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Neglected Toys

I wrote a guest blog post for Miniature Musings of a Bear recently. Here’s that article again…

Us wargamers tend to be a fickle bunch. How many toy soldiers do you have sitting on a shelf or stashed away somewhere that haven’t seen battle in a long time? Whether it’s that new model smell, the fresh modelling/painting challenge or simply some cool new rules, the latest releases always have a strong lure. There are others reasons too that a model, unit or army can sit unused. For example, if you see yourself as a competitive player you may find yourself gravitating towards the ‘better’ models, the models you know you can get to work. You may have a preferred play style or a local gaming scene that favours certain types of models.

At different times I’ve found myself in this rut, where I get caught up in the new releases and neglect my old toys. I think I’ll use my Legion of Everblight as an example as there are four quite forlorn looking warlocks sitting on my shelf. In the run up to the Irish Masters I almost exclusively used the three warlocks that were leading my lists – Saeryn, Absylonia and Kallus. These and their respective armies are tightly packed into my army case as they see a lot of tabletop time. They were definitely chosen for competitive purposes and because they fit my preferred melee-focussed play style. After a bit of reflection I realised that these warlocks have dominated my games since MkII of Hordes was released. It’s easy to see why Saeryn has gotten a lot of play – she is one of Legion’s best warlocks and one of the best warlocks in the game. She and Absylonia share something in common – an affinity with beast heavy forces, so you can see my play style coming through there. Kallus is the new kid, a curve ball in my list selection. Again he’s melee focussed, but this time he favors a force made up mostly of infantry.

Glancing again at the shelf it’s clear why two of the warlocks, Lylyth and her Epic version, are sitting there. Both are ranged focussed warlocks and while I have a lot of ranged troops it really isn’t my preferred style. I like charging and power attacks. That’s not to say my armies never include ranged options (it’s hard to resist the Striders!), but I’m not excited by the idea of a ranged heavy force. Since this article is about those neglected toys maybe I should give them a try… I might learn something.

The third shelved warlock has two things in common with the Lylyths – she is Fury 5 and is also a bit one dimensional. Rhyas must be terribly jealous of the attention I lavish on Saeryn. She should fit my play style, right? She’s a melee centric warlock, but Rhyas is a warlock I haven’t taken the time to figure out. I think I’ve fielded her only three times. Maybe I’m being put off by the Fury 5 stat.

The final shelved warlock is Thagrosh1 and I think he’s there for a different reason to the others. I overdosed on him in MkI and haven’t managed to get back to him. He has all of the right ingredients – melee focussed with a high Fury stat, so there is really no excuse not to revisit him.

If I look at my other factions I see both versions of Irusk, Epic Butcher, Sorscha, Harkevich and Fiona hav all been neglected. They’ve all be shelved for different reasons, but now is the time to get them out to play. How am I going to do this? I’m going to roll a die of course! Here’s my D10 chart -


Whenever I have a friendly game or campaign coming up I’m going to roll a D10 and start building my force from there. As these neglected warcasters/warlocks see more play I’ll either reroll on the chart or remove them entirely.

Maybe it’s time for you to reinvigorate your gaming by bringing some of your neglected toy soldiers out to play…
Until next time,

Owen

Flames of War 1750pts AAR – Outskirts of Kingsbury Episcopi, Somerset

Tonight Peter and I played a game as part of Operation Sealion, a world wide ‘what if’ campaign being run by the WWPD guys focussing on the seaborne invasion of the United Kingdom. This fictitious fight is taking place between the the Panzer Lehr and the 101st Airborne supported by the Irish Guards.

Here’s my force (built using the excellent EasyArmy.com) -

I wanted to have a mobile army with a good combination of infantry, tanks and artillery. I also wanted to help protect my tanks from aircraft, hence the mobile AA guns.

Here’s Peter’s army -

We decided to set this battle in Somerset, one of the contested areas on the current campaign map. We played the Cauldron mission with Peter’s infantry force defending from my mechanised infantry.

