Monday, June 22, 2015

Works in Progress: Viktoria of Blood and Garden of Morr; New Trollblood List

Hello all!

I've been slowly chipping away at my paint log, although I'm still keeping in mind my mantra for 2015 and only painting what fancies me in the moment. Last week (or was it the week before?) I started painting Viktoria of Blood. I don't know what struck me, but I really wanted to paint some skin tones and do more work with Non Metallic Metal. I did, however, realize why I always put her off on the side - because I have some big plans with her model. I don't want to give it away, but it's something I've never tried before. I'm eager to take another step in my painting and modeling knowledge, and hopefully it doesn't prove too difficult or impossible to pull off. If it turns out the way I hope, then it's gonna blow minds. Or just look cool. Whatevs.

Anyway, here's my work in progress. I'll post a sort of step-by-step of how it's gotten here.


I started with my airbrush of course. After priming black (airbrush primer is one of the best things in life) I got a dark blue-grey and worked in my blocks of color for the NMM silver. I've always liked the way a blue-grey worked for metal, and when the model's fully painted you can hardly tell the blue tone is in there. It's a pretty versatile color as well. I've used it to shade white, I've used it to lighten up olive, and in this case I've used it for a blue tone of grey. It's a great way of achieving a neutral color like grey but making it visually interesting. It's one of my go-to colors, much like red or olive is now.

Once I block in the dark tones, leaving some of the darkest shades black, I lock in the highlights by airbrushing a light grey-blue mixed with the basecoat. Although airbrush can afford to paint light colors over dark and create a smooth gradient I still find it best to mix your steps together so you don't create an extreme change, although that technique also has its place. I wanted her shine to be more subtle. Once that highlight was in I added white to the mix and did a fine spray line where the light source would hit the armor directly. I took the basecoat grey-blue and lined the shading using blacklining techniques to create a deeper contrast where the overspray from the airbrush went. Then I edge highlighted with the lightest shade mix followed by pure white. You always want your edge highlight to be brighter than your highest highlight if you want to achieve a "pop" quality to your paintjob. You also want to use your mixes to create a gradual edge highlight, so the grey-blue basecoat highlights to edge the black, the midtone to edge the basecoat, etc. This helps with a realistic reflection of your light source.

I also experimented with the brown pants. In all my years of painting there are two things that always stumped me: black cloth and brown everything. I've still got to figure out black cloth. I joke with a friend that every time I've painted brown it has been a completely different recipe, and I've yet to find one I truly like. Well, this one is close!

I did a GW Doombull Brown basecoat, leaving no black. I gradually mixed in Elf Flesh and highlighted until i was at maybe 50/50. Then I did a heavy GW Devlan Mud wash. I like it alot, but I fear it will only work with heavily folded cloth, I don't know how it will look on any flat surfaces as I don't like to end with a wash too much anymore. I'm still searching for that perfect brown recipe, because I'm always running across leather on models!


At this step I've blocked in the colors for the hair and vest, and finished the skin tone. The vest is going to be a lot brighter, and I don't work with blond hair too often. The skin is my usual recipe that I have developed over the years. Over a black basecoat I use my GW Foundation Paint of Tallarn Flesh to get a good even coverage. The old Foundation Paints are some of my favorite in the range and it's a shame it's out of production. Because my skin tones are really light and I thin the paints very much I use this step to eliminate tedious layers of painting my actual tones. I usually have to do the same over a white basecoat as well, as flesh is one of those colors that goes on patchy and you can see all the overlapping layers until you've done about 3 coats.

Once that coat is on I paint about 2-3 coats of old GW Dwarf Flesh until the coverage is even. This is a kind of peachy/orange skin tone, like a sunburn or something. I then gradually mix in GW Elf Flesh to work the highlights until I get to 100% Elf Flesh. I then start adding in small amounts of white to get a good amount of highlight.

When painting skin it's important to do a very gradual succession of highlights. Skin doesn't reflect light like most surfaces do. It already has a tone itself, light just reveals it in different ways. So you cant just block in parts of the skin, which makes it look like an anime or cartoon. I see this a lot, especially around the faces or muscles, where it's essentially a blackline. Now, I still do this from time to time (see my Killjoy as an example) so I'm the first to break my rules. But I find that a subtle blend tends to be more successful than only using 2 or 3 layers.


Here I started doing the hair. I won't talk much about it, as I hate it. It looks like a porcupine. I think I'm going to paint over it. In the next step I tried fixing a spot on the bangs and got my color mix all wrong and now it haunts me. I hate painting blonde!



Here's where I'm at right now. I've painted NMM Gold on the sword and scabbard. I've painted the hilt with a purple/blue mix. I originally painted the scabbard with the same purple/blue mix, but I didn't like the way it turned out so I painted over it with my olive mix standard, which is dark olive gradually highlighted with light grey in the mix. NMM Gold is kind of like my new Brown and I haven't painted it the same once since I started it. I also painted the white cloth flowing from the hilt and on the scabbard.

I've got a few tidbits left for her, including my new technique, but I'm holding off on her right now until I get the mojo back.

Another WIP:


The Garden of Morr!

I've had this terrain piece for a while, and the kit is beautiful. It's pretty versatile too, and the modular footprint is good for several games. I started painting it on a whim, and just airbrushed grey over black and drybrushed white. The roof was basecoated a dark blue the I added white for a light blue, I may add more for a highlight. I stopped there, but really it's about done. I just need to pick out some details and paint the rust on the metal.

Well, that's about where I'm at in the hobby life. I'm still working on more things creatively, including some Malifaux-centric videos. I've been playing a lot lately, mostly Warmachine with a few buddies. I've made a new Trollblood Beast list on accident when I played a few weeks ago and I'm discovering that it's actually really good. Out of 5 games I've played with it I've gotten top of turn 2 assassinations twice, and I've won all the games with it so far. I'm sure it has some glaring weaknesses. 

  • Epic Doomshaper
    • Mulg
    • Earthborn Dire Troll
    • Dire Troll Mauler
    • Troll Axer
  • Champions
  • Min sized Krielstone
    • UA
  • Whelps
  • Janissa Stonetide
I'm sure it's been tread before. Essentially it's a Mulg Delivery System - or Mulg Missile. eDoomy can get him a minimum of 12" charge with reach. If Mulg gets hurt, 14". If he charges something and kills it, 16"+ per fury. I've gone over a lot of it in the much earlier log of beast tactics.

What I changed was putting Janissa in it with the EBDT. Troll players love this combo, I had just never done it yet due to not having an EBDT. Well, this is actually the first time I played with it even though I got one months ago. It's awesome.

The beasts are in the front blocking most fire to the brick with Armor 22, and Mulg Armor 23. If the wall is in front of them then their def gets a bump up to 14, not too shabby. Behind them is Doom with a bodyguard of Arm 20 Champs. I usually keep Doom on the side behind Mulg to bait out Protective Fit, but also so that when he needs to pop his feat he is free to go first without screwing up the order of operations, and usually the feat turn is on turn 2 when the opponent is caught off guard thinking he's safe. I've done a permutation of this before, but adding Janissa really changed things up for me.

