Don't fear the Reaper... well maybe you should.
This coming weekend has Call to Arms in Wellington. It is the first local 8th ed 40k tournament and I am very much looking forward to it.
I have played four games of 8th edition and really like how it flows. Trialling a few of the Eldar units in the new system and trying to predict what might be played has resulted in the following list.
Aeldari - Craftworld Spearhead Detachment
Maugan Ra
Farseer, Singing Spear
5 Wraithguard with cannons
5 Wraithguard with D-Scythes
3x3 Dark Reapers inc Exarch with Tempest Launcher
2x Wave Serpents, triple cannon, spirit stones
Wave Serpent, triple cannon
That is it. The nice thing with transports being able to multiple units now is that all the Reapers and characters can share the same ride!
The list also gets me painting some Dark Reapers after years of owning them, I will share some photos of them once they are finished.
Tuesday, August 1, 2017
Sunday, May 7, 2017
Back in Your Pine Box
Yesterday in Wellington we held a Malifaux tournament, 3 rounds and 14 players. Results are below.
For myself, I had three excellent games. First up versus Val with his gun-slinging/bandit Outcasts, secondly versus Greg with magic/trickster Ten Thunders, and finally James with reporter based Guild.
Congratulations to all that attended!
Player | TP | Difference | Position | Faction |
Robert Curry | 9 | 9 | 1 | Gremlins |
Hayden | 7 | 8 | 2 | Ten Thunders |
Greg | 7 | 8 | 3 | Ten Thunders |
Matthew | 6 | 5 | 4 | Arcanists |
Valery | 6 | 5 | 5 | Outcast |
Liam | 6 | -1 | 6 | Guild |
Wil | 6 | -2 | 7 | Gremlins |
Stephen | 3 | -2 | 8 | Arcanists |
Ryan | 3 | -3 | 9 | Guild |
Leon | 3 | -4 | 10 | Ressers |
Jordan | 3 | -4 | 11 | Neverborn |
Rob Higgins | 3 | -6 | 12 | Neverborn |
Phill | 0 | -6 | 13 | Gremlins |
James | 0 | -7 | 14 | Guild |
Labels:
Arcanists,
Gremlins,
Guild,
Malifaux,
Neverborn,
Outcasts,
Ten Thunders,
Tournament,
Wyrd
Wednesday, May 3, 2017
Malifaux Beauty Pageant
Earlier in the year our group decided to set a painting target of at least 50 ss Malifaux to be completed by the end of April. We each brought our armies together last night and had a mini photoshoot - enjoy some photos below.
Friday, April 7, 2017
Magnetic Basing
When I moved into WHFB several years ago, something I ventured into was magnetic basing.
Tired of knocking over 40 skeletons and having to re rank them, packing up 200+ models before and after a game, and trying to transport them, I knew I had to change something.
I went through a few iterations of different methods before I settled on the current process. Thankfully playing Infinity and Malifaux means fewer models to complete but is still working well.
First I grab a model, like this nice shiny new bashi bazouks
Tip it over
Fill the base with some spak filler.
Place a magnet on whatever board you are working on, then add a drop of super glue
Press the model onto the magnet.
Check the base is flush afterwards and leave for a good 12 hours to set. Then you can transport your models on any metal surface (like an oven tray) inside any suitable container (sistema is awesome)
Tired of knocking over 40 skeletons and having to re rank them, packing up 200+ models before and after a game, and trying to transport them, I knew I had to change something.
I went through a few iterations of different methods before I settled on the current process. Thankfully playing Infinity and Malifaux means fewer models to complete but is still working well.
First I grab a model, like this nice shiny new bashi bazouks

Grab out some super glue and spak filler, along with your magnet of choice. I find 5mm x 1mm a good size for 25mm based metal models, or 30mm based plastics.Fill the base with some spak filler.

Place a magnet on whatever board you are working on, then add a drop of super glue
Press the model onto the magnet.
Check the base is flush afterwards and leave for a good 12 hours to set. Then you can transport your models on any metal surface (like an oven tray) inside any suitable container (sistema is awesome)
Sunday, April 2, 2017
The Fate of Decks and Another Battle
Many members of our group have been buying the various official fate decks made by wyrd recently. The results have mostly been disappointing. The "Classic Fate Deck" has different shades of colour on the back of the cards, which is a really bad thing when your cards in hand could potentially be inferred without seeing the front. The "Arcane Fate Deck" is really hard to figure out which suit the card you are holding is, which only slows things down.
