mandag 12. august 2024

Cygnar First Army - is it worth playing in 2024?


So, what are my thoughts about Caine and First Army after WTC, I hear you ask? Even if you did not ask, here are my unfiltered thoughts, profanity and all, enjoy!

I went 1-4 with Caine, but the pilot here, your truly, is absolutely not the best player around, and my opponents were all good players, so I don't think much can be read into that.

Warcasters


Caine is an S tier caster, with an extremely strong feat in an infantry meta. He has one of the best assasination runs in the game, with access to both ranged knockdown / push from his army and spell slams from himself. Snipe is also a really good spell, expecially with all the range reduction these days.

The other warcasters depend on which flavor of mid you prefer.

Kraye is a super cool model, and fun and dynamic to play. The presence of several armies with range reduction, plus maybe 40% of the WTC tables having range reduction terrain available makes him much worse than he was last year. The ever-present pig is very strong into Cyclones and Kraye + he ignores the Stealth part of the feat. If the pig gets spanked hard with the nerf bat, Kraye stocks will go up.

Siege looks pretty good on paper, and dug in Trenchers can be hard to remove for a few armies, but it is slow on clock and requires extreme precision. The payoff for all the work - one good charge a turn that will maybe take out a heavy if it does not have DEF over 12- is not great, you're basically giving the 10-ish points you took right back by leaving a 10 point unit of DEF 11 Trenchers to die. Similarly costed buffed units from other factions can take out an unbuffed Colossal on a charge. Trenchers can not, they need a caster spell, plus 9 points of solos, and even then they cannot take out a colossal. Even on feat turn, Siege only barely out-threatens many other lists. And what's the deal with a spell that you place out, and then ONE model can fit inside the 3" ring to get a DEF buff, it's just peak clunkiness. Other factions give a global buff for 3 focus. You give one model the same buff for 2 focus, and must cast it again if it moves.

Darius is shelf tier. In a game with Wyverns and Issrafyl and cavalry and whatnot that charge 15+ inches on any given turn, your jacks must be fast, cheap, or very tanky. Cygnar jacks are slow, expensive and have paper armor. A repair feat is terrible in a game as lethal as Warmachine. When things get charged, they almost always die, and if they don't die, you have a free Ol' Faithful that will get all systems back online, or cheap Engineers. Your feat is about as good as 3 cost spell plus a command card. Caine's feat removes 20+ points of enemy army.

If you want to kill big things, take Kraye, if you want to kill infantry, take Caine, and if you want your life to be a constant uphill struggle against unfathomable odds, for little benefit, take Siege for that true Trencher lifestyle. Just leave poor toilet bowl man Darius on the shelf.

Models


I'm not going to be considering how models play with Darius here.

The best model in Cygnar - as in most armies - is Carver + MMD, unless you play Kraye, in which case take the 4 Cyclones first and then maybe the pig. I tried to do 4 Cyclones and pig, but found it too weak on scenario play, you get very thin on solos and units.

On from broken shit to the actual Cygnar models. We have some good options, but the internal balance in the army is generally atrocious.

Cohort


The great jacks are Centurion, Cyclone, and Triumph. Ace and colossals are OK.

Ace is the best choice with Caine, but the high amount of shield guards around + Ricochet not triggering if you kill the target makes his bond not all that strong. Ace is of course useless without Caine.

Centurion is somewhat hard to remove at range, fairly costed, and Polarity is great into jack spam - but most armies these days run infantry that will easily remove a Centurion on the charge.

Cyclone is extremely good with Kraye's Pincushion, and having one or two is OK with Caine's Snipe. The main issue is the short range into range reduction abilities.

Hurricane and Stormwall are not great colossals, being expensive and fragile, but they have good main guns, and junior + Caine give them a ridiculous threat range, making them the highest value cohort targets for Snipe.

Triumph is great value with Siege, since he can get 3 attacks a turn. Siege does nothing for jacks, so the best option is to only take Triumph.

The rest of the jacks are overcosted trash, with poor threat ranges, low damage output, high focus requirements, and low armor. Just take artillery units instead. Kraye is the only caster that is good with jack spam, and if you took 4 Cyclones + 1 Centurion then you cannot really take much more. 

