Friday, September 28, 2012

Warmachine Judicator

The Judicator has been Announced!  Here she is in all her glory:

http://privateerpress.com/warmachine/gallery/the-protectorate-of-menoth/colossals/judicator


Tuesday, September 25, 2012

Photographing Minis

After some discussion with Jeremy, we think it might be time for me to talk a little about photographing minis.  While I haven't used a lightbox in quite a while, I will be writing a series of articles on different kinds of photographs you can do with your individual minis, groups of minis and photographing a whole army.

I will be using some equipment that is not commonly found around your home, however I will strive to use as much DIY or household items as possible to keep this accessible to the average gamer.

Here's a mini I just haven't gotten around to photographing, Gudrun the Wanderer.  A dynamic pose, medium based model, isolated on white.

The Isolation shot, being the classic product image, ideal for online use, will be our starting point, and will be the subject of article 1.

Stay tuned for more,
-Josh-

Tuesday, September 18, 2012

Warmachine - 50 pt Galleon List ideas

As the Journeyman League has come to an end and our group of friends have been sufficiently converted, I have started planning for bigger games.  Being a Mercenaries player, the Galleon will be a part of those bigger games.  I have played two games with the Galleon, well.. a 120mm piece of laminated paper representing the Galleon... and it has solidified my plans for running a 50pt Captain Bartolo Montador list.




Faction: Highborn Covenant
Casters: 1/1
Points: 50/50

Captain Bartolo Montador (*5pts)
* Buccaneer (3pts)
* Galleon (18pts)
* Mule (8pts)
Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts)
* Arcane Tempest Gun Mage Officer (2pts)
Press Gangers (Leader and 5 Grunts) (4pts)
Sea Dog Crew (Leader and 5 Grunts) (5pts)
Bosun Grogspar (2pts)
Doc Killingsworth (2pts)
Lord Rockbottom (2pts)
Reinholdt, Gobber Speculator (1pts)
Thor Steinhammer (2pts)

The Galleon is really built for Bart's Broadside spell.  Being able to fire all ranged weapons in Montador's battlegroup again, ignoring ROF means that you have the potential to fire the harpoon twice, dragging two separate targets into melee and follow up with a P+S 19? woot!  Batten Down the Hatches gives him a significant armour buff.  Hotshot gives him 1+2d3 shots, which is solid.  The Buccaneer is purely there to knock things down to make them easy for the Galleon to hit, saving his focus for damage.  ie. Bart activates first, puts hotshot on Galleon and casts Broadside, allowing the Buccaneer to knock something down and the Galleon to shoot it.  Then they are both free to do regular attacks during their activations.  Fun!
The mass of troop fodder is there to be tarpits for those melee jacks/beasts that are going to want to lay the smack on my Galleon.  Seadogs with tough (from Lord Rockbottom), that pass tough rolls on 5+ (from Doc Killinsworth) and can't be knocked down (from Bosun Grogspar) can be a real aggravation to an army that depends on hitting things with multiple melee attacks to take them down.  Plus the Press Gangers continue to replenish the Sea Dogs.
Thor is there to repair the Galleon.  I considered Dirty Meg as she can also stall jacks, but she is not as good as Thor for repairs and I find I'm playing mainly against Hordes.
The Gun Mages are just plain awesome range throwers and can Jack Marshal the Mule to excellent effect.
What do you think?



List #2
Faction: Highborn Covenant
Casters: 1/1
Points: 50/50

Captain Bartolo Montador  – Warcaster (+5)
* Galleon – Colossal (18pts)
* Galleon – Colossal (18pts)
* Master Gunner Dougal McNaile – Solo (2pts)
* Sea Dog Deck Gun – 2 man Unit (2pts)
* Sea Dog Deck Gun – 2 man Unit (2pts)
* Sea Dog Crew – 10 man Unit (8pts)
* Mr. Walls, Sea Dog Quartermaster – Unit UA (2pts)
* Sea Dog Rifleman – Unit UA (1pt)
* Sea Dog Rifleman – Unit UA (1pt)
* Sea Dog Rifleman – Unit UA (1pt)

This is purely a FUN list.  2 Galleons?  Really? Plus Dougal McNaile - gives them +2 range once a game and rerolls on the deviation?  This is a heavy shooty army.  Guns, Guns and more Guns...

So...what do you think?  Leave me some comments below.

Tuesday, September 11, 2012

Journeyman League Ends with a Bang!

