I can't believe I haven't written since September. Mostly busy with 'real life' stuff added with the collapse of my gaming group made it hard for me to find not only the time but also topics to write about. Let's go over some of the things I usually talk about, shall we?
Wargaming:
Not much going on here, due to lack of time to play. Spinespur is on the shelf until I finish up the last of my queue (which I had hoped to have done before the new stuff arrived...) plus I wanted to make some more terrain to use for the game.
As for Warhammer, I find myself just not motivated to play. Don't get me wrong, I like the game and have fun playing, but I just don't want to play. And when I don't want to play, I don't want to paint. I'll keep chugging along, however, and try to at least finish my Chaos Space Marines before too long. Once I get those guys finished, then it's on to the Imperial Guard... Oh, god, why did I buy so many minis and not paint them? Why, god, why?
Moving on to Malifaux, I've been putting my forces on hold while I waited for the 2e update as well as my Happy Seppuku base stamps (which I will discuss in a little bit here). Now that my stamp has arrived, I hope to get them standing and buy the new book so I can finally get a game in. I'm hearing some really good things about the game so I am very much looking forward to it.
Kickstarter:
Now it's time for a run down of the various Kickstarters I'm waiting on and have received rewards from -
SpineSpur:
Merv just sent out the Street Chum mini-game, so be sure to check your updates. I got mine and my computer refuses to figure out exactly what kind of file it is. I'll try a few more things before I send an email, but if you have any advice, let me know. As for the rest of the rewards, the minis, Merv has said they'll be a little late. That's fine. He's communicating the issues as they happen (books misprinted, screw up in the drafting program, etc) so I was expecting a delay of some kind. I can't hold the mistakes and just general bad luck of others on him. I'm looking forward to my minis and playing some bigger games.
Cyberpunk playing cards:
I got these a while back and they're pretty good. Good art, good quality cards and on-time rewards. These guys know what they're doing. I'm glad I backed the project and look forward for finding an excuse to use them. My only complaint, and it is a small one, is the box doesn't look like it'll take much abuse before it starts to fall apart. Like I said, small complaint.
Base stamps:
Well, again, these guys delivered on time, which is a point for them. I'm not so sure about the base stamp, however. I got the Old World: Flagstone stamp and I'm not 100% impressed. A friend pointed out that things got a bit rushed and they weren't able to spend as much time working on the stamps before they shipped them. The problem with my stamp is some flash and a large crack on the side of the stamp where the letter "R" should be. I can go over the stamp myself and clean up the flash, but the crack worries me about the longevity of the stamp. If I had bought this from them without a Kickstarter, I'd politely ask for a replacement. But since it was Kickstarter, I'm willing to cut them some slack. I'll write up some more about the stamp when I get a chance to work with it.
Tears of a Machine RPG:
Looking forward to getting my PDF and my little card thing. The scheduled release of the product for us backers is this month, but with the holidays going on, I'm guessing it's going to miss it. So long as the creator keeps communicating (which he does okay at), that'll be alright. Once it does it, I think I'm going to try a new semi-regular article trying to be 'journalistic' about RPGs. Something that goes in to the art, the content of the game, the mechanics and just trying to be fair about the thing. After I do that, I'm so going to run a game of it! This will also be a test for future backing of RPGs as I've never done it before this one.
Deck of Legends:
Well, this one has missed delivery date, and I'm not sure what's going on. I've been so busy (and had a problem with my email account), so I could have some gaps in updates. I do know that there have been a few changes with the art as well as a massively delayed stretch goal (which was something from another person, not the creator). But, since the art is fantastic, I'm willing to quietly wait a few extra weeks for a quality product.
Other articles and etc -
I haven't done another Past From The Past because I can't decide if I want to do Teenagers From Outer Space or Cyberpunk 2020. I'll be putting up another poll for you to vote on.
In other news, we found out a while ago that the World of Warcraft TCG went under because of Blizzard. I think it's a damn shame and shame on Blizzard for pulling the plug. I never played WoW but I do have fond memories of the RTS games, as well as knowing several people that got into the card game because of the MMORPG, or went back to it after playing the card game. I don't know what prompted the end of the project, but I wonder about it. I don't know if Blizzard didn't think they were making enough money off of the game (possible) or if they thought that Cryptozoic wasn't able to focus enough of their line as they wanted (again, possible). Either way, I'm bummed and haven't really played since I got the news. Because this is just what I needed: another dead card game to take up room in my place.
As some of you may have noticed, I commented that I had backed the Bones II Kickstarter but never wrote about it. Well, thanks to 'real life' I had to cancel my pledge and deal with some stuff. I could have kept it at $1 and then upped it later, but I didn't want to tempt myself to blow all my money on little plastic men, especially when there are several hundred others that need paint and bases and primer and... Well, you get the point. I'll gladly buy more Bones from Reaper when they get released in addition to the metals I already want. If there's a Bones III, I'll look in to backing that one, too.
There you go, folks. Let me know what you think and for those of you choosing to celebrate the holidays a merry 'Bah Humbug' to you all!
Edit: I'm also thinking about putting out some setting ideas for games up here. If you're interested in those, please leave a comment. I may or may not include rules, that will depend on the legality of doing so.
Monday, December 2, 2013
Saturday, September 14, 2013
Friday Night Game: All Flesh Must Be Eaten one-shot
Since my Evil Campaign fell apart for various reasons (player not showing up, character deaths and another player moving out of town for school), my gaming group has started doing one-shot games on Friday nights. This week, Jay started running an All Flesh Must Be Eaten game with three of us playing (including myself).
The Low-Down:
A year ago, the dead began to walk. Unlike zombies in most fiction, these things were fast, smart and hard to put down. The army set up a safe zone, but the area shrank in size because they couldn't hold that much ground. Before long the area was the size of a small town with only a few dozen souls surviving the horrors outside the fence. The military has total control over the remaining survivors, and while they don't live in total squalor, many of them get just enough to get by. The military sends out sanctioned civilian teams to scavenge the surrounding area for supplies, but the teams don't get to keep what they find and they only get to bring back what they're told to get. This has allowed a black market supplied by illegal teams. Our team is one of those teams.
The characters:
Phil, the Vietnam vet (played by me): A tough old son of a bitch, jack-of-all-trades that still has some issues to work out from his time In Country. Phil has survived because of the skills and 'sixth sense' he developed in the jungles of south east Asia. It doesn't hurt that he's a crack shot with a rifle and a fair shot with just about any other kind of gun. He isn't all that great in melee because his targets rarely get that close. Calls the zombies 'Charlies.'
Doc, the guitar playing former paramedic: The character that can patch us up when we take a bullet or a zombie bite, Doc is pretty cautious and also survived due to his own special senses. While not a crack shot or a master brawler, Doc can hold his own in a fight.
Nutjob, the quantum physicist, martial artist, occultist that talks to grass (no, I am not making any of that up, it's all on his character sheet): Nutjob is the melee hitter of the group but isn't exactly all there up stairs. He will engage in conversations with the grass and do the craziest things in combat.
Our adventure begins as we leave the compound via a secret tunnel under the fences and part of the outside world. Halfway down the tunnel, the roof has partially collapsed. We can still fit through the gap, but the tunnel is now exposed to open air and whatever else is out there. Nutjob pokes his head out of the hole and sees one of the compound's guards standing in what once was a suburban backyard, having a smoke. Getting distracted by the grass, Phil tries to pull him back down, only to get kung-fu kicked aside. Eventually, Nutjob remembers what we're suppose to be doing and the three of us keep moving down the tunnel... To find another guard waiting at the end of the tunnel. Phil manages to make enough noise so ever a deaf rock would know he was there. A fight starts as both guards start firing into the tunnel, with Phil blowing the leg off of one of them and Nutjob shattering the arm of another, sending him into shock. The group grabs a few things, including one of the M-16's, an armor vest and a helmet, then hides the bodies.
Even knowing their way back might be blown, the group moves on towards their next objective, a medical clinic that hasn't been hit yet. While moving around the dead town, gunshots and screams ring out from a near-by apartment building. Nutjob runs off to help out, while the weighed down Doc trails behind (guess who took the armor?), with Phil unwilling to abandon the medic. When Nutjob reaches the third floor hallways, he finds two zombies beating on the door of one of the apartments, trying to get in. Nutjob doesn't even hesitate, and starts to fire at the zombies with his .45 handgun. While Phil and Doc keep running to help their... Team member, the zombies close on Nutjob and he goes all Bruce Lee on their undead asses. When the others do arrive, they find Nutjob bleeding from some serious scratches and one of the zombies already down for the count. Unable to risk hitting Nutjob (at least while Doc is watching), Phil tries to draw a bead on the 'Charlie' and tells Nutjob to get down. Of course, the god damn screwball doesn't listen but he does manage to take care of the zombie on his own. While Doc checks out Nutjob, Phil kicks in the door they the zombies were beating on and finds a man fighting for his life against another zombie and another man bleeding from his neck. Unwilling to risk killing or deafening the man, he calls for help and rushes to the wounded man. Nutjob responds to the call, tackling the zombie, while Phil and Doc try to save the wounded man's life. Nutjob kicks the zombie out of the window and then jumps out after it, landing on the top of a car. While Doc keeps working on the bleeding man, Phil takes the men's guns and tells the other survivor to hang tight while they finish stabilizing the wounded man. He finds out that these men are an official scavenging team, and Phil 'suggests' they forget all about them. Meanwhile, Nutjob kicks a door off the car he landed on and finishes the zombie. Once everyone is ready, the team moves on, leaving the other survivors their guns and moving out of the area.
The team arrives at the clinic and has a quick lunch before moving in to the clinic. Phil and Doc both get a sense something is 'wrong' with the clinic, while Nutjob kung-fu's the door open. After a moment, a loud rumbling comes from inside the clinic and an 8' 7" monster of a zombie comes running out of the shattered doors. With pulsing blue veins and tough grey skin, the team manages to keep their bladders under control before the thing charges them. Doc puts a round in the thing's head, blowing out a chunk, while Phil opens fire with his rifle. He puts one in the center of the monster's chest, then as the thing keeps coming, puts the last four rounds in the creature's leg hoping to slow it down. Nutjob, having failed to climb the building, runs up and manages to get on it's shoulders and reaches his hand inside the thing's brains. He starts pulling while it thrashes around, before finally severing the monster's spine with his knife. Carefully, Doc and Phil approach the monster, only to find the thing is still functioning with it's brain missing and the spine severed. Phil reloads his rifle and puts a round in the heart. The beast finally dies and begins to shrink. Nutjob determines that the monster, and the rest of the zombies, are all some kind of Black Magic creations. After searching the clinic, the team finds a room full of gore. Disturbed, but unwilling to leave empty handed, they recover a large amount of supplies. They head out, looking to make it to their dead-drop so they can leave the supplies somewhere safe before heading back to the compound.
As they get close to the drop site, they see a horde of midget zombies milling around a tall building, on the ground and on top of the building. They fall back to a tall building and scale a fire escape to get to the top. As they reach the top, a loud scream is carried on the wind from the horde of sawed-off zombies, picked up by many more voices. When they check the tower, the zombies are gone, but the second story of the building (and perhaps lower) is covered in gore.
Our team takes a deep breath to think....
And that's where we ended the game for the night. After some discussion, we decided to continue the game next week. Stay tuned...
The Low-Down:
A year ago, the dead began to walk. Unlike zombies in most fiction, these things were fast, smart and hard to put down. The army set up a safe zone, but the area shrank in size because they couldn't hold that much ground. Before long the area was the size of a small town with only a few dozen souls surviving the horrors outside the fence. The military has total control over the remaining survivors, and while they don't live in total squalor, many of them get just enough to get by. The military sends out sanctioned civilian teams to scavenge the surrounding area for supplies, but the teams don't get to keep what they find and they only get to bring back what they're told to get. This has allowed a black market supplied by illegal teams. Our team is one of those teams.
The characters:
Phil, the Vietnam vet (played by me): A tough old son of a bitch, jack-of-all-trades that still has some issues to work out from his time In Country. Phil has survived because of the skills and 'sixth sense' he developed in the jungles of south east Asia. It doesn't hurt that he's a crack shot with a rifle and a fair shot with just about any other kind of gun. He isn't all that great in melee because his targets rarely get that close. Calls the zombies 'Charlies.'
Doc, the guitar playing former paramedic: The character that can patch us up when we take a bullet or a zombie bite, Doc is pretty cautious and also survived due to his own special senses. While not a crack shot or a master brawler, Doc can hold his own in a fight.
Nutjob, the quantum physicist, martial artist, occultist that talks to grass (no, I am not making any of that up, it's all on his character sheet): Nutjob is the melee hitter of the group but isn't exactly all there up stairs. He will engage in conversations with the grass and do the craziest things in combat.
