Painted Witch Aelves

Here are some Witch Aelves, the start of a burgeoning force of Daughters of Khaine for GW’s Age of Sigmar game. Appetite for Age of Sigmar seems to wax and wane somewhat at Chateau Argentbadger and I’ve actually ended up giving away the Slaanesh Daemons I had painted to a friend. So when excitement started to build again I treated myself to a couple of boxes of Daughters as they have extremely nice miniatures. Regular readers, if there are any, will know that I’m a sucker for a dynamic sculpt so an army of dancers seems like an easy sell to me. In game these are the basic troops available to the faction. With no ranged weapons there’s not much choice but to throw them right down the other side’s throat at the first opportunity. This suits my preferences nicely and has been fairly effective in a couple of games. The Witch Aelves are all attack and no defense (fittingly, considering that their choice of armour is that fantasy staple: the chainmail bikini) and I’ve lost the whole unit a few times simply by allowing the other unit to attack them before I could get my swings in.

These first three are the command group. I have to admit that it’s not super-clear who is meant to be the champion but we finally worked out that it is the Witch Aelf shown here in the centre on the basis that she has the biggest hat and the fanciest knives.  The lighting is showing the skin up as a bit shinier than it really is but I’ll put that down to bad photography rather than bad painting.  The white hair is part of my ‘vision’ for the force – how I imagined them looking even when I was buying the kits.

The light blue brings a nice bit of colour to the unit along with the bright white hair.  I thought about doing the gloves and leggings the same colour but decided it would be too bright.  If this army lasts long enough in my attention to require a second unit I’ll probably go with red cloth to differentiate between them.

I feel that the bronze armour gives a bit more contrast with the skin than my other choice which would have been the steel colour of the knives.

Finally, the unit all together.

Next on the painting table: Troll Whelps (again).

Categories: Age of Sigmar, Painting and modelling, Warhammer Fantasy Battle | Tags: , | 2 Comments

Painted Stone Scribe Elder

The chap is the Stone Scribe Elder for my Hordes Trollbloods army. He’s the Command Attachment for the Krielstone unit I painted a while ago. Having a Stone Scribe Elder keeping the Krielstone bearer company allows some additional benefits for being under the Krielstone aura; you get to pick one of the three each turn. Firstly is more strength – obviously this is the simplest one and therefore the one I use most of the time. Second is making Incorporeal enemies stop being Incorporeal so that they can be it with normal weapons. I can see that this would be useful if I faced those types of armies, but it hasn’t come up for me. On the plus side, it has an amusing name of Spirit Chaser (a pun since part of the Trollblood story is that they really love to get drunk). Finally I can choose to put out fire and other continuous effects on the rest of my army. In theory this sounds good but in practice I find that my little dudes are already dead from whatever applied the fire and the big ones don’t really care much about another low-POW damage roll.

I enjoyed painting the Stone Scribe Elder; he’s covered in various scrolls, belts, lockets and other kinds of bling that meant it took ages to complete the job. The green clothes are to match the rest of his unit, although since I’m limited to one of each in any army it doesn’t matter much apart from aesthetically.  I do find the way that the cloak billows out rather odd since there’s no movement at all in the rest of the miniature; perhaps that beatific expression is due to a particularly satisfying fart.

Next on the painting table: Witch Aelves.

Categories: Hordes, Painting and modelling | Tags: , | 4 Comments

Painted Troll Whelps part 1

Here are a set of Troll Whelps to go in (surprise, surprise) my Hordes Trollbloods army. They’re a bit odd, both in terms of fluff and rules. Ruleswise, Whelps are considered Solos even though they can only be taken in sets of five. They rarely start on the table and don’t have any attacks. Instead, Whelps can be ‘shed’ by Warbeasts when they take damage and then eaten later to either heal damage or remove excess Fury. In terms of how this relates to the story, I have no idea. Presumably Whelps don’t literally fall out of damaged Trolls so I assume that they’re meant to ride them in nooks and crannies about their person. I’m also not really sure why the Whelps randomly have overgrown parts of their anatomy, for example the one with the giant finger.

