I finally finished painting my choir this past week and I'm happy with the results. They won't woo anyone from a up close look but they're table top quality. It seems I have a habit of taking a long time when painting models and these were no exceptions. Originally, I had planned on painting these guys last May or June and now they're finally done.
In the future, I'm going to try the snowball approach to painting and see if that works better. Its where I'll paint one model at a time instead of a whole unit. Maybe I can squeeze in two but I hope to keep focused because if I don't, I'll have a collection of half painted models.
Next up on the painting block are my warcasters. Its sad to say that I only have one warcaster painted after playing this game for over a year and a half. And to top it off, he was just finished this past week as well......
Friday, February 27, 2009
Thursday, February 19, 2009
Envy Time
Or should I say, the Cygnar list I always wanted to play. I want to thank the Podthralls for coming up with this idea and apologize for blatantly ripping it off. Since my main opponent, CptCalvinus, is a Cygnar player and four other people at my LGS play them as well, I thought I'd do my first envy post with Cygnar.
Basically, this is a Cygnar list that I would want to play some day. Being a Menoth player, you would think I woud have quite a disliking for Stryker but that isn't so. I really like his fluff in the storyline and his rules as a warcaster. Without further adieu....
Stryker 748/750 VPs: 25
*Squire
*Lancer
*Centurion
*Ol Rowdy
Journeyman
*Defender
GMCA
Arlan Strangeways
Stormsmith
Long Gunners full unit with UA
The basic strategy is having the two heavies up front with the Lancer and Stryker following, casting earthquake and other fun stuff. The Defender would be on one side of the heavies and the Long Gunners on the other. Have Stryker cast snipe on the Long Gunners for 7 first turn and then have the GMCA and Stormsmith go solo hunting. Strangeways will provide support to the heavies and might give the Defender that rare ability to make magic attacks with his gun. Really, I have no idea how this list would fair in competitive play but I picked models I really liked and that's all that matters.
One thing I noticed is the point cost and how much more Cygnar units cost than Menoth's. With Menoth, I can effectively put 2 Heavies and a light and then 2-3 more units fairly easily, rounded out with some solos. I couldn't bring myself to include the Black 13th, they're a bit too dirty when it comes to game play. I'll have to play this list one day when we CptCalvinus and I, decide to switch armies.
Basically, this is a Cygnar list that I would want to play some day. Being a Menoth player, you would think I woud have quite a disliking for Stryker but that isn't so. I really like his fluff in the storyline and his rules as a warcaster. Without further adieu....
Stryker 748/750 VPs: 25
*Squire
*Lancer
*Centurion
*Ol Rowdy
Journeyman
*Defender
GMCA
Arlan Strangeways
Stormsmith
Long Gunners full unit with UA
The basic strategy is having the two heavies up front with the Lancer and Stryker following, casting earthquake and other fun stuff. The Defender would be on one side of the heavies and the Long Gunners on the other. Have Stryker cast snipe on the Long Gunners for 7 first turn and then have the GMCA and Stormsmith go solo hunting. Strangeways will provide support to the heavies and might give the Defender that rare ability to make magic attacks with his gun. Really, I have no idea how this list would fair in competitive play but I picked models I really liked and that's all that matters.
One thing I noticed is the point cost and how much more Cygnar units cost than Menoth's. With Menoth, I can effectively put 2 Heavies and a light and then 2-3 more units fairly easily, rounded out with some solos. I couldn't bring myself to include the Black 13th, they're a bit too dirty when it comes to game play. I'll have to play this list one day when we CptCalvinus and I, decide to switch armies.
Tuesday, February 17, 2009
Thoughts on MK II
It has come about that Warmachine and Hordes is getting a revamped edition of their rules called MK II. First off, I haven't played the game long enough to see the power creep that a lot of the folks on the big forums are talking about over the years. Second, the local scene where I play is a jack friendly player base. There's some folks that like to tweak their list for sure but its not super competitive.
With that said, I like the ideas of warjacks only getting wrecked and not disabled. I would also like to see a minimum of 1" reach on all heavies and I don't know what I would do with the lights, as far as reach is concerned. There's some warjacks out there that should definitely have reach, at least 1' if not the full 2". Then there is some warcasters and infantry that have reach and it makes you scratch your head as to why they have it.
I'm also wondering what will happen to my favorite models/units. With the general buff going towards jacks, I imagine the choir is going to get a little nerf of some sorts. The Guardian is my favorite warjack and I hope he doesn't lose all his cool abilities, especially critical pitch. I could go on and on about the various Menoth models but I'll keep it to a minimum.
I'm excited about the change and remain optimistic about it. Its a lot of work and I hope that Privateer and the community can make a good step forward in the game. Here's hoping for a good MK II.
With that said, I like the ideas of warjacks only getting wrecked and not disabled. I would also like to see a minimum of 1" reach on all heavies and I don't know what I would do with the lights, as far as reach is concerned. There's some warjacks out there that should definitely have reach, at least 1' if not the full 2". Then there is some warcasters and infantry that have reach and it makes you scratch your head as to why they have it.
I'm also wondering what will happen to my favorite models/units. With the general buff going towards jacks, I imagine the choir is going to get a little nerf of some sorts. The Guardian is my favorite warjack and I hope he doesn't lose all his cool abilities, especially critical pitch. I could go on and on about the various Menoth models but I'll keep it to a minimum.
I'm excited about the change and remain optimistic about it. Its a lot of work and I hope that Privateer and the community can make a good step forward in the game. Here's hoping for a good MK II.
Friday, February 13, 2009
Jacks and Beasts Never Rest
My arch nemisis CptCalvinus and I, sat down on Tuesday night to play a little Jacks and Beasts Never Rest. Its a format taken from this year's Templecon and I must say, this format rocks. If you don't know what it is, its a 750 point game with two warcasters/warlocks and up to 750 points of Jacks/Beasts. Mercs are allowed as long as they can work for your faction. You can use one epic and win conditions are the same as Mangled Metal. Plus, you can have one warcaster not take any warjacks at all and play a super solo. This is rather risky because if the other one dies, its game over due to the warjacks being inert.
We did use a few proxies in this game if anyone is wondering about it. The Hunters were a Renegade and Talon while the Thunderhead was a Mangler. Thorn was a Repenter and my Avatar was a Crusader...
Kreoss
We did use a few proxies in this game if anyone is wondering about it. The Hunters were a Renegade and Talon while the Thunderhead was a Mangler. Thorn was a Repenter and my Avatar was a Crusader...
My mercenaries collection is relatively small, with only 3 jacks, 2 solos, and 2 warcasters. Broadsides is my caster of choice because he brings a different play style than my Menoth casters. I decided to pair him with Kreoss for a one two punch of knockdown fun!
*Revenger
*Devout
**Avatar
Bart
*Mariner
*Mule
*Buccaneer
Vs.
Nemo
*Hunter
*Centurion
*Lancer
Haley
*Thorn
*Thunderhead
*Hunter
I'll try to keep this battle report shorter but can't promise anything. I won the starting roll and opted to go first. I set up Kreoss on the left with the Avatar and Revenger up front and the Devout to his right. Bart was set up on the right with the Buccaneer in the middle and the Mule and Mariner up front.
He deploys Haley on my left and Nemo on my right. The two Hunters are on both flanks and he forgot about their double control radius so they don't get deployed the full 22", he's a bit rusty after not playing for a while.