Our adventure begins as we leave the compound via a secret tunnel under the fences and part of the outside world. Halfway down the tunnel, the roof has partially collapsed. We can still fit through the gap, but the tunnel is now exposed to open air and whatever else is out there. Nutjob pokes his head out of the hole and sees one of the compound's guards standing in what once was a suburban backyard, having a smoke. Getting distracted by the grass, Phil tries to pull him back down, only to get kung-fu kicked aside. Eventually, Nutjob remembers what we're suppose to be doing and the three of us keep moving down the tunnel... To find another guard waiting at the end of the tunnel. Phil manages to make enough noise so ever a deaf rock would know he was there. A fight starts as both guards start firing into the tunnel, with Phil blowing the leg off of one of them and Nutjob shattering the arm of another, sending him into shock. The group grabs a few things, including one of the M-16's, an armor vest and a helmet, then hides the bodies.
Even knowing their way back might be blown, the group moves on towards their next objective, a medical clinic that hasn't been hit yet. While moving around the dead town, gunshots and screams ring out from a near-by apartment building. Nutjob runs off to help out, while the weighed down Doc trails behind (guess who took the armor?), with Phil unwilling to abandon the medic. When Nutjob reaches the third floor hallways, he finds two zombies beating on the door of one of the apartments, trying to get in. Nutjob doesn't even hesitate, and starts to fire at the zombies with his .45 handgun. While Phil and Doc keep running to help their... Team member, the zombies close on Nutjob and he goes all Bruce Lee on their undead asses. When the others do arrive, they find Nutjob bleeding from some serious scratches and one of the zombies already down for the count. Unable to risk hitting Nutjob (at least while Doc is watching), Phil tries to draw a bead on the 'Charlie' and tells Nutjob to get down. Of course, the god damn screwball doesn't listen but he does manage to take care of the zombie on his own. While Doc checks out Nutjob, Phil kicks in the door they the zombies were beating on and finds a man fighting for his life against another zombie and another man bleeding from his neck. Unwilling to risk killing or deafening the man, he calls for help and rushes to the wounded man. Nutjob responds to the call, tackling the zombie, while Phil and Doc try to save the wounded man's life. Nutjob kicks the zombie out of the window and then jumps out after it, landing on the top of a car. While Doc keeps working on the bleeding man, Phil takes the men's guns and tells the other survivor to hang tight while they finish stabilizing the wounded man. He finds out that these men are an official scavenging team, and Phil 'suggests' they forget all about them. Meanwhile, Nutjob kicks a door off the car he landed on and finishes the zombie. Once everyone is ready, the team moves on, leaving the other survivors their guns and moving out of the area.
The team arrives at the clinic and has a quick lunch before moving in to the clinic. Phil and Doc both get a sense something is 'wrong' with the clinic, while Nutjob kung-fu's the door open. After a moment, a loud rumbling comes from inside the clinic and an 8' 7" monster of a zombie comes running out of the shattered doors. With pulsing blue veins and tough grey skin, the team manages to keep their bladders under control before the thing charges them. Doc puts a round in the thing's head, blowing out a chunk, while Phil opens fire with his rifle. He puts one in the center of the monster's chest, then as the thing keeps coming, puts the last four rounds in the creature's leg hoping to slow it down. Nutjob, having failed to climb the building, runs up and manages to get on it's shoulders and reaches his hand inside the thing's brains. He starts pulling while it thrashes around, before finally severing the monster's spine with his knife. Carefully, Doc and Phil approach the monster, only to find the thing is still functioning with it's brain missing and the spine severed. Phil reloads his rifle and puts a round in the heart. The beast finally dies and begins to shrink. Nutjob determines that the monster, and the rest of the zombies, are all some kind of Black Magic creations. After searching the clinic, the team finds a room full of gore. Disturbed, but unwilling to leave empty handed, they recover a large amount of supplies. They head out, looking to make it to their dead-drop so they can leave the supplies somewhere safe before heading back to the compound.
As they get close to the drop site, they see a horde of midget zombies milling around a tall building, on the ground and on top of the building. They fall back to a tall building and scale a fire escape to get to the top. As they reach the top, a loud scream is carried on the wind from the horde of sawed-off zombies, picked up by many more voices. When they check the tower, the zombies are gone, but the second story of the building (and perhaps lower) is covered in gore.
Our team takes a deep breath to think....
And that's where we ended the game for the night. After some discussion, we decided to continue the game next week. Stay tuned...
Tuesday, September 10, 2013
Some New Additions
A very quick update here about the new pages. After giving it some thought, I figured putting up some more pages would help me keep track of my Kickstarters and games I sink money into.
This weekend, I hope to put up another Blast From The Past and next week I should have a pile of painted Bones to show off.
This weekend, I hope to put up another Blast From The Past and next week I should have a pile of painted Bones to show off.
Friday, August 30, 2013
Blast From The Past: The Morrow Project
In a new semi-regular series, I'm going to be talking about games from the past that you may have missed or forgotten about. I'm going to kick-off the series with one of my favorite games that I never really got to play: The Morrow Project!
What is the Morrow Project? The Morrow Project is an RPG from the late 70's, early 80's, during the height of the Cold War; that time when it looked like the Cold War would get very, very hot for a short time and the world would be brought to ruin.
Now, I'm a little too young to remember much of the Cold War, but I remember watching all kinds of movies that involved nuclear war and the end of the world. It was very much on the minds of Americans all through out the era. We had books like On The Beach, The Postman and The Stand and movies like Red Dawn and Mad Max. These stories presented a world in which World War III happened and everyone died. Well, just about everyone died. The Morrow Project appeared at this time, and offered something a lot of things didn't have: Hope.
In the game, a man named Bruce Edward Morrow brought together the heads of America's leading companies and spoke to them about how the end of the world was going to happen and how they could prevent it from being as bad as we feared. The Project recruited people to join teams that would be put in cryogenic suspension until the balloon went up, then they would be activated and help rebuild society.
As we all know, no plan goes perfectly, and the Project's Prime Base was destroyed shortly after the war ended. The teams slept for 150 years, when a malfunctioning computer sends out the awaken code and the team finds itself in a totally different world.
When if comes to the game itself, it really shows it's age. They use the term "esper" which I haven't seen used since the 90's with any kind of regularity and the game is very rules light. They do have a detailed list of nuclear targets and a fantastic list of weapons, equipment and vehicles to use. The game is also much more free-form compared to more modern games. Unlike games of today, which give you tons of detailed world information and adventure ideas, the Morrow Project gives you a list of mutated animals and new power groups, and not much else. In the days the Morrow Project was written, you didn't need to have your hand held by the creators of the game. Okay, they did make adventures, of which I own two. I also got to play the first part of the Sword of Damocles adventure, which I enjoyed.
In the game, teams are organized into three different groups: Science, MARS and Recon. Science teams are very focused on hard science like medicine, physics, chemistry and geology. MARS teams are the combat teams, with powered armor and big guns. Recon teams are by far the most common teams played in the game, as they're much more jack-of-all-trades teams with 'soft' scientists and some combat veterans included in them.
Now, the Morrow Project is about to release their 4th edition, after a successful Kickstarter. I missed the KS, but I'm torn about buying the new edition. Depending on the price, I might throw down for the cost of it, but I recently had an idea for my own D20 version of the game.
You see, when Wizard's of the Coast released the D20 Future (based on the D20 Modern system) supplement D20 Apocalypse, they included a setting which sounded very much like the Morrow Project. Rather than the Cold War ending the world, aliens invaded and everything went to shit. When I read the setting I laughed because I knew where the idea had come from. Then, I got to thinking about it; I liked the setting of the Morrow Project, but had real trouble with the rules (or lack there of, really). So, I might just use the D20 books and make my own version of the game, set in my home state of Oregon. Because the setting is full of flexibility, I could easily add in my own ideas and have it work. Time will tell if I want to invest the time on the project.
If you like post-apocalypse games, give the Morrow Project a read. Sure, it's old and will look dated to your young eyes, but the potential in those pages will inspire you.
What is the Morrow Project? The Morrow Project is an RPG from the late 70's, early 80's, during the height of the Cold War; that time when it looked like the Cold War would get very, very hot for a short time and the world would be brought to ruin.
Now, I'm a little too young to remember much of the Cold War, but I remember watching all kinds of movies that involved nuclear war and the end of the world. It was very much on the minds of Americans all through out the era. We had books like On The Beach, The Postman and The Stand and movies like Red Dawn and Mad Max. These stories presented a world in which World War III happened and everyone died. Well, just about everyone died. The Morrow Project appeared at this time, and offered something a lot of things didn't have: Hope.
In the game, a man named Bruce Edward Morrow brought together the heads of America's leading companies and spoke to them about how the end of the world was going to happen and how they could prevent it from being as bad as we feared. The Project recruited people to join teams that would be put in cryogenic suspension until the balloon went up, then they would be activated and help rebuild society.
As we all know, no plan goes perfectly, and the Project's Prime Base was destroyed shortly after the war ended. The teams slept for 150 years, when a malfunctioning computer sends out the awaken code and the team finds itself in a totally different world.
When if comes to the game itself, it really shows it's age. They use the term "esper" which I haven't seen used since the 90's with any kind of regularity and the game is very rules light. They do have a detailed list of nuclear targets and a fantastic list of weapons, equipment and vehicles to use. The game is also much more free-form compared to more modern games. Unlike games of today, which give you tons of detailed world information and adventure ideas, the Morrow Project gives you a list of mutated animals and new power groups, and not much else. In the days the Morrow Project was written, you didn't need to have your hand held by the creators of the game. Okay, they did make adventures, of which I own two. I also got to play the first part of the Sword of Damocles adventure, which I enjoyed.
In the game, teams are organized into three different groups: Science, MARS and Recon. Science teams are very focused on hard science like medicine, physics, chemistry and geology. MARS teams are the combat teams, with powered armor and big guns. Recon teams are by far the most common teams played in the game, as they're much more jack-of-all-trades teams with 'soft' scientists and some combat veterans included in them.
Now, the Morrow Project is about to release their 4th edition, after a successful Kickstarter. I missed the KS, but I'm torn about buying the new edition. Depending on the price, I might throw down for the cost of it, but I recently had an idea for my own D20 version of the game.
You see, when Wizard's of the Coast released the D20 Future (based on the D20 Modern system) supplement D20 Apocalypse, they included a setting which sounded very much like the Morrow Project. Rather than the Cold War ending the world, aliens invaded and everything went to shit. When I read the setting I laughed because I knew where the idea had come from. Then, I got to thinking about it; I liked the setting of the Morrow Project, but had real trouble with the rules (or lack there of, really). So, I might just use the D20 books and make my own version of the game, set in my home state of Oregon. Because the setting is full of flexibility, I could easily add in my own ideas and have it work. Time will tell if I want to invest the time on the project.
If you like post-apocalypse games, give the Morrow Project a read. Sure, it's old and will look dated to your young eyes, but the potential in those pages will inspire you.
Thursday, August 15, 2013
Backed Kickstarters
As I agreed, I'm going to write this entry about my backed kickstarter projects. I'm going to go through my projects from oldest to newest, ignoring the one I backed out of. Without further adieu:
1. Reaper Bones
Total investment: $151
Status: Funded, rewards received
This was my very first involvement in Kickstarter and, wow... This project was one of those things that only comes around once in a lifetime. A ton of cheap, plastic minis for gaming at an amazing low price. I freely admit I was refreshing the page for this Kickstarter every day it was going.
2. Evil Spares None
Total investment: $25
Status:Funded, reward received
I got in on this project because it was made by a guy on the SomethingAwful forums and it sounded fun. As of yet, I haven't played it, but mostly because I haven't had a chance yet. This project did have a few issues with getting released; not only did a printer drop the ball on the project, but Hurricane Sandy showed up and buried the maker of this game in mountain of snow. I wasn't impressed with the packaging I received (a cheap box that was a tad too small and having to put the stickers on all of pieces), but I would contribute again in a heartbeat.
3. Dominion of the Gods
Total investment: $10
Status: Failed
So far, this is the only failed project I have contributed to. I only put down some cash because the game is being made by Comfy Chair Games, who also make SpineSpur. I put down the $10 for a special badge on their forums so I could help out, and won't get a ton of minis I wouldn't know what to do with. As of yet, there has been no further information posted about the game, but CCG did say the project was going forward at a much slower pace.
4. Seattle Doomsday Map
Total investment: $15
Status: Funded, reward received
I saw this project and knew I was going to back it. I'm not from Seattle, but I've been there a few times and though seeing the city in ruins would be cool. I haven't put the poster up yet, but as soon as I get a new apartment, I'm buying a nice frame and putting that sucker up on the wall. When the project concluded, the artist asked what cities people wanted to see destroyed. I asked for Portland and Tacoma...
5. SpineSpur
Total investment: $65
Status: Funded, no rewards received (expected November 2013)
Of course I backed this project. I originally backed for $110, for the hard-bound rulebook plus All The New Stuff, but my funds were short, so I had to drop the book. But, I did what I could to get others interested in the project, not only with my posts here (from which I made no money nor did CCG promise anything for doing them), but by posting the project around the internet. I'm excited to get the minis and hope that when the second book of SpineSpur is getting ready to print, CCG does another Kickstarter.
