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Friday, 17 May 2013

080 - Checking In

Once again, it’s been a while - sorry about that!

Malifaux 2.0
I don’t need to tell anybody that Malifaux 2.0 is looming ever closer. Only 2 weeks to go until the open beta starts and we get a flood of information – not only the new core rules but the cards for a significant proportion of the range will be revealed in their M2E form. I can’t wait.
The announcement of the new edition has thrown a bit of a spanner in my Malifaux plans for the year though, primarily because I’ve suddenly lost my motivation to paint metal models, now that I know that many of them will be replaced by new plastics. Therefore everything I said a couple of posts ago is kinda moot.
Instead… Mei Feng will be pushed to the top of the pile and be the first plastic box set I work on, which should give me something to play for the next few months. I’m really really hoping she’s included in the Ten Thunders section of the first book, otherwise I won’t be able to play her in M2E until September…
If she isn’t though, that won’t be an issue. Pandora and Seamus will come back out the case for beta testing and I’ll be doing my bit to make sure that the former hasn’t been nerfed *too* much as a reaction to her perceived current OP-ness, and the latter doesn’t get *too* powerful in an attempt to compensate for his perceived current lack of power. I’m excited to see how both my favourite Masters look in the new version, and don’t want to see them lose any of their current character.

Henchman
I applied last week to join the ranks of the Henchman, and was pleased to be accepted. Getting involved in organising events in the local area, and building interest in the run up to the new edition is going to be a lot of fun, but challenging at the same time. As well as a bit of work at the local level, I’m starting to gather some thoughts around running a tournament at some point in Q3. Watch this space.

Monkeefaux
On the very same day that my Henchman application was accepted, I managed to pull a 3rd place result out of the bag at the recent tournament in York, using Perdita in all three games! Talk about a good day in gaming! As my first ever podium finish I was incredibly pleased, so I’ll try to throw up a post with some brief battle reports next week.

Tuesday, 5 March 2013

079 - How to Bake a Cactus

Yes, you read the title correctly...

I've been experimenting with Fimo sculpting this week, with the aim of building something for my Watcher to stand on. I've seen a few people in the past use the lamp post from the Wyrd Victorian base accessories, with their Watcher perched on the very top, and I always thought it made a nice characterful base for the model, if a little precarious and top-heavy.

Wanting something more in keeping with the desert-y themed bases I've already used on the rest of my Guild, I figured that a cactus would be just right, and set about trying to find manufacturers of plastic or resin cacti. The first thing you realise when searching for companies that sell plastic or resin 28mm cacti is: pickings are very slim indeed.

Pegasus Hobbies do a decent range of small and medium sized cacti. Although the plastic is poor quality (it feels like the same kind of plastic they make those cheap christmas-cracker prizes out of), I find with a lick of paint they are fine for sticking onto bases as decoration. Definitely not large enough to stand a Watcher on top of though. Another site (which I can't now find a link to) sold groups of resin cacti that from the pictures looked poorly detailed, and which also came with a resin "area terrain" piece for them to stand on, bumping the price above what I wanted to pay. I finally found what might have been an ideal cactus on an aquarium website and ordered one, only to be told that it was no longer in production.

There was nothing for it but to buy something squidgy and have a go and making my own. I've never really sculpted anything beyond filling gaps and touching up conversions, so to make something from scratch was a bit daunting.

I built an armature out of a few paperclips twisted together, wrapped it in Fimo Soft, and scored lines into the putty from top to bottom to give it some texture. One difficulty I found straight away was that it's difficult to keep the lines defined, because when you turn the cactus over to texture the opposite side, your fingers would be smoothing out the texture you already applied! If anyone has any tips for not smudging your own sculpting while handling Fimo I'd happily receive them!



Duly sculpted, the cactus went in the oven to harden. 20 minutes later, finding a funny smell in the air throughout my house, I rushed back to the kitchen to find it filled with noxious gas, with the cracked, blackened and charred remnants of my cactus sitting on the baking tray.

It turns out there's these things called..... "Farenheit", which as far as I can tell are just numbers they put on packaging right next to the Celsius temperature, purely to confuse people. It further turns out that baking Fimo at 230ºC, rather than 110ºC (230ºF!) has the unfortunate side effect of rendering your oven completely useless for food preparation for at least 7 days (unless you happen to enjoy chips that taste like burned plastic...)