I kept it simple with the painting, as befits the cheapest miniatures in the entire army. The Whelps are quite amusing to paint and have the same kind of silly vibe as GW’s Goblin ranges. I have another set of Whelps to get through so I decided to do one group with light blue skin and the next lot with dark blue. I can’t see me actually needing ten Whelps in any game, but it’s nice to have the option.

Next on the painting table: Stone Scribe Elder.

Categories: Hordes, Painting and modelling | Tags: , | 4 Comments

Painted Satyxis Blood Priestess

Here is the Satyxis Blood Priestess, a caster attachment for my Warmachine Cryx army. She gives allows your Warcaster to upkeep one spell for free which is quite handy for the Witch Coven – I always seem to be short of Focus for them, despite having literally the highest Focus stat in the entire game. Her main draw is on the sword though, as it has a variety of effects beyond the obvious. Notably, she can dispel ongoing effects on units, which can be quite useful to remove some of the more crippling spells from your own units (admittedly at the cost of stabbing one of them in the back).

The miniature is quite nice, if predictably cheesecake-y; it seems de rigeur for ladies in these games to go about with only a bikini top on. Presumably the Scharde Islands are really warm, and that hat is intended to keep the sun off and not to keep the Blood Priestess’s ears from getting cold. Anyway, I stuck with the black and pink theme that I used for the Warjacks and was rather pleased with the outcome. The skin tone worked out well on the body and arms but I couldn’t seem to get it to look right on her face. I stopped painting eyes on miniatures of this size long ago as they don’t really show up at tabletop distance, though their absence is rather strange looking in these blown-up photos.

Next on the painting table: Troll Whelps.

Categories: Painting and modelling, Warmachine | Tags: , | 9 Comments

Painted Dire Troll Mauler

This is a Dire Troll Mauler, another heavy Warbeast for my Hordes Trollbloods. The Mauler is the simplest of Warbeasts – no ranged attacks, just glorious face-punching melee action. To make life more interesting, it does come with the Rage Animus which is a pretty important spell for the faction. This allows extra strength to be applied to any model which can turn even fairly modest Warbeasts into heavy hitters, and makes mighty Mulg a hilariously powerful fighter. Since losing the Mauler means losing access to Rage, I try to keep it back as a second wave so that I can make my other Warbeasts hit harder for longer before losing it.

Nothing too complex for the painting; I mainly stuck to the established scheme that I’ve used for my other Trollbloods. I really like the miniature with its huge hands and expressive face. It would probably make a fairly nice generic cave monster for fantasy RPG, or perhaps a villain’s henchman in a superhero game.

I dedicate this post to Azazel’s Dauntless-Diabolical December Challenge. I reckon that the Mauler fits the ‘It’s for Monsters’ criterion rather nicely.

Next on the painting table: Stone Scribe Elder

Categories: Hordes, Painting and modelling | Tags: , | 9 Comments

Painted Hunzakut with Rifle and Light Grenade Launcher

Here is my next miniature for my slowly-growing Druze Bayram Security army in Infinty. This Hunzakut with Rifle and Light Grenade Launcher is actually part of the Haqqislam faction but is co-opted into the Druze for some reason. Actually it occurred to me that Infinity is quite unusual in that the mercenary faction takes many options from ‘main’ forces rather than the other way round, for example in Warmachine. I’ve enjoyed putting the Hunzakut on the table as she’s quite annoying to deal with thanks to her stealth abilities and can deploy near to objectives. This gives me some useful board control tools and also saves having to waste precious orders walking around. Offensively the Rifle isn’t much to write home about but every now and then having the Light Grenade Launcher in the right place can make a fairly entertaining mess of an opposing fireteam (at least, until Joe realised that they don’t need to cuddle each other at the end of each order).

