Posts Tagged With: Warmachine

Warmachine / Hordes battle report: Minions vs Convergence of Cyriss (75 points); 28Nov2020

Andrew and I managed to find time for another Wartable game of Warmachine / Hordes after several rearrangements. It’s a mystery how we ever got proper face to face games considering how hard it can be to schedule even a remote game!

Game 30 – Invasion (scenario 4) vs Andrew’s Convergence of Cyriss

https://conflictchamber.com/?cb201b_-2nev1d0LpkoPoPp-oRnHoOoOq9oNoNjDjDjD

Minions
[Theme] Will Work For Food

[Azazello 1] Azazello, the Castellan [+29]
– Road Hog [15]
– War Hog [14]
Boomhowler, Solo Artist [0(6)]
Dhunian Archon [0(6)]
Dhunian Archon [0(6)]
Flugwug the Filcher [4]
Hermit of Henge Hold [5]
J.A.I.M.s [5]
Primal Archon [8]
Primal Archon [8]
The Wastelander [5]
Void Archon [8]
Void Archon [8]
Farrow Valkyries [8]
Farrow Valkyries [8]
Farrow Valkyries [8]

(Note that Azazello isn’t in Conflict Chamber yet so the link uses Helga1 instead as she has the same number of Warbeast points)

This is the same list as last time. There are a few pieces that I’m not sure about (mainly Boomhowler and Flugwug) but I think that it’s probably operator error here so I plan to keep using them while I work out what they’re good for.

https://conflictchamber.com/?cc201b_-1-d8dndndBdedgdgpBnVpx8j

Convergence
[Theme] Destruction Initiative

[Axis 1] Axis, the Harmonic Enforcer [+30]
– Conservator [12]
– Conservator [12]
– Corollary [6]
Attunement Servitors [0(4)]
Reflex Servitors [0(4)]
Reflex Servitors [0(4)]
Asphyxious the Sanctified [14]
– Blockader [33]
Artificer Prime Nemo [18]
– Freebooter [9]

Andrew’s list is comprised mainly of the big cool toys he bought during lockdown and wants to convince himself will actually see play. Fortunately, the Blockader, Nemo4 and Asphyxious4 are all solid pieces that can probably fit in almost anywhere. Since the Conservators (and the Corollary, I suppose) have Counter Charge thank to Axis, the interactions with the Primal Archons could get quite silly.

I win the roll-off and pick second. If I’m being honest, this is mainly because I almost always pick to go first when I can so I wanted to see if a more reactive gameplay where I can potentially score first might be interesting; however when I remember what Axis’s Feat does I think that this is probably the wrong choice. I do at least lumber Andrew with the most annoying terrain. Andrew’s deployment is skewed a little to the left (presumably because of the building in the central zone) so I do the same with my Battlegroup. I make sure that the Wastelander goes on the right near Nemo as that’s pretty much the only shot that he can deflect. JAIMs also chooses Nemo as her Prey in the hope that will make him a bit more cagey. We both pick Observatory for our Objectives in case that central cloud becomes relevant.

Turn 1: Convergence of Cyriss
Axis allocates a Focus to a Conservator that will be passed around the Vectors as needed. Most things run at me; the Reflex Servitors advance and Dig In. Nemo magics up a Frustrum Locus, puts Lightning Shroud on the Freebooter and moves it up with Locomotion.

Turn 1: Minions
Almost all of my stuff also runs up. On the one hand I don’t want to make it too easy to kill all my stuff but on the other hand Andrew will certainly use Axis’s Feat next turn so I need to be far enough up to get any work at all done. In the end, I push hard on both flanks but stay a bit more cautious in the centre and use Valkyries to gum up the middle and hopefully keep the Blockader from taking out the War Hog too easily. Boomhowler puts Reposition on the central Valkyries to get them a bit further upfield. Azazello casts Storm Rager on himself and Phantasm on the right unit of Valkyries.

