Bobby's Games

I will be posting monthly recaps of my gaming which I have been doing in GeekLists. I'll also be commenting on games on occasion, though I can tell you that I will be behind the curve because I just don't get to play the new games as soon as some people do.

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Building the Fisherman's Guild and the Union

Bobby Warren
United States
Glendale
Arizona
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Besides getting the Brewer's Guild, I picked up the Union players that would play for them. Later, I picked up some more Union figures and then bought the Fisherman's Guild from a Kickstarter backer who might have overdone it when all was said and done.

I wrote how easy it was to build the Brewer's Guild figures for Guild Ball. Since then I have built the Fisherman's Guild (seven more figures) and all of the Union except two characters (Eleven-ish figures) and these were not all as simple as the Brewer's Guild.


Something fishy this way swims...

The Fisherman's Guild is the fast, score, score, score faction. Generally the figures were not that difficult to assemble, though their tabs were still loose in the base. Green stuff is your friend!

Shark, the team captain, is holding a spear in two hands and they line up pretty good, though it is a little more difficult that lining up Tapper and Hooper of the Brewer's Guild. This is because his right arm is detached at the elbow and not just the hand, so there is just a little more work in making sure everything lines up but it isn't that difficult.

Salt, the mascot otter was more of a pain to assemble. His tail is a separate piece and it is tiny. My final join of it to the body is obvious, even after trying to drill out the hole a little. He also has no tab and only connects to the base by two tiny feet and part of the tail.

Kraken, the giant with the harpoon, only has his hand and weapon to connect and he has a pile of rope which goes on the base. The nub on the arm was bigger than the hole so it took some work to file down the nub and expand the hole so the hand fit on cleanly. It's not something that is unusual to do when building miniatures. I saw some pictures where people connected the rope on the harpoon to the rope on the base, but it doesn't appear to be the actual intent and probably would take some conversion to make work, so I skipped trying to do it. Like a lot of the big guys, he doesn't have a tab but his feet are a pretty good contact point and he should stay put on the base.

Angel only has one piece to attach and it is her hand and weapon. Maybe my eyes are old, but I could not see a definitive point to connect the hand. Sure it seems like the spot is obvious, but there was no definitive hole for the nub to connect to. I am also not happy that the long weapon is connected by such a tiny connection point.

Siren was worse to work with, but not because her pieces weren't all together. She is connected to the base by the tips of her toes and while I was holding her arm to let the glue set I managed to bend her a quite an angle and was afraid she would snap off the tab like Hemlocke did (more on that later). Luckily I was able to straighten her out and glued a small piece of wood to the base and against the bottom of her feet so she is now sturdy. Her arm glued on easily as did her netting/skirt front.

Greyscales was also a bit tricky. He has to be attached to the base in such a way that you can also get his front leg into the anchor spot on the torso while still getting it to look good. I think it might also be possible to attach it in such a way that it would interfere with the harpoon which also is glued on, though it would be difficult. Being the unskilled oaf, I tried gluing the tab into the base with the green stuff filler while gluing the leg on at the same time. I got glue all over my hands but after a bit of fumbling I was able to make it work. If I had shown some patience, gluing him to the base while holding the leg, I bet it would have been easier. His harpoon is connected to both hands and went together quite easily.

Jac went together with little effort. Both arms need to be glued on, but have good contact points.

Overall, the Fishermen weren't as easy to assemble as the Brewer's Guild, but still weren't too difficult. The only real caution is Siren's connection to the base.


Making life difficult

Ahh, the Union. Their sole purpose in the world seems to be to meddle in the affairs of the hard-working guilds who are just trying to make ends meet. At least that was the thought until I started building the figures and decided their real purpose is to increase the suicide rate in miniature builders.

Sure, it all starts off fine with Blackheart, the captain of the team. He has a very dynamic pose, but the figure is well-cut and his sword arm, cape, and head all glue on with no difficulty and he looks smashing. Coin, the mascot is one piece so only a total moron would screw it up. I guess that means I am not a total moron?

Fangtooth is one of the big guys and he is one piece and even has a tab which connects him to the base. So far, so good.

Gutter has one arm to attach, but that arm has a tiny contact point. What prevents her from being a pain to assemble and keep that way when using her is the chain from the weapon also attaches just under the arm and gives a nice two-point connection. She was pretty easy as well.

Rage was cut in an odd way, though I guess I understand the reasoning. His sleeves are rolled up and he is holding a weapon in each hand. The arms were cut at the sleeve and not the shoulders. I think the shoulders would have made better connection points, but these do work. He went together fairly easily as well.

Avarisse & Greede is a strange pair of figures. They count as one in the game. Avarisse is on a big base and he assembles fairly easily. Both arms glue on at the shoulders and are a snap to do. He doesn't have a tab so you have to glue him directly to the base, which is a little bit of a problem since they sculpted the cleats on his feet. So instead of a nice connection point, there are about a dozen tiny points which I suspect won't hold him well. So I laid down some green stuff, pressed his feet into it, and let it set before gluing him to it. The unusual part of him is the big hole in his chest. There are three magnets in the kit and one of them goes in there.

There are two Greede figures, one which fits on a base and one which rides on Avarisse's chest. The one on the base needs to have a tiny arm glued to his tiny body. I am not sure it will stay connected, but it wasn't hard to attach. The rider Greede needs to have both legs attached and one arm. The arm is similar to the one on the other Greede and I feel the same way about it. The legs have much better contact points and should be fine. Then comes gluing in the magnet on the rider. Make sure you have the polarity correct, or you will be out getting some acetone to soak the figure in to dissolve all the super glue. There is one other piece which is the harness that is on Avarisse's chest when Greede is off running around. That also needs the magnet glued into it and also needs to be glued in the right way. I didn't and had to go buy some acetone.

Over all, Avarisse & Greede were pretty easy to assemble. The connection issue with Avarisse's feet was a portent of bigger issues to come and I also know is repeated on at least one figure from the Mortician's Guild.

Hemlocke connects at one toe to the base. I made the mistake of gluing her to the base before gluing on her other leg and arm. I recommend at least gluing her leg on because it connects nicely to her body and the foot connects to her cape and it is easier to position without having the base in the way. I know, I did it both ways. When gluing on her arm, my ham-fisted ways which were again displayed when I tried building Siren of the Fisherman's Guild reared up and bent Hemlocke so bad that she broke right off the tab. I tried to get her to stand on the base using green stuff and glue but nothing worked. I thought about sawing her in half and using the legs of Feiya, the Pathfinder iconic witch figure as someone on the Guild Ball forums did, but once I saw how much additional work would need to be done, I went with convention wisdom and decided to pin her. Since I had the acetone from the magnet fiasco, I dropped her in some to clean off all the glue and green stuff residue. I broke out the tiniest drill bit and was able to insert a pin going up her heel into her ankle and inserted a tiny (0.02") pin. That worked to give her a solid connection to the base. Her arm still has a tiny connection spot and I am worried about it staying connected. I might have tried pinning it, but the tiny bit broke while I was working on her ankle.

