söndag 18 mars 2012

The Cornerfag Paints again! (AKA Not so very weekly)

Hello everyone!
Sorry for my lack of updates lately, I decided to take a little break from most things related to gaming in general, except my gaming evenings. But I'm back now, and I've brought some pictures of what I've managed to do since last!
First up, my skeletons.
These were with speed in mind, as I had promised myself to make at least ten of them per day, which made speed a necessity. The colour scheme goes as follows:

1: Spray white (Army Painter spray, the dull white).
2: Fill up areas where the spray missed with skull white.
3: Paint cloth in a thinned down Hawk Turqoise. If it's thinned enough, it will act like a thick wash and sink into the cloths' recesses, letting the white shine through where it protrudes and effectively create an automatic highlight.
4: Paint the rest of the fudging mini. (Essentially, I just randomized colours. For metallic areas I varied between Boltgun metal, Mithril silver, and Shining gold. For wood I used Scorched Brown, and for other things like scabbards and such I went with more Turqoise / Grey / Brown.
5: Paint shields as you'd like (I actually painted the Turqoise on the shields while I had Turqoise on my brush, and the black whilst there was black). Outline with w/e metallic.
6: Apply god liqui-- I mean Devlan Mud.
The result:
Horde, Mantic Games, Painted, Skeletons

Horde, Mantic Games, Painted, Skeletons

Horde, Mantic Games, Painted, Skeletons

I'm pretty satisfied with them, actually...

And now
I'm sorry, but I just couldn't help myself
For some reason, I've gotten into another Infinity hype.
I just can't help myself because IT'S SO AWESOME
...
Well, either way
I painted up my Reverend Custodier (She is the sweetnoodles, dat mini).
It's done differently from my Tomcat when it comes to colours, and to be frank, I like Miss Custodier more. So she'll be the model for the rest of my "army"'s (well, not really an army since it's a skirmish-sized game...)colour scheme.
I didn't really have any technique when I painted her, it was more of a "paint this area, paint that area, highlight this area..." approach. Which, combined with the sweetness that is Infinity's detailed minis, ended up in quite a time-consuming project.
The main colours are: Space Wolf Grey, Warlock Purple and Blood Red. A mix of Chaos Black and Codex Grey made the cloak, watered down skull white stood for the Highlighting, and then some codex grey on the gun.
Turned out like this:
Infinity, Nomads, Painted, Reverend Custodier
Infinity, Nomads, Painted, Reverend Custodier
Infinity, Nomads, Painted, Reverend Custodier

And that's all for me this week!
Keep rollin' 'em dice!

fredag 16 mars 2012

Dawn of Worlds pt. 2

Hail!

I shall bring you my creation from Lakronya, Grimalkin, the god of chaos.

Note: The names and pictures I'm using are not representing the gods from our world, but simply fantasy creatures completely unrelated to their original names.

Grimalkin in his two most usual shapes: A hellcat (left) and a shadow satyr (right)

Titles:

The Black Sun

The Torchbearer

Lord of Chaos

Bane of Law


Alignment: Chaotic Evil

Dominion The Outer Planes

Sphere: Chaos

Cleric Alignments: CG/CN/CE/NE

Favored Weapon: Panic

Domains: Death, Destruction, Chaos, Darkness, Madness, Liberation

Worshippers: Chaotic individuals,Satyrs, Nymphs, Giants, Dragons


Grimalkin (pronounced Grim-alkin), whose titles include The Torchbearer, The Black Sun, and The Lord of chaos, is the god of chaos and destruction with an immense following, ever since he started the first war and later caused the War of Chaos. He is chaos incarnate, and enjoys misleading individuals of all inclinations so that they perform acts that ruin their lives or so that they make fatal mistakes. Grimalkin is recognized in Lakronya as the opposer of law and order. He dwells in the Outer Plane, mainly in his realm known as “the Throne of Chaos”.

The Creations of Grimalkin

Grimalkin was the first to walk in the world of Lakronya, and he did not like what he saw. The order of the world greatly angered the god of chaos into his very core. As a reaction, he created a being formed from the essence of chaos, as his champion. The being was the dragon mother Tiamat, a very beautyful she-dragon, reeking with chaotic energies, rifting reality. It was she who gave birth to the first other dragons, the most elder of races.

