Painted Dronbot Remotes (Clipper and Fugazi)

Here are two more remotes for my Infinity army, the Druze Bayram Security. Just like the Peacemaker, these are both ‘brought in’ from the PanOceania faction, which has the side-effect of making the miniatures frustratingly hard to find on a web catalogue for a new Infinity player like me (because they’re categorised under ‘PanOceania’ rather than ‘Non-Aligned Armies’). The Clipper (left in the photos) has a Missile Launcher which means that I really love to use it in the active turn. Being a remote, it can have various Supportware used on it by my Hackers to improve its accuracy and rather unusually for a remote it can also be part of a Fire Team. This makes it a really horrid piece to face when I can set the engagement. As a result, I’ve mainly lost it to camouflaged snipers gunning it down from halfway across the board in my reactive turn. The Fugazi (on the right) has some cool sensor equipment that I’ve never used well but I don’t mind because it’s really cheap and brings and Regular Order along. So if it does nothing but sit still and occasionally Flash Pulse some fools then I’m quite happy.

Nothing of note to say about the painting here; I just copied the Peacemaker as closely as I could manage. Trying to get straight lines along the green to white boundary gives me a new appreciation for all the talented painters out there who can do freehand.

Next on the painting table: Krielstone Bearer and Stone Scribes

Categories: Infinity, Painting and modelling | Tags: , , | Leave a comment

Harlequins family photo

Here are a couple of photos of my complete Harlequin family so far. I’m pretty sure that this is not even a legal force in 8th ed Warhammer 40,000, so if I want to take them out to play with others then I’ll need to collect some more. I’m not sure whether that’s likely to happen any time soon so I have plenty of time to consider how to continue the paint scheme with any future miniatures.

Overall I am very happy with the coherent look of the force when they’re all together like this. It’s quite satisfying to finally complete a project.

Categories: Painting and modelling, Warhammer 40000 | Tags: , | 6 Comments

Painted Harlequin Starweaver

This is the last part of my current Harlequin collection to get a paint job, the Starweaver. This miniature is one of the reasons that I bought Harlequins in the first place; I’m just a huge fan of vehicle sculpts with riders hanging off the side. The main function of the Starweaver appears to be transporting the Harlequin Troupes around without having them shot by small-arms on their way across the board. In practice what happens to me is that the Starweaver is blown up by anti-materiel weapons, then small-arms kill off all the now-disembarked riders. Probably this is more an indication of how good I am at Warhammer 40,000 than any indictment of the Harlequins in general or the Starweaver in particular.

The paint scheme was intended to match well with the rest of the Harlequins I’ve painted. The crew received the same treatment as the Harlequin Troupe who will ride in it, and the Starweaver itself has ended up looking like a bigger version of the Skyweavers. If I get more Harlequins I’m not sure whether to stick with the same scheme entirely (seems fitting to have an army coherently attired) or mix it up a bit (since these are space-elf dancers who’ve mastered the mysteries of the universe but still choose to walk up to their enemies and shank them personally). Anyway, I had a good time putting these bits together here; the crew were done separately and then glued onto the painted Starweaver right at the end of the process.

Here are a couple of close ups of the crew… or possibly the crew and a random rider who thought it would be fun to hold onto the side of a speeding hovercraft-thing.  I’m pleased to see that the gunner has subscribed to the classic Warhammer 40,00 meme of ‘Drive me closer! I want to hit them with my sword!’.

I’ll get the rest of the band together in the next couple of days for a family photo.

Next on the painting table: Dronbot Remotes.

Categories: Painting and modelling, Warhammer 40000 | Tags: , | 4 Comments

Painted Earthborn Dire Troll

This an Earthborn Dire Troll, a Heavy Warbeast for my Trollbloods army in Hordes. Earthborns are very nice melee fighters since they’re comparatively cheap, take the Rage animus very well and bring a fairly tasty animus of their own (Not having my Warlock knocked down or pushed around? Yes please!). In addition, they get various improvements to their base statistics if they stand near certain bits of terrain; this should be a game-changing advantage but in practice I either forget about it when I’m moving the Earthborn or I end up getting an irrelevant bonus. Particularly common is getting the increased speed bonus when the Earthborn is already jammed in deep to the other army, though since this normally precedes its untimely demise that is probably not my biggest issue.

