Tuesday, June 30, 2020

Happy 10th Anniversary, Every one of them

It's been a decade.

Ten long years in the making, and only some regular card games and games such as tic-tac-toe being left out of this blog.

Along the years I've found it more difficult to find the time and enthusiasm to play tabletop games like I used to, but each month still seems to yield an entry or two.

Many things in my gaming habits have changed, and many have stayed the same. I'm not going into lengthy retrospection there, but there is something I want to share nonetheless.

Something, that has been with me throughout the ten years that have passed with this blog. No matter where and how life has tossed me around, something has always been there. Something loyal, something steady. I suppose one can say that you can't paint a wholesome picture without a proper palette.

So here it is. My palette that I've kept for over ten years. I can pinpoint the beginning of this particular palette to somewhere around the years of 2006-2008.

A vast majority of the models from "painted 20XX" tab have been painted using this piece of cardboard that was originally the backside of Citadel's green stuff package.

It's a shame I don't have a kitchen scale. It would be interesting to know how much weight this thing really has. Anyway, that's for the festivities.

Let's see how it looks like in 2030 next.

Monday, June 29, 2020

I can't Bear it

Played a 75 point game of Warmachine.

My list was:

Scourge of the Broken Coast
Deneghra, the Soul Weaver [+27]
- Corruptor [14]
- Deathripper [6]
- Nightmare [18]
- Nightwretch [7]
- Reaper [13]
- Satyxis Blood Priestess [0(4)]
Axiara Wraithblade [0(6)]
General Gerlak Slaughterborn [0(6)]
Misery Cage [2]
Satyxis Raider Captain [4]
Swamp Gobber River Raider [1]
Black Ogrun Boarding Party (max) [11]
Black Ogrun Ironmongers [6]
Satyxis Raiders (max) [16]
- Satyxis Raider Sea Witch [4]

Opponent had:

Storm of the North
Jarl Skuld, Devil of the Thornwood [+30]
- Dire Troll Bomber [17]
- Dire Troll Mauler [15]
- Trollkin Runebearer [0(5)]
Dhunian Archon [0(6)]
Fell Caller Hero [5]
Valka Curseborn, Chieftain of the North [0(6)]
Krielstone Bearer & Stone Scribes (min) [6]
- Northkin Elder [3]
Northkin Bear Handlers & Battle Bears [10]
Northkin Bear Handlers & Battle Bears [10]
Northkin Fire Eaters [7]
Northkin Raiders (max) [15]
Trollkin Champions (max) [16]

About half of the enemy list was either ambushing or advance deploying, at least model-wise. At least Cryx started game, so I could actually get out of killbox.

With Quicken on Northkin Raiders, I did a critical mistake of using Pathfinder on Satyxis Raiders instead of blast immunity. But as luck would have it, I didn't have to pay for the consequences for the error of my ways. One or two Satyxis died to the shooting instead of rather plausible 40-50% of the whole unit.

I pushed aggressively with Nightmare into the middle field, and protected it with Satyxis Raiders.

Once most of the Northkin Raiders were gone, I had to remove the oppressive archon from the game somehow - with it I'd never get Champions or bears or whatever off the board.

Ghost Walk on Satyxis Raiders gave them the mobility they needed to reach the roadblock. Jarl had used his feat, so even with gang bonuses the Satyxis had about 50% chances to hit. With Power Swell and two charging and non-charging Satyxis raiders managed to destroy the divine manifestation, and looked like I had options for the game.

Except that I was losing horribly on the right side of the board. Two ambushing units of bears completely dominated the side, and I was perplexed by their power level. Now it's alleviated a little by the fact that I can at least see their point cost, which is at least something for a three model unit.

Nightmare was suicidal and entered the middle of the board, albeit with Grave Wind on.

Opponent focused on securing the scenario zones and tightening the noose around my neck with a plethora of armed bears that were suddenly in my flank and threatening my warcaster.

However, I did notice Jarl Skuld was within charge range of Nightmare. However, there was a blob of trollkin around him.

But it was clearly Deneghra's feat turn. Scourge knocked down Jarl's bodyguard, and then Mortalities started flying all around, as well as ghost walks and focus points.

Last remaining Northkin Raider was a little problematic, but aiming Reaper aided by Curse was able to snipe it off.

Sunday, June 14, 2020

Sacred Parasite

Played a 50 point game of Hordes.