Turn 2: Convergence of Cyriss
The central Conservator gets Eyeless Sight and Lightning Shroud is upkept. That Conservator received three Focus and the Blockader gets two (possibly from the Corollary a little later). Axis puts Iron Aggression on the Blockader moves forward and uses his Feat. The central Valkyrie needs to go so that the Blockader has a landing spot to get my War Hog. First a Reflex Servitor blows itself up for no effect. Then the fully loaded Conservator goes in, misses a couple of attacks and has the Dhunian Archon block the one that does hit. The Blockader, denied a chance to get stuck into the War Hog, vents its frustration by smashing the awkward Valkyrie and also one-shotting my Primal Archon. The Arcane Mechaniks use Empower on the Freebooter and super-tune Nemo, but the Freebooter can’t actually get to anything relevant this turn. Nemo shoots JAIMs and ends up killing a Valkyrie due to Shield Guard. The rest of the Servitors mostly run up to jam me.

Turn 2: Minions
It’s an Axis Feat turn so I’m not going to get much useful done here. With a bit of luck I might possibly clear the right zone, otherwise my plan is keep the Blockader bottled up with Valkyries and take out the lead Conservator. Azazello upkeeps Storm Rager but drops Phantasm. After numerous attempts to knock down that Conservator with re-rolled hammer attacks from the Valkyries and shots from Boomhowler, I still can’t get it down; in the end the War Hog has to trudge forward and wreck it the old-fashioned way. The Road Hog sprays down the side of the building to set a few things (notable Axis) on fire. On the right I almost clear the zone but one cheeky Servitor survives to contest. Finally, Azazello uses his Feat and Wind Rush to hopefully buy me another turn in which to actually do some work. Neither of us score.

Turn 3: Convergence of Cyriss
Iron Aggression and Lightning Shroud are both upkept. The fire on Axis annoyingly goes out, though the corrosion on the Blockader chips a single point of damage off. The Blockader gets two Focus, then the Mechaniks Empower the Freebooter and super-tune Nemo. Nemo uses Locomotion to clear the Freebooter around the corner of the building then shoots the Primal Archon; the Wastelander deflects the first (though sadly Nemo is immune to his own weapon) and a Valkyrie catches the second. Asphyxious moves into position to Interface with the Blockader once it shuffles to the right; it makes short work of the War Hog and my Objective. Axis swaps Iron Aggression to the Freebooter which charges into the Road Hog. A free strike from a Valkyrie fails again to get the critical knock down (though in retrospect it’s immune anyway due to Lash) but does crank the damage to take out the Movement system and therefore fail the charge. It’s better to be lucky than good! The Conservator on the left bops a Valkyrie and then various spare attacks kill the Mechaniks to stop me doing any shenanigans with Void Archons. Andrew scores for the Objective; 1 – 0.

Turn 3: Minions
Now I can get some work done. I can pick up the right zone quite painlessly but the main goal for this turn will be to swing attrition in the centre; in particular the Blockader needs to go. Storm Rager is upkept again and Azazello cuts for one. On the right, the Valkyries take the jamming Servitor at the back. The Void Archon charges the Servitor on the right and sprays a truly ridiculous roll to one-shot the Frustrum Locus. That handily gives the Primal Archon a clear lane into Nemo though the damage isn’t too exciting; JAIMs and the Wastelander follow to threaten for next turn. The Hermit moves up to cover the Blockader, Freebooter and Asphyxious with Whispers At The Gate; it’s also covering most of my army too so my plans will have to work! The left Valkyries shuffle around to put a little damage on the Warjacks and mainly to stop the Conservator doing a cheeky Counter Charge. The Void Archon charges the Blockader to apply Dark Shroud and knock off a load more boxes. The Henchwomen Valkyries pleasingly finish it off, saving me from having to send in the Dhunian Archon too. The Road Hog polishes off the Freebooter and Lightning Strikes clear of Azazello who Wind Rushes in to kill Asphyxious and Sprint back. That felt like a pretty effective turn but Azazello couldn’t quite get clear off the Hermit’s aura so I’ll be in danger here from an assassination attempt. I score the right zone; 1 – 1.