In a list like this it's easy to get dependent on the one trick pony. This one is a turn two assassination. Most of the Meta is going to be ready for it, it's just that if I go first it will be hard to avoid - much like the Molik Missile lists out there. The turn two game ender is mostly there for those who don't know about Mulg and eDoomy together. But for those that do, Janissa can be the wrench in the plans for them. People can block tramples with big bases, or hide their casters out of range. Janissa can open up those lanes as well as provide cover and armor. I played a friend in 3 back to back games, and on the last one when he thought the trample was completely blocked by two Khador jacks, I cleared a way for Janissa and she popped in the gap to slide those jacks over and Mulg trampled past them to the caster. It was beautiful!

Problems with this list: It's tiny. I will be outnumbered. Hopefully the high armor and sheer amount of wounds will mitigate incoming damage, but I've played a game where he killed my axer first and I lost a lot of speed because of it, not to mention pathfinder. I'll have to make sure he's behind the three heavies now. Also, people who ignore LOS can target Janissa and the stone bearers, which is no bueno. Lastly, slippery casters like Ashlynn or Caine may stop Mulg in his tracks. We'll see how this list pans out.

One last negative, I no longer can have Janissa in my Madrak list, so my def 16/18 arm 20 champs got knocked down a peg to just def 14. I also have to fill that gap. It's a problem for later.

Well, this post went in all kinds of directions. Hopefully I'll finish Vik soon and post the pics!

Monday, June 8, 2015

Khador vs. Mercenaries Battle Report


Hey All!

Last weekend my good friend Reuben and I played some Warmachine for a Battle Report! Take a look and like it.

I contributed with sliding track shots, but he did all the hard work as usual with editing. Man, he really makes me want to get on the ball with recording my own stuff!

The game was really fun, and for the most part I thought I had it in the bag. But a combination of time constraints as well as not knowing that Karchev had reach gave me overconfidence on my last turn. I should have gone with my gut and used my feat to hinder the counter attack, but hind sight is always 20/20.

All in all it was a great battle and it looks awesome.

Tuesday, May 5, 2015

Eye for an Eye - A WHFRP Log Part 1

A Chaos Cult Revealed

Welcome, internet!

This is a log for our first adventure using the Warhammer Fantasy Roleplay 3rd Edition system. I've raved about how much I love this system before, and this is strictly our campaign notes and the events that took place before the upcoming campaign.

This adventure comprises of three Reikland adventurers - An off duty Roadwarden who may lack investigative skills but surely makes up for it with shield and sword, a resourceful Coachman whose suspicions both save lives and endangers them, and a Barber-Surgeon who's just interested in making it through one day at a time (and money to make it to the next).

Our intrepid heroes begin in the city of Altdorf and notice several postings for a job paying good money. They arrive at an empty tavern early in the morning for the job met only by a noticeably squirrly man, obviously in a class above them yet not quite nobility. He favors an injured hand, which he states he received during a beastman raid on the nearby lodge where he and others reside. He presents them with his problem, stating that his lord requests outsiders to investigate strange happenings at the manor and suspects that his servants may be responsible. With very few details but the promise of honest pay and then some the party agrees to leave in the morning.

The Path to Grunwald

In the morning a packed coach awaits them at the tavern. The noble-servant paid for their tabs and rooms and headed off to Grunwald Lodge, where the investigation awaits. The Coachman decides to utilize his experience and assist the other coachman who drove the carriage. He attempts to strike simple conversation as well as ask about the lodge, but the grizzled driver answers only in grunts and monosyllabic, monotone words providing no real information at all. The noble-servant attempts to provide more information to the party in the coach, but it's clear that he doesn't know much at all. He states that the staff is acting peculiar and there have been increased beastman attacks on the lodge, but no specifics.

The further from Altdorf they travel and the closer they approach Reikwald Forest, the less that the servant speaks. Eventually they see the lodge in the distance, and the servant stops talking altogether. He's noticeably nervous, and the Grunwald Coachman also breaks a sweat - but not his nerve. Our party's Coachman asks about the matter, and the Grunwald Coachman just mutters, "This forest here speaks danger."

Our Coachman decides to take action with that ominous declaration. He arms himself with his blackpowder handgun and walks alongside the slow moving carriage. He instructs the Roadwarden and Barber-Surgeon to hang on the outside of the carriage and keep an eye on the treeline on each flank of the road. The Coachman jogs from the rear, keeping an eye on the road behind and swivels his head to either side of the road to scan the surrounding forest for any threats.

He notices a brush move, and a branch crackle. He lets the carriage continue and stops to investigate the forest line for tracks. He finds the broken branch, but no tracks nearby that he could see. After a moment to pause and focus he continues back on the road, walking evermore cautious and scanning the treelines.

The Roadwarden stays vigilant to the flank he's responsible for. What was that? He thinks to himself. Squinting his eyes he doesn't see anything, but for a moment he thought he saw red dots glinting in the green canopy of the forest. The carriage is moving too much to get a solid picture of what he thought he saw.

The Coachman hears what he thinks is a snort, but instead of the sound originating behind him like the branch did he hears it further ahead, close to the carriage. He begins to jog faster and tries to warn the travelers ahead.

The Surgeon hears the man behind them, but the noise from the carriage and his distance drowns out specifics in tone and inflection to where it sounds like a yell, but only that. Did he say "No Master?"

There it is again! Thinks the Roadwarden. This time he was looking for it, and this time he sees them for what they are: red eyes.



The running Coachman continues to scream "Go Faster!" but it's too late - angry beastmen emerge from the forest on the sides of the carriage, some even heading in front of them. With guttural bellows and waving axes they dart to the carriage, eager to spill blood for Chaos' sake. The driving Coachman instinctively whips the horses to a full gallop directly toward the Lodge's drawbridge. They're not too far now, they can make it with a good effort.

Without hesitation the Roadwarden jumps off the speeding carriage. Upon landing he unsheathes his sword and readies his shield, taunting the beasts into attacking him rather than the others. The Barber gathers his courage and reluctantly follows suit, loading a bolt into his crossbow.

The coachman uses this distraction to line up his handgun. It's a great distance, but with no distractions and no attention from the beastmen he easily takes down a henchman with a round.

The carriage makes it to the Lodge's drawbridge. The noble-servant screams to have it lowered and to open the gate. The driver keeps his reserve much better, but even he manages to mutter, "Better get that gate open soon."

The beasts keep attacking the lawman, but find it difficult to escape his well placed block and counter attack. The attacks that get through seem to be stopped by his armor and shield. The beastmen who break ranks to attack the caravan find themselves being shot by bolts by the Surgeon, but all it takes is one to live and strike back and the back-alley doctor for him to be in trouble. The handgun-toting Coachman uses his experience-driven discipline to close the distance between him and the beasts, but such maneuvering still places its toll on the body and he can feel the fatigue setting in. All their efforts aren't for naught, as a beastman is felled with every strike they make.