Mist is another figure which connects with just a toe. He also has a couple of pieces of his cloak which connect to the front and they go on with no real effort and have great connection points. His foot, however, is a pain. He broke off the tab while I was washing the figure before gluing him (which removes the mold release powder which can make gluing impossible)! I've washed hundreds of figures and never had that happen before. I grabbed the next smallest drill bit I had, maybe 0.03" or 0.035" and tried drilling into his heel but was unable to get a good hole started. Instead, I drilled a hole on the boot overhang so the pin would run parallel down the inside of his ankle. I then built up a little mound on a base with some green stuff, marked where the hole needs to go when it dries and gently pushed the figure into the green stuff so I have a good spot to glue him on later. I want to let the stuff set, so I haven't glued him onto the base yet. I figure I will use some grass or flocking to hide the pin if it is obvious after he is painted.

Snakeskin is another one which connects at one small toe point, but unlike the other she doesn't even have a tab. Luckily, her cape is this and comes close to the ground, so she can be glued with her foot connecting to the base while the hem of the cape also glues to the base. The other thing which I thought about doing was running a pin or two into her cape and connecting them to the base, and if I hadn't had to deal with Mist and Hemlocke, I might have. One of her legs also needs to be glued to the body as do both arms. The connections are pretty good on these. She also has a sword to glue onto her body somewhere, but I didn't see an obvious spot for it so I left it off.

I also have Decimate which showed up after I finished building the rest. She looks easy to build, though one of her epées is really curled up. If I recall correctly, one arm needs to be glued on as well as a cape and she looks like she will go together fairly easily.

The only Union figure I don't own is Minx. She also has one of those one-toe poses and her arms are flailing out and look brittle. I don't know if I will buy her any time soon because I just don't want to deal with worrying about connecting to her base.

Summing it up

The Brewer's Guild is the easiest of the three to build. If you are a novice to building miniatures I would definitely recommend buying them. The Mason's Guild also looks pretty user-friendly when it comes to assembly, though I haven't seen any pictures of the retail version of their captain.

The Fisherman's Guild isn't too difficult, though anyone building them should be way of Siren's feet and Angel's hand plus should be prepared to be patient with Greyscales.

Some of the Union are a breeze to assemble. Blackheart looks awesomely menacing but is still an easy build, but the decision to have so many figures with tiny connection points to bases when the figures are going to be constantly handled and moved is a bit discouraging. I know Mike has had some issues while building his Morticians as well which is one reason we haven't played again, though we hope to play next week since the official play mats will be here!

On the D6 Generation podcast episodethey appeared, the designers did say they learned some lessons from their initial miniature run and let's hope there aren't this many challenges for those looking to buy figures to play with over modelers looking for cool looking figures to paint. Blackheart and the Brewers show that there can be dynamic poses which are easy to assemble and sturdy.

Since the rules for the figures are all available, you can always use proxy figures, like Feiya for Hemlocke, if there is someone you wouldn't want to try building.

The issues were more frustrating for me than challenging. Both Mist and Hemlocke can be built with care and then their feet shored up like I did with Siren or using green stuff to make it look like they are pushing off a rock or a clump of dirt. Knowing what to expect in the future I will be a little more careful with the figures, like I was with Siren, though I am less likely to just buy every team now. This is supposed to be fun for me, not work.
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Thu Aug 27, 2015 2:05 am
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Guild Ball Overview

Bobby Warren
United States
Glendale
Arizona
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The other night, Mike and I played a game of Guild Ball using the Quick Start Rules which can be downloaded from the Guild Ball web site. We had both read the rules on the previous week but were not fluent with them.

We made some mistakes, but both liked the game a few moves in. The game went fast, as you might expect from a shortened, quick start game. Mike ended up winning by knocking out two of the three players on my side and I had scored a goal. We were in a position where I thought wouldn't be able to score and it wasn't likely I would be able to damage him before the head Fisherman would have been eliminated. So we called the game with him winning.

Thinking about it now, I should have kept playing. I would have been able to score if I pulled off a single success to gain a Momentum point, which is needed to shoot, then taken the shot. Oh well. And that's yet another reason why I like the game because there was a to pull that victory out if I had played it just right.

So what about the game?

Pros

The number of rules is relatively few and shouldn't take much effort to get the hang of and play a game correctly.


The playbook system for choosing a result for an attack/tackle attempt is brilliant! When a player attacks another, they count the number of success they have then look at the active character's "playbook" and count a number of columns from the left to right on the playbook. Once they reach the point which equals the number of successes the character has they can choose any result from that point, back to the left and the beginning of the playbook. The choices are usually damaging the opponent, pushing the opponent, dodging away from him, knocking them down, taking the ball away from him, or activating a special play. This means the more successes are rolled, the better the chance of pulling off the desired goal.

The players do not have point costs. Each team is made up of one captain model, one mascot model, and four other players. The players are supposed to be balanced and work within the teams, so any player can be used in any game as long as the team construction rules are followed. The way the results are ordered on the individual character's playbook allows the teams to be thematic and synergize with each other.

The model count needed to play is six. That's it. Adding a seventh figure (a fifth normal player) means the team you field can have five different roster choices. Adding an eighth or ninth figure increases the options to 15 and 35 possible teams to play.

The game is also not campaign-driven like many sports games are. There is nothing wrong with campaigns, but I've always had a hard time keeping them going because real life often interferes with fun times and some players just lose interest faster than the rest. There will be a campaign system in the second release, Season 2, but the players are already different from each other and don't need an experience system to give them a personality. They also don't die from under you. Except for one character in the rulebook fluff, but they are still, and will be officially playable in events.

And you can play for free! Did I mention this already? Maybe? Unlike many, many miniatures games, you can try it before you buy it. Even after buying in, you can print the stats out for certain characters and add them to your existing team to see if you want to buy a particular player.

Some cons...
I'm unsure about being able to measure everything before committing to a move or action. In my experience, this could cause the game to drag when playing with some people. Still, with only six players a side, it shouldn't be too big of an issue.

It's also disappointing that there isn't at least some kind of marker for the goals in the team box. Sure, I have lots of 50 mm bases I can use for them, but not everyone buying into the game will be in that position. Maybe Steamforged Games will make some cut-out stand-ups for goals and place them on their site? I did find a link to a company in the U.K. that has a couple of nice MDF ones which might work, so maybe I will order them?

Buying the game

Okay, you can get the game from Armada Games in Florida. Everything is retail, but they don't charge for shipping it (I don't know their overall shipping policies) and they ship quickly. All three of my orders went out the next day and Mike's order placed in the morning (about 11 a.m. Florida time) went out the same day.

They are also responsive to questions and have been helpful when I was first looking into buying the game and even gave me a head's up when a second order of the Play Cards and Tokens arrived after they were short on the initial order. Awesome service! It's like dealing with my FLGS, the Game Depot in Tempe, AZ but they are on the other side of the country.

So far I have the Brewer's Guild, all the Union players that will play for them, the Union captain and mascot as well as a couple more Union figures I ordered when I ordered the rulebook after Mike and I played.

The Union players were a little harder to build with several having very small contact clue points and Hemlocke having one of those as well as a tiny foot on the base and she is east to bend and might break off at the connection to the base.

I suspect I will end up with several teams. All of them are appealing in one way or another. I am also impatiently waiting to get official pitch when it is released. Yeah, it isn't cheap, but the price seems in line with other war game mats. I've even thought about buying the Butcher's Guild and the Fisherman's Guild starters to get painted up and leave at the Game Depot so they will have the figures to let someone (not me) teach the game to potential players using the Quick Start Rules. Assuming, of course, that they will carry the game when it becomes generally available.
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Mon Aug 10, 2015 6:40 am
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Guild Ball!

