Friday, August 10, 2012
Throne of Angels VLog
Throne of Angels has been making some Youtube videos, nothing much more than an avid fan talking about things he likes. I can respect that, and as a result, I think you should check him out as well:
Throne of Angels Youtube Page
Take care.
-Mr. Black
Friday, July 20, 2012
Out of the Box: Skarrd
This time we're looking at playing your brand new Skarrd Starter set! Join us for the lowdown on the tactics for playing, and playing against, these fierce wasteland warriors!
Mr. Black here, once again Dear Readers, and this time let's look at the Skarrd Starter.
Contents
3x Buzzblades
3x Harpies
1x Golab
1x Grafter
290 Points
As with the other starters, the Skarrd box gives you a taste of how the faction plays as well as a look into the visual appeal of such a group- We have the twisted amalgamations of the Grafters at their finest here, as shown with the Harpies and the Grafter herself, and we display the raw melee punch that the Buzzblades and Golab bring to the table.
Remember, as you're reading this and playing, that Skarrd are a melee faction at heart, boasting the lowest number of Ranged Abilities currently in the game; they want to get into the thick of combat as fast and swiftly as they can and reign down terror and bloodshed upon the enemy.
With that in mind, let's take a look at the contents:
We start with the Grafter, the mad architect of Skarrd society. With just a cursory glance we see the Grafter's stats are decent, but nothing to write home about: marginal DF, AR, PS, all that- it looks average across the board, and it is, to be honest. But that is due to the fact that the Grafter isn't meant to be a front line fighter, not at all- she let's her creations do that.
Basically, as you look more into the Force Organization book, you will see many of the more "creative" Skarrd units require that a Grafter be present in your force: Harpies, Sister of Charity, Abominations, and Drillheads, just to name a few- all require a Grafter to be purchased in order to field.
So, if you want to look at it like that, then the Grafter is the key that unlocks the Skarrd toy-chest, and if you wish to view that as her sole role and nothing else then fine, I understand, but do note, you have just fallen into the pitfall so many others do of underestimating the simple Grafter, and you're going to pay for that mistake- in not only blood but in body parts as well.
What do I mean? Well, as I said, one of the best tools the Grafter has is a rather passive stat-line- especially when compared to the monsters she brings to the table. Most of the time you're opponent is going to focus on the horde of Drillheads burrowing towards them, or the hulking Abomination firing off missiles as it advances. These things are big, shiny, and scream "dangerous", while the tiny Grafter is just slinking along the sidelines, waiting for an opening.
Take a look at her one Attack Group: the Crushing Claw. 4x2 is nothing to ignore, and the fact that once she hits you she will keep on hitting you (due to the Crush ability) means that even the heaviest armored units stand to suffer a wound or two on her behalf, and remember, one to two wounds is by and large the average around here. So an unassuming opponent may very well just find the head of their precious Saint or Brood monstrosity being squeezed to death under the vice grip of the "harmless" Grafter!
Overall, the Grafter is a necessary component of most Skarrd lists to allow us to bring out the big guns, but don't neglect her or just throw her away during the game: Each and every unit is deadly, and the Grafter is no exception. Let your opponent forget about her, let them assume she is a push over, and when their back is turned rip out their spine with a well placed Power Claw!
Coming up next we have the Golab, who acts as the heavy hitter for the Skarrd starter. High AR, respectable DF (especially given its size!) and two prime weapons to choose from the Golab can be a real terror on the battlefield, especially when fielded in groups. Fortunately for your opponent you only bring one to bare in the starter, unfortunately, it's still a hulking powerhouse that will tear apart anything that stands in its way!
As mentioned before, the Golab's stats are very impressive- and that is a good way to sum up this guy: He is a big blob of muscle and hate. The downside? His PS score is low, and without a willful Individual around (Grafter!) he may just decide to up and run- and we don't want that.
Looking at his attacks we have two options, depending on the situation and the threat he needs to kill: A Heavy Sword and a Power Claw. Now, "Which to use and when?" is of course the question on everyone's mind, so let's get that out of the way:
When to Use Heavy Sword
He has a nice AS: 9 with the Sword, which partners well with its PW: 9. What this means is that the Sword is better to be used against those lightly armored harder-to-hit troops. Usually in the case of such threats they will have a low DF as well as a low AR, meaning that they rely on not getting hit to stay alive. Well the Golab brings a build in 45% to hit (9 out of 20) before even factoring in their DF. Combine that with the average AR on such units (let's say 14, which mean they're only saving 25% of the time- 5/20) and you stand a very good chance of hurting them- not even factoring in other bonuses such as Gang Up or Charging, which make you hit even more reliably and even harder!
When to Use Power Claw
Unlike the Sword, the Claw has a slightly lower chance to hit in exchange for Crush and a 7x2 PW hit. I know many will jump at my previous comment on the Sword, saying that Crush makes more reliable against low DF models, but let's remember: you have to hit them first! Sure, you can risk it with the Claw, but the Sword is more reliable, and the Golab doesn't exactly have AP to just sling around! Use the Claw against those high DF high AR targets: Hit them once and them let your Crush ability do the rest of the work, as even AR 20 will fail more saves than not against the might of a 7x2 PW hit!
Overall, the Golab is your brute strength on the table- send him after your high priority targets or the opponents that the rest of your force may have trouble with. Remember though, the Skarrd don't fight fair, and if you need to swarm something in Harpies before the Golab jump in for a Gang Up bonus, then by all means take advantage of that weakened opponent! You're playing Skarrd, remember that, such notions as a "fair fight" are laughable when all that matters is survival!