While the fighting ensues the Servant pleads for them to hurry and open the gate. The party can't help but notice how long it's taking, and even see that a lethargic response from the guard is what's keeping the gate from opening sooner. 

Through keen tactics the party eliminates the beastman threat. No sooner than that the gate finally opens and the carriage is safely through. The party follows suit and regroups within the safety of the lodge's walls. After the servant wipes his tears he instructs the group to follow him to meet with Lord Aschaffenberg for further assignments. They are also instructed to take a few chests and boxes from the carriage to take into the Manor - they are, after all, investigating the staff. What better way to discourage unwanted notice than to be new members of staff? Well, at least that's the best he could think up.

Exploring Grunwald Lodge

The party is escorted through the courtyard and on the way to the manor. They notice that the guard isn't the only one with lethargic reactions - the majority of the staff seem to shamble through their duties, and hardly notice the party themselves. A few stare at them and share a few covered whispers with one another before being sharply told to go back to their duties by the Servant.


When they make their way inside they notice a man who also directs orders to the staff. He's covered in bandages around his face and right eye, yet maintains a noble posture and a stern voice. This man takes notice of the new arrivals, then quickly reverts back to barking orders to the staff saying something about dust.

Walking upstairs they take their belongings to the guest room and the remaining chests to the master bedroom. In here awaits a boisterous man with a long beard, dressed in the trappings properly fitting of the nobility - unlike the Servant's attempts at fitting them.

He is introduced as Lord Aschaffenberg. He apologizes for treating his guests as laborers, but feels it is necessary to conduct the investigation without giving it away to potential traitors. He explains the increased frequency of activity from Reikwald Forest and the beastman attacks, along with the staff acting odd. The most recent event involved a servant going missing, which is when he directed his underling to recruit help. He hopes it's all a misunderstanding of some sort but gives the crew leeway to perform whatever is necessary to get to the bottom of the mystery. Aschaffenberg also lets them know when dinner is served, and suggests the venison over the goose as the cook is especially good with the venison recipe (it's his favorite!).

They leave Aschaffenberg's room to attend to their personal belongings and injuries. The Roadwarden himself is in bad shape after grabbing the bulk of the beastmen's attention. The Servant follows them and gives them the lay of the land, including names of the staff and their relevant locations. He explains that he simply attends to the Lord's needs, and should they need any detailed information they should ask Gregor Piersson, the head of staff. He can easily be identified by his bandages covering most of his face - this was due to one of the first beastman incidents.

The Coachman and the Surgeon assist the Roadwarden into the next room, which has been made into a makeshift Hospice. A blind priestess of Shallya is attending several wounded staff members, including a dwarf blabbering nonsense and a annoying gardener. The Coachman interrogates the blind priestess to find out more about the staff. He doesn't get much out of her other than the gardener being terrible at his job, and his concentration keeps getting interrupted by the dwarf's screams of an all-seeing eye and oaths of hammer smashing.

A doctor then comes in to check on the patients. The Barber-Surgeon lends his expertise to look after his comrade but notices a faint earthy smell emanating from the doctor. The Coachman and Barber decide to head out and explore the grounds while their ally recuperates, and also tell him to keep an eye out for any suspicious behavior.

Upon walking out of the room they take note of their surroundings and find that the nearby rooms are dorms for the staff. All are open except for one directly across from the hospice, which is locked. They go downstairs through the kitchen to reach the hall leading to the entrance when they are given dirty looks by the cook and a few of the kitchen staff.

On the grounds they notice that the plants and the lawn are very unkempt. Although they allude to the fact that the gardener is in the hospice they recall that he didn't have any serious wounds to warrant special attention, and even if he did the grounds wouldn't be in the shape they are in now - it seems that there hasn't been care for the outside in quite some time.

They decide to start asking with the Carriage Coachman and find him in the stables talking quietly with another young man. They immediately stop talking once approached by the outsiders, although the Stableman becomes warm to their discussion. He mentions that he has noticed strange things, like missing items and most notably his missing blunderbuss. He admits that he doesn't very well pay much attention to things outside the stable, keeping to himself and tending to the horses. The Driver isn't very much of a talkative person from their journey to the lodge, and keeps his reputation by simply stating, "Strange things happen all the time in Reikland," in between draws from his pipe.

Upon hearing loud barks they walk toward a shack and are met with a large man training with two dogs. They begin talking and find that he is the most forward staff member they've talked with yet. He too agrees that something is going on that's bigger than a few simple incidents. Suspicious with the peculiar behavior the other staff members have displayed recently and missing items (now persons) coupled with the increased frequency of beastman attacks prompted this Houndsman to increase his patrols through the surrounding forest and investigate around the lodge. He hasn't come up with anything yet, however. The Coachman is glad to hear that someone has taken an interest in figuring out what has been going on rather than put it off as a strange happening and has inducted the Houndsman into joint efforts of the investigation as an ally. Upon leaving their meeting, however, both the Coachman and Surgeion notice large slabs of hanging, raw meat through the slightly open door of the Houndsman's shack. The Surgeon states his wariness to openly trust him to the Coachman.

Back in the Hospice the Roadwarden is recovering from his wounds while enduring the Gardener's pleas of attention for his pain - although he searches the man for serious wounds he fails to see anything of note that should garner any medical aid. While getting very close to scolding at the lazy Gardener to shut his trap two young men come in to tidy up the room. The Priestess berates them for doing a bad job at cleaning previously, commentating that she still can smell the must and dirt from yesterday. These men roll their eyes and begin to wipe down the furniture and clean the floors (sloppily).While reaching for the bucket they brought to clean with a piece of paper fell from one of the cleaners' pocket. Unfazed the two cleaners left the room. The Gardener was too busy with his eyes winced in pain and hands over his ears to have noticed, while the blind lady stared right at its general direction!

Cautiously the Roadwarden picked up the parchment. Luckily no one noticed. He opened it when he returned to his bed.

"Goose is Good."

He had no idea what it meant.

His comrades were making their way back to the manor when the Barber noticed something familiar. He sensed an earthy smell coming from near one of the unkempt gardens. He followed it until it got stronger and stronger, then stumbled on the source. The overgrown bushes covered up a small herb garden, keeping its discovery from prying eyes unless one was looking for it. The earthy smell was extremely potent here, and the two adventurer's deduced that the herb connected the doctor with the gardener in some way - they just don't know how.

Once they realized that the gardener is still in the hospice they concluded that he is faking his ailments, probably to keep in communication with the doctor. Upon that realization they rush back to the hospice to talk with their injured comrade, and to perhaps gain intel on how the gardener has been behaving while they were away.

They arrive back in the makeshift hospice room to find the doctor checking up on the gardener. The adventures see the two discussing things quietly while the physician inspects would-be injuries, then he leaves the room for the gardener to recuperate. The Coachman asks the Roadwarden if he's well enough to take a brisk walk in the hallway and he obliges.

In the hall they consolidate their findings. The two that explored the grounds informed the lawman of the grounds, their potential ally, the missing weapon and the herbs. The Roadwarden then tells them of the dropped note. They still don't have enough information to make a full picture of what's going on, so they decide to split up and investigate further. The Barber-Surgeon decided to look in the Library for further sources of identifying the herb, while the other two decided to try and get into the doctor's room to investigate his involvement.