6. Albino Dragon's Synthesis Cyberpunk Playing Cards
Total investment: $15
Status: Funded, no rewards received (expected September 2013)
I love all things cyberpunk and I buy random decks of playing cards (thanks, Deadlands for that habit). The art looked nice and I could get them for a low price.
7. Happy Seppuku Base Texture Stamps Retooling and Expansion
Total investment: $12
Status: Funded, no rewards received (expected November 2013)
I wish I had more money when this project was being funded. I like the idea of these things and I could have used these when I was working on my SpineSpur stuff. Since I haven't done anything with my Malifaux stuff yet, this is what I plan on using for those bases. I'm still waiting for my backer survey, but the guys behind this project have excellent communication. They've also said they're going to deliver on time, and unless something major happens, I don't see any reason to doubt them.
8. Tears of a machine
Total investment: $20
Status: Funded, no rewards received (expected December 2013)
I'm a huge fan of all things Neon Genesis Evangelion, and an RPG based on the concepts in that show was enough for me to plunk down $20. I could have gotten them for $15, but I spent the extra five bucks for a limited edition ID card thing. Because it sounded cool. I don't know if I'll ever play the game, as I like to have real books in my hands when gaming, but time will tell on this one.
9. Deck of Legends
Total investment: $15 (for now)
Status: In Progress
I want you to look this project up, right now. Since many of you are lazy, let me link you to it. Like what you see? I know I did. Now, put down some money! The artist doing this project has been posting on SomethingAwful, and the art, my god, the art! Depending on my funds, I pick up a few decks. There's also talk of getting a deck with the Malifaux suit symbols on it, which I would back so hard.
There you have it. I don't back a lot of projects, but the ones I do back I back because I think it's a good project. As of yet, I haven't been burned, but I know it's only a matter of time.
1. Reaper Bones
Total investment: $151
Status: Funded, rewards received
This was my very first involvement in Kickstarter and, wow... This project was one of those things that only comes around once in a lifetime. A ton of cheap, plastic minis for gaming at an amazing low price. I freely admit I was refreshing the page for this Kickstarter every day it was going.
2. Evil Spares None
Total investment: $25
Status:Funded, reward received
I got in on this project because it was made by a guy on the SomethingAwful forums and it sounded fun. As of yet, I haven't played it, but mostly because I haven't had a chance yet. This project did have a few issues with getting released; not only did a printer drop the ball on the project, but Hurricane Sandy showed up and buried the maker of this game in mountain of snow. I wasn't impressed with the packaging I received (a cheap box that was a tad too small and having to put the stickers on all of pieces), but I would contribute again in a heartbeat.
3. Dominion of the Gods
Total investment: $10
Status: Failed
So far, this is the only failed project I have contributed to. I only put down some cash because the game is being made by Comfy Chair Games, who also make SpineSpur. I put down the $10 for a special badge on their forums so I could help out, and won't get a ton of minis I wouldn't know what to do with. As of yet, there has been no further information posted about the game, but CCG did say the project was going forward at a much slower pace.
4. Seattle Doomsday Map
Total investment: $15
Status: Funded, reward received
I saw this project and knew I was going to back it. I'm not from Seattle, but I've been there a few times and though seeing the city in ruins would be cool. I haven't put the poster up yet, but as soon as I get a new apartment, I'm buying a nice frame and putting that sucker up on the wall. When the project concluded, the artist asked what cities people wanted to see destroyed. I asked for Portland and Tacoma...
5. SpineSpur
Total investment: $65
Status: Funded, no rewards received (expected November 2013)
Of course I backed this project. I originally backed for $110, for the hard-bound rulebook plus All The New Stuff, but my funds were short, so I had to drop the book. But, I did what I could to get others interested in the project, not only with my posts here (from which I made no money nor did CCG promise anything for doing them), but by posting the project around the internet. I'm excited to get the minis and hope that when the second book of SpineSpur is getting ready to print, CCG does another Kickstarter.
6. Albino Dragon's Synthesis Cyberpunk Playing Cards
Total investment: $15
Status: Funded, no rewards received (expected September 2013)
I love all things cyberpunk and I buy random decks of playing cards (thanks, Deadlands for that habit). The art looked nice and I could get them for a low price.
7. Happy Seppuku Base Texture Stamps Retooling and Expansion
Total investment: $12
Status: Funded, no rewards received (expected November 2013)
I wish I had more money when this project was being funded. I like the idea of these things and I could have used these when I was working on my SpineSpur stuff. Since I haven't done anything with my Malifaux stuff yet, this is what I plan on using for those bases. I'm still waiting for my backer survey, but the guys behind this project have excellent communication. They've also said they're going to deliver on time, and unless something major happens, I don't see any reason to doubt them.
8. Tears of a machine
Total investment: $20
Status: Funded, no rewards received (expected December 2013)
I'm a huge fan of all things Neon Genesis Evangelion, and an RPG based on the concepts in that show was enough for me to plunk down $20. I could have gotten them for $15, but I spent the extra five bucks for a limited edition ID card thing. Because it sounded cool. I don't know if I'll ever play the game, as I like to have real books in my hands when gaming, but time will tell on this one.
9. Deck of Legends
Total investment: $15 (for now)
Status: In Progress
I want you to look this project up, right now. Since many of you are lazy, let me link you to it. Like what you see? I know I did. Now, put down some money! The artist doing this project has been posting on SomethingAwful, and the art, my god, the art! Depending on my funds, I pick up a few decks. There's also talk of getting a deck with the Malifaux suit symbols on it, which I would back so hard.
There you have it. I don't back a lot of projects, but the ones I do back I back because I think it's a good project. As of yet, I haven't been burned, but I know it's only a matter of time.
Friday, August 2, 2013
Poll, a poll for you.
As my Evil Campaign is off for the next few weeks and I'm not getting any SpineSpur games in, I'm made a poll for an entry next week. Vote for what you like. The highest voted item gets an entry when the poll ends and runner-up gets one if I need filler. Let your voice be heard!
Update:
It was tie between SpineSpur and backed Kickstarters. I'll be writing up a post about Kickstarters some time in the next few days, then maybe next week, I'll write more about SpineSpur.
Stay tuned!
Update:
It was tie between SpineSpur and backed Kickstarters. I'll be writing up a post about Kickstarters some time in the next few days, then maybe next week, I'll write more about SpineSpur.
Stay tuned!
Saturday, July 27, 2013
'That Guy': a tale of WTF?
Tonight, for the very first time ever, I walked away from a game. I'm not happy that I did so, but to do otherwise may have resulted in actions I know I would regret later.
Let's start with the day: I had woken up after a bad night's rest, but had decided to go to a World of Warcraft TCG tourney at Pano's store, after the insistence of Remi. I had been being having a not-so-good week, and thought that this could help me get my head back in the right. Having completed the bare minimum of tasks I needed to do for the day, I headed out to the store, with a grey cloud over my head. I knew that I wasn't in the best of moods, and tried to cheer myself up by doing some 'trash talking' with Remi via text on my way in. I haven't won a tourney, only coming in second twice, and haven't played the game in months. I was looking forward to just hanging out and having fun, win or lose. Games are a social activity and I knew I should try to be social, in hopes of bring myself out of the doldrums. If I had but known what was going to happen, I would have barred myself inside my home, watched some Venture Brothers (always a good way for me to have a good time) and had a beer or two...
When I arrived, there was no one else there for the tourney, so I paid my way in, bought a booster and some soda, and settled in to tweak a deck I was working on. I thought I might trade with some people, as we used to have a very good, fun group at the store. I found out that the group had left the store while I had been out of the loop and a new group had moved in to fill the void. When the first people who were joining the tourney showed up, I knew that my night had just been shot to shit. There were three of them, two men and a woman. All of them overweight, abrasive and uncouth. I try not to judge people by their appearances, but in this case, in was their behavior that tipped me off. The woman settled into a comfy chair in the back of the store and began playing some very loud and annoying game on her iPad. The men had taken up a spot on a table and began talking about how powerful this card was and how great their decks were. I had my stuff sitting out and they made no attempt to engage me. I know I didn't exactly look like the friendliest person at this point, but whenever I show up from things like this, I think there's nothing wrong with walking up to people that aren't clearly busy in a game or a conversation and try to say 'hi' or something. As I continued to watch, I heard them going on and on about the 'best' cards and decks. I couldn't bring myself to even try to talk to them. Other people came in and began to talk with these three people, but I had made my choice to distance myself from everyone.
With a truckload of reservations, I decided to stick it out and got ready to pair up. My partner, whom I shall call 'Jay' (I've changed his name because I don't want to deal with anything that may result in my naming names). He was over six and a half feet tall and probably weighed over four hundred pounds, all of it fat. Now, I will be the first to admit that I'm overweight, but not morbidly so. I was working on losing weight last summer, until I suffered an accident that has left me with almost daily pain, after almost a year later.
As we sit down, Jay discovers that I am playing a Murloc deck. I freely admit that Murloc decks can be very broken and are abused by 'asshole players.' However, I am not an asshole, and I was playing my second-string Murloc Hunter Hero deck, which isn't all that great. I had just fooled around with the deck the night before and I had tried to make the deck more about Murloc synergy, rather than Murloc spam. I have another deck for that, which I had chosen not to play, to avoid being 'That Guy.'
As soon as Jay finds out that I am playing Murlocs, he gets up, puts his deck back, and gets another; because the deck that he had 'wasn't designed with Murlocs in mind.' I felt my heart and hopes sink at that moment. I had come looking for a fun time, to talk and meet new people. Now, the game had become Serious Business. I gave up. I didn't want to play anymore, and I didn't want to start a fight by calling this guy on being 'That Guy.' To continue the discomfort, instead of cutting my deck, Jay would shuffle it. I suppose I'm a very trusting person, as I do a cursory half-deck cut of the other player's deck. It's just a game. If you're really willing to cheat at a card game based around imaginary monsters and magical bullshit, you shouldn't be allowed to play. I went through the motions, playing the two games, but my heart wasn't in the game anymore. I wanted to just get up and leave, but I didn't want to look like I was the one being the asshole. Perhaps, if I had had more sleep or was in a better frame of mind, I would have called him on the bullshit. Instead, I got beaten two times in maybe 20 minutes. During the game, Jay would talk to his girlfriend, (who was also playing) during my turns, forcing me to wait until he was paying attention as I feared he would do something that would make the situation worse. During the course of these little talks, I found out that Jay had been a 'Level 3 Judge' for Cryptozotic until they 'pulled their bullshit.' Mind you, Jay didn't speak a word to me unless it was in reference to the game, and even then, it was as short as possible. I don't think I have ever had so little fun during a game than I did in that one. I could feel myself losing fun from happy memories, it was that un-enjoyable.
As the last damage was dealt and he got up, Jay said that 'Murlocs are overpowered and broken. I don't think people should play them' or something to that effect. I told him that I rarely play in tourneys, haven't done so in many months and play for fun. At that point, we parted ways. I went to talk with Pano, and mentioned that Jay had switched decks when he found out what I was playing. Pano told me that decks weren't registered. I didn't want to push the issue, even though I was upset, but I needed a smoke. Before I continue, please let me say that I do not blame Pano at all for his reaction. He had a valid point, and as a the store owner, he must remain impartial. Personally, I view changing decks after finding out what someone else is playing, after sitting down with another deck, is borderline cheating, and would have forced the games to be played again, with the original deck selected. I would like to think that is an objective way of settling the situation, but I freely admit that my objectivity in this case is extremely compromised. Honestly, I wanted Jay to be booted from the tourney and perhaps excluded from the store, but I'm not exactly this... "Gentleman's" biggest fan.
After speaking with Pano, I went out for a smoke. Then another. As I was smoking the second cigarette, the shakes started. I only get the shakes when I am having a massive surge of adrenaline, or directly afterwards. I debated with myself, did I want to publicly call Jay out on his asshole-ness, or did I want to take it to the next level, with yelling and maybe even physical violence. I realized I was taking this too seriously. I needed to get my head clear. I went back inside, to see if the round ended. I told Remi want happened, and still couldn't calm down. So, I quietly picked up my stuff, after telling Remi I was bailing, said goodbye to Pano and left the store. I knew that I wasn't going to calm down right away. I felt that I was wronged, perhaps incorrectly, but I didn't want to make a scene. It's a card game, for god's sake! I clearly wasn't thinking right, getting bent out of shape because one guy wanted to be a jerk. I wasn't having fun, so it was clearly time for me to leave.
