søndag 25. september 2016

Painting: Lieutenant Allison Jakes

I can't have an army with only one miniature left unpainted. Here's Allison Jakes!

Front View
Straps. So many straps. And ammo belts. The amount of detail on this miniature is just crazy.

Rear View
Allison Jakes, at your service!

torsdag 22. september 2016

Battle Report #1: Haley2 with Thunderhead vs Haley3

For the first battle we go blue on blue (or an my case, purple). I play Haley2, and Lars plays Haley3. Messing with the space-time continuum leads to such stuff, I hear.


The Lists


Haley2 Rookie Squad (75 points)


My experimental Haley2 list.

Haley2 (+25)
- Squire (5)
- Centurion (17)
- Ironclad (12)
- Thorn (13)
Journeyman Warcaster (4)
- Firefly (8)
Jakes1 (4)
- Thunderhead (20)
Lanyssa (3)
Ragman (4)
6 Trenchers (10)

Haley3 (75 points)


This is fairly standard type of Haley3 list, nothing unusual in here.

Haley3 (+25)
- Ironclad (12)
- Thorn (13)
- Stormclad (18)
Journeyman Warcaster (4)
- Charger (9)
Piper (4)
Ragman (4)
5 Storm Lances (20)
10 Trenchers (16)


Lars, my opponent

Pre battle thoughts


Both our lists have a similar basic strategy: Advance with our army protected by clouds, and try to do damage without retaliation, to shift the attrition in our favor. Both of us can do fairly long range assassinations.

My opponent was wary about Thunderhead, and I made sure to point out the tricks with threat range and the auto hitting.

The good



  •  I have better melee threat ranges.
  •  Haley3 has lots of fryable infantry targets, including the Echoes when they are corporeal.
  •  Thunderhead ignores DEF skew, which is Haley3's main attrition trick.


The bad



  •  His long spell threat ranges (15" Thorn move) and True Sight on the Echoes puts Journeyman and Jakes in danger.
  •  His Lances are lightning immune, so I cannot fry the most valuable targets.
  •  It's a bit tricky for me to defend both objectives.


First Game


Our first game was a total mess due to a rules error (True Sight does not work while channeling, so my opponent could not get me by arcing through my clouds). We reset the match and went for it again. At least, now we knew better what the other list did.

Second Game


Setup


My plan when setting up was to have Thunderhead central to try to blow up as many Trenchers as possible, and then have the rest of the Warjacks close by in order to deal with any retaliation. I would try to clear the right zone and start scoring as soon as possible.

A challenge with my list is the low model count, which can make it hard to contest split objectives like this one. I could split off the Journeyman and Firefly but I think it would be hard to defend them properly. Next time I think I will have the Centurion closer to whatever zone I am not gunning for.

Turn 1


He wins the roll and moves up and clouds.
I do the same.

Turn 1: Haley3 moves up the board

Turn 2


Lars could not really get much done with my cloud wall up, so he advanced again and shot and killed two Trenchers. He had one possible move with running Thorn into my clouds, arcing one spell to move it 3" more, and then trying to pull out a Warjack to get the alpha. But it's possible that the Echoes would not close enough to arc through it then. Past walks up to see my Firefly through the clouds, and blasts away both Lanyssa and Ragman with one spell. This was a mistake on my part, they could have been a bit further back and still have helped in the ensuing melee.

I see an opening. I clear out a blocking Storm Lance, move Thunderhead up, and fry a handful of Trenchers and Haley Past. I then run Thorn into his clouds and dominate his Stormclad, making it walk into his clouds and present ass. Haley feats and moves up. I do not manage to completely kill the 'Clad, leaving it at a few boxes, but since it has its back turned he is unable to retaliate under my feat. I don't contest left, so Lars scores 1-0.

Turn 3


My feat has shut Haley3 down completely. Everything is caught, and since Lars must revive Haley Past he cannot do any slam shenanigans this turn. Maybe it would have been better to feat anyway and try to dominate one of my jacks into position so he could kill it. He ends up just shooting the Firefly a little, and I can go bananas with Thunderhead again next turn. Lars still holds the left zone, and scores 2-0.


The assassination angles are real.
Looking at the board, I just need to clear out one Stormlance and one Trencher to open up space for Thorn to move up within 8" of Haley Prime. I do so. Haley2 is at 5 focus and tries to Telekinesis Prime into Thunderhead range. Her first attempt comes up snake eyes, but on the next I connect with the boost.  The chances were excellent, I needed 10+ on 3D6 with two attempts and one reroll (this gives roughly a 95% chance of success). Haley also presents ass to Thunderhead, who walks up and fries her down to 4 boxes (some bad rolls there). Jakes takes a potshot, connects, and Prime is dead. I also had a fully loaded Ironclad that could reach her so this was all very likely to work.

If the teleport had failed, I would probably have aborted the assassination and sent up the Ironclad to kill something. I would have been in real danger of being spell assassinated by the Haleys in that case.

Cygnar wins by assassination!

Post game thoughts


Well, this was a good start! The threat skew is extreme. I got the two turn Pulse off as planned, and it was devastating. I think that keeping the Journeyman and Jakes alive might be hard work, so I will really have to learn all enemy threat ranges with this list.

Covering both objectives is hard. The forest here made it even harder. I am not quite sure how to handle it, I should probably just have the Centurion toe the zone.

