Sunday, July 21, 2013

Painted minis: Round Two

 Well, if you've been paying attention to my "Project List" page, you'd have seen that I've been making a lot of progress in my painting backlog. It's taken a while, but I'm almost done with my SpineSpur backlog and I'm getting ready to start back up on my Warhammer minis again. Let's start off the list with some Bones!


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 heroes villains began their new adventure. Like all good cliches, the adventure started in a tavern. The Tavern of Many Delights (or as the locals call it 'The Tavern of Many Bar Fights), which caters to the adventures in this land was were the party was making their next plot. They were approached by a mysterious stranger (when I go play a troupe, I play it to the hilt), who offered them two thousand gold in exchange for recovering a scepter from a as of yet un-raided tomb some journey to the north. The party, with thoughts of gold glittering in their greedy little minds, agreed.

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!)