The lord of chaos told the dragons that he had appointed them to become his eyes on the material cosmic plane. The dragons honored their god by creating a temple dedicated to their chaotic lord in the very centre of the world. This temple was called Sigil, which later turned into a city of sorts for dragons.

As the gods of order had started to spawn their lawful beings, the Bane of Law realized he had to act to crush his lawful resistance. He created the Jotun; the Giants. From the cold rocks of the mountains and the essensce of chaos he formed Mountain Giants, who were the builders and craftsmen for Grimalkin, creating cities dedicated to his chaotic will and other monuments. From fiery flames and the essence of chaos he created the Fire Giants, who forged weapons from pure flame and hate and wielded the most destructive of chaos fire magic. They were blessed with the wisdom of Grimalkin, which made them into masters of war. The fire giants served as the army of Grimalkin. Uniting the coldest of ice with chaos, he created Ice Giants. The Ice Giants brings cold death with their chaotic frost magic, bringing unnatural winters where they wish, to further their master's chaotic intent. The last of the Jotun race were the Storm Giants, created by ligtning and chaos. They were the bringers of storms and thunder with their chaotic storm magic, letting it pound the world of Lakronya so chaos could reign.
In the mountains they built their shrines, dedicated to the Chaos Lord. The most famous being Jotunheim, which evolved into a city for the Jotun race.

Grimalkin likes deep forests, especially those you can lure small children, and other creatures into. As a result of this, he created chaotic beings of the forest, beatyful nymphs and mischivous satyrs. Satyrs being half part a animal, most often goat, and the other part a human-looking creature, forged toghether by chaos loves to play on their pipes to trick creatures into the wood, never to return. The nymphs are beautyful chaotic tree spirits luring men into the woods with their very attractive looks. Both representing things Grimalkin loves. A large part of theese creatures (way larger than from any of the other of Grimalkin's races) chose to leave the "evil" ways of their master, instead turning into good guardians of the woods and the like, something Grimalkin didn't care about that much.The chaotic creatures of the forest created a city, called Paein, where everyone was welcome. It later became the home of the centaurs and halflings.

Worshippers

Order of Chaos

Order of Chaos’ followers are pledged to spread chaos and destruction everywhere in order to try and oppose the laws of cosmos themselves. They support rebellions and wars for the sake of spreading chaos and destruction and indulge in intrigue in such a way that the world will be overrun by wars.

The Order of Chaos was founded by the chaotic humans who exists. Grimalkin is very amused how Agnosco's creation can turn on her like that, there he takes great interest in the order of chaos.

"Ever faithful -- to unfaithfulness
Endlessly truthful -- to untruthfulness

Ever loyal -- to disloyalty
Till Death united -- against all unity

Thus my Ascension bound -- to boundlessness"
- Order of Chaos' Pledge

Giants

Are the chosen warriors of Grimalkin. The giants live to serve the Lord of Chaos in his battles on the material plane. Those who please Grimalkin, will receive the Mark of the Jotun on their forehead; a symbol of total devotion to chaos and destruction. These marked individuals have earned demonhood: Warriors who have been granted eternal life to fight for chaos eternally by Grimalkin’s side.

Dragons

Are the creation of Tiamat, the dragon mother. Dragons are the eyes of the Bane of Law.

Satyrs

Satyrs are the messengers of chaos. Satyrs are rarely seen fighting, but they often follow their god’s example and usually enjoy misleading individuals to spread chaos.

Relationships

Grimalkin hates most of the other gods of Lakronya, but he particularly loathes The Great Ooze, Agnosco and Watawala. Grimalkin has no divine allies, but he doesn’t mind Oéaíüeau.

Appearance

The Torchbearer takes great joy in taking the shape of a cat when he walks the earth; prowling the shadows to trick children into the woods, poison your well, and burn your barn etc.. Sometimes he also takes the shape of a shadow satyr when he wishes to chase nymphs and rape them. His real shape however, is impossible for a human mind to comprehend. He is everything and nothing, he will blind you with his black light and will be everywhere and nowhere he will make you deaf with his soundless voice; he is chaos.

Dogma

Create and uphold the state of chaos, for chaos is ultimate freedom. Hail to the lunatics and the mad, for they are truly chaotic in mind aswell. Destroy all order, for it is only for the weak. Chaos defeats all, chaos is all. Chaos rules all.


