Quantcast
Channel: The WoffBoot Chronicles
Viewing all 1326 articles
Browse latest View live

I Saw Three Hulks Come Warping In

$
0
0
And what was in their cargo holds?

Genestealers. It's always genestealers. 
Perhaps it was Crypt Angels who announced stuff to the shepherds. That's probably why they hightailed it in to Bethlehem so fast, they were at bolter point.


Terminators today, a final squad of the veterans. I read on the interwebs that vanilla Terminators aren't really used much in today's competitive scene. Too overpriced, not survivable enough. 


This is held up as a reason why the game is broken and GW needs to nerf other codices, amongst other predicable nerd whines. To me, this is a reason to roll my eyes and wonder what kind of idiot thinks a dice-based tabletop wargame can or should ever be balanced, and thank my lucky stars I'm not remotely interested in the competitive scene. 


It's not squash, okay? Or chess. Warhammer in all its varieties is about telling stories and laughing when the dice gods crush you. If you want reliable hard counters and balanced assymetry, go and play a good RTS online. Or better yet, stop trying to re-enact any kind of warfare. Warfare is a random and unpredictable shit storm, from most accounts I've ever read. That's why dice replicate it so well. 


Anyway! It's nearly Christmas, stop ranting, Kraken. Or the spirits of three GW Executives will visit you over the coming night, until you repent of your ways and get back on the corporate teat. 


Speaking of which, I quite fancy some of that new Chaos range - the Gaunt Sorceror and the Varanguard are both lovely models, although the latter is nastily priced. Not as much as the new Archaon, but luckily I don't like him as much as the older one anyway.


I mean, over a hundred quid for a single model? And he's plastic? And his horse is now a dragon with skulls coming out of its skin? On the inevitable day when I jump my own personal shark, whatever that may entail, I hope I look as ridiculous. 


Spotted the repeats yet? 


Yeah, these guys are magnetised. Or four of the six of them are, anyway. Weapon options aplenty, hence my rambling as the mugshots roll by. 


It's a really neat way of extending your range of models, I think. It seems so obvious and clever, it makes me wonder if GW will ever throw magnets into the box to start with, or at least include holes in the sculpts to help you do it. Or at least slap the Citadel logo on a big bag of earth magnets and quadruple the price. 


Right! Enough, here's a run of photos to get through the rest of the models. 

Here's all their gun.

And here's the squad all together.

And here they all are, together with yesterday's tac squaddies and tomorrow's premium bosses! You can't tell in the photo, but they're all singing Fairytale of New York.

This Space Marines project is nearing completion. I've broken its back, certainly - about two months still to go, give or take, with a couple more vehicles, assault squads and some really nice characters still to do.


Lufgt Huron Carol

$
0
0
Tenuous title, this. I'm not sure how many people have heard the classic French Canadian Huron Carol, which starts

'Twas in the moon of winter-time
When all the birds had fled,
That mighty Gitchi Manitou
Sent angel choirs instead;



But it's certainly a reasonable segue into Renegade Space Marine Characters! 

Astral Claws Chapter Master, he is not. But he'll do, pig, he'll do.
Lots of backbone. Always a sign of good character.

The second likely lad is this Terminator Librarian. He's fully weaponised, courtesy of magnets, and has a range of three Grey Knights anti-psyker weapons. Dunno if that's kosher for a Librarian, but they look good so I'm not checking.




See, now this is what Terminator Librarians looked like back in my day. He's a converted relic of a forgotten past, the Genestealer expansion for Space Hulk. Which rumour has it might be an early offering from the newly-arisen Specialist Games section of GW. That would be ace, especially if it means the rumours of a new Hybrid army list are true.

He was missing his axe, so he got a natty Force Fist instead. 

Also, this familiar. 
And this teleport homer. All these accessories, it's like he's compensating for something.

That's it for the Crypt Angels for this year! They'll be back in spring, like the little crocuses they are. In the meantime, here's a quick shot from an abandoned idea - I was going to do a step-by-step 'how to' paint guide, before realising nobody is going to copy the paint scheme. Ever.

For what it's worth, though, here's a termie in early production. I undercoat black and drybrush the greys in straight away, before doing the red. As ever, I always use the largest brush I can possible get away with, in direct contradiction to all known painting advice. My two-part reasoning is simple:
a) If you always use a slightly-too-large brush, on the rare occasions you actually use a Fine Detail brush you've developed pretty steady hands
b) I'm a massive contrarian

In Dulce Jubilo, You've Failed Your Saving Thow

$
0
0
See, this is why I don't let Admiral Ackbar decorate my kitchen.



By the time you read this, I will already have seen the new Star Wars film. A fiver says I still won't have calmed down. 

Today once more brings the joy of Dungeon Saga! This time, it's the trap tiles.

Left to right - sticky glue trap, gas vent, poison darts and floor blades

Remember when I said the Pile of Bones counters got a lot of flak on the Kickstarter Forum? Well, they got a light ticking off compared to the sheer overwhelming hatred this set of trap markers got.

Cage from the ceiling, hallucinogenic mushrooms and two blanks

The concept is great. Double-sided 3D resin tiles, with blank dungeon floor on one side and some kind of surprise for your ankles on the other. They were an add-on, there to replace the card tiles that serve the same function in the Adventurer's Companion.

Pit trap, stone deadfall, slashing blades and spikes

If a dungeon allows you to set traps, the thinking is, you stick three counters out. One is a dud, the other two are live. So when someone treads on the square, you flip it to see what you've walked into/under. The resin tiles nearly do this, and they're pretty decent stabs at bringing the card tiles to life.

The other two blanks, for completion

There's a problem, though, which is that the blank sides need to be identical. They aren't.

Blankety Blank! With your host, Legs Brawken.

It's not bad, on the whole, although the resin's a bit cheap and bendy. The detail is very thin on this side too, even careful drybrushing can eradicate it. Best of all is the inclusion of one with somebody's thumbprint embedded in the resin and the one where someone's taken a spatula to the surface before it dried, that's what really got many people's goats.

Top left, you may just be able to pick it out, is the thumb. The scraped one is second one in from the left on the bottom. It's really not that bad, at least in these awful photos. 

I dunno, Mantic don't seem to rate proofreading as a necessary step, regardless of whether the printing is in three dimensions or otherwise. It's not a game breaker for me (especially as I'll likely be playing over Skype, where the image quality is so poor nobody has any idea of what they're fighting anyway), but I can certainly see why people are saying this is shoddy. Still! Paints up okay, and a fun concept if nothing else.


Proxy Baby Jesus

$
0
0
We did it! Well done everyone, for allowing all this time to pass. 


Tradition demands a Nativity Scene, right?

This particular crib is CR 15

I know, my photography makes this more of a slap in the face than a joyful celebration of Festive Nerding. Never mind! There's always next year.

Merry Christmas from the Woffboot - thanks for watching our advent nonsense, it's been fun!

May your Yules be Merry and Bright, 
And may all your Gandalfses be White!

Festive Cheers!

$
0
0
Don't worry, this is an automated post. At the time of publishing, I am scrabbling to find some AA batteries for a Thomas the Tank Engine, at a speed that will not satisfy a Christmas-infused toddler.

Cheers!

But it seemed a good time to rebase a mythic jolly figure with a long white beard and a generous spirit!


Have a cup of Bugnog on me!
Merry Christmas to all!

Christmas Leftovers

$
0
0
Christmas is over, so let's pick at this carcass for a few days more.

The state of my turkey by Day 3
Time for the leftovers!

A pair of Wood Elf characters - both of them Waystalkers, and one of them has been waiting patiently for the better part of a year for me to blog about him.

Aenur, the Sword of Twilight
"I shouldn't even be here, Mr Frodo! I should be in ...Mordheim!"

It's Aenur, the Sword of Twilight - a dramatis personae from Mordheim that must be owned by every Warhammer hobbyist of a certain age (or at least those who subscribed to White Dwarf #238).

Aenur, the Sword of Twilight
Swishy swooshy

Aenur is a High Elf, but that big cloak is excuse enough, so I stuck a spare Warhawk Rider bow & quiver on his back (with a strip of masking tape, to give some explanation as to how it was clinging there). And there he was: my 6th Ed Waywatcher Lord!

Aenur, the Sword of Twilight
This sword, to an absurd degree,
Is showing signs of verdigris.

It's a nice model (And metal! And free with White Dwarf! Don't talk to me about plastic Stormcasts - THIS was a proper free gift!) - the amount of cloak makes it seem deceptively simple, but what you can see of the elf beneath is very well-detailed.