Back to the drawing board. For my second attempt, I Iad the bright idea that, in order to prevent me from smudging my own texture lines, I would finish the basic shape and then bake it for just a couple of minutes to firm it up slightly before texturing it, then finishing off the bake afterwards. Turns out this doesn't work - even after only 3 minutes in the oven (at the correct temperature!), the Fimo becomes crumbly and unsuitable for scoring lines in. I scraped a few chunks off the second version before giving it up and going back to the start for a third time. We live and learn.

And it was, as they say, third time lucky. I took extra care with the texturing, baked at the correct temperature, and ended up with a nice little spot for my Watcher to perch and survey the battlefield. I just need to get some paint on him ready for a tournament at the weekend, as I'll be giving my Guild their first competitive outing, and I know he'll be worth his weight in gold in those objective-based strategies!


Tuesday, 19 February 2013

078 - 2013: Year of the X

I decided at the end of last year that I would be retiring my current Masters from competitive play in 2013. That means no Pandora or Seamus, and probably no Neverborn at all. They've served me faithfully (although not particularly effectively recently), but it's time for a change, and they'll be missed.

I'm therefore left with a tough decision of what to progress for the rest of the year... Due to a complete lack of focus I've managed to get several projects half completed but not enough of anything to make a complete crew. My choices basically boil down to:

1) Gremlins
I'd intended to get a Gremlin crew completed for the GT 2011 (I know!!), but it didn't materialise and 18 months later most of my Gremlin models are still unpainted. I did dabble in the green-stuff at the start of last year, and even took Ophelia to a tournament (where she got total 3 pastings out of 4 games, but let's not go in to that again) back in March, but never got around to finishing the faction off.

2) Guild
I'd had a Perdita boxed set knocking around for quite a while, and finally got it painted last year, along with a couple of additional minions, but I've only ever used them in games once or twice. A couple of reinforcements would be all it would take to get them tournament ready, and the skeleton of an Ortega crew is fully painted already, so I have a base to build from.

Latest work-in-progress
3) Arcanists
I've wanted to get a Rasputina crew done for a long time, and I painted an Ice Gamin as a test piece recently, and really enjoyed it. I have most of the crew bought and assembled, but there's a lot of painting to slog through before they're tournament ready. Mei Feng and Kaeris are also appealing, giving me some nice expansion options.

Complete except for the hands, and snow on the base

After ruminating, cogitating and digesting the above for a while, I've decided to set myself the following goals:

A) Get the Guild tournament-ready in time for an event in March. There are two tourneys happening relatively locally (one Harrogate, one Sheffield), and I'll be able to get to just one of them, and I'm hoping to be able to paint enough additional minions for Perdita to be a viable Master choice

B) Post-March, get to work on Rasputina's crew, with a view to taking her to a tournament in the summer. There's a lot of work to do, and I've decided to really pull out the stops on the crew painting-wise, so this could be a challenging goal.

C) Take the Gremlins to the GT, or another tournament towards the end of the year. This is another large project, but I really do want to give the little greenies the table time they deserve.

Three crews in a year I hear you say? It can't be done! (Well, apart from those of you who paint a crew a week. Or 5 crews in a week....). It might be a little unfocused, but what was it they say about the "spice of life"...?

Thursday, 7 February 2013

077 - Vassal-faux (aka "Guild Riflemen are broken")

At the end of last year, Wyrd launched an official Malifaux module for Vassal, enabling everybody to play online games of Malifaux in their underpants from the comfort of their computer chair. Naturally, enthusiasm for this new way of playing the game is high, and organising a game of Malifaux is now as easy as popping onto Twitter and requesting somebody to join you in a Skype call. No need to drive to the local club or further away, and no pesky models required!
 
Last week I got my first look at the new toy that everybody is raving about and I have to say I'm impressed. I spectated in a game first to get the hang of what all the buttons do, and a couple of evenings later got a chance to try it out myself.
 