Did I do the right thing in leaving? I know that I did. Did I handle the situation in the best way I could have? No, I didn't. I wasn't in the best mood, and should have bowed out when there was an odd number of players, before the tourney started. I could have converted my entrance fee to credit or just said 'fuck it' and left. I could have also said something went Jay switched decks. I should have. But, as there is no use crying over spilled bovine lactose, I'm going to get on with my life. I'm not going to sell my WoW cards (although I would be lying if I didn't think about that as I was leaving, or for that matter, just giving them to Pano. Okay, I also thought about throwing them in a trash can, but as I have said, I wasn't at my best). However, I doubt I'll be returning to play in a tourney before the end of the year. I have better ways to spend my money and use my time. Oh, and also, I heard that Jay and his 'crew' might have been booted from another store, but I can't confirm that. However, I wouldn't be surprised in the slightest if that was the case.
I've learned my lesson. Next time I'm having a bad day, I'm walking away. If someone pulls something that seems out of line to me, I'm going to call them on it. And, I will never ever play a game of any kind with Jay or the other people he hangs with. It's just not worth it.
Let's start with the day: I had woken up after a bad night's rest, but had decided to go to a World of Warcraft TCG tourney at Pano's store, after the insistence of Remi. I had been being having a not-so-good week, and thought that this could help me get my head back in the right. Having completed the bare minimum of tasks I needed to do for the day, I headed out to the store, with a grey cloud over my head. I knew that I wasn't in the best of moods, and tried to cheer myself up by doing some 'trash talking' with Remi via text on my way in. I haven't won a tourney, only coming in second twice, and haven't played the game in months. I was looking forward to just hanging out and having fun, win or lose. Games are a social activity and I knew I should try to be social, in hopes of bring myself out of the doldrums. If I had but known what was going to happen, I would have barred myself inside my home, watched some Venture Brothers (always a good way for me to have a good time) and had a beer or two...
When I arrived, there was no one else there for the tourney, so I paid my way in, bought a booster and some soda, and settled in to tweak a deck I was working on. I thought I might trade with some people, as we used to have a very good, fun group at the store. I found out that the group had left the store while I had been out of the loop and a new group had moved in to fill the void. When the first people who were joining the tourney showed up, I knew that my night had just been shot to shit. There were three of them, two men and a woman. All of them overweight, abrasive and uncouth. I try not to judge people by their appearances, but in this case, in was their behavior that tipped me off. The woman settled into a comfy chair in the back of the store and began playing some very loud and annoying game on her iPad. The men had taken up a spot on a table and began talking about how powerful this card was and how great their decks were. I had my stuff sitting out and they made no attempt to engage me. I know I didn't exactly look like the friendliest person at this point, but whenever I show up from things like this, I think there's nothing wrong with walking up to people that aren't clearly busy in a game or a conversation and try to say 'hi' or something. As I continued to watch, I heard them going on and on about the 'best' cards and decks. I couldn't bring myself to even try to talk to them. Other people came in and began to talk with these three people, but I had made my choice to distance myself from everyone.
With a truckload of reservations, I decided to stick it out and got ready to pair up. My partner, whom I shall call 'Jay' (I've changed his name because I don't want to deal with anything that may result in my naming names). He was over six and a half feet tall and probably weighed over four hundred pounds, all of it fat. Now, I will be the first to admit that I'm overweight, but not morbidly so. I was working on losing weight last summer, until I suffered an accident that has left me with almost daily pain, after almost a year later.
As we sit down, Jay discovers that I am playing a Murloc deck. I freely admit that Murloc decks can be very broken and are abused by 'asshole players.' However, I am not an asshole, and I was playing my second-string Murloc Hunter Hero deck, which isn't all that great. I had just fooled around with the deck the night before and I had tried to make the deck more about Murloc synergy, rather than Murloc spam. I have another deck for that, which I had chosen not to play, to avoid being 'That Guy.'
As soon as Jay finds out that I am playing Murlocs, he gets up, puts his deck back, and gets another; because the deck that he had 'wasn't designed with Murlocs in mind.' I felt my heart and hopes sink at that moment. I had come looking for a fun time, to talk and meet new people. Now, the game had become Serious Business. I gave up. I didn't want to play anymore, and I didn't want to start a fight by calling this guy on being 'That Guy.' To continue the discomfort, instead of cutting my deck, Jay would shuffle it. I suppose I'm a very trusting person, as I do a cursory half-deck cut of the other player's deck. It's just a game. If you're really willing to cheat at a card game based around imaginary monsters and magical bullshit, you shouldn't be allowed to play. I went through the motions, playing the two games, but my heart wasn't in the game anymore. I wanted to just get up and leave, but I didn't want to look like I was the one being the asshole. Perhaps, if I had had more sleep or was in a better frame of mind, I would have called him on the bullshit. Instead, I got beaten two times in maybe 20 minutes. During the game, Jay would talk to his girlfriend, (who was also playing) during my turns, forcing me to wait until he was paying attention as I feared he would do something that would make the situation worse. During the course of these little talks, I found out that Jay had been a 'Level 3 Judge' for Cryptozotic until they 'pulled their bullshit.' Mind you, Jay didn't speak a word to me unless it was in reference to the game, and even then, it was as short as possible. I don't think I have ever had so little fun during a game than I did in that one. I could feel myself losing fun from happy memories, it was that un-enjoyable.
As the last damage was dealt and he got up, Jay said that 'Murlocs are overpowered and broken. I don't think people should play them' or something to that effect. I told him that I rarely play in tourneys, haven't done so in many months and play for fun. At that point, we parted ways. I went to talk with Pano, and mentioned that Jay had switched decks when he found out what I was playing. Pano told me that decks weren't registered. I didn't want to push the issue, even though I was upset, but I needed a smoke. Before I continue, please let me say that I do not blame Pano at all for his reaction. He had a valid point, and as a the store owner, he must remain impartial. Personally, I view changing decks after finding out what someone else is playing, after sitting down with another deck, is borderline cheating, and would have forced the games to be played again, with the original deck selected. I would like to think that is an objective way of settling the situation, but I freely admit that my objectivity in this case is extremely compromised. Honestly, I wanted Jay to be booted from the tourney and perhaps excluded from the store, but I'm not exactly this... "Gentleman's" biggest fan.
After speaking with Pano, I went out for a smoke. Then another. As I was smoking the second cigarette, the shakes started. I only get the shakes when I am having a massive surge of adrenaline, or directly afterwards. I debated with myself, did I want to publicly call Jay out on his asshole-ness, or did I want to take it to the next level, with yelling and maybe even physical violence. I realized I was taking this too seriously. I needed to get my head clear. I went back inside, to see if the round ended. I told Remi want happened, and still couldn't calm down. So, I quietly picked up my stuff, after telling Remi I was bailing, said goodbye to Pano and left the store. I knew that I wasn't going to calm down right away. I felt that I was wronged, perhaps incorrectly, but I didn't want to make a scene. It's a card game, for god's sake! I clearly wasn't thinking right, getting bent out of shape because one guy wanted to be a jerk. I wasn't having fun, so it was clearly time for me to leave.
Did I do the right thing in leaving? I know that I did. Did I handle the situation in the best way I could have? No, I didn't. I wasn't in the best mood, and should have bowed out when there was an odd number of players, before the tourney started. I could have converted my entrance fee to credit or just said 'fuck it' and left. I could have also said something went Jay switched decks. I should have. But, as there is no use crying over spilled bovine lactose, I'm going to get on with my life. I'm not going to sell my WoW cards (although I would be lying if I didn't think about that as I was leaving, or for that matter, just giving them to Pano. Okay, I also thought about throwing them in a trash can, but as I have said, I wasn't at my best). However, I doubt I'll be returning to play in a tourney before the end of the year. I have better ways to spend my money and use my time. Oh, and also, I heard that Jay and his 'crew' might have been booted from another store, but I can't confirm that. However, I wouldn't be surprised in the slightest if that was the case.
I've learned my lesson. Next time I'm having a bad day, I'm walking away. If someone pulls something that seems out of line to me, I'm going to call them on it. And, I will never ever play a game of any kind with Jay or the other people he hangs with. It's just not worth it.
Sunday, July 21, 2013
Painted minis: Round Two
The Black Mist:
Cloak and Jacket: P3 Ironhull Grey > Reaper Dragon Black
Neck Scarf: GW Mephiston Red
Skin: Reaper Oiled Leather > Reaper Ruddy Flesh
Guns: P3 Cold Steel
Base: P3 Ironhull Grey > GW Badab Black wash
Rosie, Chronotechnician
Gun: Reaper Dragon Black > GW Leadbelcher
Hair: GW Genestealer Purple
Skin: "The Usual"
Gloves and Belt: GW Mournfang Brown
Pants: GW Zandri Dust
Shoes: Reaper Dragon Black and P3 Cold Steel
Shirt: GW Caliban Green
Base: GW Ushabti Bone
(The whole model was washed with GW Agrax Earthshade, except the flesh)
From left to right: (bases are Dark Faith standard)
Cardinal Anhelitus
Robes: GW Caliban Green > Reaper Kilt Green > GW Drakenhof Nightshade
Flames: GW Mephiston Red > GW Jokero Orange > P3 Sulferic Yellow > GW Seraphim Sepia
Skulls: GW Balathazar Gold > GW Agrax Earthshade
Chain (not shown): P3 Brass Balls
Cardinal Falcifer
Robes: GW Mephiston Red > P3 Beaten Purple > GW Drakenhof Nightshade
Scythe (handle): GW Mournfang Brown > GW Ushabti Bone > GW Agrax Earthshade
Scythe (blade): GW Leadbelcher
Skull: Reaper Linen White
Cardinal Inferni
Robes: GW Jokero Orange > P3 Sulfuric Yellow > GW Seraphim Sepia
Book: (pages) GW Ushabti Bone, (cover): GW Mephiston Red
Smoke: Black primer > P3 Ironhull Grey
Skull: P3 Ironhull Grey > Reaper Linen White
Thug (Adam)
Helmet: GW Balthazar Gold
Jacket: GW Ulthuan Grey
Shirt: GW Mephiston Red
Hatchet: primer black, P3 Ironhull Grey, GW Leadbelcher
Amy Brighteyes
Jacket: GW Kantor Blue
Skirt: P3 Beaten Purple > GW Genestealer Purple
Shirt and socks: GW Ulthuan Grey
Shoes: GW Mephiston Red
Eyes: P3 Meredius Blue
Greygun
Pants: GW Zandri Dust
Knee pads: GW Mournfang Brown
Flesh: 'The Usual'
Guns and armor: primer black
(You can't see it in this picture, but I put "FBI" on the back of his armor)
Billy Burns
Hair: GW Jokero Orange
Shirt and eyes: GW Mephiston Red
Pants: GW Kantor Blue
Thug (Bill)
Helmet: GW Leadbelcher
Jacket: P3 Gnarls Green
Pants: GW Zandri Dust
Sex Star Six
Skin: P3 Ironhull Grey > Reaper Linen White
Eyes: GW Mephiston Red
Guitar and cap: P3 Ironhull Grey > GW Leadbelcher
(unlike every model thus far, this model has no washes applied)
Thugi
Flesh: GW Mornfang Brown > GW Agrax Earthshade
Sash: GW Jokero > P3 Sulfiric Yellow
Pants: P3 Beaten Purple
Boots: GW Mournfang Brown > Reaper Oiled Leather
Sword: P3 Ironhull Grey > P3 Cold Steel, P3 Sulfiric Yellow > P3 Brass Balls
Devil Girl
Skin: GW Mephiston Red
Flame: P3 Ironhull Grey > Reaper Linen White > P3 Meredius Blue > GW Drakenhof Nightshade
Trident: P3 Brass Balls
Base: GW Zandri Dust > GW Agrax Earthshade
(Unlike every other model, this model only has washes applied as noted)
Now, I hear you asking, "Why the hell did you put a Thugee cultist in your SpineSpur line-up?" Well, maybe you should read up on where the word 'Thug' comes from...
That's all for now, folks.
Thursday, July 18, 2013
Let's be Bad Guys: Part One
On Friday, our intrepid
Of course, they didn't except the stranger's word at face value and tried to figure out exactly what was so special about the scepter. Well, except the monk, who tried to drink a trio of dwarves under the table. He got two down for the count, but the third was the last man standing. He punched the fair elven monk in the face several times (as per the agreement) and took his leave. One of the passed out dwarves' was taken away by others, as he was about to die from drinking too much. The last dwarf ended up being the monk's servant (again, as agreed). The cleric, meanwhile, tried to sermonize a man at the bar. All he got was a cold shoulder and the loss of all of his gold. All four gold coins he had. Hmm, no wonder he agreed so readily to the stranger's offer.
The following morning, the journey began. They encountered no one on the trail and camped for the night, and set a watch. The person on watch, the monk and his dwarf 'companion' were alerted to a half dozen thugs getting ready to murder and pillage the party. The dwarf, seeing his chance, took off while the monk was fighting the brigands armed with swords. The rest of the party woke up and started shooting at the enemies armed with crossbows, while the monk started putting his foes down. The battle ended with the last two surviving bandits fleeing into the night.