I made his armour more rustic brown and bronze, since Wood Elves don't go in for ferrous metal much. The sword was an early attempt at 'magical effect' weapons - which probably amounted to little more than a Green Ink wash and some Mithril Silver drybrushing.

---

My second Waywatcher Lord is a real example of using leftovers. You may remember my original Glade Captain on a Great Bear started out like this...

Does A Bear Rider Shoot In The Woods?

The rider's torso was subsequently dismounted and replaced with the torso of an old Jes Goodwin champion that was more combat-orientated.

So this left me with the painted torso of the original rider, and the unpainted legs of the champion model I'd hacked up.

Converted Wood Elf Waystalker
Let's get these two kids together!
Even the painted part of this model had some repainting. I got inspired by the 'moon and stars' motif on his chest and went with a 'night' Waystalker of dark blue, grey and silver (to contrast with the 'day' Waystalker of green, yellow and gold).

Converted Wood Elf Waystalker

The cloak was a greenstuff sculpt (although not a great one), with some freehand swirls and squiggles to hide my thumbprints.

Should I ever get another game of 8th Ed with my Wood Elves (and it seems only sporting to give Kraken a chance to finally score a win against them), I'd love to give this pair a run-out. Their combined sniping ability would put the fear of Khorne into any sorcerer lurking in a pack of marauders.

All Fyrd Up

$
0
0
It's been a whistlestop December, but we have one last stop before the annual review: The Anglo Saxons!

Freeman's Catalogue, 872AD

PROPER Anglo-Saxons, that is. Not the BBC's cack-handed adaptation of an historical tour-de-force. (I mean come on - ITV did a cracking job on Sharpe. Where was the electric guitar intro?)


But I digress. I've been quite lax in getting my SAGA warband painted. And after their impressive debut battle, I've decided to undertake a little ethnic realignment (doesn't sound the least sinister, does it?) and turn my Anglo-Danes into Anglo-Saxons.


Anglo-Saxon Ceorls for Gripping Beasts' SAGA Viking Age.
Henry Fyrd

Though they really kicked some Viking grunnr in the battle, I think Anglo-Saxons make for a better match-up. Aside from being historical antagonists, I think the present a pretty good rock to the norse hammer, but with the potential for a counter-punch.

I may be being unfair to the Anglo-Danes, but after playing five battles with them, I found I was just lobbing fatigue at the enemy. In fairness, it may be a different style against, say Welsh or Normans, but against a close-combat force like Vikings, we all found a bit ... wearysome.

Anglo-Saxon Ceorls for Gripping Beasts' SAGA Viking Age.
Harrison Fyrd

Anyway, it only took one battle to sell me, not just on the Anglo-Saxons, but also on the Fyrd! I love the fact that the Ceorls (or levies - the lowest rank of fighter) are key to this army, and when fielded in the proper numbers, with the proper buffs, they can hold up against the enemy's elite.

Anglo-Saxon Ceorls for Gripping Beasts' SAGA Viking Age.
Fyrd Maddox Fryd

For these, I used the Gripping Beasts'Dark Age Warriors box - which gives you 40 warriors at a very good price. They have very basic arms and armour (deliberately so, which makes them very versatile) and match up nicely with the Anglo-Saxon Thegns box (although you'd be limited to head and weapon swaps - since the arms and torsos are mailed).

So these poor chumps have to go to war with nothing but woollen tunics to fend off the Dane axes. I did scatter around a few helmets (basic pot helms, to distinguish between the more elaborate helmets of the Thegns). They also all get shields, since the Anglo-Saxon Ceorls have an option to be better armed if they give up their missile weapons (so no slings or bows here).

Anglo-Saxon Ceorls for Gripping Beasts' SAGA Viking Age.
Gerald Fryd

For the tunics, I'm sticking with my green theme, mixed up with some undyed cloth. I'm not sure if Dark Age fighters would have been so uniformly attired, but I'm rationalising it at follows:

  • They would if I'd been in charge.
  • They'd all have access to the same locally-sourced vegetable dyes, so clearly all this lot grew in their little hamlet was cabbages.

Anglo-Saxon Ceorls for Gripping Beasts' SAGA Viking Age.
Francis Fryd Coppola

So tunics of Death World Forest or Elysian Green for the dyed-in-the-wool fighters, plain old Zandri Dust for the great unwashed. And the usual mix of browns and greys for breeches, leggings and shoes (there's a lot of mixing up to be done if you don't want things to look uniform),

Anglo-Saxon Ceorls for Gripping Beasts' SAGA Viking Age.
Bruce Frydsythe

Of course, you can't see much of this from the front, since the shields hide most of the body. And yes ... I *know* that's the point of a shield, but no-one told me that when I was carefully painting in the belt buckles that you will never see,

Anglo-Saxon Ceorls for Gripping Beasts' SAGA Viking Age.
Proof: all the stuff you're missing from the front.

For the shields, I kept to the yellow-and-green style (once again sacrificing a bit of historical verisimilitude for tabletop clarity). Golden Yellow base, then Castellan Green to mark them out (a different shade of green to my Huscarl Ealdormen unit, for additional distinction).

Anglo-Saxon Ceorls for Gripping Beasts' SAGA Viking Age.
I need to get better at freehand shields.

I like the models, and I like the scale too. In fact, I think they work better with other Warhammer models (apart from humans obviously). By keeping things on 'true' 28mm scale, it makes 'heroic' 28mm infantry (like Gor) look properly bestial; and monstrous things, really monstrous. To me, it seems more fitting that human warriors in a fantasy setting should look outmatched by the fantastical stuff.

Prosthetics-scale
Motion-Capture-scale
Harryhausen-scale

There should be 12 Ceorls to a unit, so I'm only halfway through with painting 6 (all part of my 'paint by halves' masterplan). Hopefully, this lot will encourage me to crack on (although they're currently vying for my attention with my Dungeon Saga set).

Besides, we're coming up to the end of year tally, so I need to push as many completed figures across the finish line as possible. Tune in on New Year's Eve to see if I've succeeded in out-painting my purchases this year!

Mural's Avengers II

$
0
0
A new addition to the Family Stylus means only thing: more superheroes on the nursery walls!

Skottie Young's Iron Man
Ted Hughes ain't no thing.

Last time, I managed four characters. This time, only one. This is not due to any deficiency in affection for the prospective newcomer, but painting walls in June (16 hours of natural light) is a lot easier than painting them in December (16 minutes of natural light).

If junior stays in there long enough, I might be able to squeeze out another before the big day - although I am now running out of wall space.

The True Meaning of WoffBoot

$
0
0
"What is a WoffBoot?" - the question asked on the very first post on this blog (I'm sure you were all reading it back then). In brief, it's the phonetic pronunciation of WFBT - an acronym for 'Warhammer Fantasy Battle Tournament'.

The technical word for this is a vocologue - that is, a word shortened to an acronym, then lengthened to a word (such as 'okay', 'emcee' and 'deejay'). If you're interested in such things, there's lots more on the Haggard Hawks etymology blog.

Stay awake, there may be a test later.

And that's the way we've been for the last four years. Until I recently got thinking: not anymore we're not.

As you will see by glancing upwards, the menu of our little blog has recently changed. Previously we listed all the Warhammer Fantasy armies our group had amassed (and we nearly got them all - damn those elusive Bretonnians), with a catch-all page of 'Miscellany'.

Except it was becoming clear that the miscellany was a sizeable chunk of our output: Dungeon Saga, Frostgrave, Age of Sigmar, SAGA Viking Age, Lord of the Rings and Warhammer 40,000.

More than a third of our battle reports this year were for games other than Warhammer Fantasy. Half our most popular posts were for non-WFB topics. Our annual get-together will still happen, although what we'll be playing then is anybody's guess. This year, more than any other, we have strayed from the true faith.

I don't know if it took the Age of Sigmar shake-up to make this happen - 40K and LotR are hardly new games; I had already picked up SAGA before the End Times finished, and our communal Dungeon Saga sets were ordered last summer. But there certainly feels like a lot more choice out there, and when we now decide to play a game, the next question is: "Yes - but what?"

So this is no RageQuit of Warhammer 8th - it was, and is, a cracking game and expect more painting updates and battle reports to come. But perhaps it is also a statement of expansion, of openess to new games and new systems to come.

So perhaps WoffBoot now stands for 'Whatever we Feel like Battling Today'.


I heartily agree with Stylus!




Hello - Kraken here, chipping chirpily in. We're not the only ones in the blogosphere who have found that the demise of WFB earlier in the year made us examine other options. There weren't many others who tried the all-new Age of Sigmar and found they enjoyed it, although as far as I can tell it's had a good launch. Lots of people painting and posting on the Facebook group, for example. 