Ah the humble Buzzblade, the basic foot trooper of the Skarrd army. For a cheap 25 points you get another warm body on the table, and that is a fact that few other factions can claim. More so, you can purchase a Sister of Charity to really turn these guys into something formidable in the form of Charity's Zeal or Might, and if you really want to get nuts we have Dominique (with the Cult of Metamorphosis) who can take a squad of Zeals or Mights and further upgrade them into something altogether more... unique... But I think I said too much there...
Buzzblades, sans upgrades are of course nothing to be cast aside either- but you need to remember that strength in numbers is their biggest advantage- they are cheap, numerous, and unlimited in the amounts you can take. Feel free to just flood the table in a rampaging horde of bloodthirsty madmen (and women!)
Of course, the main thing with Buzzblades is that they can be upgraded- this is what's going to happen to them most of the time anyway. But we'll speak of that later, because right now we're focusing on the starter. So, given that, what is their role? Well in the starter they fill the role of grunt infantry, or a nice shield for your more important characters (the Golab and Grafter, namely). Basically you can treat these guys as mobile cover, ranged attack soakers, and a quick bonus when you need Gang-Up.
Like a lot of the Skarrd faction, you have cheap and plentiful units backed by powerful Individuals- nowhere else is that exemplified more than with the Buzzblades. It is worth noting, however, that for their points the Buzzblades are a remarkably good deal, boasting decent AR and AS, while backed up by the Cannibal] rule, which does go some way in assisting in their survivability. But in the end you get what you pay for, and while the Buzzblades are certainly great for their points they are not going to win you any games on their own. Use them as a vanguard for your powerful units, or as bodyguards for your more tactical (or fragile) figureheads. And of course, as with all your minions, don't be afraid to toss a few dozen into the meat-grinder if it means coming out a head in the end.
The Harpies get a mixed review by players: Some view them as useless fodder when you can take more Buzzblades, and some see them for what they actually are: tactical reinforcements and objective grab/denial.
I will admit, on first glance a lot of people do cast the Harpies aside, but I shake my head every time I see this because it usually means the person is playing them wrong. That may have sounded a bit blunt, but that's how it is: the Harpies have a complex role, maybe more than any other Skarrd unit, and it can be hard to see without experience!
Ok, so what makes Harpies good? Well looking at their stat-line we see... Oh wow, ok, let's not dwell on that too long. Average AP and MV, a decent DF, terrible AR and PS. But also only 30 points! ...Five points more than a Buzzblade, who has seemingly better stats and the ability to be upgraded to Zeal or Mights... Well, they have a high damage AG though! Oh... Wait, AS 5 PW: 3... Huh, that's not great...
And do you see what just happened? You were ready to toss them out and move right on to something else! Shame on you! But I don't blame, I see players do that all the time- they're not impressive on the surface so just move along. And that's a shame, because the Harpies fill a role unlike anything else in the whole of Dark Age!
Gliding Deploymentallows the Harpies to appear where they are needed and reliably when they are needed. Your backfield lose a big engagement and now you're being flanked? Harpies. Your opponent is about to get their Objective back to their Deployment Zone and win the game? Harpies. You need just a little more power to bring down your opponent's big and nasty Individual? Harpies!
Harpies act as a stopgap, a quick solution, or a clever distraction, when you need it. No, Harpies are not a unit that will usually survive till the end of the game, but they shouldn't be looked at as such- they are a seeker missile. Send them down to accomplish a goal (even if that goal is just waste opponent's activations dealing with them!) and then forget about them. Should they live and continue fighting then so be it, but don't expect it!
These are a suicide unit in the finest sense: cheap, mobile, and dangerous in numbers. Remember how we balked at that PW: 3? Well with Vault they can come from unexpected angles (over all, hell, over buildings! and deliver a PW: 5 hit, plus additional attacks! Take your group of three Harpies: the first Vaults in, two PW: 5 strikes, followed by four more PW: 3s, next one comes in, add some PW to the additional strikes (But remember: Vault does not get Gang Up bonuses!), rinse and repeat. By the time you're done your "meager" Harpies will be hitting at AS: 7 PW: 5 with an upwards of six attacks each!
Literally drown your opponent in Harpy swarms so the whole combat is a mess of claws and, well, more claws. Five Harpies cost a mere 150 points, and I guarantee you can kill any model worth those same points if they all activate first. Remember, they may not appear as much individually, but there is a reason why I call a "flock" of Harpies a "murder".
[b]Expanding Your Forces[/b]
290 points in the starter, how do we bring that to 500? Well first we have to decide if we want to delve into one of the Cults: Blood, Toxin, Metamorphosis, or if we want to remain generic. One thing I find is that the Skarrd have such a huge array of options that players can often get overloaded with "Too much cool stuff!!" syndrome and lose focus of their actual army. Now, don't get me wrong, picking what looks cool is certainly a way to go (and once more, I fully back that it matters more [B]how[/B] you play what you bring, rather than simply [B]what[/B] you bring to the table), but we want a force that can handle all comers without getting too bogged down. That being said, here are some example forces:
Cult of Blood
2x Blood Mistress (90)
1x Red (60)
3x Harpy (90)
3x Buzzblade (75)
--Blood Reign (50)
1x Grafter (50)
1x Golab (75)
[I]490/500[/I]
Adding to our initial list we have Red, two Blood Mistresses, and a Blood Reign. Now what we have here is the added benefit of making our Buzzblades bonafide [I]Cult of Blood[/I] members, thus giving them the lovely benefits of that Cult (meaning they will get stronger the more that dies around them!).