The Coachman and the Warden saw the doctor go into his room when he left the hospice. In a fit of impulse the Roadwarden decided to press his ear against the door to hear if anything was going on. Not two seconds after he had his face on the door did the Doctor open it. 

"What are you doing?" The doctor asked. There was a tense air filled with awkwardness, and what was a few seconds of silence seemed like an eternity as the three stared blankly at each other.

"Please excuse my very retarded friend here," the Coachman said. The Roadwarden then began to make a moan, and the doctor stared strangely back, confused by the encounter. He chalked it up to a concussion from the day's battle and went on his way, but not before locking his door and giving one last glare at the two weirdos.

After scolding his partner for recklessness the Coachman decided they should meet up with their unaccredited surgeon. When they turn around the bandaged man named Piersson was up the stairs and right behind them, surprising them. He stated that he hopes that they haven't been disturbing their important staff members, and that if he were to recall correctly they were supposed to be laborers on staff. The Coachman told him that Aschaffenberg gave them the day off to recuperate from the earlier battle. Piersson smirked and walked away.

Meanwhile the Surgeon went to the library to attempt to identify the herb. He has worked with medicinal herbs before and could reference them through research even if he was unfamiliar with the specific plant. He entered the quiet library to find only one man there, sitting behind a desk that faced the door, who was preoccupied with an entry in his journal that he was writing. As he walked closer and made his presence known the Librarian quickly closed his book before the guest could see what was being entered. He then happily told him where the books that he's looking for should be, but then eagerly went back to his journal without a second glance.

The Surgeon explored the area of reference books. He noticed it was dusty and not a lot of books get read in the manor. He found an herb catalog and quickly identified the herb to be schlaf, an herb that created side effects such as sleepiness, lethargy, and docility. He concludes that this is what is being used to make the staff act they way that they did, and it extended to the soldiers on guard at the gate. Before leaving he noticed that although all the books around him were dusty, nearby there was a shelf whose dust had recently been wiped off, indicating that a book was taken. Using his knowledge of the Empire Dewey Decibel System (alphabet...) he discovered that the books that moved the dust were out of place, and that one was missing. Upon reading their titles he saw that not only did these books not belong, but they are banned books by the Empire telling tales of sympathy for demons and Chaos!

He then heard footsteps approaching, and in a dash of wit decided to shred out pages from one of the books before placing them back on the shelf. The Librarian came around the corner just in time for the Surgeon to place the herb book in his hand and leaf through it. After soliciting his aid in his search for more books the Librarian left to go back to his desk, but not before shooting one more curious look at the Surgeon. In a glance he looked past the Surgeon to the shelf containing the profane scriptures. His eyes widened slightly and pupils dilated. When they made eye contact once more both of them knew the truth of what happened, but neither acknowledged it.

(Somewhere in between this the Roadwarden snuck into the library behind a shelf overlooking the Librarian's desk while the Coachman kept lookout. While the Surgeon was off reading books, the Warden watched the Librarian and his journal. Sneaking closer and closer - and almost getting caught - he finally was able to see the Librarian drawing grotesque creatures, with mixed body parts of different animals and man! The Warden stepped back out once the Librarian left his desk to check on Dr. Pepper.)

The Warden and Coachman pretended to walk in the library looking for Dr. Phil, intending to tell him to get ready for dinner. They all met up and left for the hall, noticing a nervous Librarian attempt to converse with them about food without sweating. Before the door fully closed the Roadwarden looked one last time back inside and saw the Librarian speedily walking toward a large carpet and bend down.

Dinner with the Cultists

The group walked back upstairs to the hallway in front of their room to discuss their findings when they heard the dinner bell go off. Staff members began trickling out to the hall to attend dinner and the group moved to their room. They had about 4 minutes before their absence would go noticed so they had only moments to figure out a plan.

The Doctor had the schlaf identified and the evidence of Chaos influence. The Roadwarden had the note. The Coachman put all the evidence together to deduce that the staff  were involved with Chaos and are drugging non-members for some plan. The delivery system was the food, specifically the goose.

"The note said Goose is Good, so they must mean that their plan to poison the goose was successful! We need to stop them from serving that food any way we can."

They were so busy discussing (loudly) about their findings they barely were able to contain their words when they noticed Piersson approaching them. He raised suspicion as to why they weren't downstairs yet, but the group covered their bases and Piersson went to overlook dinner services.

The Coachman decided that he needed to warn Lord Aschaffenberg of the plot. The other two decided to stop the goose from being served.

The two dinner deviants go down the stairs that lead to the kitchen. Since they were upstairs for a bit the dinner was already plated and ready to serve, walking out in hands above the wait staff's shoulders. The two adventurers hastily try to get through the kitchen to stop the dishes from getting out, which easily draws the attention of the cook - who is not too happy that these two strangers are attempting to ruin the dinner she's been working on all damn day. When she finds out what they're trying to do she pulls out a butcher knife and threatens to cut them where they stand should they try anything.

Being that it's two against one they decide to split up. The cook stays with the Surgeon while the Warden gets away and bolts straight toward the wait staff holding goose dishes - who are steps away from the dining hall.

The Coachman reaches Aschaffenberg, who is shadowed at the head of the table by both the Nobel-Servant and Piersson. Attempting to alert the Lord of the devious plan without anyone else knowing was going to be difficult and asked to speak with the Lord in private. That's when he heard loud crashes from the kitchen.

The Warden managed to spill over a few dishes and enrage the kitchen staff. Piersson, in a fit of rage, demanded to know the reasoning of this. The two adventurers in the kitchen came out with the cook right behind, who screamed about madmen ruining her work.

The Coachman had no choice but to explain their actions to Aschaffenberg with both Piersson and Noble-Servant present. He explained their discoveries and how they're linked to the staff's strange behavior, as well as how they're possibly linked to the missing weapons and now staff members. He withholds naming the doctor or librarian, however, as they were present and had no hard evidence at hand that they were involved.

"So you're saying the goose is poisoned?" Asked Aschaffenberg quietly.
"I find that preposterous! You've no real proof, and you've only been here half a day!" declared Piersson.

The Coachman asked to not serve the remaining goose just as a precaution and serve something else alongside the venison. The cook begrudgingly said she can whip up soup rather quickly for the remaining guests. Aschaffenberg reassured the staff that sat there bewildered that nothing was wrong, and that those who were to be served the goose can choose either venison or soup instead.

The cook hurried back to the kitchen to prepare the soup as fast as possible while wait staff took last minute orders. Being guests at the table Aschaffenberg offered the adventurers to order first. The Coachman said that he'll just eat bread, and the other two followed his lead. The Noble-Servant was confused as to what was or wasn't possibly poisoned, so opted to follow their lead as well. Aschaffenberg went with his original order of Venison as it was his favorite anyway (boy, he's glad the newcomers found it wasn't poisoned!). Piersson ordered the soup. When asked, he said he never put his original order in as he always waits until the staff receives their dinner first before taking his dinner order to make sure the staff get what they want.

