A war gaming blog, covering Malifaux and 40k, and just slightly obsessing on models with fur hats
Showing posts with label Not 40k. Show all posts
Showing posts with label Not 40k. Show all posts
Thursday, February 17, 2011
What's Ruining My Hobby Today: Blood Bowl
It's 43 days until Adepticon.
My army isn't painted, and neither is my display board. Why?
Friggin' Blood Bowl on the PC. I'll admit, it's addictive. I'd forgotten how much I'd liked the game, and having access to all the teams, all the time, without painting them up is too easy to pass up.
I realize I'm late on this train, but I want to put my voice out there as a proponent of this title. I haven't played the real-time mode. Why would I? The translation from board game to PC is seamless, and the ability to organize matches anytime I want is the bee's knees.
If you were on the fence about this game before, buy it.
Friday, January 28, 2011
25th Anniversary Battletech Boxed set
Part of me can't help but feel nostalgic.
The printing proofs for the new Battletech intro set are in the hands of the publishers, and are (possibly) soon to be approved. They mentioned being in the company's warehouse in February.
For those who have forgotten what a Thor and a Loki look like, take a gander at these preview pics from October 2009. I love 'em. Hopefully, they go the plastic route with all the Omnimechs. It's far more profitable that way, in my humble opinion.
Wednesday, January 19, 2011
New Bases For Fantasy
In this post, I mentioned the 40k bases I sell, but since I was getting into fantasy, I wanted to have bases for that as well.
I have those for sale as well, in 40mm, 25mm, and 20mm scale, in a Broken Temple Style as you can see below.
I'm selling 20mm bases at 10 for $4.00, 25mm at 8 for $4.00, and 40mm at 4 for $4.00. As always, shipping is a flat $4.95, no matter what size order you make, and you get a 10% discount for all orders over $100 prior to shipping.
I have those for sale as well, in 40mm, 25mm, and 20mm scale, in a Broken Temple Style as you can see below.
I'm selling 20mm bases at 10 for $4.00, 25mm at 8 for $4.00, and 40mm at 4 for $4.00. As always, shipping is a flat $4.95, no matter what size order you make, and you get a 10% discount for all orders over $100 prior to shipping.
Saturday, July 10, 2010
Another 1500 point game
I went to 'orkridge to hang out and talk to the people there, and I ended up playing another 1500 point game.
I used the same list, against a young gent's Lizard list. 3 skink priests, so he had all the Heavens spells, a big block of Sarus cav, and a big block of Sarus. I don't know what he was thinking.
We played meeting engagement, and it ended up with most of my stuff being on the board, except for the nurglings. So no worries. Up until I read that fliers take extra hits from all Heaven spells. Those skinks had to go. The lizards got the first turn, and the cav got in there quick. His foot Sarus were stuck in reserve, and walked on. It was the start of his bad luck with the winds of magic, a remarkable three dice. His charging Sarus on Cold Ones killed two whole Plague Bearers, and I ended up killing three. His Sarus held due to some magic item making them stubborn. My Prince moved to kill the priests, and to get out of the charge arc of the foot sarus.
My second PB unit flanked the Cold One Riders, and we cut them down. I didn't fail a single regen save. He couldn't hit anything. It was horrible. He finally got his Foot Sarus in, and his hero rolled 5 misses for his five attacks. I just couldn't lose. I straight up murdered him. I kind of felt badly. It was as if my dice were in opposite land. I will never, ever have this good a game in a tournament. His Sarus, despite charging and being in 4+ ranks with spears, ended up running, and moved a bold three inches away, right in the charge arc of the Prince. At that point, my opponent shook my hand and called it a night.
What did I learn?
Position is everything, and the charge doesn't mean a thing when you can't hit. Also, complex combats suck to figure out.
Wednesday, July 7, 2010
1500 Escalation League part 2
Same list as the last post.
I ended up facing a Brettonian list with two large lance formations, a Duke, a BSB, a prophetess on foot, a damsel on horseback, peasants with fire arrows, and a stone thrower.
We played mission 4, which stated that once your army was down to two remaining banners/general points, they lost the game.
We rolled off for terrain, and I placed a manor house centrally to block LOS for some of his units, and a tower opposite it to funnel the action to a narrow choke point. I set up favoring the choke point, and set my Prince up behind the manor house to keep from the archer's line of sight. My nurglings flanked to the right of his heavy unit with the Duke, BSB and assorted knights.
