It Ain’t Easy Being Green

I wrote this one a month ago and it’s been in draft since then! Whoops!

Bit of a rematch this one, and another outing for McCabe vs Brewmaster as Glenn continues to practice for his upcoming tournament. Although as I write this I believe he is currently on the final round of said tournament. My weekends just got a whole lot more free time due to a certain daughter suddenly dropping out of her Saturday drama classes, so I fully intend to join him for the next one. Anyway, on to the next one.

Lucas McCabe – Master

  • Silent Protector

Luna – Totem

Ruffians x 2 – Minions

Sidir Alchibal – Henchman

Desper LaRaux – Henchman

Shadow Effigy – Enforcer

Katanaka Sniper – Minion

Huckster – Minion

3 soulstone cache

The Brewmaster – Master

Apprentice Wesley – Totem

Moon Shinobi x 2 – Minions

Whisky Gamin x 2 – Minions

Rooster Rider – Minion

  • Inferiority Complex

Whisky Golem – Enforcer

  • Two Gremlins in a Ghillie Suit

6 soulstone cache

Turn 1

The mist drifted across the abandoned outpost in the early morning sunlight. From atop his mount, Lucas McCabe surveyed the terrain. He wasn’t sure what was in the packages he’d been given, and he was definitely not curious enough to open them up. The Ten Thunders had given him a job; leave them at the drop offs before midday and he knew it was better to not ask too much. To either side, his crew of Wastrels spread out, looking for movement. Sidir Alchibal hopped down from where he had sat behind McCabe, and took up position on a nearby crate. Readying his machinegun, the henchman looked around suspiciously. It was quiet. And in Malifaux, that just as often meant trouble.

The Wastrels approach the abandoned village

Lurking in the shadows of the derelict cottage, the Brewmaster silently signalled his Moon Shinobi’s to advance. Taking full advantage of what cover they could, the drunken gremlins moved closer to the unsuspecting humans. Turning his attention to his barrel-like constructs, the venerable gremlin considered what was about to unfold. He knew that as soon as they started moving up their advantage of stealth would be lost. On the other hand, three tough mechanical constructs would take a lot of beating and the humans didn’t look so tough. And the Brewmaster really really wanted to mess with his former master’s plans…

Flick the Rooster Rider had no idea why Mah Tucket had sent him along with the drunks, but they sure had good drinks. He’d had a few before heading out with them. He felt good. He felt invincible. He felt like he could do anything! Sticking his spurs into the flanks of his avian mount, Flick sped along like the wind. Dust kicked up as he leapt over the walls before him. Spotting the unsuspecting humans, all memory of “the plan” and stealth were forgotten. Levelling his rifle, he took aim at the dapper gent at the front and bang! Headshot! The Ruffian crumpled to the ground as his compatriots looked on in shock.

In the shadows of the ruins, the Tri Chi lurk. Drunkenly.

At the sound of the gunshot, the mysterious Huckster rogue ducked behind the nearby wall. Looking at the trinket in her hand, given to her mere moments earlier, she decided that actually she wasn’t being paid quite enough to get involved in a proper fight. She caught Luna’s attention, and with a bit of encouragement the hulking hound bounded off with the item and handed off the mysterious blade to Sidir. Checking no one was watching, the Huckster ducked out of site, somehow appearing some distance away behind a crate. With a quick look around to check for watchers, the rogue disappeared behind the wall. Unseen by anyone she emerged from the shadows behind the derelict cottage. Looking at the strange crystals in her pouch, she remembered Yamaziko’s instructions. The Huckster began to sprinkle them around her on the ground. She had no idea what they were for, but orders were orders.

Turn 2

Desper LaRaux was not happy. A smelly gremlin had lurched out of the shadows and starting swinging punches at him. Despite the drunken appearance of the creature, it had taken all of Desper’s skill to doge the blows.Leaping nimbly into the air, Desper then proceeded to run across the nearby swamp, his feet barely making a ripple on the water.

Invigorated by his kill, Flick and his Rooster continued their mad dash towards the stupid humans. So excited was he, he never heard the shot that downed his trusty steed. He crashed to the ground in a pile of feathers and blood. As he dusted himself off and looked around in confusion, the second shot leapt a neat hole in his forehead, and he slumped to the ground, never to ride again. In the lee of the nearby wall, the Katanaka Sniper quietly hunched back into shadow.

The two crews clash in the village square

Wiping his face clear of the vile moonshine, Sidir glared at the compact construct before him. It had just sprayed the foul smelling liquid all over him. Already he could feel his head start to pound and his skin crawl where it had soaked through. Hefting his antique timeworn blade, he quickly charged in. With a couple of quick strikes he dispatched the mechanical fiend, although to his disgust it’s final act was to shower him again in more alcohol.

Behind the house, the Huckster could not believe she’d not been spotted and continued to live her best life scattering the mysterious crystals around. Unfortunately for her, she’d gotten carried away and forgotten the most important instructions; they needed to be spread throughout the hamlet’s grounds and not clumped up like she was doing. For now her plans were foiled.

Deep in Tri Chi territory the Huckster gets to work

In the midst of the melee, the remaining Ruffian remembered his orders better and deposited the first package for the Ten Thunders.

Turn 3

In the centre ground, the battle raged on and it was not going well for the Wastrel crew. The drunken fighters were wearing the humans down faster than the humans could dispatch them.

Bub was terrified! He’d thought hiding in the nook on the back of the hulking Whisky Golem was ideal for a quick nap, and had even managed to lever off one of the pipes for his own personal whisky dispenser. But he’d faded into a drunken sleep in the noisy hubbub of the gremlin camp, but woken to find himself on the back of a charging mechanical mount into the waiting human gang! His knuckles were turning white as he clung on. He had not even had a chance to let off a round or two from his stub gun. An impressive human with an equally impressive hat seemed to be enjoying the delights of the Brewmaster’s special blend, judging from the look on his face and the way he was doubled over in discomfort. Bub had decided he must be their boss, when the Golem bounded up and floored the human with one massive fist. With barely a pause the monstrosity continued its forward charge into the next human. He might have had a horse to ride on, but his complete lack of hat indicated his lowly status. The Golem raised his fist again, but the human managed to direct his horse away and avoid the blow completely! Bub’s rollercoaster of emotion continued from the high of elation, to panic as the horse rider drew a glowing blade, and proceeded to hack the giant construct apart. Something sparked in the flurry of blows, and Bubs’ world erupted into an inferno of fire and alcohol.

Sidir is surrounded!

Behind the house, the rogue Huckster had realised her mistake and proceeded to throw more of the crystals further afield. This territory would most definitely be Ten Thunders land by nightfall.

Angry at the wanton destruction of the Golem, and the complete waste of alcohol, the nearby Moon Shinobi charged Lucas. With a flurry of blows it scored a couple of solid hits on the horse, before taking a drink in celebration.

