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Thinning down your paints

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Something that a lot of hobbyists are taught is that you should thin down your paints.  The reasons for this practice a varied.  For some it makes the paint easier to layer.  Others use thin downed paints to glaze or wash models.  One of the most basic reasons is simply to get a smoother finish.  For each reason there is a preferred product to use, and this article will cover some of them.

First of the products that people use to thin down their paints is something we all have in abundance.  If you look in your kitchen there is a tap for water.  People are usually taught to use water for thinning their paints when they first start painting, and never move past it.  If you want to paint at a higher quality, stop.  Water will thin the paint, but it has nothing to spread the pigment.  What this means is that the paint is not consistent throughout.  This makes getting a consistent finish impossible.

Vallejo and Army Painter sell their paints in a "pre-thinned down" state.  Most painters will use these paints straight from the bottle without adding anything to them.  This is a perfectly acceptable way to paint, but I personally find that I sometimes want a thicker consistency, especially for my base coats.  For this reason I tend to not use these paints.

The two major lines that will require thinning are Citadel and P3.  The first is made by Games-Workshop and the second by Privateer Press.  They both sell a product "designed specifically" for their paints.  Citadel has Lahmian Medium, which as far as any can tell is essentially the same as the suspension material in their paints.  What this really means to you though is that the pigment in the paint will spread consistently when using this medium.  In my opinion is it the best quality product for mediums, but at roughly $4 it's fairly expensive.  P3's mixing medium is even more expensive at $5 a bottle, and I don't think it's as good a solution to the mixing problem.

The best solution I have found for the money is Liquitex.  They offer both a matte medium for non glossy finishes and a gloss or varnish for glossy finishes.  They provide the consitent spread of pigments, and at $6 for 4oz. its over 20 times the amount for only a few dollars more.  You can find Liquitex in almost any hobby store, like Michael's, A.C. Moore, or Hobby Lobby.  Or if you prefer to order online or can't find it, you can get it at dickblick.com.

So the next time you break out you paints, be they Citadel, P3, or some other manufacturer of thicker paints, make sure you bring a medium.  And please leave the water in the paint cleaning cup where it belongs.  Until next time....

Belgarath97

Slavetopainting's speed painting experiment

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LXG has been a fan of Slavetopainting's tutorials for quite awhile.  Always offering great tips to use on all kinds of products, as well as offering those products at a reasonable price.  When we asked Chief Slave graciously offered to write an article for us.  Here is his article on speed painting.

Speed Painting Infinity Nomads

As everybody knows who follows my page Slavetopainting, I am somewhat obsessed with the concept of high quality speed painting at the moment.  I suppose that this has largely come about by having two little ones appear on the scene recently and my business growing very quickly limiting the time I have for the hobby.  So in my quest to paint good quality table top armies faster and get gaming quicker I have been experimenting with speeding up my techniques with my air brush to get ‘advanced’ effects in a limited time.

A recent experiment of mine was trying to paint a Nomads Infinity faction (worth around 250 points) in under 8 hours.  So here we go…

Blended Base Coats
I Have always loved blended basecoats and often used them in my higher quality paint jobs.  But I figured that this technique with an air brush is actually quite a quick approach to painting in the first place.  So I started doing some quick experiments using blended basecoats from my airbrush to speed up my painting but still give a nice visual impact with the miniatures.
To keep things simple I have gone for a transition in brown tones from bone to dark brown, if you are feeling more adventurous you can run transitions of more extreme colours with contrasts between warm and cold colours being particularly effective.  Running a mix from warm reds and oranges to cold purples, blues and blacks looks amazing!
 
 
The image above of my Szalamandra Squadron and shows the initial base coat on the mini - I have only used an airbrush and total time was about 20 minutes.  Starting with the darker tone first I slowly built up using lighter mixes in the airbrush until I got to the lightest shade at the top. The colours I used were Vallejo Model Air Burnt Umber, Mud Brown and Sand.   Finally for the very top I used White and Sand 50:50 for the top highlights. The Grey areas use Pale Grey Blue and mixed with White 50:50 for highlights.

Cool tip! This tip alone meant I could pull of painting the full faction in under 10 hours.  As we all know masking is key when airbrushing, especially on smaller details. Instead of masking using card or tape, I have found using latex gloves (which most people wear for airbrushing anyway) are really effective for temporarily masking the mini.  You can easily wrap them around areas to suit and they are very cheap and easy to work with.
 
After the basecoat was done I washed the recesses with Vallejo Pale Grey as this tones lighter colours very nicely.  This stuff is quite simply amazing and almost feels like cheating with shading white and other light tones.

Final step is to detail the mini. Details included a bit of weathering and battle damage - I used Secret Weapon's Shell Casings, Weathering Pigments in Dark Earth, Terracotta & Burning Sands and placed the mini on a resin base - 60mm Desert Mesa with The Army Painter's Tufts for that finishing touch.
OSL was achieved mixing Model Air Red with air brusher thinner in a 1:4 ratio.  Simply spray until the effect looks ok to the standard you are aiming for.

Secret Weapon's Realistic Water and Exhaust Black Weathering Pigment were used for the running oil in the joints.

This approach also scales very nicely to smaller miniatures as well as shown in the two examples below:


Overall I painted up 8 miniatures in total in under the 10 hour goal to the standard shown above.  While these are certainly not display quality miniatures they do show that you can achieve a great table top quality army in a short space of time using a few simple techniques to speed up the basing process.

Happy painting!
Chief Slave



Painting Basics: "3 Step" Painting (Basecoat, Wash, Drybush) made easy.

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     So, if you're like most hobbyists, painting your models isn't exactly your favorite part of the hobby. For most, it falls in somewhere between doing chores and getting a root canal. While it's true that it's not always the most rewarding part of the hobby, it's the part that makes the rest more rewarding. Painting your models is like going to practice, or Leg Day- it's what you need to be at your best and get the most out of what you've already paid for.

     The good news is, we live in fortunate times. Several excellent products exist to make your painting duties easier. I'm going to demonstrate the simplest way I know to get a really solid finished product, and link you to each one of those products so you can find out more about them.

     What we're about to do is called "three step painting." This technique has been around for a long time, and it works. I first learned this technique way back before the dawn of time, in a period commonly called "the late eightiess." It was published in an early Battletech book put out by FASA, back when they were a major player n the RPG/TTG market. In homage to that much loved humble beginning to the hobby, I'll be demonstrating the techniques on mecha- but you can use any model you damn well please, at any range from 6mm to 54mm. (For clarity, these are not Battletech mecha. They are produced by EM4 Miniatures.)


Step Zero: Prime your Models Cleanly.

     While not a step in and of itself, Priming is a necessary component of having good looking models. Always do this is a warm, dry, well ventilated are. Make sure you shake the can thoroughly- the bearing should "roll smoothly" with the can right side up and upside down when it's ready.  When priming, hold the can 10-12 inches away from the model and spray left to right past the model in even strokes. turn the model's position as needed, but do not touch the model, instead turn the object the model is sitting on (or circle around it if needed). 


Step One: The Basecoat.

     Time to drop the base. what you want to do is start with the most principle area of the model- the color that covers the most area. Find a color you'd like to use. If in doubt, go a shade or two lighter, as the next step will darken the model. My preference is Army Painter paints, your mileage may vary. I find dropper bottle paints a more efficient way to mix colors, and I like the flow and texture of AP. For these mecha, my paint scheme will be red and white, with "cool" (steel-colored as opposed to brass-colored) metals. Army Painter Red begins my basecoating. 
     The size of the brush that is best for this will vary with painting technique and model size, but generally a Size 1 or Size 2 brush is a good way to go. Now, depending on the color you choose, you may need more than one coat. This is normal. The rule of thumb is that several thin coats is better than one heavy coat. In this case, it took me three coats to get a uniform layer, and then I added one more to be sure- red is like that. Had I done blue or brown, it would have probably been over in one maybe two.


Step Two: The Wash.

     The next step is to add shadow to your model- the first step in creating a dynamic contrast. If you have heard of the "dip method," it pretty much stops at this step. If you haven't, forget I said anything, because this is much better for little more work.
    There are again several good products on the market for this. My suggestion is Secret Weapon shading- goes on easy, doesn't dry glossy. Here you want to do the exact opposite of the base coat: make you coat heavy so that the wash can recede into the crevasses. If you paint it on too thin, you won't get any shadows. Washes generally require larger brush to allow more fluid to "soak" the surface of the model, so a Size 2 or larger brush is suggested.
     Washing can be done two ways: "shading" involves using a darker version of the same color family as your basecoat (bright red to crimson, for example), while "staining" involves using a complimentary or contrasting color (bright red to brown, bright red to purple). It's worth playing around at this stage, because you can find some really unique combinations that can automatically make your models stand out. In the pictures, I went with a blue stain, so that I could use the stain to unify my color scheme (you'll see what I mean in a little bit).


Step Three: Drybrush.

     Now, there's a lot of people that will tell you they "drybrushed" their models, and I'm going to tell you they're wrong. The reason they're wrong is nobody taught them the proper technique, and what they're doing is actually "overbrushing." If your drybrush leaves a smear or streak of paint, that's overbrushing, and you're doing it wrong. If you can see paint on the brush, you're doing it wrong. if there's so little paint left that you swear you're doing it wrong, you're probably doing it right.
     When drybrushing, you want to make sure to hit the raised areas of the model. "Going against the grain" as it were. If you can't figure out which direction that is (or no direction is appropriate) a "swirl pattern" works just fine- that's why you need almost no paint on the brush.
     Now, as far as paint, the thicker it is when it starts the better off you are, so avoid using any thinning medium. Some companies even offer paints specifically formulated for drybrushing. As far as color, I actually like to use my base tone over again- after all, the model as a whole got darker with the wash, so going back to that color again is not a bad way to go. Some people like to go lighter, or even do a "light drybrush" step afterwards of a lighter color. Experiment and find your own way.
     For this step, you need a larger, stiff-bristled brush. Alternately  mascara brushes work really well, as they're pretty much designed for this technique on human skin. The brush must also be completely dry before being used or it will not leave the correct finish, so if you've cleaned that brush within say the last hour or so, chances are it's too wet to use.




Step 3.5: Back to the top!

     Wash, Rinse, Repeat. Pick your next color in line, and repeat the process, being careful to avoid already finished areas. This becomes particularly tricky with the drybrusing. Be very careful and try if possible not to brush "towards" ) already painted areas.
     In this case it is Army Painter White, and Metallic.  I did both of these base coats at the same time, as I'm planning on using the wash for both. That wash is the same blue wash, but with the color thinned down even more- 1 part wash to three parts Army Paint anti-shine.  I try to avoid using water to thin my washes because it changes how they recede into the cracks. Any paint medium on the market does just fine however.
     Again, my drybrusing for this was the basecoat colors.  Just be very, very careful to only hit the areas you want those colors- avoid straying into the red areas.  If you're not so good at staying inside the lines, you may need to touch up the red when down with a little more drybrushing. 



And You're Done!

     This gives you a functional, table-top finish that literally anyone can accomplish. All it takes is a little practice, and all your soldierdolls will wage war strutting their stuff in a brand new coat of paint.