Next we have Red, assassin of the Blood Cult, who's unique ability allows him to pop out where ever he is needed and reign some havoc- and if he fails and just dies, well that's a strategic Blood Marker you've now placed on the table, and playing the Blood Cult you will very quickly gain an appreciation for the ability to make Blood Markers spontaneously appear on the board!
From here you can swap out some units for others or expand the force to 750, adding in the heavy hitters such as Father Mayhem or a Blood Abomination. My personal favorite is simply adding in more Buzzblades, as the Blood Cult benefits alone add up to make them extremely dangerous if left unchecked!
Cult of Toxin
2x Toxic Mistress (110)
3x Harpy (90)
5x Buzzblade (125)
--Kaustic (50)
1x Grafter (50)
1x Golab (75)
Here we've added two Spray/Stream attacking Toxic Mistresses, a few more Buzzblades, and a Kaustic to accompany them. The Kaustic gives the Buzzblades the benefits of the Cult of Toxin and a nice defense in the form of a Smoke Cloud (while simultaneously harming your opponents).
Combine that with the sheer effectiveness of the Mistresses and you have a potent force that hurts at both range and melee, all the while having extra support where it is needed in the form of the Harpys and wandering Golab.
Expanding from here we definitely want to see Father Curwin make an appearance, as he is one of the most versatile Cult members. Also consider Chitin or Leisa, as everyone loves a good Infiltrator or Assassin. Otherwise the addition of another Toxix Mistress is never a bad call, as, unfortunate as it may be, the price you pay for such devastating firepower is that it often can blow up in your face!
Generic Skarrd
3x Harpy (90)
3x Buzzblade (75)
1x Sister of Charity (60)
1x Grafter (50)
1x Golab (75)
1x Fetish Bearer (65)
1x Drillhead (85)
500/500
Here we have a good taste of what Skarrd have to offer. Adding a Drillhead means you're adding another major heavy hitter to join your Golab, and one that can be a real pain to deal with once it Burrows into the ground! In addition to that your Buzzblades have now been upgraded to either Charity's Might, for added hitting power, or Charity's Zeals, for a swifter attack force- [B]and[/B], to top all that off, you have a Fetish Bearer, who acts to bolster each and every unit in your army (ok, not every unit- the Grafter and Sister aren't affected!).
One of the major benefits here is you gain the use of a Sister of Charity, which in all honesty is one of my favorite units in the game for the sheer melee punch it brings- Too often have my opponents just shrugged at her, thinking she is just a passing buff to my Buzzblades... Far too late they find the full might of her 4 AP, 6x2 Sawblade coming down and cutting them to pieces!
She is a real threat, and expect your opponent to begin targeting here once they see just what kind of power she has! Of course, by the time they do this (hopefully), her precious toys will have made it up close enough to launch a devastating counterattack of their own!
Cult of Metamorphosis
3x Harpy (90)
3x Buzzblade (75)
2x Fallen Angel (80)
1x Grafter (50)
1x Golab (75)
1x Grafter's Apprentice (Charity's Training) (50)
1x Dominique (75)
495/500
In carrying with Johann's teaching the Cult excels in the grafting arts, and this here gives you a good taste of how it all runs down. The standard Buzzblades have been upgraded all the way to Dominique's Playthings, care of the Grafter's Apprentice and Dominique herself, and thus have become a real threat to the enemy, as well as one of the hardest and fasted units in your army.
Adding to them we have Dominique herself, who can Take Charge of the unit and lead them fully into battle, creating a threat your opponent must focus on if they wish to avoid annihilation, and since Dominique is just a named Sister of Charity, all the buffs and praises I gave to that unit also apply to her!
Finishing off our 500 points we have two Fallen Angels, who act as flankers and disruptors amongst the enemy force- with use of their Flesh Hooks they can move along side enemy units and snag targets, dragging them off and out of coherency (assuming they live, of course), meaning the unit wont have an option but to turn and face the new threat, or suffer the negative effects of doing so. Of course, that only happens if their target even survives their onslaught- they may just die and then the entire unit suffers from panic due to the Horrible Death rule.
Expanding from here we'll probably add Quietus, as Johann is just too expensive without removing a decent selection from our force- of course, don't let that stop you. If you want to ad him feel free, but we will have to trim the fat, so to speak, so fit his staggering point cost in there. Other alternatives would be an Abomination or a Juggernaut, which both can add some needed ranged capabilities to the army, and depending on playstyle.
Conclusion
The Skaard have lots of options as far as their arsenal is concerned, and boast many different army paths that you as a player can pursue. Of course, it will all depend on the type of army you wish to play, whether it be Generic, Blood, Metamorphosis, or Toxin, but in the end some universal truths emerge: the Skarrd are a faction of ruthless Individuals leading a mongrel horde of madmen and monsters- it doesn't matter how many nameless faces you have to throw into the fire, as long as your Individuals survive to continue their work.