Following my game, here's the pros and cons of Vassal-faux as I see them:
 
Pros
 
a) No models required
This manifests in several ways. You can now test out new additions for your existing crews without having to buy the models first, and decide whether you really need them or not. You can try out a completely new crew every game if you like, making Vassal an ideal toybox to play about in. If you're not big on the hobby side of the game, you can even play without needing to paint a single figure.
 
b) Battle report friendly
Vassal allows you to save screenshots of the battlefield, making reporting on the battle afterwards so much easier. I took screenshots at the end of each turn in my game, and you'll find a short summary of the game, largely in picture form, at the end of this post. I realise you could do the same thing with a real game using a camera, but it's not nearly as easy, or as clear for the reader to follow.
 
c) Pausability
Need to go to tend to an emergency? No problem! Save the game and continue another time once disaster has been averted.
 
d) Accessibility
Possibly the biggest pro, is that with Vassal you're not limited to playing the same bunch of local players, but can instead challenge people anywhere in the world. Yes that's right! All that international trash-talk from both sides of the pond now has an outlet!
 
Cons
 
a) No models required
Yes, this is also down as a pro, but to me, playing Malifaux (or any wargame) without figures seems a pointless endeavour. A large part of my enjoyment of the game comes from seeing scenes and conflicts playing out in front of me, and small circles with names written on them does not have the same appeal as fully painted crews on evocative terrain.
 
b) Range
Viewing the game in 2D form takes away the players' natural ability to judge distance, potentially penalising some actions. On the flip side, there's no way of preventing your opponent pre-measuring anything they like by putting a ruler up against the screen.
 
c) Too many windows
With separate windows for the game board, the two fate decks, the side board and the chat window, the screen can get very cluttered. If you have two monitors you'll be fine, but for the rest of us that don't you either have to keep clicking between the various windows, or set up your screen in such a way that things are zoomed out and you can squeeze everything on. I managed the squeeze, but was frustrated to find that the configuation settings would not remember my set-up and that I'd have to resize everything afresh every time I used the program
 
Battle Report -Shared Supply Wagon
Me - Perdita, Nino, Santiago, Francisco, Guardian, Austringer (Stake a Claim, Assassinate)
vs
Adam - Lady Justice + Avatar, Executioner, 3 Guild Riflemen, 5 Guild Hounds (Stake a Claim, Breakthrough)
 
Adam's plan was clearly to group up the dogs and run them all into my deployment zone to ensure they were significant and claim his two schemes. I figured that Justice would have to come at me, and that with concentrated effort I could take her down easily enough. My stake a claim was the cactus in the centre, close to where the Supply Wagons would both be ending up. Santiago and the accompanying Guardian had escort duties, and I was trying the Guardian for the first time after reading that they could be an effective pairing. 
 
The pictures below show the position at the end of each turn.
 
Turn 1
 
My Austringer took up position hiding in my building, and Francisco moved to cover the right flank from the approaching dogs. Everything else shuffled forwards.
 
 
Turn 2
 
I advanced Santiago and the Guardian, but in my inexperience missed out on switching on the +Armour buff. Lady Justice dived in, and with a hand full of masks managed to put out at least 6 attacks through Onslaught that killed both models without breaking a sweat. So much for trying out the pair! She was also in easy striking range to take out Nino next turn. The Austringer sniped one of the Riflemen, and Francisco became embroiled in a melee with two dogs.
 
 
 
Turn 3
 
Lady Justice layed down the smack on Nino, but this left her exposed to Perdita who took 9 of her 12 wounds in a soulstoned fuel round of shooting. Francisco took down one of the Hounds, while another three dogs sneaked around on my left flank. At the end of the turn, the Executioner charged Perdita, but was unable to damage her.
 
 
 
 
Turn 4
Winning initiative, I took a chance and moved Perdita into melee with Justice. Luckily she was able to finish the job and put down Adam's master. Francisco continued to face down the remaining dog, and the Austringer also found himself facing canines in the form of three sneaky Hounds who surrounded him and prevented him escaping. The surviving Guild Rifleman fired into the melee between Perdita and the Executioner. Perdita's high defense was enough to protect her from the first shot, but the second shot hit the Executioner, and using the trigger "Two Birds..", he was able to do a splash damage onto Perdita for 3 wounds, bypassing her defense altogether!
 
 
 
Turn 5
Perdita and Francisco both finished off their melee opponents, as the Executioner and Hound finally succumbed. The Austinger fell to the very first Hound attack, and the group separated - two advanced to claim both of Adam's schemes, and the other moved to protect the now vulnerable wagon. Francisco ran back towards my deployment zone, hoping for an extra turn to be able to stop the hounds that were currently scoring Adam 4 points.
 
