IKRPG was last night, and Jerek of Jord Finally got his murder on.

Last night started, as it does so often recently, with our characters in cages. Ivan, our friendly neighborhood Doomreaver and I ringed together, with the others nearby in separate cages. Visitors come to Von, and Sev before coming over to me. Nicoli, our gobber employer, lets me in on some information. There is going to be a time when I am asked to present information on Sodaving, and I have some dirt I can throw in. Good. Being in these cages and fighting until we die seems like a poor out for Jerek, er, Hogan.

The crowd, over the days we are in captivity and not fighting, take less and less of an interest in us, and the enthusiastic recruits and the staunch supporters both vanish. Sodavings guard also diminish, to the point where its significantly noticeable. One of the set of patrons that doesn’t disappear though, is a pair of women who have been lurking around. It turns out that these two are the resident Koldun Lords right and left hand, respectively.
Interesting.

Sodaving, after days of imprisoning us, finally decided to do something about the accusations that he wished to bring against us. He calls out Sev, our poor, broken Gunmage ally. They will settle things the old Llaelese way: A duel.
I make sure to whisper conspicuously that Sevs good shooting arm is completely broken, while Sodavings is good as new. This is put down with cries of Sev being ambidextrous. A likely story!

As any proper duel does, this one calls for a second for each duelist. I try and volunteer to be Sodavings second, but Tom’s son, a prickly brat, is way ahead of me. Its sad I don’t get to try and jam Sodavings gun.

The duel is a quick affair, with both contestants beings shot in the face. Well, both were flesh wounded on the face, with each taking significant damage.
Sev, however, suspects Sodaving of cheating, and calls him out.
In front of everyone.
Sevs Luck is about to run out.

He gets tied up, and told that his fate is up to his companions, now, as he has dared to judge the fairness of his host. He is then tossed into a deep, dark, dank pit.

We are given our gear and told. Go, rescue him, if you can.
We swiftly don our gear, strap on Harnesses and drop down the pit to rescue our longtime ally from whatever is down there.

Its a dark, dank closed off culvert with a trio of bodies on the ground as well as gunpowder barrels, which is strange. There are also piles of refuse. Then, as we all start to get our bearing, Three eerie glowing spirits emerge from the darkness, pistols pointed at us.

The Pistol Wraiths get the jump on us, and each one fires away. They manage to miss a lucky few times, and we get to start our turns. While everyone fought the wraiths, I finally got to get my alchemist on. Fire in the hole drops a grenade on one of the wraiths, and then I spend my quick action to grab a grenade from my belt, my free to pull the pin, and then toss again as my action, hitting him again. I don’t do enough damage to drop it, but I’m pretty confident. I spend my extra bandoleer action to ready another grenade, and as soon as my next companion goes, I start off spending a feat point to toss another grenade. It costs a lot of money to go through 3 grenades a round, but man is it worth it! I missed at the start of Sors turn, but it was all worth it, as the next turn rats pop out from the gunpowder barrels, and we have more targets, and I toss three grenades again. The pistol wraiths managed to get me again, and I was down to 0 feat points with a broken agility, but -2 to hit doesn’t care when the dude tossing POW 12 AOE’s is within 4″. I take out a pair of rats, gaining a feat point, and once again tossed a pair of grenades at the second pistol wraith to come my way. Thankfully the other was taken care of between me going, and them going again.

Fun was had by all, and next week we get to see what the consequences of our actions are.

And the encounter put us at 30xp, so I finally get to be a spy. I really wish, as my cover so far has been Hogan, Freedom Fighter of Laele, that there was a Freedom Fighter career, or something that I could at least use as my cover identity. Alas, I just have to use another one, my Searforge Trader cover I have also used in game before.

While I was looking at the book for my cover identity, I cam across a couple more career pairs I’d like to try out, and I really think the design space in Warmachine could really support one of them.

Daravitch, Menite Priest/Duelist from Skirov
Hylissan, Iosan Gunmage/Magehunter
Crander, Ordic Alchemist/Warcaster
Komar, Trollkin Fellcaller/Storm Sorcerer.

On Sunday, I made a trade with a friend. This trade was probably much better for him than it was for me. I am now in the possession of a box of bane knights. Unpainted, unassembled bane knights.

What did I trade for this marvelous prize, you ask? What could I have given away for this particular wonder? How about painted, assembled bane knights?

That’s right. I have a problem.

I’ve done this a few times so far, and I’m really hoping that this time it will be just as good as the other two.