The next day, the party saw a wagon coming towards them. The driver was a friendly halfling who turned the wagon into a shop. The party, in a moment of what can only called 'murderhobo-ness,' attacked the halfing. What they didn't know was the halfing was in fact a multi-dimentional, epic level trader and rogue. For some reason, fate smiled on the fools and the little man flubbed his roll while trying to use a wand of disintegrate. A round later, he snapped his fingers and vanished. Little does the party know just how badly they cursed themselves. They'll find out, sooner or later.
That night, the party found a young run away slave, Helaina. She was a young pretty thing, a few months past her 17th birthday. She told her sob story while the party lent a friendly ear (or at least it looked that way). No, I don't understand their logic either.
In the afternoon, the party finally arrived at the tomb. With only a quick bit of exploring, they found the way into the tomb and started to explore. Inside, they found stone caskets with the remains of nobles inside. For reasons known only to him, the cleric began to smash every old musty corpse he found find... After the caskets had been thoroughly search, of course. The rogue lead the way, and missed his check to find the fall away floor that lead to a 60' spike-filled hole. Thankfully, he was able to avoid falling in and hopped over the gap, taking a rope with him. The party was able to move forward and onward. The rogue, smart fellow that he is, said he was going to the right at the junction, while the rest of the party said left. The rest of his fellows scrambled after him and together they found the way to the next level of the tomb.
As the approached the stairs, they saw a shadow detach itself from the wall and begin moving towards them...
To be continued.
Sunday, July 7, 2013
SpineSpur: Big Battle
Today, and yesterday, I got in some SpineSpur games. As the first one was short, I'm not going to bother re-capping it. Let's just say when you play 3-player game, it sucks to be the one the other two players gang-up on...
Anyway, today I played a 155 point game with my buddy Linus. The game was a simple Survival mission, with no special rules (We're both still learning, so I'm trying to keep things simple).
Hack & co: 154 points
Hack
Billy Burns
Amy Brighteyes
Sex Star Six
Molotov Thug (Tim)
Bludgeoning Thugs (x2 - Steve, Tony)
Dark Faith: 155
Anti-Pope
Cardinal Anhelitus
Cardinal Inferni
Sisters (x2)
Torn (x4)
Molotov Thug (Tom)
[Sadly, I have no pictures]
I won deployment, and started setting up on the hill at one end of the board, while Linus started to hide his forces in cover behind a building. I ended up with a line of Torn around the edge of the hill, with the Cardinals and Sisters as back up, while the Linus kept putting his people as far away as possible. To counter this, I stashed the Anti-Pope and Tom beside the hill, so they could cut off any flankers and be the second wave of my attack (after the main force had taken or caused causalities). His hiding threw off my attack plan of playing defensively, so I knew this was going to be a tough one...
The first turn, Billy, Amy, Tim and Six started climbing the building, get on to balconies and other spots, while my wall of undead lurched forwards. I also experimented with the Cardinals' abilities, using "Virulence" for the first time, and Grimnore to save Fear Tokens and Actions. Meanwhile, Hack and his Thug buddies tried to reposition themselves out of my way with a small flanking maneuver. The Anti-Pope and his buddy began moving towards the action ever so slowly.
Over the next few turns, combat started happening, with my Sisters dropping Steve, the bastard with a bat, using their throwing knives; then my wave of Torn crashed against the rock that is Hack. The battle raged, with Amy using "Dance with me!" a few times against my Torn, killing one of them with their own teeth, while Billy and Six watching and shrugging (I assume Six was teaching Billy how to play the guitar... Or stopping Billy from using his flamethrower). Cardinal Anhelitus was the first to fall on my side, biting the dust to Hack. He wasn't alone in death, as a Torn was taken down shortly there after. Meanwhile, the Anti-Pope kept edging his way closer and closer, eying the corpses on the ground and plotting...
As things started to heat up, I finally used the Dark Faith Agenda ability, allowing the Anti-Pope to pop a corpse and raise another one to fight again. I also used Inferni's spell to make my Torn stand back up, keeping them in the fight a little longer. About this time, Six dropped down from his perch and started wailing on his guitar, doing some damage to Inferni. The Sisters played it safe, with one of them grabbing the knives that had taken down Steve, then ducking into some near-by woods. Soon, the Anti-Pope got into range and the former Torn served their master a final time by exploding on command. Later on, Six made the mistake of trying to lay some heavy riffs on the Anti-Pope, but he quickly learned that the Pope doesn't allow just anyone to cast spells on him.
As the game closed, I lost another Torn to Hack, and tossed the Sisters' last blades into Hack's huge back. My Molotov Thug tossed his IED, but fell shortly there after to Six's music.
Final Score (total enemies killed):
Hack & Co. - 5 (including Torn born from a corpse)
Dark Faith - 1
Yeah, Hack is a total monster on the board. I was able to get him down to his last 10 Health, but we ran out of time before I could get the Sisters in range to beat on him. I also had the "Amy/Billy/Six" bubble to avoid, because they were all holed up in the one building. I also lost Anhelitus very early in the game, losing my main Torn booster, and I placed the Anti-Pope too far out. On the other hand, at least he made it to the end of the game this time.
If I could do it again, I would have forced the enemy to come to me and centered all of my forces on the hill. If I have to advance, I need to work on my 'waves.' Torn in the front rank, Sisters following to provide long-ranged support, followed by the Cardinals and the Pope, with my Thug acting as rear-guard. Lessons learned... Once I get the rest of my Thugs finished, I'm going to try going for my of them and using Curse of Undeath to bolster my ranks.
(I also need to figure out how to take Hack down. I haven't killed the guy yet!)
Anyway, today I played a 155 point game with my buddy Linus. The game was a simple Survival mission, with no special rules (We're both still learning, so I'm trying to keep things simple).
Hack & co: 154 points
Hack
Billy Burns
Amy Brighteyes
Sex Star Six
Molotov Thug (Tim)
Bludgeoning Thugs (x2 - Steve, Tony)
Dark Faith: 155
Anti-Pope
Cardinal Anhelitus
Cardinal Inferni
Sisters (x2)
Torn (x4)
Molotov Thug (Tom)
[Sadly, I have no pictures]
I won deployment, and started setting up on the hill at one end of the board, while Linus started to hide his forces in cover behind a building. I ended up with a line of Torn around the edge of the hill, with the Cardinals and Sisters as back up, while the Linus kept putting his people as far away as possible. To counter this, I stashed the Anti-Pope and Tom beside the hill, so they could cut off any flankers and be the second wave of my attack (after the main force had taken or caused causalities). His hiding threw off my attack plan of playing defensively, so I knew this was going to be a tough one...
The first turn, Billy, Amy, Tim and Six started climbing the building, get on to balconies and other spots, while my wall of undead lurched forwards. I also experimented with the Cardinals' abilities, using "Virulence" for the first time, and Grimnore to save Fear Tokens and Actions. Meanwhile, Hack and his Thug buddies tried to reposition themselves out of my way with a small flanking maneuver. The Anti-Pope and his buddy began moving towards the action ever so slowly.
Over the next few turns, combat started happening, with my Sisters dropping Steve, the bastard with a bat, using their throwing knives; then my wave of Torn crashed against the rock that is Hack. The battle raged, with Amy using "Dance with me!" a few times against my Torn, killing one of them with their own teeth, while Billy and Six watching and shrugging (I assume Six was teaching Billy how to play the guitar... Or stopping Billy from using his flamethrower). Cardinal Anhelitus was the first to fall on my side, biting the dust to Hack. He wasn't alone in death, as a Torn was taken down shortly there after. Meanwhile, the Anti-Pope kept edging his way closer and closer, eying the corpses on the ground and plotting...
As things started to heat up, I finally used the Dark Faith Agenda ability, allowing the Anti-Pope to pop a corpse and raise another one to fight again. I also used Inferni's spell to make my Torn stand back up, keeping them in the fight a little longer. About this time, Six dropped down from his perch and started wailing on his guitar, doing some damage to Inferni. The Sisters played it safe, with one of them grabbing the knives that had taken down Steve, then ducking into some near-by woods. Soon, the Anti-Pope got into range and the former Torn served their master a final time by exploding on command. Later on, Six made the mistake of trying to lay some heavy riffs on the Anti-Pope, but he quickly learned that the Pope doesn't allow just anyone to cast spells on him.
As the game closed, I lost another Torn to Hack, and tossed the Sisters' last blades into Hack's huge back. My Molotov Thug tossed his IED, but fell shortly there after to Six's music.
Final Score (total enemies killed):
Hack & Co. - 5 (including Torn born from a corpse)
Dark Faith - 1
Yeah, Hack is a total monster on the board. I was able to get him down to his last 10 Health, but we ran out of time before I could get the Sisters in range to beat on him. I also had the "Amy/Billy/Six" bubble to avoid, because they were all holed up in the one building. I also lost Anhelitus very early in the game, losing my main Torn booster, and I placed the Anti-Pope too far out. On the other hand, at least he made it to the end of the game this time.
If I could do it again, I would have forced the enemy to come to me and centered all of my forces on the hill. If I have to advance, I need to work on my 'waves.' Torn in the front rank, Sisters following to provide long-ranged support, followed by the Cardinals and the Pope, with my Thug acting as rear-guard. Lessons learned... Once I get the rest of my Thugs finished, I'm going to try going for my of them and using Curse of Undeath to bolster my ranks.
(I also need to figure out how to take Hack down. I haven't killed the guy yet!)
Saturday, June 15, 2013
Let's be bad guys: An adventure in gaming
So, since I'm not getting in any SpineSpur games in recently (mostly because I haven't had a chance to paint lately), I thought I'd talk about the D&D game I'm getting ready to run: the evil campaign. That's right, Evil.
Now, why do you run an evil campaign? For me, I've never run one before but I've always wanted to. I've only played in one before and let's just say it didn't end well... But, why evil?
Let's face it: being the hero, or even the anti-hero, all the time gets boring. Once in a while, we as people need to let our hair down and indulge in our darker sides. Why do you think the Grand Theft Auto games are so successful? Because being a bad guy is fun. Sure, going around saving kingdoms and princesses is enjoyable, but sometimes, you just want to ask "what's in it for me?" That's what most people are really like.
When running an evil campaign, you need to control the character creation more than in other games. I'm running this game in D&D 3.5 (mostly because I have all the books I could ever want and because I know the system pretty well), so I limited the players in several ways. I started the game at a 5th level because I wanted the characters to have some power but not overwhelmingly so. It also allows the players to pick races with an ECL, like Drow. You know, everyone's favorite bad guys. I also limited them to the PHB, DMG, MM (for races) and the Book of Vile Darkness. I remember when the Book of Vile Darkness came out. It flipped my world. They did a book about the vilest villains, but usually (as a player) I was stuck trying to figure out a way to fight it. When I got a chance to look through it, I knew I wanted to be in or run an evil campaign because there was a bunch of cool shit. I also wasn't happy with how long it took them to release the Book of Exalted Deeds, because I got real tired of not having a counter against the Vile stuff...
Now, here's the real joy in running an evil campaign: you get to pit the character against the good guys and the bad guys. So, now I get to use the Book of Vile Darkness against my players, as well as the Book of Exalted Deeds.
One other thing I did was I made my setting for the game an evil setting, full of bad people. I'm also talking with the players about their goals, because being evil for evil's sake is boring. The best villains have motivations and flaws. If you haven't seen The Venture Brothers (and shame on you for missing some of the best television that's come out in years), watch it and pay attention to the villains. I think The Monarch is one of the best villains I've ever seen. Why? Because he has a past, he has flaws, he is totally focused on his goals and he has a sense of style. He's a bad guy, but he's also a guy. He spends the majority of the second season of the show trying to win back his ex-girlfriend. And he does it as a villain. I'm also known to shout "MINIONS!" in his voice from time to time...
One of the other restraints I put on my party was in-fighting. Not because it isn't in character, but because I wanted the players to get creative. Sure, you can't punch the jerk thief in the face, but if he's plotting to take over the local thieves guild, you can mess with that plan. In-fighting leads to hurt feelings and maybe even player fist-fights. I'd rather have my players acting like good villains: plotting, scheming, and being creative.
Right now, the party looks like this:
Drow Sorceress
Human Cleric of Scahrossar (Mistress of Pain)
Half-Elf Rogue
Wood Elf Monk
Oh yeah, this is going to be fun... Stay tuned to see what happens.
Now, why do you run an evil campaign? For me, I've never run one before but I've always wanted to. I've only played in one before and let's just say it didn't end well... But, why evil?
Let's face it: being the hero, or even the anti-hero, all the time gets boring. Once in a while, we as people need to let our hair down and indulge in our darker sides. Why do you think the Grand Theft Auto games are so successful? Because being a bad guy is fun. Sure, going around saving kingdoms and princesses is enjoyable, but sometimes, you just want to ask "what's in it for me?" That's what most people are really like.