Turn 4: Convergence of Cyriss
A Servitor puts Flare on Azazello by shooting from out of range so I can’t Shield Guard it; the scatter is lucky and lands on him. Axis casts Unstoppable Force and hits Azazello with a Battering Ram for a bit of damage. The Corollary Bulldozes the nearest Valkyrie out of Shield Guard range of Azazello. Nemo moves away from the Primal Archon (which Counter Charges but he can still shoot) and shoots Azazello, hitting and forcing my one transfer with a massive hit. Luckily, Azazello also gets pushed out of range of the second shot so I survive.

Turn 4: Minions
The Primal Archon knocks Axis down and punches him a few times, then JAIMs finishes the job. A real robot killing a human cosplaying as a robot; justice is done. Minions win by assassination.

As always, Andrew is a fun opponent and I really enjoyed this game. Playing via Wartable always takes ages, of course, and we spent plenty of time chatting here and talking through our options so it was after midnight when we finished. I was very pessimistic about my chances after turn 2 with a Blockader in my face and having done basically nothing that turn due to Axis’s Feat but I guess that Andrew found Azazello’s Feat comparably annoying.

Things I learned:

  • Boomhowler is more of a toolbox than I had originally thought. Beat Back and critical knock down on his gun is quite useful (though I didn’t trigger it even once this game) and the Covering Fire template feels like it should be effective with so many single wound infantry around.
  • Sending Azazello in on turn 3 to kill Asphyxious was just as satisfying as I hoped. It’s been an interesting change to have a Warlock who can contribute to the game; Dr Arkadius and Jaga-Jaga are rather passive.
  • Using the Hermit is going to take a lot of practice. That armour debuff is great but it’s going to be hard not to have it bite me back in my turn if I use it too freely.
Categories: Battle reports, Warmachine, Hordes | Tags: , , , , | Leave a comment

Warmachine / Hordes battle report: Minions vs Cygnar (75 points); 23Nov2020

It’s been a while since we’ve been playing any Warmachine / Hordes games here at Chateau Argentbadger; I think that many of my friends had been hoping that face-to-face wargaming might become an option again soon. Gareth and I did find a bit of time to throw down last night, so I decided to try something new (to me); part of the appeal was that rather surprisingly none of the Archons got any rules adjustment in the dynamic change yasterday.

Game 29 – King of the Hill (scenario 1) vs Gareth’s Cygnar

https://conflictchamber.com/?cb201b_-2nev1d0LpkoPoPp-oRnHoOoOq9oNoNjDjDjD

Minions
[Theme] Will Work For Food

[Azazello 1] Azazello, the Castellan [+29]
– Road Hog [15]
– War Hog [14]
Boomhowler, Solo Artist [0(6)]
Dhunian Archon [0(6)]
Dhunian Archon [0(6)]
Flugwug the Filcher [4]
Hermit of Henge Hold [5]
J.A.I.M.s [5]
Primal Archon [8]
Primal Archon [8]
The Wastelander [5]
Void Archon [8]
Void Archon [8]
Farrow Valkyries [8]
Farrow Valkyries [8]
Farrow Valkyries [8]

(Note that Azazello isn’t in Conflict Chamber yet so the link uses Helga1 instead as she has the same number of Warbeast points)

So this is Azazello, the Castellan. He doesn’t seem to do a lot for Warbeasts so I took a Road Hog for the Lightning Strike animus, and then a War Hog in case I actually want to smash things. The neatly fills up his entire Warbeast points so the rest of the army was filled up with all six Archons and three units of Valkyries to catch bullets for them. Finally, I added all the cool solos that I always fancied including but somehow never quite manage to fit into a list. The plan is to skirmish a bit with Void Archons and Valkyries, then abuse Counter Charge from the Primal Archons to knock things down before mopping up with a wave of solos and finally my Warbeasts. If I play carefully I should be able to get some work done with Azazello each turn between Storm Rager, Wind Rush, Sprint and Special Orders.