 
 
Turn 6
Left with a difficult choice, I activated Perdita first. The hound was protected by the Supply Wagon, so she had to move to kill it (preventing it from attacking my wagon, which was on 1 Wound), and then move to claim my Stake a Claim objective. Unfortunately this left her no spare AP to attack Adam's wagon. The Guild Rifleman stood nearby then proceeded to pull out his knife, and gut Perdita (I Black Jokered the defense flip, and she took 5 wounds!) My hand full of high cards proved useless in saving her, and she was out of Soulstones from her duels with Justice and the Executioner, so down she went - the Rifleman had killed her single handedly.
 
Turn 6 proved to be the last turn, so we tallied up to find that Adam had won the game 6-2.
 

 
Closing Thoughts
 
I think my mistake was in not addressing the group of 3 Hounds earlier, but this was largely down to being activation starved. The three models (Santiago, Guardian, Nino) that I lost to Lady J early in the game were intended to tie up the centre, and without them Perdita was forced to do the job herself. rather than being able to run around doing what needed to be done. She performed admirably, but she wasn't able to track down the dogs as I'd first intended - I'd have only needed to kill two of the three to prevent them being able to claim the objective, and Francisco did a great job of holding up my right flank and stopping any dogs getting through. Oh and Guild Riflemen are filth. Nuff Said.

Thursday, 24 January 2013

076 - 2012 Resolutions Review

So, time to see how I measured up to the resolutions I set myself at the start of 2012…. Brace yourself for disappointment!

 
1)       Paint 60% of my Malifaux collection – FAIL

Currently I’m sitting at 46% painted, which is less than I had this time last year! I’ve drastically neglected the painting side of the hobby in 2012, and I’d be surprised if I painted more than 20 models all year. This has to change.

 
2)       a) Keep Objectives front of mind, b) Make every activation count, c) Keep a record of all games – SEMI-FAIL

My performance in the Rankings in 2012 left a lot to be desired. This was partially down to attending only two ranked events, and partially down to performing poorly in both of them. I don’t feel that my ability at the game has improved over the last year. I’m still making silly errors that usually cost me the game, and I’m starting to realise that at a competitive level these errors are reliably exploited by my opponents. I have tried to apply a) and b), but I don’t feel that they have led to an improved performance. As for c), I do have a full record of all my games which shows me that for the year I have 19/2/23 W/D/L record. Winning almost half my games gives one picture, but my main two Masters for the year, Pandora and Seamus, have only a 31% and 33% win record respectively.

3)       Complete construction of a gaming table & terrain collection and use it to run demos at an event – FAIL

My scenery project stalled early in the year, but I did attempt to revive it shortly before Christmas. I didn’t manage to run any demo games in 2012, but I have signed up to run a demo table at Vapartnak in a fortnight (albeit not on my own board)

4)       Blog Progress – FAIL

I’ve neglected this blog for two long stretches in 2012, which is partially due to reduced play time. Without getting regular gaming and painting time in, my motivation to come here and post has taken a hit. My web-browsing time/attention has also been eaten into by other interests that have developed in 2012. Also completely lacking has been progress update blog posts, which I put down to increased participation on Twitter in 2012, where progress photos and feedback come much more naturally. This isn’t necessarily a bad thing, but I think I could use the two formats in combination in a more effective way.

 
My 2013 Resolutions are along the same lines.

 1)       I’m going to be retiring my current main crews for 2013, so this will drive me to *have to* paint a lot more this year. I’m therefore going to take another stab at my 60% goal by the end of the year. I also want to win a painting prize this year. My current work in progress crews are probably my best work to date, and I've been told that I usually miss out on Best Painted awards by only one or two votes. This year I'm really going to push the boat out.

 2)       My gaming resolution will be to take three different Masters to tournaments in 2013. And by different I mean completely new Masters I haven’t used in a competitive setting before. I’ll be aiming for mid-table placings, rather than the lower positions I’ve been achieving recently, with a stretch goal of finishing in the top 5 for at least one event. I believe this to be a realistic and achievable aim.

 3)       I *will* finish my gaming board this year! Blog posts will follow soon to show the progress I’ve made so far.

 4)       I’m going to put aside some designated time every week to work on this blog, which will hopefully mean that there won’t be the same long gaps in posting from time to time. On Twitter, I will aim to post something with the #MiniatureMonday tag on a weekly basis. They may not be finished models (although it’d be nice if they were!), but at least they’ll be work in progress pieces. This should tie back to my painting resolution and improve my motivation to get through my pile of models.

See you back here again - same time next year!