In the shadows by the pond, Desper quietly sauntered along, quietly scheming. Quietly.

And in another hidden spot on the other side of the village, the mysterious Shadow Puppet broke cover and ran to deliver the next Ten Thunders package at the drop off. Always remember the mission.

The Huckster continues to live her best life

Lucas felt his mount give way beneath him. The foul gremlin moonshine must have affected his horse and it collapsed, tumbling him to the ground. As he picked himself up he looked around, and realised that things were going well. Despite the loss of his horse, he had successfully managed to deliver enough of the packages as ordered. He could only hope his two rogues, Desper and the Huckster, had done enough in the shadows. As he looked on, he watched the Gremlins start to retreat, not realising that they too had placed their own package in the drop off.

Final score Wastrels 3, Tri Chi 1

Those that remain standing slink away

I really enjoyed this game. Glenn is always a great opponent to play and he’s really getting into Malifaux. We have a bit of time to get ready for his next tournament which I can hopefully get along to (Future me edit, I’m signed up for one in May!). The Rooster Rider seems an excellent addition, being fast with a gun, so even with the out of keyword tax it’s a really useful scenario piece. Glenn has also made noises that Maw Tucket and the rest of the Tricksy keyword may be getting bought. For this game Glenn focussed on “kill everything, and do scenario later” which I think might be a good plan. He just needs to watch for not timing out which we did on this game.

I focused on scenario this game. The Huckster was amazing, only let down by my inability to properly read the scenario rules. McCabe was excellent at buffing his crew, but juggling the upgrades was a bit of a headache. I may need to tone it down a bit, doing less clever tricks like juggling upgrades for giving fast, and making sure that McCabe is putting that fast on key models when needed. I think I may try getting better models to put them on. Rough Riders and a Samurai seem like good choices. WIll need to see what I can get painted for the next game!

Thanks for reading

Mike

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Filed under Battle Reports, Bayou, Malifaux, Ten Thunders

Tales from the Paint Table – part 8

I did it.

I finally did it.

I bought a light box.

Only a cheap one but it seems to do the job well enough. Tried a few miniatures and the results seem decent. I’ve also had a chat with Cliff, and our thoughts about the painting challenge we did. We both enjoyed it, and it definitely motivated me to get my stuff painted. So we’ve decided to repeat the challenge for 2023.

I will paint 365 Soulstones worth of Malifaux this year.

I will do the odd side project, Horus Heresy in particular has recently grabbed my attention, but only Malifaux will count. My Lamenters are still around and getting worked on, but I am really not enjoying them. The fact 9th edition 40k is pretty rubbish as a game is not motivating me to actually get them done. Maybe the rumours of 10th edition arriving this year will change things.

The only downside I can see to this target for Malifaux, is I don’t think I actually own that many unpainted models for it. Sadly this means I will have to buy some more. Oh no.

Anyway, on to the updates and January has been really productive! Most of these were done in the first week of the year when I was still off work!

Shadow Effigy – Ten Thunders Versatile Enforcer

This wee lad was a right pain to photograph, even with the light box. Given he is a shadowy ninja type puppet, I went with lots of greys, blacks and dark greens. Actually getting any details in the picture took a lot of messing round with settings I didn’t know even existed but I got there in the end. I’ve been messing around with different basing materials, and have settled for these clusters of flowers and grass for Malifaux. I chose a good colourful bouquet of purple flowers (maybe heather?) to brighten up things. I’m really please with the result. I’ve also gone back to previous models and added them on so most of my crews will likely end up with a similar base.

The Versatile choice for the Ten Thunders is not the reason I bought his set, that would be the next model I cover, but actually he looks pretty good if you have a few spare stones to spend and want a cheap model for wasting an activation. He’s not much for combat, but his Remember the Mission ability may be handy for scenarios involving scheming, and Storm of Shadows will help against ranged crews.

A cheap 4 points for my total.

Shadow Emissary – Ten Thunders Versatile Enforcer

The evolved version of the Shadow Effigy is the real reason I bought their box set. This impressive dragon is the Shadow Emissary and gives me serious flashbacks to the classic Warhammer dragons with his serpentine body. He was actually a doddle to paint, being mostly contrast. I recently re-watched Spirited Away and chose colours reminiscent of Haku and I’m really happy with the results. He doesn’t have much to tie him to his previous puppet version, nor does he look very shadowy, but I can live with that. One thing I need to watch is the contrast paints do not hold up to much handling. He has a natural hold point on his body that avoids the fragile looking bits, and the contrast seems to be rubbing off already. Once the weather improves I may have to get him varnished.

Luckily I doubt he will have much handling. I used him in my recent game and frankly I didn’t know what to do with him. At 10 points he’s really expensive, but got a serious kicking from a 6 point minion and had to leg it away. Terrifying and Hard to Kill are decent defensive tricks, but with only Def 5 he was still getting hit a lot. He’s Agile so can easily get away when combined with Flight, but if using him for scenario there are faster, cheaper models that can do things better. His bite was decent but at only 1″ range it’s not outstanding and doesn’t do much fancy. I did make good use of Prophecies of Thunder to ditch a poor hand turn 1 but that was very situational. Once he’d taken damage I was constantly cheating in Storm Of Shadows for the heal trigger. It feels like he needs to be a support model to start, hiding, healing and taking pot shots with his gun, then come in as a second wave fighter. But for that cost it’s a tough sell.

Still, 10 soulstones towards my total which is nice.

Katanaka Snipers – Ten Thunders Last Blossom Minions

I absolutely love these models. I’ve always had a soft spot for snipers (hello Khador Widowmakers!) and these lads look the business. Again, shadowy stealthy types so I went with dark colours, mostly black and grey, but with their capes I added some camouflage patterns. I also extended this to their guns and avoided using any metal colours. For the base I ended up going a bit heavy with the plants, but thinking about it I liked the effect. It looks like they were emerging from the undergrowth to take their shots. Very pleased with the end result.

On the table I have no idea how they operate. A recent podcast I listened to on my run suggested that they are very poor, and I can see the arguments for that. They are expensive and fragile. They have no defensive abilities and an average Def 5 so will die quickly if the opponent puts their mind to it. From the Shadows might mean they get placed too aggressively and just get killed. With their long range you probably want to keep them back in your deployment, and use From the Shadows to make sure they have good targets or line of sight to a key objective. I doubt I will ever use both, but one may be a regular. I don’t actually own most of the Last Blossom keyword, the big thing I’m missing is Misaki’s core box, so I doubt they will see the table for a while.

These are expensive minions, so get me 14 soulstones.

