söndag 29 januari 2012

The CF's almost weekly 2!

Woot, already been two weeks?! I've been so busy. I still am, and I'll tell you why in today's almost weekly (which is, I admit, a little rushed).
I've been trying to expand my Black Knight units from 5 to 15. I'm almost there, having assembled 9 more horses (the tenth is going to be a Wight King, AWW YEAAHH).
Anyways, it's looking pretty good on that front, so I'm satisfied.
Black Knights, Conversion, Vampire Counts

The other thing that's been keeping my busy and working is that my Mantic Games Skeletons and Zombies arrived! 120 Skeletons and 60 Zombies to assemble, and they're sadly not going to assemble themselves!
Mantic Games, Skeletons, Vampire Counts
There's about 60 - 70 of the Skeletons in that picture. That means there's at least 50 left, as well as 60 zombies! -sigh-

But anyways, for today's topic, let's have a short review of the Mantic Skeletons, shall we?
The first thing that... stroke? Striked? Whatever, the first thing that straught me was the level of detail and armour compared to GWs own skeletons. Where GWs skeletons range from nude to loincloth+shield, Mantic's range from Loincloth+shield to chainmail, ex-clothing, pretty helmets, birds eating their flesh and shield. That's a plus for me. I've always wanted my skeletons to look like they're actual dead warriors, and now they do!
The second thing that came to me where the pretty little bits. It's not so much, but now I have 6 tombstones, 6 skeleton Wolfrats and 5 skeletons bursting out of the ground (a champion took the sixth skeleton for his hand weapon). It's just a little something that made me a bit happy anyway. Everyone loves bits!
Third difference I notices was their faces, and I'm not sure if this is positive or negative. It's the fact that the Mantic Skeletons have their faces slightly twisted into expressions (mostly anger from what I can see, or just seriousness), unlike GWs in this case slightly more realistic skeletons whom have little to no expression at all. But I have yet to decided if it's good or bad. It's slightly silly and unrealistic, but it adds character and make them seem slightly more frightening.
Another bad thing was that the MG skeletons weren't as well done when it came to the bones. To many ribs and such, not like a real skeleton. But that is countered by the extra armour, so I'm fine with that.
Next thing in the list of differences is the poses. GW skeletons has the pose of marching forward. Mantic has the pose of standing still.... More or less. Although you would believe it to look bad on the battlefield, it actually does not. If you want an example you're familiar with, look to the ranged infantry units in your army. In almost every case these will be standing on their place, not marching forward.
And the last thing (and the thing I loved the most) was the simple effectivity of assembling them.
Every lower part (from feet to stomach) is in one piece, for every skeleton. Then there are six complete upper parts, six upper part where you get to choose weapons (Spears, Swords, Axes, or a flail), and eight where you may customize a little bit (Choose head, gear for both hands, sometimes even pose the arms...).
So there's like the generic guys, the slightly generic guys, and the characterful guys. Yay!

I'm not even gonna bother telling you the price comparison. Let's just say Mantic aren't GW.

And for a final, a little size comparison between them and some VC models!
Comparison, Mantic Games, Size, Vampire Counts, Vc

As you can see, they scale pretty well. The Grave Guard may look shorter, but he's hunched forward, and even so still more bulky than the little warrior, so he appears larger in any case.

All in all, it's a win for Mantic Games. I know where I'm getting my future Skeletons from, should I ever need more.


Now, as a final note is the thing that spurs me so currently.



The convent Gothcon is coming up! It's during April, 6ht to 8th I believe. And I decided to join their WHFB tournament. I need to have everything bought, painted and assembled by then!
I've made a rough list of what to bring, so that's planned. It includes be buying two Necromancers and my kitbashed Vamplord. That'll be a good 400 crowns. Some Direwolves are also needed, basing materials, new Movement trays and foam trays for my GW bag. Also spraypaint and more paint. I'm not even sure I'll have enough money. This will be rough.
But I'm gonna make it!

söndag 15 januari 2012

The Cornerfag's almost weekly! New Vampire Counts and first game of Legend.