My list:

Lord Tyrant Hexeris [+28]
- Agonizer [6]
- Aradus Sentinel [14]
- Archidon [10]
- Bronzeback Titan [17]
Ancestral Guardian [5]
Mortitheurge Willbreaker [4]
Paingiver Beast Handlers (min) [5]
Praetorian Swordsmen (max) [13]
- Praetorian Swordsman Officer & Standard [4]


Opponent had:

Mohsar the Desertwalker [+27]
- Gorax Rager [7]
- Wild Argus [7]
- Wild Argus [7]
- Woldwrath [37]
Warpborn Skinwalkers (max) [15]
- Warpborn Skinwalker Alpha [4]

Scenario was Throw Down from main rulebook.

Skorne was woefully outnumbered on the left side of the board. Aradus Sentinel wouldn't be holding the zone alone against six Skinwalkers. Also I had some worries about the zone on the right, as Praetorian Swordsmen seemed like they'd have to face the Woldwrath. Instead, they faced Pillars of Salt.

I placed Skorne warbeasts in the middle, so they'd have the option to go either way, without having the necessary speed to get there. One Skinwalker charged Aradus Sentinel on turn 2, which triggered Counter-Charge from Bronzeback Titan. Which did two points of damage.

The counter-charge for giggles was more costly than anticipated. Woldwrath was now within charge range, and shooed the elephant off the board despite being in the Agonizer's strength penalty aura.

Without a dedicated beat-stick what was I to do to this Arm 20 gargantuan?

Nibble it to the death with non-dedicated sticks, of course. Hexeris cast Parasite on Woldwrath and shot it with Sunder Spirit. To my defense, I did ask if the Woldwrath had Sacred Ward. It's a bummer when mistakes like this happen, since Parasite made all the difference in this equation - Archidon and Aradus Sentinel were able to scratch the gargantuan down.

Had we played with Sacred Ward, I guess I should've tried to remove the Skinwalkers with Parasite, Archidon and Sentinel's spray.

Praetorian Swordsmen were chewing through Salt Pillars. Archidon died to Skinwalkers. Mohsar used his feat, invalidating Aradus Sentinel for a turn.

Then I pulled off an amazing charge with Praetorian Swordsmen. They used Power Swell, and were able to kill a Skinwalker, Gorax Rager and Wild Argus. Wild Argus even received a damage roll of 6,6,6,5. Ouch.

Circle didn't have many options left after that, and opted to try to assassinate Hexeris who had two fury points for transfers. Two Skinwalkers did their thing, and then Mohsar teleported to Hexeris and paralyzed him with Doppel Bark. But the flurry from magic stick was not enough to bring the Lord Tyrant down.

Hexeris then slashed the old man in two halves.

Thursday, June 11, 2020

Pram Ram

Few days ago I played this 50ss game of Malifaux.

My list:

Molly + Necrotic Machine
Philip & Nanny
Mortimer
Rogue Necromancy
3x Crooligans
Rabble Riser

Pool: 6
Schemes: Claim Jump, Sabotage

Opponent had:

Asami + Amanjaku
Ama No Zako
Shadow Emissary
Akaname
Obsidian Oni
Jorogumo

Pool: 10

Schemes: Claim Jump, Vendetta

Strategy was Corrupted Leylines. I had forgotten to take my Rogue Necromancy with me, so I guess that plays right into it's keywords. Converted Corpse Cart takes its place instead.

Turn 1:
Ama No Zako goes and grabs one of my Crooligans I had deployed to the flanks to, perhaps, do some sabotage. Asami summons an Obsidian Oni, and launches that missile towards my crew. Rogue Necromancy and Molly eventually wear it down, but Molly and Rogue Necromancy receive some damage and are set on fire.

Rabble Riser runs to middle of the board to hopefully act as a deterrent for a wreckfest of Shadow Emissary, Jorogumo and Obsidian Oni in my deployment zone.


Turn 2:

Rabble Riser tied Jorogumo, but then Jorogumos started appearing out of thin air.

Mortimer's movement ability, Premonition and Ambush carried Rogue Necromancy to melee with the summoned Jorogumo, which gave an impressive stack of poison going on for Rogue Necromancy, but some trigger caused it to be unable to heal. However, it managed to trigger Pounce, which got it into melee range of Asami. Who than just transferred Rogue's attacks off to nearby Oni's. Whee.

Due to some good fortune, Rogue Necromancy did not die but was left alive with one wound remaining.

After many a movement shenanigans by both sides, two ley line markers were tagged by both players.


Turn 3:

Resurrectionists won initiative, which meant Rogue Necromancy had to activate while it still was able to do so. It did some impressive damage to Shadow Emissary.

Then it was promptly butchered.

All that resurrectionists could muster, then, went into removing the Shadow Emissary. And Mortimer's Decay finally did it.