Structures


I have not had much time to try out Blockhouse, but trenches are great, the cannon is good, and it's hard to remove a blockhouse with infantry. Adding back grunts to artillery units is nice, because they still can do their job the turn they return. I would think that in any scenario where it can deploy to contest and can cover other objectives well it is pretty strong. The main problem I have is finding the 9 points for it. I imagine something fun can be built around one or two of these.


Units


The good units are the cheap units: Karli Cannon, Express Team, Engineers, and Rangers. Karli Cannon can sometimes just assassinate a caster, and otherwise they are great at cleaning out objective camping enemy units. Express Teams are great for grievously wounded bacon and for scenario control. Engineers are mandatory for Kraye to run his Cyclones. Rangers are super cheap with great rules, great for contesting and buffing your army against DEF skew.

If you play Siege, you are forced to take Trencher Infantry or Trencher Commandos to get anything out of Siege's Blood Lust and Desperate Pace, but they are still not great units. The commandos are way too expensive to take as ambushers.

The other Trenchers are mid to low tier units with a premium cost, and best left on the shelf.

Solos


Unlike the Cygnar units and cohorts, most of the solos are quite decent!

Patrol Dog is the absolutely bestest of Cygnar solos, who's a good solo? Yes you are, you are the bestest, you are, come here. The doggie is mandatory for a shooty army to see things. The best boi is also a great capper and contester. Dodge just straight up wins you games sometimes. Always take two. If they were FA: 10, I'd take 10.

Squire is overcosted for a non-combat solo, but since you are so dependent on Thunder Strike and Pincushion hitting every turn you cast them, I unfortunately think he is mandatory with Kraye and Caine. Think of it as the 4 point Cygnar tax. Siege has no use for Squire.

Murdoch is a good support for Caine, since his favorite place in the whole world is right behind a LOS-blocking forest, ready for murdering. Siege can also use him, since Trencher Infantry does not have pathfinder for some reason.

Finn and Hitch are over-costed, but the to hit and damage buffs are mandatory with Siege. For other casters, Rangers are way better value than Finn. Hitch's Tactician is a great ability in most armies, but Kraye's Iron Horse already gives flexible movement, and Caine has teleport, so he's not worth 4 points.

Trench Buster is over-costed compared to other armies' options, but Shield Guard is such a good ability against piggy pig and nasty AOEs that freeze and pitch you, plus they help against assasinations, one or both are worth it.

Master Gunner is solid value if you have any artillery, and you will have artillery, because the other non-support units are crap.

Sniper is a hard to remove capping solo that has long enough range to also do work, a good combination.

Warcaster Lieutenant is strong when stacking with Caine's Snipe. Losing Iron Horse makes him not worth taking with Kraye. Siege has no points to spare for such luxuries as jacks.

This makes Gibbs the only solo that you can probably leave on the shelf. Not that he is bad, but just take the Sniper instead if you have two spare points lying around.

Conclusion


I might play First Army again next year just on the strength of Caine, and my general love for all things Caine, but overall this army needs some serious buffs and several quality of life fixes to be a fully competitive army with a good pair.

My suggested fixes


Range reduction should be a named non-stackable effect like cover or Snipe. Stacked range reduction is extremely oppressive. You can outright lose games if you get the bad side of a table. I don't understand why this one effect in the game stacks. -3" is annoying, but -6" or even -10" is just insane.

All the jacks I did not mention above should probably drop by 1-2 points each, or get better rules.

Trencher and Commandos should be 1-2 points less for a unit. Some solo or UA needs Desperate Pace to make them at all playable outside Siege. Useless abilities like the Infantry UA minifeat should be replaced with something that can be used, and the Commando UA costing 3 points just to make the unit have any rules at all, jesus fucking christ, you have to be kidding me, just move the rules to the unit. Long Gunners and Triumph could just be RAT 2.

Just let the Squire give +1 ARC, please.

Replace Darius' feat with... anything, really, it's ridiculously bad. Also, he should get a global ARM or DEF buff as a spell so that he can properly run a jack heavy list, like most of the new factions have on the rack, and he needs more threat extenders.