Starting off, I put retribution on the Avatar and protection of Menoth on the Revenger. All the jacks used a focus to run up save for the Devout. Looking back, I should've put ward on the Avatar to save him from being scrambled. Bart put Hotshot on the Mule and all the jacks ran up.
His turn now, he puts accelerate on the Centurion for 3 focus and ran the Centurion up. Both Hunters advanced the Nemo's took a shot at my Buccaneer doing a good bit of damage and almost taking out the right arm. The Avatar was scrambled and was shot at by the other hunter doing minimal damage and I forgot what the Thunderhead did. I think he just moved up.

Bart upkeeps Hotshot, gives one focus to the Mule and one to the Buccaneer. The Buccaneer tangles up the Centurion and the Mule manages to critically devestate the Centurion and Lancer. Bart moves up and casts Broadsides and the Centurion gets critically devestated again! The Mariner moved up and was out of range of the one Hunter... Doh. Meanwhile, Kreoss doesn't upkeep retribution but does upkeep protection of menoth. The Avatar activates and runs into a house. Kreoss cast immolation on the Hunter and misses the critical and does ok damage to it.
Haley gives three focus to the Thunderhead, two to the Hunter and one to Thorn. The Thunderhead moves up and shoots at the Avatar doing some good damage and it barely keeps its right arm. The Hunter shoots some more at the Avatar and does a little more damage. At this point, he was getting really bad attack and damage rolls. The other Hunter moved up and took a shot at the Mule doing some damage to it. The Centurion activated and was in melee range thanks to the Mule and the Devout got a defensive strike on him. Doing really good damage!! He gave four focus to the Centurion and thanks to defensive strike, missed all attack rolls. I think it was wrecked after this.

This is where I messed up, Bart activated before Kreoss and I didn't get to take advantage of all the stuff that was going to be knocked down. The Mule moved up and missed a shot on Nemo, the Mariner moved up but wasn't in base to base with Bart and just sat there. Kreoss went and popped his feat. The Avatar charged Haley's Hunter and made it dissapear.
Both Nemo and Haley popped their feat and all my jacks took minimal damage from it. The Avatar shot a Kreoss and was able to sink in six damage points and Haley rolled snake eyes with scramble. The remaining hunter took a shot at Bart and did about five damage.

Bart moved up and popped his feat while the Mule moved up and was able to get in melee range with Haley and Nemo and missed hitting Haley. The Mariner moved up and whiffed on the Hunter and the Buccaneer missed his net shot on the one Lancer. Kreoss then casted lamentation and tried to beat up on Thorn a little but failed to do significant damage. The Avatar rolled for two focus and charged the Thunderhead. It did some damage but not what I was hoping for.
Haley gave three focus to the Thunderhead and moved to get out of feat range of Bart. The free strike disabled two arms but it still shot at the Avatar only to miss two times. Nemo camped his focus and waited for the beat down.