Dropping into Dropzone Commander

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     So, due in part to games I'm playtesting, in part to the amount of interest we've been getting here on the subject, and in part to B97's continued nagging that I don't beat him in enough different games, I picked up the Dropzone Commander terrain kit and a UCM blister.  Oh boy...
     So, we've been talking about this game for a little while- nothing to serious because we don't own any of it, but mostly just bringing it up because it's out there and it blew us away when it first launched. And every time we bring it up, it becomes a hot article. We literally can't go a day without search engine hits for a game nobody is playing, which means there's got to be a lot of interest waiting to here more. Since that's kinda what we're here for, and since I mentioned Dropzone Commander on sale, I decided it was high time to take a look at this.


     Obviously I needed the Cityscape terrain. Not only would it be key for Dropzone, but also for playtesting Mecha Front as well.  Let me tell you, for simple cardboard terrain I'm incredibly impressed.  You get 24 two-sided 1'x1' plates. Now, befor you get too excited about "wow, 48 options!" I want to point out that it's actually 12 2-sided plates that all repeat once. Still, a solid deal.  You also get 20 building, ranging from four to eleven stories tall. Now, the box says that's enough for play on a 4x6, and it might be since I haven't played yet, but that seems a little sparse on that size table. However, it's probably perfect on a 4x4. Some of the tiles are "park-like", allowing for implementation of trees into the mix as well.  I'll have some home brew pictures of the buildings later this week.

    Now, I couldn't get the starter kit just yet (damned silly expenses like eating and shelter!) but I did pick up one blister to examine the model quality.  Let me tell you, everything you've heard it true.  The resin quality puts most of the products on the market to shame, the models while only 10mm have incredible detail, and I'm really enjoying painting them.  I had already decided on the UCM as my army of choice, so  decided to pick up the one model I really wanted that wasn't in the starter box: the Wolverines. I fell in love with these little buggers as soon as I saw them.  I wasn't disappointed. Four Wolverines in the blister, each coming with 2 turret options. The missile launcher is one piece, the minigun is a two piece turret. That's a total of 16 pieces. Not at all shabby, and I'm very happy the blister comes with all possible armaments.

     A couple words of warning with these guys. First, be very careful when washing the resin. These models will have very tiny parts which will try to escape.  If you can soak them all still sprue mounted, that's probably best. Second, be mindful of your priming. Use an airbrush if you can, or a very high quality micro-molecule primer. Also, don't be an idiot like me and spray them in a high humidity day. Suffice to say only one of the four will probably get pictured on the blog.

     Now, the next order of business is deciding on a paint scheme.  Army drab, or dust, or grey?  I'd love to try a camo on them, but I think at this scale that would really only look like bad stippling. I'm also thinking of a "unit stripe" of some type to identify formations just in case I have more than one. Anyone have anything they want to see?  



The Second Class Elitist

The Sunday News: It's here at last...

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This week's Sunday News is full of some really cool stuff.  I hope you find it as much fun to read as it was to research.  So without further ado:




Remember when I showed off that teaser pic from Knight Minitures' Batman game?  Well here it is, a Batman miniature based on Frank Miller's tenure.  2CE just fell out of his chair and screamed, "I want that!"  To coincide with the release of this miniature, they also released Ras Al Ghul & the League of Shadows and Penguin Thugs.  At some point I'm going to have to see if I can find this game.

It seems Alien Dungeon has been busy the last few weeks since their KickStarter ended for All Quiet on the Martian Front.  In their last 2 updates they have mentioned just how much is done.  It seems all the sculpting work has been sent out, as has the CAD files for the Plastic stuff.  The rule set is very nearly done, with Pick Priestly doing the finishing touches, and then the graphic stuff starts on the book proper.  On top of all of this they are updating both the website and their forums for the game, the latter of which is done and can be found here.  http://robotpeanutstudios.proboards.com/ I know that neither 2CE or I could get in on this KS (it just wasn't in the budget), I'm fairly certain that I'll be jumping in when it releases.  The idea just seems too cool, and I once worked for Ernie Baker the owner, and he's a brilliant man.

There was a major announcement from By Fire and Sword this week about the release of the KickStarter pledges.  Anything that was already in production has been shipped, except the Swedish Skirmish Force, which had to have new molds made.  Then this announcement went on to outline the schedule for everything else.  If you backed this project make sure you check it out, it's a long one though.  If you didn't back it, like me, but still are interested, it's good to see things moving along.  Especially when models like this come about from it.

As of this moment, there are under 2 hours left in the Cthulhu Wars KickStarter.  I don't know how well they've done raising over 1.3 Million dollars of their loft $40, 000 goal.  All joking aside, I know this is a board game, but it's Lovecraft and Cthulhu, what's not to love here?  This KS is a whopping success and I couldn't be happier to see it's success.

I swear Mr. Black, the evil genius behind Dark Age, is trying to surprise me every week.  A while ago they announced a new rule set.  Then he made the championship series at Gen Con an open, which meant I'm definitely competing.  In the last two weeks he's hinted at or out right confirmed new models on the horizon for both the Kulkukani and Outcast factions.  But now he's out done himself.  On July 4th he posted this.  At first glance not much more then preview splash of the new cover for the rule book.  Until you read the copy of the back cover.  "The Dark Age Core Rule Book include all the rules needed to play the game, documents and rules for each of the game's nine factions."  (Emphasis added by me)  Wait, what?  Nine Factions !?  Forsaken, Outcast, Dragyri, Skarrd, Brood, CORE, Kulkukani, and.... TWO NEW FACTIONS!?!  OK, I'm super stoked to see what this book has in store for us now.

Deadzone has been doing something with their Kickstarter Pledge Manager that I've not seen done single move has changed my opinion.  They could have taken the extra money and run, but instead they gave it back to the fans.  Nice job, when 2CE get's his stuff, I'm going to try the game.  Really nice job!
before, and I'm really excited to see.  First a little reference material.  When a Kickstarter ends the company or person behind it will send a survey out.  Traditionally, what I have seen alot is there is usually an option to up your original pledge to accommodate if a pledger whats to get any more addons or receive a larger compensation package.  Mantic has decided to take this additional revenue and continue to upgrade the offering.  For example, when the Kickstarter ended the Peacekeeper Enforcers in plastic goal had not been met.  Mantic has taken the additional revenue from the survey and matched it to that goal and are now releasing the unit in plastic.  I've personally never really given Mantic much credit and haven't played any of their games, but this

As you saw here, 2CE got into Dropzone a little, and now the pressure is one for me to do the same.  Also I need to defend my honor as he doesn't beat me nearly as much as he likes to claim (bring it!).  But there has been a bit of a sense that things had slowed down at Hawk Wargames, because there had been so little news.  Well, Dave, the man in charge over there, had this to say:

I don't usually post news this way, but I wanted to let you guys know how things are going with the design side at Hawk to provide some insight into why we've appeared to be quiet lately.
Our main focus right now is preparing for GenCon Indianapolis. It will be our largest show of the year and it's quite an undertaking for a new UK based company to attend. We've been working hard to make the most of this fantastic platform, so expect to see lots of brand new stuff there and online when the show opens!
We've working on more than one big project lately and this has had a short term effect on our intended release schedule. It's extremely hard for us to keep our mouths shut about these at the moment, but all I can really say is watch this space!
As for the current batch of new releases (the ones we previewed a few weeks back), they have slipped a little behind schedule, but only by a few weeks. We'd intended to show you full resin shots by now, but are currently waiting to have our first production models at HQ for photography. As soon as we have them, I'll be straight into the studio to get you shots! We could of course advertise the products as renders, but that's not the sort of company we want to be; it's all too easy to show off idealised, smooth renders of models that don't exist yet - we want to show you real miniatures! 
As a small company managing rapid growth with a large number of projects getting near completion, we're all working as hard as we can on several other initiatives, many of which will be revealed soon. I'm still doing all the design, photography, writing, editing as well as running the company and we're looking at expanding further as soon as this current crop of projects are completed. As such, we thank you for your patience and support, not long now until you'll see the fruits of our labours!
- Dave
Glad to see this game has some major stuff coming soon.  Partly selfish in my excitement, but more on that later.

Here they are Ladies and Gentlemen, Little eXtraordinary Gaming Rings, or LXG Rings for short.  FireBucket Games took a suggestion from 2CE to make a cheap way to covert beveled 25mm bases into 30mm ringed ones.  And they gave us the nod in the name.  Honestly though, there are a number of companies making resin bases for beveled 25mm miniatures because of the GW market share.  Now you can have those same bases for your 30mm game, like Dark Age or Warzone: Ressurection.  Oh and last point 15 of these babies is $5.
 
If you have any interest in painting at a competitive level, Megalith Games (the guys who make Godslayer) is holding a Godslayer Painting Contest.  From July 1st to the 13st.  The detail are found here, but I think it would be awesome if someone from our community participates.  If you are let us know in the comments below.

Comfy Chair Games finally gave us an update on what's going on with Spinespur (rollntider is a happy guy right now).  Seems they didn't die over there, they have just been busy.  They showcased this model in the update, and now I'm going to have to buy me some Shattered when they release because this model is gorgeous.  Especially like the detail to showcase that she's not holding a real baby but a doll.  There is only one model from the KS still being sculpted, so the November delivery date seems secure.

There is a new Kickstarter that you might want to look at.  All right it's not new, and only has 6 days left, but it's something I've decided to back and I think you should too.  It's from a company called Happy Seppuku.  They make basing stamps.  With them you cam create things like these:

The KickStarter is to help them get the stamps made in Laser cut molds, as opposed to the ones they are using now, the old and new above.  Basically this means cleaner lines and definition.  Why am I backing this?  Yes there is nothing there I couldn't do by hand, but for a small fee I don't have to.  To showcase what I mean here is the tutorial article I read the sold me on the product.  Anyway, this is the last week to get in on these, 2DE are splitting the cost and will shade the stamps, so find a friend/friends and get these for very little.

Warzone: Ressurection started releasing PDFs of the basic rules and army rules to their backers.  Aside from some typo issues they have been really well received and have shone me at least that this game has a lot of potential.  Prodos has done a great job and I am really stoked to get my full rulebook (with 2CE's signature) and models.  Soon.... Very Soon.

A new Dark-er Age is on the horizon, but what do we really know?

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On April 22, Dark Age announced a new version of their game was on the horizon.  Along with this announcement came a grandiose plan to update the game yearly and to keep the game fresh and new.  Since that announcement Mr. Black, the man behind this great game, has gone on a campaign to give us just enough to think we know what is coming, but not really.  I thought I would take a moment to review what we know and what we suspect is coming in the new edition.



On May 7th, the Kulkukani spotlight video came out and though it would appear there is little this
Fire Caste Symbol?
could have to do with the new release, there is a symbol at the very end of the video.  This symbol stylistically is very different from the Kulkukani, so it leads to speculation that it was a hint of something else.  The symbol is a round red circle with a gold design.  Stylistically it is similar to only one faction, the Dragyri.  I and others have speculated that it's an indication that the Fire Caste is coming.  Couple this with the tag line for Conflaguration,  "Everything dies, and very soon everything burns" and this rumor seems fairly solid.