"Ah, Grimalkin? He is the one who flings lit matches at you when you're soaked in lamp oil. Not because he hates you, but because it amuses him. Not because he enjoys wathing you suffer, but because all of the mayhem it would bring. Not because he wants you to die, but because he wants you to realize what living truly means."

-Human Sage on Grimalkin






Ave Victoria!

/Hate

tisdag 13 mars 2012

Dawn of Worlds

This is an old god made for the system Dawn of Worlds. We were originally supposed to run the setting we created in Dawn of Worlds as a campaign. But this idea was cancelled. Hopefully one day, after we have finished Savage Tide we will either resume the setting created known as Lakronya or create a new one. For I myself greatly enjoyed the creation process.

We are most likely gonna post more of Lakronya in the near future as our digging through old archives uncovers more findings.

Here's my god, known by the namn of Agnosco.

The God of Knowledge - Agnosco is knowledge incarnate, manifested at the same time as there was something to learn, it brought order to the primal chaos of the world. Agnosco is the god of knowledge, law, order and enlightenment. It is the god who stands for order and knowledge.

Agnosco is the sworn enemy of chaos, thus the enemy of Grimalkin.
It dwells in the realm of Knowledge, existing in the endless library which the plane takes its form of.



Titles: The Keeper of Secrets, The upholder of order and The Sagacious God.

Alignment: Lawful neutral

Portfolio: Knowledge, Self-Perfection, Enlightenment, Science, Law, Order and Balance.

Worshipers: Avians, Librarians, Monks, Wizards,

Cleric Alignments
LG NG CG
LN N CN
LE NE CE

Domains: Knowledge, Magic, Law

Favored Weapon: Knowledge



Worshippers
Agnosco holds enlightment and the quests for knowledge and self-perfection of both mind and body above all. As such sentient creatures are more associated with its faith than any animals or beasts.

The Order of Knowledge is a world-spanning organization existing in most civilizations in one form or another. The order follows a simply goal, to preserve and distribute knowledge. All races are accepted equally by The Order of Knowledge, but most Avians share a natural affiliation with order.
The Order condemns the actions of its sibling order (The Paladinian order) due to its forceful nature.

The Paladinian Order of Knowledge is a freestanding paladinian order with no direct connection to The Order of Knowledge. Its main priority is to bring order to the chaos of the world, battling Grimalkins minions and undoing his work, but not excluding to preserve and distribute knowledge. The paladinian order consists of mostly Dwarves and Humans, and even Halflings. Few Avians are suited for this lifestyle of forcing order upon the world, and most other races are ill suited to the life of order.

Avians are the keepers and gatherer of knowledge. They inhabit a natural affinity for foretelling the future and a natural talent for science. They were the founders of the first city, High Peak which once held the greatest library known to exist. It contained the foretelling of the future and all knowledge which had been gathered by the Avians.

After the destruction of their society the Avians split into two branches. One side which strived to continue their old ways of Agnosco’s teachings, another which strived to cause their revenge upon the world that caused their fall and hoarding the knowledge for themselves, for they were the only one worthy. The Avians which were aligned for the latter came to be known as Dark Avians due to the sinister transformation that followed after their research into forbidden knowledge.

Today the Avians roam the world upholding the principles of their deity, content with the life as nomads. They are 7 foot plus bird like humanoids with wings, beaks and hands. They are tall and agile, yet also fragile and weak.

Dwarves were the second creation by Agnosco and are a mountain living race fond of gold and other valuable minerals. They were the chosen up keepers of law and order before their old society fell. The race of dwarves travels the world, seeking a new home ever since their old one was destroyed by the giants, and later claimed by humans. This has resulted in tense relations with the human empire that currently controls their old mountain homes.


Humans The third and latest creation of Agnosco. They were created in order in order to combat the evil god Grimalkin who had brought ruin to most other races and even Agnosco self. But this plan quickly spiraled out of control as the other gods invested their divine essence into this newly created race. This resulted in the diverse race known today as humans.