The Coachman found this suspicious. He wondered why he was always around the party at peculiar times asking about their whereabouts and generally gets a creepy bad guy vibe from him. He confronted Piersson about the dinner order and how he could be involved with the poisoning. Piersson, of course, denies any knowledge of tampering with dinner. The Coachman then dares him to prove it and to eat the goose.

Piersson obliges. He orders the waiter to bring a plate of goose to him. He stares directly at the accuser while he cuts into the goose, never breaking his gaze. The party watches him as he eats the food without hesitation.

(The Coachman PC then screams "I knew it!" lol... if you're familiar with the module then you'd know that "Goose is Good" means that it's good to eat, not that it's poisoned!)

To Be Continued...

After Dinner Massacre

The staff finish dinner and Aschaffenberg heartily grabs his stomach to state how delicious it was. He mentions getting tired and dismisses the staff from dinner, then quietly asks the party to visit his room before going to bed.

Everyone that's not kitchen staff go to retire. The party notices that those who ate the venison are moving much slower than those who ate the soup. The Noble-Servant complains about not being satisfied with just bread.

Thursday, April 23, 2015

Thoughts on RPGs, Warhammer RPG Campaign



Hello internet!

So I know that I go through quite a bit of gaming ADD, but my latest (or rather, reawakened) obsession is with the Warhammer Fantasy RPG (3rd edition). A while back I ran a mini campaign for three friends. They are used to D&D 3rd Ed as that is the only RPG they've played. None of them have had any experience in the WHF world and have generally played a rules-lite type of game, which I find perfect for me.

First off, I'll briefly go into my experience with RPGs. I first started with Star Wars RPG (about 2 editions ago). In my first session I was mostly corralled around as a newbie playing with my seasoned group. The only tabletops I played before that was 40k and board games.

Gamers (bless their hearts) are not always the best teachers. A lot of people get caught up teaching the mechanics of a game over the overall feel of a game. Had someone approached me and said, "RPGs are basically interactive stories, where one person creates the plot and you create characters to advance the story" then I would have had the context to understand how the mechanics come into play. Instead I was given, "You want a high dex. It helps you shoot."

So, I was off to a bad start. I found it very interesting though, when I was observing the other seasoned players and how they creatively reacted to situations. I was driven to understand how to participate actively, so I borrowed the core book and had a rudimentary understanding.

My first session was essentially a one shot campaign, as a lot of people can attest to a GM who starts off wanting to play then quitting after one session. I don't even remember what the plot really was. I just remembered I wanted to be a sniper and used a Vindicare Assassin as my stand in.

The next campaign went much better, however. A good friend of mine ran it as a DM and was much better and weaving a better plot. He used D20 Modern with a backdrop to the old Rifts RPG (a very good settting, by the way). It took place in futuristic Japan and I relished in the idea of playing a futuristic samurai.

We probably played 3 or 4 sessions and it was fun. So fun that I ended up buying the core set, about 3 expansions and ended up trying my hand at DMing a campaign. I did it simultaneously for two different groups and learned a lot about RPGs by jumping in head first. I've played a few other RPGs since then and can now see the difference between the systems and how it affects gameplay.



So, what are my thoughts on RPGs?

Well, at first I was confused, mostly because of my entry into the genre. How do you win? What is the point? What does anything mean?

Now that I'm more seasoned I understand that your entire experience relies solely on your GM. No ifs, ands or buts. Your GM has to understand how your group likes to play and caters to that, and (to me) the only way to properly satisfy your group is essentially liking to play like they do. If the entirety of the group doesn't play similarly it will be a difficult time to have a good session, simply because the combat monkey may be bored with story or the talker can't do anything with a fight heavy campaign. This is all territory that's been walked on before and there are numerous articles, blogs and books discussing this.

Another thing I've come to realize is that most systems cater to solving all your problems through fighting. I get it, in D&D you don't always have to fight, but most classes have combat oriented abilities and everybody wants to be the bad ass. Sure, I love being a tall glass of ass kick. But when everyone wants to be Daredevil I wanted to be Foggy. There are so many damn Boba Fett players but where are the R2s? I wanted to stir trouble.

(Again, keep in mind I know it's all about your group and GM, this is all from my experience alone and not a slight against anyone else.)


I realized that a lot of the times you play you're fighting. I would usually make strong fighters with the worst intelligence. I made barbarians who would nod when told how to proceed with the stealth plan then immediately kick the door in and generate face palms from my party. I made Jedi who cut holes in the hull then asked questions later (it worked out in the end). I generally made characters who would be competent in combat because I pretty much had to and only had fun with the roleplaying part by acting dumb.

Sure, it's possible to do whatever you want in a game. But how many people can say they've played a whole campaign of D&D without getting into one fight? A whole chunk of the rules is devoted to combat, and most classes contribute to it. How is every adventuring party so damn good at cleaving creatures in two? Is there no group of people traveling who don't know or want to fight at all? Just because you don't have combat doesn't mean it can't be fun, and I'm not saying you have to play without fighting for a unique experience. It's just that most systems inherently create situations where conflict involves bloodshed. Would a GM who's prepared a combat for the group be willing to let them talk their way out of it? Or simply run away?

Every group I've played with solves their problems with fighting, and every GM uses combat to advance the plot. Maybe the genre demands it. There are systems that don't involve combat, but that isn't really what I'm talking about.

Anyway, that was a long tangent on combat.

Generally, I want to be able to be the talker in games. I'm rather sharp on my wits and can create funny situations, but I've discovered it's much easier for me to be creative in the seat of a GM. I actually prefer to GM over playing a character, but it depends on the group. If I play with a bunch of min-max munchkins with a side of rules lawyer someone's not having a good time. Random dragons will pop up and the plot will be really quick so I can end my misery.

This thinking brings me to my second topic: Warhammer Fantasy RPG.



I fell in love with this game since I first saw the huge box. It was the perfect RPG for my tastes. I hate looking up rules in books, I hate bloated character sheets, I hate exact measurements and five-foot steps. D&D and other similar systems were rooted in this binary system of pass/fail and large amounts of math for something simple. You either hit or missed and the mechanics did not lend very much to story telling short of what a GM may add for flavor. The higher levels got ridiculous with the adding and subtracting, but most systems don't scale too well.

I also hate tables for things like conditions or wounds, or abilities spread out throughout several books. This game took those components and made them easier to digest for players (in my opinion). Instead of a player needing their whole book, or transcribing abilities from book to character sheet, you selected your abilities through cards and essentially made a deck of everything your character could do. There are tokens for your conditions like stress and fatigue, and cards for things like wounds and insanities. They flipped on its side what people thought of for RPGs, and most veterans scoffed at it. It's no longer in print now, but I bought into a while back and love it.