Last time I painted these models, I got about 2/3 the way through and just burned out. they are hard to assemble, they are full of detail, and they are pointing and sticking in every direction. They were hard to store, they were bending every way, and while I was painting them I was just burning out. I finished them, as best I could, and then called it a day. 4 years later, I’m ready to try again, I hope. I’ve got an idea of what I want to do with them, and I have a better grasp on color theory (Thanks, Meg!) and I think I can do magnitudes better to them. The pure bronze scheme I had for them just didn’t work at all. The black and bronze I used for the bane thralls works really well. Those same mentioned bane thralls were one of my units I got again and painted up a second time and the first go round was good, but the second is something I am really proud of.
I’m really hoping that this time I can assemble them in a manner that is easier to store, and I can paint them without burning out. Its along shot hope, but I’ve got it.

I’ll keep updating this as the project continues, but with the massive amount I am playing of Heroes 6, it might be a while. I’ll take pictures along the way, as well, and you can see where they stand.

The box of Pewter that will eventually be 10 banes

The box of Pewter that will eventually be 10 banes

Look at these bent lances, from the box!

Look at these bent lances, from the box!

after about 20 minutes of unbending

after about 20 minutes of unbending

The Sanctuary faction in Heroes 6 is pretty cool. I will say I was initially all bad mouth on the Sanctuary models, but after using them, I’m really fond of them. Sharks-at-Arms, Naga, Medusa, Water and snow spirits, and Frogmen? The Champion creature, each factions biggest and baddest, is the Kirin, which looks neat, has a huge hit pool, and comes out very fast.

It is much better than Haven, and almost on par with Necropolis in terms of fun factor. The elite naga troopers are pretty terrible which makes me sad though. The big problem is that they are on par with the Haven’s griffon troopers in terms of durability and damage output: which is to say both of them are 0. It is a huge disappointment for both of tthe units, as they are fantastic looking troopers. The upgraded Kenshi/Kensi is a four armed, katana wielding snake man! What is cooler than that? And Haven’s only Non-Humanoid creature is the Griffon, who leaps into the air and diving-assaults people! But both are extremely weak defensively, to the point where core units can break them apart, and their damage output against other elites just isn’t there either. Both have been relegated to the sidelines unless I could stack an enormous amount of them.

Also, My favorite unit, Coral Priestesses, get the hell shelled out of them by the opponent, causing me no end of grief. I only have one or two ranged units, and having one of them burned out by the opponent as fast as possible has been really frustrating.

I’ve made it to map 4, and I’m about to tear Gerharts heart out of his chest, which, for me, is just about as awesome as it gets. I also got to toy around with the Stronghold faction, in the last map, and that got me really pumped to play them.

A Couple Mid-game Observations

Extra Heroes seem redundant unless you need to transport armies. The Enemy armies are just to large for you to be splitting your troops

Chain Lightning seems like a game breaker, but It could just be a factor to try and get the area cleared better and easier.

Water as a spell school is terrible. Air is Amazing.

There are tons of ways to increase your Magic Power stat, but very few to raise you’re Might Power.

There is no good online Resource. Maybe I’ll make one.

Also, on Sunday I traded my perfectly fine, painted bane thralls for unpainted unassembled ones. This’ll be the 3rd time I have done this. I hope this one turns out as successful as the first two.

I got another game of Malifaux in last night.
I played my final Thursday night game against a Tara Crew with my Perdita Crew.
In that game, Perdita Ortega, Spanish gunslinger and Demon Hunter, was charged by an enormous Nothing Beast.
She calmly stared it straight in the eyes, drew her gun, and shot it once, killing it.

This type of evocative, powerful narrative that plays out on the tabletop with Malifaux is really what makes it shine among the other minis games. No other concentrates as much awesome and insanity in as tiny of nuggets. With no more than 20 models on the board, we were able to have an exciting game with clear rules and only a few disputes.
The Scenario was some sort of murder-fest, in which we had to kill two models in a single turn to score points.
The schemes were Protect Territory, Plant Explosives, Assassinate, Distract, and Line in the Sand.
I was trying to Protect Territory and Plant Explosives, and he was trying to Protect Territory and Distract. I managed to set up some explosives, while he managed to steal a point from me by using papa loco to kill himself and the Austringer. We both Protected a ton of territory.
In the end, we tied the game. Francisco the lone Ortega on the board, Facing down his totem, a death marshal, and a nightmare creature. It was glorious

I play the game very little, and am trying to learn the way it plays. Intrinsically woven into this game is the scheme and scenarios, that allow the game to be fun and fair with a semi-natural endpoint. The Endpoint is actually the one thing I dislike in the game. I have found that the organic endings created in Warmachine are much more satisfying than the forced end of game that both Infinity and Malifaux have.