Relationships
Agnosco respect that other deities are different spiritual beings and that what is correct for it may not be so for them. As such it tries to avoid interfering with other gods unless they threaten its work or its people. There is only one exception to that, which is the God of Chaos, Grimalkin who Agnosco has sworn to oppose his evil and chaotic nature. Agnosco shares some ideals with the god Watawala, but its followers hold Watawala in contempt for Watawala’s submission to Grimalkin.

Appearance and Emissaries
When it appears its avatar is often that of a old female, other times as an old man. Agnosco seeks to help its followers on their quests of knowledge and battles against chaos. But it often seeks to hide its identity in fear of the chaotic god Grimalkin which caused Agnosco’s demise in The First War.

“Knowledge is everything”


Dogma
Preserve and distribute knowledge, for knowledge brings order and order brings perfection. When order has been established and knowledge has been gained the world shalt enter a state of Utopia.

It is widely believed that Agnosco abandoned the world of Lakronya at the same time as a lot of the Avians left the world; some speculate that the god will return with its followers that once left in order to once more battle Grimalkin and its chaos. Others believe that the god never left, and helps hidden in the shadows.

The Mark of Agnosco


Thanks for reading, more coming soon. Look forward to see the map of the world, hear the history of Lakronya and hear of the other gods who shaped the world and their powerful artifacts.

söndag 26 februari 2012

Gold Davis is back!

Hoy there fellow cyberspace wanderer!
Care to stop by to take a peek at Gold's Diary?

So... I am back again, Savage Tides is back again and Gold Davis is back again!
But that's not all!
We have started a WoD-campaign with me as Storyteller and a new AD&D 2nd edition campaign situated in the same world as the Paul Thompson-campaign with Hate as Dungeon Master. In the World of Darkness campaign we find Hans Borg a industrial spy with a shitload of experince, a kicked-out edgy SWAT-sniper, a agile acrobat and a... medical student. They've all done a small job for the local police and are now part of a secret group that has been sent to Russia to infiltrate and kill and big bad evil CEO. That's pretty much what happened in that campaign but it's coming up more soon, or at least I hope it does. Oh, I might just want to mention that this campaign is totally without any supernaturals what so ever, it was the groups decision.

Moving on to the 2nd edition campaign not much happened there either. I play a nimble elf-thief, Naugrim, he's stupid, ugly and the worst elf you've ever seen. But, without any practice he sings like a god and after totally molesting one female in front of everyone he gets in bed with the hottest chick in town. To put it in another way, every time Naugrim gets drunk every social roll I make for him succeds on a natural 1 or 20 depending on what's needed but only when he's drunk. I will leave the actual story for the DM himself to re-tell if he wants to but now... The thing you've all longed for...

THE DIARY OF GOLD DAVIS



The 20th of August
Well, it’s time to get back to work. I haven’t been able to write much during the holiday but I’ll wrap it up for you, dear Diary… First of all I’m now officially Ayna’s mother, we went to the adoption center and filled out the papers. Maybe I should add it was on her birthday! Oh and a strange thing occurred that day. Ayna went from Jacob’s house to get me for the party when she met a strange old sorceress who tried to fool us to give her our memories and other strange things as payment for magical gear. She almost got poor little Ayna in her grip but I was able to force her to let go. Hmm… I’ve learned Ayna Spanish so know she understands that there’s more than one language and that people isn’t stupid because they talk differently. We refurbished the house and the boat and we change the figurehead to a statue of Solsken. I might put the blueprint of it in here later. I’ve trained Ayna as a sailor a little as well and we’ve lived on the boat for a month. And I found Raquel and learnt that he’s sick from some fruits the Mwangis from the island he and my father went to. The fruit makes him insane and it’s hard to get any information from him. We’ll soon leave for the island I hope and then I’ll find my father. Ah! We found a pair of good men to accompany us as our private crew on the journey and I’ve discovered new spells that enables me to become a rat like Astaroth or make him become half-man and let him speak human tongue I’ve just barely played with this spells but I might get use for these later.

måndag 13 februari 2012

Battle Report! 2v2, Woc & OK vs TK & DE, 3000 pts per side!