My Crooligan on the right side of the board was challenged by Akaname, so it looked like zero points from Schemes to me.

Necrotic Machine lobbed the lodestone from another Crooligan back to Philip & Nanny, who then went and tagged the middle spot thanks to Deadly Pursuit.

Turn 4:

Philip & Nanny are tossed around by Asami's hair and Premonition, as well as their own movement. Crooligans teleports into the thick of the action and tries to stop Ama No Zako from getting to Philip & Nanny. However, Akaname removes itself from existence to bring the lodestone closer to untagged strategy markers.


Turn 5:

Ama No Zako tags the middle strategy location, and Philip & Nanny manage to Pram Ram with Accidental Roll Over trigger move past a summoned Jorogumo. Jorogumo then was not able to kill the carriage, mostly due to last soulstones being used to block damage.

Thanks to some good flips, Necrotic Machine was able to crack the final Obsidian Oni. Who had Vendetta against Philip & Nanny.

Again a really tough and exciting game that didn't resolve until the very last round.

Monday, June 8, 2020

Saddest Lion

Few days ago Burkstad continued its saga.

On lantern year 18, Nestor, Lascia, Rigor and Mortis hunted for a level 2 White Lion.

First event was Prowling Lion, which is generally good news. Scratching Grounds wasn't too bad either, but it wasn't until Lion Cub that the survivors began to feel almost blessed by the hunt phase.

Until people started getting afflicted by post-traumatic stress disorders, evasion penalties and losing all of their survival during Overwhelming Darkness.

Bone pick also snapped during iron excavation, and Rigor's foot had to be immediately amputated not to lose any more limbs to flesh-eating disease from Flesh Fields.


Oh well, at the cost of one limb we had four basic resources, three lion resources and iron resource from hunt phase alone.

And showdown begins.

Nestor is wielding the Catgut Bow and Death Mask, and Lascia is blue savior, and Mortis had the deadly Greater Gaxe. Technically even Rigor had deadly Rib Blade, but movement of 3 and not being able to dash made Rigor pretty much stay away from the fight and use Cat Eye Circlet.

However, since the Lion began with Ground Fighting, survivors could pick two Iron from the board via Ore Vein and Obsidian Tower.

And then the slaughter began.

I don't think I've ever seen a more pitiable White Lion in Kingdom Death. Most of the turns it wasn't able to catch anyone with it's attacks. In fact, most of the actual attacks it did was through reactions and traps.

Clawhead Arrow gives the cat a -1 evasion token. And then the critical hits started pouring in.

In the end, even Rigor with one foot was able to hop in the same pace as the feline beast. The White Lion received a total of four -1 movement tokens, but that was not all. It also had -1 accuracy token and -1 toughness token. And also broken foot, so that it no longer even grabbed anyone.

And the survivors had even killed it's baby lion.

This hunt and showdown was far from ethical treatment of monstrous animals. At least next lantern year we are facing the King's Man we don't want, but one that we deserve.

Settlement event was Nickname, and Gorm Climate robbed us of Petal Spiral. Settlement innovates Scrap Smelting, and crafts leather shield, completes white lion armor and even develops a Whisker Harp.


Burkstad

Population: 11

Principles:
Protect the Young
Graves
Barbaric


Innovations:
Language
Hovel
Ammonia
Bed
Nigredo
Symposium
Lantern Oven
Paint
Family
Bloodletting
Inner Lantern
Cooking
Sculpture
Shrine
Pictographs
Drums
Momento Mori
Scrap Smelting

+Guidepost


Locations:
Lantern Hoard
Bone Smith
Skinnery
Organ Grinder
Catarium
Gormchymist
Gormery
Weapon Crafter
Leather Worker
Skyreef Sanctuary

Gear:
1x Cloth
3x Stone Noses
Full Rawhide Set
1x rawhide vest, 1x Rawhide Gloves, 1x Rawhide Headband
Gorment Boots
2x Skull Helm
Bone Dagger
Bone Darts
Rib Blade
Greater Gaxe
2x Leather Shield
Cat Eye Circlet
3x Monster Grease
Lucky Charm
Monster Tooth Necklace
Bandages
Catgut Bow + Claw Head Arrow
Full White Lion Suit
Scrap Sword
Flower Knight Badge
Cycloid helm + vest
Death Mask
Whisker Harp



Resources:
3x Monster Bone
Skull
2x Monster Organ
2x Broken Lantern
1x Leather

Cat Eye
Sinew
2x Lion Claw
2x Great Cat Bones
4x Iron