Like so many of Corvus Belli’s miniatures, the pose here is very sweet and evocative, while not being the standard ‘I have a gun and I’m shooting it’ approach common to many games. The colour scheme is the basic white and green to match the rest of the force. I assume that the box in her right hand is supposed to be a mine though it looks a lot like the ghost traps from Ghostbusters to me. Unless I buy any more, I have just four miniatures remaining to complete the army and I will probably do a group photo at that point.

Next on the painting table: Dire Troll Mauler.

Categories: Infinity, Painting and modelling | Tags: , , | 7 Comments

Warmachine / Hordes tournament report: Southside Steamroller (75 points); 03Nov2018

I recently attended my first ever Warmachine / Hordes (or WarmaHordes, or whatever… just Warmachine from now on) in Glasgow. Apparently this was the first Steamroller in Glasgow for something like five years, so it wasn’t only a first for me. I’ve got to admit that I was a little nervous for two reasons. Firstly, the Warmachine event scene has a bit of a reputation for taking their gaming seriously and I was worried that by going along and being really bad at the game that I’d be effectively denying one player per round a decent game. Secondly, competitive Warmachine is played on a Death Clock, meaning that it is possible to lose the game just by playing inefficiently. Joe helped me with the latter by giving me a timed game to practice, and I’m pleased to report that the clock was not an issue as he’d finished beating me long before time was up.

https://conflictchamber.com/#c7201b_-0b0g0r9DiRjpiXjq7d6R750k0m

Trollbloods Army – 75 / 75 points
[Theme] The Power of Dhunia

[Skuld 1] Jarl Skuld, Devil of the Thornwood [+30]
– Dire Troll Bomber [19]
– Dire Troll Mauler [15]
– Earthborn Dire Troll [14]
– Mulg the Ancient [22]
– Troll Basher [7]
– Trollkin Runebearer [0(5)]
Janissa Stonetide [0(4)]
Troll Whelps [0(4)]
Cylena Raefyll & Nyss Hunters (max) [19]
Krielstone Bearer & Stone Scribes (min) [6]
– Stone Scribe Elder [3]

My list is mainly put together as a combination of things I own, things I think look fun to play and things I think look good in an army. The only concessions to playing competently are the Runebearer (seems like a no-brainer choice for Jarl Skuld but has a boring miniature) and the Nyss Hunters (useful jamming unit in a theme force that doesn’t have any units, and anyway I already own them). The basic game plan is to move aggressively at the start and use Jarl’s Feat to block much significant attacking that turn. Then ram Warbeasts in with Rage applied and hope that the other force runs out of pieces before I do. The Nyss usually either jam or take shots of opportunity as needed.

Having a single list is a bit of a disadvantage as the other player can choose whichever of their lists will be best placed to face it. I did consider taking a second list but decided that would be a waste of time. I don’t have any experience with another list and even if I did, I’m not really sure yet when I would drop one or the other anyway.

Once I arrived in the admittedly rather ropey looking pub that was hosting us, I chatted with some other players and was pleased that I wasn’t the only attendee who was hopelessly inexperienced. I will note that I prefaced each game with an apology to each of my opponents for the likelihood of me getting some of the complex rule interactions wrong and they were all very cool about it.

Game 1: Andrew Murchie, Convergence of Cyriss

Scenario: Recon 2

https://conflictchamber.com/#cc201b_-0ilIdndndBd9d9dbdCdedfdfdgdz___-0id8dndBd9d9d9dedfdfdgdgdzdFdF

Convergence Army – 75 / 75 points
[Theme] Destruction Initiative

[Locke 1] Aurum Lucanum Athanor Locke [+29]
– Conservator [12]
– Conservator [12]
– Corollary [6]
– Inverter [15]
– Inverter [15]
– Prime Axiom [38]
Algorithmic Dispersion Optifex [2]
Attunement Servitors [0(4)]
Elimination Servitors [0(3)]
Elimination Servitors [0(3)]
Reflex Servitors [0(4)]
Optifex Directive [4]