When running an evil campaign, you need to control the character creation more than in other games. I'm running this game in D&D 3.5 (mostly because I have all the books I could ever want and because I know the system pretty well), so I limited the players in several ways. I started the game at a 5th level because I wanted the characters to have some power but not overwhelmingly so. It also allows the players to pick races with an ECL, like Drow. You know, everyone's favorite bad guys. I also limited them to the PHB, DMG, MM (for races) and the Book of Vile Darkness. I remember when the Book of Vile Darkness came out. It flipped my world. They did a book about the vilest villains, but usually (as a player) I was stuck trying to figure out a way to fight it. When I got a chance to look through it, I knew I wanted to be in or run an evil campaign because there was a bunch of cool shit. I also wasn't happy with how long it took them to release the Book of Exalted Deeds, because I got real tired of not having a counter against the Vile stuff...
Now, here's the real joy in running an evil campaign: you get to pit the character against the good guys and the bad guys. So, now I get to use the Book of Vile Darkness against my players, as well as the Book of Exalted Deeds.
One other thing I did was I made my setting for the game an evil setting, full of bad people. I'm also talking with the players about their goals, because being evil for evil's sake is boring. The best villains have motivations and flaws. If you haven't seen The Venture Brothers (and shame on you for missing some of the best television that's come out in years), watch it and pay attention to the villains. I think The Monarch is one of the best villains I've ever seen. Why? Because he has a past, he has flaws, he is totally focused on his goals and he has a sense of style. He's a bad guy, but he's also a guy. He spends the majority of the second season of the show trying to win back his ex-girlfriend. And he does it as a villain. I'm also known to shout "MINIONS!" in his voice from time to time...
One of the other restraints I put on my party was in-fighting. Not because it isn't in character, but because I wanted the players to get creative. Sure, you can't punch the jerk thief in the face, but if he's plotting to take over the local thieves guild, you can mess with that plan. In-fighting leads to hurt feelings and maybe even player fist-fights. I'd rather have my players acting like good villains: plotting, scheming, and being creative.
Right now, the party looks like this:
Drow Sorceress
Human Cleric of Scahrossar (Mistress of Pain)
Half-Elf Rogue
Wood Elf Monk
Oh yeah, this is going to be fun... Stay tuned to see what happens.
Saturday, May 25, 2013
SpineSpur Battle Report: 3-way Clusterf*ck
Howdy there, everyone! After a delay of a few weeks, I finally got a SpineSpur game in, and it was a nasty, bloody mess. Just like every SpineSpur game should be!
Mission: Kill the Head
Region: Shitlands
Optional rules: None
As this was my first game of SpineSpur and I was teaching the game to two of my gaming group, I tried to keep it pretty simple, which meant only 100 points. I had put together a half-assed "Sewer" board made with Dollar Tree foamcore and a pen. The good news is it cost $6 (including the knife I picked up to cut the foam with), but because the foamcore wasn't cut straight when I bought it, it looks a bit wonky.
Forces:
GOD - 100
Aniel
Warriors (x2)
Fists (x2)
Dark Faith - 100
Anti-Pope
Sisters (x2)
Torn (x3)
Thug: Molotov
"Kitchen Sink" - 99
Billy Burns
Hack
Thugs: Bludgeoning (x2)
Thug: Molotov
As you can see, I took each list in a different direction but made sure I could play any of them. As I am a (fairly) nice guy, I let people pick which list they wanted to play and ended up with the Dark Faith list. I was wary of using the Anti-Pope in such a small battle, but I wanted to use my painted models, and only Billy wasn't painted. It was really great to see all of the models I'd spent many hours working on in action. Sadly, the Anti-Pope's staff snapped off when I was taking him out of my figure case (from the Reaper Bones Kickstarter). I knew it was going to happen, it just ended up being today.
Deployment:
Jay, the person playing the GOD force won the roll for deployment and started by scattering his men around, while Linus, playing the Kitchen Sink force, deployed in a corner. That forced me to split my forces, sending a small group down the back corridor to either slow down Hack or come around from the rear of the big fight I was expecting.
The Battle:
I'm not going to go into a turn-by-turn report, but instead just sum up how things progressed. Jay and Linus played things cautiously, with the GOD force trying to consolidate into a cohesive force, while the Thugs and Hack looked around for something to kill. The Thugs made a bad call when they when after my Sisters, who promptly took one down by teaming up on him, which was followed by the Anti-Pope making him another undead minion. When that happened, all hell broke loose. The forces of GOD and Billy's goons realized that the dude in the funny hat was Very Bad News, and set aside their differences to bash his face in. In short order, I lost my Sisters, just about every Torn I had (including two I raised) and was trapped between Hack and a hard place... I mean, Hack and a Fist of GOD. I had ended up culling the soul of one of the Sisters, as she was down to one Health and the Anti-Pope needed to protect himself from the assault. In was alright in the end, as she rose again as a Torn, and did some damage to Hack. The best moment in the game for me came when a Thug foolishly stopped on top of a Torn corpse. Being of no use for the feared Curse of Undeath, it was time to blow something up! The Anti-Pope's Exploding Dead Guy of Doom was also close enough to damage Hack... For pathetic 3 damage.
Eventually, the Anti-Pope couldn't keep dodging and ended up torn apart by Hack's chainsaw. Now, I got to sit back and watch the former allies turn on one another, while my few surviving Torn and lone Molotov Thug made their way through the long, lonely corridor. Shortly after they arrived on the scene, they were cut down, too. Soon, the forces of GOD were firing at anyone they could see, and the Fist who had worked with Hack to beat the Anti-Pope now changed the maniac and punched his mask off. Soon, it was just little Billy Burns and all of the GOD men left. After a swift battle, during which Aniel's men finally took the first and only loss of the game to Billy's Inferno Tantrum, thesweet pure evil little boy was mercilessly murdered.
Victory: Men of GOD!
Lessons learned -
1. Never let the Anti-Pope get separated from the rest of the force, even if that means falling back
2. Don't split your forces
3. Never underestimate a little kid with the power to set you on fire with his mind
I had a lot of fun playing the game, even if I lost. In fact, I had more fun playing this game than I ever did playing 40k.
If things go right, I'll be getting in another game next weekend. Hopefully, with a few changes in the list and maybe even with another player for a 4-way clusterfuck!
Mission: Kill the Head
Region: Shitlands
Optional rules: None
As this was my first game of SpineSpur and I was teaching the game to two of my gaming group, I tried to keep it pretty simple, which meant only 100 points. I had put together a half-assed "Sewer" board made with Dollar Tree foamcore and a pen. The good news is it cost $6 (including the knife I picked up to cut the foam with), but because the foamcore wasn't cut straight when I bought it, it looks a bit wonky.
Forces:
GOD - 100
Aniel
Warriors (x2)
Fists (x2)
Dark Faith - 100
Anti-Pope
Sisters (x2)
Torn (x3)
Thug: Molotov
"Kitchen Sink" - 99
Billy Burns
Hack
Thugs: Bludgeoning (x2)
Thug: Molotov
As you can see, I took each list in a different direction but made sure I could play any of them. As I am a (fairly) nice guy, I let people pick which list they wanted to play and ended up with the Dark Faith list. I was wary of using the Anti-Pope in such a small battle, but I wanted to use my painted models, and only Billy wasn't painted. It was really great to see all of the models I'd spent many hours working on in action. Sadly, the Anti-Pope's staff snapped off when I was taking him out of my figure case (from the Reaper Bones Kickstarter). I knew it was going to happen, it just ended up being today.
Deployment:
Jay, the person playing the GOD force won the roll for deployment and started by scattering his men around, while Linus, playing the Kitchen Sink force, deployed in a corner. That forced me to split my forces, sending a small group down the back corridor to either slow down Hack or come around from the rear of the big fight I was expecting.
The Battle:
I'm not going to go into a turn-by-turn report, but instead just sum up how things progressed. Jay and Linus played things cautiously, with the GOD force trying to consolidate into a cohesive force, while the Thugs and Hack looked around for something to kill. The Thugs made a bad call when they when after my Sisters, who promptly took one down by teaming up on him, which was followed by the Anti-Pope making him another undead minion. When that happened, all hell broke loose. The forces of GOD and Billy's goons realized that the dude in the funny hat was Very Bad News, and set aside their differences to bash his face in. In short order, I lost my Sisters, just about every Torn I had (including two I raised) and was trapped between Hack and a hard place... I mean, Hack and a Fist of GOD. I had ended up culling the soul of one of the Sisters, as she was down to one Health and the Anti-Pope needed to protect himself from the assault. In was alright in the end, as she rose again as a Torn, and did some damage to Hack. The best moment in the game for me came when a Thug foolishly stopped on top of a Torn corpse. Being of no use for the feared Curse of Undeath, it was time to blow something up! The Anti-Pope's Exploding Dead Guy of Doom was also close enough to damage Hack... For pathetic 3 damage.
Eventually, the Anti-Pope couldn't keep dodging and ended up torn apart by Hack's chainsaw. Now, I got to sit back and watch the former allies turn on one another, while my few surviving Torn and lone Molotov Thug made their way through the long, lonely corridor. Shortly after they arrived on the scene, they were cut down, too. Soon, the forces of GOD were firing at anyone they could see, and the Fist who had worked with Hack to beat the Anti-Pope now changed the maniac and punched his mask off. Soon, it was just little Billy Burns and all of the GOD men left. After a swift battle, during which Aniel's men finally took the first and only loss of the game to Billy's Inferno Tantrum, the
Victory: Men of GOD!
Lessons learned -
1. Never let the Anti-Pope get separated from the rest of the force, even if that means falling back
2. Don't split your forces
3. Never underestimate a little kid with the power to set you on fire with his mind
I had a lot of fun playing the game, even if I lost. In fact, I had more fun playing this game than I ever did playing 40k.
If things go right, I'll be getting in another game next weekend. Hopefully, with a few changes in the list and maybe even with another player for a 4-way clusterfuck!
Saturday, May 11, 2013
SpineSpur: Painted minis
Because some people, who shall remain nameless, have been griping at me to finish my models, I thought I'd share what I've finished so far.
GOD:
Anti-Pope:
Flesh: As GOD (It's my general Anglo flesh recipe)
Robes: P3 Ironhull Grey > GW Ulthuan Grey > (old) Reaper Linen White with GW Seraphim Sepia wash
Robes and hat (purple): P3 Ironhull Grey > P3 Beaten Purple
Gold: P3 Brass Balls (one of my favorite color names ever)
Base: P3 Ironhull Grey > GW Ulthuan Grey with GW Seraphim Sepia and Drakenhof Nightshade washes
Base rim: GW Mephiston Red
Sisters of Obscenity:
Flesh: As above
Black: Gesso Primer
White: P3 Ironhull Grey > GW Ulthuan Grey > (old) Reaper Linen White
Eyeholes: GW Mephiston Red
Base and Base rim: As above
Torn:
Flesh: (old) Reaper Oiled Leather > (old) Reaper Ruddy Flesh with GW Agrax Earthshade wash
Blood: (old) Reaper Blood Red
Bones and Teeth: GW Ushabi Bone and (old) Reaper Linen White
Bases and Base Rims: As above
Other Guys:
Dante Hayte:
Uniform: GW Mephiston Red and (old) Reaper Linen White with Agrax Earthshade wash
Flesh: GW Mournfang Brown with Agrax Earthshade wash
Boots: Gesso
Chain: GW Leadbelcher with Badab Black wash
Base: P3 Ironhull Grey > (old) Reaper Linen White with GW Badab Black wash
Base Rim: GW Jokaero Orange
Hack:
Flesh: "The Usual"
Jacket: GW Ushabi Bone with Arax Earthshade wash
Pants: P3 Meredius Blue with GW Drakenhof Nightshade wash
Chainsaw: GW Jokearo Orange, GW Leadbelcher, (old) Reaper Blood Red with GW Agrax Earthshade wash
Base: P3 Ironhull grey > GW Ulthuan Grey (tile), GW Mournfang Brown > Ushabi Bone (sand) with Agrax Earthshade wash
Base Rim: Jokearo Orange
Booth (counts as):
Flesh: "The usual"
Pants: P3 Meredius Blue with Drakenhof Nightshade wash
Shirt: GW Mephiston Red
Gun: GW Leadbelcher with Badab Black wash (barrel), (old) Reaper Oiled Leather > P3 Rucksack Tan with GW Agrax Earthshade wash
Base Rim: GW Jokearo Orange
Thugs:
Gasmask:
Shirt: GW Zandri Dust
Jacket and gasmask lenses: (old) Reaper Kilt Green
Pants: GW Caliban Green
Bat: (old) Reaper Oiled Leather > P3 Rucksack Tan
Hair: GW Mournfang Brown > GW Ushabi Bone
Base Rim: P3 Sulfuric Yellow
Mask:
Pants: GW Caledor Sky
Bat: (old) Reaper Oiled Leather
Mask: P3 Ironhull Grey > (old) Reaper Linen White with Badab Black wash
Hair: GW Jokearo Orange > GW Mephiston Red
Kneepads: GW Leadbelcher
Base Rim: P3 Sulfuric Yellow
Well, there you have it. I'm slowly getting through my SpineSpur guys, one day at a time. By the end of the month, I should have all of them done, and I should have my first SpineSpur battle report up by next Sunday.