Minako Rei & Friends – Ten Thunders Henchman

This is a box set that is all over the shop, with versatile and non-versatile models from multiple keywords. Thematically they are linked, I believe they were a narrative box with Manos the Risen during my second edition hiatus, but essentially Minako Rei is a Versatile Last Blossom Henchman, and she can summon the other models in the set. The Katashiro minions are Oni, so work with another master Asami Tanaka as well, and the Wanyudo enforcer is a versatile Revenant so can go with the master Reva Cortinas in the Resurrectionist faction. Being paper demons I went with simple white for the Katashiro, with some red for the masks for a bit of contrast. Minako I aimed for a mix of dark hair against lighter colours. I haven’t quite decided on the colours for the rest of my Last Blossom models but so far it’s looking like they will be a bit eclectic. The fiery Wanyudo was my first proper attempt at painting flames and I think I’ve done ok! Yellow undercoat with progressively darker oranges and reds, with a final application of black for the flame tips. Some brown for the wooden wheel and flesh colours finished him off nicely. Basing I used the same plant effect as the snipers to tie them together, although the Wanyudo doesn’t have much room for it. I also didn’t want to mess around with painting the plants burned at the edges so in the end didn’t bother.

Minako looks to be a decent henchman on paper, but if you plan to summon the Katashiro with her it really needs to be in Last Blossom for the shadow markers. Trying it with just scrap markers seems too unreliable to make it a main plan. As a decent combat solo with some situational summons though she is probably worth 8 stones. If you manage to jump through all the hoops required to get a Wanyudo then well done! The Katashiro look pretty good as disposable minions, but paying the out of keyword tax to include them in a crew list is definitely not a great plan. 5 stones is too much. I’m unlikely to run the Oni keyword as I’m not a fan of most of the models, so these two paper lads will not see much. Since he also has the Versatile tag, the Wanyudo is a much safer bet to be hired into a crew, and unlike most of the models so far I have actually tried him on the table. He’s a fairly fast scheme runner, although a bit pricey, but really comes into his own once the fighting starts as he can roll around with impunity. You can also roll back and forward over opponents forcing lots of card flips and cheating, or all that burning and damage will start to stack up. Great model for 7 stones.

This is a pricey box set so grabs me 23 soulstones towards my target.

Ruffians – Ten Thunders Wastrel Minions

The Internet tells me these guys are crap. Much as I hate to disagree with the entire internet, but I really like them. They are completely middle of the road for their stats and abilities, but in my game they did some solid work. Throwing relics on them gave them Fast and some other incidental abilities, and Chain Gang is always useful based on my experience in Outcasts with it. They’re not particularly fancy, but a couple as throwaway activations will probably see a spot in most of my lists. A pop gun to take the odd shot with is never amiss, and with Swagger they should easily have the focus to improve it.

Painting was cheap and cheerful. Some blocks of colour, wash and a bit of highlighting did the job. Painted bloody white again though didn’t I.

Three of these guys gets me 15 soulstones.

Sidir Alchibal & Luna – Ten Thunders Henchman & Totem

I absolutely love the Sidir model. He looks like a right bad ass. Given he has Swagger as a rule and a slow walking speed, I can easily picture him wandering confidently towards the enemy with his machine gun over his shoulder, bullets flying around him. He’s not the quickest but that gun is solid, and his ability to use soulstones means he can make it do work. He’s also tougher than you’d expect, although if you’re using stones for attack and defence you will eat through them quickly. He’s not the quickest model around so won’t be running schemes for you, but with multiple Ride With Me models in keyword and the opportunity for Fast from McCabe’s Relics, he should be ok. Luna on the other hand seems to be living the best life a dog can, as far as I can tell. She digs up scrap for McCabe to check for Relics, and runs between the crew playing fetch and handing them over. That’s about it really. Seems fairly integral to the crew if you plan to pass lots of Relics around for the buffs.

For painting I managed to avoid any white on Luna. Honestly she took about 5 minutes, including drying time. Sidir was a lot more work. White contrast did most the work, then a few layers to bring t back up to a proper white and less grey. A few details picked out and away he goes. Easy.

This pair bring me 11 soulstones in total.

Lucas McCabe, Relic Hunter – Ten Thunders Wastrel Master

The leader of the Wastrel keyword crew comes in two flavours, the first leading from atop his noble steed, the other for when his horse kicks the bucket. I love the horse model, although not so sure about his head. Looks a bit odd to me. And the gun is very chunky. The horse itself I chose a piebald scheme. I have a few of these in my Khador army and I think they look far more interesting than a single colour. Not too difficult to do either. Rider McCabe and on foot McCabe were both done really quickly. Some blocked out colours, some wash and ink and then highlight back up to lighten them. Can get through models fairly quick that way. It’s not going to win any awards but that’s fine. It’s for gaming at the end of the day so speed and “looks ok” are enough.

In game McCabe seems to serve two functions. Early on he uses his speed to be in the right place and search for Relics in nearby corpses and scraps. Later on once his relics are out and circulating, he can start to make use of that netgun to disrupt the enemy plans. Since it causes Staggered it has a good bit of synergy with the Wanyudo as it wants to force Movement duels. -2 to Movement from the netgun gives him a big buff. He also has Ride with Me, for a bit of extra movement for himself or any slow colleagues (looking at you Sidir). From my one game with him so far he was great fun to play, zipping around throwing out Relics and nets all over the place. His on foot version looks ok, but with only 5 wounds he won’t be around long even with Defence 6. I think if you find yourself having to use him your plans have gone off the rails a bit.

McCabe presents a bit of an issue for the painting challenge. Technically both elements of him have a cost of 15 soulstones printed on their card. However I think it’s a bit much for the dismounted version so I’ll call him 5. That give’s me 20 Soulstones towards my total.

For those who’ve been counting then that’s 97 Soulstones worth of models done so far! A good chunk of the way towards my target of 365. Next up are more Wastrels, then I’ll have a look where I stand with stuff to paint. Might be a good time to do the random scattering of models I have sat around. Or maybe I’ll but stuff. Who knows.

Thanks for reading

Mike

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Filed under Malifaux, Painting & modelling, Ten Thunders

Big Trouble in The Little Kingdom

It’s been more than a minute since I last did a post. Not sure where the time went but I can only blame life getting mental. I will do a painting update as I have managed to get a few models finished since I last wrote. In the meantime, my decent into Malifaux has continued. How about a battle report.

Lucas McCabe – Master

Luna – Totem

Ruffians x 3 – Minions

Sidir Alchibal – Henchman

Wanyudo – Enforcer

Shadow Emissary – Enforcer

9 soulstone cache

The Brewmaster – Master

Apprentice Wesley – Totem

Moon Shinobi x 2 – Minions

Fermented River Monks x 2 – Minions

Cooper Jones – Enforcer

Whisky Golem – Enforcer

Akaname – Minion

5 soulstone cache

I wasn’t happy with the McCabe list. I had imposed a personal rule for 2023 Malifaux. 100% painted and only 1 out of keyword model. However, Glenn was keen to push our game from the planned 30ss size up to 50, in preparation for his tournament next month. Given this was only about his 4th game of Malifaux I agreed as he needs to get the practice in! As the chosen crew already represented the entirety of the Wastrel keyword I own, I felt adding in an extra Versatile model was allowed. And luckily I had a large dragon ready to go.