However, it is mitigated somewhat by having enjoyable schemes and strategies. Figuring out what you have to do with your crew and how to manipulate your opponent and your objectives are something I find mentally enjoyable.

Currently, I don’t announce schemes, as I find it hard enough to learn the game itself without my opponent trying to screw me and working directly cross purpose. I know this lessens my chance to actually win the game. I’ll take my licks while learning so that when I take my training wheels off, I’m that much better.

From Reading a bit online, Diestra, one of the Upgrades for the Family, was one I was really ready to get my mitts on. I put it on Perdita, as she only has SH attacks, and therefore will always benefit from it. the [-] on SH defense flips is really, really helpful to Perdita, as it will almost always guarantee a hit. Which will allow her to pick the best poison with which to stamp out her opposition.
The Nothing Beast was one such model. With Point Blank adding rams on all attacks while engaged, and Critical Strike making each ram do +1 damage, I ate a soulstone, giving myself 2 rams, and then ended up cheating in a third. My damage was 2/4/5 bumped to 5/7/8. Given Papa Loco’s dynamite, I was sitting at a cheatable damage flip, and cheated in enough to kill the bugger in a single shot.

I don’t feel that this same activity would have gone on in M1e. One side or the other would have been rocked off the board before anyone was able to really get a cool groove on.

Nabing McMourning, and knowing that he wants to run a guild guard crew makes me pretty psyked to pick up some guild guard in the near future. Hopefully after the wave 2 field test I’ll have a better idea of what to take with him.

The game is fantastic, and every time I say it it feel a little better in my mind. More masters are definitely in my future!

Last night I got to draft M:14. This was enjoyable because I ended up with slivers, again. This is not uncommon for me, but seems to be hard for others to do.

Its a deck that I really like, and once you see it start to pull together can be really satisfying. Grabbing the Galerider sliver first, and much later a Door of Destines really helped the deck out. And once I started cutting people out, I saw the blur sliver, the Hive Stirrings, and the Sliver Construct all table.
I was confident, but I knew things could get in my way.

Through late first pack and most of pack two, though, I was convinced that I wasn’t going to make it function. I’d started doing blue/green for a minute, and even ended up with a serra angel later on. Now I was probably doing green-white, and the green was astoundingly good coming through. Then the green dropped off, and I was left with some good Red.
I was going Naya no matter what, and it just happened that slivers came around pack 3 and made the deck into what I felt would be decent.

It was something like this:

Creatures:
Galerider Sliver
Striking Sliver
Sentinal Sliver
Manaweft Sliver
Predatory Sliver x2
Blur Sliver
Serra Angle

Spells
Lay of the Land x2
Hive Stirrings x3
Verdant Haven
Hunt the Weak x2
Chandra’s outrage
Lava axe x3

Artifacts
Door of Destinies
Sliver Construct x2

I was all set to play some games! it was going to be nothing but slivers and face-beats!
However, we had a 9 man pod of players, and I end up with a first round bye. I’m not a fan of them, even though they come with a win, and it can be really disappointing to not be able to play.
So, I went got a soda, and came back to play some more.
Round 2 I get paired up against the guy who walked in late, giving me a bye, and making us even numbers.
I give him some crap about it, and we carry on. I take him down with some very aggressive draws 2-0, though his mill deck takes out most of my good stuff fairly quick. At this point, I take in the tournament standings, and there are only 2 people who are undefeated. The protocol in MTG is to draw the last round if no one can catch you. Each player ends up splitting the prizes equally instead of one of the players risking being bumped to 3rd. So, the two of us Draw, and we take 1’st and 2nd.
I’ll just go here and say I got 2nd, because really, I can’t fathom that I would come in first after playing only two games and one match.

it boggles my poor mind. I picked up 7 packs, and I stored them for when Theros comes out, and was glad to do so, as the current set of cards just aren’t my cup of tea.

I don’t know about you, but getting second after all that feels just a little more bad than it should.

-Tio

Galerider sliver from James Zapata @ http://jameszapata.deviantart.com/art

Last night I got to draft M:14. This was enjoyable because I ended up with slivers, again. This is not uncommon for me, but seems to be hard for others to do.

Its a deck that I really like, and once you see it start to pull together can be really satisfying. Grabbing the Galerider sliver first, and much later a Door of Destines really helped the deck out. And once I started cutting people out, I saw the blur sliver, the Hive Stirrings, and the Sliver Construct all table.
I was confident, but I knew things could get in my way.