See you then!
GOD:
Since everyone will ask, here's the break down of paints and washes:
Suits and Ties: Black Gesso
Weapons: GW Leadbelcher and P3 Meredius Blue
Shirts: P3 Ironhull Grey > GW Ulthuan Grey
Flesh: (Old) Reaper Pro Oiled Leather > (old) Reaper Pro Ruddy Flesh with GW Seraphim Sepia wash
Base Rims: GW Caledor Sky
Bases: GW Leadbelcher with Badab Black wash (metal grates), Mephston Red with Drakenhof Nightshade (bricks)
Dark Faith:
Flesh: As GOD (It's my general Anglo flesh recipe)
Robes: P3 Ironhull Grey > GW Ulthuan Grey > (old) Reaper Linen White with GW Seraphim Sepia wash
Robes and hat (purple): P3 Ironhull Grey > P3 Beaten Purple
Gold: P3 Brass Balls (one of my favorite color names ever)
Base: P3 Ironhull Grey > GW Ulthuan Grey with GW Seraphim Sepia and Drakenhof Nightshade washes
Base rim: GW Mephiston Red
Sisters of Obscenity:
Flesh: As above
Black: Gesso Primer
White: P3 Ironhull Grey > GW Ulthuan Grey > (old) Reaper Linen White
Eyeholes: GW Mephiston Red
Base and Base rim: As above
Torn:
Flesh: (old) Reaper Oiled Leather > (old) Reaper Ruddy Flesh with GW Agrax Earthshade wash
Blood: (old) Reaper Blood Red
Bones and Teeth: GW Ushabi Bone and (old) Reaper Linen White
Bases and Base Rims: As above
Other Guys:
Uniform: GW Mephiston Red and (old) Reaper Linen White with Agrax Earthshade wash
Flesh: GW Mournfang Brown with Agrax Earthshade wash
Boots: Gesso
Chain: GW Leadbelcher with Badab Black wash
Base: P3 Ironhull Grey > (old) Reaper Linen White with GW Badab Black wash
Base Rim: GW Jokaero Orange
Hack:
Flesh: "The Usual"
Jacket: GW Ushabi Bone with Arax Earthshade wash
Pants: P3 Meredius Blue with GW Drakenhof Nightshade wash
Chainsaw: GW Jokearo Orange, GW Leadbelcher, (old) Reaper Blood Red with GW Agrax Earthshade wash
Base: P3 Ironhull grey > GW Ulthuan Grey (tile), GW Mournfang Brown > Ushabi Bone (sand) with Agrax Earthshade wash
Base Rim: Jokearo Orange
Booth (counts as):
Flesh: "The usual"
Pants: P3 Meredius Blue with Drakenhof Nightshade wash
Shirt: GW Mephiston Red
Gun: GW Leadbelcher with Badab Black wash (barrel), (old) Reaper Oiled Leather > P3 Rucksack Tan with GW Agrax Earthshade wash
Base Rim: GW Jokearo Orange
Thugs:
Gasmask:
Shirt: GW Zandri Dust
Jacket and gasmask lenses: (old) Reaper Kilt Green
Pants: GW Caliban Green
Bat: (old) Reaper Oiled Leather > P3 Rucksack Tan
Hair: GW Mournfang Brown > GW Ushabi Bone
Base Rim: P3 Sulfuric Yellow
Mask:
Pants: GW Caledor Sky
Bat: (old) Reaper Oiled Leather
Mask: P3 Ironhull Grey > (old) Reaper Linen White with Badab Black wash
Hair: GW Jokearo Orange > GW Mephiston Red
Kneepads: GW Leadbelcher
Base Rim: P3 Sulfuric Yellow
Well, there you have it. I'm slowly getting through my SpineSpur guys, one day at a time. By the end of the month, I should have all of them done, and I should have my first SpineSpur battle report up by next Sunday.
See you then!
Saturday, April 20, 2013
Dem Bones: The arrival
So, my Reaper Bones showed up this week. Oh, the excitement... Until I really looked at what I got. It took me an hour to unpackage my haul. What does it look like?
That's a crap-ton of little plastic dudes. I'll never want for character minis ever again.
But, then there were... Problems..
As you can see, one bag came empty. It was the female NOVA Corp mini from one of the two extra sets I ordered. I've started calling her Agent 99.
And, you can see my Ape-X has some missing bits of his cables. I'm going to email Reaper today and see what they can do for me. I'm not angry or upset, I was told to expect errors. Thankfully, all the models I really wanted came in. Now, I just have to bend them back into place...
And paint them...
And figure out where I'm going to put them...
That's a crap-ton of little plastic dudes. I'll never want for character minis ever again.
But, then there were... Problems..
As you can see, one bag came empty. It was the female NOVA Corp mini from one of the two extra sets I ordered. I've started calling her Agent 99.
And, you can see my Ape-X has some missing bits of his cables. I'm going to email Reaper today and see what they can do for me. I'm not angry or upset, I was told to expect errors. Thankfully, all the models I really wanted came in. Now, I just have to bend them back into place...
And paint them...
And figure out where I'm going to put them...
Thursday, April 11, 2013
Dem Bones
So, along with almost 18,000 other people, I got in on the
Reaper Bones Kickstarter last year. Well, it looks like we’re going to start
getting our plastic crack in the next month. What did we get? Well, this
picture should help you:
Holy Plastic Men, Batman! |
That’s a lot of stuff. Its 240 minis, not including the
metal Sophie model. Towards the end of the Kickstarter, Reaper said you could
trade in Sophie for an extra $25. I didn’t, but I was too busy writing my
grandfather’s obituary (thanks for that one, dad) to care. What did I get?
Well, I ordered the Vampire package pictured above, as well as an additional
Undead Horde, one extra IMEF set and two extra NOVA sets. I play a lot of
sci-fi games, so that made sense.
“What are ‘Bones’?” I hear you asking. Bones are cheap
plastic minis, ready to paint right out of the package. They’re perfect for
people getting started in the hobby or for people who need cheap minis for
their D&D games. While I haven’t played honest-to-god D&D in years, I
still have my books for it and wouldn’t be opposed to playing again in the
future. I picked it up for a few reasons, mostly how good a deal it was, and I
pledged early. How early? Well, if you check the map below, I pledged while Mr.
Bones was still digging up the graves…
"Keep digging, Watson." |
“But, what the hell are we going to do with all these
extras?” I hear you wail. First off, I’m making offers for any of the
ChronoScope models (including the stuff under the header of the same name,
Zombie Hunters, NOVA and IMEF) for the crazy people who don’t want them. I’m also
working on a board game, which will be posted here.
Oh hey. Guess what I just got? That’s right, my email
telling me my Bones are on the way. That made my day. When it comes in, I’ll
try to take some pictures and put them up here. I’ll also put up a review of
them, too.
Friday, April 5, 2013
SpineSpur: Project list
A while back, I posted a list of things I need to do for my 40k stuff. Since I'm on a SpineSpur kick, I may as well put up a list of what I'm working on:
As of04/05/13 05/10/13
Hack
Dante Hayte
Booth (counts as)
Aniel
Fists of GOD (x2)
Warriors of GOD (x2)
Torn (x6)
Sisters of Obscenity (x2)
Anti-Pope
Thugs: Bludgeoning (x2)
Thugs: Blade (x2) - Unassembled
Thugs: Molotov (x4) - 2 Primed
Thugs: Chainsaw (x2) Unassembled
Sex Star Six - Primed
Billy Burns - Ready to prime
Amy Brighteyes - Ready to prime
Cardinal Anhelitus - Ready to prime
Cardinal Inferni - Ready to prime
Cardinal Falcifer - Unbased
The models in italics are the ones I'm currently working on.
By "Unbased" that means I have to put them on a resin base. Which requires pinning them, which is a bit of a process.
As of
Thugs: Blade (x2) - Unassembled
Thugs: Molotov (x4) - 2 Primed
Thugs: Chainsaw (x2) Unassembled
Sex Star Six - Primed
Billy Burns - Ready to prime
Amy Brighteyes - Ready to prime
Cardinal Anhelitus - Ready to prime
Cardinal Inferni - Ready to prime
Cardinal Falcifer - Unbased
The models in italics are the ones I'm currently working on.
By "Unbased" that means I have to put them on a resin base. Which requires pinning them, which is a bit of a process.
Wednesday, April 3, 2013
SpineSpur: Building Forces and Etc.
For the forth part in my SpineSpur series, I’m going to talk
about how you build forces for the game.
EDIT: Here's an article that will help you understand how the game works. Read it.
EDIT: Here's an article that will help you understand how the game works. Read it.
But, before we get to that, I want to take a minute to talk
about Thugs and other ‘Indifferent’ models. I forgot to do so when I was
discussing the minor Agendas, so I’ll do so now.
Thugs –
Thugs are the lowest of the low in SpineSpur, willing to
work for anyone with the promise of food or better weapons. They can carry four
different weapons: short blades, bludgeoning weapons, Molotovs (and short blades)
and chainsaws. Thugs can be used in Open and Agenda builds, to provide your
forces with meat shields and warm bodies. They don’t have much health so
they’ll drop quickly compared to just about any other model in the game.
Doppelgangers –
These little buggers can cause headaches to your enemies.
You see, they can mimic any model in the game (which would require you to buy
more copies of that one model, by the way), until the model does something that
only that model can do, it attacks or takes damage. For example, if you have
three copies of Cardinal Inferi, they would have to move in Walk mode because
Drifting Movement is something only the Cardinal can do. This is really great
for a game of Kill The Head, because you pick which model is the real one if it
takes damage, increasing the chances of your Central Character surviving.
The Shattered –
These poor souls get forced into combat by the really bad
people of SpineSpur. Well, I would hope only the bad guys use them. Then again,
SpineSpur is full of bad guys… Anyway, The Shattered don’t have a whole lot
going for them except that they can do some serious damage until they get
damaged. If you’re wanting to protect some weak hitters, putting a few bases of
these guys in front of them should work for you, but you’ll need to keep
someone in base contact to herd them along.
Building your forces, the basics –
So, you’re going to get some models and you’re wondering
just how you’re going to use them, right? I’ll see what I can do about
educating you. Let’s roll!
Build Types:
In SpineSpur, there are three ways to build your forces:
Open, Philosophy and Agenda. I mentioned these before, but I’m going talk a bit
more about them.
In Open Build, you can pick models from two different,
unopposed philosophies (plus Indifferent models). There are no bonuses for
this, unlike the other two builds, but you do get more variety in your lists.
In this build, you can have Dante Hayte and Booth working together, or Booth
and Sex Star Six. This is the best way to build if you just want to grab some
cool looking models but don’t want to get too involved in just one Agenda.
Opposing Philosophies:
Malevolent opposes Uncorrupted
Calculating opposes Psychotic
In Philosophy build, all the models must be of the same
Philosophy (thus the name). This type of build is going to have fewer models,
also allows you to buy just models you like, and you get 20% more points to
play with. Here are the different models and the Philosophies they follow:
Indifferent:
Caretaker/Grave Golem (note: this the only way you’re going
to get an Indifferent Philosophy force)
Thugs
Wild Dogs
Doppelgangers
Squealers
Pig Whispers
The Shattered
Uncorrupted:
Michael
Greygun
Radiants
Dante Hayte
Warriors of GOD
Fists of GOD
Composites
Nightingales
Calculating:
Anti-Pope
Aniel
Hidell
Cardinal Falcifer
Booth
Cardinal Anhelitus
Cardinal Inferi
Sisters of Obscenity
Psychotic:
Hack
Doc Akron
Billy Burns
Primes
Amy Brighteyes
Handyman
Granny’s Helpers
Trauma Hounds
Little Ones
Malevolent:
Cerebeast
Pigskin
Sex Star Six
Mr. Jingles
Snuffman
Gormandizer
Pigstickers
Shacklers
Torn
For those you getting stuff from the Kickstarter, you may
want to order some models that are compatible with your Agenda but aren’t part
of it. If you’re getting GOD, maybe get Booth or Greygun and Dante Hayte. It’ll
give you some variety.
Agenda build:
Now, this is for people who like having a story behind your
games. Thankfully, I don’t have to list a bunch of models because I’ve already
done it. Twice. Okay, now it’s three times. The work I do for you people…
All kidding aside, this build is pretty cool, because each
Agenda gets several sweet bonuses when you build your list around them. The
bonuses compliment the Agenda by boosting the Grunts of the Agenda or allowing
you to take more of them. You also get a once-per-game bonus to boot. For the
smaller Agendas, there’s a Generic Agenda Bonus. You can even use this bonus
instead of your normal one if you have a force of the Big Four.