Last night we concluded our Journeyman League!  Legion (Thagrosh Messiah) faced off against Trollbloods (Grim Angus) and Legion took the win with a Warlock kill.  We welcomed a new player to the fray, Jason, and he brought a Cygnar list lead by Jeremiah Kraye.  He faced off against a Gorten Mercenaries list and lost in a final showdown with Gorten's feat.
The League ended with Nathan taking the Creative Badge for most Hobby Points and 3 chevrons.  Jeremy narrowly took the Destroyer badge, beating Adrian by one win.  He also took the Journeyman Badge, narrowly by 1 point.  He also get 3 chevrons.  Adrian and Josh finished up with 3 chevrons, Mark with 1 and Ryan with a Centerpiece.  Thanks guys for a great League!  We will continue playing every other week and look forward to some tournaments with Ben Tron's group: http://bentronblog.blogspot.ca/ and www.syndicateofgaming.com

Name
Caster/Lock
Game Points
Hobby Points
Journeyman
Wins
Losses
Nathan
Gunbjorne
6
3
Slag Troll
46
Mark
Commander Stryker
2
3
12
Jeremy
Durgen Madhammer
9
8
Ogrun Assault Corps
48

Josh
Constance Blaize
3
4


25

Ryan
Sorscha
1
3
9
Adrian
Lylyth
8
2
34


Thursday, September 06, 2012

Journeyman Update - Mercs Montador vs Legion Thagrosh 35 points

Our unending Journeyman League continues, though an end is in near!  Monday night is the last night. Badges will be awarded and bragging rights earned.

Last night Mercenaries faced off against Legion for an epic clash.

Faction: Highborn Covenant
Casters: 1/1 Points: 35/35
Captain Bartolo Montador (*5pts)
* Buccaneer (3pts)
* Buccaneer (3pts)
* Galleon (18pts)
Sea Dog Crew (Leader and 5 Grunts) (5pts)
* Mr. Walls Sea Dog Crew Quartermaster (2pts)
Doc Killingsworth (2pts)
Dirty Meg (2pts)
Lord Rockbottom (2pts)
Master Gunner Dougal MacNaile (2pts)
Reinholdt, Gobber Speculator (1pts)


ARMY - Legion of Everblight - Final journeyman- Epic Thagrosh

38 / 38 (35+3) Warlock(s) : 1/1 Warbeast(s) : 4 Battle Engines : 0 Solos : 2 Units : 0

Thagrosh, the Messiah - WB: +3
- Typhon - PC: 12
- Nephilim Soldier - PC: 5
- Scythean - PC: 9
- Angelius - PC: 9

Blighted Nyss Shepherd - PC: 1
The Forsaken - PC: 2


Mercenaries won the roll and gave Legion deployment.  Mercenary deployed the Galleon (the Sanctuary marker is being used as a proxy).  The two factions faced off, centred on the edge of their sides of the table.  The Sea Dogs advanced deployed up 16" behind a wall.  First turn, Legion ran everything, putting Thagrosh, Typhon and shepherds behind a wall.  Mercenaries advanced, thinking they may have range with the Buccaneers to knockdown some beasts, but the first one failed, so the other ran.


The Seadogs stayed behind the wall, hoping to get a charge off next turn (using Mr. Walls' No Quarter).  The Galleon activated and shot Angelion a number of times, putting some damage on her.  Legion got a free move for Angelion for taking damage and then she charged the Galleon along with another heavy beast and the two of them wailed on the Galleon, taking out his right arc.  Typhon advanced.

Mercenaries activated and Meg healed 3 damage points on the Galleon, fixing up its' right arm.  The Galleon activated, shot his harpoon at one warbeast, dragging it in for a follow up melee attack. Then it did a sweep power attack, killing the Scythean and putting some damage on Angelius.  Then the sea dogs charged with No Quarter doing a little bit of damage on the Angelius.  Then Montador put up broadsides, allowing the Galleon to fire his harpoon again dragging in the nephlim and beating him with a follow up melee attack.  Then Montador popped his feat, forcing any beasts ending their movement in his control range to be knocked down.

Legion then stayed out of Montador's control range, moving the Typhon up and taking a pot shot at Galleon.  Angelius did some damage to the Galleon and Thagrosh killed some Sea Dogs.


Mercenaries activate Dirty Meg and she heals a very sad 1 damage point on the Galleon.  Boo..  So, in a desperate turn, the Sea Dogs kill some Shepherds and do a few points of damage on the Angelius.  Then two Buccaneers, Doc Killingsworth, Lord Rockbottom, Dougal and Montador all take potshots at Angelius and do only a few points of damage.  Even the Galleon makes a shameful roll against Angelius, only doing a few points of damage.