Hello! Time for my first what I hope will be almost weekly tradition, a slight update on everything I've been doing lately!
This time I'll talk about two things: Legend (the role-playing game), and the new Vampire Counts armybook!

I'll start with a review of the new armybook.
I'm using a scale of 1 - 10, where 5 would be average, 10 would be strictly better than every other book, and 1 being unacceptable. 7.5 is... above expectations/very well done/me gusta.
For simplicity, let's go from front to end.

It starts out... Bad. The front artwork, I hate it (more or less). The Vampire's hair, his weird arm-pose, the bone-spikes on his armour and the stupid amount of blood running down his hand, looking like a glove... Sigh. 3/10 here.
But then I opened it.
The page layout is pretty good-looking actually, and the first pages are the fluff pages. I have to admit I haven't had the time to read them through, but it seems to be just like the last edition, which was good (although they still focus a bit too much on the von Carsteins...) 7.5/10.

Army special rules:
Undead - Okay, so no difference here, that's good, except for marching is only allowed within 12" of the General. I'm fine with that.
The General - Forcing me to take Lore of the Vampires on my General.. I don't prefer it, but it's okay since it's rather fluffy. But what's good at this part is that you're now able to have backup-generals. That is, your general is now not an auto-lose button. Sure, if he dies it'll hurt you, on the first crumbling. But, if you have another Lore of Vamps-wizard, he'll take over before the next crumbling. Sweet.
Battle Standard Bearer - No difference. I wanted him to be of little more use to the Vampire army that he was before, but I guess not...
Vampiric - Here be Vampires.
It's hard to grade the army special rules... So I'll just say I like them.

Unit entries: Okay, so for this section, I wont rate the rules, just the... entries.
And that's some entries, I tell you! The artwork here is amazing! All-colour and fantastic, it makes the cover even worse (for good and bad). Solid 9.5/10, and these pages actually made the price tag acceptable for me.

Lore of the Vampires:
For me, this is a slight step back... Being able to spam spells was unique for the Vampires, giving them more personality. They kept the power level roughly the same, but pushing the book into being more.. generic, if I may say so. As for the spells themselves...
Invocation of Nehek: Now targets an area around the caster, and that's fine. I'm good. Also raises D6 + Caster level on infantry, 1 + Caster level on everything else that's not Vampiric, Etheral or Large Target (whom only regain 1 wound). Also the Signature.
Vanhel's Danse... Nerfed. Argh! They removed the possibility of chargin with it, and you ONLY get re-rolls to hit in CC. But you're capable of extending it to target every unit within 12"... But that doesn't make up for charging in the magic phase being gone.
Hellish Vigour: Re-roll to wound in CC. That's nice in combo with Danse. Approved.
Gaze of Nagash: As worthless as usual.
Raise Dead: Raising 2d6+3 Zombies, cool. Also able to extend and make those zombies skeletons, cooler. Do not award Victory points, awesome!
Curse of Years: The same as before. Still kind of cool.
Wind of Death: This spell is... odd. A vortex causing D6 S3 hits per rank (no armour saves allowed) on any unit it touches? So... For maximum efficiency, you'd want it to just barely touch as many units as possible? Weird. Also extendable into S4, large template.
Lore attribute restores a wound to a character within 12" for every successfully cast spell.
Spell rating: 7.5/10

Vampiric Powers and Magical Items:
We still have roughly the same amount of powers, while our magic items section has been cut down... As for the powers, I like them. Very well priced, fluffy and useful.
The Magic Items... I know some people mourn the Drakenhoff banner, but not me. In fact, every item here is cool. I like The Cursed Book (casts one out of six spells randomly by sacrificing D3 power dice)... The only item I don't like is Skabscrath, because it's slightly overpriced... I think. 6.3/10 (lesser rating due to less items... But that goes for every 8th ed. book).

Miniature showcase: Same painting on every mini as always. The only thing that struck out to me was how badly painted the standard showcase-Hexwraiths actually are. The two other examples of them look way better. 5/10

The army list: I'll write a little about every entry, trying to keep it as short as possible. But I'll skip Special Characters... Because my eyes don't register those.

