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Space Battles in a Flash! A Few Test Games of War Rocket

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On Friday we had some open gaming, as the Empire of the Dead season has wound down and the new Victorian Science Fiction campaign, this time on the Moon, is still in it's preparing forces & locations phase.

So I brought some War Rocket fleets and tried it out with a friend. He'd never played it, and it'd been a long time since I'd tried out the rules, so we played a few games with small fleets.

I gave him his choice of fleets, and he chose the Zenithians, with their stunningly agile saucers.
I countered with the Imperials: far less maneuverable, but much more sturdy.
Mostly I chose them because they're my favorite I've painted just based on the looks.

Click for larger:

To play a game of War Rocket you'll need a few counters or tokens.  What I found works well is to have a "been hit" token, for this I used little acrylic fire pieces from Litko. I have a few sizes, so a medium could stand for 3 hits, large 5, etc. This is because you delegate all your hits before testing to see the effect.

One effect from being hit is a stun.  So I also brought many red & yellow glass beads to record stun.
The first turn a rocket is stunned it has a red token, then at the start of the next turn it shifts to yellow, it is still stunned, but it will clear the next turn.  A rocket that is stunned twice is destroyed, in which case you just remove the rocket. The red & yellow system makes sure you remember when to clear off a stun.

In Game 1 we tested out the rules with four Class I rockets each. The Z's smashed the Imperials soundly.
I then realized we'd used the first line of the hit results chart for both fleets.  I'd mistakenly looked at the four tiers as Classes of ships..but not so! Even a Class I Imperial ship has a sturdiness of 2, so is harder to damage.  But we'd hammered out the activation system and hit allocation and were ready to have at again.

Game 2

We upped the fleets to four rockets each: two Class I rockets and two Class II rockets.

The crafty Z's set up to engulf the steadfast Imperials.
Movement is done from slowest to fastest: it gives the faster rockets the edge in placing their rockets.
My Class II's knew they'd never be allowed to fire so they rocketed past the Z's, leaving the Class I's to cover them and shoot in retribution, hoping the sturdiness of the Imperial design would see them safe.
Both of the Imperial Class II took heavy fire: 4 hits to one, 2 to the other.  The Imperial Class I's fired twice at the nearest Class II Saucer.
Both sides lost a Class II in this fight. The Imperial did it's best to swing around, drawing them back to his escorts, which held their action- a ship may declare a 'delayed action' doing nothing that turn so that it can make a complete preemptive turn before the enemy ships in the following turn. This worked well as they weathered the Saucer fire and destroyed the other Class II saucer. A victory for the Imperials.

Game 3

We tried the next higher class of Rocket: the Class III


We kept the fleets small for speed of play. A Class III & two Class II.  This time I played Galacteer, though I continued to use the Imperial ships just because I like how they look and enjoyed having the chance to play them.

The Galacteer rockets are not as sturdy as the Imperials, but they are twice as agile: they can make a turn every 2" of straight movement, compared to 4" for Imperial.

Things went well for the Z's at first: first time in range they destroyed a Class II, and then the other!
But using delayed actions and some lucky (for me) damage result rolls saw the Galacteer Class III destroy the Z III and a II and the remaining saucer fled the zone.

Assessment: 

What a fun game!  This is a very fast & light space combat game.
If Spaceship games where you need datafax cards and penciling in boxed damage, then erasing them as systems repair, keeping track of ammunition and number of crew wear you down then this is likely a good game for you.  With stun carry-over it has enough 'lasting effects' to feel realistic without requiring a lot of record keeping. It would also be very easy to run large fleets with this system.

For play style I have to think I'd enjoy the Zenithian the most.  They are very fast and can change direction at any point without needing to spend movement to turn, so the only time you need to turn is to bring weapons to bare. This means they can zoom past a foe, then spend movement to turn 2 or 3 times to get in firing arc and hit the enemy without fear of retaliation.  This advantage is going to be lessened in larger fleet games, with their enemy keeping ships in reserve to cover such possibilities, but it still means they will receive less shots than they dish out, but then- they are much more fragile, a Class III saucer has a durability of 2, same as a Class I Imperial (!), so it balances back again.   The delayed action option is a fun one, and can be quite the tactical fencing to make it work.

One thought occurred to me, this rule set would make a great option for playing Battlestar Galactica fighter combat. With Cylons using the Zenithian Class I profile and Colonial Vypers using the Galacteer Class I. 