The followup to the Kulkukani video was a preview of a completely new persona in Dark Age, Oz.  When this preview hit on May 14th, I was struck that this new edition was clearly going to be more than a simple revamp.  This was going to have something for everyone.

Starting on May 20th and ending 11 days later, Mr Black bombarded us with previews of the new stat cards.  He showed us Mean Jellybean, a Living Ancestor, a Bane Leader, Saint Mary, a Pathfinder Mk-I, and John Woe; here.  We saw a Warchief and Wasteland Warriors here.  We saw some spell cards, a Sister of Charity, and Dexus here.  What did we learn and what do we suspect because of these previews?  Well we learned that Take Charge is gone, not a single model previewed that has it now has it on the new cards.  However there is something new on the cards, a chainlink symbol followed by a unit/units and a number in parentheses.  Through the process of elimination we assume it means squadlink, which is not the same as Take Charge, but appears to have replaced it.  We also
can suspect the Fear as a rule in the game is gone.  Every unit previewed that had either Cause Fear or Never Fear now has Cause Panic or Never Panic.  Reach appears to have been standardized as both units previewed that had either RE(2) or RE(4) now only say RE.  CA as a range has been changed to RN 0.  Regeneration is going to be different in the new edition, cause MJB no longer has Regeneration (3) but just Regeneration.  Also we know that units that are in both the Skarrd lists and Followers of the Heretic will have different cards and rules.  The last new revelation we have is a new rule called Field Orders, which gives a special rule to the unit itself, and to all the units listed within 8 inches.  All in all a lot of neat new stuff in there, but not enough to deduce all the changes.

In June we saw two more new units previewed a Deacon for the Forsaken and Worm Sheppard for the Skarrd.  Both give us more insight that there is something new for all players in the next edition.    Couple this with the announcement today that there is a new sub-faction for Outcasts, called the Slavers of Chains Barrow.  With the announcement came two story previews, one for the Warden and the other for Finn Deadeye.  Both give a darker impression for Dark Age, as if that were possible, but yet again we see that there is alot of new stuff in this book.

The last major clue as to what is coming, came on the 4th of July.  On this date, Mr. Black showcased the front and back covers of the new rulebook.  There are actually 3 clues in this update.  The first is speculation and has to do with the image on the back.  A careful examiniation will show that the toes of the "man" are similar to the Dragyri (remember when I mentioned them at the beginning?).  So again we think we see a hint at the Fire Castes return.  Second in the bottom right, above the bar code, is this "First printing - July 2013.  So that means they either are printed or will be very shortly.  But the biggest reveal?  "The Dark Age Core Rulebook includes all the rules needed to play the game, documents and rules for each of the game's nine factions..."  This right here says that there are 2 new factions in this
edition.  There have been no hints about what they might be, and I'm looking forward to seeing what is coming.

There is one last bit to cover, Ravage Magazine issue #8.  Apparently there is a 2 page preview of
the new Dark Age models in the magazine.  What I have been able to surmise, as I don't have a copy yet, is there are some more Slaver Outcasts and new Dragyri in there.  Whether these new Dragyri are Fire Caste is unclear at this time.

But there you go, a comprehensive overview of what we know and what we've been shown.  It was a lot more then I thought when I started this article.  Until next time...

Belgarath97

Our absence...

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So of you may have noticed that 2CE and I have been a little scare the past few weeks.  As we both do this wonderful thing in our spare time, RL does sometimes have to take precedence.  This unfortunately has been one of those times for both of.  This doesn't really excuse our not posting anything lately, but it does help explain it.  While we may not be able to return to our output rate we had, we are not dead and somethings will be coming very shortly.  In fact, I will be posting my first look opinion of Warzone: Resurrection later this week.  For those of our fans that have been waiting for something new, we appreciate your patience.

In other news, LXG will be going to GenCon in a couple of weeks.  I will be there, and I have some interviews lined up with some of the companies we have been following, but if any of you are going to be there, I'd love to meet you.  Send me a note at belgarath97 (at) gmail (dot) com, and we'll try to set something up, I will be there from Wednesday thru Monday.

Again thank you for your patience and I look forward to meeting some of you at GenCon.

Belgarath97

Warzone Reflections

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For those of you who don't know, Warzone Resurrection is a 28mm futuristic, skirmish game.  It is set in the universe of Mutant Chronicles, and is produced by Prodos Games.  Aproximately 4 weeks ago, those of us who backed the Kickstarter to fund this project got an advance PDF of the rules, and I'm here to give my impressions and thought on some of the more unique parts.
The most unique part of Warzone is an aspect of the "advanced game".  In an advanced game each player has a deck of cards and a set of resource cards.  Using the resource cards a player can influence the game environment.  The number of resource cards are determined by the type of Warlord (general) you are fielding from 4 types; Close Combat, Ranged, Tech, and Psychic. As well as the number of squad comanders in your force. Unfortunately the actual cards won't be available until the models are released, but extrapolating from the play test cards, these will be able to do things like change the type of armor a unit was, or what type of ammunition is being used, or even effect the entire game with penalties and bonuses.


These type of changes are important in WZR, as there is a "rock, paper, scissors" effect done
between armor types and ammunition types.
For Example: Chasseurs are stated as wearing ‘Titanium plates (Blast-3)’,meaning if they are targeted by a ‘Blast’ weapon they receive an additional -3 Modifier. Occasionally an armour type may receive a positive Modifier against a particular weapon type (e.g. Piercing +2), in this case the squad would receive a +2 Armour Modifier if targeted by a Piercing weapon.
The ability to change these types on the fly is an awesome and unique aspect of the game I can't wait to try out.  In conjuction with the deck of cards, units in the game might have abilities that use resources to increase their effectiveness.  With all this added usefulness, the tactics of this game will be new and fresh.

While is may not be unique, WZR uses facings for each model, divided into front and back.  Not groundbreaking I know, but certainly another added layer of tactical thinking when compared to other gaming systems.


In the end I think that is the most telling thing about Warzone.  This game is going to change the way you think about strategy and tactics.  With the added complexity of the card system, theroy gaming becomes a new exercise.  Now the effectiveness of a unit isn't just measured by it's own stats, but also by the deck building strategies that go along with it.  I for one am looking forward longingly to the day my models arrive, and 2CE and I can get to beating each other in the face.  Going Forward I hope to do a thematic overview of all the factions: Dark Legion, Bauhuas, Cybertronic, Brotherhood, Capitol, and Mishima.  So look for those in the coming weeks.  Until next time...

Belgarath97

Gen Con Update 1:Dark Age - Very first look at the new core rules

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Ok so I've had the book all of 2 hours.  But there are 3 things I want to touch on.

First the exchange was so simple, simply walk up and hand them the old rule book and get a new one.  As an added bonus, if you bought a starter set, which came with a rulebook here at GenCon, Dark Age gave you the option of exchanging for Conflagration or Devastation.  I don't think that was announced, so it was a nice surprise.

Second, the squadlink symbol of the bottom of the new cards.  It reads like so, Squadlink (x)(y), meaning when this model is activated you may activate models named x, up to a total number of models y, including the original model.  So for example, Blazon (which I purchased) has Squadlink Harpy, Bolas, Buzz Blade (6).  So when she activates, I can activate up to 5 Harpies, Bolas, or Buzz Blades with her.  Note that I have to activate Harpies, Bolas, or Buzz Blades, I can't mix and match.

Third, and this is primarily for 2CE, as he plays Brood, but it pertains to anyone who plays with a unit that has regeneration.  You now automatically regain 1 wound when you activate or the lingering effects pahse.  If you are reduced to 0 HP you are not killed, but instead receive a dying counter.  If you lose further HP the model is killed, if you regain HP you remove dying counter.  IF you remove the dying counter, you stand up for no AP.

There you have it, a quick look, now back to the fun.

Be on the look out for some info on Malifaux 2e, tonight or tomorrow.

Jon-Paul Gullo

ArcWorlde Kickstarter Review

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     I know I haven't called,and  didn't write, but i's time o ge the band back together and talk about some awesome miniatures... like this Kickstarter from fledgling Warplocke Miniatures that has to be seen to be believed. 




     Okay so it's now July and.... wait, what? it's the end of August? well, damn! I hate alien abductions!


     All excuses aside, I've got a kickstarter to show you that's wrapping up, and you simply want to get in on this one before it ends.  Why? Because of this guy. If you're tired of cookie cutter games with blase models, this man is the cure for your ills.  seriously, go watch the Kickstarter video and you'll see what I mean. The video is worth the price of admission.


     So, let's talk about the minis. No fancy-pants computer renders here, these are all old-school greenworks.  The detail on these figures is simply stunning.  What I like about the material presented is that Alex is utilizing classic "Adventure Medieval" archetypes without falling into the classic tropes for them.  Undead Seafaring Pirates: Done. (Hey, maybe we should make a movie about that...or two... or six...) Undead Seafaring Pirates with undead rats and seagulls on their shoulders? That's a little different.  Orcs: Done.  Orcs with a swampy cajun flavor? Okay, I didn't see that one coming.  Unicorns? I got tons. Unicorns made out of brambles and briars called a Unithorn? You win this round, good sir.  The list goes on. Every single model in the line to me has enough character to pass muster as a unit leader or individual character for other mass combat games. Each model tells it's own story. I can just imagine Alex talking to each model as he's sculpting it, giving it life and personality.  Then again, I can also imagine him talking to his tea kettle in the morning, as well as his invisible friend Eugene Percival Hippopotamus IV, so it's not that much of a stretch.

     The basic rules for the game, plus the rules for all of the factions save the recently unlocked jungle golins (yup- jungle goblins!) are available as pdfs for backers to download.  If there's a downside to this project to find, you're going to find it here- The rules are pretty straightforward, run-of-the mill fare, with not alot of unique tweaks to use as selling points. Add to that the fact that Alex himself says the rules are designed more for theatrical/cinematic story and less for number crunched tournament style play, and I'm betting there will be some exceptional cheesemongery possible.  That being said, if you're looking for a friendly skirmish game designed for friendly play, this should be a real gem.

     The model line is intended to be cast in metal. Now, any of my regular readers know this is a sore spot for me, as I generally prefer any material to metal. Alex brings up a strong point that yes metal models are far better for home defense, however my *figure* case isn't the case I'm opening to prevent a home invasion, if you get my drift. Not to mention if I was so inclined, I still do own "Socko the Steamtank." However, for those of us that prefer dainty little soldierdolls to paint instead of metal, you can for a limited time get the warbands in the kickstarter in high quality resin- one more reason to get in one this one this week.  Que the spotlight, and get the angels singing, I'm back on board.  (Also, I think it's important to bring up that the Dragon and Giant kits will be in resin. Apparently while those would have been incredible sock-tech defensive measures, the sheer weight of 130mm tall pieces would can been cost prohibitive to produce or ship- not to mention from days-of-old experience they would have been a bear to pin together. Poor Socko the Steamtank cannot retire just yet.)

     If teasers or special incentives are your thing, there's a few worth mentioning- the Explorer is a kickstarter only model. Additionally, the warbands in resin will only be available during he kickstarter. There's also some neat non-model swag items, like the official t-shirt, custom dice, and these crystals that cane used as counters in-game (or, for me, more basing material.)