Lords:
Vampire Lord: Ah, the ever-present DIY Vampire. Love him, still do. One magic level lower (but still access all the way to lvl4), one more attack and a slight price increase but access to mundane items and two more spell lores... At first I was kind of disappointed with him, but after running some numbers and trying some builds, I'm proud to say that he's at least as good as ever.

Master Necromancer: A pretty cool guy for the Necromancer-lovers out there, also a easy access to a level 4 wizard.

Strigoi Ghoul King: Now this was unexpected for me. Slightly more expensive than your DIY Vamp, but with a 5+ reg, poison and Infinite Hatred, but no access to armor... He's cool, and good to see some non-Carstein love around in these parts.

Heroes:
Necromancer: Slight point increase, access to two lores and no longer picks spells... He's good.

Vampire: Same points, access to two more lores and mundane items. Solid.

Wight Kings (my forever beloved Wight King): Point increase, and.. that's it. But he's still the Wight King I know and love!

Cairn Wraith and Tomb Banshees: Cool guys. Cairn Wraith add a good punch to any unit, and Tomb Banshees seem solid to fly around solo, screaming at stuff.

Coven Throne: For some reason, my eyes always just graze past this entry. Probably because it seems so... Un-special to me. Chariot, can move through terrain, 4+ Ward save, cool leadership-tes stuffs... Cool, I guess. I believe I'll mainly use it as a Hero-vamp-mount, if I'm going to use it at all.

Core:
Zombies: Point decrease, stat increase. Cool. Finally, worthy tarpits and character-bunkers!

Skeletons: Point decrease... And that's it. They're still the Skeletons I know and love!

Ghouls: Point INCREASE (Yes, you heard me). But they're still cool, though I don't use them.

Dire Wolves: Now this is the shiny part of the Core for me. I love the Dire wolves sculpt. I love outmanouvering, redirecting and blocking charges with small, fast units. And now the count towards minimum core, have +1S on the Charge and a Vanguard move! I approve, approve a lot!

Special:
Corpse Cart: Whenever affected by a Lore of the Vampires spell, it grants ASF to every unit within 6"? Cool. But it is now a Chariot, and has ha point increase.

Grave Guard and Black Knights: Point decrease on both? I approve with joy.

Fell Bats, Bat Swarms and Spirit Hosts:
Fell Bats, if I don't recall incorrectly, have gotten a hefty point decrease, making them viable. Spirit host is still the same. Bat Swarms give ASL to any unit they combat, a special rule I've been very tempted to try and make good use of... But I don't know how.

Crypt Horrors: Like Ghouls, but BIG!

Vargheists: Like a Varghulf, but SMALL!

Hexwraiths: The unit I cannot bring my mind around. I want to use them, but not sure if they're worth it. They inflict auto-hits on any unit they pass through, and are fast cavalry... So they're the perfect flank/rear harrasser... But they're pretty worhtless against rank-and-file... And can't march by themselves... So, they're risky. I'm going to try them out when I can, because the concept of them is cool.

Rare:
Varghulf: The same as always, the perfect choice for a Strigoi army.. But I belive we'll be seeing a little less of these, since it no longer grants a marching bubble.

Blood Knights:
Same as before, but with a small point decrease. Personally I'm a little afraid to use them...

Cairn Wraiths: Same as before.

Black Coach: Same as before, and that means cool.

Terrorgheist: The cool, flying, giant, screaming bat? Cool, but overpriced if you ask me. Or, a little too unsurvivable. He needs more protection.

Mortis Engine: The to-go for any spellcaster! Increase all your spells, and mess with the miscasting table! Also grants AND improves regeneration saves! GET YOURS TODAY!

Units with rules get a solid 8/10 for being very well balanced and allowing for fluff in many directions.

Overall, the new Vampire Book is a good Armybook, with the glaring exception of the cover.