Reason for the Season: Holidays Begin!

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I keep hearing the mildly condescending phrase "The Reason for the Season" and yet, I couldn't agree more! The Winter-holiday season begins this evening so keep that all-important man who risked so much for the well being of others in mind this holiday.


Keep the Han in Hanukkah. 

Remember the miracle of completing the Kessel Run in just 12 Parsecs: 6 less than the standard route, by lighting a candle for each day it took: averaging 1.33 Parsecs per day: truly miraculous. Without this early achievement in the career of the savior of the rebellion, the Rebel base would never have been rededicated after the destruction of Echo Base on Hoth.  The holidays are more than presents of credits and paying off bounties on your head, so remember the reason for the season.  

Happy Hanukkah! 


What Do You Hear? The Hooves of 8 Tiny Reindeer?

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Then again, maybe it isn't reindeer.  No, I think that's the sound of 8 tiny beastmen!


Willy Miniatures launched a crowd funding project on Indiegogo just before Thanksgiving. 
He's now got the renders for all of the beastmen completed.  

If you're familiar with this blog you've probably realized I'm a big fan of Blood Bowl. I've been playing for at least 20 years, and between teams for myself and clients around the world I produce a lot of finished teams every year.  Check out the Hall of Fame to see some of them if you haven't before. So from this familiarity I can say Willy makes some of the best Blood Bowl minis out there- really great sculpts.  You can trust the minis will be every bit as cool as these renders.  

I've been thinking of making a Chaos team for awhile now, most likely converted, because I love the goaty faces of the GW gors from Warhammer Fantasy Battle.  The Willybeastmen are similar but the faces are a bit more humanoid. I gave it a good think-over for a couple days before deciding that yes, these are goaty enough and the variety of poses and how saturated the sculpts are with character won me over. 



The price for a full team -Level 9- which contains 8 Beastmen, 4 Chaos Warriors and a Minotaur, plus a ball, badge & free shipping, is $105: about on par with a team purchased from the major fantasy football providers.  Granted it's 13 players not 16, but with a team like Chaos you're unlikely to want more than 13 players anyway: maybe add a star player for possible inducements.  

As of this date there are no renders of the Minotaur or Chaos warriors yet, but the warriors are aimed to be 'bulky yet agile' -so that's sounding good. 

For those on a budget, some of the lower rewards are pretty tempting:

* Just $18 for a Minotaur, shipping included! -excellent price for a big guy.

* A team of 8 Beastmen & 4 Chaos Warriors -without Minotaur- is $80 : but limited to 30 spots before needing to pay $90.  

 --for those not inclined to math, if you combine the two above you get that same thing as the Level 9 full team, except you get an extra ball & badge, all for $98! Saving $7 from the Level 9 pledge.  But only 23 of the special $80 price set remains at the time I'm writing this, so act fast if you'd like to save even more money.

All the warriors will also be unique minis, so it should make for a very nice team. 


The campaign is a 'fixed funding' project, so you won't be charged until it funds (or ends?) so no worries about draining the holiday war chest.  

I am thinking I'll have to pick up some extra Beastmen.  On the cyanide game I had fun with a really dumb team idea (the kind I always seem to think is fun: heavy theme & underpowered) with a Minotaur and the rest Beastmen -no Chaos Warriors- so a whole team of horns & hooves. Team name was 'The Psychedelic Furs' a Slannesh devoted team no doubt, all named for 80's New wave bands.  I just might have to make them in minis! 


Go check out the Indiegogo campaign and see more!

Royal Phobosian Quar Mechanic on Lunar Expedition

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The campaign for Earth's Moon is underway, with the Earth nations of Britain, Prussia, Belgium, Northern United States, Kingdom of Danemark and the Quar nation of the Grand Dutchy of Phobos sending major expeditions to the planetoid.  Other Earth nations are also making themselves known in various ways.

For background of the campaign and the news reports check out Armored Ink where Alfrik reveals what he's willing to about the behind the scenes.

This campaign has some new additions from the Venus campaign, including a more expanded yet muddled diplomacy... which is both realistic and gets one thinking about the campaign more often than when just sending orders.  I have to say, Earth is showing how primitive and xenophobic their race is, as it seems there is more aggression being leveled at the Quar than the human nations.  It is almost as if these humans think they have more rights to Luna simply because it orbits their planet of birth!  As the Quar of Phobos can tell you, the Barsoomians thought that about their moons and found out how wrong they could be!