     Arcworlde has less than a week remaining. Now is the best time to get some great, characterful figures, and help out new young independent talent onto the scene- exactly what Kickstarters should be for- pledge on this before it's too late.

     Tune in later this week when I show you my Dropzone Commander paint scheme, as well as finally give you the finishes for our Spinespur Contest. Hmmm, I wonder if that means a new contest should be on the horizon. Unless Her Majesty needs me for more deep cover work.



    See you on the other side of the table.

The Second Class Elitist

Post GenCon: I'm human again...

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I had all kinds of plans of writing about my time a GenCon 2013 when I got home last week.  Then I promptly came down with my 4th respiratory infection this year (YAY!).  So this is a little later then I wanted.  First off GenCon was amazing this year.  Last year was my first time, and I didn't realize until this year how much I didn't do last year.  I imagine there are tons of things I didn't do this year as well.



I dedicated this year to playing/demoing games that were either new or at least new to me.  This started out with a demo game of Malifaux 2.0.  I had read the quick start rules for mad last edition, so I had a basic understanding of the game.  What I discovered was that the changes made to the game have made it very accessible if you've never played.  The man who ran my demo was very enthusiastic, and after my opponent had to leave, we had a very good c who raonversation about the changes from 1 to 2, and where the issues might still lie going forward.  There were two things that came out of this demo.  I'm really excited to actually play this game, the models are awesome (especially the new plastics) and the mechanics are refreshingly unique.  The second thing that will stick with me, my demo instructor quite clearly said he prefers 1st edition, but also that he admitted he would love second if he hadn't played first.  I'm going to write a fuller coverage of this conversation soon, but suffice it to say his issues had a lot more to do with what wasn't changed then what was.

2CE did a small blurb on Gale Force Nine's Firefly Game, and I made it a mission to play it.  Yes it's a board game, and not a miniture war game, but it's Firefly 'Gorram it!'.  My impression, I wish they hadn't sold out of the the first 500 in 'about an horur' nor the second shipment in 'about 5 minutes'.  Both of those quotes from the guy who ran my demo.

Dark Age.  I have a few things to say here.  The first is a direct complaint to the airlines that lost all of my tournament cards and paperwork.  I had intended to play in the March to Immortality Tournament and couldn't because I didn't have my tournament materials.  I packed them, but when I got to the hotel they were lost, and I wasn't able to find a way to reprint them.  Ah well, next year I'll make sure to UPS everything to the hotel ahead of time, and bring backups in my carry on. That should be enough redundancy I think.  The book trade in could not have been easier.  In fact my entire time in the Cool Mini or Not booth was one of the smoothest in my time at GenCon. The new book is top notch quality, and thank all that is holy, they seem to have done a better job with proof reading and editing.  I've found a few small things like COORINATED instead or COORDINATED but nothing compared to the last edition.  There was a big deal made about the back cover of the new rule book saying 'nine factions', well it seems this was a misprint in the image, as the actual book says 'eight factions'.  One other small thing, they made the claim that every faction got 2 new units in Conflagration, but I see only one for Core.  Maybe I'm missing something.

Dropzone Commander.  WOW!  Really it's all I can say in this short blurb.  WOW!   I was stunned by there models, there booth staff, and there new stuff.  Expect a full article about this, including an interview.

Last thing, my friend and part time contributor here, Odinfellhammer came out with me, and he plays a good bit of Warmachine.  Though he only really started playing within the last year, he went out there and did manage to win a game against some of the best players in North America. For someone relatively newer to the game, I think that deserves some mention.  I also learned that there are some things I might like about that game, despite my initial dislike for the players in my area.  Maybe I'll eventually give it a look.  Until next time, when I talk more in depth about the changes to Dark Age, my conversation about Malifaux 2.0, oh and my conversation with Dropzone Commander creator Dave and an interview...

Belgarath97

Is Kickstarter a boon or a curse?

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So 2CE and I were talking this past week, and a realization came upon me.  In a few months, it will be a year since we decided to move away from the big game companies.  In conjunction with that decision we found a small Kickstarter for a game called SpineSpur.  This opened our eyes to the wonder that is Kickstarter for us gamers.  But with every passing day I am struck by a singular thought, "I've spent almost a thousand dollars this year on things I haven't played with."



Now for some of us this isn't that big a revelation.  I still have models in boxes that I haven't opened from years ago, but this goes deeper.  SpineSpur, Warzone, ArcWorlde, Deadzone, and a slew of others devote a crap ton of energy and time getting us, the gaming community, to believe that their game, and their models are worth giving them our money, more or less sight unseen.  And the community is throwing around a ridiculous amount of money.  SpineSpur raised over $13,000, which I would have thought is a lot, until you look at games like Deadzone and Relic Knights with raise $1.2 million and $900 thousand, respectively.

But what is the boon I alluded to in the title?  These are games and models that otherwise would not have been brought to market.  Without the $13,000 SpineSpur raised, the community wouldn't have gotten to see the rest of book one's models produced.  This in turn would have reduced the chance of a book two, and this awesome game would have been lost.  Mantic would never have made the ridiculous amount of models and terrain for a release without the community throwing money at them.  In exchange for the upfront money, the community gets in at the ground floor.  With the most successful campaigns designed to give deep discounts or freebies.  Kickstarter gives us a plethora of bonuses, not the least of which is the community gets to decide which products make it to market and which don't, see Beyond the Gates of Antares.

With all this good, what could be the curse?  Well remember that I started this article talking about my decision to play more independant games.  With the amount of money I have spent on my hobby this year, I have played fewer games not more, then last year.  The primary reason?  I don't have anything to show for my money yet.  I have a table I won't see until next year, I have models for 3 different games I won't see until next year, I have terrain I was supposed to get in Sept I'm still waiting on.  And I'm one of the lucky ones, Relic Knights funded in Sept 201 and it still hasn't shipped.  This is the curse, we spend money on the promise of something awesome, but all too often we are left to wallow and wait for the promise to arrive.

What do you think?  Do you think KickStarter is a boon or a curse?  Let me know below.  Until next time...

Belgarath97

P.S.  I'm back, it may not be at the pace before, but I'm here and there should be some stuff on Street Chum coming.

Product Review: Warzone: Resurrection - Belgarath97's take

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Next time I have to write an article about how I'm disappointed, I'm going to do it about how I don't have millions of dollars... Because within days the Cosmos responded with Warzone, Deadzone, and Spinespur models.  I always shoot too low. Damn.  Expect a review of all these products, but I'm starting with Warzone.  Whoever said don't judge a book by it's cover never saw this cover...
Vellum....  I never realized how cool vellum covering a book was until I felt this beauty.  Full color artwork as well means that the moment I held the book in my hand I was impressed at the quality.  As I turned the pages to the contents I was struck by the thickness of the paper and the quality of the artwork found on each page.  I am by no means an expert on all the different companies out there making hard bound books, but I would be hard pressed to believe that there is any but a few putting out this quality in their rulebooks.

But I did mention contents, so I guess I can stop drooling about the quality for a moment.  The first 23 pages of content are all about the story.  As a story enthused player (meaning I like to play games that give me story over all other considerations) I was in awe of this section.  Unlike 2CE I had no prior knowledge of the previous versions of Warzone, nor did I know anything about
Mutant Chronicles (the comic book the game is based on).  These 23 pages wrapped up the history I was missing very well, and left me pining for the things to come, namely Cartel, Imperial, and the humans left on earth.  I know there is so much more here, and I look forward to discovering it.

The next section of the book is the rules, and I generally feel this is a bit of a mixed bag here. Definitly with more good then bad, though. There are some great gems, like giving basic definitions first so the reader can reference them later on.  Or the defining of that moment when a model has been hit and wounded, but before they take an armor save, as a 'wound effect', so that future rules can simply say "when a model suffers a wound effect...' However sometimes the pace at which information is doled out is cumbersome.  For example, the card rules for a basic game are on page 42, and the advanced rules are on page 78.  This only becomes a problem because the advanced rules never say how many resource cards you start with, and as a reader I had to guess it was the same as the basic game and re-find the section 30 pages previous.  While I can follow the logic of how they laid out and paced the information, it's very different from how other manufacturers do so that I think more page referencing should have been done.

There are few moments where I went "WTF?" and as I haven't played a game yet, I would say that they did an admirable job of describing what they meant without the need for demonstration.  As someone who has written manuals I really appreciate the effort.  The flip side is some of these "WTF" moments are really baffling.  Though I have been able to decipher most of them (I think), and some will come with actual play (I hope).

The final section of the rules has to deal with missions.  And this beauty really deserves it's own section.  There are 4 levels of game, Alpha, Beta, Delta, and Epsilon.  The level of game determines the number and type of missions being played.  An Alpha game only has one mission of the Priority variety. which is shared between the opponents.  This level game will feel the most familiar to other game veterans.  Beta level games have a Priority mission and a secondary mission.  These secondary missions are individual to opponent, and have theme based on ground objectives.  Delta level games have Priority missions and Corporate Agendas.  Corporate agendas are themed on individual goals on field objectives.  The final level game, Epsilon, has all three types in play at a time.  I'm really looking forward to the day I'm comfortable enough with the game that epsilon games are the norm, cause playing three missions at once seems like a fun time.

The final section of the book is the faction lists.  Each faction has several pages of story that explain how the faction operates, both within and externally.  I really enjoyed these pages as they
clearly defined the differences of each faction, as well as they defined how each faction views the other.  But the real gem here is the upgrades.  Prodos has decided to tackle the job of balancing upgrades differently for each faction.  For example, Mishima as a faction believes that worth comes with rank, so their unit upgrades are dependent on having a squad commander, and when he dies you lose the upgrade.  While Cybertronic uses a point per model universal list, allowing for the customization of units that the faction espouses.  This balance is a thing of beauty and I'm really looking forward to seeing it in action.

But I think that's enough exposition.  In all I'm impressed with the quality of the Warzone book, and the rules appear to be fun.  This Sunday 2CE and I are going to play, so look for an update on gameplay shortly there after.



Product Review: Ramshackle Games Rhebok

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 apc tank Fast paced post apocalyptic action     So, it's finally that time where my hard-spent money of months ago is coming back to me in the form of lovely little lumps of resin, metal, and plastic. Very soon I will be tearing into mounds of Warzone and Deadzone figures (what's with everyone and their "zones" anyway? ) as well as the remainder of the Spinespur models. TokenGamerChic is already hard at work painting our (read: her) Dwarven Forge Dwarvenite Tiles. For today, the Iron Brotherhood Rhebok gets it's day in the sun. Or, at least, the sun-equivalent painting lamp, since we all know gamers never leave our dungeons to venture into the daylight.
     As a warning, most of these early pics aren't the best quality. You'll have to excuse that, since all of them had to be taken with a phone, and most of them weren't even taken at my house. A lot of my absence from the blog has been due to work hours and work travel, so most of these were taken on the road. (Yes, I brought a model to a sales conference. Geek Points.)


     So, let's begin with material quality. You're pretty much looking at your standard weight, run of the mill resin here- nothing crazy, just the tried and true stuff that I've handled for 20 years. For the most part, the casts are really bubble free- an advantage of resincast vehicles over people figures is that there's often a large avenue of escape for trapped gasses I guess. The only real issue was the tires, which run into "figure issues." fortunately they only got gribbly in one spot, so it's easy enough to make sure that points down.  