That is the key to Skarrd, in so many words- Sacrificing what you must to achieve your goals. Skarrd have an abundance of cheap and disposable units- more so than most any other faction. Make use of their lives and, if you have to toss a few units to the wolves to achieve a full victory, then you should feel proud that you have the capability to do so. In the end the Skarrd embody raw physical violence, and it should be remembered that for all the guns and technology of the Forsaken, for all the enhanced biomorphs of the Brood, it matters little when a Buzzblade is cleaving your head open with a Crude Club. -Mr. Black
Saturday, June 9, 2012
Samurai Ogres- Backstory
Clan Kouta Takeshi (Big Warriors) has returned from the Far Easts of
Nippon, and with it they have brought many new weapons and strange
techniques! It is unknown what this wandering tribe's name was before it
journeyed into the far reaches of the east, but upon returning it has
been discovered their former leader had been replaced, supposedly beaten
and devoured by a mysterious wandering ogre. It was said on that
fateful day the blind wanderer "Zaito Ichy" entered the clan encampment,
carrying with him a composure and silence unlike that of any of the
others who had came to the east in search of treasure. He moved amongst
them, seemingly seeking one specific purpose alone- challenging the
current Tyrant Brangus Gutstomper in the Fighting Pit. The entire tribe
gathered round for what they assumed to be a quick, but no less violent
and enjoyable, curb-stomping, for they saw that the challenger had one
key disadvantage that even an ogre could notice: he was blind.
They would not laugh for long though as it took the strange newcomer all of one blow to behead the former Tyrant, claiming his spot and dispatching any new contenders in similar fashion. It has since-forth been that the clan, now adopting the new name Zaito Itchy has bestowed upon them of "Kouta Takeshi" (much to the chagrin of some tribe members, who cannot pronounce it to save their lives) has marched forth into the deepest parts of Nippon, finding great wealth and new treasures to horde. Over time, it appears that more and more of the clan's warriors have adopted garb and weapons favored by their new home-land, and upon returning to the Ogre Kingdoms proper now stand out amongst their own kind, carrying with them a sense of regal presence betraying their crude, brutish nature.
For better or worse, Clan Kouta Takeshi is now on the warmarch; the clan now seeks new riches and flavors worthy of a clan that has, at it's not notable, felled one of the famous Nippon "Sky Lizards" and feasted on its flesh, noting that it "Taste's jus' like Rhinox!".
Zaito Ichy, the Flea-Infested
Not much is known about the blind-swordsogre known as Zaito Ichy, having mysteriously appeared one day and taken firm hold of the clan he has now named "Kouta Takeshi". It is known, however, that he himself hates the moniker he has come to be known by: The Flea-Infested. Truth be told, there isn't a flea on him, as Zaito Itchy prides himself on only wearing the best robes and equipment that his clan has access to. It was said that during his initial entrance he only spoke one sentence, and that was a challenge to the current Tyrant Brangus Gutstomper, remaining silent during the long tirade of sneers and mocking insults that the former Tyrant spat at him before their duel.
Once he had proven his superiority he merely spoke one more sentence: "My name is Zaito Ichy, I am your new Master."- A move he thought would show to his new tribe his uncanny intelligence and stoic ways... They promptly responded by asking him why he was so itchy, and from then on began calling him "Zaito the Itchy", obviously assuming that he was so itchy because, having traveled alone for so long, had obviously contracted a nest of fleas in the dress he was wearing. Fortunately for Zaito Ichy, he eventually got his new clan to stop calling him "Zaito the Itchy". Unfortunately for him, the title of "The Flea Infested" has stuck, not only within his own clan but through the others as well. Still he carries on though, deciding that names weren't so important after all. He leads Clan Kouta Takeshi with a ruthless efficiency, claiming great deeds in combat and martial prowess, leading them to even greater acts of glory and wealth. His most discerning trait, however, that of his blindness, is a frequent question amongst his clan, one, when asked, he merely smirks and asks any who think less of him for it to step forth into the Fighting Pit...
Onikaji, the Fire Demon
The Firebellies hold a unique place in Ogre Society, and even more unique are the small group of Nippon Firebellies that have seemingly cropped up in the wake of Clan Kouta Takeshi's return; Onikaji is one such Firebelly. Having joined up with Zaito Ichy's clan during their adventures in the Far East Onikaji is a bit of a legend amongst his clan. It is said that his appearance was heralded by a great fire in the sky, so bright that it awoke nearly the entire encampment the night it began- the next dawn Onikaji appeared, sitting quietly in the entire of the clan's Fighting Pit. At first the ogres kept their distance, not knowing what to make of the strange red being in front of them, but eventually one of the biggest Bulls stepped forth, demanding that the "thing" "git outta' our' Pit!", it was then the red beast rose to it's feet, beckoning the Bull forth to fight him, a low snicker emitting from its mouth- of course he accepted- and was almost instantaneously cut down as the red demon launched itself back, billowing out a huge cloud of fire that enveloped the bull, sending him (disgracefully) running out of the pit... Consequently he also died of his wounds.
Many more stepped up, but through a combination of fire-breathing, wild leaps, and artful dodges the newcomer felled them all, snickering and laughing insanely the entire time. It was only upon the arrival of the clan's leader, Zaito Ichy, that the beast's insane laughter ceased- it took one look upon the blind warrior and fell silent, walking submissively up to the massive Tyrant and bowing, stating its name was "Onikaji of the Fire Mouth", and that he now pledged alliance to the great swordsman.