Being a bigger kind of Trollbloods I kept to the same basic pattern of blue skin and red hair / rocky things that I think works rather nicely. Dire Trolls are supposed to be more animalistic than the smaller Trollkin, so I decided that a simple brown loincloth was in order since they wouldn’t appreciate finely coloured clothing. As a lover of dynamic sculpts, the Earthborn is probably the finest Warbeast in the whole range since it is actually doing something; almost every other Warbeast is in some variation of the ‘standing still looking cool/angry’ pose. In the lore, Earthborns are supposed to have some limited control over the local environment so I think that the stone on the floor is meant to be created by the presence of the Dire Troll rather than being smashed into pieces by a particularly powerful smite.

Next on the painting table: Harlequin Starweaver.

Categories: Hordes, Painting and modelling | Tags: , | 2 Comments

Painted Bashi Bazouk with Boarding Shotgun

This is a Bashi Bazouk, another member of my slowly-expanding Druze Bayram Security army for Infinity. In the same way that the Peacemaker hails from the PanOceania faction, the Bashi Bazouk is brought in from the Haqqislam army list. Bashi Bazouks are paratroopers and so can appear on other board edges than my deployment zone for a bit of extra confusion. On top of this, they have the Holoecho rule which allows me to place a pair of additional dummy models when he arrives. Like many Infinity rules, I am not yet sure that we’ve actually played this rule correctly, but in essence it gives the real Bashi Bazouk a chance to cause some mayhem while nearby foes split fire between him and the holograms (which are, of course, immediately revealed as fakes as soon as they don’t return fire). This sculpt has a Boarding Shotgun but I’ve generally used the profile with the SMG for the simple reason that it is much, much cheaper.

The sculpt is in a bit of an unduly heroic pose for a sneaky special operations type, and he is also taking advantage of the classic Infinity ‘tactical junk’ to look even cooler.  I have to admit that I can’t imagine many scenarios where I’d prefer to fight using a knife rather than a giant death-cannon, but then again I’m not a futuristic space gangster with wings, so what do I know? I rather enjoyed painting the Bashi Bazouk; I stayed with the same very limited palette that I’ve used for most of the rest of the DBS force and I think it is starting to pay off when they’re together. Once I have all of my current crop painted I plan to take a family shot. My gentle reader(s) can then decide if it’s a nicely coherent force or a mess in green, white and black.

Next on the painting table: Earthborn Dire Troll

Categories: Infinity, Painting and modelling | Tags: , , | 8 Comments

Painted Fennblade Officer and Drummer

This pair are the Fennblade Officer and Drummer to accompany (surprisingly enough) the Trollkin Fennblades for my Hordes Trollbloods army. As with most Command Attachments, both models provide a benefit to the unit. The Officer, in addition to being a slightly more effective fighter, grants a conditional second attack action. The Drummer allows the unit to move again once they finish their activation; this is quite handy as it allows the Fennblades to charge in, hopefully kill a few things, then jam in even harder and generally get in the way until the main bulk of my army has a chance to catch-up.

I tried my best to keep the colour scheme for the Officer and Drummer as similar as possible to the Fennblades, which made a lot of the choices rather simple.   Most notably I seem to have lost the red paint I was using at the time so the cloth is a little darker than the rest of the unit.  My style has hopefully become a little cleaner and I’ve stopped painting eyes on small infantry so they’re not exactly the same as the rest of the unit anyway but I think that they’ll be OK at tabletop range.

I dedicate this post to Azazel’s Neglected Model September Challenge. The main Fennblade unit was painted back in 2013 and while I don’t think I purchased the Officer and Drummer at the same time they’ve certainly been waiting a while for their chance to make it onto the painting table.

Here is the full unit now; twelve Trollkin strong.

Next on the painting table: Bashi Bazouk.