Bobby Warren
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Glendale
Arizona
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As I mentioned earlier, I picked up a Guild Ball team, the Brewer's Guild. They were very easy to assemble and everything fit exactly as it should. The one issue I thought I would have is with the character Friday who has a handful of knives in her left hand and that tiny piece is supposed to be glued on to her left wrist. Fortunately, the looks like it was meant to lean against her hip and that made for a really stable gluing point and I don't think I will have any problems with her hand in the future. In her right hand, she is holding a throwing knife which is very thin and pliable and that could break off at some point.

Another small issue I had is the tabs which insert into the bases were very thin and I needed to add epoxy putty to the base slots so the figures could easily be positioned as they were meant to be. Neither issue should be a recurring problem because in the current episode current episode of the D6 Generation podcast, designers and grand poobahs behind Guild Ball, Mat Hart and Richard Loxam, said they learned from the issues in their first batch of miniatures and are mindful of those mistakes when designing future figures.

I have sent the figures off to be painted and hope to have them back soon since there are only six characters, a mascot, and a ball and Ken's a pretty quick painter. That's all that's needed for a team, plus another character so a substitution can be made as needed depending on the opponent.

Did someone say free?!?

Hidden in my earlier post is my saying that the game is free to play. You can download the rules, templates that are needed, and paper stand-ups for the figures from the Guild Ball web site. [http://guildball.com/#downloads]

Do it if you're at all interested because it looks like a really solid mix of a miniatures war game and a sports game. Hart and Loxam did everything they could to reduce the amount of math in the game to streamline the play of the game.

More, more, more

It's really hard for me not to buy even more figures because all seven of the normal guilds and the Union all look awesome. I did order the Union figures which will play for the Brewer's Guild as well as the starter so I can play them as their own team. Mike has ordered the Mortician's Guild and did the same for the Union players which will get on the field with his assortment of unsavory characters.

One of the reasons to resist buying more teams is I really need to focus on one team and their tactics. It's something I always struggle with in miniatures games because I often end up wanting to play multiple factions and leaders. I will likely pick up the extra Union players and am looking forward to getting one of the official play mats which should be available in the next month, or so.

As I post this, I am off so Mike and I can play the quick start game to get the hang of the game and I hope we'll play a full game later in the month. I also hope others in the group will think about getting involved in the game.
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Fri Aug 7, 2015 2:15 am
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That sound you hear is money fleeing from my bank account...

Bobby Warren
United States
Glendale
Arizona
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Oh no, not another one!

Yes, another one. shake

Guild Ball is a miniatures sports game that is not played on a board with a grid, it is played on a table like a miniatures game and movement is measured with a ruler. The board/pitch is a 3' x 3' area with a goal set on each side. The pitch can be wide open, or might even have terrain in the middle of it which needs to be played around.

The general idea of the game is that the guilds in this world use the soccer-like game to settle disputes, so teams are comprised of guild members. Currently there are seven guilds: the Alchemist's Guild, the Brewer's Guild, the Butcher's Guild, the Engineer's Guild, the Fisherman's Guild, the Mason's Guild, and the Mortician's Guild. There is also the Union, which are the mercenaries of the game and these players can each play for some (or all) of the teams. The Union players even form a full team themselves from time to time.

Most of the currently-available guilds have enough figures to play the game plus an additional figure so the team can be customized a little (not counting the Union players that will play for the guild). To get the full team with the extra figure from the one site which carries the game in the U.S. at this time is right about $100. (The site is Armada Games in Florida.) So it is not the least-expensive game out there, but all any one player needs is a team and without the extra figure that can be had for around $85.

The rules for the game are free. The stats and stat cards for the players are also available to download, as well as the templates needed to play the game and stand-up figures to use in place of the miniatures. That's right, you can download everything you need to play as long as you are willing to work a little bit of arts and crafts to create the stand-ups.

I haven't fully read the rules yet, but it looks fun. The Kickstarter campaign page has a video play through of the first couple of turns of a demo game with one of the Beasts of War guys as well as a discussion of the game after that.

Mike and I plan on trying out the game soon and are likely to order teams before even playing, because that's the kind of addicts we are. I'll make sure to post my thoughts on the game after we play.

P.S. I had a brief e-mail conversation with Aaron from Armada Games last night (very late for Florida time). He responded shortly after I e-mailed a question and was very helpful answering my questions and talking about the game.
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Sat Jul 25, 2015 3:20 am
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AiO Battle 05: Fell Call of the Wild

Bobby Warren
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Glendale
Arizona
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Another battle using the army boxes.

I played the Trollbloods all-in-one army box force list:

Grissel Bloodsong, Fell Caller (-5 pts.)
• Dire Troll Blitzer (9 pts.)
• Dire Troll Mauler (9 pts.)

Krielstone Bearer & Stone Scribe (Leader and 5 Grunts) (4 pts.)
Trollkin Champions (Leader and 4 Grunts) (10 pts.)
Trollkin Warders (Leader and 4 Grunts) (8 pts.)

Shawn played the Khador all-in-one army box force list:

Forward Kommander Sorscha Kratikoff (-6 pts.)
• Demolisher (9 pts.)
• Spriggan (10 pts.)
• War Dog (1 pt.)

Widowmakers (4 pts.)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts.)
• Winter Guard Infantry Rocketeer (x3) (3 pts.)
• Winter Guard Officer & Standard (2 pts.)
Lady Aiyanna & Master Holt (4 pts.)

Kovnik Jozef Grigorovich (2 pts.)

Shawn wanted to play and I suggested the Khador army as being pretty straight forward, so he ran with them. I suggested some changes in his set-up and he ended up having almost everyone in the center, with the Widowmakers on one flank in a forest with Aiyanna and Holt by them with the intent to run up the flank. I was also bunched in the middle, though Trollkin take up more space than men.

Shawn ran the Demolisher up and tried to wipe out the Champions which were advancing up the middle. The nice thing about Trollkin is you can do 20 points of damage past his armor and he might still survive. Mine did, even after being wounded some by the Winter Guard and Widowmakers. He then found out how nasty Champions can be with Grissel's feat which gives the models extra attack dice, especially when the target is down a lot of armor. Scratch one Demolisher.


The Spriggan was in battle with the Warders and fared a little better, still having the lance arm left.

Over by the Demolisher, the Winter Guard also suffered at the hands of the resilient Champions and the Widowmakers were eliminated. The Blitzer managed to take out Holt and get in a pot shot on Sorscha, doing a fair amount of damage. It was looking hopeless, so Shawn charged Grissel with Sorscha, using up precious focus to maneuver so she could make the charge. In the end, she didn't have enough focus and Grissel had more than enough fury to prevent damage. Sure, the Blitzer had to die, but it was worth it as I finally scored a win with Grissel.

Sure, it was against someone who never played, but it was a win.

I am still not a huge fan of the Krielstone Bearers, but my biggest issues when playing these guys is making sure the beasts are free to roam. Having a bunch of 40 mm-based troops takes up a lot of space on the table and I never position my forces to give the beasts the room to wreak havoc on the enemy.