Then Legion healed their beasts and scrapped the Galleon and killed a few Sea Dogs.  Then Thagrosh attempted a charge attack vs Montador, doing 11 damage.  Sadly his charge ended only within range of his reach weapon and he only had one fury remaining.  He then activated his Angelius and moved it out of melee with the Sea Dogs, Buccaneers and Doc Killingsworth.  It took 5 weak free strikes and finally died.

Mercenaries responded by charging Thagrosh with one Buccaneer and attacked with another, who knocked him down.  Then Montador, with 5 focus and Lucky Charm on him from Reindholt, finished off Thagrosh for game!



Good game Adrian!

Name
Caster/Lock
Game Points
Hobby Points
Journeyman
Wins
Losses
Nathan
Gunbjorne
5
3
Slag Troll
44
Mark
Commander Stryker
2
3

12
Jeremy
Durgen Madhammer
8
8
Ogrun Assault Corps
44

Josh
Constance Blaize
1
4


24

Ryan
Sorscha
1
3

9
Adrian
Lylyth
7
2

31



Wednesday, September 05, 2012

Battle Report - pNemo VS Gorten Tier 4 - 50pts

Hello Everyone, it is time for another battle report, this time played at Josh's, which is an event in itself.

Josh was dying to try his pNemo list at 50 points and Jer took advantage of the 50 points to pack in a tier 4 Gorten Rhulic list talking more heavies than you can shake a stick at.
The Scenario rolled off as Mosh Pit from the Prime MKII book.  We did a 16" circle, with Steamroller deployment (7" vs 10")  We marked the mosh pit with a hill/stone base which we could measure from center of to determine if we were in the zone, and the outside was indicated by sandbags as cover and linear obstacles.  Caster kill or Controlling the Mosh pit at the end of your turn, beginning turn 3 of player 2, would win you the game.

Here are the lists:

Josh's Cygnar:

pNemo -6
Squire +2
Stormwall +19
Lancer +6
Hunter +6

Journeyman WC +3
pEyriss +3
Arlan +2
Reinholt +1
Black 13th +4

Stormguard Min +6
Stormtowers +2x2

Jer's Rhulic Mercs:


Gorten Grundback (*7pts)
* Grundback Blaster (3pts)
* Ghordson Avalancher (9pts)
* Ghordson Driller (6pts)
* Wroughthammer Rockram (8pts)
Hammerfall High Shield Gun Corps (Leader and 5 Grunts) (5pts)
* Hammerfall High Shield Gun Corps Officer & Standard (0pts)
Hammerfall High Shield Gun Corps (Leader and 5 Grunts) (5pts)
Herne & Jonne (3pts)
Horgenhold Forge Guard (Leader and 5 Grunts) (5pts)
Brun Cragback & Lug (9pts)
Lord Rockbottom (2pts)

Deployment:
Josh won priority and opted to go second since Jer wasn't benefitting from the Searforge contract benefit (+4" deployment).  This put the slow Dwarves far away from the objective.  Jer deployed in a clump to the middle, with his units advanced deployed in front.

The Stormwall Colossal pre-deployed basically in the middle, the Stormtowers sat to either side of the Stormwall, the hunter and Black 13th sat to the right flank and Eyriss to the left flank.

Rhulic Turn 1
He ran basically everyone, but Gorten and he put a wall in front of his heavies.
Cygnar Turn 1
Cygnar moved up the Stormwall and lay down covering fire to stop lanes.  The B13 picked off a couple of shield gun corps, and Nemo arced lightning into the mix to take out the officer. Eyriss sat very still and stealth-like, while the hunter repositioned.  Arcane shield landed on the stormguard, Arlan boosted the lancer, who ran up for the arc node.
Covering Fire Mwahaahaaa!
Turn 1
Rhulic Turn 2
The Dwarves continued to run, demonstrating how slow a Dwarven army can move.  One Shield gun corps combined to kill one Stormguard, while the other unit did a couple of boxes on the lancer.  Forgeguard huddled behind a covering fire template...
Take Cover!