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

Painted Peacemaker and Auxbot

This cute little pair are Remotes (i.e. non-autonomous robots) for my Druze Bayram Security force in Infinity. The big one is the Peacemaker; the little one is an Auxbot that operates by broadly following the lead of the Peacemaker. The actual rules for this are a bit convoluted and I’m not completely convinced that we’ve managed to play them correctly yet. Anyway, both carry template weapons (a shotgun for the Peacemaker and a flamethrower for the Auxbot) so most of my play with them has been to throw them forward and hope to trade up in terms of damage before they inevitably get scrapped by return fire. Strictly speaking these are part of the PanOceania faction but, like many other entries for the Druze Bayram Security list, they are included in the general mercenary mish-mash.

The colour scheme is green and white to match the people from my Druze Bayram Security army. I tried to keep the transition lines between colours neat so that it would look a little more like they were factory painted, but at this magnification there are definitely a few bits where it didn’t work out well. Since both the Peacemaker and Auxbot are somewhat generic-looking future robots without obvious giant weapons they would be a nice fit as NPCs or even scenery in a space-set RPG.

Next on the painting table: Fennblade Officer and Drummer.

Categories: Infinity, Painting and modelling | Tags: , , | Leave a comment

Malifaux tournament report: Autumn’s End 2018 (50SS); 22Sep2018

After a bit of a break, I attended another of Kai’s Malifaux tournaments at Common Ground Games in Stirling. There has been a long period this year where I haven’t been very enthusiastic about Malifaux but lately I’ve been missing it and was very glad to have the opportunity to get back into the saddle. I borrowed some Horrors from Gareth so that I could test out how I fare with Forgotten Life on Molly with a plan to use a more-or-less fixed crew for all three rounds. I hadn’t actually tried the crew before so it would be a learning experience all the way.

Game 1: Resurrectionists (me) vs Ten Thunders (Michael Arnott)

Strategy: Ours, Standard Deployment

Schemes
Pool: Guarded Treasure, Dig Their Graves, Set Up, Take Prisoner, Public Demonstration
Resurrectionists: Guarded Treasure, Dig Their Graves
Ten Thunders: Set Up (Yin the Penangalan), Public Demonstration (one Illuminated, Ten Thunders Brother, Wandering River Monk)

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Life, Take Back The Night), The Valedictorian, Necrotic Machine, Rogue Necromancy, Yin the Penangalan, Kentauroi, 2 Guild Autopsies
Ten Thunders: Jakob Lynch (Wanna See A Trick, Woke Up With A Hand, Endless Hunger), Hungering Darkness (Smoke Grenades, Endless Hunger), 2 Katanaka Snipers, 2 Illuminated, Ten Thunders Brother, Wandering River Monk

My first round opponent is Michael; funnily enough we’d been messaging each other on the way to Stirling and he had hoped to face me again to make up for forgetting how to play the strategy during our last match-up. So he got his wish in round one. With Ours as the Strategy, I intended to use the Kentauroi to fire Molly forward and gum up the Ten Thunders crew as far back as possible and force them to spend their AP dealing inefficiently with my summons. This should allow me to use the Guild Autopsies to stand just in my two quarters and either twiddle their thumbs while scoring (they’re only 4SS each, after all) or take shots of opportunity as needed. I took the other three big Horrors in the Valedictorian, Rogue Necromancy and Yin simply because they’re cool and I could possibly do some tricks with Molly’s (0) action. Also, Black Blood makes me happy… at least as long as it is on my models. Nothing in the scheme pool looked very promising so I took Dig Their Graves (I’m going to try to kill things anyway, and in a pinch I can summon Drowned to get the scheme markers out) and Guarded Treasure. The requirements for Guarded Treasure are needlessly restrictive, but my hope was to use the Autopsies to move around and drop scheme markers near enough to my heavy hitting pieces on the assumption that the line of engagement would be somewhere close enough to the centreline.