Not more than the SAGA or Frostgrave groups, mind you! It's a good age to be a wargames nerd, right now. Great games and fine miniatures abound, and the internet ties us all together like an invisible unit coherency rule. As a geek, I feel safely surrounded by my geeky kin! 

Kickstarter has had some great stuff this year, as previously mentioned in the advent roll. There's an all-Halfling army just finished that looks great, for example, and every week has some new treat to tempt the wallet. 

GW seems to have turned some kind of corner too! The new management might not have reversed any of the pricing or relentless marketing decisions of the departing CEO. I get a lingering impression of a thaw in their 'ignore the customer' policy. Specialist games are coming back, there are occasional White Dwarves containing new rules or scenarios for their games (sandwiched between this month's catalogue, I'm sure, but it's something), and the olive branch of free rules for all your now-obsolete armies during the AoS transition - it all felt a little warmer than the last few years. 


This graph shows GW's market presence

It's not been enough to bring me romping back to the fold, though. Now I've stepped beyond their plate glass doors, the world outside Warhammer is far too interesting for me to go back. 

And for the year ahead, what new endeavours shall we find? X-Wing is supposed to be good, I'd like to try that. Especially after seeing The Force Awakens, which I loved. A bit of 8th Ed, to slowly progress the narrative campaign we failed to get going earlier in the year. More AoS, SAGA and Frostgrave, for sure! And Dungeon Saga. 

Perhaps a return to RPG, which I've neglected in favour of tabletop stuff for a couple of years now? Pathfinder remains an old favourite. The Star Wars roleplayer by FF tugs at my heart strings like a padawan practising Force Pull. The Old Warhammer World is fondly remembered. I've won some 3D dungeon tiles, it'd be good to use them for their intended purpose.

And homebrew - Kasfunatu and I are working on an entirely new and original board game, currently in mid-alpha. Once we get some balance issues sorted, expect a beta report on this very blog. 


Roll (for initiative) on the New Year! 

New Year's Honours List

$
0
0

End of the year. Time to do my Lead Taxes.

I don't know if 'inspired' is the right word, but General Stylus's Project Micawber post last year certainly stayed with me. 'Haunted', that's the word I'm looking for.

In brief, the idea was to make sure you painted more than you acquired over the year. Let's look at the figures.

(by which I mean the numbers, not the actual models, even though that would be more interesting)



Gross Income
Citadel Wood (4 pieces)
5 Putrid Blightkings
5 Marauder Horsemen
5 Chaos Knights
The Reaper Bones II Kickstarter box - 192 I think
Dungeon Saga plus Kickstarter Models plus Expansion Packs - 130
[A second copy of Dungeon Saga for General Kas - 93]
10 Chaos Dwarves
3 Obsidian Golems
10 Harpies/Gargoyles
1 Chaos Dwarf Sorceror on Lammasu

Scenery Painted

Citadel Wood (4 pieces)
3 Field Inserts for the Wood
Garden of Morr (minus one of the sepulchres - about 15 bits I think)
A Celtic Standing Stone
2 Reaper pillars
A Reaper ruined tower (5 piece set)
2 Crates
1 Barrel
1 Pile of Sacks
1 Ancient Barrow
1 Ruined Hut
2 Broken Statues
1 Complete set of Dungeon Saga furniture (29 pieces, including a couple of extra Heroquest bits)
12 Piles of Bones
14 Trap Tiles
1 Teleport Beacon
Subtotal - 80

Warhammer Painted

20 Wych Elves
Wych Elf Priestess thingy
20 Corsairs
Fleetmaster
12 Cold One Riders
1 Cold One
5 Marauder Horsemen
5 Chaos Knights
Repaint of Phlothos
General Palafox's High Elf Army (Total model count = 66)
1 Chimera
5 Putrid Blightkings
2 Dark Elf Shrines
3 Beastmen
1 Nagash
2 Dark Elf Chariots
Subtotal - 146

40K Painted

2 Dreadnaughts
2 Hellbrutes
1 Land Raider
41 Tac Marines
3 Chaplains
3 Rhinos
1 Librarian
1 Land Speeder
1 Dreadknight
19 Cultists
9 Genestealers
3 Ripper Swarms
4 Genestealer Egg Clutches
1 Broodlord
1 Terminator Apothecary
5 Space Marine Bikes
1 Space Marine Assault Bike
21 Terminators
15 Chaos Space Marines
3 Terminator Librarians
5 Khorne Berserkers
3 Space Marine Captains
1 Vindicator Tank
1 Predator Tank
1 Techmarine
10 Devastator Marines
1 Apothecary
5 Space Marine Veterans
2 Marine Familiars
Subtotal - 166

Dungeon Saga/SAGA/Reaper/Mierce/Other Painted

1 Black Dragon
1 Reaper Viking Lady
1 Dwarven Ranger
1 Red Dragon
1 Desert Horror
1 Dire Wolf
1 White Dragon
1 Viking Warlord
1 Viking Warlord on Horse
2 Trolls
1 Tzeentchian Daemon Prince
28 Viking Warriors
1 Undead Lord on Throne
1 Monk
2 Thieves
2 Dwarven Priests
1 Lizardman
1 Sea Priest
1 Grisk
1 Land Shark
1 Brass Bull
8 Bugbears
1 Halfling Rogue
2 Barbarians
1 Summoner
2 Necromancers
1 Undead Scarecrow
1 Ghoul
1 Mr Bones
1 Zombie Ogre
1 Greater Daemon
1 Halberdier
1 Satyr Archer
2 Elven Archer Heroes
1 Templar
1 Mummy
9 Skeletons
2 Obsidian Golems
6 Zombies
6 Skeleton Warriors
3 Skeleton Archers
3 Armoured Zombies
1 Wizard
1 Dwarven Barkeep
2 Dwarven Heroes
1 Banshee
1 Dwarven Wight King
3 Dwarven Revenants
3 Ghosts
3 Zombie Trolls
1 Predator Hero Dude
1 Zombie Troll Shaman
Subtotal - 112

Grand Total Painted- 504
Of which owned - 211
Total New Models Obtained - 365[458 if we count the second Dungeon Saga box, so let's not]
Net Lead Gain - 154


It's a win for lead. Again. Always.

That's some heavy numbers, right there. My lead pile swelled by enough that I needed to paint one model a day just to break even! Which I easily managed, in fact, but a lot of that effort went into commissions, leaving me with a bunch of stuff to do next year.

That's fine, I can handle that. There's not so much incoming next year, at least until I check Kickstarter again, so I ought to hit my target for the end of 2016.

That target? To have a fully painted collection.

That's a New Year's Resolution right there, this I swear. Stay tuned to see how far short I fall. Happy New Year, Leadheads, Kraken out.


First Step into a Larger World

$
0
0
Not that step, maybe.

After a brief exchange in a previous post, and an Amazon voucher for £25 sitting on my desk: I found myself ordering the XWing core set... which thanks to Prime, arrived that day and I could read the rules last night (then I found the rules are posted on FFG's site for anyone to read!).



Anyway, after doing so and given the low entry cost, I ordered the other core set to offer some other options in a future game.

Today, over lunch, Kraken and I decided to play the intro game.

Ignoring the suggestion to play with reduced rules (this is not our first rodeo) we did however start with the base pilots and a small 2x2 starfield with no obstacles or customization. This meant we would play with all maneuvers, actions and damage cards - just with no upgrades and it would be the base Rookie pilot vs the twin TIE threat from an Academy and Obsidian pilot.

I got to play as the Imperials, which suits me nicely. Better uniforms, for one. 

What was pleasing was the game was played and completed and skype call wrapped up prior to Kraken being pulled away to watch Tinkerbell by his daughter (this included intro and conclusion in under 40 minutes). Looks like an opportunity for some quick games here.

Fighters that size couldn't get this deep into space on its own.

Unfortunately in the excitement only one photo was taken (sorry).

Our game included a lot of maneuvering, less shooting, and a few explosions.  It ended with the XWing with no shields, but both TIEs destroyed. The Obsidian pilot attempting a barrel roll into the path of the XWing for a shootout.

Apparently, TIEs can't go head to head with X-Wings in a shooting duel. The board game certainly delivers the experience of the films, then! My TIEs were certainly nippier, able to spin and roll and outdistance the big X. Not that I did much with it, they just swooped about in circles before exploding. Again, honour was satisfied. 

Looking forward to the next game! (may even be tonight if Kraken's brood are all bedbound with flu).

Kraken is already eyeing up some Scum, and it would be a Star Wars game without a Falcon... oh dear... what have we done!