After Action Report
The 101st were dug in on the outskirts of Kingsbury Episcopi with both tank and artillery support in close proximity. The German forces approached from the south with reports coming in of mechanised infantry approaching fast along with Panzer support. The Airborne artillery came under rocket attack almost at the same time the Panzers opened up on the Shermans and Fireflys. While the artillery were unscathed one Firefly was disabled and another bogged down attempting to maneuver to return fire. One Panzer was knocked out by return fire and German tanks moved to better conceal their position. Over the next few minutes they knocked out the remaining tanks while rockets continued to rain down on the Anti-tank platoon.

In the meantime half-tracks began to approach from the South-west and South-east. Those in the South-west skirted around the town and moved quickly to connect up with the other German forces. The mounted troops int he South-east moved to threaten the artillery. In the meantime more allied armour arrived from the south, catching the Panzers off guard and wiping them out. More German forces began to arrive as the mounted infantry attacked the Anti-tank position. Their assault was initially repulsed by focussed defensive fire, but the Germans regrouped and took the position.

In the south a bloody fight broke out between Airborne infantry and recently dismounted German forces. The Americans overcame their foe, including killing the German commander, but took heavy casualties. The Shermans and Fireflys that had destroyed the Panzers moved to fire on the German infantry who were just moving into the fields to the east of the town. The troops holding the town took the opportunity to engage the enemy and routed them. The allied armour fired on two approaching AA guns, taking them out. The Germans withdrew from the field having taken significant casualties.

That was a fun game. Peter won out 4:3. We spotted early on that he had left one of the objectives barely defended. I could have pushed aggressively for it, but it might have been a very short game. As it was I really enjoyed the game. Somehow I even like Flames of War when I lose!

Until next time,

Owen

May Massacre 2012 – Photos

Last post about the tournament… promise! Here are some photos from the day…

Owen

May Massacre 2012 – Player Interviews

In this video the players talk through their lists and the rationale behind what they chose to include in these cutthroat forces!

Owen

May Massacre 2012 – Final Standings

Here are the final standings after today’s tournament. Thanks to all of the players for taking part.

Name Faction Score (SoS)(CP)(PC Destroyed)
Ciaran Bolger Skorne 4 (7.0)(1)(184)
Stuart Gorman Circle Orboros 3 (9.0)(3)(147)
Anthony O'Reilly Cryx 3 (6.0)(8)(72)
Eoin Brennan Cygnar 2 (12.0)(2)(84)
Gerry Nolan Legion of Everblight 2 (9.0)(6)(105)
Damien Mc Gurrell Circle Orboros 2 (7.0)(4)(83)
Conor Burnell Trollbloods 2 (7.0)(3)(79)
Robert Randall Khador 1 (8.0)(1)(105)
Lorcan Nagle Khador 1 (7.0)(1)(69)
Neil Kettles Retribution of Scyrah 0 (8.0)(1)(49)

Photos and videos to follow tomorrow…

Owen

Karchev/Strakhov vs Kromac/Kaya2 at 25pts!

On Sunday I’ll be running the May Massacre tournament. It’s a 25pt tournament with two ‘casters and their battlegroups in the list with very limited support options. Phil and I had a test game that pitched my Khadorans against his Circle Orboros. For my force I went with Karchev and Strakhov combination, hoping to pull off some long charges by coupling Tow and Strakhov’s feat. I’ve seen the threat range of Kromac before, so I could see why Phil had included him in his list. Kaya2 (despite me having built a proxy force for her) is an unknown quantity to me.

I won the starting roll and opted to go first. I cast Tow and dragged the ‘jacks forward with a trample. Strakhov was mor cautious, putting Superiority on his Juggernaut and charging up into a wood with his ‘jacks running into position. Phil buffed the armour of his beasts and cast Shadow Pack with pKaya. He cautiously moved up. I reckoned he had just placed Kaya in harms way so in my second turn I tried to slingshot Beast-09 in for the assassination. Below is the result of my efforts…

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Beast-09 was probably 20″ from Kaya at the start of the turn. He was towed into position along with the Marauder, which then charged the Gnarlhorn, but came up just short. Strakhov charged Beast-09 to give him the extra distance as I wanted to catch Kaya in his feat. Before he swung at Beast-09 he cast Superiority on him in the hope the improved DEF might cause me to miss! It didn’t and I did six points of damage to my own ‘jack! Strakhov feated just catching Kaya in it. Now it was Beast’s turn to do his thing. He charged into Kaya, who had one Fury, and used his Murderous imprint. He punched her with his fist causing 16 points of damage. She had to transfer that as it would have killed her outright. Beast swung with his axe, but missed. With his final focus he swung again, this time causing a critical hit (stationary, woot!) to the effective DEF 18 warlock. This attack caused 15 damage, leaving her alive with one point of damage left.