Yes, that’s right: six Archons. You either die a hero or live long enough to become the villain.

https://conflictchamber.com/?c1201b_-1K919GawicamoTifieiealiMiha2igig9U9V

Cygnar
[Theme] Gravediggers

[Brisbane 1] Major Markus “Siege” Brisbane [+28]
– Ironclad [12]
– Minuteman [9]
– Triumph [18]
Captain Maxwell Finn [0(6)]
Grand Master Gabriel Throne [7]
Patrol Dog [2]
Trench Buster [0(5)]
Trench Buster [0(5)]
Trencher Master Gunner [4]
Trencher Commandos (min) [10]
– Trencher Commando Officer [4]
– Trencher Commando Scattergunner (3) [6]
Trencher Express Team [5]
Trencher Express Team [5]
Trencher Infantry (max) [16]
– Trencher Infantry Officer & Sniper [5]

Gareth is trying Brisbane1 in Gravediggers. I assume that the plan is to gum me up with cheap Trenchers, then shoot all my stuff dead with Triumph, the Express Teams and Trench Busters under Brisbane’s Feat. This might be a favourable match-up for me as I have three units of Valkyries plus the Wastelander to deal with all this ranged firepower.

Gareth wins the roll-off and opts for the first move. I lumber him with the top side of the map where he’ll have to worry about that massive forest. I end up going for a somewhat symmetrical deployment (my standard approach for when I don’t know what to do) with a unit of Valkyries and one of each Archon for each flank, and my Battlegroup and most of the utility solos in the centre. The central Valkyries are Azazello’s Henchwomen and are marked with purple bases accordingly. JAIMS picks the Trencher Infantry as her Prey on the basis that they’re going to have to engage and die if Gareth is going to make anything of the scenario, and once they’re gone I can start threatening whatever else needs to afraid of her. I choose the Eyeless Sight Objective in case Gareth has anything cheeky that he can do with that massive cloud on the right.

Turn 1: Cygnar
Throne tells the Trencher Infantry to March so that they can get through that forest and then things run up to take board space; everyone seems very keen to avoid being in threat range of the Void Archons though, which sets the line a bit further back than I expected.. Brisbane puts Explosivo on himself and then makes a Foxhole in the middle of the open ground on the right. We didn’t notice until later that he should have cast this before things moved into it but it had no impact on the game as Gareth could easily have activated in a different order.

Turn 1: Minions
I don’t think that I can get anything much done here and I’m going to have to accept a bit of shooting before I can get to grips in melee; even the Void Archons can’t spray anything. Boomhowler puts a Covering Fire template in the way of the Trenchers and then gives Azazello some Special Orders. The latter casts Storm Rager on himself and boosts Distraction into the Trencher Infantry before repositioning back a bit. This does leave him on zero camp but between the Valkyries, the Hermit and the Wastelander I think he is probably safe.

Turn 2: Cygnar
Triumph guns down a Valkyrie on the right with Rapid Fire and Brisbane upkeeps both spells. The Commandos use their mini-Feat on the right Primal Archon and pull it down on the last attack which is a bit awkward. The Express Team on the right helpfully misses the Dhunian Archon; the team on the left fares just as badly, missing the Void Archon once and having the second shot (courtesy of the Master Gunner) Shield Guarded onto a Valkyrie and then stopped by the Dhunian Archon. Finally Triumph blows away Flugwug; it turns out that it has True Sight. Oh well, I had been looking forward to some shenanigans with Flugwug.