So it has been since that the red-skinned demon has fought with the Ogre Clan, using his magics and talents to aid them in their fights. They consider him strange, however, not for his red-skin or yellow eyes, but in the fact he does not partake in their grand feasts, nor does he ask for spoils of war. It seems that for this insane and giggling beast the simple thrill of the fight is both pleasure and nurishment enough to sate its eerie existence.
They would not laugh for long though as it took the strange newcomer all of one blow to behead the former Tyrant, claiming his spot and dispatching any new contenders in similar fashion. It has since-forth been that the clan, now adopting the new name Zaito Itchy has bestowed upon them of "Kouta Takeshi" (much to the chagrin of some tribe members, who cannot pronounce it to save their lives) has marched forth into the deepest parts of Nippon, finding great wealth and new treasures to horde. Over time, it appears that more and more of the clan's warriors have adopted garb and weapons favored by their new home-land, and upon returning to the Ogre Kingdoms proper now stand out amongst their own kind, carrying with them a sense of regal presence betraying their crude, brutish nature.
For better or worse, Clan Kouta Takeshi is now on the warmarch; the clan now seeks new riches and flavors worthy of a clan that has, at it's not notable, felled one of the famous Nippon "Sky Lizards" and feasted on its flesh, noting that it "Taste's jus' like Rhinox!".
Zaito Ichy, the Flea-Infested
Not much is known about the blind-swordsogre known as Zaito Ichy, having mysteriously appeared one day and taken firm hold of the clan he has now named "Kouta Takeshi". It is known, however, that he himself hates the moniker he has come to be known by: The Flea-Infested. Truth be told, there isn't a flea on him, as Zaito Itchy prides himself on only wearing the best robes and equipment that his clan has access to. It was said that during his initial entrance he only spoke one sentence, and that was a challenge to the current Tyrant Brangus Gutstomper, remaining silent during the long tirade of sneers and mocking insults that the former Tyrant spat at him before their duel.
Once he had proven his superiority he merely spoke one more sentence: "My name is Zaito Ichy, I am your new Master."- A move he thought would show to his new tribe his uncanny intelligence and stoic ways... They promptly responded by asking him why he was so itchy, and from then on began calling him "Zaito the Itchy", obviously assuming that he was so itchy because, having traveled alone for so long, had obviously contracted a nest of fleas in the dress he was wearing. Fortunately for Zaito Ichy, he eventually got his new clan to stop calling him "Zaito the Itchy". Unfortunately for him, the title of "The Flea Infested" has stuck, not only within his own clan but through the others as well. Still he carries on though, deciding that names weren't so important after all. He leads Clan Kouta Takeshi with a ruthless efficiency, claiming great deeds in combat and martial prowess, leading them to even greater acts of glory and wealth. His most discerning trait, however, that of his blindness, is a frequent question amongst his clan, one, when asked, he merely smirks and asks any who think less of him for it to step forth into the Fighting Pit...
Onikaji, the Fire Demon
The Firebellies hold a unique place in Ogre Society, and even more unique are the small group of Nippon Firebellies that have seemingly cropped up in the wake of Clan Kouta Takeshi's return; Onikaji is one such Firebelly. Having joined up with Zaito Ichy's clan during their adventures in the Far East Onikaji is a bit of a legend amongst his clan. It is said that his appearance was heralded by a great fire in the sky, so bright that it awoke nearly the entire encampment the night it began- the next dawn Onikaji appeared, sitting quietly in the entire of the clan's Fighting Pit. At first the ogres kept their distance, not knowing what to make of the strange red being in front of them, but eventually one of the biggest Bulls stepped forth, demanding that the "thing" "git outta' our' Pit!", it was then the red beast rose to it's feet, beckoning the Bull forth to fight him, a low snicker emitting from its mouth- of course he accepted- and was almost instantaneously cut down as the red demon launched itself back, billowing out a huge cloud of fire that enveloped the bull, sending him (disgracefully) running out of the pit... Consequently he also died of his wounds.
Many more stepped up, but through a combination of fire-breathing, wild leaps, and artful dodges the newcomer felled them all, snickering and laughing insanely the entire time. It was only upon the arrival of the clan's leader, Zaito Ichy, that the beast's insane laughter ceased- it took one look upon the blind warrior and fell silent, walking submissively up to the massive Tyrant and bowing, stating its name was "Onikaji of the Fire Mouth", and that he now pledged alliance to the great swordsman.
So it has been since that the red-skinned demon has fought with the Ogre Clan, using his magics and talents to aid them in their fights. They consider him strange, however, not for his red-skin or yellow eyes, but in the fact he does not partake in their grand feasts, nor does he ask for spoils of war. It seems that for this insane and giggling beast the simple thrill of the fight is both pleasure and nurishment enough to sate its eerie existence.
Thursday, June 7, 2012
A Taste of Things to Come..
Friday, May 4, 2012
Thursday, October 13, 2011
eBay Time Kids! Skaven Hellpit Abomination.
Ebay Link!
Decided to get going on the Christmas savings early this year. More to come in the next few days.
Thursday, September 22, 2011
Mr. Black Interviews a Game Store Owner.
Wednesday, September 21, 2011
Mr. Black Makes a Grey Knight List
Tuesday, September 20, 2011
Monday, July 4, 2011
Angels Sanguine Updates
Some pictures of the Sanguinary Guard and one Death Company. Felt like painting a mixture this weekend... Also finished a Sternguard Squad I don't believe I'll actually use... Shame...
Wednesday, June 15, 2011
The Duke is Dead.
I... I can't really even function right now... He was one of the Saints to me... And he's Dead...