I will play a different army next time. Since I was teaching, I really wanted to play something I was familiar with. I would have played Cygnar, but I wanted to play the alternate list with pHaley and Thorn which needs the Aiyanna and Holt from the Khador list, so that was out. I believe I will either play Skorne or Cryx the next time.
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Wed Jul 8, 2015 2:30 am
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AiO Battle 04: Insurrection

Bobby Warren
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Glendale
Arizona
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This time I was playing Nick during what I hoped would be a day where several of us played multiple games, but it just ended up being Nick and I playing a game because real life and Father's Day weekend interfered.

I played the Trollbloods all-in-one army box force list:

Grissel Bloodsong, Fell Caller (-5 pts.)
• Dire Troll Blitzer (9 pts.)
• Dire Troll Mauler (9 pts.)

Krielstone Bearer & Stone Scribe (Leader and 5 Grunts) (4 pts.)
Trollkin Champions (Leader and 4 Grunts) (10 pts.)
Trollkin Warders (Leader and 4 Grunts) (8 pts.)

The Retribution of Scyrah had just released and I hadn't quite finished building it, so Nick wanted to try out the Cygnar all-in-one army box force list:

Major Markus "Siege" Brisbane (-5 pts.)
• Avenger (9 pts.)
• Defender (9 pts.)
• Squire Solo (2 pts.)

Arcane Tempest Gun Mage Unit (6) (6 pts.)
• Arcane Tempest Gun Mage Officer (2 pts.)
Stormguard Unit (10) (9 pts.)

Journeyman Warcaster (3 pts.)

So Grissel was leading a force trying to force out some Cygnar forces that were encroaching on the territories that a Kriel claimed as their own.

When we set up, our deployment areas were a little small because the table we were playing on was not quite four feet by four feet. This is a pain when all the troop figures in a faction have 40 mm bases! I definitely felt crowded and suspect Nick might have as well.

He deployed his Stormguard in the center, the Arcane Tempest Gun Mages to my right, and the battlegroup to my left. Across from his battlegroup I deployed the Champions, then the Krielstone Bearer squished behind them and to the right. I deployed Grissel there with the Warders in the center and the two beasties to the left.

The entire battle amounted to a standoff in the center between the Stormguard and the Warders which did an admirable job standing their ground until Siege popped his feat and all hell broke loose. He dropped a ground pounder on Grissel and almost killed her in one shot. That turn Nick eliminated all but one of the Warders, three of the five Champions, and damaged the big beasties as well. The next turn he finished off Grissel with a shot.

I was definitely not used to playing a Hordes faction. I forgot that I could transfer damage from Grissel to a beast for a focus point and that would have let her ignore the big hit from Siege's attack on his feat turn. Another mistake I made was not keeping the Champions in base to base contact which gives them +2 armor which might have saved a model or two.

The Krielstone Bearer still doesn't seem worth the four points to give one unit +2 armor for a turn, and Grissel is just not my kind of warlock. I also did a poor job of positioning my beasts because they never really got into the fight nor made much of a contribution. Not having a way to ignore the terrain was also a hindrance. An Axer with their animus sure would have helped.

I'm looking forward to playing the Trolls again and trying out some of the other Hordes factions, specially the beast-heavy Legion of Everblight list. Alex was watching and stated a desire to play his Everblight again. It might be a while before we have another Warmahordes-friendly Saturday where a group can play, but I hope to play a few games here and there before we try another one.
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Tue Jun 23, 2015 2:25 am
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Upgrading the 35-point all-in-one army lists to 50 points

Bobby Warren
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Here are the 50-point lists for the four base factions from both Warmachine and Hordes. I had done a detailed post on Khador for their 50-point list and their alternate 35-point lists and that was way too much work! So I'm posting the lists and commenting on them.

The ones which are red are the units that were added to the all-in-one box to bring it up to 50 points.

Warmachine factions

Cygnar

Major Markus 'Siege' Brisbane (-5 pts.)
• Avenger (9 pts.)
• Defender (9 pts.)
• Squire (2 pts.)
Alexia Ciannor & the Risen (Leader and 9 Grunts) (5 pts.)

Arcane Tempest Gun Mages (Leader and 5 Grunts) (6 pts.)
• Arcane Tempest Gun Mage Officer (2 pts.)
Black 13th Gun Mage Strike Team (4 pts.)
Rangers (5 pts.)
Stormguard (Leader and 9 Grunts) (9 pts.)

Journeyman Warcaster (3 pts.)
Reinholdt, Gobber Speculator (1 pt.)

This is an expensive list to get to 50 points: Alexia Ciannor ($64.99 retail), Black 13th ($16.99 retail), Rangers ($30.99 retail), and Reinholdt ($5.99 retail).

The Black 13th is another effective ranged attack unit, the Rangers would help the ranged attacking units, Alexia can be a machine that cuts through units like a hot knife through butter, and Reinholdt can give Siege an extra shot with his cannon. I still can't see buying all of this to boost the list to 50 points. I can see getting Alexia at some point because I didn't realize how good the unit could be for only five points.


Cryx

Wraith Witch Deneghra (-6 pts.)
• Leviathan Helljack (9 pts.)
• Nightmare Helljack (10 pts.)
• Nightwretch Bonejack (4 pts.)
• Nightwretch Bonejack (4 pts.)
• Skarlock Thrall (2 pts.)

Bane Riders (Leader and 4 Grunts) (11 pts.)
Bane Thralls (Leader and 9 Grunts) (8 pts.)
• Bane Thrall Officer & Standard (3 pts.)

Pistol Wraith (3 pts.)
Warwitch Siren Solo (2 pts.)

All that is added is the warjack and a couple of solos. Nightmare gains Stealth while in Deneghra's control area, so it's a good match. The Pistol Wraith is a solo-hunting machine, and the Skarlock Thrall is attached to Deneghra and can cast one of her spells each turn.

This is a list that I could easily see upgrading to the 50 points if we end up playing at that point level.


Khador

Forward Kommander Sorscha (-6 pts.)
• Demolisher (9 pts.)
• Spriggan (10 pts.)
• War dog (1 pt.)

Kayazy Assassins (Leader and 9 Grunts) (8 pts.)
Kayazy Assassin Underboss (2 pts.)
Lady Aiyana & Master Holt (4 pts.)
Widowmakers (Leader and 3 Grunts) (4 pts.)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts.)
• Winter Guard Infantry Officer & Standard (2 pts.)
• 3 Winter Guard Infantry Rocketeers (3 pts.)

Kovnik Jozef Grigorovich (2 pts.)
Widowmaker Marksman (2 pts.)
Yuri the Axe (3 pts.)

I talked about this list in a long posting on expanding the Khador box. I already own the Widowmaker Marksman and Yuri and had planned on getting the Kayazy Assassins at some point, so I'll likely be upgrading this when I am done getting the army boxes and having them painted. As a 50-point list, I like what all three of the additions do for the list.


Menoth

Grand Scrutator Severius (-6 pts.)
• Redeemer (6 pts.)
• Reckoner (8 pts.)
• Vanquisher (8 pts.)
• Hierophant (2 pts.)

Choir of Menoth (Leader and 5 Grunts) (3 pts.)
Exemplar Errants (Leader and 9 Grunts) (8 pts.)
• Exemplar Errant Officer & Standard Bearer (2 pts.)
Holy Zealots (Leader and 9 Grunts) (6 pts.)
• Holy Zealot Monolith Bearer (2 pts.)