Turn 2: Minions
I don’t think that I can score anything here so I want to make some progress with attrition. Ideally I would get Azazello to Feat, charge in and kill some Trenchers then Sprint back to safety but due to my poor positioning I’ve blocked him in and it’ll be an order-of-activation nightmare to get anything useful done with him. Azazello upkeeps Storm Rager. The left Void Archon sprays down some Trencher Infantry, Void Walks to the Express team and kills the Ogrun, then slaps the Objective. The Primal Archon smites a random Trencher since there is nothing really exciting to kill and I want it as far forward as possible to be annoying with Counter Charge. Over on the right, the Void Archon flies over the building and sprays to kill the Patrol dog, the other Express Team gunner and a couple of Commandos, then Void Walks to the far corner of the zone and kills some more. The surviving Valkyries on that side drop a couple more but can’t get in the zone so I’ve just got the Archon contesting it once the Objective inevitably goes down. Over on the left, the Valkyries jam the midfield and put a bit more damage onto the Objective. The Road Hog lights a few Trenchers up and Sprints back before Azazello recasts Distraction on the Trencher Infantry and Feats in a rather half-hearted, defensive manner. Most of my solos mill around uselessly as I’ve positioned them too far back to be relevant. Neither of us score.

Turn 3: Cygnar
Triumph starts us off with a tasty shot into the Objective. Brisbane drops all his spells and allocates two Focus to the Minuteman. The Trenchers in the middle try to stab some Valkyries to no effect (actually I forgot that Azazello grants them all Riposte but I guess that Gareth wouldn’t have even bothered to make the attacks if we remembered). The surviving Commandos drop another Valkyrie from the unit on the right and Finn zooms over to one-shot Boomhowler. The Ironclad wrecks my Objective in a single swing but I get lucky as the Minuteman leaves the Void Archon on a single box. Various other things with ranged attacks try to finish it off but only Triumph is able to hit and the last Valkyrie jumps in front of that bullet so that I can contest the zone for one more turn. Back on the left, Throne gives the Trench Buster March and they both charge into the Void Archon, killing it easily. Gareth scores for destroying my Objective; 1 – 0.

Turn 3: Minions
Time to clear up the left and centre; I’ll just need to try to hang on for the right zone. The Void Archon sprays various Commandos and boosts to hit and damage the Trench Buster (but only does two points of damage anyway), then Void Walks behind the Minuteman and leaves it on a couple of points in one arm. The Dhunian Archon also charges in to contest the zone and bop another Commando on his noggin. The War Hog kills Finn and a nearby Trencher; the Wastelander clears the one jamming the Road Hog and Sprints forward. The Road Hog then sets most of the remaining Trenchers ablaze before the central Valkyries finish them off to clear the zone and the flag for my Hermit. JAIMS swaps Prey to the Trench Buster on the left, kills him, swaps Prey to Throne and side steps into him for a second swing; the Primal Archon kills Throne and Prey moves to Brisbane. The left unit of Valkyries clears up the remaining pieces over there and takes out the Objective. Azazello once again find himself without any particular targets so uses Wind Rush and sits in a forest in the centre to threaten for next turn. I score the Flag, Objective and centre zone; 3 – 1 to me.

Turn 4: Cygnar
Brisbane allocates two to the Ironclad. The Minuteman drops the Void Archon at last but the Commandos mostly bounce off the now-enraged Dhunian Archon. One of them runs to engage the Wastelander and the Trench Buster rushes over to smite the ronin in a single blow thanks to Flank. Brisbane uses his Feat and drops a Ground Pounder between my Road Hog and Dhunian Archon. The latter manages a Tough Roll and the former takes massive damage but survives with a few boxes. All the Valkyries are missed due to the DEF bonus from being Henchmen. On the right, the Ironclad realises that it can’t quite make it to the War Hog so instead leaves the other Dhunian Archon on a single box. Triumph take a shot to finish the Road Hog but a Valkyrie takes the bullet; this also triggers Mother’s Embrace to heal the crippled aspects on the Road Hog. Neither of us score; 3 – 1 to me.