Through late first pack and most of pack two, though, I was convinced that I wasn’t going to make it function. I’d started doing blue/green for a minute, and even ended up with a serra angel later on. Now I was probably doing green-white, and the green was astoundingly good coming through. Then the green dropped off, and I was left with some good Red.
I was going Naya no matter what, and it just happened that slivers came around pack 3 and made the deck into what I felt would be decent.

It was something like this:

Creatures:
Galerider Sliver
Striking Sliver
Sentinal Sliver
Manaweft Sliver
Predatory Sliver x2
Blur Sliver
Serra Angle

Spells
Lay of the Land x2
Hive Stirrings x3
Verdant Haven
Hunt the Weak x2
Chandra’s outrage
Lava axe x3

Artifacts
Door of Destinies
Sliver Construct x2

I was all set to play some games! it was going to be nothing but slivers and face-beats!
However, we had a 9 man pod of players, and I end up with a first round bye. I’m not a fan of them, even though they come with a win, and it can be really disappointing to not be able to play.
So, I went got a soda, and came back to play some more.
Round 2 I get paired up against the guy who walked in late, giving me a bye, and making us even numbers.
I give him some crap about it, and we carry on. I take him down with some very aggressive draws 2-0, though his mill deck takes out most of my good stuff fairly quick. At this point, I take in the tournament standings, and there are only 2 people who are undefeated. The protocol in MTG is to draw the last round if no one can catch you. Each player ends up splitting the prizes equally instead of one of the players risking being bumped to 3rd. So, the two of us Draw, and we take 1’st and 2nd.
I’ll just go here and say I got 2nd, because really, I can’t fathom that I would come in first after playing only two games and one match.

it boggles my poor mind. I picked up 7 packs, and I stored them for when Theros comes out, and was glad to do so, as the current set of cards just aren’t my cup of tea.

I don’t know about you, but getting second after all that feels just a little more bad than it should.

-Tio

Galerider sliver from James Zapata @ http://jameszapata.deviantart.com/art

This weekend was chock full of awesome gaming.

As I mentioned yesterday, I managed to beat Haven, and I’ve started Sanctuary in Heroes of Might and Magic VI.

This new campaign is full of terrible racist steyotypes and is poorly voiced with Asian accents that are just awful. 1930’s cringe worthy awful I can’t believe as I listen to it, that this actually made it past the publishers.

The creatures are cool, being a bunch of Asian mythology inspired themes like Frog-spirits, Sharks-at-Arms, Naga-warriors, and Naga Lightning Mages. The music is very oriental-inspired as well, and makes for a good dissonance with the rest of the levels I’ve been through. I’ve yet to make it deep, as I saved once I found my very first town, but I should dig a little deeper into the campaign tonight and see what happens.

Sunday, I made it over to a friends house to help him practice for a set of tournaments coming up. He’s a great player. He asked for Cryx specifically, so I game him the best we got.
Epic Asphyxious.

Here is the list:
Lich Lord Asphyxious
-Nightwretch x2

Bane Thralls x10
-Bane Thrall UA
Satyxis Blood Witches x10
-Blood Witch UA
Bile Thralls x10
Bane Knights x10

Saxon Orrik
Warwitch Siren x2
Bane Lord Tartarus
Necrotech and Scrap Thrall

Artificer General Nemo (3) got the best of me for two rounds, killing almost 50 models in one turn of shooting. He made a single (and I mean just one) mistake that cost him the game: not laying covering fire at his feet to prevent the bane thralls from charging stormwall. Parasite + 5 bane thralls later, stormwall is in the dirt, and my feating bane knights are free to take down the Thunderhead with two more popping the objective. I dominate one zone, control the other, and break an objective all in one turn: 4 points. If I get one more on his turn I win, so he goes for the assassination. He leaves me with two boxes. Its less disappointing than it seems for him, as hot rolls balanced cold, and it seemed about right. Doing 18 damage at dice -6 (even boosted) from 3 attack is 3 points off of average.

With the failed assassination run, he contests both zones, and has to hope for my banes to fail, which they thankfully did not. Victory Epic Asphyxious!