Battle Report: WoC & OK vs DE & TK
Sunchasers vs. No-Name


After the battle between Ogre Kingdoms and Warriors of Chaos, the combined forces of Tomb Kings and Dark Elves descend upon the battered forces. Having made an unholy deal with the Dark Elves, the Tomb Kings once more seek to reclaim what's rightly theirs. Hate, the great Chaos Lord, and Sköll, the awesome Ogre Tyrant, have no choice but to combine forces to defend themselves from the oncoming forces. Oh, and the Hydra is in the garden again.

Here's our next, most likely awesome Battle report!
Actually this report was written the day after the previous one, but I've been procrastinating a little! Also, this Battle Report took quite a while to do, so it will substitute my Almost Weekly this time.
Today, the matchup is a 2v2, consisiting of Hate and Sköll pitted against EtTK (Erik the Tomb King) and Dark Elf Queen Philippa. Commentor and reporter is, as mostly always me, The Cornerfag! With on the sideline sits Dhaik, our ever-treacherous skaven player.
The point values are 1500 pts per player. Philippa is currently pushing her units to reach that, while Sköll is singing a song to crush the moral of his foes.
So Dhaik, what do you think of today's game?
Dhaik: Well, it seems that Hate & Sköll have devised quite the plan to crush the TK & DE-combination. We'll go into the details when EtTK isn't around...
That you say... Well, let's go on to the interviews!

TK List:
Lords:
High Liche Priest lvl 4 - Dispel Scroll

Heroes:
Tomb Prince - Chariot, Armour of Silvered Steel, Ironcurse Icon, Great Weapon

Core:
16 Skeleton Archers
6 Skeleton Chariots - FC, Banner of Eternal Flames

Special:
Warsphinx - Fiery Roar

Rare:
Casket of Souls
Necrosphinx

DE List:
Lords:
Dreadlord - Dawnstone, Whip of Agony, Armour of Destiny, Cold One, Shield, Sea Dragon Cloak

Heroes:
Sorceress lvl 2 - Opal Amulet, Sacrificial Dagger

Core:
20 Corsairs - FC, Sea Serpent Standard
14 Crossbowmen
12 Warriors

Special:
5 Cold One Knights - FC, Deat Piercer (Champion), Standard of Hag Graif

Rare:
Hydra
Hydra

Pre-game interview DE & TK:
So, what is your team name?
P: Uh, we have no team name... We-have-no-team-name... Wé-avve-nô-teãm-näm'e.
EtTK: Yes, exactly.
Dhaik: They don't seem to have any team spirit, compared to the other team...

What is your game plan?
P: Hydr... Yeah.
EtTK: We're actually running a lot of monsters. One Warsphinx, one Necrosphinx and 2 Hydras (P: Though one Hydra still is unassembled, so I'll have a Chimaera-stand in). Oh, and we'll have to take out their cannons. Fast. Philippas Dreadlord is our combat Lord, and I've got a Tomb Prince in my chariot unit, but very little infantry, only archers. Philippa just plays all that she has.


What are your hopes?
P: Ueeaahhh...
EtTK: Well, it would be nice to win, though I'm mostly looking to see what the Sphinxes are capable of.

What are your fears?
P: The Hydras to die.
EtTK: That Hate will throw dice at me.
TC: I see a pattern here...
Dhaik: No worries, EtTK. I will protect you.

So, do you have any plan to counter his units?
EtTK: Sphinxes. They will only get a few attacks, and even if Sköll runs a Gutstar, they'll only wound on sixes. And Hydras will kill shit. Flaming attacks on Warsphinx and Chariots will prevent any random regeneration.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
TC and Dhaik in unison: DURR, HYDRAS.
P: Am I that predictable? Yeah, Hydras.
EtTK: I'm kind of interested to see what the Tomb Prince on Chariots can do.
(and now, P and EtTK start to wrestle out of nowhere while Dhaik cheer them on...)
So... I'll think I'll move to the other team now...

WoC List:
Lord:
Sorcerer Lord lvl 4 - Power Familiar, Enchanted Shield, Amulet of Preservation

Heroes:
Chaos Sorcerer lvl 2
Dispel Scroll, Conjoined Homonculus

Core:
24 Chaos Warriors - MoT, HWS, Standard Bearer
18 Chaos Warriors - AHW, Banner of Rage (I will refer to these as MoKs during the battle, because that's essentially what they are).