Edit: Fixed poor wording in Siege paragraph.

WTC Round 5 vs the Netherlands

Grymkin Army

The Wanderer
3 Crabbit 1
3 Crabbit 2
12 Skin & Moans 1
12 Skin & Moans 2
1 Cask Imp
3 Grave Ghoul 1
3 Grave Ghoul 2
7 Isaiah, Dread Harvester
3 Lady Karianna Rose
3 Malady Man 1
3 Malady Man 2
5 The Four Horseymans
5 Dread Rots 1
5 Dread Rots 2
9 Neigh Slayers 1
4 Neigh Slayer War Horse 1
9 Neigh Slayers 2
4 Neigh Slayer War Horse 2
6 Twilight Sisters
Fortune’s Path
Grave Robbing
Ill Omens
Labyrinth
Ruin
Sacrifice
Shroud

Summary

Last round I got what I consider perhaps my worst matchup in the game - Grymkin, but against a very nice opponent. The unkillable (for my ranged armies) Neigh Slayers kept me in check, my opponent kept feeding me stuff, and I got gradually grinded out in the scenario. 

My team did great though! We ended up winning this round, and going 2-3 overall for Hugin, finishing in 20th out of 32 teams. One better than last year's 1-4! This result was my personal pre-WTC prediction for us 😅

WTC Round 4 vs Sweden

Did a rematch of round 2 with Caine into Wolfe on Wolves, against Niclas Grelsson. This time I just waited out Wolfe's round 2 feat, and killed most his units in round 3.

It was a long and grindy game, that ended with a scenario loss for me in the very last round, with 1 and 3 minute left on the clocks. We both screwed up with the collapsing kill box, me once, and my opponent twice.

Overall, happy with this game, a super tight game against a great opponent!

lørdag 10. august 2024

WTC 2024 Round 3 vs Italy

Dusk Army

Hellyth, Scyir of Nightfall
SPELL - Abyssal Gate
SPELL - Backlash

10 Specter
5 Krueger, Wrath of Blighterghast
4 Mage Hunter Commander 1
4 Mage Hunter Commander 2
3 Mage Hunter Sniper Team
4 Vaelyss, The Hand of Mourning
9 Dreadguard Archers 1
9 Dreadguard Archers 2
12 Dreadguard Cavalry 1
12 Dreadguard Cavalry 2
7 Mage Hunter Rangers 1
7 Mage Hunter Rangers 2
6 Soulless Guardians 1
6 Soulless Guardians 2
Blessing of the Gods
Careful Reconnaissance
1 Duck and Cover!
Power Swell
1 Sentry Duty

Game Summary

Third game I played the captain of Italian team The Italian Job.

There is not much to report here - I made a rookie mistake and placed Caine next to the pig, and got shot at by Krueger and then blasted to death by Archers in round 2.

My opponent was a super nice guy, shame the game was so short!

I forgot to take photos, too!

WTC 2024 Round 2 vs USA Irving

Cygnar Storm Legion Army

Major Anson Wolfe
SPELL - Arcane Shield
SPELL - Chain Lightning
7 Courser 1
1 HEAD - Shield Guard
4 RIGHT ARM - Heavy Stormthrower
2 LEFT ARM - Voltaic Punching Spike
7 Courser 2
1 HEAD - Shield Guard
4 RIGHT ARM - Heavy Stormthrower
2 LEFT ARM - Voltaic Punching Spike
13 Stryker 1
1 HEAD - Relentless Charge
8 RIGHT ARM - Electro Bombard
4 LEFT ARM - Power Fist
14 Stryker 2
1 HEAD - Relentless Charge
6 RIGHT ARM - Voltaic Halberd
7 LEFT ARM - Heavy Mag-Bolter
3 Legionnaire Officer 1
3 Legionnaire Officer 2
4 Storm Vanes 1
4 Storm Vanes 2
6 Stormblade Legionnaires
2 Legionnaire Standard Bearer 1
7 Stormguard Legionnaires 1
7 Stormguard Legionnaires 2
8 Stormthrower Legionnaires 1
2 Legionnaire Standard Bearer 2
8 Stormthrower Legionnaires 2
2 Legionnaire Standard Bearer 3
Blessing of the Gods
Careful Reconnaissance
High Alert
Hit & Run
2 Spotters