PS: 
After writing the above, I had a call from Kraken as the brood was asleep. In under an hour we had two more games!

1st game:
Luke Skywalker + R2D2 + Proton Torpedoes + Markmanship
VS
Howlrunner + Swarm Tactics
&
Backstabber




After initially closing, Luke cracked Howlrunner's hull, momentarily blinding him and preventing a counterattack.

Getting ready for proton torpedo run (he only had one salvo) Luke preemptively targetted Backstabber.

Luke's shields were depleted and he had to get out of there, but leaving backstabber behind, performed a daring loop (stressing himself out) and taking a bead on Howlrunner but the TIE was too nimble.



Kicking the thrusters Luke short forward allowing R2 time to repair the shields.


Now recharged, Luke again braved the G force to flip his ship and turned to face the incoming twin TIEs.


With a target lock and focusing on his prey, Luke tore a hole through Backstabber's engines and the TIE exploded to the critical shot.

With only one TIE to fight, Luke could maneuver into position and let fire, unable to use the protons without a target lock he concentrated on his blasters: Howlrunner was no more.


Game 2:
Luke Skywalker + R2D2 + Proton Torpedoes + Marksmanship
VS
Black Squadron Pilot + Determination
&
2 x Academy Pilot


Switching sides and believing swarming may be the way to go (especially with Luke's nifty evade feature and R2 constantly repairing the shields when Luke slows), three less experienced TIE pilots were brought to the arena.

Seeing the XWing, the three shot forward: one slowly, the other two moving into a flanking position. Luke ignored the starboard threat, thrust straight forward and totalled one of the academy pilot in a barrage of blaster fire.



As the TIEs gave chase, one tried to perform the same loop he'd seen Luke and others do earlier, but accidentally hit the hyperspace (don't hate me: I know TIEs don't have hyperspace... but he left the edge of the board, which meant he bugged off home... Now I miss AoS/Warhammer's "you can measure" ruling!)

Yeah, I was struggling a bit with distances too! Over Skype, playing a game for the first time with no real idea of how large the movement templates are, I found myself overshooting quite a lot. Luckily, overshooting seemed to pay off in a shooter-based dogfight. 

With one Academy Pilot left in Luke's sights, and with its little ability to get out of firing arc, and Luke's impressive skill: the final TIE is dispatched... Luke probably had his eyes closed too.


Verdict:

Two very quick games, and if nothing else, the outcome was befitting the films. It wouldn't be right for two lowly academy TIE pilots to take out Luke after all anyway. It would have been good to give his ship a bit of battle scarring though!!

But, the Imperial forces need some firepower to keep up with Luke.... now where is ebay....

I'm well impressed with this, in terms of speed, ease of play and entertainment value. Three skype games in a day, for a total of about 90 minutes? Amazing! Positioning is everything in this game, and I know I don't really have a handle on how best to use the different fighters. Research must be done, mostly in the form of more playing. 




The Tally of 2015

$
0
0
So that was 2015, and this is the update to "Project: Micawber"...

I'm looking for an image of Old Father Time...
But as a Terminator...
Holding some kind of melon!

"Annual leadpile twenty orcs, annual painting nineteen orcs nineteen goblins and a snotling, result: stagnation.
Annual leadpile twenty orcs, annual painting twenty orcs nought and a snotling, result: progress."



Project: Micawber


The premise is simple: paint more models than I acquire, add them up at the end of the year and bring down that leadpile!

In 2014, I scraped by with 6 models to my credit. This was due in no small part to some creative accounting whereby I carried over the Dungeon Saga Kickstarter package from the year I bought it into the year I would receive it.

Canny, but it meant that, even if I bought nothing, I would still have 113 models to counterbalance.

(damn you, younger me, for having no foresight - this is why I eat so many biscuits!)

I also relaxed my 'rebasing does not count' rule. Partly because some of my rebasing got so extensive, there was not a lick of original paint left visible (I'm looking at you, Night Goblins); partly because I wanted credit for the Herculean effort of scraping the pebbles off my Dwarves (what a way to spend Election Night); and partly because I knew if I wasn't scoring points for rebasing, I wouldn't be motivated to do it.

(if I start counting scenery next year, I might actually get some done).

This was my 2015:

Bought

I thought I was rather restrained this year (although I also said the same last year, so I'm sensing a pattern here). Although I maintain I only bought what I really had to.

For all that, I still ended up with quite a few new additions to the leadpile (plastic pile, resin pile, etc), due to:

  • The aforementioned Dungeon Saga Kickstarter
  • A newly-acquired interest in SAGA, which led to about 70 new minis (you only need a few dozen, but those Gripping Beast plastics are just such good value!)
  • A unexpected return journey into Lord of the Rings miniatures, of all things
  • The liberation following Age of Sigmar, where I could just buy whatever beasties of chaos I fancied, and still have a game with them.


Acquisition total: 245 models.
(more than twice as much as last year - ulp!)


Painted


Painted total: 246 models
(oooh - more than twice as fast as last year!)

I win! I win by one! I'm making no impression on this leadpile, am I?

This must have been my most eclectic year for painting. No single-minded determination here, just a plethora of goblins, dwarves, wood elves, squigs, forest spirits, orcs, monsters, undead, beastmen, dungeoneers and Anglo-Saxons.

It's also been the most fun I've had painting, so expect the same next year: I doubt if I'll complete a single project, just dip into the random pile and pull out another one to paint.

Other notables of 2015

  • Favourite unit: I was really chuffed with how my Night Goblins were redeemed with a new paint scheme, but if I was to choose a unit that were painted fresh off the sprue, I'll take the Beastman Gor - nice to finally paint some of Warhammer's iconic goons.
  • Favourite model: There are a couple of winged contenders here - both Cockatrice and Wyvern were a blast. So were the Mangler Squigs, right back in January. I'm giving an honourable mention to my Dwarf Lord on Shieldbearers, but the winner has to be the Night Goblin Big Boss on Great Cave Squig.
  • Favourite battle: There were some very good battles this year. I particular remember how my Wood Elves fluked a win over Archaon. We also finished off our epic narrative of Phlothos the Unbeatable. But the title goes to my all-squig avalanche in Age of Sigmar
  • WoffBoot XI: I wanted to improve on my 5th-placed finish, and so I did: coming 4th (out of five players, rather than six, so I'm still second-last). Next year, I'll either need to play better, or invite more players who are worse than me.
  • Battles played: 22 - not only the most played, but the most varied (taking in SAGA, Frostgrave, Dungeon Saga and, yes, Age of Sigmar)
  • Blog posts: No awards for us this year (I think we lost out in the swimsuit round), but more views and more comments, so I guess more of you are reading (and watching, now we have launched WoffBoot TV), so thank you all.

In fact, it was a bumper year for traffic. I thought we were going to fall shy of 100,000 views (which is a shame, because I had a corking gag for the number 99,000) - but no, we went ahead and doubled our traffic, getting as many in the past year as the previous three combined.

(who'd have thought that talking about current releases, as and when they happen, would actually be of interest?)

So, I don't have a 100,000 gif ready. What I do have is a basic grasp of mathematics:

FIFTY THOUSAND!
+

FIFTY THOUSAND!

Have a great 2016, leadfellows. May you always roll sixes.*

*unless you're playing Frostgrave. In which case, your D20 are worse than mine.

Frostgrave: Frost Footing

$
0
0
Happy Hogmanay! 

Now we've got the tradition out of the way, let's roll some dice. 

Welcome to 2016's first Woffboot writeup - Frostgrave, not a new system for us, but at least featuring a new player. New systems inbound shortly, though, so stay tuned...

This is General Kasfunatu's first outing in Felstad. He asked me what he'd need, seeing as I was hosting, and I said pen, paper, d20 and luck. Guess which one he brought most of? 

I could only find a couple of d20, my normal dice bag cunningly stored somewhere; but I had one pen and two bits of A4.

That's right, it was paper. 

Teams


A new warband for me, after the death of Necromancer 'Gold' Dolgur at the hands unscrupulous Illusionist Slothslayer. 

It's an all-dwarf pack, led by Enchanter Breoght Beardstar. Two trackers for ranged power, three thieves for treasure stealing and an infantryman for point defence. And an apprentice, because you always need someone to look down on. 

Spellwise, I'd taken a mix of buffs, movement and between-game warband boosters. So I can brew potions and create constructs, although I totally failed to do either for the first game. Forgot to pack any alembics, I guess. Grenade is my only ranged attack spell, so the Enchanter has a crossbow to hand just in case.

Kas opted for Chronomancy, as it's not a thing in other systems we've played together.