Special:
5 Chaos Knights - Standard Bearer, MoK


OK List:
Lords:
Tyrant - Heavy Armour, Brawlerguts

Heroes:
Bruiser - BSB, Great Weapon, Heavy Armour

Core:
18 Ironguts - Musician, Standard Bearer
10 Gnoblars - Trappers

Rare:
Ironblaster

Pre-game interview WoC & OK:
So, what is your team name?
In unison: TEAM SUNCHASERS! YEAH! *brofists*
What is your game plan?
Hate: To win.
Sköll: Yeah, it looks like this: The expensive unit shall not die..
Hate: Sköll, let's just win, ok?
Sköll: Yeah well, now that I have a little more units, I might be able to place them a little strategically.
Hate: I think we're gonna take them and win. Not much to say.

What are your hopes?
TC: Hate, shut up. I know your answer already.
Sköll: That the big unit will survive.

What are your fears?
Sköll: That the big unit will die.
Hate: I fear nothing, I've got the Gutstar on my side.
Dhaik: What about their monsters?
Hate: So? We've got a cannon.

So, do you have any plan to counter his units?
Hate: Like mentioned, cannon. And I believe we have the upper hand regarding units, it's their job to counter it. Sadly enough, no Exalted Hero this time though.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Hate: May I take a unit not in the game? No? Well... Let's say my... Chaos Sorcerer Hero, because he has a tumour that talks to him. That's fun.
Sköll: The Gnoblars, I hope they'll flip some Chariots over. And I like the Ironblaster really much to, it will KICK HIS ASS. *pumps fist and high-5s Hate*


Pre-game info:
Mission:
Slaughterfest (AKA Just play the game with no special mission rules)
Magic:
Dark Elves:
Pit of Shades (AHH!), The Withering.

Tomb Kings:
The Protections Spell, The Killing Blow Spell, The Desiccation Spell, The Movement Hex.

Ogre Kingdoms:
No spells. LUL!

Warriors of Chaos
Lvl 4: Mystifying Miasma, Enfeebling Foe, The Withering, Pit of Shades (AGAIN!?).
Lvl 2: Flaming sword of Rhuin, Fireball.

Roll-off:
The no-names win the roll-off. Team Sunchaser begin deployment.

Terrain set-up:

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

Deployment:
Team Sunchaser finishes first, with a crowded south battlefield in the end. But the No-names win the roll-off, and choose to go first.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

1st turn TK & DE:
Alliance roll:
Failed, and the Tomb Kings and Dark Elves get more mad at each other, going into a desperate alliance. Never trust a Dark Elf!
Movement:
Everything walks or marches forward, with the exception of: The Necrosphinx, whom chooses to fly up in the tower, the Cold Ones whom bravely place themselves straight in front of the Chaos Knights (I commend their bravery/stupidity). Also, the Skeleton Archers and Casket of Souls stay put.
Magic:
Winds of Magic: 4 - 2, casket grants another 2. Final score: 8 PD, 4 DD.
Philippa casts The Withering on the Gutstar (4 PD + 1 Sacrificial PD). Sunchasers choose not to dispel it, and the Ironguts shrink into T2.
Next up: Pit of Shades, extended. 4 PD + Sacrificial Dice, result 21. Team Sunchaser ponders on how to stop it... Risk it with 4 dice, or the Dispel Scroll?
...
They go for the dice. And fail, but rely on the scatter to save them. But it hits! This could be quite the event... 14 Ogres are hit. I2 means a 3+ kills one, no saves, all wounds taken. Sköll rolls... and 9 die. That's 27 wounds. And a panic test, which is passed. But have we finally defeated the Gutstar?
Shooting:
Chariots pew-pew at the Ogres. 3 Wounds caused, one Ogre die.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

1st turn WoC & OK:
All Khorne-frenzy passed.
Movement:
Team Sunchasers start out with a new technique: Moving backwards! Well, at least the Ironblaster anyways, and Chaos Knights. Gutstar reform a little and skip forward together with the Gnoblars, while Warriors of Chaos stay put.
Magic:
Winds of Magic: 4 - 2, +1 from Familiar. Final Score: 7 PD, 4 DD.
First: Melker's (or something) Mystifying Miasma. Target: Chariots. Opponents let's it through. They lower the Movement Characteristic with 1.
Then, they Withering the Hydra. Philippa goes sadface and forces Erik to try and dispel it, but he fails. They lower it's toughness to 4.
Lastly, fireball, but it's easily dispelled.
Shooting:
CANNONBAAAAAALLL!!!
Target locked: Chariots.
Firing mode: Bouncing ball.
Firing angle: Flank.
They be in for a hurtin'.
Though only 2 are hit, both wounded.
TOMB PRINCE FAILS HIS "LOOK OUT-SIR!".
Tomb Prince fails his save!
Multiple wounds kill the Tomb King!
And the chariot beside him only take a wound.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