Now that's that taken care of, I'd like to include a little note on the roleplaying system of Legend. Not knowing it, I was the GM for this weekend's session, and I decided to use that opportunity to introduce, and try to learn, Legend.
Legend, for those of you who don't know, is a new, free, roleplaying system. I love it, personally. It's based upon the OGL of DnD, and is an improved version of it according to me. It enables for more individuality in characters, whilst still simplifying it (not that in this case, simplify does not mean dumbify, as it usually tend to do).
My players seemed to like this new system, and it's pretty much straight up usable together with DnD and PF. I even used monsters from the DnD wiki, as I was unprepared. Feats and skills are too easy to implement.
The main problem is that, as the game is in it's first iteration, it has some balancing issues here and where... But nothing a little houserule can't fix. Really, saying "Your spell is too powerful. I limit it." isn't as hard as I would have expected it to. I also decided to use the Weaponry from DnD, as I found the Legend Weaponry lacking.
Overall I found the session, although unprepared, to be quite good. The players quickly came up with cool character concepts. I believe it will take a little while before we've figured out and balanced Legend to suit our tastes, but I'm certain the journey will be a delightful one!

And that's what I have been doing and thinking lately.
Until next time!

~Pro maior risor~

måndag 9 januari 2012

Batrep! Warriors of Chaos vs Ogre Kingdoms, 2000 points!

Battle Report: Ogre Kingdoms vs Warriors of Chaos 2000 pts
The inevitable has happened. In their greedy quest, the Ogres have turned upon the Warriors of Chaos. It's Ogre against mutated man, Sköll against Hate.

Hello, here's another (un)friendly battle report from Svartblod Gaming, starring Hate, our Warriors of Chaos-player, and Sköll, our Ogre Kingdoms-player. Battle reporter is once again me, The Cornerfag.
Our gamers are currently devising their armylists of total destruction and utter annihilation, whilst I am writing this.
That said, I'll have to once again utter a slight warning for the haters of unpainted models. Although we strive to complete our forces by our best capabilities, Sköll, a very new Warhammer-player, has still some unpainted minis from christmas. For those of you whom have read previous reports including our OK-player, however, will probably be satisfied to see that his amount of painted minis have gone up... a little.
Anyways, here's our first contestant:

Ogre Kingdoms List:
Lords:
Slaughtermaster lvl 4:
-Ironfist, Greedyfist, Grut's Sickle.

Core:
18 Ironguts
-Full Command, Dragonhide Banner.

Special:
3 Mournfang Cavalry
- Full Command, Heavy Armour, Ironfists

8 Leadbelchers
-Thunderer, Bellower

Rare:
Thundertusk

Pre-game interview: Sköll:
What is your game plan?
Sköll: Yeah, uh... Game plan... Yeah, no... Well, unlike when I faced Vampire Counts last week, I hope to be able to place my units in a way that seems legit.
...
Well, I don't really know what units he uses, not so aquainted with WoC so... I know something about Wizards, a guy on a Juggernaut, but...
TC: So you don't really know what he's capable of doing?
Sköll: Correct.
(Hate: Close the door!)

What are your hopes?
Sköll: That the Gutstar does what it's supposed to do, and the mammoth doesn't die like it usually does. You know, get a charge or something.
TC: And that's pretty much all your important units?
Sköll: Yep.

What are your fears?
Sköll: That he's gonna win. Or, well, that he win bigs and makes me look bad. I want to at least show him what I can do.
TC: That's the spirit.
Sköll: I'm also a bit afraid he'll get mad and throw dices at me. I've gotten damaged before, you know.

So, do you have any plan to counter his units?
Sköll: The Gutstar will counter everything.
TC: Good.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Sköll: The Leadbelchers, I hope they'll... Bah, kidding, Ironguts ofcourse. I hope they'll execute some of his little men.
TC: Sounds good. You're free to return to the battlefield.