Glenn’s Brewmaster represents his experiments at trying various things and trying to get his head around the Tri-Chi keyword. As he is still really new to the game, I forgive his use of proxies for a few models. I know he has the correct ones on order, and at least some of them were Brewers Guild models so felt appropriate.

The mission was Cursed Objects with Wedge deployment. I think we remembered to put out the curse tokens on models before the 5th activation. For Schemes we had to pick from Hidden Martyrs, Load ‘Em Up, Secret Meetup, Leave Your Mark, Spread Them Out. This game for me was definitely a lesson in Read the Scheme Rules Carefully.

The Wastrels rank up

Turn 1

Things began with a strong start for McCabe, with a 1 flipped for initiative. McCabe responded to this by immediately spending his single pass token.

After a few false starts and some back tracking from Glenn, the gremlins began with a Moon Shinobi taking a swig with his Trusty Flask bonus action, followed by sharing it around using Have a Drink on a nearby Fermented River Monk. With both models now well on the way to inebriation, represented by the Poison condition, he then trundled forward with a Walk action to complete his activation.

Luna kicked things off for the Wastrel crew by Frantically Digging to uncover some Scrap, then Concentrating to gain a focus. Good dog.

The already tipsy Fermented River Monk Walked up to match his gremlin mate from earlier and returned the favour with Have a Drink then taking a swig himself from his Trusty Flask. Both models now had several points of poison between them, which for the Tri-Chi is an asset to use, not a detriment.

The Wanyudo rolled forward with a simple Walk action, then Concentrated for a focus. The Ten Thunders were playing it cool at this early stage.

Feeling left behind, the other Moon Shinobi made a very similar activation to the first. Have a Drink on the second Fermented River Monk to get the party started, then nip from his Trusty Flask. Finally he Walked up a bit.

McCabe was clearly getting bored watching a bunch of Bayou scum get hammered so decided to open hostilities properly. After first drawing a free card from the Looted Supplies ability and ditching a low one (sorry, notes don’t have that much detail. It was crap. That much I know), McCabe rooted around in the nearby scrap marker using Scrounge For Relics, and found a handy Faded Mirror. First throwing the relic to a nearby Ruffian with the built in trigger, McCabe then used Ride With Me as his bonus action to move up, taking Sidir along for the ride. Walking a bit more forward to get in range, McCabe opened fire with the Netgun, targeting the Whisky Golem. He missed. Wonderful.

That’s definitely a Golem. Not a tree

The final Fermented River Monk decided he was not going to try anything fancy, and proceeded to Walk up before using Trusty Flask and Have a Drink on the Moon Shinobi. 4 models on the Brewmaster’s side are so far drunk.

The Ruffian with the faded mirror relic was clearly inspired by his fancy gift and gained fast. Deciding he couldn’t possibly keep it to himself he lobbed it over to the next Ruffian along using Take This, then Walked twice with an added cocky Swagger for a free focus. For his final action he chucked out a scheme marker for some early scenario pressure on the Bayou crew.

The Brewmaster felt now was the time to get involved. With a quick nip from his Trusty Flask for courage (and poison) he walked to some nearby cover and used Lure to draw in the activated Ruffian. For his final action he tried Riddles in the Dark on the Ruffian, managing to get Distracted 2 on the minion.

Ruffian 2 shouts “Take This” to the remaining Ruffian, lobbing the faded mirror on. With three main actions available he then double Walks before lining up a potshot at Apprentice Wesley with his Derringer, using his free focus from Swagger to improve his aim. The Totem takes a couple of points of damage.

Not enjoying the attention, Wesley first shares some special brew with Cooper Jones, then uses Trusty Flask to heal up and handily gain a point of poison. For his final action the young apprentice Walks forward to take cover behind some handy boxes next to the houses.

The final Ruffian starts by throwing the relic to… Luna! Who is placed base to base with Sidir and hands over the Faded Mirror to him, making good use of her Carry the Goods passive ability. This ensures Sidir will benefit from Fast in his next activation. The Ruffian then double Walks, getting the free focus, then takes a shot at the Whisky Golem with his derringer. Sadly the shot goes wide.

Using its bonus action for a Walk thanks to Nimble, the Whisky Golem fires up and moves up. Taking a Charge action, the surprisingly agile construct targets the Ruffian with a punch. The Ruffian survives but has taken 3 wounds. Rather than finish him off, the Golem Concentrates for a focus, with the aim of killing the minion in turn 2 for a point.

Off on one flank, the Shadow Emissary starts proceedings by using his bonus action of Prophecies in Thunder, allowing McCabe to get rid of what remains of a terrible hand and hopefully draw better ones. The dragon then takes flight, Walking twice along the river towards the inebriated opposition and ignoring the severe terrain.

The muck demon, the Akaname, Walks up behind Cooper and uses its bonus action A Foul Gift to gain a flicker token and create a scrap marker. It then proceeds to Lick Their Corpses, removing the new Scrap Marker to gain an impressive poison 3.

Thanks to Swagger, Sidir gains a focus when he Walks forward. For a bonus action he lobs out a Blow It To Hell marker, destroying the boxes that Wesley was cowering behind. Out in the open, the Henchman opened up with his Machine Gun twice, easily dispatching the 4 wound totem.

Cooper Jones ends the turn. Walking up next to the Akaname, she drinks from her Trusty Flask to gain Poison and Concentrates for a focus.

At the end of the turn the Tri-Chi ignore the damage from the vast amounts of poison kicking around, while the Wastrels have somehow managed to avoid getting any on themselves.

Turn 2

Once again the Tri-Chi win the initiative after both sides cheat.

Surprisingly the Akaname takes the first activation, dropping a scrap marker, then Walking twice to right in amongst the opposition crew. With its Horrific Odour end of activation ability it passes out poison to Sidir, a Ruffian and McCabe himself!

The Akaname charges right into the middle of the fight!

Relieved and shocked to still be alive, the severely injured Ruffian decides to get in his activation before his inevitable demise. He starts by getting rid of his curse token, throwing it onto the Whisky Golem. Cracking his knuckles, he then swings at the construct, his valiant attempt thwarted by the Black Joker.

Cooper Jones bravely hides in her barrel, gaining Staggered and Shielded 2. Deciding to skip a drink this turn, she targets and removes the nearby scrap marker with Moonshine and a Barrel. A newly created Whisky Gamin is summoned, gaining slow and a curse token, and giving the opposite crew a pass token. At this point my notes say Cooper heals it with Put a Barrel On It but I’m not sure where the required scrap marker came from. Oh well.

Luna advances up a bit with a Walk action, before unearthing another scrap marker near McCabe with Frantic Digging.