This... It's just awful. There aren't any words to fully catch it all...
I'm sorry... I'm just... This is an emotional time for me right now and... And I don't know if I'm going to be alright.
So... *sniff* I just... I just wanted to get the word out, so that everyone would know... This is a sad day for Mr. Black, dear readers.
The Duke is dead.
Those bastards killed him.
Thursday, May 26, 2011
Deathjack Conversion/Fix-Up
Basically I got a Deathjack in a recent trade, was a bit of a throw-in as the owner-before-the-last-owner had covered the thing in some heavy duty glue, ruining a huge amount of detail and maiming the torso/leg area with drilling and other such things. Initially I was going to use the guy for parts but I decided, in these times of economical hardship, to try and fix the poor lil' guy up.
Here are some pictures of the W.I.P.
The hand holding the "soul sucked Cygnar" will be repositioned once I finish making a Green Stuff soul to come out to a more "up close and personal" position, rather than off to the side.
Likewise to note, all the bare-metal pieces are ones I had to bit order due to the originals just being unusable. The back also needs a bit more chain, as does the waist, to cover up the glue and pin-vice markings. Those will come next...
Here are some pictures of the W.I.P.
The hand holding the "soul sucked Cygnar" will be repositioned once I finish making a Green Stuff soul to come out to a more "up close and personal" position, rather than off to the side.
Likewise to note, all the bare-metal pieces are ones I had to bit order due to the originals just being unusable. The back also needs a bit more chain, as does the waist, to cover up the glue and pin-vice markings. Those will come next...
Sunday, May 22, 2011
Cryx: Malice Conversion
Simple little job today. Just a quick joint pin (spread the legs, heh heh heh) and a bit of repositioning. Not a fan of the static jack pose and the new Plastic Kits allow for some variety if you have the will to do it. Will paint him up... Well... Sometime, working more on the infantry before I tackle the jacks.
Wednesday, May 18, 2011
Imperius Dominus: Love/Hate Relationship- Spreading the Message
Games Workshop: A Love/Hate Relationship
Have you ever known someone that you both loved and hated at the same time? Someone that at times would do everything right and made you love them even more, and at others seemed to go out of their way to get you to loathe them?Monday, May 16, 2011
Mr. Black's Gaming Thoughts- How To Cheat People
Sunday, May 8, 2011
Friday, May 6, 2011
Deadlands: Doomtown RPG, Session I
Session One: Character Creation
Alright, as I promised the site is going to cover a broader section than just tabletop wargames, to carry through on that promise I'll be giving a weekly summery of our Deadlands: Doomtown RPG game here.
For those who don't know, Deadlands is basically an RPG setting taking place back in the "Gold Rush" days of the 1800s. I couldn't do it justice just giving it a brief summery so here is a wikipedia link: Deadlands
We're basing it off the Deadlands: Doomtown of Bust! setting, which in turn is based off the Doomtown Card Game, which I am a fanatical collector of.
To complicate things a bit further, we're actually using the FATE System for our game, not the one in the standard book. For those who don't know what any of that means, don't worry, it won't effect you. Basically it's just the game system we're using. I won't be bringing it up much for the summaries so don't sweat it.
Anyway... For Session I we worked on creating our characters, which, in order to link everyone together, will be members of The Agency, which is basically the Men in Black for the United States... Pretty much they're the ones in charge of dealing with any supernatural threats to the populous. The group has been assigned to the boomtown of Gomorra because of some strange goings-on that has raised interest.
And thus we have the characters:
Desmond Quinton
Desmond is the group "Mad Scientist" and as such is responsible for creating the technological...um... Weapons... the group has access to. Knowing the player, I expect some shenanigans to take place, as he has pretty much no comprehension of the word "overkill". Basically this guy will be acting as the "Q" to the rest of the groups' "James Bond".
Boom Boom O'Bannon
The demolitions expert of the group. The player made him with the idea of being a heavy explosives expert... Not quite sure what to expect here, aside from the answer to a lot of things being "let's just blow it up". Will have to keep an eye on this character from a GM standpoint as building blowing up can has serious ramifications and the group is supposed to keep their heads down. Who knows what will happen.
(Name Pending)
Here we have the group sniper... And also the carrier of the worst luck of most anyone in the group. Playing a veteran of The Agency the character had his nose, ears, and tongue cut off during capture and torture by the Confederates, escaping with the help of his partner... and then summarily shooting him for giving secrets away, escape be damned. To add further issue, when he asked for government assistance for the damage he was screwed over by the wife of his former partner, aka the lady also in charge of his claim... Who issued him a deaf seeing eye dog responsible for leading it's former master right into the way of a moving carriage. Basically here we have a person with a seething hatred for the South, silent to the point of mute, and deadly with a rifle.
Lux... I forget the last name...
The resident Huckster/Cardsharp of the group, though even he is not quite sure how his powers work, only that he can subtly manipulate odds and fate around him. Not the most powerful member, he will mainly be playing the role of cataloger for the experiences with the supernatural the group has and acting as a standing support character for the better fighters.
Gordo Sanchez
As constantly described buy the player as a "fat latino" gunslinger Gordo is the group's gunman, and he is a damn good one... He had better be, as The Agency isn't in the habit of hiring out-of-shape borderline-racist who still hold strong ties to their original country. Despite all that though Gordo is full on par for the cause and has a "shoot first, shoot later, then when everybody's dead try to ask some questions" method of fighting. He was brought here for his skill and ability to keep everyone else alive rather than his knowledge of the supernatural.