Exemplar Errant Seneschal (2 pts.)
Initiate Tristan Durant (3 pts.)
Rhupert Carvolo, Piper of Ord (2 pts.)
The Covenant of Menoth (2 pts.)
Vassal of Menoth (2 pts.)

The Exemplar Errant Officer & Standard Bearer is a nice addition though I suspect it means the wrath of God will rain down on the unit from the word go. I guess that could be a good thing since it means other things won’t be targeted.

The Holy Zealots and their Monolith Bearer make a nice, inexpensive unit of rabble that also sets things on fire and have the ability to get tougher when one of them is killed. They seem like a nice addition to the list as a tarpit to slow the progress of the enemy.

The Covenant of Menoth is a solo and it gives crazy protection to the friendly figures in its command range or stops enemies in the range from casting spells. All-in-all, it's an awesome addition to the list. I see more and more why Menoth is all about the buffs.

Initiate Tristan Durant is a journeyman warcaster and really should be assigned a warjack. Unlike the Cygnaran basic journeyman, Durant’s spells work on a model in his battlegroup alone, so I would want to assign one to him. I just don’t know which one it would be.

If I had bought this box, I could see myself looking into adding the additional models to bump the list to 50 points. The only additional model not used in the alternate 35-point lists is Durant and those add a warcaster, a warjack, and a mercenary (and I have both mercenaries already). See, I should have bought this one as well!


Hordes factions

Circle Orboros

Kromac the Ravenous (-4 pts.)
• Warpwolf Stalker (10 pts.)
• Ghetorix (11 pts.)
• Gnarlhorn Satyr (8 pts.)
• Gorax (4 pts.)

Tharn Blood Pack (10 pts.)
Shifting Stones Unit (Leader and 2 Grunts) (2 pts.)
• Stone Keeper (1 pt.)

Gallows Grove (1 pt.)
Gallows Grove (1 pt.)
Blackclad Wayfarer (2 pts.)
Lord of the Feast (4 pts.)

Ghetorix is a another Warpwolf which is better melee attacker than the Stalker and it can be bonded to Kromac. The Gallows Groves are terrific solos that Kromac can use to channel spells and prevents enemies from healing and making Tough rolls. The Blackclad Wayfarer can help fury management by allowing friendly models charge or make slams without being forced. The Wayfarer is also has a magic spray attack.

This would be a pretty easy to expand and everything additional works with what is already there.


Legion of Everblight

Saeryn, Omen of Everblight (-5 pts.)
• Nephilim Bloodseer (5 pts.)
• Angelius (9 pts.)
• Neraph (7 pts.)
• Scythean (9 pts.)
• Zuriel (10 pts.)

Blighted Nyss Striders (Leader and 5 Grunts) (6 pts.)
Spawning Vessel (Leader and 5 Grunts) (3 pts.)

Blighted Nyss Shepherd (1 pt.)
Blighted Nyss Shepherd (1 pt.)
Strider Deathstalker (2 pts.)
Strider Deathstalker (2 pts.)

At first glance this looks like a relatively inexpensive list to bring to 50 points, until you consider that you'll have to purchase some lesser warbeasts to add during the game as the Spawning Vessel creates them. So this is a pass unless I come into a bunch of mini-beasts. Zuriel looks like an awesome addition and a second Deathstalker can’t be a bad addition, so it’s possible I could change my mind.


Skorne

Supreme Archdomina Makeda (-5 pts.)
• Basilisk Krea (4 pts.)
• Molik Karn (11 pts.)
• Titan Gladiator (8 pts.)
• Aptimus Marketh (3 pts.)

Cataphract Incindiarii (Leader and 5 Grunts) (9 pts.)
Paingiver Beast Handlers (Leader and 5 Grunts) (3 pts.)
Praetorian Keltarii (Leader and 9 Grunts) (8 pts.)
Praetorian Swordsmen (Leader and 9 Grunts) (6 pts.)

Tyrant Commander & Standard Bearer (3 pts.)

Like the Trollbloods, they had only two large beasts in the initial box, but at least they got another warbeast in the Basilisk Krea. The Krea get plus points for having Eyeless Sight and causing Paralysis, but negative points because its animus targets itself and its Flank bonus doesn’t work in this list. Still, it seems like a decent enough beast. The Tyrant Commander & Standard Bearer is like having an über-powered Kovnik Joe because the Commander’s orders work on all friendly faction units or models.

The Keltarii are decent-enough models, but I still have nightmares from trying to assemble the Stormguard and these guys look like they might be just as cantankerous to assemble. I really don’t want to put the Keltarii together, so I’m likely to pass on expanding this box, though if they are a lot of fun to play I might change my mind.


Trollblood

Grissel Bloodsong, Fell Caller (-5 pts.)
• Dire Troll Blitzer (9 pts.)
• Dire Troll Mauler (9 pts.)

Kriel Warriors (6 pts.)
• Kriel Warrior Caber Thrower (Leader and 2 Grunts) (3 pts.)
• Kriel Warrior Standard Bearer & Piper (2 pts.)
Krielstone Bearer & Stone Scribe (Leader and 5 Grunts) (4 pts.)
• Stone Scribe Elder (1 pt.)
Trollkin Champions (Leader and 4 Grunts) (10 pts.)
Trollkin Warders (Leader and 4 Grunts) (8 pts.)

Fell Caller Hero (3 pts.)

I didn't like the Kriel Warriors when I used them in the past and mine are for sale. I would rather have seen the Fennblades plus UA and a Trollkin Sorcerer in place of the Kriel Warriors. The Fennblades have one less armor, but one more point of MAT and speed as well as having reach, doing two more damage when they hit and Vengeance, which lets them advance up to 3" and make a normal attack during the maintenance phase if they any member of the unit was destroyed or removed from play in the opponent's turn. Plus you would get the Sorcerer added, which is a handy little solo. The other loss is two less bodies, but I like the ability advantage over the numbers advantage.

The Stone Scribe Elder is a good single-point addition to the Krielstone Bearer unit and I was surprised that the Fell Caller wasn't used in the initial list because the bonuses and abilities it gives to the others is awesome.

In fewer words, I won’t be making this 50-point list or one of the alternate 35-point lists, which uses them. I might build the other list at some point, if I decide I would like to play with Grim Angus as the warlock.
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Wed Jun 17, 2015 7:55 am
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AiO Battle 03: Cold Death

Bobby Warren
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Glendale
Arizona
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Nico and I got together to play a game. He has been a Cryx player every time he has played, so it was obvious who he would play.

I played Khador all-in-one army box force list:

Forward Kommander Sorscha Kratikoff (-6 pts.)
• Demolisher (9 pts.)
• Spriggan (10 pts.)
• War Dog (1 pt.)

Widowmakers (4 pts.)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts.)
• Winter Guard Infantry Rocketeer (x3) (3 pts.)
• Winter Guard Officer & Standard (2 pts.)
Lady Aiyanna & Master Holt (4 pts.)

Kovnik Jozef Grigorovich (2 pts.)

Nico played the Cryx all-in-one army box force list:

Wraith Witch Deneghra (-6 pts.)
• Leviathan Helljack (9 pts.)
• Nightwretch Bonejack (4 pts.)
• Nightwretch Bonejack (4 pts.)