     On to the model itself. First, I have to credit Ramshackle Games with a neat appearance for the vehicle. It's Dieselpunk (which seems to be very "in" this year) blended with some historic tank features and scifi/wargame elements that are very familiar, giving it a comfortable yet unique aspect. Second is the options. oh lordy, there are options. Not only did you have to decide between wheeled or tracked, longbodied or shortbodied, bulldozer or bully bar, turret or cupola, but even after all that there are a healthy smattering weapon options, vehicle gear, and accessory do-dads- enough to make an indecisive gamer quake in fear. Seriously, you'll note I have *two
different pairs* of forward facing lights on the rig. There were even more.
 
     The biggest problems with the kit are attributable to "well, resin'll do that." First off, yes there are some bubbles. Not a bad amount, but enough that it's always possible you could get a badly damaged gun barrel if the quality control wasn't right. Fortunately it looks like the quality control is spot on though. The most annoying part was the bully bar needing to be "cut down" on the bottom. It was longer than the piece was supposed to be, and slightly sloping. (Resin molds are sometimes cut long to avoid miscasting by molds, as the bubbled and shaken surface will be beyond
the kit. It's okay if you're really careful with your level and resin flow, so it was just a smidge off- nothing a jeweler's saw can't solve.) Additionally there was a little warpage between the two principle chassis pieces, but nothing some creative sanding didn't fix quickly. Finally, almost all of the accessories had a fair amount of overflow flashing, meaning that you either have to leave them as is and have the vehicle elements be ever so slightly taller/thicker than intended, of delicately file them down. Your mileage may vary on what is acceptable to you, which changes how much/little a concern that really is.

     We're mid-assembly right now, and I gotta say it's looking smart. The appearane of the vehicle is spot on for the "urban assault vehicle" APC I wanted out of this kit. I'm sure the treaded version would be just as nice, but I'm really happy I went with the six wheeled "lunar lander" look.




     For painting, I wanted to go with a "scrap" or polydactic camo pattern, in blues and greys- partly because they are common enough urban colors, and partly for the artistic look that camo will have on my Warzone Cybertronic force, which I planned on fielding this vehicle with most likely.

     The paint scheme you're seeing is grey made from Army Painter Matte Black & Matte White in a 1:3 ratio, while the blue is Army Painter Deep Blue and Matte White in 2:1. My personal preference is for dropper bottles to find the mix I want, then make HUGE quantities of paints I'll use a lot. As this was a test for my intended camo for my upcoming Warzone force, I made a lot once I got the colors I wanted.

     And then, disaster struck in the form of intellectual failure. In an attempt to age and shade thevehicle, I hit it with a sepia wash. Sepia is a great go-to...unleess you have light blue, and a blue-based grey. Then it just makes everything green. I'm going to blame this on Big Jim's Capitolians sneaking into the motorpool in the middle of the night. Sadly, this meant a repaint was needed, so back to the table it went.

     Now, you would think one tragedy was enough for a single kit, but you'd be surprised. Back in the days where B97 & I worked in some other gaming company's store together, he earned the nickname of "warp storm." This was due in large part to projects jumping off the shelves with suicidal abandon when he was nearby. Well, you'd think I'd know better, but I handed him the repainted kit before taking photos. The turret was (of course) not glued on, and as he turned the Rhebok sideways it fell of. He caught it... by letting go of the Rhebok. Turret safely in hand, the Rhebok (perhaps christened "Caliope?") crashed to the ground, breaking into about a dozen pieces. Fortunately, this resin broke really cleanly, and the reassemble went pretty well.

There's the finished work of art. Ramshackle Games has them available on their website to

purchase, and I might just be picking up a few more. A good model at a good price that you can reasonably add into almost any dieselpunk or dark scifi setting. If anyone else picked one up, send me some pictures. I'd love to do a followup with more images.

(Here's a few extras, plucked from their website. Go look, go buy, with your choice of optional bits!)
  apc tank Fast paced post apocalyptic action dunger monsters cannon Fast paced post apocalyptic action

     That's it for me today. I've got some Spinespur action, Warzone and Deadzone reviews, as a special little Christmas surprise conversion coming for you as well!


See you on the other side of the table,
The Second Class Elitist

Street Chum: First game, first look.

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     So, as B97 mentioned last week, Spinespur holds a very fond place in LXG's heart.  It was our first Kickstarter, first time I'd really gotten to personally sit down with a game designed/owner/creator in a long time (it's frustrating working with a bunch of Nottingham folks while living in Philadelphia sometimes!), tied for first "small box" game that our group all had models for painted and ready to play, and really the only game we're playing in its genre (because, well, anytime we look at anything else skirmish and horror based, we always go "hey, we could just play Spinespur instead.") With Street Chum being released to backers, Mordin and I settled in to play a down and dirty game of Spinespur: Street Chum Edition, with the hopes of shaping it into a regular campaign feature.




     For those not in the know (read: not backing the Kickstarter), there's going to be a spin off game for Spinespur called Street Chum.  Here's yet another example of Mr. Mervine showing he's a gamer first and a future hobby millionaire, um, well probably never-  The game is designed to focus on models that at one time were really key in Spinespur, but as time has gone on (and more figures have been released) those models have seen less and less play.  Yup, you heard me right, Comfy Chair Games has designed a spin-off game to convince you to better use models you already have and have simply forgotten why you loved them.


     Street Chum is a skirmish-sized game designed to be played in long-running campaigns where you and your gaming group/club all take the roles of different Gangleaders trying to carve out your own little stretch of turf in the damned city.  As such, the game focuses on the actions of the low-life denizens of the dark alleys:  your common street thugs.

     There are two different methods one can use to determine gang size in the campaign.  The first is everyone starts with 60 "resource points"- the catch-all phrase used to include food, money, drugs, booze, available hookers, blackmail photos, and anything else you might have as a means to get what you want.  This is by far the fairer method... but if there's anything Spinespur is all about, it's not being fair.  Thus, there is a second method.... a random roll.  This was what we all decided on in the LXG "staff campaign."

Belgarath97: 113 points
Mordin56:    113 points
TokenGamerChic:  60 points
2ndClass:     23 points, two free skill rolls for leader


     Aiyup, kinda like that.  Life's not fair, grab a helmet.  Not to worry though- I've played through enough campaigns to have a sneaky edge: no matter how well balanced most campaign systems are, eventually it comes down to resource management and knowing what to throw away, and what to keep.  In this case keep gear and supplies safe, and throw away the lives of your lesser lackeys like they're ugly knit sweaters from Aunt Gertrude.


     The first game to be played was between myself and Mordin.  (Game, by the way, is a polite way of phrasing "prison rape massacre.")  There was no question I was going to be up to my eyeballs in more than I could handle, but that's okay, because my secret was I wasn't trying to win- just trying to grab something, anything, and skip off the table.  



     We set up on my nearly finished "Fallout: New Vegas" themed table, because it was new and beautiful looking if I do say so myself.  

     So, Mordin set up with his drawn up band of cold blooded killers:  the three Dark Age Scut models would fill in nicely as punks with short blades.  The Chainsaw thug is, oddly enough, a chainsaw Lt. model of the Brawn variety.  Pigskin is a fancy looking thug with a cleaver.  The pair of Dark Age Warchiefs are thugs with blunt weapons. The Trench-coated guy is a thug with pistol and longblade.  Greygun in his primed glory is the gang's brainy Leader, also equipped with a pistol and long blade.  Mordin's Leader first rolled "Dog Handler, which we decided to reroll as there's no options for dogs listed anywhere yet.  Second roll came up with "Cook", which lowers his upkeep costs.


    Which seemed like a whole heck of a lot in comparison to me.  I've got a Leader and three unarmed punks. Yup, unarmed punks.  That's okay, I figure one or two of them will be wormfood, but the other guy will come away with something pretty by the time this is all over. My Leader took his free rolls from the Brains list, and then began life as a Slasher.  He started with The Saw is FAMILY (free upkeep for a chainsaw), Macabre Hustler (allows you to sell off body parts of enemies for resources), and Handy Guy (5 extra resource points after the game).  So, my plans for economic domination were actually setting up pretty well pre-game.  

     
     There's no Scenarios listed in the Street Chum rules, so we borrowed one from the rulebook.  We did roll on the "Hellheart Table" to see what random occurrence would be greeting us, and we got Pot Shots.  I figured that might work to my advantage. Pot Shots gives a slim random chance that some hidden sniper is taking shots at people on the table, and outnumbered 3:1 it seemed to reason it would do more damage to him than me.  

     Mordin set up pretty much center table, while I began huddled behind the large rock-
wall. Mordin- feeling self-confident due to superior numbers, better gear, and whatnot- began marching up the table while I took positions behind the wall and sandbags.

     Two turns of uninterrupted movement later, and we're about to get down to business.  Oddly enough, the sniper's been completely silent during this time.  Mordin sends one of his Punks out into the open as bait, and I got the jump on him with two of my Punks.  One whiffed like a blind baseball player, the other injures the punk but isn't strong enough in his unarmed state to take him down.  Mordin brings in a Thug to counter one of my punks, and gives the kid a pretty bad bonk on the head.  My leader then steps up, shanks Bait, and spending his last action searching the body for weapons...and kidneys to sell off. Poor Bait, not even given the luxury of a tub of ice.

     As the rest of Mordin's gang comes in, our narcoleptic sniper finally wakes up.  His  thug finishes off my punk, and as the rest of the gang comes in my leader decides it's a nice time for a vacation, and starts high-tailing it out of there.   Bullets start raining down- no, not from the sniper, he takes one shot the whole turn and nets a total of one point of damage- from the pair of pistols Mordin has on hand. The fight pretty much begins to resemble a footrace as my leader and remaining punk start running for the door making "whooping" noises as they run like sissies... which is about the time Mordin points out we don't have any specific rules for leaving the table voluntarily.  On the fly, we got with "hit the edge, one more action to leave." 

     My leader (codename: Chicken McGee) has managed to keep terrain and the other punk between him and the hail of bullets up to this point- in fact, you can see the red acrylic outline of what's left of the punk in this image.  Chicken McGee right now is feeling about as welcome as Kunta Kinte at a Merle Haggard concert, and is one pair of actions away from skee-daddlin' off with his ill-begotten organs.  It all comes down to initative on this one.... and as luck would have it, Mordin wins the roll.  The game ends with the sound of shots fired from the pistol of Mordin';s leader, and it's lights out for Chicken McGee.  

     So, the bloodbath ends in about the manner expected.  Now on to the post-game.  Here's where things take a turn for the poorly written.  Mordin rolls first, and his out-of-action punk scores a Torso Wound injury which reduces one of his stats to a zero.  Decision on the field is that a stat of zero means he probably couldn't recover from the injury and take the field with a 0, so is dead an in the graveyard (this becomes important later on.) Three models get 1 XP for taking out a model, everyone but the dead punk and a thug get 2 XP for surviving uninjured, and his leader gets 3 XP for taking out my leader (we think, because there's no clear information on what level a Leader stats at). With an average of less than three XP per model gained, it's going to be another 13 games before anyone goes up.  Onto resources and upkeep.  We know that chainsaws have an upkeep because "The saw is MINE" lowers it... but there's no record anywhere of what it is, or if any other weapons with consumables (such as pistols) have any.  Mordin decides to just call it as 2 points for the saw, and one point for each pistol.  This makes his upkeep 31 resource points... we think... as we again don't know what level a Leader is, or how much upkeep gear costs.  Everyone aside from the dead punk is sent out scavenging for resources.  The chart is random- and very much so- and Mordin's lucky street continues.  112 resources points, minus the upkeep costs, gives him 81 points to spend on his gang... which is a ton! 