I think I got lucky when I picked the "Seriously Twisted Fate Deck" - the number and suit is clear, and the backs are consistent, and the well made box with magnetic lid leaves room to bring cards for schemes/strategies/stat cards as you wish.
In other news, got another match in yesterday. This was my Guild versus Wil's Gremlins using GG 2017. Strategy was same as last time, secure the stash. We both took claim jump and I took inspection while Wil took leave your mark. Of course I didn't know this yet...
Deployment was spread out for the Guild, concentrated for the Gremlins
Guild were spread out, to aim at centre/flanks as necessary. |
Gremlins mostly bunched on my right |
Justice in murder mode while death marshal jumping around |
Holding the left flank |
I should learn to hold my hands steady... |
The Gremlins used late game advantages in numbers to be more aggressive and get points for strategy and the master Wong nipped across the board to pick up further points for leave your mark.
Overall very tight game which ended in a 7-7 draw.
Labels:
Fate Deck,
Gremlins,
Guild,
Malifaux,
Seriously Twisted
Thursday, March 30, 2017
Token Post
Malifaux and Infinity require a lot of tokens, and I wanted to do this relatively cheaply, so I recently picked up a laminator (NZD40) and got to work.
Corvus Belli (Infinity) provide some fantastic official tokens on their website, I printed off the first few pages from the main rulebook and the silhouette markers. Using some scissors for the latter and a 25mm round hole punch (NZD 5) for the former and I now have an extensive set.
I made some faction based scheme counters, shield counters, some positive/negative flip counters and a void counter.
Now I have plenty of counters ready for battle.
What else can I laminate....?
Wednesday, March 29, 2017
Malifaux rising
Had my fourth game of Malifaux last night. I used Lady Justice based crew versus Greg with Misaki. 45ss as I am still waiting on some new models. We played five turns across about 2 hours using Gaining Grounds 2017 schemes and strategies. The strategy was protect the loot, so getting non-peons to the centre near 2 50mm markers.
It started with the Guild pushing up both flanks and the Ten Thunders moving up the middle.
Crews move up the middle |
Justice moving up the flank while Misaki takes the centre right |
Judge and Marshall face off against Torakage |
The Judge moved out and took all the Torakage firepower with barely a scratch. Which was a shame, as I was hoping he would get me some points for framed for murder scheme.
Misaki controls one objective |
Archer support |
Shots were exchanged in the middle...
Fight over the left flank |
The Judge continued to not die, but then the Marshall I need alive for inspection scheme got hit with red joker on the damage flip and died.
Hannah takes command |
Hannah moved up the middle with Misaki gone to be a bully.
Justice and Marshall |
Justice and Marshall had this flank well covered, but lots of points just sitting around...
More shooting |
I lost track of taking photos at this point. IIRC the end of the game played out as so...
- Me picking up 1 point each for inspection & strategy
- Greg picked up 2 points for strategy
- The Judge refusing to die, or take hardly any damage.
- Hannah and Justice murdering almost the entire Ten Thunders crew between them. She was finally taken down by Ten Thunder archer flurry and then swiftly avenged by Justice.
Failing to pick up framed for murder while Greg picking up max points for this scheme sealed the game. I did manage to table him but only by turn 5 - which the game ended. I could have picked up a few more points for strategy and inspection with better play - but also framed for murder was the wrong scheme for me to pick.
Getting familiar with the system now, fun times!
Saturday, March 4, 2017
2v2 KoW Game
Last night Greg, Rob, Wil and myself had an impromptu 2v2
game of KoW.
Forces (from memory – there was drinking)
Varangur (myself)
Horde bloodsworn, horde trolls, 2 hordes direfang riders,
direfang champ, 2 magus conclaves, magus (inspiring), 2 troops horse raiders,
cavern dweller
& Ogres (Greg)
Giant, horde ogres, ogre warlord, ogre legion, 2 hordes ogre
shooters, mammoth, 2 ogre standards, biggit on fleabag
vs
Orcs (Robb)
Skulks, horde axe, 2 hordes trolls, 2 giants, horde
orklings, horde fight wagons, 2 regiment axe, gakamak, war drum
& Herd (Wil)
3 lycan hordes, troop beast pack, 2 regiment beast pack,
stampede, shaman, totem, avatar of the father, brutox.