Convergence Army – 75 / 75 points
[Theme] Destruction Initiative

[Axis 1] Axis, the Harmonic Enforcer [+30]
– Conservator [12]
– Corollary [6]
– Inverter [15]
– Inverter [15]
– Inverter [15]
Attunement Servitors [0(4)]
Elimination Servitors [0(3)]
Elimination Servitors [0(3)]
Reflex Servitors [0(4)]
Reflex Servitors [0(4)]
Optifex Directive [4]
Transfinite Emergence Projector [19]
Transfinite Emergence Projector [19]

Andrew selects the Axis list, presumably on the basis that it is better for dealing with a smaller number of tough targets. I choose to move first.

Trollbloods turn 1: My Theme Force benefit allows me to start the game with my Warlock’s upkeep spells cast. I have Quicken on the Bomber, Tactical Supremacy on the Krielstone and Weald Secrets on Jarl himself. Most of my force runs forward at top speed; Jarl dumps most of his Fury into the Krielstone.

Convergence turn 1: Many clockwork robots run at me. Iron Aggression is cast on one of the Inverters and a cloud of Servitors spread out to make my impact shooting irrelevant with all the Shield Guards.

Trollbloods turn 2: I think that I can take out the right side Transfinite Emergence Projector. The Nyss drop some Reflex Servitors on the left (they’re quite good at this since they ignore Concealment) and try not to line up too many nice sprays from the second battle engine. Jarl Feats to put his cloud wall in the way of Andrew’s central advance and casts Quicken on the Mauler. The Runebearer then casts Rage on it and the Mauler smites the Transfinite Emergence Projector with some Fury to spare. This does mean that I can’t manage to get the Runebearer onto my flag as I had originally planned.

Convergence turn 2: Axis Feats and swaps Iron Aggression on to the Inverter on the right; it makes short work of my Mauler. The remaining Transfinite Emergence Projector lines up shots on Nyss via the Conservator and kills a few. Convergence score a point from the flag and the right zone; 2 – 0.

Trollbloods turn 3: There’s not a lot that I can do this turn thanks to Axis’s Feat. I back off a bit to limit the damage those Inverters can do to me. Jarl kills a couple of Servitors with Magic Bullet to at least allow me to score my own flag but I can’t get anywhere near the other one. 3 – 1.

Convergence turn 3: Andrew could kill a load of my stuff here but he realises that he can just win the game via scenario instead. Axis casts Bulldoze. The Transfinite Emergence Projector clears the rest of the contesting Nyss. The Conservator pushes the Bomber out of the zone and the central Inverter kills the Runebearer; this allows Andrew to score both zones and his own flag. Trollbloods lose on scenario; 1 – 6.

Despite the one-sided nature of the game, I really enjoyed this. Andrew didn’t have to do anything particularly clever but he was very clear in his explanations as to not only what he was doing, but why he was doing it. This was really helpful – I learned a lot, and hopefully I can apply it in future games. In particular, it seems that I need to be a lot more aggressive against this kind of control list and just suck up the damage that inevitably comes after it.

Game 2: Stuart Fraser, Cryx

Scenario: Spread The Net

https://conflictchamber.com/#c4201b_-0B0WkA1u1hi22nf0f0dWhZh-h_h-h____-0UbY1k1f1t1e1u1u1v1v1v1h2k2nf02B2B

Cryx Army – 75 / 75 points
[Theme] Dark Host

[Terminus 1] Lich Lord Terminus [+27]
– Barathrum [15]
– Seether [13]
– Stalker [8]
Bane Lord Tartarus [0(6)]
Necrotech [2]
Soul Trapper [1]
Soul Trapper [1]
Bane Riders (max) [20]
Bane Warriors (min) [10]
Bane Warriors (max) [16]
– Bane Warrior Officer & Standard [0(5)]
Bane Warriors (max) [16]
– Bane Warrior Officer & Standard [0(5)]