Bart gave three focus to the Mule and beat down Nemo. He ended up dying to a few couple of hits and then the Avatar charged Haley and made short work of her. In the end, the game was very fun but I don't think I would've done so well if his rolls were even a tad bit better. We did have a visitor come and heckle us during the match....

And the heckler!!!!

Some thoughts after the match. This was the first time we used timed turns and they were set to 12 minutes. Neither of us broke the time limit but we did come close at times. Order of activation seems like the most problematic for me but I am getting better at it. I tend to get engrossed in the battle and forget to plan during my opponent's turn.
*Devout
**Avatar
Bart
*Mariner
*Mule
*Buccaneer
Vs.
Nemo
*Hunter
*Centurion
*Lancer
Haley
*Thorn
*Thunderhead
*Hunter
I'll try to keep this battle report shorter but can't promise anything. I won the starting roll and opted to go first. I set up Kreoss on the left with the Avatar and Revenger up front and the Devout to his right. Bart was set up on the right with the Buccaneer in the middle and the Mule and Mariner up front.
He deploys Haley on my left and Nemo on my right. The two Hunters are on both flanks and he forgot about their double control radius so they don't get deployed the full 22", he's a bit rusty after not playing for a while.
Starting off, I put retribution on the Avatar and protection of Menoth on the Revenger. All the jacks used a focus to run up save for the Devout. Looking back, I should've put ward on the Avatar to save him from being scrambled. Bart put Hotshot on the Mule and all the jacks ran up.
His turn now, he puts accelerate on the Centurion for 3 focus and ran the Centurion up. Both Hunters advanced the Nemo's took a shot at my Buccaneer doing a good bit of damage and almost taking out the right arm. The Avatar was scrambled and was shot at by the other hunter doing minimal damage and I forgot what the Thunderhead did. I think he just moved up.
Bart upkeeps Hotshot, gives one focus to the Mule and one to the Buccaneer. The Buccaneer tangles up the Centurion and the Mule manages to critically devestate the Centurion and Lancer. Bart moves up and casts Broadsides and the Centurion gets critically devestated again! The Mariner moved up and was out of range of the one Hunter... Doh. Meanwhile, Kreoss doesn't upkeep retribution but does upkeep protection of menoth. The Avatar activates and runs into a house. Kreoss cast immolation on the Hunter and misses the critical and does ok damage to it.
Haley gives three focus to the Thunderhead, two to the Hunter and one to Thorn. The Thunderhead moves up and shoots at the Avatar doing some good damage and it barely keeps its right arm. The Hunter shoots some more at the Avatar and does a little more damage. At this point, he was getting really bad attack and damage rolls. The other Hunter moved up and took a shot at the Mule doing some damage to it. The Centurion activated and was in melee range thanks to the Mule and the Devout got a defensive strike on him. Doing really good damage!! He gave four focus to the Centurion and thanks to defensive strike, missed all attack rolls. I think it was wrecked after this.
This is where I messed up, Bart activated before Kreoss and I didn't get to take advantage of all the stuff that was going to be knocked down. The Mule moved up and missed a shot on Nemo, the Mariner moved up but wasn't in base to base with Bart and just sat there. Kreoss went and popped his feat. The Avatar charged Haley's Hunter and made it dissapear.
Both Nemo and Haley popped their feat and all my jacks took minimal damage from it. The Avatar shot a Kreoss and was able to sink in six damage points and Haley rolled snake eyes with scramble. The remaining hunter took a shot at Bart and did about five damage.
Bart moved up and popped his feat while the Mule moved up and was able to get in melee range with Haley and Nemo and missed hitting Haley. The Mariner moved up and whiffed on the Hunter and the Buccaneer missed his net shot on the one Lancer. Kreoss then casted lamentation and tried to beat up on Thorn a little but failed to do significant damage. The Avatar rolled for two focus and charged the Thunderhead. It did some damage but not what I was hoping for.
Haley gave three focus to the Thunderhead and moved to get out of feat range of Bart. The free strike disabled two arms but it still shot at the Avatar only to miss two times. Nemo camped his focus and waited for the beat down.
Bart gave three focus to the Mule and beat down Nemo. He ended up dying to a few couple of hits and then the Avatar charged Haley and made short work of her. In the end, the game was very fun but I don't think I would've done so well if his rolls were even a tad bit better. We did have a visitor come and heckle us during the match....
And the heckler!!!!
Some thoughts after the match. This was the first time we used timed turns and they were set to 12 minutes. Neither of us broke the time limit but we did come close at times. Order of activation seems like the most problematic for me but I am getting better at it. I tend to get engrossed in the battle and forget to plan during my opponent's turn.
Wednesday, February 11, 2009
The Guardian of Sul
My Guardian is finally finished after months of working on it, on and off. I originally entered this model in the November monthly painting challenge and didn't realize how much work would go into him. I'm pretty satisfied with the end result and it was my first chance at painting freehand symbols. A quick shout out to the Brush Thralls for their tutorial on painting symbols. I don't know what it would've looked like if I hadn't used it.
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