When building a force this way, you can only take models of the same Agenda or models that can be taken by 'Any' Agenda. The philosophies don't matter, only what Agenda they belong to.
When building a force this way, you can only take models of the same Agenda or models that can be taken by 'Any' Agenda. The philosophies don't matter, only what Agenda they belong to.
Building forces: Grunts and Individuals
Moving on to some more details about how you put together
forces, we’re going to talk about the two major types of models.
Individuals –
These are the ‘named characters’ of the game, like Hack, Doc
Akron and etc. You can only have one of these guys in a force and you should
use them for your Central Character. The Central Character for your force is
going to affect what Agenda and Philosophy your lists are based around, so
choose wisely. They will also affect things like Favored (see below)
Grunts –
Models that aren’t Individuals are Grunts. Grunts are the
backbone of every list. You can also take several Grunts in your list,
depending on how many points your list is. For example, Thugs have a ‘3 per 50’
force limit, meaning you can take up to three Thugs per each full fifty points.
Some Grunts are going to have a force limit of 1, but will also have Favored. Another
example, Warriors of GOD have a force limit of 1, but have Favored (GOD) – 2.
That means you can only have one Warrior unless your Central Character is a member
of the GOD Agenda, then you get 2 per 50 points. Another example is Sisters of
Obscenity, which have force limit 0, but Favored (Dark Faith) -1 and Favored
(Anti-Pope) – 2. This means you can’t use Sisters unless your Central Character
is a member of the Dark Faith Agenda and you get 1 per 50. If the Anti-Pope is
your Central Character, you get 2 Sisters per 50 points.
Well, I hope this helps you guys. If you have more requests
for information, don’t hesitate to leave a comment.
Saturday, March 30, 2013
SpineSpur: The Little Guys
Last time, we covered the big four Agendas. This time
around, I think we should talk about the minor Agendas in the game. Reportedly,
these Agendas will be fully fleshed out in the next SpineSpur book: Covenant. I
can’t wait. Until that book is released, we have to settle for the Generic
Agenda Bonus and fleshing them out with Thugs.
The Wilds: Monsters- human, animal and things in between
This Agenda is lucky that it has as many models as it does,
because those models have some serious character. Thankfully, the Agenda is
good enough that it doesn’t need too many Thugs.
Cerebeast –
The Cerebeast is a beautiful model, one of the few I like
but don’t own. I will pick him up, but only after my queue is empty. The
Cerebeast is a good Central Character for a force, because he’s great in melee,
can spray models with liquid flame, regenerates lost health during the end
phase and can produce Fear Tokens pretty easily. He can also boost Wild Dogs
and other beasts. I think he makes for a strong model to take even if he isn't your Central Character, able to take
out and dish out some serious damage. With the Spray attack, he isn’t
completely reliant on melee to be effective, unlike some models (Hack, I’m
looking at you). Even if you’re not going to make a Wilds Agenda force, the
Cerebeast is good model for painting and Open construction lists.
Handyman –
I’m not going to lie; I don’t like this model. Not because
of his rules, but because I don’t want to paint up a bunch of severed hands.
Yes, that’s how he got his name. Handyman is another one of those models where
he can be amazing in some situations, and lackluster in others. He’s very much
a model that requires a large force to distract the enemy while he gets into
position. If there’s plenty of hindering terrain, he can lay traps. If he can
catch a model Unaware, he can cripple them. He can make Fear Tokens by killing
people, and he needs those tokens. He can really mess with people using the
‘Playing Possum’ Fear Ability. If you’re going to take him, keep Handyman away
from combat the first few turns. Lay some Traps, sneak around the rear of the
enemy, then go to town. If you’re in the Shitlands or HellHeart, he’s not going
to be as effective as he would anywhere else. You’ve been warned.
Wild Dogs –
The poor dogs of SpineSpur have become totally feral. Unlike
the poor folks they prey on, they use numbers and speed to get what they need
(namely fresh meat). Dogs are great for bulking out a Wilds force, because
they’re cheap and you can put a ton of them out in a game. If you’re going to
use them, use them wisely. They need to be up front so they can focus on the
enemy, but there’s no model or Agenda Bonus to keep them from wandering around.
The Orphanage: Think of the children!
If you didn’t shudder a bit when you read Amy Brighteyes’
back story, you’re made of sterner stuff than me. The whole idea of kids living
in SpineSpur gives me some major willies. Not because I think that the kids are
innocent, but because of just how vicious they’d have to be to end up there in
the first place. To give yourself another thought that brain bleach (also known
as hard liquor) can’t get rid of, not only do some kids survive – no, think
about the ones that thrive in SpineSpur.
If you’re going to run an Orphanage Agenda force, get a good
number of Thugs. You’ll need them.
Amy Brighteyes –
Speaking of kids that thrive in SpineSpur, Amy’s got to be
at the top of the list. She’s an unholy terror of a model. She’s cheap, she
can’t be targeted easily, and the magic she uses can make Hack cry ‘Uncle!’.
The only good thing is that she only takes three hits (note, that’s ‘hits’ not
‘damage’) before dropping. Her magic is the worst kind of manipulation. Unlike
the Dark Faith, which requires things like killing friendly models or Corpse
Markers, Amy just needs to be in range. She can drop a Thug with a successful
roll, make Hack turn his chainsaw on himself and can hit a group with a bunch
of Bleed Tokens. If you’re going to use Amy, make sure to keep him in the
middle of some disposable models because once she uses a spell, everyone is
going to start gunning for her, and she can’t heal. Period.
Billy Burns –
If you haven’t already, wander over to the Comfy Chair Games
forums and get your copy of Billy’s card. I’ll wait.
Done? Okay, let’s get rolling. As you can see, Billy isn’t
much for melee. It’s a shame his enemies won’t get anywhere near him. If you’re
going to use the young Mr. Burns, start dropping his special Molotovs as soon
as you can; they’ll soften up the enemy as easy as you please. If you’re up
against some ranged combat specialists, like the forces of GOD, throw up that
Searing Shield until you can get away from them. If you’re really up that creek
without a paddle, let little Billy throw a tantrum and clear the area. All in
all, Billy is a solid, balanced model. The best part? You get him with Amy, a match made in hell.
Granny’s Helpers –
I have no idea what these little shits help Granny do, but
that’s not your problem. Your problem is going to be using them in combat. They
aren’t good for melee, which is the failing of this Agenda. The good news is that
they can get around quickly and can let loose with a ton of slingshots. If you
have to, use them to protect Amy from melee and give Billy ranged back up.
Blackbones Crew: Hired guns
So, before I get started, I just want to say one thing. If
I’m reading the background right, the Blackbones crew can be hired by anyone to
take out targets. If that’s the case, then why can’t these guys have a rule
allowing them to be included in any Agenda or other force build? Just wondering,
you know?
Anyway, let’s talk about two of SpineSpurs deadliest
assassins. These two bring some serious firepower to any party. Throw some
Thugs out to screen them and you can take on just about any major Agenda in the
book.
Booth –
How can you not love a guy that dual-wields a sawed-off
shotgun and a pistol? He’s a great mid-range hitter, able to plug models from
far enough away that they won’t be able to get in melee range before his next
turn. And, if no one can see him, he can turn Ghostly, allowing him to move
through terrain and catch enemies from behind. He can also lay some Traps down while he's getting into position. If you’re going to use him, be
crafty. Booth isn’t great in a stand-up fight, so don’t fight fair. Backstab
like a bastard and he’ll make back his points (and then some) every game.
Hidell –
Oh, boy. This is one big BAMF (Bad-Ass Mother-Fucker). Hidell is
the only model with a sniper rifle. If you can get him in a high spot with
clear lanes of fire, he’s going to dominate the board. Thankfully, the rules
don’t allow you to put models in high places when the game starts, or no one
would ever play a game without him. Now, because he needs to get in place, your
enemy is going to throw everything he can at him to stop him. The tactics for
Hidell are as follows: Find good spot, every turn do the following: Lock On,
Distance Attack, Reload. Rinse and repeat until there are no more models left alive.
Redemptionists: Paying for past sins
The two models in this Agenda are at two different ends of
the spectrum in terms of play style. Dante Hayte is close combat focused, while
Greygun puts a lot of lead into the air. If you want to find ‘good guys’ in
SpineSpur, this is as close as you can get. If you want to make an Agenda force
with these guys, try to find some ‘kinder’ looking Thugs.
Dante Hayte –
Dante is an interesting model. His pose is very passive and
static, while his abilities are very active. Dante is also a badass, with his
Rockhard ability, he can survive a fight with stronger foes. He can also use
his Strangler ability to take out Unaware Thugs and other Grunts. If you’re
going to use him, put him in the middle of group of Thugs; he’ll strengthen the
line and use his chain to knock down and/or drag elusive models closer to his
buddies. As a brief aside, you might want to grab him and Hack so you can use
the 'Hunting Hayte' scenario in the SpineSpur book. It’s a great way to introduce
your friends to the game.
Greygun –
The master of the double pistols, Greygun is a whirlwind of
bullets and pain for his enemies. He gets bonuses when a friendly model bites
the dust and can move and shoot like no one else in the game. When you’re using
Greygun, keep him moving and make sure he doesn’t get too far away from the
other members of your force. Another nice thing about this model is that just
before he goes down for the count, he can make one last strike against the
model killing him.
Carnalval: Lord of the streets
My mother always said that honesty is the best policy, so
I’ll be honest about Mr. Jiggles: I hate him. I hate the model, I hate his back
story and wish he would die in a fire (which is a doubly bad way to go in
SpineSpur). But, I’ll do my best to write up a fair review of him and his
buddy.
Mr. Jingles –
Ugh. Do you really want to use this guy? I mean, why do you
want to use a model of a fat dude in a G-string? Did a clown touch you at night
and now you have an attraction to them that borders on the disgusting?
Whatever. Mr. Jiggles need to have lots of Thugs in his force. He’s a Coward,
can have a selected Thug take hits for him and gets a bonus to attacks and
damage when he’s fighting a model being attacked by additional models. He can
move around quickly, divine secret weaknesses of enemies and is an all around
Sneaky Bastard. He also earns a Fear Token during the End Phase each turn. This
makes him a great model in larger battles, right in the middle of the action
(and some disposable allies).
Snuffman –
Man, what is it with these twisted creeps? Oh, wait, I’m
talking about SpineSpur. Anyway. Snuffman is another model that is pretty
nasty. He gets a bonus when fighting female models, is an expert scavenger and
produces Fear Tokens when a model dies in front of him. With his buzzsaw, he
can chop up enemies decently. If you’re using him, put him in the second row so
he can catch all the action and loot the dead.
Graveyard: Protectors of the dead
The Caretaker is a fairly good guy, but heaven help you if
you cross him or mess around on his domain. If he doesn’t take you out with his
trusty shovel, the Grave Golem will end you. There’s not much to this Agenda
right now, but based on the stories in the Threshold book, we’ll see Ghouls
soon. For right now, add some Thugs to the Caretaker and Grave Golem then sit
back and enjoy the show.
Caretaker and Grave Golem –
For the sake of simplicity, I’m going to write about both of
these models at once. You see, you can’t take just one or the other, you have
to take both. Not that you would want to have just one of them; they’re like a
Reese’s peanut butter cup – the chocolate is nasty without the PB and the PB
isn’t that good without the chocolate. And, without the Caretaker, the Grave
Golem wouldn’t be as powerful. The Caretaker can command the Grave Golem to
move a little faster, boost the Golem’s stats by absorbing Corpse Markers, and
highlighting targets for Distance Attacks. The Grave Golem also takes out
Undead like machine, boosting his stats while he does. Please note that while
the Caretaker and Grave Golem are Indifferent, they won’t work with models from
the Dark Faith Agenda. Also, there’s a scenario that pits the Dark Faith
against the Caretaker and his buddy, so you might want to shell out for these
two if you’re getting a Dark Faith Agenda Starter.
Church
of Metal: Highway to hell
The Church
of Metal has just one
guy, but more have been mentioned for the upcoming book. Oddly enough, this
Agenda isn’t too hard to make a 100 point list for using Thugs and Shattered.
If I get the chance, I may make some custom Shattered (“Groupies”) and Thugs
(“Bodyguards” and “Back-Up Singers”), but that is a project for the future.
Sex Star Six –
Okay, not a very kid friendly name, but what in this game
is? Sex Star Six is a good model, and not just in looks. This Gene Simmons
wanna be is a good support model, capable of boosting friendly models (but
boosts models of his own Agenda better), detracting from enemy models and able
to sling some minor damaging distance spells. He also carries a flamethrower
and long blade, making him a model that can fill any roll in a force. Need fire
support? Lightning Riff! Swarm of dudes heading towards you? Flamethrower!
Engaged in melee combat? Metal Scream followed by an ax to the face! Just admit
you’re going to guy already and save yourself the hassle.
There you are, folks. Next time, I’ll go through building
forces and all that good stuff.
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