I’ve never played a betrayal game before yesterday, and it seems to me I was missing out on huge fun. I really need to get my group of friends to play a few of these.
Yesterday, I played Battlestar Galactica. In it there are about 7 ways to lose, and only one to win. The humans are pretty screwed. and its completely awesome.
Basically, the games goes as follows:
Players are handed, at the start of the game, a character and a loyalty card.
The character card has three abilities and three stats. The stats determine the type of cards that characters can draw. The loyalty cards have two phrases: You are not a Cylon, and You are a Cylon.
Key: Only half the Cylon/not Cylon deck is dealt out at the start of the game. Meaning that there is a distinct possibility that there are no Cylons to start the game.
Each player takes a turn, wandering about the Battlestar and the colony ship, and at the end of each turn a crisis happens. Most times, this is an event. Sometimes its a Cylon Attack featuring Giant Basestar’s, Raiders, and boarding parties.
The events each have a target number, and define what cards are used to succeed, and what are used to penalize. each player then contributes, in secret, any number of cards to the pot, that is then shuffled and totaled. If the success cards outnumber the failure cards, the crisis is averted, most of the time with no gain. If the crisis is failed, bad things happen, and one of the 7 ways to die ticks down. Cylons try to subtly bait out failures and humans try to succeed at these impossible tasks.
Its very hard for the Humans to win.

Both games went to the Cylons, with me dealing the deathblow as I revealed from the Shadows to end the game on game one, and then the two Cylons revealing themselves back to back and summoning a huge death fleet to destroy us as we tried to power up our FTL engine to make our final jump. We almost had it!

-Tio

Its been a quiet couple days, at least for Nerding.

It took me three more days to beat Haven in Heroes VI. It was a grinding and brutal affair that forced me to restart the map at least three times before I got the hang of it and took the map. It wasn’t easy. There is a group above ground and a group below ground that you have to defeat. Each group had its own way to come at me from angles that I couldn’t stop, and it forced me to make a very difficult decision: sacrifice the upper world. I went underground, and took the whole map down there, while there was only one way in and one way out. I left every town and fort above ground abandoned, and they were all eventually captured. However, the sacrifice allowed me to gain enough ground, and create an unassailable underground base from which to strike. I eventually took back everything I had lost above ground, which allowed enough production to assault and destroy the final boss. I was pleased with the overall decision. Haven was a grind, and I am glad its behind me. Now I’ll grab on to sanctuary.
Reminds me that I didn’t go over the Necropolis Campaign. I should get to that.

Thursday was football night for my poor Ravens. What a shellacking. Well, that’s what the 5th Preseason game is for.

More spoilers for Theros popped up, and its looking better and better. Its hard not to appeal to a person what loves Greek mythology, though. Augers, Oracles, Minotaurs, Gorgons and Hydras: Whats not to like!

Malifaux 2e Beta Test Part 2 can’t come fast enough. I’ve a great desire to see what Abuela, the Pistoleros, and the Pale Rider all can do in this new edition. I also want some more options to play, looking at Zorida and McMourning. Zorida as a theme I liked back in 1.5, and McMourning as a model that can run a pretty neat guild grew.

Finally, I got my Croak Hunter from Sweden! He came with some delicious candy, as well. Maybe I’ll get back to painting here shortly, It’d be a nice break. Its so nice outside, too. Good time to primer some models while the humidity is about 0%. Speaking of which…

I’m gonna prime some models, and then get some Warmachine games in. I’ll probably deconstruct them tomorrow.

-Tio

IKRPG time!

Every Wednesday will be an update on the intrepid characters making their way through Leryn.

After the fight with the buffalo, we were confronted and asked to place our gear at the feet of a set of guardsmen. We did but we were all concered for the Crazy man with a Sharpened Door behind us, and waited for him to put away his weapon.
Noticing that Sodaving, the mad behind the problems in Leryn and the the provider of all the festivities, was missing, Jerek/Hogan decided there was something afoot. But what could be done. I played a ham to the crowd, but had little to go off of.
We eventually, after causing a lot of uproar among a crowd who seemed to be supportive of our group and cause, left the arena and went back to the cages he had for us.

Being locked in a cage with a doomreaver was intimidating. With his gibbering greatsword chained to his wrist, he was a severe danger to me.

So I started a conversation.
The details are fuzzy, but I do believe that the gist of the conversation ended with the the conclusion that because we killed things with him, we were his friends. And you don’t kill your friends.
Now, we’ve a doomreaver on our side! YES!

After that, The populace lined up and were allowed to talk to the captors, and many of them expressed interest in helping free Leryn from Sodaving, but something was terribly wrong. Sodaving was allowing it. He was egging me on.
He was planning something.
It took a bit of talking out, but Jerek thinks he’s got the plan hashed out.
Sodaving is going to use me to take down the resistance all at once. When the time comes, he is going to break me, and destroy the resistance with one fell blow.
And I don’t know when or how.
———————————————————————————————————————————
It was a light evening of Roleplay, but it was a good, deep one. I’ve only got a few more before the baby comes, so I want to make the most of it!