Cryx Army – 75 / 75 points
[Theme] Black Industries

[Asphyxious 3] Asphyxious the Hellbringer [+24]
– Cankerworm [9]
– Nightwretch [0(7)]
– Reaper [13]
– Ripjaw [0(7)]
– Seether [13]
– Seether [13]
– Slayer [10]
– Slayer [10]
– Slayer [10]
– Stalker [8]
Machine Wraith [2]
Necrotech [2]
Soul Trapper [1]
Warwitch Siren [4]
Warwitch Siren [4]

Discussing before the game, it seemed that Stuart was rather more at my level of experience than other players attending, so I had high hopes to make him work for his victory here. He selected Asphyxious and I ended up with the first move again.

Trollbloods turn 1: Once again I start with Quicken on the Bomber, Tactical Supremacy on the Krielstone and Weald Secrets on Jarl. This looks like quite a live scenario and I know that Asphyxious can make his Warjacks move very fast so I need to get some table position before I get locked out of scenario. Jarl fills up the Krielstone.

Cryx turn 1: Everything moves up but the advance is rather more cautious than I was expecting.

Trollbloods turn 2: With help of Magic Bullet, the Bomber and Jarl clear out the solos on the right. The Nyss do a couple of massive Combined Ranged Attacks and cripple movement on the Stalker and drop Vociferon. I have no idea what Vociferon actually does, but it looked like something that was worth getting rid of while I had the opportunity. Especially considering the Carapace rule on all the Warjacks making the Nyss shooting a bit less effective. Jarl Feats too, covering the centre of the board.

Cryx turn 2: On the left side the Warjacks come in and clear about half of the Nyss; the Stalker and Ripjaw position to contest my flag too. Asphyxious uses his Feat. On the right, Stuart seems curiously reticent to engage Mulg, so I get to score my zone with the big chap; 1 – 0.

Trollbloods turn 3: Janissa charges in and drops the Stalker in one shot while the Earthborn wrecks the Ripjaw. The Nyss ding up the Nightwretch, Seether and Slayer and generally gum things up. The Runebearer puts Magic Bullet on the Bomber which scratches the paint on the central Warjacks and takes out the Warwitch. The Basher gets both Quicken and Rage and rushes over to smack the central Slayer. I’m not actually expecting to kill it; I just want to keep those Cryx Warjacks away for another turn. The Krielstone move into the central zone and I score 3 points; 4 – 0.

Cryx turn 3: The Seether tries to position for a drag on the Mauler but can’t because I explain the Whelp placement will stop it. The Seether comes in and hurts the Mauler anyway and contests. The Basher remarkably survives the attentions of the Slayer due to some bad dice on Stuart’s side. On the left, the remaining Nyss are killed off by Warjacks. I still score 2 point this turn to Stuart’s 1, so I get a rather surprising scenario victory. Trollbloods win on scenario; 6 – 1.

Well, that certainly went better than I expected. Stuart probably was too cautious with his movement, especially in turn 1. I don’t think that I have enough good attacks to deal with so many Warjacks coming across the board at me. By slowing down his advance, especially on my right, I was able to deal with the Warjacks in more manageable chunks. I was quite pleased that Jarl did what I expected of him, i.e. kill off some annoying solos and stop them from scoring or contesting. This was a nice, relaxed, fun game between probably the two worst players in attendance.