On Phil’s turn he proceeded to tear Beast-09 apart with a heavily buffed Warpwolf. He then sent the other Warpwolf barreling into Strakhov, one-shotting the Khadoran ‘caster! Thankfully Phil had forgotten to beast out with Kromac and needed to use his feat before he moved to do so. Kromac smashed into Karchev, but somehow left the man in the machine fully functional. Kaya ‘teleported’ next to Laris to try to dish out more damage to Karchev, but barely dented him.

On my turn Karchev cast Unearthly Rage and punched Kaya, killing her. He then swung Sunder a couple of times at Kromac and that was game over. Here’s how the battle field looked in the end.

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This is a brutal format. I’m looking forward to the Shenanigans the guys get up to on Sunday!

Until next time,

Owen

Malifaux Campaign: The Other White Meat

This post presents a five game escalating campaign that is designed for two players, one of which should be a Gremlins player. It is named after and based on this excellent story (also performed in this episode of the Aethervox). If you haven’t read/listened to this story I recommend you do. Like all of the stories performed on the Aethervox, both the storyline and voice acting are excellent.

I based the campaign rules on a multi-player campaign/league designed by the guys at Seattle Wargaming. I’ve adjusted it to suit the back story.

CAMPAIGN RULES

Crew Selection: At the start of the campaign, each player must select a single Master or Henchman Leader to represent himself for the duration of campaign. This character will be the only Master or Henchman Leader available to the player for the duration of the campaign. During the campaign, players are free to hire any Henchmen (non-Leader), Minion, Totem or Mercenary available to their chosen Master. Crew composition is not fixed and may change from game to game.

Encounter Size: The campaign will consist of five Scraps played over five weeks – one campaign game per week. The Week 1 Scrap will be played at 20 Soulstones. Each week thereafter, the Encounter size will increase by 5 Soulstones (E.g. Week Two 25 Soulstones, Week Three 30 Soulstones, etc.).

Strategies: As the games are loosely based on the ‘The Other White Meat’ story the each week’s game features an encounter between the Gremlins and another faction.

Gremlin meat is a delicacy and an addiction. Several Guild* members have acquired a taste for wild Gremlins, i.e. those not bred in captivity, and seek any opportunity to hunt for them. This campaign is based around some Guild minions taking some unsanctioned R&R to indulge their strange taste while on official business in the Bayou. (* Any other faction will do!)

    Week 1: The Hunt. In this game the Gremlins are being hunted as game at their village by off-duty members of the Guild. The strategy for the Gremlins is Escape and Survive and the Guild have the Slaughter strategy. Note: No Masters or Henchmen are used in this game.

    Week 2: The Hunters become the Hunted. The Gremlins seek out their attackers at their encampment. The strategies are reversed from those used in Week 1 and Masters/Henchmen may be used.

    Week 3: Payback. Both sides seek to bring as much destruction to each other as possible, the Guild Masters seeking revenge for what they perceive as an unprovoked attack and the Gremlin trying to force their hunters from the Bayou. The strategy for this week is Shared Slaughter.

    Week 4: Fresh Meat. The Guild minions (without the knowledge of their Masters) are starting to move their ill-gotten meat from their camp back to Malifaux. The Guild have the Supply Wagon strategy while the Gremlins have the Deliver a Message strategy.

    Week 5: Fallback. If the Gremlin’s successfully delivered the message in the Week 4 game the Guild have the Turf War strategy, representing them withdrawing from the Bayou. If not they may flip for their strategy as per a normal game. The Gremlins have the Contain Power strategy as they seek to punish the leaders of the Guild for the crimes their troops perpetrated.

Schemes: Players are restricted to General Schemes. During the campaign players may not select Faction Specific Schemes or Master Specific Schemes.

