.
Example: Gremlin hit a Silurid and got the Dumb Luck triggered, scoring four damage on him. That Gremlin would then take two damage in return.
This is a little risky, but it becomes even more so if you happen to do severe damage, which can range from six to eight damage, but the risk of taking half of that could remove a models health by half or even get them killed. As mentioned above, a Bayou Gremlin has four wounds and Drunk & Reckless can take two of them just for a single action point, but they also have to declare triggers, meaning a single Dumb Luck can also kill them. Now the upside to this is that this is very useful to finish off annoying models or even stopping full victory points for schemes like bodyguard (getting them under half health). This is also great if your guy is down to one wound and you know he's going to die, so you can sacrificing him and deal good damage or even kill and opponent.
Now Control is the last one and in some cases ties into the two above. This tends to focus more on the creatures like Pigs, whom if not within two inches of a Gremlin go out of control. Now a Ulix themed crew might have things like Old Major and Penelope who have good control auras, but in any other force you may need Hog Whisperers just for such auras, whom sadly have poor survivability. Not much more I can say on this (honestly, it's my fault for not writing down the ideas for this one, had a much better explanation for this), just remember to keep your control models withing control range at the end of the turn, so that at the start of the next one you can still maintain that control.
Shifting Loyalties Campaign
So the big worldwide campaign has come and gone, but the campaign rules in the Shifting Loyalties book are designed for any campaign. It was during this big event that Gremlins sort of fell away and this was partly due to lack of time for people, but for others it was because they felt their crew Henchman leaders couldn't compete with other factions. So here are a few suggestions for Gremlin Henchman leaders for campaign games:
McTravish: Well, he's more of a Human then a Gremlin, but one thing he isn't is a push over. I recommend getting a Bayou Gator just to keep near him for the bonus he gets for his Hunting Rifle and in return he can provide some cover for the Gator. He has both a great melee and range attack and can also remove scheme, scrap and corpse markers, which can screw over enemy crews.
Mancha Rojo: While he lacks range, Mancha is a melee monster and while he has a good defence and a nice set of wounds, his Hard to Wound ability means a negative flip on damage. Keep him near impassable terrain to give him a nice charge range.
Sparks: While his defence and wounds aren't as great, he does work well if you have some survivors and mechanized prokchops in the crew, even better if you know your opponents will be using constructs and scrape markers. Haven't seen much on this guy yet, so as yet I'd still put the above two over this guy (at least for now).
So that's this article for now. I'll try to update it or even rewrite it once I know more (like how to write article for startes).
Monday, 8 February 2016
Wyrd's Lucky Emissary Preview
Again, sorry for the lack of updates. I hope to give a propper explanation for that soon. In the mean time, I manage to miss one of a preview that I've been waiting for:
This, the Lucky Emissary. If you know my love for Skaven and their strange techno-science contraptions, then you'll understand why I love this so much. An Emissary is an evolution of the characteristics of the faction that an Effigy was sent to study and the Lucky Emissary just shows off the wacky aspects of the Gremlin faction. I can't wait to finally get my hands on this one.
This, the Lucky Emissary. If you know my love for Skaven and their strange techno-science contraptions, then you'll understand why I love this so much. An Emissary is an evolution of the characteristics of the faction that an Effigy was sent to study and the Lucky Emissary just shows off the wacky aspects of the Gremlin faction. I can't wait to finally get my hands on this one.
Wednesday, 20 January 2016
2016 Update
So a quick update, in which I once again appologise for not uploading in a while.
Truth is, my depression and life in general has not gone well. As such, a lot of things have just stopped. Not gone, but just stopped. I will try my best to get something up within the next few weeks as there is a bunch of stuff I'd like to upload and things I want to talk about.
Hopefully sooner rather then later.
Truth is, my depression and life in general has not gone well. As such, a lot of things have just stopped. Not gone, but just stopped. I will try my best to get something up within the next few weeks as there is a bunch of stuff I'd like to upload and things I want to talk about.
Hopefully sooner rather then later.
Tuesday, 10 November 2015
Malifaux Battle: Episode 2 - The Masters Arrive
So this is the second Malifaux battle summery for this blog and from this battle there is still so much more to learn. Again, the terrain ain't so good, the photos aren't the best and the Ten Thunders haven't been painted. So let's get down to it.
We chose a 30 Soulstone battle and got Flank deployment. The strategy was Reconnoiter, so each turn after the first you get 1VP if you control two or more table quarters at the end of each turn (you need more models then your opponent). Needless to say, we still screwed that up. The five schemes to choose from were the usual A Line in the Sand, then Assassinate, Bodyguard, Take Prisoner and Plant Explosives. I believe we both took Assassinate and Bodyguard.
So once again it's my Gremlins vs my brothers Ten Thunders. I have done some study on my models and have used most of them before, where as my brother is using his for the first time and so hasn't had experience with them.
We chose a 30 Soulstone battle and got Flank deployment. The strategy was Reconnoiter, so each turn after the first you get 1VP if you control two or more table quarters at the end of each turn (you need more models then your opponent). Needless to say, we still screwed that up. The five schemes to choose from were the usual A Line in the Sand, then Assassinate, Bodyguard, Take Prisoner and Plant Explosives. I believe we both took Assassinate and Bodyguard.