The brand new Whisky Gamin targets Sidir with its Moonshine Dispenser ranged attack, giving him more poison. Sadly that is all it can manage this turn.

McCabe once again searches the nearby scrap marker, unearthing a Timeworn Blade which he immediately lobs to Sidir. Concentrating for a focus, he then spurs his horse on with Ride With Me to get in range of the Golem. His Netgun attack manages to flip severe damage on the construct, with the added bonus of catching the Brewmaster in the blast. Both gain slow and staggered in addition to the damage.

The Moon Shinobi on the left flank clearly has a mission in mind, quickly running up the flank with a double Walk. A quick swig of the Trusty Flask tops up his poison condition.

On the opposite flank, the Shadow Emissary Walks twice again, using his Dragon Fire ability to pulse out damage to the Monk and Shinobi nearby, Both manage to pass the movement duel to avoid damage, so the dragon decides to simply take a few chunks of damage out of the Fermented River Monk, who reduces his poison condition to avoid most of the damage. And the observant will notice that was three actions. Inadvertent cheating!

Not to be outdone, the Golem uses his bonus action to Walk around the Ruffian, then Interacts to place a scheme marker out. More inadvertent cheating since you can’t scheme while engaged! It finishes its activation by placing its curse token back on the injured Ruffian.

Sidir is forced to waste his first action to get in range of the Akaname with his Timeworn Blade. Two melee attacks finish off the demon, then he passes the relic off to the nearby Ruffian.

The illegally damaged Monk proceeds to attack the Shadow Emissary twice, easily passing the Terrifying tests but then missing both attacks. A quick swig of the Trusty Flask heals his single damage, and he stumbles away with the trigger, but not enough to escape the dragons range.

Swinging his new Timeworn Blade, the Ruffian Walks then Charges the damaged Gamin and easily dispatches it with a single attack. Throwing the relic on to the next Ruffian, he then takes a shot at Cooper but her armour and shielded stops the damage.

The Monk and the Dragon engage in an epic battle! Which the Dragon loses…

Hurrying to catch up with his Shinobi partner in crime, the Monk on the left uses Trusty Flask with a bonus stumble trigger, before Walking twice.

The injured Ruffian makes good use of the Timeworn Blade, attacking the Whisky Golem three times. Some good flips later, the hulking behemoth explodes! Sadly taking out the Ruffian, meaning McCabe can’t score Hidden Martyrs.

The Shinobi engaging the dragon braces himself with a drink of his Trusty Flask, then proceeds to use Staggering Punch twice, doing 6 damage and giving it staggered.

Playing it cagey, the Wanyudo rolls forward with a Walk action then removes the Bayou scheme marker.

Saving the best for last, the Brewmaster starts his activation by Blood Poisoning the injured Ruffian with his bonus action, whose hopes of seeing turn 3 are dashed. Riddles In The Dark at Sidir distracts the Henchman. His second attempt at Riddles on the Wanyudo fails thanks to its decent willpower. A quick Trusty Flask finishes his activation. Which is the second bonus action so another case of accidental cheating.

Poison damage ticks down on a few Wastrel models, and again the Tri-Chi ignore it.

Scoring has both crews gain a point from Cursed Objects, while the Wastrels gain one for Leave Your Mark with the removal of the scheme marker in the centre.

2 – 1 to the Wastrels

Turn 3

Once again the Tri-Chi gain the initiative, with Cooper Jones stepping up to the plate. Eyeing up the nearby remains of the Whisky Gamin she bravely hides in her barrel for staggered and shielded, totters forward a bit to get in range and deftly reconstructs it into a new Gamin with slow.

McCabe decides that leaving all these tempting markers everywhere is future trouble, what with Coops resurrecting Gamin every turn, so uses Ride With Me and a Walk to get in range. Two decent flips later he’s thrown a Timeworn Blade to Sidir and a Phantasmal Mask to a Ruffian.

The newly resurrected Gamin fires up its Moonshine Dispenser, taking aim at Sidir but missing. We then remember it was in range of the life leech effect of the nearby Ruffians relic, so takes a wound.

Angry at the attempt to soak him in free alcohol, Sidir returns fire with his Machine Gun and causes the construct to explode once more. He then charges Cooper with his Timeworn Blade and dispatches the barrel hiding mechanic with two solid swings. Done with his toy for now, he throws the relic to a Ruffian.

Confident that enough enemies are drunk to benefit from the protection of his Closing Time ability, Brewmaster Walks into the fray. He lures in the nearby Ruffian, takes a drink from his Trusty Flask, then Blood Poisons Sidir! Sidir spends a soulstone to negate a few points of damage.

At this point we realise that Sidir had Distracted 2 and should have been on negative for a few attacks. It’s way too late to go back now so the simplest solution we come up with is put Cooper Jones back into play where she was. Unintentional cheating!

The badly injured Shadow Emissary Walks once, pulsing out Dragon Fire which the nearby Monk and Shinobi easily dodge. It then retreats away from the enemy and uses Storm of Shadows for Concealment, but more importantly cheats for the Bolster Strength trigger and to regain a wound.

The Shinobi on the opposite flank double Walks, clearly going for a scheme.

The Brewmaster bravely hides behind his box.

Luna Walks towards McCabe and once again Frantically Digs for a scrap marker.

The left hand flank Monk Walks to keep up with his Shinobi partner, and Interacts to drop a scheme marker in the Wastrels half of the board.

The Ruffian near the centre watches all the scheming and remembers that is how you win games, not necessarily by killing all the enemy. He Interacts to drop a Scheme marker near the centre point, then Walks before Interacting to drop another 4″ away.

The Fermented River Monk on the right decides to continue it’s reign of terror on the dragon, and charges the Shadow Emissary. Again, he easily passes his Terrifying checks, but misses both attacks.

The centre left Ruffian tries to make use of his Timeworn Blade and Walks up to get close enough to Charge the Brewmaster. The attack misses, and his attempt to use Bladestorm on nearby models, handing out Injured, fails.

Deciding the Monk is probably doing fine on his own, the Moon Shinobi Walks towards the Wastrels table half, before Interacting to drop a scheme marker. He finishes his turn with a Trusty Flask bonus action.

The Wanyudo steps up to the plate with an epic activation! The burny wheel face man Charges Cooper, passing over her base and forcing a movement duel. With staggered she completely fails so takes damage and fire. The Burning Wheel attack does more damage, then he rolls back over Cooper! Again, she fails her duel and takes more damage and fire. The Burning Wheel action is declared again, but a black joker spoils the fun. Cooper lives, but barely!

End of the turn and Cooper burns to death. Also a bunch of poison damage happens.

The Wastrels score another point for Cursed Objects, but neither side declares any schemes.

3 – 1 to the Wastrels

Turn 4

The Bayou ranks are getting low on numbers by this point, but once again they win initiative.