Stash: When a player wins an Encounter, the difference between the winner’s Victory Point total and the loser’s Victory Point total is the number of Soulstones placed into the winner’s Stash. This is the only means by which Soulstones can be placed in a player’s Stash. Soulstones in a player’s Stash may be used in two ways: 1) for additional Campaign Points; or 2) to increase the number of Soulstones a player may spend in a subsequent Encounter to hire his Crew.

If a player has Soulstones in his Stash, each Encounter he may expend up to 4 of the Soulstones from his Stash to increase the number of Soulstones he may spend hiring his Crew. For example, on Week 4, a player with 6 Soulstones in his Stash can reduce the Soulstones in his Stash to 2 in order to spend 39 Soulstones to hire his Crew. If a player intends to expend ‘stashed’ Soulstones in this way, prior to the completion of the Hire Crew Phase the player must announce to his or her opponent the number of Soulstones he or she intends to expend.

Soulstones not expended to hire additional Crew accumulate throughout the campaign. After a player finishes the fifth Encounter, ALL unused Soulstones in the player’s Stash are cashed in for additional Campaign Points (SEE below).

Campaign Points: For each Victory Point a player earns during an Encounter the player receives one Campaign Point. A running total will be kept on the Master Campaign Sheet. At the end of Week 5, unused Soulstones in a player’s Stash are cashed in for Victory Points at a 2 for 1 exchange (i.e. 2 Soulstones = 1 Campaign Point). At the end of Week 5, the player with the highest number of Campaign Points is the winner.

‘Earning a Name’: Crews typically include both hardened veterans and relatively new recruits who have yet to earn a name for themselves. A model that costs 4 Soulstones or less and does not possess the Unique, Totem, Summoned, or Insignificant characteristic, may ‘earn a name’ by accomplishing a notable feat during an Encounter. If such a model accomplishes one of the feats listed below and is not killed or sacrificed during the Encounter in which the model accomplished its feat, the model has ‘earned its name.’ A ‘named’ model gains the Unique characteristic, a title, the name of player’s choice, and the associated bonus. ‘Named’ models are recorded on the Master Campaign Sheet and the owning player’s Campaign Roster.

    •Killer: A model that kills an opponent’s model with a value of 8-10 Soulstones, with a melee strike, a ranged strike, or a spell, gains either +1 CB or +1 CA for the duration of the campaign. The bonus is added to the characteristic the ‘Killer’ used to remove his victim’s last wound.

    •Thug: A model that kills an opponent’s model with a value of 11 Soulstones or greater, with a melee strike, a ranged strike, or a spell, gains +1 Wound for the duration of the campaign.

    •Hitman: A model that kills an opponent’s Master or Henchman Leader, with a melee strike, a ranged strike, or a spell, gains either +1 Melee Expert, +1 Ranged Expert, or +1 Casting Expert. The type of bonus received is based upon the characteristic the ‘Hitman’ used to remove his victim’s last wound.

To “kill” a model, the attacker must remove the target’s last wound with a melee strike, a ranged strike, or a spell. All other abilities or actions that cause wounds, damage, death or sacrifice do not count towards ‘earning a name.’ A model forced to flee off of a table edge is not “killed” for the purposes of this rule.

A model may earn multiple titles and keep the bonus from each title. However, a model may only gain the bonus from each title once, even if the model uses a different attack type to kill subsequent victims. Once a model ‘earns a name’ it is noted on the player’s roster and the model may be used in subsequent Encounters. A ‘named’ model’s Soulstone cost is NOT increased. ‘Named’ models may not be summoned. Remember, ‘named’ models have the Unique characteristic, so they are subject to injuries (SEE below).

Injuries: If a Master, Henchman, or a Unique Non-Totem Minion is killed or sacrificed during an Encounter and not on the board at the end of the Encounter, the owning player flips once on Injury Chart to determine the extent of the model’s injuries. This flip may NOT be Cheated, re-flipped, or modified in any way. The model’s injury is recorded on the Master Campaign Sheet and the owning player’s Campaign Roster.