His Duke unit was stationed near the choke point, and his other unit was to the right of the manor, near the stone thrower. The peasants were at the choke point opposite the Duke/BSB unit, and the Prophetess was between the two, as bait.
Fairly soon, I got myself in trouble. My nurglings tried to get out of his charge arc, but the didn't quite get there. The Duke's unit stomped them into the ground in one combat with the nurglings doing nothing.
I charged my Prince into the duke's unit unsupported, hoping to kill them fairly easily, but their armor held well. I had a chance of breaking him that first turn, but the valorus standard (accompanied by his uncanny knack of making ward saves) saved his bacon. Over a few rounds of combat, the rpince was seen off. To support him, I charged the units in after him, and we ended up with a bizzare combat tetris. Please marvel at my MS Paint skills:
Eventually, even the peasants joined the party, flanking my plaguebearers on the side, but it was too late for the Prince, as he was killed shortly after, but not before the prophetess died. The peasants were flanked themselves by the other Plaguebearers. The peasants died horribly, and I failed to restrain my victorious Plaguebearer's pursuit. They took themselves out of the cover the manor provided, and allowed themselves to get smashed between two brettonian units of knights. After that, it was game over. Two rolls determined the game: his passed leadership after my Prince charged him, and my failed pursuit retraint. If either of those had gone the other way, it would have been a much different game.
What did I learn?
My list is vulnerable to heavy armor. I need magic or high strength models to get past it. Or I need to cause more wounds. I have to learn not to be baited by seemingly vulnerable units alone. I have to learn better positioning, and that monsters unsupported are not in a favorable position. Had my nurglings survived and been able to flank him, I might have broken him, and then the game would have swung a different way.
Good lessons, I say.
1500 Point Escalation League WHFB
Making a Daemons of Chaos army fit 1500 points with the models I've got is more difficult than I thought. I was supremely outnumbered by both my opponents, but that's to be expected with daemons, I suppose.
Lords:
Daemon Prince
Winged Horror, Soul Hunger, Unnatural Swiftness
Heros:
Herald of Nurgle, BSB with Banner of Sundering, Noxious Vapors, Slime Trail
Herald of Nurgle, Noxious Vapors
Core:
20 Plague-bearers, MSC, Banner of re-roll wounds
20 Plague-bearers, MSC, Banner of re-roll wounds
Special:
5 Nurgling bases
1500 even
I lucked out with my first opponent taking the Lore of Light, so my banner was in full effect against the Empire.
We played meeting engagement, and my prince and my non-bsb plague bearers ended up in reserve. I won the roll to set up first and positioned lone PB unit where I could claim some cover from a watchtower midfield. I held my scouting nurglings back. He ended up with just two units in reserve, some swordsmen with their detachments being in reserve, and some handgunners. He placed his remaining swordsmen to the left of my unit, and his flagellents right in front of my BSB unit. His wizard was midfield, and his priest was with his swordsmen. There was a mortar and a cannon on my far right, and a cannon just behind the midfield wizard. I placed my nurglings where I could threaten the warmachines and prayed he didn't roll a six to get first turn.
My prince and the missing PBs came on from the board edge, and the nurglings marched toward the mortar. The charge against the flagellents failed, and the PBs stumbled forward. Things did not look good for our intrepid non-heros. On his turn, his flagellents crashed into the BSB's unit, full of hate and such, but the PB's gave as good as they got, and ground them down after two turns. The prince ended up being shot up, and in the next turn, was Van Horstmaned to death by the priest. The priest's swordsmen and attached spears smashed into the fresh PB squad, and the two units slowly ground each other down, with the advantage on the side of Nurgle. In the meantime, the BSB's unit killed the handgunners attached on the priest, while the underestimated nurglings slaughtered the mortar crew, overran into the nearby cannon crew, killed them, and panicked a unit of handgunners off the board, and then survived a fulisade from another handgunner unit, only to kill them off as well. Don't underestimate the power of 15 poisoned attacks!
Meanwhile, the BSB's unit circled around to the rear of the now decimated swordmen, and were in a position to charge them. The priests bound spells had all been dispelled, and now the unbreakable swordsmen with the priest with a 5+ ward save was down to just the priest. The spearmen had long fled, and the priest decided to leg it. The nonBSB plaguebearers ran him down. From there, it was simply consolidating my victory.