I'm not a die hard RPG player, but I want my experience to be easier than looking up references in books. Sure, the game didn't do everything perfect. If two players had similar characters you may end up fighting over ability cards. The rulebook is poorly laid out and confusing at times (although not impossible to decipher). Some of their products are just weird (like a mostly useless but pretty GM screen, or not creating a mini softcover book of the Creature Guide like they did with the GM toolkit). But for the most part it catered to my kind of group - one where the players don't have to crunch a bunch of rules to participate. It's all very visual, and I've taught this entirely new system to players who have hardly any RPG experience and it's sunk in like a board game (which is how they designed WFRPG).

A lot of complaints about the system are leveraged at using the components to relate ideas that other systems have successfully done with pen and paper. I argue that it's successful exactly for that reason! I prefer having a token represent my stress and fatigue than writing it down. I'd rather have a card with the rule for stunned in front of me than having to remember it. In my group most of the players don't know the rules that well, and having it in front of them makes it easier to implement, especially with abilities. I mean, in D&D a starting level character's abilities are all over the place even if they are in the same chapter in the same book. If I did play D&D again I'd put all my abilities on cards like WFRPG does to make it easier.

Enough about components!

Another reason why I love the system is the fact that most of the PC careers are mundane classes. A boatman? Awesome! A barber/surgeon? Sweet. A fricking commoner? I love it!

RPGs are so much more interesting when a threat comes through the forest and you fear for your character's life. Something imposing shouldn't have to take the form of some rare powerful creature like a dragon or giant. If a blood thirsty goblin came barreling at you in real life you'd shit your pants. That's what I want to feel in games. Sure you can be a badass, but you only have a real stake in a fight if it was one you'd be scared to partake in, otherwise it's not much of a fight.

There are the heroic classes, but for the most part when I saw them I thought to myself, "Man, I would not want to be that guy in real life." In a good way, like a way that would make your character feel interesting and grounded. Hero types from the get go make my eyes roll, I want to feel my character transition from a lowly human to something better.

I've always loved social characters. But who really wants to be the only bard in an all rogue party? Everyone's being all bad ass and sneaky and you play a damn fiddle. I'm not saying you can't have fun being a social character in RPGs. Let me put it this way: one way of dissecting RPGs is that there are two components to gameplay - combat and social. To fully experience the fun that can be had you should partake in both aspects. Now a combat character definitely participates in the combat aspect. He's kicking ass, taking names, and lootin' bodies. Now let's take the social aspect: in which he's intimidating these NPCs, he's using his rep as an ass kicker, he's thrashing around and can generally also partake in the social part using his combat stats.

Let's analyze the social guy. He's got a winning smile. Maybe a lot of money. How does he work with the two game aspects? In social settings, he's the talker and he gets things done... smoothly. In combat? He wimpers in the corner and is essentially ineffectual unless you min-maxed a combat oriented stat, basically catering to the combat portion out of necessity. Social abilities don't tend to affect combat situations nearly as well as the other way around. I've found that in WHFRP they have abilities that affect both aspects for a social player, and all it depends on is how you use the ability (recklessly or conservatively).

Anyway, I love the system. Next time I'll post logs on our past mini-campaign.

Wednesday, April 1, 2015

Completed Zuzzy Mat, Unfinished Projects and Idea Rambling

I had just realized that I never posted completed pics of my Zuzzy Mat!

Featured with another unfinished project: buildings!

Yet even more unfinished along with it, Som'er and a building!

Purdy...

So there you have it, a pretty functional Zuzzy Mat. It's nothing fancy. I feel like it lacks variation considering I only have two tones in it, but who cares. If I use it for Warmachine then it won't really be noticed since terrain is sparse in that game anyway. In Infinity there should be plenty of terrain to cover the ground. Malifaux uses a 3x3 board so I won't use it too much for that anyway, although that game uses plenty of terrain as well. Essentially I just have it for function and there's nothing wrong with that.

Since I have them in the picture I guess I'll chime in on my other unfinished beauties. The buildings are from Pegasus Hobbies and are a modular Gothic building set. Unfortunately it doesn't come with a roof, This essentially put a wall in front of my yearning to finish it. I may just get back with it if I decide to push forward with my terrain ideas for Malifaux. I'll get to that in a bit...

The other unfinished business are the gremlin models. I currently have 3 of those guys finished, including the two in the pictures. All I have to do is add the resin for the water effects, which dictates that I finish painting the remaining models in the crew to do the whole batch at once. I, however, am sticking to my resolution to paint whatever I want when I want, and the steam I had to finish those guys has dissipated. Right now I'm only wanting to finish Shenlong, and that's what I'm doing until I decide otherwise.

Speaking of Shenlong, last night I poured the resin for his base. It was overall successful although it wasn't quite what I pictured. Keeping in mind my first experience with resin I decided to start more prepared. I actually followed the instructions on how to use the resin, and what a surprise - it worked much better!

I warmed the hardener and resin bottles in the sink 10 minutes prior to mixing, I used a shallower cup, I used two different cups for mixing and mixed in the garage with a respirator to make sure those strong fumes don't do things to me. The difference was night and day, hardly any bubbles formed during the mixing as opposed to the cloudy mess that formed in my previous encounter. Fifteen minutes after the pour only 1 or 2 bubbles were seen and popped.

The only trepidation I have is the color. I had a basecoat of black in the base to make it appear deeper and ended up putting in two drops of turquoise ink rather than one. I knew that a single drop of ink tints the resin significantly and makes it much darker but added the extra drop in anyway. The darkness of the tint coupled with the black undercoat made the water very dark. After I poured it I dropped in 2 drops of green ink to create swirls in the resin. I thought that the green would actually make the water darker due to the concentration of color, but it actually made it lighter which was a welcome surprise - I'm guessing since there is something to reflect light in it.

It's looking good for now, but not as bright as I wanted it to be. Oh well, I said earlier that it would be a great exercise on resin and it was a learning experience. I'll post pics of it later.

Okay, so I usually have a whirlwind of ideas in my head for hobby related projects. I usually buy the materials and don't do anything from there for years, I'm sure we all have experience in that vein. Here's one I've been thinking about recently: Modular Terrain Boards for Malifaux.


It's been done before, I know. Nothing new. What I like about this board is that the joins are disguised once they are together to make it look like a cohesive board without sacrificing modularity. A lot of modular boards just look modular. Like a bunch of boxes put together. I want to try making an interesting board that doesn't look cobbled together, hopefully using things like buildings and bridges to hide the joins. In the end I'd like to build a simple 3x3 board with a rim to hold it all together. 

The plan would be to cut 1 ft squares from hardboard (which I already have). 9 tiles would complete a Malfaux board easily. If I want to add interest I could make them diagonal and cut additional triangle tiles so that you could have the same tiles work for a table shifted 45 degrees.

On each tile would be insulation foam levels. The majority would be flat levels to place footprint terrain on like buildings and forests/parks/water features. This creates more modularity while hiding the joins.

In the center of each tile there will be a small magnet so that no matter which tile is the middle tile it will have the exact center marked. A magnetized base/counter can be used for marking Strategies like Turf War

To go with the levels idea I want to also incorporate a canal/sewer system. This would be the lowest elevation and the actual "ground" level is about 2" higher (the width of the insulation). This should create visual interest and LOS variation in the game, along with great hobby opportunities like grating to keep the ground level the same but have a sewer running beneath it.