2nd turn TK & DE:
All stoopids passed.
Movement:
Necrosphinx tries the charge against the Ironblaster. Hate calls out "One, one, two!". A few seconds later, the dice come up: One, one, and a two. It also fails the Dangerous Terrain-test for walking down the tower. (In other words, he just fell flat on his face).
For the rest: All move up, except for Casket. Sorceress-bunker and Liche Priest-bunker are walking behind their front lines.
Magic:
Winds of Magic: 6 - 3. Liche Priest and Sorceress both Channel, Casket grants 3. Hate channels one. Final score: 12 PD, 7 DD.
First up: The Desiccation spell, 4 dice cast, against the Gutstar. It now has S3, T1. Pretty cool guys.
Then, Casket bound spell on 6 dice against the Ironblaster. Hate easily dispels it on 5 Dispel Dice.
Final two dice go to the protection spell on the Casket, but it too was dispelled.
Shooting:
Chariots unleash 12 shots of fury against the low-toughness-guts. 4 wounds caused, 2 unsaved.
Archers mimic their cavalry brethren, causing 6 wounds, 3 unsaved.
Crossbowmen don't want to miss out on the fun! But needing sixes to hit, only 2 hits and one wound is caused, taking the last wound from one Ogre.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

2nd turn WoC & OK:
Frenzies passed.
Movement:
Ironguts fail their charge. They seem to fail a lot these days, actually.
MoKs get their charge on the Hydra.
Chaos Knights back up all the way to the board edge.
Gnoblars cannot decide which way to go, what units to block. In the end, they decide to stop the oncoming Dark Elves.
Magic:
Sköll gets to roll for once. 6 - 4, one channel. Final result: 11 PD, 6 DD. Approved.
Flaming sword of Rhuin on the MoKs in combat with the Hydra. 6 dice + tumour speech = Score 22. 6 dice to the dispel, score: 24. Dispelled.
The Enfeebling Foe is cast upon the Hydra. Dispel Scroll'd.
Shooting:
Ironblaster grapeshots the Necroswinx. Misfire, hah. It turns around almost completely due to the misfire chart.
Close Combat:
Hydra vs MoKs.
Handlers hit 2, wound 1 unsaved.
MoKs roll a shitload dice as per usual, causing 8 wounds (ouch!). But 7 are saved, hah!
Hydra hits 6, wound 4, kill 3.
Then it breathes, 10 S3 hits. 2 wounds, 1 die.
5 Thunderstomps, 4 wounds. 4 die.
Hate lose combat, calls out "I will roll a nine on my leadership", and rolls nine on his leadership. The MoKs flee, and get run down.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

3rd turn TK and DE:
I sense game depends on this turn...
Movement:
Chariots and Warsphinx charge Ironguts.
Hydra charge cannon, Cold One Knights charge Chaos Knights, Corsairs and Warriors charge Gnoblars.
Hydra gets there.
Cold One knights get there.
Skeleton Chariots get there.
Warsphinx gets there.
Warriors and Corsairs get there, losing 3 warriors and 4 Corsairs in the process due to Trappers.
Necrosphinx move to hunt down the lvl4 Sorcerer, Sorceress bunker keep following the frontlines and the Liche-priest bunker have problems keeping up with their incapability to march.
Magic:
Winds of Magic: 3 - 2, +1 from Casket. Final score: 6 PD, 3 DD.
The withering cast on-- Nevermind, Scroll'd.
Then, protection spell upon the-- Nevermind, dispelled.
Badum-tish.
Shooting:
Archers shoot upon the Chaos Warriors (MoT), killing one.
Close Combat:
Let's begin with the Hydra in the Ironblaster rear.
Place your bets... Though that T6 could prove slightly useful. We shall see...
Handlers are a bunch of fail.
Hydra, although all it's HATE, only cause one wound, which is unsaved.
Ironblaster cause two wound, both failed to saved.
Sköll take the ld-test with a -2 modifier, and passes it.

