Saturday, 6 April 2013

Watch This Space II

A horrible long while since the original one of these but it's not as if I haven't had anything else to go on about :)

Some may have noticed that I revamped the blog a while ago and I'm in the process of steadily adding further quality items to the blog roll.

Today I'm going to highlight two commission painters blogs both a little different to each other.

Den of Imagination is run by Brovatar who seems particularly for readers to "feed your imagination". He certainly inspires you to do so with a monstrous turnover of projects both commissioned and for E-Bay.

Plenty of 40K mini armies make their way across has paint station, often featuring recent releases, often with a strong theme and a matching display base.

Recent personal favourites were the snowy Night Lords and the rusty Necrons with plenty of source lighting effects. Something I'm suddenly quite keen on trying out myself :)

There's some nice tutorials to look through including basing with coconut shell no less. Lots of visual content with chatter being particularly business like I enjoy seeing his projects and commissions work through some very nice ideas.
Viking Pirate Painting feels a touch more relaxed and personal as you get a lot more general chat with longer more descriptive tutorials and advice, colour wheels / saturation. Stuff I was aware of but now have a better appreciation of. Nice to see some personal projects too.

Forgeworld kits seems to be a bit of a speciality with two Warhounds recently completed and a really good tutorial giving advice on how to fix and correct a lot of their kits.

Latest project is some REALLY nice Emperors Children armour.

At the end of the day both blogs are designed to attract customers and sales. Nothing wrong with that, some years ago I used to do quite a bit of low end commission painting to help pay the bills and know just how much WORK is involved. Not a service that everyone can afford but when you think about material costs and then a decent hourly rate for a highly skilled profession then you get where you get to.

Anyway plenty of eye candy and inspiration all for free :)

Wednesday, 3 April 2013

Pushing Card

In last nights thrilling episode at Enfield Gamers myself and Shaun had a first run out with a copy of Frontiers that Shaun picked up for a snap on E-Bay.

We've both been tempted by Heroes of Normandie by Devil Pig on Kickstarter (it's becoming a mild addiction) and its the pre-cursor game. Liking the look from the start the recent Cthulu stretch goal has turned interest into temptation.

Bit of a slow game given that we were learning as we went but very much as to be expected. Simple mechanics with all the relevant stats neatly printed on the high quality troop tokens. Initially felt a bit Mech Warrior / Klix but the real detail lies with activation.

In short there's a resource management element within the Orders Phase as you have a limited number of order tokens generated by your command elements. Numbered 1 2 3 etc they're placed hidden and also determine activation order. Revealed in order each units Speed rating determines who DECLARES (important word) their action first lower rating going first. Once declarations are made its movement, highest speed first, followed by shooting, lowest speed first.
Armoured infantry advance on the right......
......but are quickly engaged!
Took a little bit to wrap my head around it at first but it means that a faster scout unit can potentially decide to move away from the battle tank or heavy weapon crew rather than get shot at and potentially burn that order for them.

It means that infantry slog but fire nimbly whilst scout vehicles are the other end of the spectrum with armour in the middle. Once understood and appreciated it provides a real tactical depth to a simple set of mechanics which is always a bonus as well as avoiding IGO-UGO :)
Consolidation on the left.....
....while the aliens envelope!
Most units have a couple of special rules, none of them difficult to deal with and all make practical sense to the units that they flavour.  There's also a hand of four event cards for each player and often a smattering of kit crates around the battlefield to be grabbed. The Action Phase is nice and straight foward.

You do get a couple of decoy order markers to create a potentials of of war but they pretty much passed us by first time out. Infantry can take one order vehicles more but they're definitely a precious commodity. A final Reserve Phase sees non activating units getting a single move action to keep the game dynamic.
The PBI slog up the field.....
.....to take position amongst any cover they can find!
The battlefield itself has easily comprehended hills, woods, bunkers and buildings providing movement penalties and cover modifiers as you would expect. We had a couple of woods and a ruined bunker, prescribe versions can be demolished I'm very sure.

Taking an LT and what I considered a weapons supported platoon of grunts along with an IFV and scout  quad my battleplan involved and armoured drive up the relatively open middle with the grunts slogging up the left into cover. Early doors this didn't go so well as we worked through the whole speed / activation thing. Several times I experienced the ability to get shot up just before you get to activate. Shaun using a couple of bonus cards to enhance his shooting soon saw my quad junked and the IFV weaponless.

Retreating bravely across to my left I had slowly slogged into cover on the right with my grunts and finally started giving some back with a bit of enhanced shooting of my own. Consolidating my, rather tenuous, position I popped smoke grenades and dropped an orbital strike and redirected Shaun's missile back onto him. All of a sudden things weren't as bad though I was definitely going nowhere fast. I even popped one of Shaun's commanders which immediatley lost him an Order Token which seemed a big bonus.
The Infantry take a licking....
.....while the Fleet deliver a kicking!
Finally getting to grips with the Orders Phase it was gratifying to see PBI in cover being difficult to shoot up, just as you'd hope.