2000pt per army. Not using new CoK rules update.
Mission: Kill each other
All flank descriptions from my point of view. All game memory subject to alcohol and bias.
Deployment: As the Herd/Orcs had far more drops, they
refused our left flank leaving it looking rather empty. We managed to win first
turn roll off.
Turn 1 Var/Ogre:
Centre advances slowly, mammoth on right flank engages skulks
(who vanguarded), left flank pushes up. Ogre shooters start to chip away at
green giant, Varangur mage shooters fail to do anything to support against same
target. Mammoth does little to skulks – wavered I think?
Turn 1 Orc/Herd:
Counter push in the middle & right, setting up the
layers and blockers. Left flank sits around.
Turn 2 Var/Ogre:
Left still advancing, horse raiders moving up to block
lycans allowing legion & others to advance. Centre bloodsworn engage axe
horde, other stuff meanders around delaying not wanting to open up second
layer. Shooting against giant Varangur provide 1 wound while ogres shooters do
the actual work but manage to roll a waver – blocking up the orclings and
trolls. Bloodsworn do ~5 wounds to orks. Mammoth failed again to kill the
skulks?
Turn 2 Orc/Herd:
Didn’t take any photos here for a bit. Giant and orc axe one
shot the bloodsworn (def 5 no help when giant rolls 12 attacks!). Lycans on
right flank engage direfangs and waver them. Beasts fight direfang champ and do
~6 wounds. Lycans on left flank destroy
horse raiders and move back.
Turn 3 Var/Ogre:
Biggit on fleabag moved to block giant and Gakamak. The
horse raiders finished the green giant off with throwing axes, lycans on left flank
were killed by direfangs and cavern dweller, Ogre legion smashes orclings,
varangur shooting does nothing, ogres shooters started on other giant and I
believe wavered it? Direfang champ killed some beast pack.
Turn 3 Orc/Herd:
Fight wagons engage ogre legion and beast pack hit the side,
axe engage ogre regiment, gakamak engages biggit but only wavers it, lycans and
brutox finish direfangs on right. Mammoth gets surrounded and dies also.
Turn 4 Var/Ogre:
Trolls and direfang champ take out lycans then turn to face
pain from 2 herd monsters and other lycans. Legion did same damage to fight
wagons. Ogres shot the axe regiment that was in front and advancing. Horse
raiders do some wounds to beast pack. Drinking intensified.
Turn 4 Orc/Herd:
Legion is removed (the fight wagons?), direfangs on left are
blocked by totem, 2 herd monsters engage trolls (held) and lycans engage
direfang champ (held). Axe horde removes ogre regiment in centre.
Turn 5 Var/Ogre:
Axe regiment removed by shooting, shaman killed by direfang
riders and beast pack removed by cavern dweller. Direfang champ hits lycans and
trolls counter charge avater of the father – both hold.
Turn 5 Orc/Herd:
Varangur trolls killed, orks and herd break through and rush
for ogre gunline. Gakamak engages an ogre regiment on left, bypassing Varangur
there.
Turn 6 Var/Ogre:
Ogre shooters turn and walk away, favouring distance of
shooting and hoping turn 7 isn’t rolled. Direfang champ finishes lycans off.
Varangur shooting continues to unimpress. Varangur all turn to surround
Gakamak.
Turn 6 Orc/Herd:
Stampede finally engages Direfang champ, but cannot break
him. Gakamak finished off Ogre regiment. Ork centre and herd monsters continue
to move against Ogre gunline.
Turn 7 is attempted by Robb but he rolls the dreaded
hedgehog (1) and game ends.
After points are tallied the Varangur & Ogres lead by
185pt, which makes it a draw. Various turn 7 shenanigans are discussed –
Gakamak and Direfang champ are both looking dead, and one ogre shooter unit
would likely die. However ever if this all plays out it is likely to have
remained a draw.
Good team game for a last minute Friday night session.
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