On the left flank the Fermented River Monk continues his long meander around the Wastrels deployment zone with two Walk actions.

Near the centre a Ruffian has not much to do with no good targets, so Walks, then Concentrates for a second focus. With his bonus action he throws the Timeworn Blade to Sidir.

The Moon Shinobi goes for glory and charges McCabe himself!

Tired of chasing the dragon, the second Moon Shinobi charges McCabe himself! Unfortunately for the plucky gremlin his attack misses. He then asks Sidir if he’d like to Take A Drink, before having a cheeky one himself from his Trusty Flask to top up his own poison condition.

Annoyed at the attempt to hit him, McCabe rounds on the Moon Shinobi and uses his Bull Whip to get a moderate hit on the gremlin, but more importantly pushes the creature away. McCabe’s horse also joins in with the Rear Up trigger, and the greenskin takes another two damage. McCabe then hunts for a relic in a nearby scrap marker but fails to find anything this time. Luckily another marker nearby turns up a Phantasmal Mask which he chucks to Sidir. Finally Ride With Me gets McCabe further up the field.

Brewmaster can see the writing on the walls, but decides to go down fighting. He Lures in Sidir to within 2″, stopping Sidir from charging next activation, then proceeds to attack him with Liver Damage twice. The first attack hits, with Brewie using his poison to buff his damage thanks to Drunken Strength, and Sidir uses a soulstone to mitigate 1 point of damage. The second attack sadly misses. His quick action is to top his poison condition back up with Trusty Flask.

Once again the Shadow Emissary flies over to the Fermented River Monk giving him grief but the free Dragon Fire pulse misses the Monk. A second Walk action moves him away, and Storm of Shadows for the bonus heals a point on the wyrm.

Tired of trying to pursue the reptile, the Monk decides to double Walk away from it and have a nip from his Trusty Flask for more poison.

After the successful activation last turn, the Wanyudo tries to repeat it. Charging the Moon Shinobi who attacked McCabe, the wheel misses completely! The second attack with Burning Wheel also misses! Disaster. The Shinobi lives, but with only a point of damage remaining after McCabes earlier attack.

With three actions to play with, Sidir has to waste one walking closer to the engaging Brewmaster before he can hit him. Unfortunately Sidir’s aim is off, and the Brewmaster’s Defensive Trigger pushes Sidir 5″ away! A quick action and card discard for Juggernaut for the heal, then Sidir Charges back into the fray with the enemy master. The hit is good but the Brewmaster spends a soulstone to negate all the damage.

You ain’t seen me, right.

With the last activation of the turn the remaining Ruffian Walks then Interacts to drop a final scheme marker near the middle. After checking both cards to see if this works, the cheeky Ruffian then uses his bonus action Chain Gang to move himself and the Wanyudo up! The real cheeky part is where the fiery spirit moves over the badly wounded Shinobi. One failed duel later the Shinobi takes his last point of damage and dies a horrible death.

Poisons does some more damage at the end of the turn, and for scoring the Wastrels get nothing for the Strategy and the Bayou declare Spread Them Out for removing three scheme markers in the enemy table half.

3 – 2 to the Wastrels.

At this point it’s getting a bit late so we decided to call it there. The Wastrels gain the second point for Leave Your Mark for removing three scheme markers near the centre point. They fail to get any points for Hidden Martyr earlier in the game as the Ruffian died to an exploding Whisky Golem and not an enemy attack! They also failed to get the second point as the other model, the Wanyudo, was not engaging a higher cost model. Always read the card! The Tri-Chi were unable to achieve any part of Secret Meetup or the second half of Spread Them Out. Always read the cards!

Final score Wastrels 4, Tri-Chi 2

Really enjoyed this game, although we were both very slow. Ideally we would have played a smaller game to get a firm grip of the rules, but Glenn needs to get practice in before the tournament.

The final score doesn’t really matter. What does matter is we both remembered the mission and didn’t get caught up in killing things. We did make quite a few mistakes, but hopefully those were minor. The one big problem with this game is when you really mess up an activation that involves flips and cheating, it’s really difficult to back track due to the changes in the deck and hand state.

Glenn put up a solid and tricky fight in the centre, but afterwards we both agreed he had too many points committed to scheming on both flanks. Four 6 point models was nearly half his total force! He’s going away to have a rethink about the best way to focus on the scenario, but his current thinking is “kill all the enemy then they can’t stop you getting the scenario points”. Seems solid advice. He’s also been muttering something about Rooster Riders…

I wasn’t happy with the list. I really enjoyed the Wastrels but I’m not sure the best way to use the Relics. I was mostly focusing on the free Fast they get for passing them around which seems solid, but the actual artefacts seem a bit situational. The Timeworn Blade was perfect for dispatching the Golem but that was a fluke rather than good planning on my part. I have a few more models from the keyword coming, but really I think the Corpse Curator will be vital to have enough markers for relic hunting. It would also mean I have less out of keyword models which I’d prefer.

The scenery we used was great; most of it was the Dunsmouth set from Mythos. I will be getting some more of the range as it looks great built up and very appropriate for Malifaux. I can’t help but feel we maybe had a bit much though. For the next game I’ll aim for a more open, wilderness board and see how that plays.

More Malifaux will be on the way, although writing this up was a lot of work. I may go for more cliff notes next time!

Thanks for reading

Mike

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Filed under Battle Reports, Bayou, Malifaux, Ten Thunders

Cliff’s Wargaming Blog – Part 7

I’m back with a monthly update of things what I’ve done.

So first up I’ve learnt my lesson with the Bretonnian Knights. At least for a few weeks. So I decided to paint something 10mm scale but with an easier scheme.

Who doesn’t like a big block of lizardmen?
Of course, their smaller brethren come to play, too.
The brains of the outfit

Now these were, quite frankly, some of my favourite 10mm minis so far. Almost to the point I’ve been pondering getting my own 3D printer.

Not yet, I hasten to add, but It’s something I may well save up for.

Along the same vein, I did another chaos dwarf character;

He has a magical ball of lava. Don’t judge him

As a bit of a side project I’ve been making some warmaster terrain;

I’m rather pleased with this

So this bad boy is completely scratch built by yours truly. It features a roof that’s made from individual tiles. Each tile needed to be cut out and glued on individually. Each is about 2mm square.

There’s around 1,000 tiles on that roof.

I’ll let that sink in. Remarkably enough I’m still in full possession of all my faculties.

This building keeps one I made earlier company;

I have a little village on the go

So the house distracted me enough that I seemingly forgot how traumatic the Bretonnian Knights were;

Insert mandatory peasant/revolting joke here

I therefore decided I needed a change of scale;

A definite change of pace

This one gave me the chance to practice with gore effects;

I also, for no real reason than I likes the models put some paint on some Age of Sigmar minis;

Insert spooky ghost noises

Naturally, I’ve taken an army that should have a super fast and easy to achieve paint scheme and chosen something much harder to do…

Lots of potential avenues to explore next time. I’m pleased to say I don’t know where I’m going next.