Turn 1: The Snipers get started by putting some wounds into the Necrotic Machine and the Rogue Necromancy. Much of the turn is spent moving to position; Hungering Darkness uses Heed My Voice to make the Valedictorian walk directly back toward my board edge; so much for my threat ranges. Eventually the Kentauroi pulls Molly forward enough that she can summon a Punk Zombie, a Kentauroi and a Drowned right in the middle of the biggest group of Ten Thunders. Sadly this cost me enough cards that they don’t actually achieve anything of note when they arrive. Still, they should take a bit of time to put down.

Turn 2: Hungering Darkness flails at Molly. She doesn’t take much damage after Masterful Dead and Soulstone use, but frustratingly I flip the Black Joker on her Horror duel from Consume Brilliance. Amusingly, this costs Michael enough cards that the nearby Illuminated also fails his Horror duel; still, I think that I’ve come out worse in the trade here. The Kentauroi charges into the Ten Thunder Brother but misses twice. Lynch comes forward and drops a four ace 52-Card Pick Up on Molly, she ends up on a single wound remaining. Ouch! That’s a good way to get round her defensive trigger, though I don’t think I had any cards left anyway by that point. Yin pushes in to engage the Ten Thunder Brother and gives him Gnawing Fear. The Drowned gets Lynch down to a single wound and then a Kentauroi charges an Illuminated, landing close enough to Lynch that the Black Blood will kill him. Meanwhile the Guild Autopsies position to be just inside my quarters and drop scheme markers for the Rogue Necromancy and the Valedictorian to rather sheepishly stand on top of. I score for Ours and Guarded Treasure and Michael declares Public Demonstration for the full three VPs.

Turn 3: Molly summons a Drowned then kills Hungering Darkness herself, makes the Punk Zombie kill an Illuminated and chain activates the Kentauroi to drop the Wandering River Monk. These activations pretty much break the back of Michael’s crew and my attrition advantage is so big now that I’m pretty much certain to close out the game; of course, we still need to decide the margin. The Punk Zombie takes out the other Illuminated to score Dig Their Graves and a Drowned finally finishes the Ten Thunder Brother. I score for the strategy and Guarded Treasure and Michael announces Set Up on Yin to score two VP.

Turn 4: The Drowned puts down a scheme marker and Yin kills the Sniper on the left for Dig Their Graves. I’m ready to call it here but Michael helpfully moves the other Sniper closer to me to get a shot off at Molly so I send all I have left toward him in case I can pick up the final point for Dig Their Graves. I score Guarded Treasure and Ours again.

Turn 5: The Sniper flees into his own corner but the Kentauroi carries the Drowned toward him so he can drop a scheme marker. Molly finishes the Sniper off for the final points. Resurrectionists win 10 – 5 (full score for me; 3 for Public Demonstration and 2 for Set Up for Michael).

That went pretty much according to plan. As ever it is a pleasure to play Michael and we both took our good cards and bad with smiles. I hadn’t understood quite how deep I could pin Michael’s crew so in the end the Valedictorian and Rogue Necromancy were pretty much reduced to standing around scoring for Guarded Treasure (the latter contributed a few long range shots with Acid Breath). On the other hand they did guarantee me seven VPs for Guarded Treasure and Ours, so perhaps I shouldn’t overlook their contribution.

Game 2: Resurrectionists (me) vs Gremlins (Ross McGinness)

Strategy: Public Executions, Flank Deployment

Schemes
Pool: Eliminate the Leadership, Hold Up Their Forces, Undercover Entourage, Search the Ruins, Vendetta
Resurrectionists: Undercover Entourage (Asura Roten), Search the Ruins
Gremlins: Eliminate the Leadership, Undercover Entourage (Zipp)

Crews
Resurrectionists: Reva (Decaying Aura, Maniacal Laugh, Beyond Death), Asura Roten, Anna Lovelace, Carrion Emissary (Carrion Conflux), Dead Doxy, 2 Shieldbearers
Gremlins: Zipp (Dread Pirate Zipp, Gift of the Gab, Stilts), Burt Jebsen (Dirty Cheater), Raphael LaCroix (Dirty Cheater), Iron Skeeter (Hovering Airship), Lightning Bug, 4 Bayou Gremlins, Student of Conflict