This is just me rambling and brainstorming but it is very exciting. I already attempted this with an Infinity modular board using Foamboard, but it warped and immediately killed any enthusiasm I had. That really sucked because I thought it was looking awesome.





Pre-Warp Pics

These are pics of my foam board terrain I started. The night after I took these the base warped an unbelievable amount due to the glue that was used for the sand. I can only imagine what would happen when the primer goes on. It was a huge bummer because I worked pretty hard on it and it was looking flawless. The joins were hidden with miter cuts and whatnot, it was flush with the ground tile, and had corrugated metal roofs and barricades. Damn that warp!

I've thought of fixing it by gluing it to either hardboard or cork, but really it's more work than I want to do right now. Maybe I'll get to it and fix it to use as a standalone piece of terrain. I'll paint it and see how bad the warp is afterward as an experiment for future foam board projects.

But back to the idea at hand. The warping shouldn't be an issue when using hardboard as the base and insulation foam as the bulk of the material. I also will not need to use sand as the base texture, as I want to use stonework as the ground. This avoids gluing and warping issues, minimizes mess as the texture will be carved into the foam, and creates a very interesting and unique quality to the board. Plus it's easier in game terms to walk on and you can place footprint terrain without it looking out of place, such as a building or a park with a perimeter. I've got ideas, man. Probably won't follow through, though. Maybe I can do just one tile. With these parameters it actually won't look out of place as a standalone terrain feature, like a stone hill or something.

Brainstorm time! Here is where I vomit out ideas for the terrain features I could do.

  • Pipes for wall features
  • Well
  • Sewer Grating at ground level with running water beneath
  • Large water/pool feature
  • Stargate-like portal as Centerpiece/Objective
  • Park
  • Merchant Carts
  • Arched Walkways over Water
  • Magnetic Lamps for scatter terrain
  • Collapsed bridge
Inspiration!

Well, that's enough rambling for me. I just thought I'd get some ideas out there considering that this blog is about my progress in the hobby as well as my plans. Maybe I'll work on a tile this weekend considering I have an additional day off.

Tuesday, March 31, 2015

Lessons on Malifaux

Killjoy meets Chuck Norris

A few Saturdays ago I got to play Malifaux all day with the guys from the Pearland area at Montag's, a great little store with some of the best player support I've experienced. As with every game I've played I learned from my huge mistakes and am going in a direction I want to go in to improve my abilities.

First up, I played against Marcus with my Viktoria crew. I don't remember what he brought other than Hans, Killjoy, a suped up Marcus, Myranda, and a Raptor. I brought the usual crew I've been playing with a small change:

  • Viktoria of Ashes
    • Sisters in Spirit
    • Sisters in Fury
    • Synchronized Slaying
  • Student of Conflict
  • Viktoria of Blood
    • Mark of Shez'uul (of course)
    • Scramble
  • Killjoy
    • Oathkeeper
  • Convict Gunslinger
    • Oathkeeper
  • 2x Ronin

I don't remember all of the schemes, but the Strategy was the new one in Gaining Grounds that is like Turf War that moves. Assassinate, Spring the Trap and something or another were up.

Like a textbook noob I just can't seem to get over the fact that I can slingshot Blood so damn far, and have done it first turn every game. I mean Assassinate was on the table as well as Frame for Murder, so why not? Essentially what I have done is use the Student to make Blood fast for the turn, then Ashes walks 5, sisters in spirit to teleport blood about 7 inches closer and then use sisters in fury as the last AP. This activates a chain for Blood, who walks 6 inches and charges 9 with a 2" reach. This effectively gives her an almost 24" threat range, which in standard deployment means charging into their deployment zone! With 3AP for melees, as well as a trigger to attach anyone in range, a minimum 5 damage that ignores pretty much everything short of Von Schill's version of HtK, on paper it looks like a sweet deal. But as I've learned throughout all my games it's a trick that works once, and only on people who haven't seen it before.

The group I'm currently playing with are seasoned veterans of Malifaux, having walked its blood soaked streets since M1E. They constantly play each other and see this coming a mile away. He deploys Marcus 3" away from the edge of his corner to start the Power Ritual and effectively ensuring I don't throw Blood at him and if I do it will fail.

I know all of this, yet I can't get past the want to use it. Blood is like a hammer in my hands, everything looks like a nail. So I try to slingshot my way to Hans, seeing as how his shooting has already popped off Blood's Mark of Shez'uul, but I'm about 1" short of being able to hit and thus kill him, so I slingshot to the Raptor thingy right next to him. I kill it and bring Killjoy on the table, who I only manage to hit once and do 5 damage to it. During Killjoy's activation Blood dies, however I choose to hold my own Killjoy back. Because of this his Killjoy is directly next to Hans with no other model in sight. With Hans' speed he will be the only target in Killjoy's sights for a while to come. Unfortunately he flips a black joker to wound Hans and continues on his merry way.

The game goes on and I end up losing 3-10 or something like that.

The lesson I learned? Just because I can doesn't mean I should.

The second game I played was against a nasty Pandora crew. From what I remember he had Pandora, Candy, a doppleganger, two Insidious Madness(es), and primordial Magic. I took the same exact list as before being that I don't have very many options as of now. Essentially what he did was paralyze up to 5 of my models a turn, the remaining models he dictated who activated first and last, and the one who activates last takes 3-6 damage. It was a frustrating game to say the least, with Turf War as the strategy I was forced to sit in the middle to do nothing. The schemes were Power Ritual, Assassinate, and others I can't remember. I almost killed Pandora with Ashes' pistol but came up 3 short. Blood drooled the whole game, although she killed a few of those tree thingies he brought and hit Pandora once for 5 damage. The convict gunslinger turned out to be a pretty solid choice, although he took several turns to kill Candy. Killjoy didn't do anything but die.

I also realized that Ronin aren't as good as I thought they would be. I've always noticed that they don't do very much even though on paper they look good. The only times I see them succeed is when they attack armored models. However due to their average speed they can't really be used for running objectives such as power ritual or breakthrough, and their defensive abilities actually hinder this effectively further by soaking up AP. I guess they could protect territory well, but there are other models who do so much better in their fields. Take the convict gunslinger for example; for one point more you get a shooting 6 attack that triggers additional attacks or slow, both always useful. Ronin shoot at 4, and their melee - their strength - is only an average 5 stat. Both have flurry, but ronin do not have movement abilities to position themselves for the flurry in CC. Also, they only have a 1" engagement zone. Sure their trigger for +flips on damage is great, but it isn't a built in trigger. Their built in trigger gives a 4" push, which I guess is great combined with their disguised ability. But if it were me I'd be shooting them anyway! The convicts also have a 2" engagement with their same shooting ability. With flurry they could be getting up to 6 attacks (although unlikely). Plus their shots get innate +flips! For one more point! For two they get oathkeeper - essentially fast for a turn to position for flurry! For one point less you can get the Friekorpsman, who is all around better. They are just situationally good, and you need to get models who are good for creating their situations in which they excel (if that makes sense).