Bane Riders (Leader and 4 Grunts) (11 pts.)
Bane Thralls (Leader and 9 Grunts) (8 pts.)
• Bane Thrall Officer & Standard (3 pts.)

Warwitch Siren (2 pts.)


I set up the board with a terrain feature in quadrant of the board, with one of them on the Cryx side being shallow water. The others were all forests. I didn’t put anything in the center of the board and that really had an effect on the game.

First, I had the extreme advantage in shooting and it made Nico and I both hesitant to try advancing through the middles of the field, but the terrain in the middle-area of each of the quadrants really forced us to congregate in the middle of the table.

I tried charging the Leviathan with the Spriggan while managing to scatter some AOEs from the Demolisher into the Bane Thralls. The Demolisher did his job, but the Spriggan ended up a bit short. The Leviathan and Deneghra managed to severely damage the Spriggan while the Bane Riders came to realize why the Demolisher is such a tank. Denegrha popped her feat, which left the Khadorans stationary.

The remaining Bane Thralls took out Master Holt while Lady Aiyanna was harder to hit. The Riders were unable to hurt the Demolisher too badly, thanks to poor rolls, and the Spriggan was finished off while Deneghra moved back to get out of the line of sight of the mostly-intact Winter Guard.

The Winter Guard then moved in, did some damage to the Leviathan while another group targeted one of the two remaining Bane Riders, boldly shooting into melee because they knew that they couldn’t harm the Demolisher, took out one of the Riders. Snezhok (a.k.a., Snowball), the War Dog, lined up and charged the other remaining Bane Rider and finished it off before bringing back a nice, large bone for Sorscha to throw for him during play time. She then moved up to make sure Deneghra was in the range of her feat, which she activated then cast Boundless Charge on the Demolisher, which then activated and charged, turning Deneghra into a pile of bone dust and goo in one hit.

We plan on playing again soon, with Nico keeping the Cryx, which is fine with me, and my playing one of the other all-in-one lists.

He needs to rely more on the Bane Thralls being hard to damage with ranged attacks and use them as a screen as they move to engage the enemy in melee combat. I think he should also have used the Bane Riders to charge into and try to eliminate the Winter Guard.
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Thu Jun 11, 2015 4:30 am
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Cryx all-in-one army overview

Bobby Warren
United States
Glendale
Arizona
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For the Cryx death is not an ending but a beginning. They are followers of the Toruk the Dragon Lord and masters of death. The whispers of their raiding parties strike fear into the hearts of townsmen and even the mighty armies of the Iron Kingdoms, because no one wants to become fodder for the experiments of the Cryxian Necrotechs or undead thralls in the armies of Cryx. Not all of their forces are undead. Some are servants and others slaves, though all but one of the non-'jack models are undead in this army list.

I've got limited experience against Cryx and just about everything in this list is new to me. Please let me know if there are errors or if you see something that the list can do that I didn't see.

Here is the contents of the all-in-one army box:

Wraith Witch Deneghra (-6 pts.)
• Leviathan Helljack (9 pts.)
• Nightwretch Bonejack (4 pts.)
• Nightwretch Bonejack (4 pts.)

Bane Riders (Leader and 4 Grunts) (11 pts.)
Bane Thralls (Leader and 9 Grunts) (8 pts.)
• Bane Thrall Officer & Standard (3 pts.)

Warwitch Siren (2 pts.)


Much of the army is Undead which means they will never flee and are not living models. You know, because most non-fashion models are alive!

Warcaster/Warlock

Wraith Witch Deneghra is the experienced version of the character which you might see referred to as eDeneghra. She's armed with a Magic Weapon that has Reach. The weapon has the Dark Banishment ability which allows Deneghra to place the hit enemy anywhere completely within d6" of its current location, plus 1" for each focus point Deneghra has.

Abilities

She's Undead and she can Cull Souls which means she gains one soul token for each living enemy model destroyed within 2" of her. When she replenishes focus during her next Control Phase each soul token is replaced by one focus point which lets her increase her focus beyond her focus stat. Also, because of Parry, Deneghra cannot be targeted by free strikes.

While she may be dead, she's still dead sexy! Her Seduction ability is an action that lets her take control of a living enemy non-warcaster, non-warlock warrior model in base contact with her. It allows her to make the enemy model make a full advance then make a normal melee attack.

Wraith Walker lets Deneghra gain Incorporeal, basically turning her into a ghost that can only be effected by magical weapons, magic attacks, animi, spells, and feats and makes her immune to continuous effects. She cannot gain Incorporeal two rounds in a row.


Feat

Web of Shadow is all about staking out the enemy for sacrifice for a round. When it is set off by Deneghra, enemy models currently in her control area suffer Shadow Bind, which gives the model -3 DEF. On top of that, the model can only change facing when it tries to move!

Spells

Deneghra has a bunch of spells which she can cast for the cause. The first, Curse of Shadows, is an upkeep offensive spell. The target model or unit suffers -2 armor and cannot make free strikes. Other models can advance through an affected model if they have enough movement to move completely past its base.

Ghost Walk makes the target model or unit Ghostly for one turn. A Ghostly model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. They cannot be targeted by free strikes.

Hellmouth is an area effect attack that does nothing if the caster fails to hit. If she does hit, all models within 3" of the model are pulled to it and then every model within 3" suffer a full power 12 damage roll. There is no half-power AOE here, buddy!

Another upkeep spell in Deneghra' s arsenal that targets enemy models or units is Marked for Death. The target enemy -2 defense and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. It also makes the target a shining beacon for friendly faction models which can target an affected model regardless of line of sight.

Pursuit is yet another upkeep spell in her spell book. It targets an enemy model or unit. If that target advances during its activation, immediately after ending this movement one model in Deneghra' s battlegroup that is in her control area can make a full advance.

Venom is a corrosive spray attack. It causes the Corrosion continuous effect.


The Battlegroup

The Leviathan Helljack has four crab-like legs which makes it different from most other heavy warjacks. Because of this it has Pathfinder, which is always a plus and it is Steady which means it cannot be knocked down. It's also Amphibious, which means it can move through water without penalty. It's armed with a Spiker gun and a Crushing Claw.

The Crushing Claw works like a normal fist or hand while the Spiker has a rate of fire of three, allowing it to fire up to three times a turn. The first time it fires would be part of the initial attacks and focus would need to be spent for the second and third shots to be taken. The Spiker has Burst Fire which gives it +1 to damage rolls against medium-based models and +2 against models with bases larger than medium.

The two Nightwretch Bonejacks are pretty basic light warjacks. They can attack by bashing, which might damage infantry and it has a gun called the Doomspitter. The Doomspitter has the Blaster ability which allows a point of focus to be spent to make the attack an AOE 3" attack instead of attacking a single target.

What sets the Nightwretch apart from every other warjack in the all-in-one boxes is it has an Arc Node. Arc Nodes allow warjacks to channel spells from their warcaster. The warcaster is the source of the spell, but range and line of sight is measured from the Arc Node so it effectively adds to the range of the spells and makes it easier for the caster to get a line on a target.