Warriors of Chaos List:

Lords:
Sorcerer Lord, lvl 4
-Mark of Tzeentch, Talisman of Preservation, Powered Familiar, Enchanted Shield, Biting Blade, Conjoined Homonculus

Heroes:
Exalted Hero
- Battle Standard Bearer, Mark of Khorne, Juggernaut, Sword of Battle, Helm of Many Eyes

Chaos Sorcerer, lvl 2
-Dispel Scroll, Book of Secrets, Third Eye of Tzeentch

Core:
24 Chaos Warriors
- Additional Hand Weapon, Mark of Khorne, Standard Bearer

24 Chaos Warriors
-Shield, Mark of Tzeentch, Standard Bearer

5 Chaos Warhoundss
5 Chaos Warhounds

Special:
5 Chaos Knights
-Mark of Khorne, Standard Bearer

Pre-game interview: Hate:
What is your game plan?
Hate: To win.
TC: I'm not even surprised. I'm just gonna skip to the interesting questions.
Do you have any fears? Except losing?
Hate: Actually, no.
So, do you have any plan to counter his units?
Hate: Well, not really, but I'm running my classical list and hope it holds. From what I understand he only has a few units, so I'll just... I don't know... Uhm... Focus force upon his biggest unit, the... Gutstar? Hit him hard where it hurts. I've got some magic and such for the other, lesser units.
For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Hate: The classical Exalted Hero on a Juggernaut. He's such a good guy, always gets the job done.
TC: Sounds great. Off to the battle with you!d

Pre-game info:
Mission:
Our usual let's-just-have-a-killfest.
Magic:
Warriors of Chaos:

Lvl 4: Uses Lore of Tzeentch. (2) Baleful Transmogrification, (3) Pandemonium, (4) Treason of Tzeentch, (5) Call to glory
Lvl 2: Uses Lore of Death. (S) Spirit Leech, (5) The Fate of Bjuna. Book of Secrets grants Pit of Shades. (TC: Wow. Well, what do you know.)

Ogre Kingdoms:
Lvl 4: Uses Lore of the Great Maw. (S) Spinemarrow, (2) Bullgorger, (3) Toothcracker(5) Trollguts



Roll-off:
Hate wins the roll, forces Sköll to deploy first.

Terrain set-up:
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

Deployment:
Since Sköll only has 4 units, and has to deploy first, Hate places his two Warhound units first (much to Sköll's chagrin), gaining a weightly advantage during the deployment.
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

1st turn WoC:
Both Frenzies fail, but BSB fixes that problem.
Movement:
Hate measures closely, careful not to get to close to the Thundertusk with his important units.
Warhounds rush up block / redirect the Thundertusk, and the other Warhounds block / redirect the Gutstar. Warriors walk up, Knights prepare to flank the Thundertusk.
Magic:
Winds of Magic: 6 and 1, +2 from Familiar and Book, counting in at 9 PD, 6 DD.
First off: Treason of Tzeentch with 3 dice. Gains 15. 3 Dispel Dice also gets 15. Phew!
Next up, Pandemonium! 2 Dice, exactly 9. 2 Dispel Dice, exactly 9.
Hate: Time to reign with my magic.
4 Dice on pit of Shades... Result: 12. A fail. Sadly.
Close Combat: Nope.

2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

1st turn OK:
Movement:
Gutstar charges Warhounds successfully.
Leadbelchers move to peek around the corner of the house. Mournfang place themselves in front of the ruins
Magic:
Dices come up 4 - 3. A good roll. 7 PD, 4 DD.
First up, Trollguts. (I hate that spell...). Extended, on 6 dices. Didn't get his Irresistable, but got a score of 22. Dispel Scroll'd, lul!
Spinemarrow on one measly dice. It got dispelled. Hah!
Shooting:
The Thundertusk spews his ball of ice upon the Warriors, but scatters 10" upon the Hounds in combat, killing two. Harpoon misses the wizard, bear-trap.
Leadbelchers belch the lead upon the MoT WoC, 8 hits. 4 Wounds, 3 die.
Close Combat:
18 Ironguts vs 3 Warhounds. PLACE YOUR BETS!
The hounds died. A free reform almost gives Carl a free flank charge, but, after asking me (as an unaligned judge), luckily not
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