Old Father Hat with his Apprentice, two Infantrymen, a Thief, a Treasure Hunter and two Archers

Crumble, Fleet Feet and Petrify were all in his arcane arsenal, with various buffs and out-of-game experience boosters - a good mix, like mine.

I'd had a bit of a rough day (lots of flu at our house) and not as much time to prepare. Previous experience has also taught me that very terrain-heavy set ups are quite tough to navigate on Skype, so I decided to crack out some old DnD floorplans. Twisty alleys and plenty of buildings - it felt right, although slightly lacking thematically.

The lack of extra dimension did not diminish, and probably helped with the fixed camera angle; so it worked well remotely. Maybe next time some salt or baking soda needs to be sprinkled over the tiles to give it that crispy underfoot snow.

Temperategrave

All the houses were nominated as 4" high, with their sloping roofs providing difficult terrain. The big tower at the top left was 5" high with a flat roof; market stalls and crates provided plenty of cover to help counter the open lines of sight.

Deployment

Most of the loot went into the narrow alleys along the left hand side, scattered in the streets or up on high. I chucked a couple out in the market square close to my own side, though, willing to risk the chance of getting shot up for easy gains.

Kas went first, breaking his band into two groups. His Chronomancer would accompany an archer, an infantryman and a treasure hunter into the back streets. The apprentice would take everyone else down the middle, hoping to drive me off or at least snipe me away from the treasure chests.

I went for a long thin line - my Enchanter with two trackers started up on the alley roofs, hoping to nab a chest there and then sit and snipe the opposition. The Apprentice took a thief and the infantryman down the middle against the enemy student, and I stuck two thieves off by themselves to loot the market square.

Enchanter's team has red circles, Chronomancer's has green. Treasure counters in yellow.

The Game


The Chronomancer won initiative almost every phase of every turn, just to give you a heads-up on how much luck Kas brought with him. His teams pelted into the cover of the Thieves' Quarter, grabbing what treasure lay nearest.

My Wizard slithered over the tiles with his trackers, staying hidden for the time being, as he cast Strength on himself. His apprentice advanced, hid behind a cart and gave himself a hernia trying to cast Grenade, while his opposite number managed to cast Forget Spell on him - no Healing for this match! After all that, the two outlying thieves did what they do best and nicked stuff.

End of Turn 1
Thieves in the stalls. Where's the guard when you need it?

After that, it all went south very fast for me. As the Chronomancer and his team dashed for the loot in the middle of the alleys (the Chronomancer very valiantly using both his minions as cover), I managed a perfectly lobbed Grenade spell from my rickety vantage point on the walkways above. It hurt nobody. And neither Tracker managed to hit anything either, which didn't help.

Nearby, my Apprentice got twin sniped by a Bone Dart and a bowman - apparently, the rotting apples on the cart didn't provide the cover he was hoping for, and he was out of the game.

End of Turn 2

We all had treasure chests heading for the baseline now. One of the Chronomancer's infantrymen had climbed onto the roofs to try and chase my sniping team away. The Chronomancer very neatly crumbled the ledge under the green-cloaked Tracker shown above, and we ruled that this meant my Enchanter might take a tumble too - the plank he was standing on was being held up by that wall, after all.

The Tracker was fine, but of course the Enchanter wasn't. As he tried to pick cobblestones out of his teeth post-plummet, the Archer nailed him with a shot and my magic was over for the game!

Elsewhere, as I dragged market plunder homewards, the lone infantryman in the middle charged into combat. He only just made it in, though, and before he could stab anyone the enemy apprentice Petrified him. Before he recovered, the archer he was chasing after walked off, keeping well out of the way as he shot arrows at his would-be killer from afar.


Freeze!
Get back here, you snipey varmint!

The Chronomancer cheerfully snuck about in alleys after that. He repeated his floor-crumbling trick to deal with a second Tracker in exactly the same way as the first - toppling him into the streets where the archer finished them off.


As his apprentice stalked the market, the thieves both managed to leg it with their haul. I was already suspecting this might be a futile effort, though - with the Wizard down, it might be rather a moot point how much gold I snaffled.


Finally, as the Chronomancer's own team started dragging back their loot, my remaining Tracker ditched his chest in the face of the advancing Infantryman. The tiles under his feet proved as crumbly as elsewhere, though, and he made a final undignified exit from ground level. If only the buildings were thatched - much easier to walk on, and better insulation against all the cold.

With this dropping of crate and turning tail, and the petrifaction of the other infantryman: it did mean we did not see any actual melee combat. So looking forward to an actual scrap in the next one. Maybe I should hire someone appropriate...



Aftermath

In the event, I finally managed some decent dice rolls after a pretty poor collection throughout the game. Both Enchanter and Apprentice were okay after all, although two of the minions picked up sprains and bruises enough for them to miss the next match. Kas didn't need to make any recovery rolls, I hadn't hurt a single one of his warband!

Lootwise, I nabbed a Grimoire of Forbidding Word (which I learned from the single level I'd made). As a sigilist's spell, it was going to be an outside chance to use it much, but a powerful hex for messing up enemy spells. I'm looking at you, Crumble and Control Mind. Then a clutch of useful scrolls (Curse, Circle of Protection, Miraculous Cure) and enough money to rent a new Barbarian.

After that, I moved into a Laboratory as my base of operations. That first poor showing had left me low on experience, and I was keen for whatever scraps I could get as a bonus for rooting about in the old lab. Later, I'll be wanting to fix it up with boosts for my construct summoning.

The Chronomancer took refuge in the treasury; immediately installing a pigeon coup and hiring himself a marksman and a barbarian from his ill gotten gains. 

In other loot, a magic crossbow, which was given to the newly recruited marksman, and a grimoire of slow (added to the chronomancer's repetoire) and a grimoire of awareness (saved for later). 

Crumble and Fleet feet were my favoured spells in the game, but the chronomancer opted to add some translations to aid future castings of Forget Spell - it had prevented the apprentice from healing after all.

So it could have been worse! And a very fun game - the floorplan really worked well in terms of the layout. I'd love to have the right buildings to do it in 3D, mind you, so I'll either have to get rich and visit 4Ground or get busy with the card and glue...

I Got A Gooood Feeling About This...

$
0
0
With a rapidity limited only by the speed of an Amazon courier, our little group has taken to X-Wing. Yesterday afternoon, Kasfunatu (here in bold) was kind enough to put me through my paces.

My pleasure - and if you find yourself with 30mins free over the weekend, I've left it all setup for another bout.

I assume proxies are cool, right?

Without further ado, let's lock those S-foils into attack position!


Mission #1 - Tutorial

We started with a simple dogfight: X-Wing Rookie Pilot (Kasfunatu) against two TIE Fighters: Obsidian Squadron and Academy Pilot (myself). Playing the advanced rules, but with a lone asteroid in the centre as the only scenery.

With my brief run-down of the rules, I could see that the TIEs were faster and more maneuverable, although I think I may have gone overboard in trying to exploit this. I send both fighters banking off in different directions, trying to loop around in a pincer movement.

Yes, I thought I had got my right and left wrong to start off with, but for once, it was not me.

Given that X-Wings are slower, but not actually made of stone, what happened was I had neatly divided up my force so the superior X-Wing could isolate and destroy them in detail.

I didn't so much as chip off a shield point (indeed, the game might have ended sooner, as my fighters kept straying towards the edge of the table, but Kasfunatu was good enough to give me the benefit of the Skypedoubt).

First game; besides Kraken got the same skypedoubt benefit.
 

Mission #2 - Tutorial

We then played the same mission, but switched around the sides. Kasfunatu seemed a lot better at getting his TIEs to work in tandem, and brought them together so that my lone X-Wing flew straight into their combined field of fire.

I was a bit of a lucky shot for one TIE to take me out completely, but I can't say I didn't have it coming.

Big Boys Don't Cry

In all the games (admittedly only 7, and not always the same setup), this was the first time the TIEs had taken out the XWing! I enjoyed some of the formation flying, but it made me want more than two TIEs...


Mission #3 - Enter Skywalker

With two solid defeats under my belt, I was clearly getting the hang of this game, so we moved up to the next mission. No less than Luke Skywalker taking on three TIE fighters at once. We diced for it, and I got to play the kid.

It is probably overkill: even the core rules suggests not playing a 40pt game if just using core set... there was a reason... but this is for fun (and we are all still learning) so I was going to ignore that.

This was the big game of the session - with more ships, more terrain, and a few more toys for Luke to play with. Skywalker barrelled into the tightly-packed trio, immediately launching his proton torpedoes and badly-damaging one. The pack then scattered and the asteroids gave me enough cover to hunt down and badly-damage a second TIE.