This campaign also sees a lot of new character types to add to military forces.
I've built, -some converted- 10 new Quar minis for such characters.
One of them is this one, an inventive mechanic, called a 'Spark' in the setting.

I have to assume a Quar Spark is known as a Quark.



The mini is one of the Quar tankers which, in obligatory VSF fashion, I converted by sculpting some goggles for him.  For painting I went with simple & messy, since he's likely going to be dirty from his work. 

The base still needs some grass on it- I'm going the bases to match the rest of the army -not going to redo all the bases for the moon just because of the campaign!  But I may wait to add the grass until the campaign is over. 

Col. Inri Podder, Head Surgeon, Royal Quar M*A*S*H on Luna

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So many Quar characters!

Here is another one: Head Surgeon of the Mobile Field Hospital, Colonel Inri Podder.

Podder was 63rd in his class at the Royal Phobosian Academy of Medical Sciences. Though his critics are quick to point out that this means only 17 graduated lower than he did, he counters that of those who are still alive from his graduating year he is within the top 17 now! The life of an army doctor is not without it's dangers.

Podder has made a name for himself not just as a surgeon but as a peerless administrator, a skill requiring one to inflict as much pain administratively as he seeks to lessen medically.

Military forces on Earth's moon must travel for months at a time, far from civilized outposts in pursuit of mineral resources and so must bring their medical treatment centers with them.  Luna is far from a barren world as many suppose, and offers a host of dangers as well as enemy armies and all the standard dangers of combat.


A very minor conversion: this is the Crusader Quar, Caerten Baeden Croix. 
I've removed his rifle, and given him a head from a partisan: a floppy fishing hat. Complete with his cigar he's inspired by two different rather famous fictional Army head surgeons. 

The MASH unit will be this Quar, with some tents and cots. 

I'll be looking forward to painting him but it will be a bit of a wait. 

I haven't had time to paint him yet, been working a lot and getting ready for a trip to see family- having an early Christmas: flying out to Portland tomorrow, so I'll try to get to viewing blogs a bit but probably no updates here until next week. 

Help! I've Fallen, and I can't get up! : a.k.a. "5 months down the well.. thanks a lot Lassie"

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"This is Life Alert, here to help. What is the problem?"
"I've Fwallen...and I can't gyet up!"

"I understand. First, look to check, are your legs still attached?"

"Yes, my legs are still there, but I can't gyet up!"

"Can you move your toes?"

"Yes, I can move my toes, but I can't gyet up!"

"Alright, here is the solution: you want to get up, you have legs, so just get up already.
and thank you for calling Life Alert."

-- For those who've lived there life outside of the US, the 'I've fallen and I can't get up' lady is from a oft poked-fun commercial. 

I guess that works great if you fall and can't get up, but if the help they offered was just 'well get up lazy' it wouldn't be much help. When Timmy falls down the well, it isn't overly complicated for Lassie to bark out instructions to the neighbors.

So yeah, I fell down a well and couldn't get up for many months. 
To be honest I'm really not sure I am out of the well, and not just emerging from it to find that well is at the bottom of another still to go, but time will tell. 

In gamer terms (which I've used in my own mind to translate this phenomenon):

1. Your character has a number of 'stress points' available in each game, let's say 100 stress points. 
2. Each turn you can spend as many stress points as you'd like to do the things you want your character to do, such as 5 points to cook a meal, 10 points to deal with online bills, 30 points to file taxes, 5 points to give a friend advice on a problem, 20 points to deal with a computer that won't work, etc. 
3. You can harvest stress points to add to your total by doing pleasurable things: watch a movie with a friend: add 10 points, walk your dog: add 5 points.
4. Reset to full points at the start of a new game (day).

Hard Mode: conditions change, all stress points are only 1/5 as effective as normal: pay 5x normal cost. Also, no harvesting allowed: nothing done will add to your current total.  Do not reset to full at the start of a new day, instead roll randomly to generate 1-20 new stress points, not the standard 100. Good luck. 

That is a fair description of what it is like when in a period of depression. 
I have always suffered from clinical depression, it runs in one branch of the family. 
Unlike some of my family, medication doesn't help me, in fact it makes it worse in some ways. 