Saturday, May 29, 2010
Not-so-Serious Soap Box: Smoking is bad for your habit.
I'm all for individual freedoms, but I'm all for people realizing the costs of their bad habits. And the bad habit I want to talk about is the big daddy: smoking. I've never smoked myself, beyond the odd bummed clove while drinking. The main reason was that I was too cheap. And smoking is stupid expensive in the long run. Let me illustrate it for you.
One of the fellows on the Freebootaz forum quit smoking for six months, and with his savings, was able to buy the following:
A Chaos Warhound and 2 turbolaser arms
2 Renegade IG Conversion Kits
1 Renegade IG Enforcer kit
1 Renegade IG Priests
2 Shadowsword kits
3 Manticore/deathstrike kits
1 Basalisk Kit
1 Wii
Just think about that amount of stuff. That's just six months after quitting. Don't make the decision for health or whatever else. Make the decision to quit because of the shiny stuff you'll get otherwise.
Monday, May 24, 2010
Board Games, Card Games and you
Thanks to Twitter, I now know Fantasy Flight has put their new trailer for the Horus Heresy up, which can be seen here.
Who knew we would live in an era where board game companies have trailers for their products? Let me state first and foremost that I have not received anything free from any games manufacturer. I think there's that law where you have to make that statement, right? Note to Fantasy Flight: I wouldn't be opposed if you did send me free stuff.
My friends Dom, Tony and Dustin often get together for a game night, where we pull out the board games and the various carbonated beverages and go to town. So, from time to time, I'll write up a review of some of my favorite games we've played, starting with one of my favorites: Cutthroat Caverns.

Published By: Smirk and Dagger Games
Play Style: Co-operative Betrayal (My Favorite Kind!)
Number of Players: 3-6
Playing Time: 1 hr. 30 Min.
Final Grade: A
The tagline on this game pretty much sums it up: "Without teamwork, you'll never survive. Without betrayal, you'll never win."
You play as one of a group of adventurers that has worked together before, and you've established that who ever kills the most monsters gets the first pick of the loot. You enter into the dungeon, smash your way into the inner sanctum at the center, and there you find it, the Ultimate Artifact of Incredible Power. Whoever gets first pick of the treasure will control the artifact and live a life of unfathomable luxury and ease. But the nine monsters between you and the dungeon's exit might have something to say about that...
So, how does this game work? The basic object is to be the living character with most prestige at then end of the last encounter. That person will claim the Ultimate Artifact for himself. Note, however, the emphasis on "living". Now, you're a party, so you can't just go killing your other teammates. Instead you might play cards that: force the monsters to attack them instead of you, give the the wonderful opportunity to act as a human shield for you, or cause their attacks backfire so badly, they injure themselves.
You can do that all you want, but of course, the other characters pale in comparison to the monsters you'll encounter. As a clever design feature, the monsters are scaled in power in relation to how many people start the game. What does that mean? If you start with six players, and you get two friends killed in encounter 2, the seven remaining monsters are going to be "6 Players" tough, not "4 players" tough. They'll wail on you so hard your grandmomma will cry. So you have to keep the other players around to keep your own sweet self alive. That is, of course, until the end of the game, when you can merrily frag them to your heart's content.
In the basic set all the characters are essentially the same. Whether you're slinging spells, wielding a blade, or backstabbing a monster, you all do damage based on the cards you secretly set in front of you. These cards get revealed in the order of initiative (which is based on separate cards randomly drawn each round). As cards are revealed, they're placed on a stack and are resolved in order. If there is a damage result that equals or exceeds the monster's current hit points, then the person who did the killing blow earns prestige based on the monster's difficulty. Not knowing what cards your friends have, you have to guess at what kind of cards they'll play. If the monster survives, he generally attacks one or more players for varying amounts of damage.
But you knew it wouldn't be that simple. Once those damage cards are set, you can use action cards from your hand to screw with everything. With the right cards, you can change the initiative of the players mid-round, you can discard a person's attack before it's revealed, you can double or halve a person's attack value, or cause them to fall on their own sword. Of course, there are cards to counter all those counter-cards. The exception to all these? If your character plays an attack card with his portrait on it, that attack card is privileged, and no-one can mess with it.