Next in line: Cold One Knights... with ASF, and +2 S from charging.
Dreadlord cause 3 wounds, 2 which are saved.
3 hits from Cold Ones, 2 wounds, both of which are saved.
Unit champion tries to be awesome, not doing anything.
Cold Ones bite well and hard, causing three wounds... Two unsaved.
There's something weird with these saves.
Hate strike back, causing one unsaved wound.
The frenzy Chaos Knights remaining simply decide that there is something more interesting outside of the battlefield and run away, whilst the Cold Ones turn to face the Ironblaster.

Chariots and Warsphinx vs Ironguts:
Impact hits cause 4 unsaved wounds, chariot-guys cause one unsaved wound. Sphinx cause one more wound, unsaved, and then breathes upon the Ironguts. 5 wounds caused, one saved.
Will Sköll survive this?
Bruisers punch the Sphinx in the face, causing one wound.
Tyrant kills a whole Chariot, while the Ironguts kill one and puts two wounds on another.
But the Ironguts hold their ground!

Lastly, Gnoblars vs Corsairs and Warriors! DUN DUN DUUUUN! I cheer for the gobbos!
Corsairs strike first with their 2 guys in b2b, killing 3 of the poor gobbos!
Warriors kill another 4 poor gobbos, wah!
GOBBOS MAD, GOBBOS KILL! KILL... NO ONE!
Leadership test-- SNAKE EYES! WOOOO!
GOBBOS HOLD THEIR GROUND!

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

3rd turn WoC & OK:
Movement:
MoTs charge the Corsair, to aid the Gobbos in their valiant stand!
Lonely Lvl4 wizard fail his marching test, and just stroll around the garden.
Magic:
Winds of Magic: 2 - 3, Familiar and one channel for each side. Result: 7 PD, 4 DD.
First off: Pit of Shades upon the Necrosphinx, just scratches it after scatter! But it passes it's test.
But, as it was miscasted, Hate lose his remaining dice.
Close Combat:
MoTs and Gnoblars vs Corsairs and Warriors.
MoTs begin, hit 9, wound 3, 2 die.. (You're beginning to understand the bad luck Hate has?)
Next in line, Corsairs: The bucketload of dice cause 4 wounds, but Hate commands his dice into saving them all!
Warriors next! They kill 4 Gnoblars, which is all the remaining ones, sadly...
Leadership-test for Philippa... But she passes it, argh!
At least the Warriors run away.

Let's move on to the Ironguts vs Chariots and Warpshinx.
Things move pretty fast on the TK side, but he did a few wounds here and there.
Tyrant cause 2 wounds on the Chariots, Ironguts cause 4 wounds. Bruiser cause 2 more.
Both the Chariot remaining and the Warpsphinx crumble to dust.

And finally, the Hydra vs Ironblaster.
Handlers fail around.
Ironblaster cause ONE WOUND! Which is what is needed to kill the Hydra
Philippa fails the armour... But passes the Reg!
However, the Rhinox cause another!
The armour is failed!... And the Reg is failed! It is dead!
However, the Hydra gets it's attacks, since it has the same I. One wound caused, but it lives! It turns to face the Cold Ones and Dreadlord. They have to test for panic. And roll a perfect 10!

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

And by now, it's getting late. People are getting hungry, and Team Sunchaser, the WoC and the OK, concede.

Redux:
Hate: Bad luck sucks. And while we could continue this one more turn, it's getting late and so.
Unit of the game: Exalted Hero (on Juggernaut). It's because he wasn't in that I lost. Really.

Philippa:
Idk.
Unit of the game? Hydras. (I did not see this one coming.)

Erik, the Tomb King:
Never multicharge with a Sphinx.
Unit of the game: None. I am not pleased. THEY DID NOTHING: PHILIPPA DID EVERYTHING!

Sköll:
Effing Pit of Shades.
What did you think of the Gnoblars? They did what they were supposed to. They lived, and were in the way.
Unit of the Game: Ironblaster.


Oh, and as always, a serving of awesome picture:

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

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~