And that is the group we have going. First actual session is next Tuesday, hopefully things will go smoothly and the group will avoid blowing up most of the town on their first day.
Tuesday, May 3, 2011
Tournament Report: Gigabites 40K Team Tournament
Eldar and Dark Eldar shenanigans.
So my Dirty Eldar buddy George and myself teamed up to take on the latest challengers at a 1000 pt-per-player Team Event this weekend. How did it go? Well, we won... Again... Eldar Walkers are a pain for people who don't know how to deal with them... But we'll get to that. First, the lists:
The format was a Split Force Org Chart, 1 HQ 1 Elite 1-3 Troop 1 Fast 1 Heavy per side, with the remaining 1 in each slot acting as a "floater" between the armies (example: I have 1 elite, partner has 2, I have 2 heavies, partner has 1).
Mr. Black's Kabal of the Slashed Eye
The Baron
Kalabite Trueborn (x7) (2x Splinter Cannon, 5x Shardcarbines, Raider w/ Flickerfield)
Wyches (x7, Hekatrix w/ Agonizer, Raider w/ Flickerfield)
Wyches (x7, Hekatrix w/ Agonizer, Raider w/ Flickerfield)
Hellions (x14, Helliarch w/ Agonizer)
Ravager
998/1000
George's Cinco-de-Kickass Eldar
Eldrad
Fire Dragon Squad (x5, Wave Serpent w/ Spirit Stones and TL Shuriken Cannon)
Fire Dragon Squad (x5, Wave Serpent w/ TL Shuriken Cannon)
Dire Avengers (x5)
War Walker Squad (x3, Scatter Lasers x2)
War Walker Squad (x3, Scatter Lasers x2)
1000/1000
First Round: Blood Angels+Black Templar
Memorable Moments:
-First Turn: Emperor's Champion unit failing moral test from casualties and running off the table... Ouch...
-Wyches engaging Black Templar "Tactical" Squad, combat ends in stalemate... Next round a Marshal and reinforcements arrive and charge Wyches, who promptly died under the weight of fire.
-Blood Angels heroically landing just where they needed to... in the exact middle of two squads of Wyches and a Raider.
Issue I think the Opponent's Had: Bad Luck did not help them here, at all, and losing that Emperor's Champion unit first turn was a bad blow. Otherwise I believe the lack of Vehicles on their end may have played a part in their downfall. With the Blood Angels it was understandable, but the Templars were a full foot-slogging force, and in the end War Walkers plus the general speed of our two armies would have caused them great pains.
Round 2: Flesh Tearers and Eldar
Memorable Moments:
-Flesh Tearers Rhino going Flat Out, rolling a 1 on Dangerous Terrain and everyone promptly coming down with a bad case of death.
-My "Oh Hell..." moment in realizing that the Eldar entire strategy was Tank Shocking my units with Flat Out moves and Star Engines.
-The general balls-out insanity of the Eldar player, who simply wanted to cause as much chaos as he could.
Issue I think the Opponent's Had: The scenario we were playing pitted Attacker against Defender, and our army functioned much better on the Defense. Once again we wont this roll (thanks Baron!) so we set up around our base to War Walker the hell out of anything coming close. Basically this was a game of hold back and shoot them as they came... Until the Eldar appeared in the dead center of our lines from Star Engines... Then it became a game of KILL THE ELDAR! Luckily we held back the Assault Marines, who I don't think actually ever saw combat... The main issues I see here was the scenario was against them, the bad rolls on Dangerous for the Flesh Tearers player hurt, and unfortunately the Eldar player didnt have much going for him aside from his Tank Shock strategy.
Here I think it was an issue of list building, but given that the two didn't know they would be entering till the night before, it's alight. I will speak more on this later.
Round 3: Orks and Dark Eldar
I was worried moving into this fight... Two Battlewagons, Kustom ForceField, Nobz... All backed up by four raiders with Kalabite Warriors and Haemonculi... Dawn of War, we went first, they deployed nothing. Not looking good. They moved on, got some shots off, their Voidraven shooting it's full loadout at my Hellions, forcing them to go to ground for a 2+ cover save. Luckily we made it through without many casualties... Then Lady Luck came up and kicked the orks square in the beanbag.
First thing first, gun down those Lootas. If there is one thing we've learned from all our Team Tournaments it's that WE HATE LOOTAS! Moving on!
Battlewagon opened up by Fire Dragons, Nobz hit and three killed by mass Dark Lance shots... We remember he needs to roll for pinning check. Fail. Bosspole. Fail. Ok... 25% casualties, roll. Fail. Bosspole... Fail... Runs eight inches back off the table edge.
At this point the enemies moral was destroyed, and their main offensive force crippled. Yes, he had twenty Ork Boys as well, but he went on to Tank Shock the Fire Dragons in an attempt to nail them and the Wave Serpent Behind them... DEATH OR GLORY! Boom! Battle Wagon gone with only two casualties from the Deathrolla!
And I could go on, but really, as I said it just goes downhill... Lady Luck was on our side this day, and she cursed the Orks and Dark Eldar we were playing against, pure and simple. Great guys, great players, but nothing went in their favor during our game.
And so the day ended, three games, three Massacres, max bonus points. I really cannot stress enough how much luck favored us today...
...You know, I used to listen to the Dos Equix man when he said "Never trust a woman who is only around when you are winning" but... Hell, I think she has a crush on me...