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Tale from the Paint Table – part 7

This month has vanished. I feel like I only just typed up last months entry and suddenly we’re due another one! Due to family holidays and excessive amounts of time at work getting things ready for going, I haven’t actually done much. I did however get a game of Malifaux, and managed to paint up a single new model for the crew!

Sun Quiang – Ten Thunders Retainer Enforcer

This auld lad was pretty straightforward to paint. Bit of contrast on the robes, some white hair and few details and he was mostly tabletop ready. I’ve gone back a bit and done some highlights and picked out a few more details since, but he was maybe a couple of hours work, mostly waiting on paint to dry.

As I’ve mentioned, Sun Quiang was painted up for actually playing a game! I faced off against Mark and his brand new Toni Ironsides crew! This was also our first chance to try out the new GG3 scenario pack. Sun Quiang was a very odd model to get the most out of. At first reading he is all about healing your models, and he did that a little bit for me, mostly with his passive. My crew was fairly spread out however and I struggled to get the most from his passive auras. His ranged attack Yin and Yang has the always useful Hole in the World trigger, but as an enforcer you have no way to get the Suit other than cheating. Yan Lo 2 has some great tools for refining your hand, but this didn’t feel a great use of high cards. In the end I mostly used Sun Quiang for scenario, which at 7 points and not exactly fast felt a bit of a waste. He may be better with Yan Lo 1 however, who is on the paint table as we speak.

Thoughts of Warmachine MkIV

So a ton of details for the new edition of Warmachine are out in the wild, and it’s a mixed bag. The game definitely needed a shake up, it’s effectively dead round these parts, and Privateer Press have definitely shaken things up! Have they thrown the baby out with the bath water however?

So the major bad news is, your old models are probably not supported in the new edition! At least not in the supported ongoing version of the game. All current models will get some rules in a “just for funsies” legacy ruleset. To be honest I’m not too bothered by this. I’d already kind of given up on the game as a major part of my hobby time. So I’m taking the pragmatic approach that this is a brand new game which I already have some models for and am invested in the (really good!) fluff. And it has been confirmed that my Infernals army will make the change largely untouched, although I suspect the stuff I own for the Hearts of Darkness cross faction theme will not make the cut. I suspect the majority of my Khador force will be scrapped from the Prime version, although it seems Winterguard and Man O Wars will survive in some form so I may get lucky? I feel like my Charge of the Horselords Vlad 3 list will be dead though. Bit like Vlad himself I guess. Cryx appears to be further down the release line, and I’m slightly wary as I have a large number of undead pirates still not even opened. Fingers crossed they have not been wasted! I also have a large amount of Skorne that has been with my painter for about 5 years now. That makes me sad.

The rules themselves seem ok by and large. Most of the game appears to be a tweaked version of the older rules which is fine by me. What I’m less keen on is the movement rules for Units. I’m sure it’s faster, it just doesn’t feel right to me. For the uninitiated they have copy/pasted from their Warcaster rules; you pick one model in unit, move that and then form up the unit around it. I’m not sure taking things from a game which crashed and burned straight on arrival is such a good move. Customisable Warjacks however is an awesome idea! I’m feeling very smug about my magnetised Warjacks now!

And that’s largely my thoughts so far! I’ve only been keeping a vague eye on it so far, mostly concerning myself with what models will make the cut. I have however signed up for a Farewell to MKiii tournament in Northampton next month, so I need to get in gear in and decide what I’m taking. So far I’m not even sure what faction it will be!

That’s it for this month.

Thanks for reading

Mike

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Filed under Malifaux, Painting & modelling, Ten Thunders, Warmachine

Cliff’s Wargaming Blog – Part 6

There are very few series or franchises that are any good by the time you make it to part 6. Unless you cheat with the numbering system and start at, say, 4. And maybe not even then.

I digress, however, and I aim to get past the episode 6 issue by producing a blog post that contains my usual level of wit, entertainment and sheer entertainment. I’ll allow you, reader, to decide how much of that occurs in my other posts.

On with the show. I carried on painting a variety of possessed things for my Iron Warriors. It’s surprising just how much flesh their is on some of these models;

This dude is somewhat dry in his appearance
Whereas this one is best described as ‘Juicy’
Yet more fleshy-mechanical shenanigans

At this stage, I’d decided that I wanted a break from painting such large models. Although clearly I was happy to keep on painting with metallics;

Ok, I’ve a small chaos dwarf addiction
Whoosh!

A wargaming buddy then, very generously, gifted me some 10mm fantasy models. He’d bought a set that has two taster forced in buy only wanted the chaos warriors. Like a fool I accepted the models eagerly.

Allow me to explain my foolishness. I have a basic knowledge of the rules of heraldry – nothing in the least bit detailed but enough to know you can’t have certain classes of colour ‘over’ each other – that sort of thing. And, of course, if I’m painting heraldry I want to follow the rules as I understand them.

I also know that with heraldry each set is unique – there should be sufficient variation that the same heraldry shouldn’t appear twice on the same battlefield.

So why is this a problem? I was gifted Bretonnian knights. Lots of them. In 10mm scale. That’s a lot of individual bits of heraldry. On some rather fiddly minis.

That’s a very itty bitty dude on a horse
I did not make sensible heraldic choices
I’m quite proud of him, though
Of course he brought friends
Quite a few friends, in fact
Banners. Yes. They’re easy to paint. No?
I do think they look good charging along together, though
And, of course, there is the mandatory Damsel.

So a good, fun month of painting.

I’m not even going to guess what I’m doing next, though.

Until next time.

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Tilting at windmills,giant transforming windmills

I appear to have gained a quixotic aim. To paint little robots (well they come in various sizes but they sit in your palm) like robots from the 80’s. That’s right Gobots Transformers. So far there is Optimus Titanicus (blog passim). Now the Devestator Ambot.

The dream (from https://www.deviantart.com/markerguru/art/Devastator-coloured-245327942)

the reality

now this isn’t ideal, the green is not bright enough. The perils of trying to work out a colour from a picture on the internet. Though it turns out that the colour of Devestator is a contentious issue.https://www.tfw2005.com/boards/threads/favourite-colour-for-devastator.1208750/

It is still work in progress so I’ll see if I can brighten it up

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Tales from the Paint Table – part 6

Another month spent on various hobby bits and pieces, with not many games played. Did get a couple of Malifaux matches though, and one large 40k game using the new Chaos Codex. But on to the painting.

Bishop – Mercenary Crew Enforcer

Pretty simple paint scheme for a pretty straightforward model. Some blue jeans and leather waistcoat fit the bill for a renegade pit fighter. I stuck with what’s becoming my traditional white hair due to the rest of the model feeling quite dark. I’m finding the features of the Malifaux range far too dainty for my skills so I’ve given up trying to get any real details on most things. He’s tabletop ready though and that’s what matters.