Game 3: Shane Frost, Circle Orboros

Scenario: Standoff

https://conflictchamber.com/#c8201b_-0p5v4QjGjF4H4H4Hg4g45gmVmV0U5e5e5f5f___-0WgM4B4B5H5H5H5H5H5H5HmO5g5g5f5f

Circle Army – 75 / 75 points
[Theme] The Bones of Orboros

[Wurmwood 1] Wurmwood, Tree of Fate [+27]
– Megalith [20]
– Wold Guardian [16]
– Woldwarden [14]
– Woldwyrd [9]
– Woldwyrd [9]
– Woldwyrd [9]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Blackclad Wayfarer [0(4)]
Gallows Grove [2]
Gallows Grove [2]
Farrow Bone Grinders (min) [5]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]
Shifting Stones [3]

Circle Army – 75 / 75 points
[Theme] Call of the Wild

[Una 2] Una the Skyhunter [+29]
– Gorax Rager [7]
– Gorax Rager [7]
– Scarsfell Griffon [8]
– Scarsfell Griffon [8]
– Scarsfell Griffon [8]
– Scarsfell Griffon [8]
– Scarsfell Griffon [8]
– Scarsfell Griffon [8]
– Scarsfell Griffon [8]
– Storm Raptor [34]
Blackclad Wayfarer [0(4)]
Blackclad Wayfarer [0(4)]
Shifting Stones [0(3)]
Shifting Stones [0(3)]

During the pregame discussion phase, Shane decided that he would treat this as a teaching game. I get the impression that he’s pretty good (anyway, much better than me) but was having a bit of a bad day at the office with results so far. He chose to use Una on the basis that it would make for a more entertaining game. I get to go first again.

Trollbloods turn 1: I start with Quicken on the Bomber, Tactical Supremacy on the Krielstone and Weald Secrets on Jarl. Jarl fills up the Krielstone and everyone rushes forward as fast as possible. No reason to change a ‘winning’ formula.

Circle turn 1: Shane’s force unpacks. It has a much bigger threat range than my army so the actually movement forward is not so much. Everything is still in range to do horrid things to me next turn though.

Trollbloods turn 2: The Nyss take a massive 10 person CRA into the lead Griffon but roll 1,1 to hit. That’s quite annoying as they could have done some rather good damage if they’d landed it. The Bomber and Jarl land a few hits on the Griffons on the left and Jarl Feats. Shane spends a good amount of time explaining and advising on good places to put my clouds to mitigate the effect of his next turn.

Circle turn 2: Una Feats and puts Hand of Fate and Primal on a couple of Griffons. Despite the inconvenience of the cloud wall I lose the Bomber and Janissa (though I expected to lose her easily) but otherwise get off quite lightly. The Storm Raptor moves to my right in preparation for electrocuting all my Nyss next turn. Circle score 1 points (back zone) while contesting my zone. 1 – 0.

Trollbloods turn 3: It takes a bit of work to unjam myself from the centre Griffon since it dodges away from my first couple of attacks. The Nyss put some damage onto the Storm Raptor. On the left, the Mauler finishes a Griffon and Jarl puts Weald Secrets back on himself and continues to shoot chunks out of the Griffon lurking behind the wall on the left. We both score for the rectangular zones; 2 – 1.

Circle turn 3: The Storm Raptor wipes out all the Nyss in a single go. One Griffon comes into the Mauler to trigger Flank but the Primalled one can’t get the job done and the Mauler survives on a couple of boxes. Shane scores the right and back zones while I score my rectangular zone; 4 – 2.

Trollbloods turn 4: The Mauler heals up by eating Whelps and kills the first Griffon and leave the Primalled one on a couple of boxes. Jarl takes a few wounds off Una with Magic Bullets bouncing off Shifting Stones and the Basher charges in to start hurting the Gorax in the middle. Mulg commits and smacks a Blackclad. Finally, the Earthborn is powered up with Quicken and Rage and rushes over to take a good chunk out of the Storm Raptor. We both score for the rectangular zones again; 5 – 3.

Circle turn 4: The Storm Raptor and Griffon make short work of the Earthborn but a Whelp survives to contest and even the Blackclad misses it. On the left, the Frenzying Griffon fails to finish the Mauler. The Gorax hurts the Basher rather inconsequentially. Once again we both score for the rectangular zones; 6 – 4.