Units

The Bane Riders are the only cavalry unit in the all-in-one boxes and they have one of the highest armor values for units in the all-in-one boxes. They are Undead and have the Ghostly ability, which lets them advance through terrain and obstacles without penalty. They can advance through obstructions if they have enough movement to move completely past them and cannot be targeted by free strikes. They are armed with a cleaver which has Reach and Brutal Charge which gives them +2 to attack damage rolls and because they are cavalry they get +2 to their attack rolls, so they are at a total of +2 to both hit and damage!

Because they are cavalry, they have some special abilities. When declaring a charge, the cavalry model can ignore intervening models with a smaller base. If they come into melee range (1/2") of a model while making a charge, they attack with their mount and can destroy the smaller model, but can also end up being blocked or targeted by free strikes if they don't destroy the model. They can also make ride-by attacks, where they declare the target, move up to it, attack it, then finish their move.

The leader model has the Curse [Bane Riders] which allows it to target an enemy model or unit within its command range and Curse it. A friendly Bane Rider model charging a cursed model gains +2" movement and +2 to attack rolls against any cursed models. Curse lasts for one round and can only be used once per activation.

Bane Thralls are a fairly tough core unit that is just made stronger by the addition of the Bane Thrall Officer & Standard unit attachment. All the models are Undead and have Stealth, which prevents them from being hit by ranged attacks that are from further than 5" away. Any target within the melee range of one of the thralls also comes under the influence of Dark Shroud which reduces their armor by 2.

They are armed with a huge axe with which they are Weapon Masters and that makes them do an extra die of damage when they hit. So what does the officer and standard add? The officer gives the unit Dead Rise, which doesn't make a lot of sense until you see that the standard gives the unit Tough. Tough when a model is killed, it can make a Tough roll and is not killed if a 5 or a 6 is rolled on a single die. The figure is instead knocked down. Dead Rise lets knocked down models stand up during the Maintenance phase (at the beginning of the turn) and removes the stationary condition from models in the unit. So the unit just gets tougher to kill and can ignore effects that make them stationary.


Solos

Warwitch Siren Solo comes armed with a Shadow Blade which is a Magical Weapon that has Reach and Shadow Bind. Shadow Bind lasts a round and causes a model hit to suffer -3 defense and only allows it to change facing when it would normally move.

She has Stealth and her Magic Ability [7] is used for one of three abilities:

Power Booster is a special action that targets a friendly faction warjack within 5" of the siren. If the target has no focus points, it gains one focus point and if it was Disrupted, it is no longer Disrupted.
• The Siren has the same Seduction ability that Deneghra has.
Venom is a special attack which has a spray area of effect. Models hit suffer corrosion damage and the Corrosion continuous effect.

She also has Parry which means she cannot be targeted by free strikes.


Summing it all up

I wouldn't try and go toe-to-toe with the Khador warjacks or the heavy beasts of some of the lists because this list doesn't look to have that real heavy hitter which can crack armor and damage them. Deneghra can help out a lot because she can reduce armor with her spells, and the Nightwretches extend her range because of their arc nodes.

The Leviathan can be a nasty hitter, but remember that you will be running one heavy warjack against at least two heavies, unless you're up against the Convergence of Cyriss box, so you'll be outnumbered. Keep it safe until it's time to strike.

On the other hand, the Bane Thralls should be able take out a warjack if they are able to charge it because of the Dark Shroud's armor reduction and the extra damage from their having Weapon Master. The Bane Riders can hit hard, but knocking out a heavy jack might be a bit much to expect, especially since their own bases will end up blocking preventing too many others from being able to attack the same target.

Another way of reducing armor on targets for all your models is to first engage them with a Bane Thrall, whose Dark Shroud will reduce the target's armor for everyone.

The Siren works as a mini-Deneghra. Her weapon's Shadow Bind will make a model hit easier for someone else, to come in and hit the target, and if their armor has been reduced then they will also be easier to kill. Power Booster can be used to keep a Nightwretch moving along by removing effects on it and giving it a point of focus to spend and her Venom attack is a strong spray that can be used to clear out units

What the list really looks to do well is kill off the enemy meat shields to clear the way to kill the enemy warcaster. Also, because of all the Stealth in the army and the Tough nature of the Bane Thralls, they should also be pretty good at holding and contesting objectives in scenario play.
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Sat May 30, 2015 5:20 am
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Circle Orboros all-in-one army overview

Bobby Warren
United States
Glendale
Arizona
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The Circle Orboros is an ancient society of mystics who have spent millennia working to master the secrets of nature. They are a loose organization which protects nature and their ancient sacred sites. The main body of their forces consist of humans and the savage Tharn race. They control giant wolves, satyrs, griffons, as well as stone constructs in their arsenal which protects their interests. They appear to be a formidable, flexible foe which can come at their enemies with living or animated forces.

I really don't know much about the Circle Orboros. Like the Skorne I haven't seen much of them, only playing against them once in a fang and claw game.

Here is the contents of the all-in-one army box:

Kromac the Ravenous (-4 pts.)
• Warpwolf Stalker (10 pts.)
• Gnarlhorn Satyr (8 pts.)
• Gorax (4 pts.)

Tharn Blood Pack (Leader and 5 Grunts) (10 pts.)
Shifting Stones Unit (Leader and 2 Grunts) (2 pts.)
• Stone Keeper (1 pt.)

Lord of the Feast (4 pts.)

Warcaster/Warlock

Kromac the Ravenous is a shapeshifter. He can be either in human form or in beast form and can switch between them during the game. He's armed with two axes which are both Magical Weapons and have Reach.

Abilities

In both forms he has Pathfinder, meaning he can move through rough terrain at no penalty and can even charge through them. He also has Altered States which lets him switch forms during the Circle's maintenance phase.

In Human form, he also has Beast Out that will let Kromac switch to his Beast form after taking damage from an enemy attack on the enemy's turn.

In Beast form he causes Terror, forcing enemy models in his melee range to pass a command check or flee. He is also unable to upkeep spells and cannot cast non-animus spells because he has a Beast Mind while he's a Beast. Finally, he can Jump, which means he can move any place within 5" of where he finished a full advance.


Feat

Blood Rage allows Kromac to suffer up to seven damage points and he gains one fury point for each damage suffered. His fury point total cannot exceed his current fury stat as a result of Blood Rage. If Kromac is in human form when the feat is used, he can immediately take beast form. Effects on the replaced model are applied to the beast model.


Spells

Kromac can cast Bestial on himself to make it so enemy models in his control area cannot cast spells or be used to channel spells. It doesn't seem like it would be useful all that often, but sometimes it might just completely shut down someone's plans so it is a nice weapon to have in the arsenal.

Inviolable Resolve is a simple defensive upkeep spell that gives a friendly faction model +2 armor and the Fearless ability for a round.

Rift causes the area in the 4" area of effect to become rough ground for a round, as well as being a fairly strong attack spell.

Warpath is another spell that would be cast and upkept on himself. It lets a friendly faction warbeast advance up to 3" after a faction model in Kromac's control area kills an enemy. Each warbeast can only advance once per turn because of this spell.

And for his warbeasts, Kromac has Wild Aggression in his arsenal. It is a spell that he can pay to upkeep on a friendly living warbeast that lets it run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.


The Battlegroup

The Warpwolf Stalker is a huge bipedal wolf carrying a huge sword and it can still attack with its off hand. The sword has Reach.