2nd turn WoC:
Movement:
Knights, with the Hero on a 'naut into the flank of the Thundertusk (after a long charge through the woods).
Warhounds flank charge the Gutstar, MoT-warriors frontcharge the Gutstar, MoK-warriors charge the Gutstar. Danger, danger. This is the combat that will determine the outcome of the game, I believe.
Magic:
The winds come up 4 - 2, a channel and +2 Dice later and the final score is 9 PD, 4 DD.
First up, Treason of Tzeentch on the Leadbelchers. Sköll let's it through. 5 Wounds are caused. The Leadbelchers are rolling hot!, against themselves.
Next: Pandemonium. Sköll fails to dispel it with 2 dice.
Call to Glory! on 3 dice. Sköll let's it through.
Final spell, a failed Transmogrification.
Close Combat:
The Exalted Hero has to challenge, and indeed does. Sköll does not accept, and Hate pushes the Slaughtermaster to the back row.
Thundertusk vs Knights: ASL vs ASF lets the 'NautHero strike at his own initiative, which is before the Tusk. 2 Wounds made.
The it strikes back, 4 attacks, 1 wound, 1 dead Knights. The riders of the Thundertusk wack some flies instead.
The Knights... megafail. All 7 hits roll 3 or less. Juggernaut bites for one more wound.
The Thundertusk flees in horror a whole 4", and the Knights chase it down by running 6". Swiftly.
Now, for the important stuff. MoK-warriors dish out 25 attacks, 14 hits, 6 wounds. Sköll passes three 6+ saves. It's the battle of luck vs bad luck.
The newcomer Exalted Hero causes 2 wounds.
MoT-warriors dish out 13 attacks, ending in 4 wounds, one which was saved.
Now... for the WARHOUNDS! 5 attacks, 4 hits, 1 wound! Not saved, and it was the final wound on one Irongut. Good doggies.

Now, the retaliation!
24 attacks against the MoT-warriors, 13 hits, all of them wounding. Hate, hoping for a
shred of luck, rolls his 6+ / 5++ saves... 7 Warriors die.
Then 21 attacks on the MoK-Warriors, 9 hits, 7 wounds, 7 dead.

Hate loses combat by two, and even with the aid of a BSB does his MoT-warriors flee. But his MoK-warriors hold their ground. So does the ever faithful Warhounds.
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

2nd turn OK:
Movement:
Mournfang move slowly up on the Arcane Ruins. Leadbelchers move around the house.
Magic:
Winds of Magic: 4 - 4, and no channels.
Trollguts cast on 6 dice (forcing Irresistable?). Though no IF, he got a score of 20. Carl does not manage to dispel, even with all 4 dice.
Spinemarrow with 2 dice gets through.
Shooting:
20 shots of Lead on the MoTs, 9 hit and 4 wounds. One is save, three die.
Close Combat:
Things are looking grim for Hate... I hope he manages to survive this round in able to get the Knights charge in the rear.
20 attacks from the Frenzy-less MoK-warriors. 17 hits, 12 wounds. The tide of luck seems to have turned. But 12 saves later, 5 wounds remain.
Ironguts make 25 attacks, 14 hits, all wounds.
Skip forward a bit. The lonely surviving MoK-warrior flee, and warhounds flee. The Ogres pursue, killing the lone MoK and getting into combat with the MoTs.
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

Hate accepts his defeat here. The MoTs are going to die, and the Knights can't carry this by themselves.


Redux:
Hate: First and foremost, I need Halberds against that Gutstar. So I'll make sure to get some of those.
Other than that, I can't say there's anything I could've done differently. I think I did the right thing charging the Thundertusk, and going all in against the Ironguts. It was a gamble, and I lost.
It's a pity the Pit of Shades didn't through. I'm probably going to run a Lore of Shadow-wizard against Ogres in the future.
Other than that, there's not much to say. Didn't happen much besides the epic battle in the middle. But I'm happy it turned out to be a game not based as much on luck.
Model of the game: Exalted Hero on Juggernaut. As always. He's pretty cool, and no one else managed to do anything.