Turn 4: Minions
I think that I’m going to have to give up on the right zone as I’ll never get enough over there to contest it in without the Ironclad being able to pound it into the ground like a tent peg. I should be able finish Triumph and that might leave an opening for Azazello to assassinate Brisbane if I’m careful with positioning. Azazello continues to upkeep Storm Rager. The War Hog clears out the Trench Buster and Commando in the centre zone. My Hermit moves to cover Triumph and Brisbane with Whispers At The Gate, then the Valkyries and Road Hog go in. The second Valkyrie gets a handy critical knockdown which makes things easier but in the end Triumph remains alive, admittedly only with a couple of boxes in its gun arm and on fire. It seems pointless to send Azazello in at this stage and risk a long shot assassination so I just keep him a bit safer. I score the Flag; 4 – 1 to me.

Turn 5: Cygnar
Triumph rather helpfully burns to scrap. The Minuteman clears the Dhunian Archon out of the right zone but it’s too little, too late and Gareth recognises that Brisbane doesn’t have enough output to turn this game around (plus, it’s midnight by now) so he concedes. Minions win by concession.

Thanks, as always, to my best friend Gareth for fun game of WarmaHordes. As mentioned at the start, I think that perhaps this was a bit of a mis-match between Gareth’s shooting and my Shield Guards but he played it out gamely anyway. I really enjoyed this list and I look forward to playing it enough that I actually remember all the rules in one game. For now I think that I’ll just focus on a few things each game and try to get them right; everything will come together eventually.

Things I learned:

  • Azazello has some nice potential for personal output and has good enough defensive stats to be able to stay safe against a lot of retaliation so I can afford to be a bit bolder with him. In this game I think that his personal threat really affected Gareth’s movement in the centre so in that sense Azazello was still contributing but it would be nice to actually make some attacks.
  • I’m not quite sure what to do with Boomhowler. Reposition is quite good, of course, but he’s not cheap and his damage output isn’t too exciting. He’s definitely in consideration for being dropped, perhaps for Orin Midwinter or Eilish Garrity.
  • I have to decide where to put the Warbeasts. I can’t really afford to lose the Road Hog early since I’m relying on it for Sprint, but the War Hog is so slow here that it’s not really threatening much. Having them as a third wave behind the Valkyries and combat solos seems like quite a lot of points just hanging around not doing much for a lot of the game. On the other hand, I suppose it worked OK here.
  • The Wastelander didn’t look to have much of an effect but the worry of him batting a massive shot back an Express Team or something was definitely changing Gareth’s targetting priority. I enjoyed him a lot more than I expected since I figured that he was initially just a slightly janky combat solo.
Categories: Battle reports, Warmachine, Hordes | Tags: , , , , | 2 Comments

Painted Dez

This is Dez (possibly short for Desiree?), another Mercenary solo for Warmachine. She originates from the Riot Quest game, a cross-over set in an alternate timeline of the Iron Kingdoms in much the same way that Blood Bowl exists in an alternate version of the Warhammer world. Dez is a straightforward model in the sense that she’s all about the giant bazooka she’s carrying. Her turns are simple most of the time – shoot the biggest thing in range that is susceptible to knock down. If possible, do it from somewhere on a flag so you can score too. Obviously there is a bit more finesse to it than that… but not much. She’s a lot of fun in a Soldiers of Fortune army, and Rhulic Warjacks really love the accuracy boost from attacking a knocked down victim.

As a member of my Mercenaries force I wanted to keep some of the green and bronze colours as a tie-in to the rest of the miniatures, but I accentuated the yellow much more as I want Dez to stand out as not being a proper member of the Steelhead Company. I also went with pink hair to emphasise the rather cartoonish nature of the miniature. Dez was a lot of fun to paint and I’m really pleased with the final results. As a side note, Dez is huge compared to other human sized miniatures in Warmachine; that’s a 40mm base she’s standing on. I’m not certain if this is some intentional thing where she’s a giant in the stories, or if it is just part of the random scale fluctuations that miniatures are subject to in the sculpting process.