Mr. Black, out.
Friday, April 29, 2011
Morghoul's "Zoo of Pain" List Discussion
Let's pack the car and take the kid's to the Zoo of Unrelenting Pain and Horror!
Mr. Black here, dear readers, and first I'd like to say this entire list is stolen from another source.
Well, "stolen" is a harsh word. I absolutely want to give credit for this list to it' creator, since they basically made the list I wanted to play when I picked up Skorne as a supplemental army to my Cryx. I found this list from a link from a link from a link taking me in loops around the Privateer Press forums, and since then am just unable to locate the original post, poster, or anything linking me to such. Given that, if this list looks familiar to anyone, and I'm sure it will, please point me in the right direction so that due credit can be given!
That being said, let's look at the actual list:
**We're going big this week with 50 points, as it displays the lists best efficiency level!
Morghoul's Zoo of Pain
Master Tormentor Morghoul
Basalisk Drake
Basalisk Krea
Cyclops Brute
Cyclops Savage
Cyclops Shaman
Razor Worm
Molik Karn
Rhinodon
Titan Gladitor
Paingiver Beast Handlers (Min)
Paingiver Beast Handlers (Min)
50(+7) / 50(+7)
So if you haven't gathered you're running quite a few beasts. Now, the obvious question is simply can you manage that much fury?! Well that would be the purpose of both Morghoul and the Beast Handlers themselves, pulling fury off once the beast has done it's damage. Of course this won't handle everything on those crunch-turns, so playing the odds with Frenzy roles (or just plain not caring in some cases) are essential to make this list work. It's a blast to play and a great change for someone like me who's other army is massed infantry (CRYX!!), and painting it is great as you avoid the monotony of painting unit after unit after unit.
The basics down (easy, weren't they?), let's take a look at each unit and it's purpose in the army:
Morghoul- Being the ringleader of this whole show he goes nicely with the Paingivers, able to help in the Fury management along with them. Doesn't hurt that he also has the most Warbeast Points available.
Basalisk Drake- We have precious few ways of dealing with massed infantry with this list, aside from the basic Trample! and sneaky maneuvers, so a nice POW Spray template goes a long way in helping us assist with that. Can't really say much else here, that's his sole purpose existing in life! Use him as he should and he will quickly become a high priority target for your opponent, which means it's nice that you have...
Basalisk Krea- On her own, and even paired with the Drake she's kinda "meh", but hey, she's cheap and easy to use (Don't you dare make that joke!- Bigred). If she has any real purpose here it's her animus, which, when played correctly, can really add the extra "oomphf!" in keeping your important players alive, such as Morghoul himself or the Basalisk Drake she will be accompanying. Added onto this she isn't that bad in melee... Nothing special, but nothing bad either. Again, the important thing to remember is that everything in this force has it's own unique role, whether it's a killer, buffer, or meatshield!
Cyclops Brute- I love this model. I really do. But aesthetics aside, what purpose does he have? Well for one he hit's like a truck in melee (well.. for a light beast anyway...), and that's good as in it's own, but really it's his ability to keep Morghoul alive with his shield-blocking powers that makes him great to me. Not one of the guys you want to rush forth, keep him back to prepare for counter-charges or dealing with any bugger who gets too far down your flanks.
Cyclops Savage- Basic damage dealer, nothing special here, just a means of hurting your opponent.
Cyclops Shaman- No one ever sees this guy coming. Basically you have his Evil Eye, which helps in the fight against those Concealed/Incorporeal threats. More so, given the sheer amount of animi in the army he should have a field day casting anything you need him to, should the original beast need that Fury or just not be close enough.
Razor Worm- An off choice, I will admit, and also one that may not come into play in all your games. Basically on his own he's a harassment model: striking out and killing something then running away to repeat it next turn. His true value comes in those games were you're playing a heavy blast marker army. His animus, which basically makes you immune to such things, is a great asset and when it comes into play it will be a game changer. Just remember he's small, he's fragile, and he shouldn't be seeing direct combat.
Molik Karn- He's Molik Karn, type that name and "broken" into Google or the Privateer Press forum and you'll have all the information you need on him.
Titan Gladiator- Arguably the best Heavy Warjack in the game the Gladiator is a fantastic addition to any Skorne army not only for his sheer hitting power and durability but his amazing Rush animus, which I'm sure you'll be tossing around left and right to get those unexpected charges off.
Rhinodon- As I mentioned above with the Basalisk Drake, if this army has one glaring flaw it's a lack of ability in dealing with troops; the Rhinodon helps that. Basically this guy is your infantry killer, he's got Thresher, he's tough, and he tramples like nobody's business... Only flaw is he's just not up to par with a lot of other Heavy Warbeasts, so keep him to his role and don't try to turn him into a superbeast and bite off more than he can chew- he loves cheap, massed infantry, keep him at that.
And there you have it, dear readers, the Morghoul's Zoo list! I've been playing this list for some time and having a great time doing so. It's dynamic, it's unique, and you really have to think about each of your moves and options due to the fact that each creature in your roster serves it's own unique role and position upon the battlefield. Learn to utilize their strengths correctly and back each other up to cover their weaknesses and you'll have a truly terrifying force that can just crush your opponent!
~Any other all/mostly warbeast/warjack forces you can think of that works? Well all know Mortenebra loves her jacks, but let's think outside the box on this one. What can you come up with?
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