Summary

We draw USA Irving in the second round, and the top table, we will be streamed 😅 feeling the pressure now!

https://www.youtube.com/live/araWYvjhVPk?si=84COkNVAjHfOnfLB

For this game I would prefer Khymaera, Dusk or Cygnar Storm Legion. I get Steve playing Storm Legion.

Unfortunately, I did now know a recent ruling about how the Caine and Wolfe feats interact. I thought Wolfe would get one shot after my feat, but it is one shot for each model killed. So after sending in the Rangers and setting up the feat turn I had to not feat, and teleport back behind a forest, for my caster to survive. I was considering conceding at this point, but decided to fight on. Caine has a mad assasination, so it's never over until the dice are down. After basically wasting a whole turn on nothing I had lost a lot of time and tempo.

I murdered most of his infantry the next turn with Caine, but was lose on clock and scenario.

I tried a last ditch messy assassination with very little time left, and clocked out.

My bad for not knowing this ruling, but there really must be a place to easily find all rulings in this game. Why Warmachine never had a proper FAQ is beyond me. Hopefully Steamforged will fix this in the future, they did do a very good job with the Guild Ball FAQ.

Steve was super nice and it was a good game, and we swapped shirts the next day. I think the matchup is playable for me, but my opponent was clearly more experienced and just played better overall, so most likely I would have lost anyway.

Afterwards I heard that my girlfriend and her family had watched my ass get thouroughly kicked on stream. They even kinda understood what was going on, due to the extremely professional streaming setup where they could hear our discussions as we played. Kudos to the streamers, please come back and do this again next year!


WTC 2024 Round 1 vs Finland

Khymaera Army

Kyrrax, the Unrelenting Night
10 Vipex
1 HEAD - Asp
3 TAIL - Hunter's Mark
6 ARMS - Cleavers
19 Wyvern 1
19 Wyvern 2
4 Bellighul, Master of Pain
6 Ryvyn, The Onyx Rampant
11 Incarnate Knights 1
11 Incarnate Knights 2
7 Talon Lashers 1
7 Talon Lashers 2
5 Wyrmspine Shadowmancers
Blessing of the Gods
Hit & Run
Power Swell
Put the Fires Out
1 Savagery

Game Summary


We meet Finnish Team Iki-Turso in the first round.


I prefer Caine into Dusk or Khymaera. Lucant and Khador are hard to shoot away, even for Kraye. Cygnar wants Caine into Sparkhammer and Kraye into Calder, so a bit of list Chicken there.

I end up being paired into Khymaera lead by Kyrrax with double Wyvern, which I am happy with. Poor Endre got thrown under the bus against Lucant, but the rest of the matchups are good.

I went 2nd due to shorter payload distance. It was a very tight game, we both played careful and few models died. 

I delivered the payload, and my opponent could not contest and score enough next round, so I won 10-7 on scenario.

My opponent got a bit screwed on scenario by not noticing a Ranger behind a building, that could run to contest. I love the 2.5D terrain, but it's easy to forget that buildings can obscure the line of sight for players as well as for models! It really was not my intention to hide anything, but I felt a bit bad about this afterwards.

Hugin went 4-1, very happy with the start!

Now it's the painting competition, and lunch!

torsdag 8. august 2024

Cygnar First Army snowflake spotted at WTC 2024

I am on my way to Düsseldorf to play for the second time in the Warmachine World Team Championship! I am a snowflake with Cygnar First Army this year, as the only player out of 160, with Caine and Kraye as my leaders. Win or lose, this is going to be fun! Looking forward to roll dice, meet old friends, and German beer and food 😊

The hosts of the Euromachine podcast thought my armies were awesome, so download episode 10 if you want to hear about them, as well as my teammate Amund's dorfs, discussion around the 26 minute mark.