I'm getting off topic, but lessons learned? Well, I'm starting to learn how to discern the statistics in their real world applications rather than in a vacuum when not compared to other models in their points range. That is a huge lesson learned because from what I can tell from the other games I do well in that's the turning point for more successful games. The other lesson? Um, what Pandora can do is overwhelming, but I believe with proper crew preparation it can definitely be countered.

My last game was against Von Schill with Reconnoiter. Again, the same list was brought against him. He had some Friekorpsmen, Malifaux Child, 2 Convict Gunslingers, a desperate merc and Johan from what I remember. This was a classic lesson on how Malifaux works differently than other games and I was noob slayed gently. The first thing he did was put the Desperate Merc right in the middle of the table in front of Ashes, Blood and the Student. I resisted the urge to use the Blood Missile, which I take as a victory in itself and proof that I'm learning. However I shot the Merc with Ashes and killed him, giving him an easy 3 points for Frame for Murder on Turn 1. I asked him how to avoid things like that, especially since I had a feeling that he was completing that scheme, but it was going to disrupt my hard hitters and was an easy kill. He said there really wasn't much to do against it, it was going to have to die or keep holding the Viks down, but I've come to a realization since then.

This game is all about points denial as much as points accrual. If we just only focus on our objectives almost all games would be 10-10. To take the win you have to deny their points while calculating how you get yours. In this case it would have been extremely difficult to avoid killing his "sucker." My crew only knows killing. However, I didn't have to make Ashes be the one who kills him. I could have shot him with Ronin, or the Convict, and that would have denied him 1 point. If I could have figured out a way to tie him up I could deny all the points, but the problem with Frame for Murder is you don't know who the sucker is, so you could be wasting resources not killing the model when he could be bluffing and have another model as the sucker or took a different scheme altogether. Which is also why I love this frickin' game!

I also took Assassinate and Frame for murder, choosing Blood as the sucker. However, he decided to just not ever fight me and kept hopping Schill around the board disengaging from Blood and Killjoy. Blood finally caught up to him on turn 5 and killed him, but he denied me 1 point from being able to achieve Assassinate by turn 4 and 3 points by choosing not to kill Blood! Genius, I'm just so used to everyone trying to kill her I thought it would be default for it to happen.

Lessons learned? Points denial, choose your schemes wiser. I ended up tabling his whole army short of one model, but he won 6-4 without breaking a sweat.

I hate feeling like a noob, but I know it's going to take a while to stand up to these guys, and they are really really good. Of all the games I've ever played, these guys seem to be the most analytic players I've ever come across, and this says a lot if you know our hobby. I'm not blowing smoke or getting hobby star struck with only the players around me, but I do think they are some of the best Malifaux has to offer. Hopefully something sticks and I get better!

Anyway, this was sort of a rambling about the games I played a week and a half ago. My current project?

Shenlong!

I've always been curious about using Shenlong. His tech on the table seems so unique and cool! I mean, he feels like a fighting game character, able to change styles mid strike to go with the flow of the game. He also seems like an easier character to use as an all around Master to fit all the different schemes and strategies, although his abilities seem harder to master. Still, I need something different than the Masters I currently use, which are all just killing machines designed only for killing. Shenlong can probably play a whole game not attacking and win.

Unfortunately his model hasn't come out yet, and seeing how he's not on the schedule to release at minimum for the next 3 months, I decided to make a proxy for him and his crew.

Perfect!

I ordered a few models from the Bushido Miniatures line for proxies. I took this model and cut the hair off and filed him bald. The water feature is separate and I left it off. Although it looks cool, it seems to not fit to me and looks old fashioned (if that makes sense). Although Shenlong can manipulate elements I like to imagine that his control of the elements isn't as overt like a bender in Avatar. I like to think that his control is more spiritual and theoretical rather than literal, like when Bruce Lee describes becoming water and how it affects his movements rather than literally becoming water. Don't get me wrong, I also love to picture Shenlong throwing fireballs at fools and dousing them afterward so they can live with the pain! I just like to show that he doesn't have to show and tell, he can be more subtle - and maybe he only pops out the big guns when he feels he needs to, which isn't too often (fluffwise, lol).

So although I won't use the rising water, it doesn't take away from this superb miniature. He feels very powerful, the pose reminds me of Neo before he taunts Agent Smith. Don't fret! I still will showcase his mastery of the elements, just in a different manner.

I've taken a 30mm base and cut out the middle portion up to the rim. Once cut out I sanded it smooth and glued it on a blister pack. Cutting a circle around the base I trimmed it and sanded it smooth and created a hollow base. Basecoat black and add a few rocks. I've painted the rocks up and should be done sealing it soon. Why all this work? I plan on mixing some resin tonight and pouring it in the base. When I'm done with it hopefully it will look like a deep river roaring with Shenlong walking on water. I hope it doesn't look cheesy, worst case I replace it when Shenlong comes out and it will be a good exercise with resin. I'm also going to experiment with something new...

Pics to come!

Sunday, March 22, 2015

Viktoria of Ashes

(A bit blurry, sorry)


Here is my finished Viktoria of Ashes for my Outcast crew. I'm pretty proud of her, mostly because it is the best face I've ever painted. The camera kind of washes it out, but it's a very subtle blend and the first time I've ever attempted painting the stubble of a shaved head. I've also never painted an eyebrow before :)

Originally I had painted the painted with a traditional brush and metallic colors. I hated how it was coming along so I just painted over it. I'm much more satisfied with this iteration of her, what I started with was bush league lol.

Due to it being plastic the sword actually has 4 edges like a square rather than two like a blade. I decided not to edge highlight it due to the odd shape and let the airbrush effect create the illusion of a two sided blade, hopefully it did the trick. I also painted on the grips on the pistols.

It was important to use airbrush on the coat rather than paint on the blending since the shape of it is so subtle. Most of the time cloaks and other similar fabrics are sculpted in a way that creates very dynamic folds, possibly due to the limitations of molds for older models. This creates an easy blocking of color for painting with a brush and it forced deep shadows and bright highlights. With 3D renders now becoming the standard, specifically with Malifaux models, much more subtle shapes can be achieved. This creates quite a challenge in painting, as any less than the best of blends make the model look cartoon-like. Also you can't go too deep in difference between shade and highlight since their values are only slightly different on the model (i.e. where the butt of the jacket is isn't much deeper in from the waist). Although definitely possible with a standard brush, airbrush makes it much easier to create these subtle blends.

Again, I utilized blacklining to create definition and contrast, mostly with thin lines of the basecoat olive on the jacket creases. When I initially came across the technique I thought its use was only in the strictest of circumstances such as armor plating and created a cartoon look. As my style progressed I've recently realized after painting Infinity figures that it has its place in other areas. Although the style is very animated and not at all realistic, I've found that my evolution of painting has gravitated toward making very vibrant and cartoony models. It's not the best, but it certainly pops off the table.

Let me know what you think!