Trollbloods turn 5: The Griffon on the left leads a charmed life; avoiding all my attacks to survive to contest again. Mulg goes in to kill the Objective and contest the rectangular zone and Jarl continues taking potshots at Una (I think I forgot that he has Black Penny so I could possibly have killed that Griffon). I score my rectangular zone and one for the Objective; 6 – 6.

Circle turn 5: The Griffon and Storm Raptor come in and attack Mulg but he turns out to be quite tough. The Mauler finally goes down but the Whelp improbably survives another round. Una pushes Mulg out of the zone so we both score our rectangular zone; 7 – 7.

Trollbloods turn 6: Mulg can’t quite finish the Storm Raptor; the Basher drops the Gorax. Jarl continues to pump bullets ineffectively into the Griffon on the left. We score a point each; 8 – 8 .

Circle turn 6: The scrum in the centre continues without any kind of resolution. The Griffon attacks Jarl but can’t make anything stick. The Whelp gets ignored in favour of the Blackclad desperately trying to deal with Mulg but failing. More scoring rectangular zones; 9 – 9.

Trollbloods turn 7: My last turn. The Basher attacks Una, killing the Gorax through transferred damage. Jarl kills the Griffon and moves to cover both the circular and rectangular zones. Mulg finally offs the Storm Raptor. I score both rectangular zones and the left circular zone. 9 – 12.

Circle turn 7: Una and the last Raptor flail ineffectively at the Basher and Mulg respectively. Scoring is the same as last turn so Trollbloods win 15 – 10.

I know that Shane was going very easy on me, but it still felt nice to come out of that with a win. I was quite close to running out of clock (less than one minute left) but since I had no actions left it didn’t really matter. I got cocky with Jarl a couple of times and Shane did point out twice when he had reasonably good chances to win by assassination so I definitely have some more to learn about keeping my Warlock safe while still being relevant. I’m very appreciative for the teaching opportunity, and I hope that Shane enjoyed the game process as much as I did.

So, in the end I got listed with two wins and one loss, though that should really have been two losses since I’m pretty sure that Shane could have beaten me if it had mattered at all. Either way that far exceeds my expectations for performance here. Overall I had a really good time and I’m especially pleased that the Warmachine gaming scene is indeed not as hardcore competitive as I had heard. Thanks to Andrew, Stuart and Shane for three fun games and of course to Allan for running the event and making it all happen.

Categories: Battle reports, Hordes, Tournaments, Warmachine | Tags: , , , , , , , | 2 Comments

Painted Barathrum

Here is Barathrum, a character Warjack to go in my Warmachine Cryx force. In this context ‘character’ means that they are unique for some combination of fluff or game reasons; anyway, I can only have one Barathrum in my army regardless of how cool it is. The main reason I picked up Barathrum as opposed to any other Cryx heavy Warjack is that it is specifically allowed in the Scourge of the Broken Coast theme force, and since that is the one I’ve been buying miniatures for, I figured that Barathrum should also be in my collection. So far, I haven’t seen any particular synergies that link Barathrum to the Satyxis (about whom more later) that make up the majority of the theme force so I assume that there is some kind of story reason for its inclusion.

I really struggled to get started with Barathrum’s paint job since it is covered in various layers and raised edges I was hardly sure how to approach it. In the end, I more or less painted from the inside to the outside with black for most of the carapace and bronze for the edging. Of course, I also used pink for some of the bits and bobs to bring a bit of colour to the otherwise rather drab machine. There are also elements that I assume are supposed to be actual bone so I painted them accordingly; this is probably because Cryx are the baddy faction and prone to adorning their stuff with skulls etc. Indeed, they’d look quite fine in the Warhammer 40,000 universe. One of the things I like about Barathrum’s miniature is that it is rather more dynamic than most Warjacks in the PP range. Barathrum is clearly advancing whereas most of the other Warjacks are just standing around like they’re admiring themselves in a gym mirror (I consider this particularly fitting since they generally give the impression of having skipped leg day a few times too many). There are meant to be a couple of tusks on the side of Barathrum’s head but I couldn’t get them to look good during assembly so they went straight into the bits box.