WTC 2024 Kraye - Cygnar - First Army

Captain Jeremiah Kraye
+ Centurion
+ 4x Cyclone
2x Patrol Dog
Squire
Trench Buster 
Trencher Master Gunner
Trencher Sniper
Trencher Cannon Crew
+ Captain Karli
2x Trencher Combat Engineers
2x Trencher Express Team

Arcane Forces
Blessing of the Gods
Defenses
Duck and Cover!
Hit & Run

WTC 2024 Caine - Cygnar - First Army

Lieutenant Allister Caine
+ Ace
Captain Jonas Murdoch
Carver Ultimus
+ War Boar MMD47
2x Patrol Dog
Squire
Trench Buster 
Trencher Master Gunner
Trencher Warcaster Lieutenant
+ Hurricane
2x Rangers
Trencher Cannon Crew
+ Captain Karli
2x Trencher Express Team

Blessing of the Gods
Duck and Cover!
Hit & Run
Power Swell
Sentry Duty


tirsdag 24. oktober 2023

Going first advantage of 57%: The math

The results from WTC show that the first player has a 57% chance to win the game. On average any player will win the game 50% of the time, since ties are close to impossible. If it's possible to get a tie, I am ignoring it for this calculation.

The math

The chance that this result happened by chance can be computed using the Binominal Test - you can try it here for yourself: Easy Binomial Test Calculator (socscistatistics.com)

There were 292 games played (n), 166 (or 167) games were won by the first player (K), and the chance of winning a game (p) is 0.5. Inserting the numbers show that the chance of the first player getting at least this many wins by chance is .011, or 1.1%. So we can conclude that it is almost certain that the first player win rate is due to going first being better, and not due to random chance.

I am not a professional statistician, but this seems rather straight forward - feel free to inform me if the calculation is wrong.


Went second against Lucant, pushed off scenario

Discussion

Every single player I have talked to during the WTC agrees that going first is a huge advantage. One just said "don't even look at the table or matchup, always go first". The problem is as follows:

Most armies can run units (almost) to the middle of the table turn 1, leaving the opponent the choice of not grabbing much - if any - table space, or getting alphaed top of 2. Both are bad. 

Many armies can run, then defensive / control feat plus run, scoring zones on their side while leaving the second player scrambling to not lose on points top of 3.

I had several matches at the WTC where I knew that if I won the die roll I had good chances, and if I lost I was already in trouble. And that was exactly what happened, if I went first I had a fairly good time (even if I lost - I am not all that good), but going second was brutally hard.


Going first against Borka

I even had one game where I had to move AD units backwards bottom of 1 to not get charged. It’s ridiculous, Steamroller has to be fixed for Mk4. Mk4 is otherwise amazing though, best edition ever, miniatures are awesome, keep it coming.

Just fix Steamroller, please!



 

onsdag 1. februar 2023

Kraye, Pincushion, and Trencher Express Teams: The math

I did a little math to see whether Pincushion helps to land Express Team critical knockdowns. I was expecting it to be slightly better, but was a bit surprised to see how much better!

AnyDice code below. It will check if the 3 highest dice hit the target number, and then whether any of these 3 dice show the same face.

function: crit ROLL:s drop lowest at least TARGET:n {
  result: {1,2,3}@ROLL >= TARGET &
          (1@ROLL = 2@ROLL | 1@ROLL = 3@ROLL | 2@ROLL = 3@ROLL)
}

output [crit 4d6 drop lowest at least 12]

This gives the following chances of hitting the KD on boosted shots using Pincushion (4D6-DL-C), and without Pincushion (3D6-C):


Target  4D6-DL-C  3D6
 4      53.63%    43.98%
 5      53.32%    42.59%
 6      52.55%    39.81%
 7      51.85%    37.96%
 8      49.85%    33.80%
 9      46.91%    29.63%
10      44.52%    26.39%
11      39.74%    22.22%
12      34.80%    18.06%
13      30.25%    14.81%
14      24.38%    10.65%
15      16.67%     6.48%
16      13.04%     4.63%
17       5.79%     1.85%
18       1.62%     0.46%

torsdag 22. desember 2022

Kraye vs Irusk - 50pts

Lightning Shroud is back after a very long covid + divorce + moving + changing jobs + new gf + lots more break!