For this round I had originally intended to stick with Molly but I got paired up with Ross. We played a very similar game in the Scottish GT and he beat my Spirit Molly crew with some clever Zipp plays. Over lunch I decided that it was likely that Ross would play Zipp again, and that it might be more effective to mix things up a little. So I took a Reva crew which is probably a better fit for Public Executions anyway (long ranged damage versus summoning in disposable minions seems like the better strategy to score points and deny them). The combination of Reva herself, Maniacal Laugh, Anna and the Emissary should ensure that there are good number of Mindless Zombies in play (not to mention Corpse Candles) so I decided to take Asura so that they would have something useful to do. Asura is a pretty good pick for Undercover Entourage since she’s a low priority target who can easily spare some AP to move in the late game. I picked Search The Ruins as my other scheme mainly because my general ‘kill them all and ask if anyone has any questions later’ approach fits in well with a scheme that I can score in turn 5 and partly because I didn’t expect the Gremlins to contest the centre unless Ross took the same scheme (and in that case, I would aim to kill everything, then drop scheme markers).

Turn 1: The Student makes Zipp Fast and the Doxy pushes Reva forward. After a few timewasting activations on both sides (Bayou Gremlins doing nothing much, most of my crew moving forward) Zipp goes in for Reva. I’m hoping that the combination of Ht 3 for Reva and the presence of Anna’s auras will mitigate the damage here but Ross helpfully top decks 13s for Zipp’s first two attacks and sends Reva way back from my intended angle of attack. He then turns into a Bayou Gremlin. Reva summons a Corpse Candle and places next to it. She charges the Lightning Bug and kills the Iron Skeeter (this also ensures that the Bug will die to Burning at the end of the turn). Burt stabs Reva and Raphael takes a pot shot at Reva but misses.

Turn 2: Burt swings at Reva and flips the Red Joker on damage; Ross announces Eliminate The Leadership. Reva kills him in return and charges away from the action to kill off a Bayou Gremlin on the left. Despite this distance, Zipp’s mobility allows him to get over to Reva and throw her back toward the rest of the Gremlin crew before turning into a Bayou Gremlin again. The Emissary kills this new Gremlin and then a random Bayou Gremlin kills off Reva to wrap up the points for Eliminate The Leadership. I’m out of cards so my attempt to get the Doxy to Take The Lead with Anna into range to contribute doesn’t work; she’s obliged to walk up. A Shieldbearer puts down another Bayou Gremlin but she’s out of sight of any other Gremlins so we draw on the strategy.

Turn 3: For the third time, the Student of Conflict makes Zipp Fast. The Carrion Emissary hurts Raphael but I Black Joker the damage flip that would have killed the Gremlin. Asura puts Grasping Hands on the Student but even so the nearby Mindless Zombie can’t land a hit. Raphael hurts the Carrion Emissary and then the Dead Doxy succeeds and pushes Anna Lovelace close enough to the Bayou Gremlin at the top of the board to kill the little chap. I score for Public Executions.

Turn 4: Zipp looks at the board state and decides to triple walk to hide in my deployment zone. The Carrion Emissary finally gets Raphael and I move Asura into Ross’s deployment zone. My Shieldbearers finish laying scheme markers round the centre of the board. It’s clear that we’re not going to be doing anything in turn 5 so we call it there. Resurrectionists win 8 – 6 (2 for Public Executions, 3 for Search The Ruins and 3 for Undercover Entourage for me; 3 for Eliminate The Leadership and 3 for Undercover Entourage for Ross).

I love to play Malifaux with Ross. His style of cagey hit and run attacks is very much in contrast to my ‘go for the throat’ approach and his positional play with Zipp in particular is really good. This game was very tight and could have gone either way. Burt’s Red Joker against Reva on turn 2 made quite a big difference as it really affected how I played Reva that turn; I had to be a bit more careful and hope to survive by distance (though of course, it didn’t help) rather than taking the initiative and making Ross react to my plays. I was quite glad that my choice of schemes paid off as this has been one area of my game that I feel has especially suffered from lack of practice. Asura as Undercover Entourage target is quite risky as she hasn’t really got any defenses apart from being surrounded by more important targets. I was quite close to taking Eliminate The Leadership instead and was glad I didn’t since Zipp is so hard to make damage stick on.