Next on the painting table: Battle Boar.

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

Painted Steelhead Ironhead

Here is an Ironhead, a solo for my Mercenaries in Warmachine. She’s part of the Steelhead mercenary company and therefore is part of the Soldiers of Fortune theme force. I was slow to like Ironheads in the game but they’ve grown on me in my Fiona list for two reasons. Firstly, they have a pretty good repair ability and I often found myself with a Blockader with a crippled system so being able to fix that is very useful. Secondly, Ironheads can place models 2″, which doesn’t sound much but can be critical in a game of threat ranges like WarmaHordes. I’ve typically used it to move Dez a bit forward in turn 1 as she really loves a bit of out-of-activation movement early in the game, and then later to move a Steelhead Cannon into range of something tasty.

The miniature is a new one (I assume from the same generation as the Arcanist) and the improvements in sculpt quality from PP is noticeable compared to some of their earlier pieces. I kept the Ironhead to the same colour scheme as the rest of the Steelheads, but even without them I feel that she really suits the green and bronze look. She was pleasure to paint and I’m very pleased with the result.

Next on the painting table: Dez.

Categories: Painting and modelling, Warmachine | Tags: , | 6 Comments

Painted Ghordson Basher

Here is a Ghordson Basher, another heavy Warjack for my Mercenaries in Warmachine. As Warjacks go this one is pretty straightforward. It’s good at slam attacks and gets to do them without spending Focus. Therefore most turns with the Basher are just declaring a slam on the biggest slammable thing in range, then boosting to hit with the free Focus from Power-Up. Luckily Bashers are really cheap (in fact I think that they might be the cheapest heavy in the game) so I have no qualms about sending them in for a slam and them making the other army spend their attacks to beat it to scrap next turn.

The paint scheme is the same green and bronze that I’ve tried to use for all of the Rhulic Warjacks. I used cream to accentuate the ramming plate (or whatever it is called) on the Basher’s ‘head’ as that’s the most interesting part. It was a very quick and easy miniature to paint and, while not spectacular, I’m pleased with the results and enjoyed the process.

Next on the painting: Tharn Ravager Shaman.

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

Painted Steelhead Cannon Crew

This a Steelhead Cannon Crew, a unit for my Mercenaries for in Warmachine – specifically the Soldiers of Fortune theme force. They’re pretty straightforward in application; there is one shot from the Cannon itself that does a decent amount of damage but most interestingly causes knock down on hit. So ironically the main use I’ve found for the Cannon hasn’t been so much about the damage but rather to knock down models either to inconvenience them or to enable the rest of my stuff to hit them more easily. As they’re a unit, they also have a secondary value in scoring circular zones but in practice in the armies I use the Cannons in have so many other units that this is rarely relevant; plus they’re so slow that it’s hard to actually get them anywhere interesting.

I painted the Cannon crew themselves in the same style as the rest of the Steelheads and I think that the green and yellow scheme works pretty nicely. I was torn over how to paint the Cannon itself; initially I considered painting the screen in green to match the crew. Eventually I decided that Steelheads would be pragmatists, not bothering with fancy painting on their kit and so left it metallic apart from the wheels. A fun little unit to paint… now I just need to assemble and paint the other one.

Next on the painting table: Dhunian Archon.

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Painted Grundback Blasters

Here are another pair of Grundback Blasters for my Warmachine Mercenaries army. There isn’t much more to say about them than the last time I painted some of these except that I’ve been playing a list with three of them; hence I picked up another pack.

I kept the general colour scheme the same as the other Rhulic Warjacks I’ve painted lately but made sure to put a couple of the armour panels for each in a cream colour to give each Blaster a bit of individuality.

Next on the painting table: Steelhead Cannon Crew.