I was starting to despair of landing a killing shot, as two of the three TIEs had now escaped with a single wound left. However, my shields (and luck) were holding out for me to weather my mistakes and start blasting away at close range.

I actually seemed to be helped by the fact that, due to conflicting manoeuvres, my ship kept getting blocked from moving - I couldn't fire that turn, but it probably saved me from getting into a worse position. The 'you-must-move' facet of this game was something I really liked - seems obvious, but there is no sitting still and hoping for a good shot: it's fly or die.

Probably, happy that I got some blocks off, although they weren't as effective as they needed to be. 

Anyway, the Force had turned up that day, and I was finally able to pick off the two wounded TIEs, before going head-to-head with the survivor - of which there was only going to be one winner.

Yes, those regenerating shields are tough to crack.
 

Oh yes, it's good to be Luke.

Everyone back to Tosche Station!

Just as I suspected: I love this game. It probably doesn't come across in my cack-handed reporting of my cack-handed dogfighting, but it really seems to hit the gaming sweet spot of 'minute to learn / lifetime to master'.

That's my feeling, but I am enjoying learning the piloting nuances with each game.

The space dogfight is something wholly new, and it's been a long time since I've been near anything sci-fi either. The Star Wars aesthetic is, of course, the cherry on top: the TIEs and X-Wing both play like you'd expect them to. And there's a whole universe of expansions to collect (sign me up for the Rebel Alliance).

Although the gameplay is so good, I suspect I'd like this game if it were "Cylons vs Gallactica Vipers", or "Buck Rogers vs whatever-he-was-trying-to-nail"

Usually Erin Grey, amiright?

In short, I'm sold. Quite literally, in fact - that very afternoon I went and ordered my copy of the core game.

Good man! I think my Falcon should turn up this weekend.

To a Galaxy Far, Far Away ... And Beyond!


Stay on target....

$
0
0
Games are getting bigger as, thanks to Amazon, so do the options.




Stylus

Stylus had some time around lunchtime for a quick battle. So, with an ever escalating army threat, I designed two lists that I did not know which I would yet be playing.

The first based around the newly acquired Punisher and his extra munitions vs trying out the new ships available from the rebel aces pack.

I ended up running the Punisher, initially messing up though as I mis-setup based on his lower piloting skill. His screening TIEs romped forward whilst the tank lumbered behind. The nippy AWing shot round the back of the asteroids and boosted into my rear, as the Punisher and TIEs targeted the BWing.


The punisher did not survive long enough to use up most of the ordnance I had loaded, but a neat cluster mine drop took out most of the blue ace's shields, and an ion bomb bought me a turn before of shifting position before the punisher was taken out.

The TIEs took the opportunity to turn on the BWing before rounding on the Blue Ace. Although bad flying caused one to fly into an asteroid and crash... oops.


This left a final dog fight between TIE and AWing; which the empire eventually won.



Leofa

Leofa was waiting, and so no time was spent between clearing up and running the intro session again.

I randomly was assigned the rebel xwing and took to the star field. Leofa played his TIEs well with a pincer movement and generally finding a way to keep at least one TIE outside of my arc each turn.

After several rounds of fighting the rookie pilot went down.


Next we graduated to the same fight that I, Kraken and Stylus had also attempted... taking on a supped up Luke. Again, I did not know which side I would be on, but I've gradually been upping the Imperial skill level ever so slightly (as no one had even put a dent in Luke).

The TIEs moved well together, one often blocking with the other two coming in from the rear, and Luke quickly lost his shields and a hull point. But allowing them in close, meant Luke could target lock Howlrunner, eventually twist away and with the target lock in place, and taking focus, he could let loose with his proton torpedoes and deal with the thorn in his side. Once the major threat was out of the way, Luke slowed and redirected energy to repairing his shields. Once done, and with the two TIEs not flying in formation, Luke was free to turn and sprint: engaging one at a time. Ultimately this meant that the TIEs could not break through R2's shields and due to Leofa's flying, Luke often found himself without a shot. Ultimately though Leofa got bored and we called it a wrap.

Leofa can claim some success, now that Luke's armour has at least now been scratched!



Kraken
With that out the way, it was back to the big fight. Adding a few more ships to the game Stylus and I played, we were going to table in our first 100 pt outing. In truth the rebels were going to be 101, but mwah. Again, it was a random choice for who was going to get which list, and I was handed the Empire again.

This time, I knew not to mess up my turn one movement, and although I did not crash into myself with the tank, one TIE was blocked near the end of his move (not that it put him in too bad a position mind).


As the rebels flew in closer the BWing was left behind and exposed and all the TIEs focussed on the rebel bomber taking its shields out.

The TIEs continued to focus on the BWing and with all 4 firing blasters the big ship fell. Although, the ambitious flying did hurt some of the TIEs as they bounced off space rock.

The tank was being pummelled, its shields dropped and hull cracking. He was hurting bad, but rather than trying to put out the fires it first target locked the blue ace, then proceeding to slowly move forward taking the incoming shots drop an ion bomb and cluster mines in the rebel path.


The AWing rookie flew into one of the mines (maybe to save the XWing ace) who, in turn, lost his shields to the others; and when the ion bomb exploded all rebel ships were disabled.

The empire turned in full force, and taking the opportunity of target lock, the proton torpedoes took down the Blue Ace at range, before the combined TIE fire could crippled Biggs.




Verdict:

The punisher was a good ship. In the first game, 2 out of 8 ordnances were fired, and the second 3; but it was good to have them available. The first game saw the ship as a fire magnet (and destroyed) the second saw it heading that way - but in both cases the cluster mines and ion bombs did their jobs. The ship by itself is not greatly offensive, and so the extra munitions did play well... just need to remember that target lock is required.

Stylus and my game was close and enjoyable one.

Yes, it was great playing with a bigger squadron, and a variety of ships. I'm definitely drawn towards the Rebels to start my collection, although I suspect that's because the individual durability of each ship is more suitable for beginners. The formation-flying required of Imperials seems like a step-up in ability.

I don't think I got a chance to put the poor T-70 X-Wing through its superior paces, as I restricted its movement by hugging the edge, then ran it back and forth through cluster mines and ion bombs (in my defence of the latter, that the the first time I knew what the Punisher could do).

But the firepower/durability of the B-Wing, and the speed/agility of the A-Wing were nice to play with. It will be interesting to learn what works best: a mixed bag of snubfighters, or some more consistency (such as 2 X-Wings + 2 B-Wings).

Once again, I'm enjoying how fast this game moves. At one point in the early game, it looked as if all three of my ships had the Imperials boxed in a kill zone - but I whiffed my shooting, they flew through it, and everything was back in the mix (and then the mines were dropped, and it all went wrong).

Dramatic stuff at the end though - one of the TIEs smashing into an asteroid, resulting in a lone dogfight between two fighters with only a pip of hull left.

Leofa had the same training mission again before the abandoned game.

Kraken and my game was not as close as Stylus', but fun to see the punisher do its job and the combined fire of multiple TIEs worked well (and I did hear food being called so was a good time to finish up).

Yeah, I should have taken out the TIE screen and stayed clear of the big lug, that much is clear in hindsight. Using the flechette torpedoes the B-wing was carrying might have kept the TIEs out of formation, with the A-wing skirmishing against the Punisher and the X-Wings taking care of both B-Wing and the enemy fighters. 

In particular, Biggs has a special skill that makes him a great escort - he should have been protecting the torpedo fighter, not buggering about inside a minefield. The fact that this is the tactical option I chose tells you a great deal about my overall planning and tactical skill, of course. 

Stylus/Kraken: next time can we try the same punisher list the other way round?

Absolutely - I also thought I may have made a tactical blunder in focussing everything I had at the Punisher, rather than taking out the escorts first, but I'd like to try it from the other side.

Yer on. 



I wasn't going to break at 34....

$
0
0
Image result for chad wot no

So yes, this is an ironic irrelevant post to keep the chain going!

PS: I might have been tempted to write something about last night's game (I even took a few photos) but we spoke about it as commentary on yesterday's post.


Short Story Shorter

$
0
0
Ah, nuts.

I didn't win the Secret Weapon competition I mentioned last month (hats off to the man who did, it was a great read). The store voucher I got instead will go a long way towards soothing my wounds, bringing various interesting terrain options my way as it does.

Now, I'm not being suckered into trying to keep the chain unbroken or anything - it was tough enough padding out December, in all honesty - but just in case anybody in the entire world is wondering, I thought I'd stick my semi-finalist piece out here. Definitely not for the chain.

No sir.