Sköll: It was an even match, a pity the Thundertusk died as usually (though it's really just a decoy!). The Leadbelchers got their shots, and the Gutstar won the game at me. It's a good thing it was a fair game though. No dice where thrown, and I got to show what I am capable of.
I should have more units, so that I can place them more strategically. And I shouldn't be so careful with the Mournfang. Other than that, I'm all good.
Unit of the game: Mournfang, they rode so beautiful, and the one-legged hornblower remained a one-legged hornblower, and nor did any one of them die.

Meanwhile, in the Mournfang corner...
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

Overall, a great game, together with the obligatory handshake:
Photobucket

lördag 7 januari 2012

Hail!

Today I bring you a picture of the writers on Svartblod. Here it is:




From left to right: Sköll, Hate, The Cornerfag
Kneeling: Dhaik

And there will also be a batrep soon.
Ave Victoria!
/Hate

torsdag 5 januari 2012

New started martial arts dojo!

Hi, we just started a new martial arts dojo teaching a new form of Krav Maga!
It will be located in Sweden in Skane, you can check out our site for more information.

http://svartblod.zendock.com/#Home

Kind regards from
Sköll

onsdag 4 januari 2012

New year, new logo!


Hi!

After being away for a while, due to intense days between christmas and new year, I feel that I'm back to gaming.
The first things I've done is worked on the logo (you've already seen it. If not, scroll up), and design said logo to look good on our soon to be t-shirt, as well as a little banner sized thing...
And I've been picking up a little on my vampire counts too. Almost finished basing 20 Grave Guards and 5 Dire wolves (out of snow, argh!), and bought 10 more Grave Guard. I'm excited for the new army book, but that's for another time.
And I've decided to start getting a routine of sorts on this blog. Although a weekly update would be too much imo, I will do a "Every other weekly update". That fits my tastes better.
I just hope I'll make it.
So, with the new year, I bring you: The Cornerfag's Almost Weekly Update! Every other week I will bring you updates about my gaming, what I've painted, if I've played any games, as well as thougts and other little tidbits from my life!
With that, I bid you farewell for now.
~Pro maior risor!

måndag 2 januari 2012

Happy new year from Gold Davis!

Here is the first post of 2012, starring the Diary of Gold Davis!
Happy new year!


The 19th of March 1621

I started to look for my father today, I went down to Lavinia’s ship, The Blue Nixie and asked to board it. Of course I needed a certificate from Lavinia. I went back to her house to get it, but of course she was busy and Korra gave me a note. On my way back to the ship a man bumped into me and left me a note.

Rowyn seeks you in the chamber of the lotus. Go visit her and you shall not regret it.
Mistress Rowyn


I guessed that she wanted to discuss about me working for her again. And when I went to Lotus Dragons lair my suspicions became true. We discussed work and she knew about my father, she gave me a list of names of men who’ve worked for my father and a bag of platina. But there was one hook, she asked me to kill Lavinia. It turned out that Lavinia had held that information away from me. I went to Lavinia’s mansion and after an hour of waiting she finally was ready to see me. I scolded her for keeping the information about my father and I got her to promise an expedition to the island my father was sent to. I went back to Rowyn again and told her that I couldn’t do it. Surprisingly she let me leave.


The 21st of March
Today I met with Malfeitor and we decided to pay Rowyn a last visit. We went back to the cave and despite her efforts to flee we managed to kill her. In her notes we found out about Vanthus location. He was in Kraken’s Cove, five days away from Sasserine by foot. When we arrived the whole coven was on fire, there were ships burning and zombies everywhere. I got bitten several times but somehow I managed to survive. In the inner sanctum of the coven we met a pirate, Harissa Javell. A Spaniard! At first I thought that she could help us, but then she told us that she had sent people to kill Lavinia. After a great battle I woke up, I found Malfeitor laying a few feet away. The pirate had escaped but she left us a ship. With joined forces we managed to drive the ship all the way home to Sasserine and at the docks Ayna and the Mwangi met us, with no time for hugs we ran to the mansion. We crashed through the doors and after fighting wave after wave of Bullywugs. We managed to save Lavinia and her kindergarten adventure group, the so called “Jade Ravens”. Maybe we should get us a name as well… And now, relieved from service for five months I’m going to find my father.