Injury Chart

    Black Joker: Dead* -This model may not be used in any subsequent campaign games
    One: -1 Wound for the remainder of the campaign
    Two: -1 Defense for the remainder of the campaign
    Three: -1 CB for the remainder of the campaign (flip: odd = -1 melee CB; even = -1 ranged CB; joker = player’s choice)**
    Four: -1 Movement for the remainder of the campaign
    Five: This model may not be used in the next week’s Encounter***
    Six: -1 Movement for the next week’s Encounter
    Seven: -1 CB for the next week’s campaign game (flip: odd = -1 melee CB; even = -1 ranged CB; joker = player’s choice)
    Eight: -1 Defense for the next week’s Encounter
    Nine: -1 Wound for the next week’s Encounter
    Ten: Full Recovery
    Eleven: Full Recovery
    Twelve: Full Recovery
    Thirteen: Full Recovery
    Red Joker: Terrible Scars –model receives Terrifying 12 (if the model already has Terrifying 12 or better, increase its Terrifying characteristic by 1 point)

*A Master or Henchman Leader cannot “die.” Instead, if a player flips a Black Joker for a Master or Henchman Leader, the model gains Terrible Scars (SEE Red Joker).
** If the model does not possess a ranged weapon, then the model’s melee CB is reduced
*** A Master or Henchman Leader treats a Five as a Full Recovery.

Aside from one’s Master or Henchman Leader, a player is not required to use an “injured” model in subsequent Encounters. However, since the model is Unique, a player whose roster includes an “injured” model may not hire an “uninjured” version of said model. A model with an injury that lasts “for next week’s Encounter” only suffers its penalty if it is hired during the week following its “injury.” Afterwards, the model is fully healed.

Puppet Wars: Painting Progress

I’ve really been enjoying these guys. There are 18 models in the Puppet Wars box and I like the sculpts. I thought the puppet artwork in the original rulebook was great and the transition to models has been executed very well. Here’s the first ten models –

I just need to paint the last eight now…

Until next time,

Owen

Sportsmanship and Me!

I find it’s easy to be sporting when I’m winning, but not so much when I’m losing. That’s particularly true when bad luck has a role to play. I’ve had a few games lately where dice luck has been particularly important. Each one of those games elicited a different sporting response from me.

During Game 3 of the Masters I benefited from someone else’s bad luck. Tomek couldn’t roll a 7 on 2D6 about seven times in a row and ultimately gave me the win. When I killed Terminus I literally leapt for joy and when he failed the Tough check I shouted ‘Yes!’. I don’t think there’s a sportsmanship element there. I was celebrating my win, rather than celebrating his loss.

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In a campaign game recently I played Eoin’s Nemo2 list and was well outplayed. My dice luck was horrible in that game, but not to the extent that it made a tangible difference in the game. In that situation I was fine. I may have cursed at my bad dice, but as I was losing anyway I was okay about it.

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Last night’s game was a different story. In that game Ethan and I had polar opposite dice. His were (for the most part) on fire and mine were truly awful. Unfortunately, in a close game it made a big difference. My losses were huge and I had to try two ‘Hail Mary’ assassination runs to finish off Rayvyn. I wasn’t as karmic in this game as I had been in the last. I really felt the impact of the bad dice and this had a negative effect on how I played. It was a good game, but I became a little ratty towards the end. I definitely shouted ‘F*ck’ at my dice at least once! Ethan remained a consummate gent.

So there are three different games with three different behaviours. I try to be good at every aspect of the wargaming hobby and while I enjoyed all three games I need to ensure my opponent does as well. I need to accept that bad luck is sometimes part of a game that involves dice!

So? What’s the secret to remaining calm? I obviously don’t know the answer to that, but I suspect recognising the ‘symptoms’ is the first step…

Until next time,

Owen

Vlad and the Eliminators

Sounds like the name of a really bad 80′s hair band (were there any good ones?)! I finished painting these before the tournament in Belfast last week, but didn’t have a chance until not to take proper photos. I speculated on what good assassins the Eliminators would be under Epic Vlad’s feat, but I underestimated how good they’d be in scenarios. In any scenario that asks you to contest a flag or zone they are amazing. Under his feat they are SPD10, so that’s a 20″ run and once there they are DEF18 (or 20 if engaged in melee). Also, as a unit of two models they are never ‘below 50%’ as they are either 100%, 50% or 0%! There’s not a lot that can easily deal with these guys. Anyway, here are the photos -

Until next time,

Owen