This versatile beast has Pathfinder to move through rough terrain and Regeneration[d3] that allows the it to be forced one a turn to heal d3 points of damage. It also can choose one of the Controlled Warping effects at the beginning of its activation. Warp effects last for one round and the choices are:
Berserk: When this model destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
Prowl gives Stealth to the Stalker while it is within terrain or an AOE that provides concealment. Stealth means any ranged or magic attack originating from more than 5" away automatically misses.
Warp Strength gives it +2 STR.

His animus is Lightning Strike which can target a friendly model which gains Sprint for a turn. If a model with Sprint destroys one more enemy models on its turn with a melee attack it can make a full advance at the end of its turn.

The Gnarlhorn Satyr has two fists and its horns that it can attack with. It's a little easier to hit than the Stalker, but it's harder to hurt and a little stronger. It makes a great partner to it.

Like a bull, urr, goat in a china shop, the Satyr likes to put its head down and run over things. Thanks to the Grand Slam ability, it can make slam power attacks without spending focus or being forced. And it is so good at it that figures slammed by it are moved an additional 2". On top of that, Follow Up lets the satyr advance directly towards a model it slammed up to the number of inches said model was slammed.

And speaking of slamming, if an enemy model advances and ends its movement within 6" and in the LOS of this model, the Satyr can Counter Slam: immediately make a slam power attack against that model. If it makes a counter slam, it cannot make another until after the Circle's next turn. It can't make a counter slam while engaged.

The Gnarlhorn's animus is called Bounding. It can be cast on a faction warbeast and gives it + 2" of movement and +2 to hit if it charges or makes a slam or trample power attack.

The Gorax is a strong attack light beast. It has a Pain Response which lets it charge or make power attacks without being forced. And its animus, Primal, gives a friendly living warbeast +2 STR and MAT for one round but it automatically frenzies during the Circle's next Control Phase.


Units

The Tharn Blood Pack are bad boys that have both the Fearless and Pathfinder special abilities. They can also be given the Assault & Battery order which allows them to make a ranged attack before making their movement, which must be a charge or a run. If charging, the target is not declared until after the ranged attack is resolved. This stacks well with Treewalker which means they ignore forests when determining line of sight. They also gain +2 defense against melee attack rolls while in forests and can advance through obstructions and other models in forests if they have enough movement to move completely past the model.


The models in the unit are Heart Eaters which collect "corpse tokens" each time they destroy a living enemy in melee combat. They can use the corpse tokens to make an additional attack, boost their hit roll, or boost their damage roll. Each model can have three corpse tokens at a time.

The Shifting Stones are three rocks. They have Advance Deployment which lets them set up after normal deployment and up to 6” beyond the established deployment zone. Because they are rocks, they are Constructs. They're also Immobile, meaning have no movement or action, cannot be knocked down nor moved. Their front arc extends to 360° and they have no melee range, cannot engage, and are automatically hit by melee attacks because, you know, they're rocks.

Because of Serenity they're calming rocks. Serenity allows the removal of one fury point from a friendly faction warbeast within 1" of a stone at the beginning of the Control Phase.

The Stones aren't rolling. They have Shifting Powers which let them do one of the three following powers which they select at the beginning of their activation:

• The Healing Field allows models in this unit that are in formation and friendly Faction models within 1" of one or more of them heal d3 damage points. This is one way which warbeasts that are Constructs can be healed, not that it matters in this army list.
Shifting is how the stones more. If they are in formation, they can be placed anywhere within 8" of their current location.
Teleportation allows one other faction model which are within the triangle formed by these three models (if they are formation) anywhere within 8" of its current location. The placed model must forfeit its movement after teleporting.

The Stone Keeper, as you might guess from his name is attached to the Shifting Stones unit. That's right, he's a leader of rocks. More than that, the apparently listen to him because he's an Officer. Like the rocks he leads, he has Advance Deployment and he can Shift, though when he does his Disorientation ability kicks in. Disorientation means he can't advance after shifting. He's armed with a Magical Weapon that has Reach.

The Rock Commander also has Pathfinder and the Granted: Stealth abilities. Granted: Stealth gives the Shifting Stones Stealth as long as he's not stone cold dead. He also has Stone Heart which means he never flees and automatically passes command checks.

He has a Magic Ability [6] which is used to power one of these two things:

Rock Hammer is a special area of effect magic attack that will knock down models hit on a critical hit.
Stone Form is a special action that gives the Stone Keeper +4 armor and reduced the defense to 5 but makes it automatically hit by melee attacks. It lasts for a round or until he makes an advance.


Solos

The Lord of the Feast is loaded with special abilities, including Fearless, Pathfinder, Stealth, Terror and Heart Eater. He also has Advance Deployment. He's also a Virtuoso allowing him to make both initial ranged and melee attacks on his activation.

He's armed with two "weapons," one of which is a Raven. The Lord makes a ranged attack with the Raven and if it his, the Shifter ability kicks in and it allows the Lord to immediately move into base contact with the hit model. It allows him to move around and get to targets and beat on them with his Wurmblade, which is a Magical Weapon with Reach and Blood Reaper, which lets him makes his first melee attack during his activation with it against each model in his LOS and this Wurmblade's melee range.


Summing it all up

I don't understand the Blood Rage feat. (See comments below.) I know what it does and that makes sense, but warlocks can already cause damage to themselves to gain fury, so the only bonus I can see is he is able to change shapes if he is not in beast form, which he can do during the maintenance phase or when damaged by an enemy. The feat seems pretty weak to me, but that doesn't mean Kromac is not a powerful warlock. He seems quite deadly.

During battle I can see putting Inviolable Resolve or Wild Aggression on any of the warbeasts to buff them up. He can also cast any of the three animi which the beasts have and they are all good at boosting attacks or movement. Lightning Strike is especially good if you want to play a hit and run game, attacking then moving back to a defendable position.

Besides his boosts for the beasts and the troops, the Bestial spell looks to be a great way to block the enemy from casting spells, hopefully gumming up their plans from the very beginning since his control area is 14" around his base.

Both the big beasts are good killers but they aren't the only ones. While the enemy looks at the two heavy warbeasts as the threat, use the Gorax to sneak in and kill whatever needs killing.

The Shifting Stones can help keep the fury down on beasts as well as healing those that need it. The Teleportation ability can also help with the mobility of the army.

The Blood Pack is great at clearing out enemies that want to try and use the forests to hide in and attack from. Their Treewalker ability means nothing in the woods is safe from them and they can use the Assault & Battery order to shoot first and chop off heads later in the same turn. Add their Heart Eater ability to gain extra attacks or boosting attacks and they are a serious threat.

We still haven't looked at the Lord of the Feast. If the enemy warlock gets too close to him, the Raven can be used to pop the LotF right next to it and the Feaster has any corpse tokens on it already, then he can go to town, possibly killing it in one turn.

There are lots of options with this army. While there are some buffs from outsides sources, it doesn't require a complex chain of activations in the right order to get the perfect combo like the Molik Karn one I mentioned in the Skorne overview or the combo building of the Menites. It still needs to be played smart and activations need to be handled properly to be effective, but it feels like it might be a little more forgiving than some army lists.

To my barely-trained eye, this army list looks to be neither over-powered nor under-powered. It feels like one which should be in most games and could win any time if played right. I look forward to playing these guys and seeing how things play out with them.
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Fri May 22, 2015 7:15 am
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