Game 3: Resurrectionists (me) vs Gremlins (Jamie Gemmell)

Strategy: Interference, Close Deployment

Schemes
Pool: Punish the Weak, Covert Breakthrough, Set Up, Inescapable Trap, Show of Force
Resurrectionists: Punish the Weak, Covert Breakthrough
Gremlins: Punish the Weak, Covert Breakthrough

Crews
Resurrectionists: Molly Squidpiddge (Forgotten Life, Take Back The Night), The Valedictorian, Necrotic Machine, Rogue Necromancy, Yin the Penangalan, Kentauroi, 2 Guild Autopsies
Gremlins: Mah Tucket (Know The Terrain, Manifest Destiny, Liquid Bravery), Sammy LaCroix, Francois LaCroix (Dirty Cheater, Stilts), Trixibelle, Gremlin Taxidermist, 2 Survivors, Slop Hauler

With Interference as the Strategy, this is really Molly’s area of expertise so it’s a really easy choice to go back to plan A and use the Horror Molly crew again. In particular, with close deployment I can unleash Molly in a single activation if there is an inviting cluster of models to summon from (though I don’t expect Jamie to give me anything so easy as he’s quite experienced). Looking at Jamie’s crew I decide that Punish The Weak is a good option as I’ll want to deal with the three Minions anyway and even if I don’t get them with Molly or the Valedictorian I can probably do it before the end of turn 3 to wrap up all the points. My crew will give up Punish The Weak quite easily but that’s just something I have to accept and play round. Covert Breakthrough is quite easy to score in close deployment and, like Search The Ruins from round 2, can be scored entirely in turn 5 when I have hopefully killed off all the other models. I did consider putting Unnerving Aura on the Valedictorian and/or Yin to pick up Show of Force instead but it doesn’t really work well with Interference and I’m happy enough with my two chosen schemes.

Turn 1: Mah pushes up, walks and swings ineffectively at Yin before going disguised. The Necrotic Machine pokes her back for just as little impact before Trixibelle pulls Mah back to relative safety. The Kentauroi moves up and pulls Molly forward and she summons two new Kentauroi in places where Black Blood will be most annoying. The Taxidermist hurts one of them and drops a corpse marker; it immediately eats the marker to undo the Taxidermists work and pokes Mah gently. Yin charges Francois and puts Gnawing Fear on him; he obligingly fails his Horror duel to attack back. The Slop Hauler is rather braver and knocks a good chunk of Yin’s wounds off despite Mass of Viscera; Black Blood is not kind to the little Gremlin though. The last Kentauroi gets the Rear Up trigger off Rotting Hooves and kills both the Slop Hauler and the Survivor on the left. Meanwhile, the rest of our crews slowly converge on this scrum with the exception of the right side Guild Autopsy who is content to find a spot where he can claim my quarter and not get killed too easily.

Turn 2: Trixibelle cheats the initiative flip. Mah charges in and kills Yin (I have to say I don’t think that I’ve ever lost Yin so easily) and chain activates Francois who kills one of my summoned Kentauroi. Molly kills Francois in return and summons a fresh Kentauroi, thus restoring the natural order of the universe. Sammy Jinxes the Rogue Necromancy to stop it from moving and Molly to make her scary for friendlies. The Rogue Necromancy reminds Sammy that it is not only a melee beatstick by showering her in Acid Breath and killing the Taxidermist with the blasts. Trixibelle pushes a Kentauroi around and Slows it. The Valedictorian puts a rather disappointing number of wounds on the surviving Survivor. I score for Interference and Jamie scores Punish The Weak.