When I was a kid, it was before depression was as acknowledged as it is today (more on that later) so I didn't have any idea being low was something internal, it was just assumed it was from the bad family circumstances I'd been through and in teen years I wrote it off as a side effect of being smart enough to see what the world was actually like: the other side of the 'ignorance is bliss' coin, which I still think has a lot of truth to it: the more you know and understand the more cause you have to feel deflated about the world we've made. A topic worthy of it's own at another time. 

But no, it's more than that, I've got the 'clinical depression' condition.  So with that always threatening to bring me down, I have found I can function better when indulging in creativity. 

I need a creative project at all times. It motivates me, it keeps me above the waterline, it makes me happy. 
So miniatures gaming has been ideal: I get a constant influx of creative projects. In inventing the backgrounds, worlds, creating something physical in sculpting, converting, painting, there is a release that keeps my brain floating in happiness.  

Provided I have the minimum happiness to generate the 'stress points' to jump start into the creative mode.
Usually I do. Normally that isn't a problem.
But recently it was.  And without that momentum, it's like a bicycle that slows down too much: it falls. 

Even with depression more understood and greater awareness of it today than when I was a kid, there is still a lot of the "well just stop it" response from a lot of people. Without direct knowledge of what it is like I guess a lot of people see it as a phantom problem, like it isn't real, as if 'push it aside and deal with it later' is an option.  Might as well tell someone who's paralyzed to 'get out of that wheelchair, lazy'. Just doesn't work. The Ron Swanson approach isn't always an option. 

Knowing that some regard a depression sinking as a character flaw, or as not real, or as whining, only makes it even harder to deal with in trying to get out of it.  It takes more stress points. It is easy to say "my leg was broken, but it's healed now" but "I was in a depression black hole, but I'm out now" has a whole host of added burden applied to it by the culture.  It is a lot like a broken leg.  Saying it is broken isn't whining, it isn't a plea for attention, it's just pointing out the fact.  It is nice to have someone give condolences, it can be appreciated, but where no one would think that saying 'I hope your leg gets better' would actually help it get better, people do seem to think saying "I hope you feel better" should have an affect on someone who's depressed. Wish it were so, but it isn't.  That helps someone who is sad, but not someone who is depressed. The two states are very different. Which I don't think is understood by a lot of people, since many people use the phrase "I feel depressed" when they don't-what they feel is sadness, which is bad, but it isn't the same as depression.   But knowing well-wishers often have an expectation that their well wishes will help, it becomes almost an extra burden for the depressed person (at least I have found it so for me) and so makes it less likely to draw attention to the problem, to avoid the additional weight. Not that it isn't appreciated abstractly, just that it can't help at that time. 

When I stop to think about it, that doesn't seem right at all.  leg, brain.. they're both part of the body, they both have a function, they can both stop working and need time to repair.  So why the stigma about a part of the brain not working when no one would think twice about a broken leg or a coma.  
So to hell with it: my happiness was broken and while it still isn't working in full, I can limp on it enough to get around at the moment. 

And so I'm limping back here. 

The Half-Year Catch Up: 

So I was in that funk, hoping it'd be a short hiccup, starting in December, when I needed help from my family to solve the only problem that matters to me and I found I didn't even merit a reply: kind of puts one in his place. I always suspected I was the Cinderella of the family, at least when you know for sure, you know. 
I went to Belarus for February and some of March, and then to Germany in March for the Dungeonbowl: one of the biggest, and longest running, Blood Bowl tournaments in the world! How cool is that? 

So I thought everything was fine for my return.  
But I got the flu on the way back- out from that for weeks, which turned into bronchitis: out for more time. 
Add to that a return to depression as I was back in the US, where I don't want to be, and I crashed down into depression worse than I've had in many years.  Just completely debilitated me. The things that normally made me happy gave me no recharge, things I might look forward to normally became daunting propositions that I just avoided.  I had plans to go to the NATC: North American Team Championship for Blood Bowl in Las Vegas. It took every bit of energy to crawl out of funk to go. I even had to change my plane ticket to go the night before instead of early morning because I could see that if I'd leave it to the morning I would likely just not have the emotional energy to get out of bed:I'd just end up not going and let everyone down. Going to the event helped though- I think it force-kick started the momentum up enough I could return to a pattern of regular life. I needed it: the longer I was depressed, the longer I was removed from the social world, the more energy it took to come back, but the less energy I had to do so. So yeah, it's a lot like falling. 