On the table Bishop is a fast beater with decent basic defensive stats. He has a bit of support abilities with chain gang and you could do some shenanigans with challenge, tagging an enemy and running away. A bit of a waste for an expensive model though really. I’ll get him on the table soon to see what he’s like.

Ashigaru – Ancestor/Retainer Minion

Another undead skellie dude for Yan Lo’s crew. Not much to say really. Good model painted in the same style as the last. One to go.

Gokudo – Ancestor/Retainer Minion

A living dude to go in Yan Lo’s crew. Another quick and dirty paint job for this lad, throwing in a bit of orange to tie him into the Ten Thunders faction. Again, I was struggling with the tiny details but I’m happy with the end result. Another two to go for the full allowance.

His role varies depending on which version of Yan Lo you take. For the first version, Yan Lo can summon his more expensive characters back when they die, essentially sacrificing these grunts for a trade up. In the second version of Yan Lo, the Spirit Walker, Gokudo are useful, but probably play second fiddle to the next models.

Komainu – Ancestor/Retainer Minions

I have no real idea what these robot dog creatures are meant to be. I’m guessing there is some sort of real world mythology behind the name, but I haven’t looked into it. Being constructs, I decided to go with a metal primer and try out some contrast colours for the main body. I like the metallic effect it gives. A bit of bone colouring for the faceplate and they are there. Dead easy.

These robot dogs are a lot tougher than Gokudo thanks to Armour 2 and Hard to Kill. They also get faster with a Reliquary attached, so ideal for Yan Lo 2. They can run around the board dragging him about and allowing Yan to focus on schemes or strategy points.

Viktorias, The Twin Blades – Mercenary Master

With Yan Lo Spirit Walker and Kenshiro both done, you knew this pair wouldn’t be far behind. I’m not very happy with the faces or skin but at this point I’m aiming for tabletop quality. Bit of yellow to tie into the rest of the crew and some contrast paint for the swishy blade effects. I’m really enjoying the latest Malifaux plastic sets, they go together nicely and the sculpts are really dynamic.

I have actually gotten these girls to the table already and they are great fun. Highly mobile and surprsingly tough, they can dish out the pain well enough. They have a few tricks like throwing other models about but combat seems to be their thing which is appropriate.

And that’s it for hobby stuff really. Some terrain got built, more on that next month maybe, and some models got primed but nothing else happened at all. Not a thing…

Well now. This is exciting. Lets see where this goes.

Thanks for reading.

Mike

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Filed under Malifaux, Mercenaries, Painting & modelling, Resurrectionists, Ten Thunders, Warmachine

Cliff’s Wargaming Blog – Part 5

Well, this is turning into a semi regular anthology of things I’ve painted. Which is sort of the original purpose. It should, of course, be noted that regular isn’t the same as frequent.

So, picking up from last time I’ve been painting more Van Saar;

Van Saar ganger? With a Plasma Cannon? Oh, go on then.
Complete with tactical ammo box
More lasguns = good
And arms. More arms are good, too

There are also a couple of non-related models got done, too;

I call him bitey
In truth, also a little bitey

As I suggested last time I’ve also been flirting with 10mm fantasy, from a variety of excellent msnufacturers;

I think I need to consciously avoid the word ‘cute’ whilst describing these
Look at that squig. So loyal. So bitey

And then chaos dwarves happened
And happened
I know these aren’t dwarves, but you get the idea
Boom!

After these I went on a bit of a necromunda painting spree again;

I particularly enjoyed playing around with war paint and tattoos with these.

And now I’m working through odd, unfinished models of various kinds, mainly to satisfy my completionist tendencies.

The last model for this time is therefore this big fella;

Im most proud of the toenails
Iron Warriors seem the most obvious choice. So I went for it

So this has been a bit of a marathon update, but I’m pleased I’ve seen at least a couple of projects through to conclusion, tried some new techniques, learnt some stuff and enjoyed myself along the way.

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Filed under 40k, Chaos, Necromunda, Painting & modelling, Uncategorized, Warhammer

Tales From the Paint Table – part 5

This appears to be becoming a monthly feature and to be honest that’s about the level of commitment I can comfortably manage.

Anyway, after months of promising, they are finally done.

Lamenters Aggressors Squad

As I sit here drinking a coffee and typing this up, I notice that I haven’t done the firey bits on the ends of the flamers.

So close.

I’ll go back and do them when I do the transfers. For the purposes of this article, Flamey Dude 3 is done and joins his squad mates.

No idea how these guys work on the table. Presumably they march forward and set stuff on fire. I don’t really play much 40k these days. We do have a large game planned for the near future, but that’s Chaos vs Necrons so these guys will not be showing face.

Ashigaru – Resurrectionist Minion

A little skeleton Minion to tag along with Yan Lo and his crew. This is the first of 3 of these guys, and they have great synergy with Toshiro, The Daimyo as he can raise them and buff them in various ways. They are also pretty tough with Armour+1, Extended Reach and Hard to Kill all helping them stay in the fight.

Soul Porter – Resurrectionist/Ten Thunders Totem

Every master in Malifaux has a free Totem that tags along with them and offers a bit of support. Yan Lo’s is the Soul Porter, a quick ethereal little guy who grabs up Reliquary’s from nearby models as they die. He can also give an extra out of activation move for Ancestors with an easy flip Tactical Action, which is great on the next dude. Not spectacular but a solid choice.

Izamu, The Armour – Ten Thunders Enforcer

A walking suit of armour inhabited by the spirit of a long dead warrior, Izamu, The Armour is a tough nut to crack. Loads of wounds, Armour+2 and a quick action heal he can take a lot to shift. But he is slow. 50mm base limits where he can fit, and move 4 keeps him reasonable. If you are particularly mean you could throw on Manos’ Reliquary to give him Regeneration a well. To cap it all off he has a pretty decent 2″ range melee attack for when he finally gets there.

Terrain!
In a fit of madness, I decided to try my hand at making some terrain.

A borrowed hot glue gun, some chunks of polystyrene packing and loads of polyfiller got me the basic shape. A few layers of texture paint and some drybrushing did the rest, with a bit of flock to finish it off.

It’s not pretty, but it does the job. Has a proper old school feel from late 90’s tables. I need to crack out some 3rd edition 40k rules and I can pretend I’m a teenager again. The most important thing was, it was relatively easy and I’m inspired to do some more. A bit of research online found a few youtube channels for inspiration, and doing lots of stuff with TTCombat terrain kits. My quest for a decent gaming table continues.

And that’s it for this month. Off for a demo game of Malifaux now. I may try to take some pictures to share.

Thanks for reading

Mike

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Filed under 40k, Malifaux, Painting & modelling, Resurrectionists, Terrain