Since all the characters are generic, what makes this game shine? Simply put, the encounters and monsters are all uniquely fiendish. Each encounter card is different, and each one can elicit groans from the players. From the goblin who has been cursed with an on again, off again invulnerability, to the trap rooms, to the Cursed Paladin who gains life equal to the damage he does, each is wonderfully deadly. Every expansion to the game ends up adding more encounters to the deck, adding even more replayability. The expansions also add character abilities and additional magic items, adding to the player's power as the dungeon gets more deadly.
The cards of of good quality, and the production value is high. The artwork is excellent, and reflects the game's morbid humor quite well. This game will go well with the competitive player who has a sense of the tongue in cheek. People have called it a "more serious version of Munchkin", but I think that's an inapt comparison. Munchkin, while funny, isn't really that great of a game, and isn't really replayable over and over. I think Cutthroat really shines in comparison by being a tighter game. Most of us have played games of Munchkin that have 5 expansions shoe-horned into it. You never end up seeing all the cards, so half the jokes become wasted. Cutthroat's deck is more manageable, and it has more depth to it's play. I would thing that Cutthroat is a small box that would make a fine addition to any gamer's closet.
Who knew we would live in an era where board game companies have trailers for their products? Let me state first and foremost that I have not received anything free from any games manufacturer. I think there's that law where you have to make that statement, right? Note to Fantasy Flight: I wouldn't be opposed if you did send me free stuff.
My friends Dom, Tony and Dustin often get together for a game night, where we pull out the board games and the various carbonated beverages and go to town. So, from time to time, I'll write up a review of some of my favorite games we've played, starting with one of my favorites: Cutthroat Caverns.
Published By: Smirk and Dagger Games
Play Style: Co-operative Betrayal (My Favorite Kind!)
Number of Players: 3-6
Playing Time: 1 hr. 30 Min.
Final Grade: A
The tagline on this game pretty much sums it up: "Without teamwork, you'll never survive. Without betrayal, you'll never win."
You play as one of a group of adventurers that has worked together before, and you've established that who ever kills the most monsters gets the first pick of the loot. You enter into the dungeon, smash your way into the inner sanctum at the center, and there you find it, the Ultimate Artifact of Incredible Power. Whoever gets first pick of the treasure will control the artifact and live a life of unfathomable luxury and ease. But the nine monsters between you and the dungeon's exit might have something to say about that...
So, how does this game work? The basic object is to be the living character with most prestige at then end of the last encounter. That person will claim the Ultimate Artifact for himself. Note, however, the emphasis on "living". Now, you're a party, so you can't just go killing your other teammates. Instead you might play cards that: force the monsters to attack them instead of you, give the the wonderful opportunity to act as a human shield for you, or cause their attacks backfire so badly, they injure themselves.
You can do that all you want, but of course, the other characters pale in comparison to the monsters you'll encounter. As a clever design feature, the monsters are scaled in power in relation to how many people start the game. What does that mean? If you start with six players, and you get two friends killed in encounter 2, the seven remaining monsters are going to be "6 Players" tough, not "4 players" tough. They'll wail on you so hard your grandmomma will cry. So you have to keep the other players around to keep your own sweet self alive. That is, of course, until the end of the game, when you can merrily frag them to your heart's content.
In the basic set all the characters are essentially the same. Whether you're slinging spells, wielding a blade, or backstabbing a monster, you all do damage based on the cards you secretly set in front of you. These cards get revealed in the order of initiative (which is based on separate cards randomly drawn each round). As cards are revealed, they're placed on a stack and are resolved in order. If there is a damage result that equals or exceeds the monster's current hit points, then the person who did the killing blow earns prestige based on the monster's difficulty. Not knowing what cards your friends have, you have to guess at what kind of cards they'll play. If the monster survives, he generally attacks one or more players for varying amounts of damage.
But you knew it wouldn't be that simple. Once those damage cards are set, you can use action cards from your hand to screw with everything. With the right cards, you can change the initiative of the players mid-round, you can discard a person's attack before it's revealed, you can double or halve a person's attack value, or cause them to fall on their own sword. Of course, there are cards to counter all those counter-cards. The exception to all these? If your character plays an attack card with his portrait on it, that attack card is privileged, and no-one can mess with it.