I has a discussion with Jarle (one of the better Cygnar players on the planet) of Courage of Caspia fame afterwards, and he suggested that I swap Centurion + Lanyssa for Dynamo + Gobber for more armor cracking potential and a better shooting game. It seems like it would be an improvement. I have neither of those minis yet, though, and I really prefer playing with my own painted minis. Anyway, I think I should try the list some more times before changing it!

Thanks to Lars for a great game!


Things I forgot


1. Haley and her battlegroup can choose to boost after rolling. I forgot this several times, but Lars kindly reminded me!
2. Centurion has Critical Sustained Attack and Ironclad has Critical Knockdown. I forgot to check for critical hits all game.

Corrections


Jarle correctly pointed out that I could not have killed Haley Past with Thunderhead, since magic attacks do not remove Incorporeal.

List #1: Haley2 Rookie Squad

The Idea


After some discussion on the Cygnar forums I got an idea for a Haley2 list. I love Thunderhead, but old Nemo2 got a lot worse in Mk3, and with all her threat range shenanigans Haley2 is the perfect match. She also makes it fairly easy to do the same trick twice with her feat.

The List


Haley2 Rookie Squad (75)


Haley2 (+25)
- Squire (5)
- Centurion (17)
- Ironclad (12)
- Thorn (13)
Journeyman Warcaster (4)
- Firefly (8)
Jakes1 (4)
- Thunderhead (20)
Lanyssa (3)
Ragman (4)
6 Trenchers (10)

Strategy


"Too much of a good things is wonderful", as they say, so I put Thunderhead on Jakes for an amazing theoretical 19" Pulse threat range, or 17" without any attack rolls needed. This also frees up some focus for Haley2.

The Journeyman + Firefly module got added for extra electrical damage and making the jack bullets harder to kill.

With all these squishy spellcasters that need to be (too far) up front, I added a min unit of Trenchers to maybe protect them for a turn or two.

For armor cracking I put in Centurion, Ironclad, Ragman, and Lanyssa for free charges and even more threat.

Haley2 never leaves the house without Thorn and Squire.

mandag 29. august 2016

My son loves painting rivets just as much as I do

I thought my son was finished with his tiny self-designed mini, but today he was completely clear about what he wanted to do after dinner: Paint until bedtime!

He even painted in the rivets on the shield - black first, and then with metal highlights! And he started painting shade between the fingers on the gloves. Dad approves.

Behold the Pyg Dual Shieldgunner in all his glory:

Left side view

Rear view

Right side view

søndag 28. august 2016

Painting the crazy bit box models!

There were more bits in the bit box, so we put together some more models.

I am not quite sure what these monstrosities are, but they seem to be both many-armed and well-armed, with as many weapons as we could fit.

More crazy models! 

Painting time!


The kids were really looking forward to painting their self-designed miniatures. I gave them a layer of black spray primer, and then they started painting.

The models get a layer of paint.
After completing the paint job they are ready to go out and "play miniatures". Pretty funny to hear them refer to the WARMACHINE models when they are out playing. I'm pretty sure my son was declaring he was trying to debuff his friend with a Parasite spell just now... :D

Edit: He was not done painting.

lørdag 27. august 2016

Who needs the assembly instructions anyway

My son has a friend visiting today. He thought my WARMACHINE and HORDES models were super cool. I asked if they wanted to paint something, and brought out my box of unused models and bits. I thought they would just pick out some models to assemble and paint, maybe a pirate or something, but of course they had a much, much better idea. Superglue and greenstuff can make anything attach to anything, so here we go...

BEHOLD! Their creations!

The Dire Runt Strangler


Always short, always angry, and always really really hungry, the Dire Runt Strangler goes for the throat, or whatever parts he can reach on his unfortunate victim.


The Dire Runt Strangler

 The Pyg Dual Shieldgunner


Sporting classy twin matching shields, the Pyg Dual Shieldgunner cowers behind his shields until the time has come to strike at point blank range with his single-barreled dual-grip pistol.


The Pyg Dual Shieldgunner

The Cyclone Flightknight


This clumsy knight walked into the Warjack factory one day, fell onto the assembly line, and ended up with slightly fewer arms, twin chain guns, and a rocket pack. He has never been happier as he whizzes through the air, unloading red hot ammo on the enemies of Cygnar.


The Cyclone Flightknight
I can't wait to see how these will be painted...

Edit: now I know. :D

mandag 22. august 2016

Painting Harlan Versh

One of my favorite WARMACHINE models, Harlan Versh is a mercenary with that classic witch hunter look and a great pose.

The trenchcoat is the most important piece of this model, and I really wanted to give it that right sandy color. The base is a 50/50 mix of ochre and leather. I used this base to do all the shades and highlights. 

Back view

First, I mixed the base with dark brown and painted in hard shadows where different pieces of the trenchcoat met. I also added some of this shade in the recesses on the part that covers the shoulders to make it pop a bit more.

Then, I use base with more leather mixed in to do the shading, and the base with more ochre to do the highlights. Finally, I used ochre with just a small touch of leather to do some extra highlights on the top of the coat, around the brim of the hat, and a few other places.


Front view
I decided to use the contrasting colors green and red on the pants and shirt, repeating the colors on the hat and book. The shirt is bone, mixed in with white for the highlights. I kept the inside of the coat pure black for extra contrast. The gloves are black with dark brown highlights.

Harlan Versh, ready to execute any enemies that have the temerity to use extra magical protection!