As time got the better of us we didn't manage to try an assault but I'm sure it wouldn't have been difficult to sort out. Overall we had a decent first run out and only felt slightly wary of the clunky feeling Orders Phase and activation generally. However with hindsight I've already grown to appreciate it, just tapping this post has got me more enthusiastic about it.

Got the rules to have a read through and watched the KS video which is very well and entertainingly done but doesn't tell me anything different not that its a problem. Keen to play another game or two and still 24 days to pledge. We'll see :)

Monday, 1 April 2013

I'm not a Nerd......

.........i'm a Level 30 Warlord!

So five days off work and as always I've not quite achieved my painting targets. I have been sinking a LOT of time into Skyrim recently, and yes have recently achieved level 30 but this weekend I was fairly restrained and was actually out and about a fair bit....honest :)






















Rob's Arbite is all done in a fairly classic Judge Dredd style of black, blue and yellow. Nice solid figure, nice solid paint job. Another clear base, really coming round to these and easy to use after some intial scepticism.




















Gabe meanwhile finds himself into New London WAR-SPs colours. Nice figure and gives me a third Gaurd, despite the caster on his right wrist, or fifth Jack for the next time the boys make it onto a pitch. Possibly at the upcoming Mantic Day.

 




















Charlie's Tech-Priest also gets some brush-love. This is the Forge World variant and the extra £3 its an absolute no-brainer against the GW versions. Really enjoyed painting him up though after a lot of debate the cast on base stayed rather than a clear. Didn't want to risk damage whilst cutting him free of it. Maybe another time.
Finally, the Veermyn have been worked through basecoat, detail and a first wash. Going for a pea-dot green camo against touches of bronze and a nice neutral grey for straps and cloth. Just fancied the camo as something different and want to keep that the focus.

Also managed some better photos this time. Still a bit yellow, need to invest in daylight bulbs really. Re-shot a few previous figs to replace as and when. Work and toys tomorrow...... ah well, 6 PPs to start the month and another 20 well on the way. Not so bad :)

Kicking it up a notch

Last couple of hours of the Zombicide Season II KickStarter and time to put my money where my mouth is. Not only my moola as Mr C (housemate / landlord / fellow nerd) has gone in halves. We've upgraded to Fugitive for a full copy of both Prison Outbreak and Toxic City Mall along with a set of Season 1 tiles and most of the optional survivors.

Finishing up at $285 (£190) we get the following list of swag;
- 138 zombies
- 20 zombie dogs
- 30 survivors
- 6 doggie companions
That's a feck load of painting come September!

Playing with some stats the KS, at time of typing, took $2.2M with 8800 backers. That's a rough average of $250 per backer. With most backers, 5800, also going for Fugitive that's $100 of extras, inc P+P.
No real comment on the KickStarter business model just some observations :)

Tracking a couple of Season 1 extras on E-Bay, Dave the Geek is on £40 and El Cholo on £50 with six days still to go. That's something of a secondary market which may not be so strong this time round but who knows. We were tempted to go complete set and sell a few but that's just a bit wrong. We're just geeks at the end of the day.

£95 each feels like a lot to throw at a board-game but we can get lots of cross-over use for roleplay any urban gaming of a slightly bloody nature etc etc. Mr C made a very good point that it's a fraction of the price of a 40K or Fantasy army, probably the same for PP, and that's an army not the whole package!

Anyway, between Dreadball and Zombicide I'm likely done for the year.......dependant on SALUTE :)

Thursday, 28 March 2013

Confessions of a Dreadball Coach II

Otherwise known as a night of Grab and Smash last night was Round 2 of the new Enfield Gamers Dreadball league. Somehow I've become league commissioner which is fine by me, I'm very corruptable :)

Two more games for the Tohn-Ghaa Titans, both at home, against Rich's Veermyn and then Charlie's Forge Fathers. Discussion was that Home advantage is a big thing for Orx and the Fathers as neither excel at chasing the game should they slip behind.

A couple of weeks ago myself and Chris had "forgotten" that Jacks can only move one square before Slamming, Stealing, Throwing or Striking so I had a bit more learning to do :) Trying to remember my previous games against Veermyn I started boldy with a 3 point strike on my first rush which just missed, immediately regretting not throwing in my one coaching dice.
Initial set-up. Can you spot the error?
I also tried to make sure that any Slam was supported by a friendly threat hex, as such. Along with buying a card and saving actions to move the ball this generally meant one per rush. As Rich kept his Gaurds back I went after any Strikers in my half. Despite inflicting casualties there were always more about. Going ahead Rich locked down the 3/4 point zone. Chasing the game I had to for either multiple 2 pointers or bust through. Going for the later I didn't quite pull it off for a final score of 3-0.

Several times I found myself with the ball but unable to move it for a strike at which point I wasn't able to defend the steal even when bunching up. Big learning point was how badly I needed to pick up a bonus action when picking up the ball. Combining with cards this makes all the difference. Two  gobbos with skill 3+ helps but isn't as good as four dice!

Trying to defend the steal.....unsuccessfully!
Mauling for the steal
Play opens up
















Shutting up shop. An emerging tactic at tourneys.
After investing in a couple more coach dice Charlie and his Fathers gave me a good lesson in the Slam game. Not played against the stunties much but soon realised to target that one Slam a turn against his Strikers.Putting them off the pitch definitely hurt him and significantly reduced his Strike count though his Slams were quickly racking up.