I started playing a bit of Mk3 Brawlmachine, and now Warmachine Mk4, after Guild Ball was unceremoniously killed off by Steamforged.

Cygnar - First Army - Kraye - 50pts

Captain Jeremiah Kraye
* Cyclone
* 2x Defender
Best Boy
2x Trencher Sniper
Trencher Combat Engineers
Rangers

Arcane Forces, Blessing of the Gods, Infiltration, Old Faithful, Power Swell 

I always loved playing Kraye, and in Mk4 he is better than ever! Today I took him into a wall of Man-o-Wars.

Khador - Armored Korps - Irusk - 50pts

Kommandant Irusk
 * Devastator
Man-O-War Kovnik
Battle Mechanics
Man-O-War Bombardiers
Man-O-War Demolitions Korps
Man-O-War Shocktroopers

Inflitration, Old Faithful, Power Swell + ???

Khador wins the roll off and elects to go first. I take the side with the big house in the center, thinking I can use it to use it to outmaneuver the hulking wall of flesh.

Deployment

Khador puts all the boys in the middle. I fan out a little, planning to flank to the left or right depending on what happens.

Deployment. It sure does not look even :D

Round 1

Irusk hands out Iron Flesh to the front line Shocktroopers and runs up the middle.

Kraye plays Arcane Forces and tags the Shocktroppers with Pincushion. He then casts Admonition on himself. Kraye, one Defender, and a Sniper kill one Shocktrooper and deal 7 damage to the next one, but the last Sniper is half an inch too far away to finish it off.


Cygnar, Round 1 complete

Round 2

Battle Mechanics fully repair the hurt Shocktrooper. Melee MOWs run up. Bombardiers shoot my Cyclone and kill the Best Boy, who I should not have left near a jack. Irusk feats, camps 5, and repos into the central trench.

I think a little about whether I can just shoot Irusk to death, but probably not - I need a 13 to land Pincushion, and even then it seems dicey.

So, it's feat and yoyo time. Jacks take turns killing all the Shocktroopers and one Bombardier, then nimbly step away again, mostly out of melee threat ranges. One sniper picks out a Man-O-War that happened to tough. Most of the tough rolls fail, poor Irusk.

Rangers plus one Sniper kill all the battle mechanics. God, they are so maneuverable now. I score the right zone with a Defender. Attrition is looking very good, game should be mine unless I screw up (spoiler alert).


Cygnar, Round 2 complete

Round 3 

Irusk shoots two Rangers and the Kovnik kills the last one. The two remaining Bombardiers charge damage the Defender in the right zone. My sniper in the zone is splatted by the Devastator.

I activate my Jacks and kill off every last Man-O-War grunt except one Demo Korps. Unfortunately I leave the Defender in charge range of Irusk, and the Cyclone in charge range of the Kovnik - which I totally did not have to do. Points are now 2-2.


Not much left - but I had repoed forwards too aggressively...

Round 4

Irusk gives himself Battle Lust, does a hail mary charge, and finishes off the Defender, and then gives gimself Iron Flesh and camps 1. The Kovnik and Devastator destroy my Cyclone. Oh noes! My misplay leaves me down on attrition, I think assassination is the only option.

Irusk charges the Defender

The Man-O-War has only 1 box left and gets sniped, freeing up the last Defender. Engineers fill him up with full focus. Kraye charges Irusk and leaves him on a few boxes, the Defender then smashes Irusk's head in. Victory to the boys in purple!


Death of a Kommandant

Wrap Up

I think I played this OK until the misplacements in Round 3. Clearly I cannot win a straight up fist fight, so hit and run and win attrition while trying to not lose on scenario seemed solid. 

Rangers were better than excepted. Reposition on units is sick, and allows them to Mark Target without immediately losing the whole unit.

Snipers were MVP, killing off so many 1-point MOWs.