I haven't even looked at my blog yet ...or anyone elses, which I've missed, but visiting other blogs made me think about mine, which made me think about the weight of not being functional,and it made it worse: what a troublesome cycle.  The stress points choice was either write this return entry or see what people have commented and I figured if I don't write this down I might delay and sink back away yet again. I was told by a friend that people were wondering if I was alive, which is nice to know. So know I do appreciate it, I've just not been in a state where I could appreciate it and feel good from it rather than bad- when in that well even good things can feel like weights pressing down- so I avoided even coming to the blog, which before has been a great source of fun & enjoyment for me.  But I'll likely be back to where I will enjoy & appreciate it all pretty soon. But limping before I start running ;) 

Shut Up and Show Me Some Minis:

I've rambled on a lot, and most who stumble on this won't really care, and will have skipped it until they see this more promising heading.  Not to worry, I'll be returning to the expected episodes of painted minis, conversions, game reports, background fluff and occasional sharply critical commentary on civilization that you've come to expect. 

I've got many games of the Dungeon Bowl & NATC to cover, as well as some fun conversions, Blood Bowl teams, a return to some dormant projects as well as plans for some new ones.

Because that is the upside of this depression thing, when it's manageable, and it almost always is, it keeps me cranking out creative projects at a strong clip. 

And then you can enjoy the creative stuff now that I'm done bitching about Lassie. 


Ode to the Weapon Snip

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Oh warrior! Most brave, strong and true
with shining sword to give the foe their due.
Thy valour is not in thine sword and shield 
It is your heart that you wield!

Cast aside your sword, your spear,
don your gridiron for game time is near.
Wargear aside, just so many bitz.
Time now to star in a kick off blitz!


Butchering poetry forms aside, hacking apart miniatures to make them different, converting, is great fun.

The most common form of conversion is the 'weapon snip' where you just clip a sword out of a guy's hand.

You see this a lot in Blood Bowl teams. 
Understandable, since though the number of minis producers for Blood Bowl figures is expanding: Impact Miniatures, Willy, Greebo, Gaspez-Arts, Comixininos and others sometimes you just want something completely unique, or sometimes you want to save some money by using miniatures you have on hand. 

If you have some orcs with axes, cut the axes out of their hands and you have some passable players. 

It has gotten to the point that now when I look at miniatures, for whatever reason or genre, I also instinctively  ask myself 'could these work as a Blood Bowl team?' 

Helpful Tips:

If you find yourself wanting to snip some weapons to convert a Blood Bowl team, before you start take these considerations:

1. Is a weapon-snip enough? 
Taking the sword away from a Paladin in full plate armor isn't going to create a Blood Bowl player as much as a knight without a sword. Even more so when you take away a chainsword from a Space Marine. 

Some teams are more forgiving than others: Orcs, Norse, Dwarves, tend to have similar looks for everyday war & on the pitch, but Humans, Elves, not so much.  So look at the miniature and decide if you'll need to do more converting to make it work, such as shoulderpads. 

2. Pose: Dynamic or Silly? 
A miniature with a 'come get some' pose might be just fine, but an on-rushing warrior with a claymore might look odd without the sword, making someone wonder if he got his bracelet caught in his earring and he's trying to untangle it as he's running. Some poses won't work without a weapon, so visually remove the weapon first to see how it looks. If the pose is wrong, ask yourself if you can bend it, cut & reattach or whatever it takes to alter the pose until it looks right. 

3. Drill Baby Drill
Snipping the weapon off isn't enough.  I can't say how many times I have seen decent enough looking weapon-snip conversions that could have been much better with a bit more effort. When a weapon is cut off the surface of the top of the hand is now flat.  Make a fist and look at it: your curling fingers look like a cinnamon roll. So, take a small pin vice drill and drill a shallow hole at the top of the mini's fist. carve a bit with a knife to get some finger distinction. You can also put a thin layer of green stuff on top and press in the curl markings, but the drill is easier and quicker. 

So on to a recent 'weapon snip' team of mine. 