     My upkeep isn't quite as spiffy as his.  We start with a punk being turned into a Bloody Mess, and sell him off to the docs.  My leader rolls up Dead, and shuffles off to the graveyard.  Punk #2 gets Pretty Banged Up, and needs to miss the next match.  Punk #3 gets a Torso Wound injury, which drops his stat to below zero.  Which, according to our early field call means he's dead.  Even if he wasn't, I'd have no models available for the next game, leaving the gang in an eternal loop of waiting for a game to be able to come back after it.  And no models to be able to scavenge, so no way to pay upkeep.  Decision is that this quad-pack of losers are down for the count, and it's time to try a new roll for a new gang.  

     VERDICT:  Well, the game was fun, but that's mostly because the game was Spinespur, and that's never a bad thing.  The parts that were specifically Street Chum kinda fell flat- poorly defined, poorly organized, and pretty badly incomplete.  But good readers, here's the upside:  Bob knows about it.  B97 put together a huge revision/faq for Bob (nearly as long as the document itself), and after a conversation with Bob he's admitted it needs a lot of work- he weighed finishing the document through the holidays versus getting people something to play with on time, and it's obvious which way he went.  Bob is really one of the best- and old school gamer who designs for the love of the game, not for making money off other people's hobby.  So, let's hope there will be some updates to Street Chum in the very near future- perhaps even some things posted here by your friendly neighborhood bloggers.  As it is, it looks like the Street Chum campaign is going to be on hold until version 1.1 is released.  


See you on the other side of the table,
The Second Class Elitist

Kickwatcher: Gah! Zombies!

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Right now there are a slew of games that have zombies, or some facsimile there of, in them.  So it may not seem like a huge surprise that there is a Kickstarter out there that is aiming to give us some unique zombie models.  3DForge miniatures has a kickstarter brewing that I think everyone should look at.




3DForge set out to create a KS that would give us 12 unique zombie models to add to any zombie collection.  Along with the zombies, they are also releasing a set of survivors, and are designing a
set of children zombies (which sounds really cool to me).  On top of the awesome models, 3DForge is producing a set of terrain features to coincide with the zombie apocalypse.  Barricades and walls, trash cans, barrels, dumpsters, tires, sandbags; everything you need to create the scatter to make a tabletop feel right.  I know that all so often I have played games of what was supposed to be a battlefield, or urban streets, and there table felt empty.  These features really should help create the illusion a table should be.


As with most Kickstarters, what sets them apart from the others is value.  And let me tell you there is value to be had here.  For a base line pledge of 12 pounds (approx. $20) you can get 5 of the character zombies, so 2.4 pounds each (approx. $4).  Then there is the list of unlocked freebies:

  • 1x small skip
  • 2x section of security fence
  • 2x set of trash and barrels (8 parts total)
  • 2x concrete crash barriers
  • 2x piles of sandbags
  • 2x wheelie bins (4 parts total)
  • 2x large dumpster
  • 2x set of traffic barriers
  • 5x piles of tires (10 parts total)
  • 2x plastic crowd barriers (6 parts total)
  • 2x large skip set


Of course then there are the addon packs.  12 pounds for the Survivors, 9 pounds for the 'Little Biters' (zombie children), or 15 pounds for the dumpster and barrels fortification pack (23 pieces), or the walls and barriers.  Not to mention the "Highway to Hell" with car husks and luggage for 28 pounds.
The first game that came to mind when I saw this KS was Spinespur.  However the terrain features can be used for any urban/apocalypse table set up.  And if you really don't want zombies (crazy as that sounds) you can pledge at multiple levels for just the terrain.  As a parting shot, you are still reading and haven't gone to pledge yet, I leave you with this picture of one of the 3d print masters.

Until next time....

Belgarath97

Have yourself a Scary Little Christmas

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     It's holiday time here at LXG, and Santa Claus has delivered all our favorite kickstarters.  As our treat to you, we wanted to share a little bit of the holidays, LXG and Spinespur style.  Be warned, what you see, you can't unsee....


     It's the time of year to be thankful for what you have, for those close to you, and to spread the holiday cheer.  So, I thought I'd take a moment to let you into the home of LXG, a bit more than just the gaming room.  

     This is our tree.  It's a little small, but we got it the first Christmas TokenGamerChic & I spent together, so it's very sentimental to us, and reminds us of when we didn't have as much as now.  The plan was, that all the gifts were on the other side of the Dwarven Forge Dungeon Tiles, and you had to (at least in your mind) brave the catacombs to get to all your loot.  

     Which was a great plan... until the holiday shopping took a turn for the stupid.  A bunch of kickstarters, friend's presents, unforseen purchases, and sneaky hidden gifts later, and well, let's just say the poor Dwarvenite just didn't stand a chance.


     I wish I could send gifts to all our readers- not only because you make my season brighter with your attention here at our little corner of the interwebs, but because we're all gamers, we're all friends sharing a common wonderful hobby, and we all come together to compete, share (and create) stories, and make each other's worlds just a little bit better in the end.  I can speak for everyone here at LXG when I say we don't do this for the money (cause there ain't any), and we don't do it to show how much better or cooler we are (cause we're not), we do it because we find things and people in this hobby that make us want to go "Hey Capt, look at this! You're gonna love these!" We want to help everyone enjoy the hobby more- the people we play with (yes "with," not truly "against"), the companies with great products that not enough people know about, everyone that reads this blog- in short, all of our friends local and worldwide.  We all have a common ground- a love of little soldierdolls.  That common ground brings us together. Maybe if more people could find more common ground more often, maybe the world could become a better place to be.  At least, that's my Christmas wish.

    So, to all our friends at Prodos, FireBucket, Comfy Chair, Mantic, Dark Age, and Riverhorse. To Wargamer, Warplocke, Ramshackle Games, Raging Heroes, Anarchy Models, PoweredPlay, and Dwarven Forge. To Walter, Mark, Jarek, Rob, Alessio, Alex, Bob, Phil, Jeff, Stefan, Drew, Bobby, the Capt, Big Jim, Johan, and everyone else who will read this message:  Thank you.  Thank you for making this hobby better by writing, sculpting, painting, and playing.  Thank you for adding color and shape and beauty to the world, in all the various ways that you do.  May your holidays be blessed, may your dice always crit, and may every game you play be the best one yet.  


     And just when you thought you were going to get away unscathed, here's a Christmas Present for you.  From the holly jolly streets of Spinespur, comes a little "Christmas Jingle(s)" for all of you.  Happy Holidays, my friends.  I truly hope to see every last one of you on the other side of the table.






Tom Haswell
The Second Class Elitist.





Logic vs. Faith: 600pt Warzone Battle Report!

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     With new models in hand, B97 & I settled in for a nice relaxing evening of beating each other senseless.  To get a better grip on the new Warzone: Resurrection rules, we started with a "Basic" game, and a small point total at that.  600 points. What followed  was far from Basic, and sure didn't feel small!



     We've been looking forward to this game for a long time- months even. This one had been planned waaay back in the early days of the Kickstarter:  the Student playing a game with The Master, in the the reincarnation of his favorite game of all time.  We had brand new models, we had brand new rule books, we had brand new dice, we had a brand new table.  Win or loose, this was going to be good!



I'm too sexy for my paint,
 too sexy for my paint- lack of brush time it ain't...
   B97 brought a force containing mostly his starter box (everything but The Cardinal), a squad of Valkyries (with Persistence of Time), and Blessed Vestal Laura (with Guided by Cardinal's Foresight and Might of Reckoning).  since our deployment was the diagonal one and he won initiative, he chose the far corner with our new Buildings in it.  Six troopers (two with scopes), five Valkyries (one with an AC-31 flamethrower, an Inquisitor (with Cardinal Censure), and a Judicator (with Visage of Ghostly Light).  


From no brush time, to ADD Painting...
     For my own slice of resin eye candy, I brought five Chasseurs, five Chaseurs of the Armored variety, a Cuirassier, and The Immortal.  Both of the Troop choices were fielded with no upgrades, and the Atilla was graced with the LMG.  Those of you really sharp on the senses will notice my Cybertronic are in the midst of a "color dilemma," you'll be hearing more about that very soon.  With my forces needing to set up in the other corner, I opted for swinging my Chaseurs to my left, the Armored Chasseurs to my right, and the Atilla and Immortal up the middle.  



Welcome to the Wasteland! Enjoy your stay!


One of the greatest threats for Cybertronic is meat-head
Chasseurs getting distracted by their reflations and muscle
posing while the enemy closes in...
    The Scenario we had was (Insert here), so it was going to be necessary to pull all my units
just to midfield... eventually.  My plan was to take advantage of my RoF, establish crossfires, and whittle down threats as they appeared.  As you can see, we made sure the table had a lot of cover on it to balance the long fire aspects of the game.  There was very few lines of fire without some form of cover somewhere if you were shooting more than 12", which I think is probably ideal for scifi small-model-count skirmish games in general, and Warzone in particular.  Consequently, in a setup like this, Cybertronic really demonstrates it's tactical superiority in urbanized settings- between "light armor" and "blink", I had a mobility my opponent clearly lacked as the game went on.

Keep your eye on the prize: The Objective Markers are painted!
     Turn one was pretty straightforward.  The Brotherhood Troopers took up firing positions, the Valkyires ran towards the objective to my left, the Judicator started to move out, and Blessed Vestal Laura (henceforth abbreviated BVL cause that name is just way to long!) sat comfortably off the board awaiting her Rapid Deployment.  The Immortal blinks from the cliff into the building along the road, "'cause he's a boss, and I can do that." The Armored Chasseurs ran up alongside the same building, the Chasseurs ran to positions between the refinery silos, and the Cuirassier moved to support the Chasseurs.

     B97 wins Initiative again, and wisely decides the first thing to move is the unit most in danger. The Valkyries move to the ruined vehicle/barrels & barbed wire positions, and all take Hide actions to make sure that they're getting the full -4 to be shot at regardless of firing angles or only having barbed wire between them and an enemy.  My Chasseurs respond in kind, opening up a withering hail of chaingun fire. That RoF2 is impressive.  Even with the aim bonus only applying to the first half of the RoF, and only half the unit aiming while the rest moved to firing positions then shot, those ten shots were blistering.  Four hits, plus two critical hits- The Valks pass two armor saves, and the five woman aCapella group is now only doing duets.  The Inquisitor moves up to use Cardinal's Censure on the Immortal, and misses.  My Cuirassier swings wide (who needs cover with three wounds?) and opens up the LMG onto the Inquisitor two of the four shots fired land, and while the Inquisitor cannot seem to make a single Armor roll, he passes both Heal(3) checks as B97 taps resources. The Immortal blinks out of the building to a position behind the APC terrain on the table, and takes a shot at the Valkyries, missing wildly.  Armored Chasseurs take pot shots at the Inquisitor, and accomplish nothing- not many hits, and all of those don't even scratch the paint. (Err... resin... you get the idea.)