Turn 3: Sammy Jinxes Molly to stop her from declaring triggers (uh oh!) and makes her scary to her friends again. In return, Molly kills Sammy. How do you like that de-buff, Sammy? She then chain activates a Kentauroi that totally fails to even hit Trixibelle. Mah kills the Necrotic Machine and the Rogue Necromancy shows the Valedictorian how things are done by eating the Survivor. Trixibelle kills another Kentauroi and Slows the one while incidentally putting about 20 Poison on it. I score for the strategy and we both score Punish The Weak.

Turn 4: Trixibelle kills a Kentauroi and Molly kills her. Mah makes it to my board edge and starts dropping scheme markers. It’s clear that the game is done now so we just agree that we can drop the required number of scheme markers for Covert Breakthrough. Resurrectionists win 10 – 6 (full score for me, 3 for Covert Breakthrough and 3 for Punish The Weak for Jamie).

Jamie is a really fun opponent and I had a great time playing with him. I think that he got too bogged down in the scrum caused by Molly and her summons to have a chance of scoring for Interference; of course, that was my intention but he didn’t seem to have any plan to break out of it. I was quite surprised by his choice of victim for Mah’s first turn attack; she could easily have killed the Necrotic Machine or Guild Autopsy just to control my activation count whereas she was highly unlikely to do anything substantial to Yin. From my side the game went quite nicely to plan. The Valedictorian was a bit disappointing in that the only time I threw her into combat the cards didn’t fall my way. However, she was on the far side of the board from most of the action so perhaps I’d have been better loading the centre during deployment rather than spreading out (I had to deploy first so I couldn’t react to Jamie’s positioning).

Once the scores are in I have done well enough to take second place, somewhat behind the mighty Lewis on VP difference. I was very glad to get out to this event and I feel like I’m perhaps out of my ‘Malifaux funk’ now. Thanks to Kai for his hard work running the event, and to Michael, Ross and Jamie for three very fun games of Malifaux. I will be back!

Categories: Battle reports, Malifaux, Tournaments | Tags: , , , , , | 2 Comments

Painted Deathrippers

These lovely twin robots are Deathrippers for my Cryx force in Warmachine. They are Arc Nodes, which means that my Warcaster can use them as casting points for magic. In a game where having your Warcaster killed means you lose, this is quite important; this goes doubly for the Witch Coven since they’re so easy to kill. They are the cheapest Arc Nodes available and as such are pretty useless at actually doing anything on their own.

I stuck with the same pink spot colouring as the Witch Coven but opted for more black and bronze for the rest of the Deathripper chassis; it seemed more fitting for the robot. I’m not sure if the skull at the front is meant to be an actual skull or just a manufactured thing like a ship’s prow, but I painted it as the former anyway (I’m not aware of anything in the Iron Kingdoms setting that looks like it would have such a skull but I’m hardly a close follower of the lore).  Overall a simple but effective paint job; I’m happy with the result.

Next on the painting table: Peacemaker and Auxbot

Categories: Painting and modelling, Warmachine | Tags: , | Leave a comment

Painted Valerya Gromoz

This is Valerya Gromoz, a mercenary hacker in Infinity who can be taken as part of my Druze Bayram Security force. Infinity hackers work more or less like wizards in other game systems, being able to use programs (i.e. spells) to do various cool things that other pieces cannot. I quite like using Valerya over other hackers since she has a very high WIP skill which helps to achieve offensive hacking.

Valerya has quite an unusual pose for a miniature, almost all of whom are standing up (makes sense I suppose). I took the chance to use the same colours as the other DBS members and I like the way that they look on Valerya as she’s a bit more civilian than the armoured Druze Shock Teams. I gave her pink hair partly because, as Faust noted, I like to paint pink and partly because I wanted to emphasise that the DBS aren’t a proper military organisation and Valerya in particular is a freelancer.  The miniature would make quite a good NPC or civilian in some kind of futuristic system since she (again, quite unusually) isn’t carrying huge weapons; she does have a holstered handgun though.  More so than other miniatures, I struggled with the photography and there is a bit of glare on her left eye that I just couldn’t get rid of no matter what I did with the camera.  Nonetheless, I’m very pleased with the way she looks even at this hugely inflated scale.

Next on the painting table: Deathrippers.

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

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