I dedicate this post to Azazel’s Mechanical November Challenge. I’ll admit that this is a bit of a cheat because I was planning to paint Barathrum anyway and it just happens to coincide with the hobby challenge; still, it’s not like anyone has any money riding on this so I’m going to count it anyway.

Next on the painting table: Hunzakut with Rifle and Light Grenade Launcher

Categories: Painting and modelling, Warmachine | Tags: , | 15 Comments

Painted Mulg The Ancient

This is Mulg the Ancient, a character (i.e. unique) Warbeast to go with my growing Trollbloods army for Hordes. Mulg is a fantastic beatstick, especially with Rage and Stone Strength applied. Indeed, Mulg probably could simply walk into Mordor… at least if he went fast enough to ever get there. As a result of this lack of threat range I’ve generally used Mulg as a second wave to sweep up whatever kills my front line. He also has a few tricks like being able to dispel incoming magic (quite rare in Hordes as far as I can tell) and can regenerate lost hit points at the start of a turn for free. Mulg costs a lot of points but I’ve always found him worth it, either in terms of his actual damage output or the effort required to kill him before he smites important stuff with his Runed Club.

As befits one of my Trollbloods, Mulg has blue skin and red… stuff on him. In Mulg’s case, the line between hair and random rocky outgrowths is blurred further by apparently having an actual boulder sprouting from his back. The official Privateer Press version of the paint scheme differentiates that from the hairy stuff and colours it like rock, but I felt that was too silly (or perhaps not silly enough) so I doubled down and did it all in red. I’m not a huge lover of Mulg’s sculpt; the tiny legs and huge arms/body of other Trollbloods is overly exaggerated here and despite being on a 50mm base his club sticks out in a way that it quite annoying for gaming purposes. He’s also made of metal which means the miniature weighs much more than the other Trollblood Warbeasts and meant that I had to pin just about every join during assembly. As is typical of Privateer Press sculpts, there were some substantial gaps to fill once I was done. So after all that I was pleased that the painting same out quite nicely.

Next on the painting table: Barathrum

Categories: Hordes, Painting and modelling | Tags: , | 3 Comments

Painted Krielstone Bearer and Stone Scribes

These are the Krielstone Bearer and Stone Scribes, part of my Trollbloods force for Hordes. They’re a staple of ‘brick’ lists (i.e. ones that like to keep the core elements close together) in Trollbloods as they provide an armour bonus within a certain area. This makes the already resilient Warbeasts in particular a bit of a pain to deal with efficiently. Needless to say, this puts them high on the target list for anyone who can get past the wall of Warbeasts that I usually have the Krielstone Bearer hiding behind. The rest of the unit, the Stone Scribes, are pretty much ablative wounds for the Krielstone Bearer since they can pick up the Krielstone if they’re close enough when he dies. Otherwise, I just use them for getting in the way.

I like the sculpts on these guys, though it would be hard to guess that the Krielstone Bearer belongs with the Stone Scribes since they have almost no common visual identifiers. I picked green for the robe colour on this unit and otherwise they’re largely painted the same as my other Trollblood units. I tried to mix up the colours on the skin, metals the clothing/belts/etc so that none of the unit are actually identical.

I dedicate this post to Azazel’s Unit-ed October Community Challenge.

It’s hard not to think of the Krielstone Bearer as Obelix. I did have a brief try at glowing runes on the Krielstone but after a couple of goes of them looking awful I decided just to stick with boring old non-magical stone.

The Stone Scribes are much more interesting to paint than the Krielstone Bearer, so in some ways it’s a bit of a shame that they’re quite dull in game terms.

Next on the painting table: Mulg the Ancient

Categories: Hordes, Painting and modelling | Tags: , | 7 Comments

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