Since all the characters are generic, what makes this game shine? Simply put, the encounters and monsters are all uniquely fiendish. Each encounter card is different, and each one can elicit groans from the players. From the goblin who has been cursed with an on again, off again invulnerability, to the trap rooms, to the Cursed Paladin who gains life equal to the damage he does, each is wonderfully deadly. Every expansion to the game ends up adding more encounters to the deck, adding even more replayability. The expansions also add character abilities and additional magic items, adding to the player's power as the dungeon gets more deadly.
The cards of of good quality, and the production value is high. The artwork is excellent, and reflects the game's morbid humor quite well. This game will go well with the competitive player who has a sense of the tongue in cheek. People have called it a "more serious version of Munchkin", but I think that's an inapt comparison. Munchkin, while funny, isn't really that great of a game, and isn't really replayable over and over. I think Cutthroat really shines in comparison by being a tighter game. Most of us have played games of Munchkin that have 5 expansions shoe-horned into it. You never end up seeing all the cards, so half the jokes become wasted. Cutthroat's deck is more manageable, and it has more depth to it's play. I would thing that Cutthroat is a small box that would make a fine addition to any gamer's closet.
Wednesday, December 23, 2009
I just won Chaos in the Old World!
It was a limerick contest, and my winning entry was:
And so I am getting the game shipped to me! WOOT!
There once was a man of the Reik,
Who oft found a girl to his like,
He fondled their tresses,
Said ten "Hail Slaaneshes!"
And was gutted by Witchhunter Mike!
And so I am getting the game shipped to me! WOOT!
Wow, I've been busy
Or something like that.
Since I last blogged, I played in a tourney, and had my ass handed to me. 2-1 in fact, and I played at the kiddie tables for the last two games. Sad, but true. I got a lot of things painted for the tourney, most of which you saw in the last few posts, but I also finished my Manticore, which was shown as a WIP in my first few posts.
Of course I don't have pictures of it! I want to get pictures of my whole guard army, but I want it done outside. And of course, the whole of the outside world is still covered in snow, so...
In the mean time, I've gotten bored of painting Warhammer miniatures, so I thought I'd give myself a little break and paint up a Reaper mini I got in a paint set I bought for 50% off. He's a neat little fig, and he's acutally on of the few "realistic" mini's that Reaper puts out. I think he'd look good for a level 1 fighter.




He's been primed black, painted with GW foundation paints, and his armor was washed with Devlan Mud. Devlan Mud should be sold by the gallon. The symbol is a transfer from the IG sheet, and the base was a resin cast base that I did.
Since I last blogged, I played in a tourney, and had my ass handed to me. 2-1 in fact, and I played at the kiddie tables for the last two games. Sad, but true. I got a lot of things painted for the tourney, most of which you saw in the last few posts, but I also finished my Manticore, which was shown as a WIP in my first few posts.
Of course I don't have pictures of it! I want to get pictures of my whole guard army, but I want it done outside. And of course, the whole of the outside world is still covered in snow, so...
In the mean time, I've gotten bored of painting Warhammer miniatures, so I thought I'd give myself a little break and paint up a Reaper mini I got in a paint set I bought for 50% off. He's a neat little fig, and he's acutally on of the few "realistic" mini's that Reaper puts out. I think he'd look good for a level 1 fighter.
He's been primed black, painted with GW foundation paints, and his armor was washed with Devlan Mud. Devlan Mud should be sold by the gallon. The symbol is a transfer from the IG sheet, and the base was a resin cast base that I did.
Monday, December 7, 2009
I'm a sucker for a Space Game
I love BFG.
Let me state that again, I love Battle Fleet Gothic. I put little hearts over the "i" when I write Gothic I love it so much. And Fire Storm Armada looks to be pushing my Gothic Button (take that as you will).

A few gents from the D6 Generation put up a battle report on Spartan's forums.
It looks good, and there's been positive buzz for sometime about it.
Let me state that again, I love Battle Fleet Gothic. I put little hearts over the "i" when I write Gothic I love it so much. And Fire Storm Armada looks to be pushing my Gothic Button (take that as you will).
A few gents from the D6 Generation put up a battle report on Spartan's forums.
It looks good, and there's been positive buzz for sometime about it.
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