Crews
So once again it's my Gremlins vs my brothers Ten Thunders. I have done some study on my models and have used most of them before, where as my brother is using his for the first time and so hasn't had experience with them.
Gremlins (Zargooran)
Ten Thunders (Vegemus)
Set-up
So as you can see, I'm now using the Swamp mat from Frontline gaming's F.A.T mats and am slowly building up some more terrain in the form of rough hedges and I'll get a tutorial on how I make them soon. The Dragon was picked up from one of those 2 dollar stores and I'm hoping to get a block to place it on and turn it into a statue or a tomb. Back on track, I'm on the bottom corner while my brothers at the top. Not much to say.
End of Turn 1
We all moved. Not much more to say really. The Ten Thunders stuck closely to cover (which is why you can't really see them). Misaki took to the gallows, two Torakage went into the burnt ruins while the third took to the fence/hedge while Ototo hid near the chapel. Rapheal and Francois hid in the forest, both the Bushwacker and Rami took up better firing positions and Mah foolishly ran off too far.
End of Turn 2
What went from a quiet walk turned into pure mayhem. The Bushwacker moved in for a batter show and got ganged up on by Ototo and Misaki, a major mistake on my behalf. I moved Mah back to better protect her as I realised that my brother could have had Assassination and the Torakage moved in. It was a walk fest as the two Torakage moved into combat range.
End of Turn 3
My brother used a Soulstone to get the initiative and so we ended having a Master vs Master free for all took place with wounds flying and poor attack flips. Misaki took a large number of wounds and both Mah took a couple in return. For all that however, the real fight was at the forests edge, with Francois taking some wounds and squealing away, with the Torakage ninja flipping after him. Rapheal, took enough wounds and had Poison+1 and looked grim. The wounds did activate his ability to use reckless without taking a wound and his first two wounds failed to really damage him, but then his third hit and I triggered his ram. The damage flip was good and so the double damage killed the Torakage, but killed Rapheal in return.
End of Turn 4
Sadly, Misaki fell, but both Mah and Rami had taken more damage (Rami had failed both to disengage and to heal). Likewise, Francois managed to end the Torakage threat and just in time as with Turn 4, both of us revealed Bodyguard, though my Assassination kept me in the lead.
End of Turn 5
The final turn of the game didn't go well for the Ten Thunders as they focused heavily on ending Mah in a last minute shot for victory. Burning the remaining Soulstones to reduce damage kept Mah in and Rami managed to escape the combat, but couldn't risk shooting into combat for risk of hitting Mah. As such, I couldn't remove the remaining Torakage to get any more points. Francois moved up, but was basically useless by this point and so whistled a happy tune (as best as he could anyway). As the we flipped to see if the game continued, the cards of fate chose to end the game. The Gremlins were victorious.
Aftermath
So the game was over, but even before it had ended we were discussing what we could of done better. My brother felt if he'd known more about the effectiveness of Soulstone damage reduction he might have not burned his so quickly (he wanted to get Misaki's ability available as soon as he could). I felt he held Ototo back and should have got him into combat instead of being too cautious. There were also a few rules we were confused on, though I have since looked them up and now know what to do.
I myself have felt I'm not using my characters right. Running Mah and the Bushwacker in too quickly was a serious error and I was too focused on the Strategy and it cost me early on. I've also had little luck with both Rami and Rapheal and may consider changing them out in my next game. Also, the Dirty Cheater upgrade looks very nice on paper, but in all the games I've played I have rarely benefited from it due to not having the cards to cheat or risking worse if I did. I'll still stick with it, but it really relies on you having the right cards (though to be fair to my bro, Misaki's insta-kill also needs the right cards in hand, so I guess our game was even in that regards). No doubt things will improve for the Ten Thunders once my brother gets a few more miniatures added to his collection.
Tuesday, 3 November 2015
November Project Updates
So the final month of Spring is one and Summer is just around the corner and to prove the point, the bloody heat has kicked in. Damn I wish it was freezing right now. Anyway, trying to focus on fine details is a bit problematic due to the needing of better light, but it also brings in the heat. Am trying to find a solution to this problem.
That said, I'm making some rather unkempt hedges at the moment and (with any luck) should get a tutorial up for them soon. I'm also finishing the final touches to a number of Gremlins while working on the Outcasts. The Neverborn and Arcanists are on hold for the moment until I can get their bases done.
Still have a number of GW and Mousling projects that are mostly done, but still need to finish them off. Hoping to get one or two of them done this month. Also should get another article or two written up, though whether you agree on my thoughts on them or not will be up to you to decide when I get them out, so look forward to that.
That said, I'm making some rather unkempt hedges at the moment and (with any luck) should get a tutorial up for them soon. I'm also finishing the final touches to a number of Gremlins while working on the Outcasts. The Neverborn and Arcanists are on hold for the moment until I can get their bases done.
Still have a number of GW and Mousling projects that are mostly done, but still need to finish them off. Hoping to get one or two of them done this month. Also should get another article or two written up, though whether you agree on my thoughts on them or not will be up to you to decide when I get them out, so look forward to that.
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