Picking up an early 2 pointer forced Charlie to chase as and when he could and I kept up the disruption. My casualty box saw a fairly constant throughput with only several exploding dodge rolls limiting the damage though one Goblin met a fatally sticky end. Weathering the beating I managed a further 3 pointer late on to seal the game 5-0 whilst Charlie continued to lay a concerted beat-down.
Dance Gobbo, Dance!!
Poor dice early doors saw several missed strikes but at least I was getting into position to make them. I still instinctively resist using up my coaching dice too quickly but also that it's easier to defend a lead than chase one.

So, learning points;
1. Pick your slams. I've yet to see Slams alone win a game.
2. Bonus actions are the name of the game. Picking up the ball is where a rush starts and is criticial to where it ends especially for Jacks.
3. Use your coaching dice to get ahead, preferably when you can generate fan checks to generate some more.

Rich has also suggested to me that Gobbos need to make short passes as another way to generate bonus actions. Not tried that one so much or the more limited 2 pointer game. Something for next time!



Monday, 25 March 2013

Grinding it Out

As far as Painting Points go it most definitely wasn't the most prolific weekend but that's not to say I didn't achieve at least something........mainly on Skyrim.

With the snowy weather gifting me even more free time than I already had I realised that I didn't have a single current project figure prepped to go under the brush. As such I spent a fair bit of time tool in hand getting my Forge Father and Veermyn teams plus Gabe built and cleaned up along with Rob's Arbite and Charlie's Tech-Priest for Dark Heresy. 
Spraying everyone up, between the flakes, I tore myself away from the X-Box Saturday and Sunday evenings, Mr C was home so I was being polite :), to get brush back in hand. Fancying a few more single figures this is where I got to. Left to right, Tech-Priest semi basecoated, Gabe with his washes drying and Arbite West awaiting highlight. I did complete my Dreadball balls but I'm not going to stoop that low for a Painting Point.

Otherwise Friday night and most of Sunday was spent on the 'Rim turning oh so slightly evil whilst also engaging in a fair bit of mining, smelting, smithing and enchanting all to the point of turning myself a touch more big bad. Did go out and hit stuff too........and then bought a house, decorated it and stacked away my recent load of Dragon bone and scale.

They keep on finding me now, and generally just getting in the way. Shame I hadn't caught on to buying my own place earlier as I'd sold my previous load of bone and scales off. Oh well........only a game :)

Got five days off over the Easter weekend and, as well as actually leaving the house on occasion, have set myself the target of finishing at LEAST the Veermyn. Would like to get the Fathers done as well but still struggling for a scheme. I've done Black / Gold for Corp, Red / White for the Orx and will be going Camo Greens for the ginger Veermyn. When they arrive the Robots will be washed Metallics and the Z'Zor a bright Green / Yellow insectoid.

Blue seems the obvious choice, and seems to be the default scheme Dwarves of all ilks, but feels far to expected. The figures seem strangely under-armoured and I'll be painting an undersuit rather than skin. I don't normally do test figures might have to.

I'll let you know, otherwise suggestions on a comment would be very welcome!

Saturday, 23 March 2013

Course Plotted

Thursday night was the latest instalment of Dark Heresy and we all managed to play nicely this time, well.....mostly though it wasn't me this time......not just me...........well, I didn't start it :)

Jynx suitably re-adjusted we actually got on with the adventure asking questions, lots of questions. Who else was on the boat into the besieged city with us? How was the war going, the siege itself? Once we got to the city we started questioning everything as along with everyone. Problem was there weren't a lot of answers.

It wasn't the Mr C wouldn't give us the answers, apparently they just weren't there to be had. "It was a free adventure the came with the GM's guide"

Pushing on we found out where the most recent disappearances had taken place. So unlikely in a city under siege but there you go...... Moving around the walls to reach the crime scene we stumbled upon a five man sally into the city, during daylight, right under a guard tower......apparently.

Anyway, other than the Arbite giving the guard a shout we decided it wasn't our fight. The suicide squad decided otherwise but we kept it non-lethal. Charlie missed the session but his Tech-Priest still out two of them on the floor. At that point they saw sense and left the city.

Reaching the crime scene by a more circuitous route we then started working out what had gone on. In short something with a human sized footprint, with a dozen extra toes, and a couple of pets had dragged a couple of bodies into the city. Tracking the trail into the warehouse district we established that some three shady cloaked types had been buying up the dead, acquiring a few of their own dependant on supply, having them delivered to an abandoned windmill which they shared with a dozen pets.
Staking the place out we trailed one of their number out on a midnight hunting trip with his share of the pets. Ambushing him on the way back he pets went down easy followed by our man showing off his plethora of tentacles and proceeding to kick our arses!

As the strength of our adversary became apparent more questions got ask, such a WTF?, but once again not too many answers. That free adventure again you understand. We all played nicely you understand. It was touch and go but we finally took him down with one of us conscious. Two weeks time we might just get some answers..........might :)