 Turn Three begins with the Armored Chasseurs opening up on the Inquisitor, who is within line of sight once half the squad shifts upfield a pace.  Four more armor saves required and a pair of ones signifies that he's down for the count.  This really causes Belgarath to have to go sideways... so he opens up with his ace in the hole:  BVL.  She uses Rapid Deployment and comes in as a move action, putting her within close combat weapon range of the Chasseurs- meaning her next action she can simply attack them without first needing to "engage" according to the rules currently.  She tears through three Chasseurs like they were made of paper.  The two lucky enough to be out of her devastating inch and a half reach open fire to lethal effect:  one miss, two hits, and a critical.  Laura passes both armor saves, but takes another wound. The Judicator moves up into range and whilrs his gatling gun into my Armored Chasseurs, after saying prayers to enhance his chance to hit. Rerolling misses he lands four hits, one of them a critical, and an Armored Chasseur is torn to pieces. The Cuirassier turns around and moves into range to attack BVL...and one his first attack roll scores a critical, killing Laura outright. (For those of

you keeping score, that's Cybertronic Dice Rolling Criticals: 4, Probability & Statistics: 0).  The two remaining Valkyries vault over the barricades and charge the Immortal, scoring a total of three hits. He makes all saves (two armor, and one via his Repair Protocols). The Immortal swings back, destroying one of the Valkyries as turn three ends.


     For turn four, I open with my Armored Chasseurs spewing lead into the Judicator behind cover. Of the four Armored Chasseurs, 3 hits and a Critical Hit land. (New Dice: 5, Physics: 0). Belgarath's Brotherhood Snipers sitting in the backfield are now close enough to take shots at the Immortal... in close combat... with cover.  Somehow two shots land, but between armor and Repair Protocols he's still unscathed- more impressively, the Valkyrie wasn't shot in the back of the head by accident, meaning she's still engaging the Immortal! The Immortal decides he has no time for this, squishes the Valkyrie in close combat, and then apparently engages a "Cheat Code" to gain another action to blink back into the building again. (It literally wasn't until prepping the Batrep that I figured out that I cheated. Fortunately, it has not far-reaching affect on the game, as his next actions would have resolved the same way.)   The remaining Chasseurs move towards the left objective marker, to be in position to take it next turn.  
It's okay Mikal, you just walk on up to that marker
and HOLY CRAP WHERE'S YOUR HEAD?!?!?!
     Turn five opens up, and it's looking like this is going to be it.  The question really comes down to if I can pull out the full win in this turn, or score the half-win instead.  The Attila moves towards the Judicator, and opens fire. Scoring a Critical hit (to the "1" location, just for further insult), and one additional Structure Point. New Dice: 7, Universal Constant: 0) The Judicator opens up, and blasts the Mirage Generator to shreds, taking his last shot into the Immortal who absorbs the impact in his armor. The Chasseurs move to the left objective, and one of them trips just into the Sentry range of a Brotherhood sniper.  A Split second later, the two surviving members are down to one, and he's looking at a really lonely walk the rest of the way to that objective. The Troopers activate, and renew their sentry positions as best as possible. The Armored Chasseurs cause 6 more hits on the Judicator, but no further structural damage. The Attila also opens on the Judicator scoring two more hits as well, one of which is another crit. The Judicator saves the other one. (Dice 8, Reality: 0) The Immortal Blinks to a position holding the objective- triggering a sentried sniper round to bounce harmlessly off his armor- opens fire on the Judicator, getting the final Structure Point from the Judicator's main hull. Turn Five comes to a close with me only holding one objective, which isn't enough to close the game with a full win.  


   Turn 6 the Armored Chasseurs Powerblink to the far right objective. Even with this move, only one model in the unit is within three inches of the objective, and that guy triggers another sentry response- which fortunately he survives. The Brotherhood troopers activate taking one more shot at the Armored Chasseur (which misses), and a few more pot rounds into the Immortal- all of which fail to stick a wound between armor and Repair Protocols. (B97: "That guy just won't die!" Me:  "Dude, what's his name???") Another Trooper goes on sniper to take shots at the Chasseur who has to walk into the line of fire.  The Chassuer steps up to the spot where his squad mate got ventilated... and survives. That closes out turn six with me having all three objectives.. just a bit late for a full victory, but still clearly coming out on top. 

     Postgame Wrapup: Belgarath set up just a bit too far backfield. He had cover with height advantage to took it, and while that did allow his fire support to cover the objectives, it did not in any way give him range on me until I walked up to the objectives on turn 5.  I don't expect I'll get that lucky again.  The Valkyries were impressive... for what little they were allowed to do. Chasseurs are great anti-recon fire units with their high rate of fire, and their ridiculous rate of criticals meant all his well-planned ideas about cover and hiding and other special skills to reduce my ability to hit simply didn't matter. The Inquisitor also fell to insane dice, otherwise obviously would have played a larger role in the game, so it's unfair to criticize that element.  The Judicator I think also fell prey to poor positioning, needing to spend half the game to bring its guns to bear, and never actually being brought forward enough to use its close combat weaponry- which seemed like an error to me.  All in all, chalk it up to "new game, new rules, new army, and loaded dice" and the next time I won't be so lucky.

     As far as my end of things, the Chasseurs continually impress me.  Their RoF2, even without all the ones, means they laid waste to far more than they have any right to claim on the field.  Most of the Valks, half of Laura, and still claim an objective- that's none too shabby there.  The Armored Chasseurs did their job- stood their ground, approached the most heavily defended objective, and eventually claimed it.  These guys will never be flashy, but their armor and movement means they're a mid and late-game threat even if slightly out of position. Had I been playing better, they could have taken the game in turn 5 by powerblinking then instead of waiting, and they should have. Live and learn.  The Attila is really the most surprising unit in the basic box to me. I really didn't understand this unit at first, and it really is impressive. Every game so far it's done more than I expected. This time it finished off Laura (granted, with a crit, but still), and sheared off three Structure Points from the Judicator. 

     There's still a bit of getting the nuances of the game down, but all in all it was really a lot of fun.  The final game time came down to 98 minutes, and that was with a lot of verifying things as we went along. I'd expect that if we played with these lists again next month that drops about 20 minutes or so.  


"Ones happen... although apparently on these dice nothing else does."
     

Army a la Cart: Warzone Faction Special Skills- Cybertronic

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     My original intention was to give one single article that went over all the various special skills you can choose to give your army in Warzone Resurrection.  Sadly enough, that can't happen, or it'd be a book- with each faction having between twenty and forty different special skills, there's simply too much to absorb and contrast all at once.  Good show, Prodos! Instead, I'm going to devote one article to each, internally comparing and contrasting  to other faction's lists when appropriate.

     It is unlikely that you'll choose what faction to play solely based on their special skills... although, it is possible.  If you want something where you can play the same list regardless of Warlord, Cybertronic is your thing.  If you really like taking  "off-selection units" that have been swapped from Support to Troops, Capitol is the way to go, and so on. This article series will not only give you insight into what to select for your playstyle, it will also help the more competitively minded gamer to plan ahead for what they will be more likely to encounter in the tournament circuit.


     Today we look at the optional special skills you can give Cybertronic:  the buffs. For Cybertronic, these points are spent on a "per model" basis- a buff costing 3 points per in a five man unit will cost you 15 points. The benefit to this is that unlike Bauhaus, Capitol, and Mishima,  your list is not dependent upon your Warlord, meaning you have greater strategic flexibility in your choices. Also, unlike some of Mishima's, the Brotherhood's, and Dark Legion's choices, nothing in the Cybertronic list requires an Action Point to be spent to utilize, so these special skills do not impact your maneuverability or combat effectiveness. Unlike Mishima, Dark Legion, and Brotherhood (and sometimes  Bauhaus), you can't get a "bulk rate" on buying Special Skills "per unit" and must buy model per model. This goes doubly so for Capitol, who can by a special rule army-wide.  Unlike Capitol, there's no option to change a unit's OOC slot. Verdict: this list is the most fluid of any Faction. While it is constrained to stat buffs and some limited special skills,  diversity, redundancy,  and player options make this an easy list to crunch numbers one- and thus, our perfect starting point.


     Cybertrronic's special skills are known as Enhancements.  Every model may take up to two enhancements, with all models in the squad being required to take the same ones. (A minor caveat: there are a couple which can only be utilized by the Squad Leader, in those cases, he can have two, and everyone else in the squad merely has the other one.) No Enhancements are Warlord dependent- whether you have a Tech, Close Combat, or Ranged warlord you still pull form the same bank of enhancements.

     (A quick note on descriptions: I've intentionally left out the costs for each ability, they can be easily found in your rulebook.  Some companies are a bit put off by certain things being posted, costs being one of them. If I get a blessing to do it from the Powers That Be, I'll add them back in. Until then, consult your absolutely beautiful rulebook.)

ANNIHILATOR MICRO-DEVICE:  this one is for Lords or Squad Commanders only. When the model dies, everything within a small explosive template suffers a St12 AVV 0 autohit.  Pros: in a close fight, this might deal the final wound to whatever you're banging on. If you got swarmed by small gribblies, it might do some serious damage to the unit.   Cons: see, 3" might sounds like a lot, but let's look at it. It's centered over what in most cases will be a roughly 1 1/2" base.  At best you've got a 1" reach to your opponent, and his melee range may well mean he's outside the blast. Verdict: if you can force an engagement with many small models that have to be in range, it can swing a battle. If you can't, these points are best spent elsewhere.

CELL NEOGENESIS ACCELERATOR: this lovely raises your Heal checks by one.  Pros: your models stay around longer. If you already have a good heal (either a single model with heal or a squad lead by Dr. Diana) this makes the already good better. Since Heal checks are almost impossible to deny, this can make it very hard for wounds to stick.  Cons: this has a 5% chance of affecting any particular check, and will only come up a small number of times during a game. Verdict: it's far more of a psychological weapon than anything else. CNA on The Immortal, for example, means your opponent needs to prepare for the possibility of a Heal (6) check for every wound. That may well give him pause enough to either tap out or overdedicate to threats. Capitalizing on these kinds of mistakes is very Cybertronic- as is forcing them. Unless this is stacked with another buff however, it's limited in scope, and just adding more bodies serves you better.

COMPUBRAIN: +1 LD, and dirt cheap. Pros: Chasseurs, Armored Chasseurs, Mirrormen,  and Scorpions gain an inch to unit coherency, and it's price gives it the best "cost to stat boost" ratio available. Cons: you're buffing something Cybertronic has in spades already, so less likely to play a roll. Enhanced Machinators, and Cuirassiers do not see a coherency boost.  Verdict: it's never my first choice... but it's always on the table. Unless you know for sure which two buffs you want to put on every Chasseur unit (armored or otherwise), it's cheap enough to feed in at the last minute, often with leftover points.