Remember what Fleetwood Mac said.
That's right. Don't stop thinking about tomorrow.




It wasn't much of a stairwell. Little more than three twists of spiral stairs, barely half a metre wide. Fulumbar scraped himself out of the last turn, grunting angrily with the effort of pulling his bulky armour through the tight gap. Before he could get his bearings any more, he walked directly into someone's solid back.

Oswald was standing directly in front of the exit, lantern held high.

"Careful, you great lunk," Fulumbar snapped. "What are you staring at?"

Then he saw, and his jaw clamped shut in astonishment.

It was a large burial chamber whose floor dropped in two-metre deep steps to a square platform at the bottom. An altar stood there, reached by four narrow sets of stairs that ran down from the centre of each wall. Lit by six red candles, a fat book lay on top, ivory-bound with a heavy clasp.  The walls and floor were ancient dressed stone, embossed with more of the skull and sun symbols they’d seen above, but that wasn’t all.

Every single slab had a mummified body lying on it.

"Hundreds of them," Oswald whispered, face pale.

"So what?" Fulumbar asked, still irritated that they'd collided. It didn't help that the handle of his warhammer had shattered in the fight with the giant skeleton, and that the best replacement Oswald had been able to rustle up was a rusty mattock. "We're in a bloody tomb. What were you expecting, feather beds?"

"Don't you see?" Oswald said. "They're fresh."

Oswald swung his lamp over the first ledge and Fulumbar immediately saw it. The bandages were new, good clean linen. Bright blotches of blood stained the chest of each one.

"Brass bells of the Bronze God," cursed the dwarf. "What is this?"

"Quiet," Goldar snapped from nearby, and Fulumbar's jaw clenched again. He readied the battered mattock and watched the corners of the room. Astrid was already cautiously advancing round the perimeter, checking the four massive doorways that led away into the darkness from the top of each stair.

Anirion had climbed down to the first broad step and was kneeling by the nearest wrapped corpse. He'd peeled back the layers of bandage from the face. Goldar stood expectantly above him.

"Well?" asked the barbarian. "Is it what you thought?"

"Maybe," Anirion said. He looked exhausted, still weary from the spell he'd cast not long before.

"Damn," Goldar said, then coughed. The after-effects of the warlock's spell still lingered.

"What?" Oswald asked. "What is it?"

"Aye," Fulumbar echoed. "I thought we were down here for gold, not corpses."

"We were down here to investigate disappearances from the outlying villages," Goldar said irritably, and coughed again. "The City Lords of Ogyr said that these tombs had a bad reputation, but we'd be well paid if we checked them."

"This is an Ogyri villager, certainly," Anirion said. "Assuming the rest are the same, there’s more than enough to account for all of the disappearances."

"Somebody's cut out their hearts," Goldar said, grimly. “Recently.”

“Who?” asked Oswald, trying to swallow with a dry mouth. “The guy I just burned?”

“No, my grandmother Thora was making her old heart stew,” Fulumbar growled. “Of course the bloody necromancer did it!”

Goldar and Anirion exchanged glances.

“What?” Fulumbar asked, confused. “He didn’t?”

“The Dark Sun is an old evil,” Anirion said sombrely. “But not the oldest.”

“So?” Fulumbar asked angrily, trying to mask the unease he felt.

“Astrid!” Goldar hissed. “Get down there. Anirion needs that book.”

“I haven’t finished checking these doors,” Astrid said.

“Now,” Goldar said, pulling his axe out again and examining the edge. It was nicked from the earlier fight. As he produced a whetstone from a pouch at his belt, Astrid rolled her eyes, but obeyed.

“Don’t wander,” she said, carefully starting her descent down the nearest stair. “It might not be safe.”

“You don’t say,” Fulumbar grumbled, fiddling with his mattock as Goldar started sharpening his axe with careful strokes.

It took her long enough, but Astrid retrieved the book without incident. Anirion immediately put it on a folding lectern from Oswald’s pack and began reading. As Astrid carried on checking the four big doorways, Fulumbar stood and fidgeted, then sat and fidgeted, then strode up and down muttering to himself.

“Are you nearly done, elf?” he growled after what seemed like an eternity. Anirion was still on the first page.

“It’s fascinating,” Anirion said. “A true relic. I need my reference scrolls to make a full translation, but…”

“You can’t even bloody read it!” Fulumbar spat. “What are we doing sitting about in this bloody grave, then?”

Goldar gave Fulumbar a hard look. “We’re here because Anirion had some suspicions about these disappearances,” he said. “Old legends say an ancient demon was buried down here, even older than the Dark Sun.”

“Dhaoloth Sunkiller, a fallen Champion of the Red Age,” Anirion said gravely. “The warlock we fought was buried here years afterwards, serving merely to act as a deterrent to thieves who might intrude further and disturb the demon. Or the foul Khaorcha he created as servants. This book is written in their vile tongue. Despicable and degenerate creatures, we know them today by the name…”

“Orcs!” yelled Astrid from one of the doorways. She leaped back as a trio of feathered javelins flitted under the arch, falling and clattering down into the altar pit behind her.

“How many?” Goldar asked, whetstone vanishing back into his belt as he rose.

“Too many,” Astrid yelped.

“Not enough!” Fulumbar snarled, striding forwards.

“Back up the stairwell,” Goldar ordered. “Now!”

Anirion snatched up the book, Oswald grabbed his folding lectern. Both of them stopped dead as they turned to the entrance to the stairway.

“It’s gone!” Oswald gasped.

“Astrid! Get it open!” Goldar barked.

Through the arch, a pack of howling orcs spilled.

Meaty brutes, clutching hooks and cleavers, armoured in beetle shell and patchy chain, splashed with paint and screaming their bloodcurdling warcries. Fulumbar waded into the incoming tide, sending the leaders flying down into the pit-like heart of the room with swings of his heavy mattock. Goldar stood at his shoulder. The river of orcs was momentarily dammed by blade and fury.

But Astrid was right, there were too many.

As one died howling, two more sprang through the arch. They flooded in, screeching and hollering, flinging barbed javelins as they started running round the top deck of the room. Frantically, Astrid ran her chafing fingers over the unyielding stone. Oswald kicked the walls pointlessly as Anirion calmly did breathing exercises. A primitive spear broke on the wall next to his head.

“If we are going to leave, we should do so before the remaining exits become unviable,” he stated.

Orcs had filled two and a half sides of the room, were pouring down the stairs to the altar to surge up the other side. Only two arches remained clear, and one of those only by a few scant metres. Oswald swung a heavy satchel off his shoulder, pulled out a stocky firearm and blasted the nearest orcs before they could reach the arch.

“We need to go!” he shouted.

“Get out,” Goldar bellowed over the din of the orcs. “That book needs to get to Ogyr! You need to warn…”

A manic trio of orcs leapt at him together, trying to bear him back under sheer weight of numbers. The rest of his sentence was lost.

Astrid dragged Anirion towards the nearest door. “This way,” she said. “I saw something this way!”

Oswald hurried behind, throwing the discharged gun at a pursuer. Astrid swore. The orcs were nearly at the top of the stairs from the altar. Fulumbar and Goldar were going to be surrounded, but if she stayed to help, all five of them would be overwhelmed. Could they just leave their friends to their fate?

“Go!” shouted Fulumbar. “We’ll hold ‘em!”

Astrid shoved Anirion through the arch, then Oswald, then skewered the first orc up the stairs with her rapier so that its body fell back on those behind. She risked a last glance.

Fulumbar and Goldar hacked and bashed, penned into a corner by a knot of furious orcs, horribly outnumbered but still alive. But a new horror had arrived.

Framed in the door from which the savages had emerged was a towering creature, one of their kind but broader and older. Bald, tusked and half naked, the brute bore a staff topped with demonic horns. Below the waist, it wore human hearts, strung together on clot-covered twine and woven into a hideous kilt. It saw Astrid, and screamed in rage, louder than its entire kin put together, then waved a new pack of killers into the chase with one muscular claw.

Then she was running for dear life down the broad stone steps she’d spotted earlier, deeper into what looked like an ancient mine. Anirion and Oswald were just ahead, bearing the precious book.


She didn’t see how they could hope to survive. But they had to try.

Don't Cave Me In

$
0
0
And back we plunge into the Dungeons! The missions get tougher as Leofa and myself take on the fiendish cunning of Kraken in Mission 4 of Dwarf King's Quest: "Left Or Right?"


It's a good mission, but seriously, were these titles written on the back of a beermat?

I think they must have been. Similarly, the chunks of flavour text that give a prologue and epilogue to each level. There's a difference between foreshadowing and spoilers, and short of actually just saying 'in the following dungeon, you will fight x, y and z!', these couldn't be more specific. 