The list is really fun to play, and extremely maneuverable. 4 dice drop lowest kills Man-O-Wars, getting Pincushion really helps Kraye into high armor lists.


torsdag 12. desember 2019

Haxity | Official Reveal Trailer 2019 | (PC)

This is what I've been working on for the last couple of years!

Haxity is a roguelite PvP deckbuilder where you fight, hack and bluff your way through the city, either solo, against a friend, or online.

If you wishlist and follow us on Steam, it would make me very happy!

Cheers,

Christian



onsdag 24. april 2019

Guild Ball: Navigator's Guild painted


I painted my Navigators over Easter. I chose to paint them all as an African guild ball team, complete with clothes inspired by various African clothing. I usually don't do a lot of freehand, so it was fun with a new challenge. The non-freehand parts I kept fairly plain, to increase the contrast.

Skin color


Haven't really painted much black skin before, so I tried this.

Basecoat: P3 Umbral Umber
Shade: GW Nuln Oil wash
Highlight: P3 Umbral Umber + P3 Jack Bone


Navigators Guild

Fathom got a geometrical pattern in Pan-African colors. She was the first of the Navigators miniatures I painted, and inspired me to do the rest to match!

Fathom

Fathom

Ebb got a Kente inspired pattern on his trousers. Inspired by an image I found here.

Ebb

Ebb


Nkyimkyim - Zigzag, Life is not a straight path


Azimuth has a Mali mudcloth inspired pattern on his armor. Trousers are plain green for contrast.


Azimuth

Azimuth

Pattern I used for inspiration here: https://no.pinterest.com/pin/660903314047287972/





I wanted to do a Dashiki shirt for Windfinder, but it had so much structure that I could not find a way to do it. I decided to use that pattern as an inspiration for her pants, and left the shirt white with some gold trim.


Windfinder




Windfinder

Horizon got a Kente inspired shirt. There are so many amazing Kente patterns.


Horizon

Horizon

Inspiration!

Albatross wings are dark on top and white beneath, for camouflage. You learn something new every day!

Wander




tirsdag 21. august 2018

Guild Ball (#70): Battle at Lund - Friday Round 1

First game is against HP’s incredible looking Morticians, pictures can’t do it justice. Several of the models have build in green light diodes!


I want Corsair into all these squishy Morticians.


Fishermen


Corsair
Tentacles
Hag
Jac
Sakana
Gutter

Plots: Back in the Game, Stick to the Plan, Keep Your Chin Up, Kick'em When They are Down, Sell it to the Crowd.

Morticians


Obulus
Vileswarm
Brainpan & Memory
Ghast
Graves
Veteran Hemlocke


Obulus kicks off into a nice position for me.





Round 1


I screw up by forgetting Obulus’ Shadow Like dodge, so instead of forcing him to move into me to pull someone he gets to pull and then move. Great start!



Round 2


Corsair pulls in and takes out Graves and Obulus takes out Hag. I then promptly forget Vileswarm’s ability on takeout and pop him right inside my scrum, dealing 3 damage poison to pretty much everyone near the end of the turn. 23 damage on my team for taking out the mascot, this is really stellar play! 3-2 to me.





Round 3


Corsair just scrums better than Morticians. Ghast and Hemlocke go down, bringing the score to 7-2.





Round 4


Morticians take out Hag again. I score with Sakana and take out Vileswarm again, killing Tentacles, for a final result of 12-5.




Plenty of screws-up on my part, but good to get rid of the rust before tomorrow...

mandag 20. august 2018

Guild Ball: Swedish Nationals 2018

I went to Guild Ball Swedish Nationals 2018 at Battle of Lund this weekend for three days of Guild Ball playing. The winner in the main event will be invited to the World Championship, last chance! I got close to a tournament win in Hungary, so victory here could be within reach, with a bit of luck...

There were visitors from England, Spain, Poland, Chech Republic, several Finns and two Norwegians. The other Norwegian is my WTC team mate Kim.

My luggage was lost by the airline, but of course I had all the important stuff (minis and tools) in the hand luggage. I mean, who needs clean socks and deodorant anyway?

The event started with 2 parallel 3-round warm up tournaments on Friday. I thought this was a very good idea, to get into form to the main event without being totally exhausted, and plenty of time to socialize.