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Painted Eiryss, Mage Hunter of Ios

This is Eiryss, Mage Hunter of Ios, another solo in Warmachine for the Mercenaries faction. This particular Eiryss is Eiryss1; there are 4 versions of her in existence at the moment representing her at various stages in her story. For this reason and others, I suspect that Eiryss is a PC in a hypothetical ongoing RPG played by the developers at PP; she shows up a lot in the stories and is one of only a handful of characters to get a fourth iteration. Eiryss has lots of rules that enable her to mess with Focus allocation and she’s ridiculously accurate with her main crossbow. I just never seem to have the space to fit her into a list; in theory she would be brilliant in Soldiers of Fortune (where she can be free) but in practice she has never made the cut for me. I’ve been stung by Eiryss in Joe’s hands plenty of times though, so I have no doubt of her efficacy.

This version of Eiryss is the first and therefore the oldest sculpt, and it shows. The miniature itself is rather two dimensional and the detailing around the face in particular leaves a lot to be desired. On the other hand, I do really like the dynamic pose and I think that the sculptors did well for the time. Even though Eiryss could theoretically appear in a Soldiers of Fortune army I wanted her to be very distinct from any Steelheads as she is very much a free agent. That, combined with the cloak and hood that she wears, led me to for a Little Red Riding hood look which I think works rather nicely. She was a quick and easy paint and I’m very satisfied that she’s ready for the tabletop.

Next on the painting table: Grundback Blasters.

Categories: Painting and modelling, Warmachine | Tags: , | 6 Comments

Painted Steelhead Arcanist

Here is a Steelhead Arcanist, a solo for my Mercenaries in Warmachine. Like (almost) all Steelhead models, he is at home in the Soldiers of Fortune theme force; Steelhead refers to the name of the mercenary company to which most of the nominally professional mercenaries belong in the game story. This is as opposed to loads of the other Mercenaries who occupy various statuses along the lines of outlaw, desperado, pirate etc. The Arcanist is a pure support piece, being able to give a Focus to a Warjack or remove cloud effects from the game; he also passively gives all nearby friendly Steelheads magical weapons which can be critical in some match-ups. I like him especially with Fiona the Black as in the late game once the Warjacks are all gone and I’m at the stage of desperately throwing everything I have left into the fray, she can channel spells through the Arcanist and he has enough health to survive the experience at least once.

The Steelhead Arcanist is a newer miniature so it’s a mix of very crisp resin and a few frustrating metal pieces. I went with the same general colour scheme as Sgt Verendrye (and, spoiler alert, the rest of the Steelheads will get the same treatment) as I felt that a co-ordinated colour scheme matched the flavour of a professional group of soldiers. In addition, I’m really enjoying painting yellow at the moment so it works well. The miniature itself is a really lovely pose; it would probably make quite a good option for RPGs, for example as a Cleric character.

Next on the painting table: Eiryss, Mage Hunter of Ios.

Categories: Painting and modelling, Warmachine | Tags: , | 5 Comments

Painted Thrall Warriors

These are Thrall Warriors, solos in my Mercenaries for Warmachine. Thrall Warriors are quite unusual in that they can’t actually be chosen as part of your army but rather are summoned by Alexia as she gathers souls. They’re easy to kill so my main experience is to summon them, send them off to hit something (and usually miss) and then they get killed next turn. Still, being a solo that can score flags, apply Mark Target (in the Soldiers of Fortune theme force), get in the way etc, has it’s own value and I don’t hesitate to include Alexia2 in my lists.

I actually got these Thrall Warriors as part of a second hand lot and wanted a quick and easy paintjob since they’re barely more than tokens in the actual game experience. I’m not even sure if the one with no head is supposed to be that way or if it just got lost somewhere; luckily since they’re meant to be dead already it’s not so important. They must have ended up being my quickest finished miniatures in ages but I think that the simplicity has worked quite nicely here.

Next on the painting table: Steelhead Arcanist.

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