Cygnar Turn 2
Cygnar took the opportunity to throw more lightning into the ranks with Nemo and the 2 towers taking out some shieldguncorps.  The B13 made their shots but couldn't finish the deal.  The Hunter took out the Bear's mind aspect.  The Stormguard tied up the shield gun corps.  Stormwall popped out a pod to block the driller up and pounded the Driller with a couple of boosted big guns, taking out the grappler.  Covering fire landed on the tied up shieldgun corps, and in front of the forgeguard. Eyriss Disrupted the Avalancher.
New Meaning to Covering Fire
Rhulic Turn 3
Looking to keep the Stormwall out of the objective zone, Jer put all of his energy into freeing up the shieldgun corps in the middle of the hill.  To do so, he used almost all of his attacks from Herne and Jonne, the forgeguard, Rockram, Brun, his blaster and Lord Rockbottom, but he did it.  This kept them alive, and they moved up to cover valuable real estate.  His Avalancher had been putting the hurt on the Stormwall, and continued to do so, tuned up by Steinhammer, but here he was joined by Gorten, who cast molten metal on the SW.  Now we played this wrong and applied damage to both grids, for 12 damage.  We discovered later that this has been ruled only to effect one grid by a Privateer Press Infernal. (Valander).  With all the damaging AOE's on the table, the rest of the infantry holed up and hoped for the best.
Cygnar Turn 3
Cygnar was determined to clear out as much infantry as possible this turn, and for the most part succeeded.  The Stormtowers hit and did damage, the Gunmages took out some guys, the Lightning arced through the lancer to put a few boxes on Gorten, heck even the Lancer killed a guy.  One last guy stood resolute and prevented the SW from moving onto the hill.  A couple of boosted big guns and Nemo's feat finished off the Driller, and disrupted all of Gorten's jacks.  The Hunter also put the hurt on Hernne killing him, while the AOE's and Covering fire protected the B13 from retaliation. A storm pod sat in the way of the Rockram.
Then I realized that I had only a Lancer completely in the Mosh Pit, and Gorten hadn't used his feat.  It would be game over if I can't prevent a landslide, and I had only one model left to move... Eyriss.  So she ran in front of the Stormwall, so that whichever way they slid, one would stay in the Mosh Pit zone.


Rhulic Turn 3
Jer knew he had only 2 models to remove, however he was so tied up, he wasn't sure how he could do it, and Josh had put Arcane Shield on the Lancer and put a smoke cloud in front of it too.  His other idea was a Gorten Bowled assassination run, but the option had been taken away by the lost Driller and the distance to Lug.  Brun Activated and healed Brun so his mind was back.  This allowed him to Charge and finish the undamaged Hunter without breaking a sweat. His jacks disrupted, Gorten put the hurt on the Colossal again, and with a tuned up Avalancher, destroyed the Left system on the SW.  Through a spectacular shot, Rockbottom lit Eyriss on Fire, but an equally spectacular die roll left her alive with 2 hit boxes.  He kept his feat to himself and moved the Rockram to protect Gorten and called it a turn.


Cygnar Turn 4
Having bought the time, Cygnar went on the assault.  Eyriss died to the fire, but Arlan managed to repair the Stormwall's left arm, and Nemo loaded him up with focus.  The Black 13th finished off the Bear with some brutal damage.  Lightning from one of the Stormtowers took out a Forgeguard, and Nemo's Chain lightning took out Steinhammer and a couple of boxes on Gorten.  The otehr Stormtower disrupted the Avalancher.  The Stormwall walked onto the hill and Put a pod out behind Gorten, boosting for damage.  He also disrupted the Rockram and pounded it from up close with the big guns.  Covering fire covered the flanks.  Gorten was down to about half health and running out of options.

Rhulic Turn 4
Gorten's only option was to try and take down the Colossal or go around it.  But with disrupted jacks, and little units left, he did a lot of damage, but not enough.  The Arcane Shield kept most of the damage off.  Even the Lancer survived the few Forgeguard that could swing at it.  He considered Resigning the game, but we agreed to see if Cygnar could Finish Gorten off, and Cygnar would play one more turn.


Cygnar Turn 5
At this point, I thought of several options, but settled on a crapload of lighting.  The Stormwall Power Striked the Blaster into Gorten, knocking him down.  A boosted pod also did some damage.  The Finishing shot was a Lucky Charmed, Boosted Chain lightning arced through the Lancer.

Goodbye Gorten
Post Game Thoughts:
Josh(Cygnar):
Really intense game, though a lot of my army played on tying up threats to buy time.  I got lucky when Jer couldn't kill Eyriss on turn 3.  With her gone, he could have feat pushed the lancer out and won the game.  The list was fun to play, with lightning taking out important solos and attachments, but it had very little diversity.  A concentrated Scenario like this one was ideal for it, and pNemo's feat really came into its own.  I like the Stormwall, but I do think pNemo gets more out of a couple of heavies than one super heavy.  The Stormwall's ability to immobilize units can be devastating as in the case of the Forgeguard in this game.