DERMAL MIRROR SHARDS:  models gain Camouflage(1), which can neither be boosted, nor boost any other Camouflage skill.  Pros:  this stacks your cover bonus with more bonus, and mathematically 1 point harder to hit always trumps one point harder to wound.   Cons: Immortal,  Enhanced Machinators, and probably  Mirrormen laugh at your Camouflage(1). (While Mirrormen do not have the Camouflage rule, smart money would say RAI the Camouflaged Suit will not stack with it. Also, this buff requires you to first have cover to be effective. While that should often be the case, it won't be always. Verdict: for your dedicated ranged units this is a good buy. For anyone else it's personal choice. Sure, there's some merit to close range units having better cover on the way in, but it might serve them better to fight better when they get there.

FEMORAL Enhancements: adds a +1" boost to all  Movement Actions. PROS: cheap, and helps your close range units get into position quicker. Cons: it won't help you fight any better once you get there, and 1" is unlikely to shorten your trip by a whole action point. Verdict: 1 inch might not always make a difference, but it might give you a charge over your opponent or get you to cover instead of being open. Play with it to see if it suits you: I found it didn't, your mileage may vary.

MITOCHONDRIAL INFUSION: +1St in Close combat. Pros: hurt things, and about half the cost of Weapons Overhaul. Models with  a RoA of 2 or better (Mirrormen, Attila, Machinators, Scorpion, Voltigeur, literally get double the benefit for the money. Cons: for Chasseurs you're better off adding a model, and for Armored Chasseurs it's questionable at best.  Verdict: situationally awesome or unnecessary. If you have the points to spend to make hammers, the fact that this stacks with Weapons Overhaul & unit upgrades can be deadly:  heat sword mirrormen with St14 swings and St18 Machinators are no joke.

MYELIN IRONISATION: +1 Wp. Pros: cheap, stacks with Resistance to Dark Symmetry. Cons: if the +4 wasn't enough, +5 probably won't do it either. Verdict: if you know you're going to be playing against Dark Legion or Brotherhood ("the other Dark Legion") a lot, it could be beneficial. Especially against Brotherhood where we have no bonus...but honestly our Willpower is pretty high to begin with.

OPTICAL ENHANCEMENT: +1 RS. For half the cost of Sonicator Receptor Array.  Pros: stacks with Sonicator if you wanted the +3 RS to make sure you never miss, or with the Weapons Cyber-Link for a +1 always, +4  when aiming bonus.  Cons:  this one is pricey for medium and larger bases, and not cost effective for smaller ones. Verdict: Chasseurs (regular or armored) are better off mathematically adding a bloke. Aside from possibly the Attila, Scorpion, and EDD, everything else should get stuck in.  Math just isn't in this guy's favor.

QUADRIPLEGIC RETRO-ENHANCEMENT: Free Jump range is increased by one.  Pros: cheap.  Cons: make sure the one inch makes a difference.  Verdict: if your table's terrain can be safely free jumped with one more inch, this can be very useful. Small models would now have 2", mediums 3", and large 4". Know your expected terrain, or you might be buying something that either has no increased effect, or worse yet something you didn't need due to sufficient jumping range already. (Ps- if your table is that vertical, please invite me over! I'd love to play on that!)

SONICATOR RECEPTOR SYSTEM: +2 to RS. Pros: almost like getting a free action per model since it's the same RS bonus as aiming. Cons: small models only , and cost prohibitive. Verdict: Math says you're better off adding more Chasseurs than taking this. Armored Chasseurs it's a push.  much like Optical Enhancement, everything else should be trying to get stuck in that can take it. Your best reason for spending on it is if you're maxxed out on weapons you can't duplicate just by adding a couple bodies: PR400s, TSW4000s, and SSW5500s.

STEEL SKIN:  +1 armor Pros: arguably the same benefit as Cell Neogenesis Acceleration, for roughly half the cost. Cons:   unlikely to cause any major changes. Verdict: for Chasseurs of either flavor, the net result is identical to just buying more models. Slightly worse than that for Mirrormen. It's probably best utilized for lords and small units like Attilas who cannot simply deploy more models.

STINGER-IMPANT SYSTEM: this one breaks the pattern. It's a one-shot short-range or close combat booster. Zero action points for a St13 AVV 0 attack. Pros: this is the "ace in the sleeve" that might turn a critical pivot point when all else fails. Cons: points spent on a one-use device are points that can't interact with the rest of the game. Verdict: if you have the unspent points and can't drop them anywhere else, make sure you take it. It's not quite reliable enough to be must-have, but guaranteed to not be less effective than not spending the points.

SYNTH-BLOOD TRANSFUSION: +1 to Con. Pros: cheap and makes your models more "reliable".  Cons: Con won't come into play very much. Verdict: kinda like Myelin Ironisation, this one is a must have if you're finding your regular opponent targets Con all the time, and unnecessary if it's not a major component in your local meta.

WEAPON CYBER-LINK: +1 to RS during aim actions only.  Pros: as it's dirt cheap, you may be able to buy it with leftover points. Cons: it's only effective when you aim- if you're concerned about RS, you're probably concerned all the time. Verdict: I think this one comes in nicely for a unit you're expecting to fire base with: sit them in cover, and let them aim & shoot every turn. Aside from that, I think you only pick this up with "spare" points, and even then they might be better spent elsewhere.

WEAPONS OVERHAUL: The St of the unit's weapons (ranged and melee) are increased by one.  Pros: one of the few enhancements that is likely to see use from every model, every turn.  It also stacks with Mitochondrial Infusion to make great CC hammers. Cons:  its cost prohibitive: in Chassuers of both flavors you're better off adding models- even if only very slightly.  Verdict: Where you really need it, this is good. In units expecting to engage both in ranged and melee combat, it's a good buy. Across an entire army though it's unproductive.

XLR8 MENINGINAL ASPIRATION: Makes a unit "Fearless." Pros: just what it says on the tin. Cons: it's a pretty hefty cost to avoid a special skill you may not see. Verdict: This one will be dependent on your local meta. If you gaming group sees lots of Fear builds, this will be invaluable. If not, it probably won't matter. At the tourney level, it's probably worth it to have one unit with this to tar pit a fearcauser, because I expect you'll see a lot of them at that level.



     So,  what's my overall opinion? I think these are a lot better game balanced than I expected. Which means while they're unlikely to turn a game, they do allow you to do many other things. Since there's little in the way of "clear winners" or "avoid at all costs" enhancements, they allow you to thematically tailor your force to suit your needs and play style without compromising efficiency. (Cybertronic should never compromise efficiency- it's unfluffy to do so!) additionally, it they will allow you to "stretch" your force: your buddy wants to play 200 points above what you have models for? Add in 200 points of enhancements without compromising the structural integrity of your list.  All in all, while part of me was hoping for a definitive edge (and it's marginally there in boosting characters and heavy gunners), these enhancements are smartly balanced and will not grossly impact the game either way. Used with finesse they will allow a tinkerer to eek out a slight improved performance, but they're not gamebreaking.

     Hope you enjoyed this Special Skills review, there's a bunch more coming.  See anything I missed?  Have questions or comments?  Drop them down below!  Good luck with your list building, and I'll see you on the other side of the table.


The Second Class Elitist

Reader Poll: How should I paint my Cybertronic?

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Only when you have painted your starter
box, do you have my permission to die
     I'm about four test games into my Cybertronic starter box for Warzone, and I've hit a very unique dilemma with my painting: basically the fact that I can't decide what to do.  I've got a handful of paint schemes ready to go, and proofed  all of them to try to limit my options... and I've reached the point where I'm turning to the Interwebs for help in making up my mind.




     Okay, so thus far I've thrown away over a dozen paint schemes, and tested more than half a dozen, trying to find the "perfect Cybertronic." I'm really running into problems here with my "favorite" changing just about every day, and I'm looking for some help on this one.  Here's the biggest contenders I have right now. Please keep in mind all of these are maybe "80% completed" as they stand- more shading  (especially in the skin) will be added, probably some battle damage, and camo patterns may be replaced by some really funky hexagonal camo stencils I have coming. 

The Classic:  Ahh, the nineties. Strange colors were badass, obviously shuolderpads were king, and the future was wide open and mysterious with a palate not seen since Barbarella.  (If you don't know who that is... you need to brush up on your classic scifi.)  This is my take on the "Classic Cybertronic" look- the highlighted Napoleon Blue, the bright yellow weaponry, the caution stripes for no apparent reason except it was the '90s and all the cool kids were doing it.  Just enough metal in it to keep it interesting.  I like the fact that it's the classic image... but don't see much point to it in the current rendition of the game. It sure doesn't scream "stealth" to me, and I'm not sure it fits the revised image of the MegaCorp.

PowerChrome:  The all-metal look screams strengths, speed, and brutal efficiency.  Even with a bit of mixed metals in there, this one is going to look sleek and hot, and not be terribly long to paint up.  The downside is, well... I am a bit of an elitist.  First off, it looks a touch too much like some other gaming company's color scheme for their big robot army.  Secondly... yes, these guys are six layered up, but from more than five feet it'll look like a "dip special" army, and I just can't have that on my conscience.  (And before you ask, no I'm not interested in doing it in non-metallic metallic.  It's a style I'm not really fond of.)

The Black and Gold: My buddy Frank felt the need to remind me that badasses wear Black & Gold.  I'm certainly not going to argue that! This does give a very distinct look, and one not likely to be seen a lot of places.  However... it's a major deviation of standard Cybertronic coloring without any solid reason for it, which I have to admit kinda irks me some.  I'm sure I'd get over it with enough games played with an army of Sable & Or Cyborgs though.





Urban Camo: This was pretty much my original non-traditional paint scheme I was working on.  It's a grey base with polydactic blue and white. Reminiscent enough of the original colors to have old school chops, and a fairly efficient urban camo pattern to boot.  Not much of a downside here, except that it apparently didn't keep my interest since I went on to try a dozen other patterns!




Martian Camo:  Nothing says Cybertronic like camouflage to me- their tactics of quick striking in small units fits well with a "special forces" motif, which to me is never a single color uniform.  The major advantage to a Martian camo is that our principle "Warzone Resurrection Table" is going to be a Martian themed table, so these boys would fit right in. The downside is, well, I'm probably doing this exact color scheme for my Capitol force when I get around to them (because I will have at least a thousand point of every faction!), so it'd be a bit of redundant painting without reason. 



 Martian Night Camo Pattern: This one's kinda got a unique story to it.  My girlfriend bought me an AND1 track suit for Christmas in a color pattern that she said "reminded her of a high-tech Martian camo pattern" for reasons you can clearly see in the picture below. I managed to capture most of those tones in this one, which I think would give a fairly unique appearance to the force as a whole.  It certainly fits with Cybertronic's motif. The biggest problem is, well, that exact paint scheme is impossible to replicate by my skills, so I'm at best doing a "filled in version" and not the real McCoy. 

      So, that's pretty much my choices. I also did a "full grey" version like the new artwork (you can see him in the opening picture), but I decided it was just too simple of a color scheme and didn't pop enough for me. That's pretty much where I am right now.  Any questions, comments, or suggestion you have would be very greatly appreciated, as I'd like to get my force a little more coordinated very soon.    

Help him choose  his colors, so he may have my permission to die.


 See you on the other side of the table,

The Second Class Elitist.
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