I have slightly changed my lineup to try out Veteran Sakana. My favorite Angel had to go, I really enjoy playing her - but Sakana does the first turn receiving goal almost as well.

Tournament reports will be up soon. In the meantime, enjoy this excellent conversion by HP. Green LEDs! :D




Fishermen


Corsair
Shark
Tentacles
Greyscales
Hag
Jac
Sakana
Veteran Sakana
Siren
Gutter

Battle at Lund - Friday Tournament


Corsair vs Obulus

søndag 12. august 2018

Twilight Imperium (#2): Muaat's Revenge

We get together for another game, just one week after the previous one!

We give everyone 3 random races to pick from. I get Federation of Sol (Blue), Remi takes the Naalu Collective (Green), Dag-Erling goes for the Nekro Virus (Red), and Leif can not resist the temptation of starting with War Suns and takes Embers of Muaat (Yellow).

The galaxy is split with mostly hazards and empty space dividing it into one area with Sol and Naalu, and one with Nekro and Muaat.




Round 1

I get a pretty perfect start. My Strategy Cards were Leadership and Politics. After grabbing the nearest system, Warfare secondary allows me to build another cruiser at home. Diplomacy gives me two untaps. I tech to Gravity Drive, and then I am able to leapfrog next to Mecatol, and also grab a green tech planet. Six planets after the first turn! Four of them are Hazards so I score Corner the Market, too.

My secret objective is the one to finish off a fleet with a PDS, a really rubbish objective, I have no plans to go PDS route.

Sol: 1, Rest: 0




Round 2


I take Imperial and Trade. I start off by grabbing Mecatol on my first move. This is when it gets pretty weird. Nekro offers an alliance and agrees to divide up the planets with Muaat, even giving a Ceasefire. Instead of moving on Mecatol, as agreed, Muaat breaks the truce and blows up Nekro's fleet with his War Sun. Evidently Leif still remembered being stabbed in the face by Dag-Erling in the previous game, and he is out for blood!

I am quite happy, I was ready to abandon Mecatol after playing Imperial. Now I got to build a PDS there instead... perhaps it will hold...

Due to a misplay Muaat only brings one infantry to land on the Nekro homeworld... which was shot down by the PDS. Nekro survives... barely...

Round 3


We had a fairly uneventful round on my part, but Muaat and Nekro kept fighting.




I am pretty happy with how it's going. I skip a green tech so now I get 4 command tokens per turn. I score Intimidate Council.

Sol: 4, Muaat: 1, Naalu: 1, Nekro: 0




Round 4


I take Imperial again. I score, but get get evicted by Naalu's - he already has the super fighters. Glad to see at least one of my opponents is being responsible, or this will be a short game. I build a lot of fleet and grab some other planets from Naalu, just to keep him busy. Nekro manages to kill the War Sun in a last ditch effort, allowing them to rebuild at home. Muaat builds another War Sun.

Sol: 5, Muaat: 1, Naalu: 1, Nekro: 0

We grab pizza and Dag-Erling's excellent home made pale ale.





Round 5


Naalu moves out of Mecatol. I am not sure why. I move in. I score Develop Weaponry (2 unit techs) and my secret objective Learn Secrets of the Cosmos (fleet near 3 anomalies).

I am at 7 points, and when Manipulate Galactic Law is flipped I am pretty sure I cannot be stopped.




Round 6


I take Imperial to force Naalu to immediately go for Mecatol. The 8 infantry I end up with are not enough to keep away Naalu's flagship and fighter swarm. I get kicked out again.

I then play Imperial to score Manipulate Galactic Law before I can lose too many planets.

My 21 infantry at Sol get hit by the plague. Net result? I lose 2 troops after rolling 5+ on 7 of 9 kills.




In the status phase I score Lead from the Front, for 10 points!




Final Standings


Sol 10
Naalu 5
Muaat 3
Nekro 2




Another sweet victory, helped by the never-ending revenge of Muaat! Naalu did what he could, but my lead was too much.




This game is just too much fun!

Edit: One round was missing in there, I think it's correct now.