Anyhoo! In the following dungeon, the heroes will fight skeletons, collapsing ceilings and their own avarice!

Kraken here, taking over from Stylus for the writeup. 

It's a return to the standard mission of finding the way out to the next level - the heroes must navigate a rather more twisty dungeon than they've encountered before, get to a locked door on the far side and kick it open. 

As Overlord, I've got more actions per turn than ever before. It's still only three, but it feels like a huge increase. Especially as this dungeon is rather sparsely populated, with only a few zombies lurking here and there in the corners. Everything else is starting off as piles of bones, and of those, I have plenty!

Dungeon Bash - Go!


As the heroes set off, they're immediately ambushed by a pile of bones. When the fighters have romped ahead to kick down the first available door, the party is split by an interrupting skeletal warrior. He doesn't last long, getting shot up by the elf, but it does mean that the two groups are once again advancing along separate lines. 


Boo!
The halls ahead are stacked with doors and dead, as well as chest. We're playing with the extra campaign rules - the heroes have a certain number of hours to find Mortibris, the arch-necromancer, and stop him. Each level attempt uses up an hour, unless they breeze through it fast enough (which they so far have every time).

To add to the fun, though, each level has a bonus objective that gives them a slight advantage in the next. For this level, it's trying to get both the available chests open, and the heroes are determined to do just that. Which I shall be capitalising on as much as possible...

The first half of the first turn, and the party already split! 

Around them, the ceiling creaks and grumbles. Every end phase sees a single tile potentially collapsing and being entirely removed from play, along with anything on it. All of us know which tile is at stake on a given turn, but it's still something of a worry. Gamble on a shortcut? Or take the long way round? 


I suppose the nice thing about splitting the party is that you can do both. As the Dwarf and Barbarian scramble to be first to bash the chest open, the Elf and Wizard tussle with an armoured revenant that has sprung up nearby. Zombies attack the Barbarian, scuffing him not at all, but the Wizard is already bleeding from multiple axe wounds as the Revenant pins him down. 


As the Elf bails on him, the Dwarf hurries back to put his undead kin back in the grave. Which works! Until another one rises up ahead, again next to the Wizard. The Barbarian moves off to try and put this one down, leaving the Elf to stick arrows in the lock of the chest. Predicably, this achieves little. 


Surrounded by ever more rising dead, the Wizard cracks the lock on a nearby warded door and flees through. Although he changes his mind when the corridor beyond proves to be full of zombies. And more skeletons, shortly after. 

A new way onwards! And the other chest...

Every time someone kills a Revenant, another one appears from nearby. Along with skeletal archers and warriors, these initially empty halls are quickly swarming with the dead. Progress is slow, especially as the party remains split. Indeed, becomes even splitter - the Dwarf slogs off through a row of Zombies to reach chest two aided by the Elf as the Barbarian returns for chest one. Only the Wizard stays on target. Sorry, stays as target - Revenants sprout from his every step, and his health vanishes like a WFB player's love for GW during the End Times. 


As the Dwarf slowly plods through zombies to try and open box two (box one was full of healing potions, now with the Barbarian), the Wizard gets slapped with one of the worst cards in the Overlord deck - he misses a full turn as he sits about, dreaming of illusory wealth and importance. His health is at rock bottom, with almost no potions left, and there are still Revenants on his heels at all times. No bodyguards, they're all off opening new doors - another board section out, but still no exit, and only a handful of turns left! It's getting tense. 


This gets even worse as the Barbarian moves ahead to open the final section. There's the door, but it's along a narrow corridor full of piles of bones. Nobody is in a position to rush for it right now, and it'll only take me a single turn to raise those piles, making progress so slow there won't be time enough to reach the escape route. 

And worse, the Wizard is now surrounded, out of health potions and down to his last wound...


Three turns to go, with the exit nowhere near. The Barbarian manages a risky turn of speed to nip back, give his healing potions to the Elf, then run for the door (now guarded by a lone skeleton with several other newly raised ones poised to block his progress). 

This gives me the time I need to interrupt and raise another skeleton right next to the Wizard - stopping the Elf getting to the Wizard to relay-team those potions to where they're needed. And there's a Revenant poised to strike! Perhaps I could have just used it to go slap the Wizard down, but this more complex scheme appealed to my inner outer evil sadist. 

As I rub my hands and monologue, the Wizard blows the skeleton off the board with an empowered firebolt, then uses his Brisk Work spell to whip the Elf forward, getting the potions anyway. And then the Dwarf finally manages to get his box open, grabbing a Haste potion for his troubles. 


And now it's the penultimate turn, and that final door is still out of reach... 

Desperately, the heroes crunch the options. There is one slim chance - if the Barbarian can kill the next skeleton in his path and the Dwarf can kill the Revenant menacing the Wizard, the Elf can shoot a lone Skeletal Archer now menacing the Barbarian's rear and open a path for the Wizard to rush forward and use Brisk Work to put the Barbarian at least in the right place to have a single crack at the door on the last turn. 

It's the second time this game has thrown up such a tenuous chain of teamwork for us, under very tight time pressure. So it's down to the dice, of course!

The Barbarian scatters his skeleton. Step one, complete. 

The Dwarf can't reach his target, he's blocked by a lurking Skeleton. So the Wizard has to risk breaking away from the Revenant, which he does, but only at the cost of another of his dwindling healing potion reserve. At least the Barbarian is now in the right place, even if that right place is 'surrounded by the undead and trapped in a blocked corridor'. 

Last turn - two chunks of the board have collapsed by now, a grim reminder that this area is unstable. But the nailbiting pressure ends with a payoff as the Barbarian obliterates the door, leaving the heroes sweaty, nervous and victorious!

The door lost five of its available one wounds.


Level Up! Level Down...

Another great game, and the heroes really struggled with the extra action I could throw at them. Scattered and greedy, as ever, they were so fixated on getting both chests that they very nearly ran out of time. 

If I'd been more cunning, I'd probably have beaten them in fact. I didn't realise how close to death the Wizard was, that single interrupt to block the Elf could have gone to set a Revenant on him for the game. Or if I'd saved that 'distract a hero for one turn' until the last moment, I could have paralysed the Barbarian at a miserably critical juncture. 

Ah well, no point crying over the milk I failed to spill. The increasing threat level is playing well against the increased powers of the Heroes, so I'm really looking forward to the next time we play!

Luke! We're going to have company!

$
0
0
X-Wing seems to me like an excellent game. There's just one thing about it, just one tiny niggle, that I can't get my head around.


Pre-painted miniatures.

I know. I know! It saves time, they look good, everything's ready to go right out of the box. It's at least half the reason the expansions are so overpriced. The other half being, of course,  that you pay premium rates for more goddamn packaging than a sample of live anthrax requires.

Obviously, having told everyone I'd decided not to buy anything on the grounds that needing physical models to play over Skype is clearly retarded redundant, I took my Christmas money to the shops with me.

Nice work. Great, Chewie, great. Always thinking with your stomach.

And yes, then I painted them anyway.

Not much, in my defence! Just tiny colour retouches. Er, kind of. Until I got to the Hound's Tooth.


Bossk's original YV666 is a mix of dun and terracotta, not terribly attractive. To match my newly green escorts, I went with a white, grey and green job for the model. The whole lot took two hours tops, and that was really only because I had to re-basecoat the entire big guy. I also took a moment to add in some missing details that were bugging me, like barrels on the side cannons and some colours on the exposed wiring. Nothing fiddly.


A bit of dirtying up with a sponge and some Leadbelcher, and the pirates are good to fly!

I've packed scum. Who's brought the villany. Anyone?

Mural's Avengers III: Storm Warning

$
0
0
The final addition to the nursery walls has arrived! (okay, so maybe not the final addition, not just yet)

Who appears to be throwing out lots of blue wool.

Ororo Munroe, Storm of the X-Men. One of the most powerful, versatile and interesting characters in Marvel's mutant canon. Not that you'd know if from the films (Halle Berry adding the Wind Rider to Catwoman in the list of superhero characters she's stuffed up).

They've recast the role for the upcoming X-Men: Apocalypse (although even I'm struggling to maintain interest in that franchise any more), and gone with a younger, relatively unknown actress (I guess Lupita Nyong'o was too much to hope for). My guess is that, in a film packed with A-listers, she won't see much screen time beyond a few lightning bolts and the odd quip about what happens to toads.

Either way, that's the mural done - there isn't really a way of making Wolverine look baby-cute, so he didn't make the cut (snikt!)

Viewing all 1326 articles
Browse latest View live