These started out as some barbaric hill-dwarf warriors from Rackham for Confrontation. 
I love the Rackham sculpts.. so much character in their faces.  Really some of the best sculpting there has ever been in my opinion.  
All weapons snipped (and set aside into the bitz for future possibilities).
Unfortunately, these also had integrated shields on their left arms- seems from this angle I didn't take a decent picture of the result- but I clipped the shields and filed them until what was left was an 'arm guard gauntlet' which I imagine might be useful in Blood Bowl! 
Angry little fellows who will now fight just as hard on the pitch as the battlefield!

The idea for this team was to 'double dip' for two teams in one. The pictures above show the basics of a Dwarf team, with blockers at top and at bottom: 2 slayers, 2 blitzers, 2 runners.

They have a 'hill dwarf' theme: armor 9 because they're tough sons of anvils not because of any protection they wear!  But all that exposed dwarf skin and more barbaric look made me think of running them as a Norse team as well: Norse Dwarves rather than Norse Men. 

So they'd need 2 Norse Werewolf minis, in this case I went with Wereboars:
These are Farrow Bone Grinders from Privateer Press' Hordes.  
Note: These are not simple weapon snips! If you're new to converting, these might take some practice.
They had cleavers in one hand and a bone in the other. The cleavers laid across clothing and legs, so some serious clipping, cutting, digging and a bit of resculpting was needed. On their backs they had large scabbards for the cleavers, so these had to go, and same situation applied. 

They needed a tie-in with the rest of the team, so i sculpted some shoulder pads with the same look as that of the dwarves. 

Next up, a big guy! 
A Yeti or a Snow Troll was needed. I returned to Rackham for one of my favorite trolls ever: 
He had a massive club in his hand, but it was easy work to cut it, drill into his hand to redefine the anatomy and fix his shoulders. 

Now all the Fjord Furies needed was paint!

.. more on that to come. 

Norse Dwarves: Pining for the Fjords

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Continuing from yesterday's post where I showed the team after all their weapon-snips & shield-shavings, here is the Norse Dwarf Blood Bowl team, 'The Fjord Furies'.

This is a 'combo team': two teams in one. With the Troll & Wereboars, it functions as a Norse team, without them, and the possibility of a deathroller, it functions as a Dwarf team.
2 complete teams for just 4 more minis!

The snow troll who takes center stage (because who's going to stop him from taking whatever he wants?)

Uffda the Troll!
In case he doesn't grab some tasty opposing goblins, he takes the pitch with his lunch on his belt:

Norse men sometimes become werewolves, but for dwarves it is more common to be Wereboars:

Always crowd favorites, hotheaded Berzerkers or Troll Slayers:

Adding wisdom and experience, the Throwers (or skilled linemen if no thrower selected) or Blitzers: 

Shaving their head for speed, and to limit what defense may grab, the Runners in either team:

Backbone of any team, the Linemen or Blockers (either team, a lot of block!):


The Deathroller: 


And the Staff: Cheerleader, Coach, Apothecary

I didn't make counters for this team, since the staff tracks Turn & Score, and for rerolls I used a set of Norse Runestones. 

The Team:  The Fjord Furies:

Look for their exploits in game reports coming soon! 

Norse Dwarf Blood Bowl: toying with team building

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In an ongoing tradition of not leaving well-enough alone, I present the third in a series of new Blood Bowl team rosters.  The first team I made was Hobgoblins. The Hobgoblin team deviates from Chaos Dwarves in that there are no Chaos Dwarves on the team: it represents the Hobgoblin culture that the Chaos Dwarves prey upon, but these are independent. The second team I made was Apes.  When the Apes of Wrath miniatures were being produced I couldn't resist trying my hand at constructing my vision of how the team should be. Now I turn to Norse Dwarves.

As I was finalizing the team I showed in yesterday's post, I started thinking about combining the Norse team list and Dwarf team list to better reflect how Norse Dwarf teams might play Blood Bowl.

For the concepts behind the team I aimed at a Tier 1 team, but one that was lower in power than the Dwarf list and likely a bit below Norse as well, but a solid, middle-of-the-pack Tier 1 team.

Norse Dwarves would have less armor than their standard dwarf cousins, and should be a bit wilder, with some weres and a big guy, similar to the Norse. Freed up from some armor, they'd also move a bit faster than Dwarves, but not as fast as the longer-legged Norse.

Every team should feel unique, or why have it? Such as the (Pro)Elf team: there were already 3 elf teams, so the new one needed something different, and what they got was the sturdy and amazing strength 3 nerves of steel catchers, which define the play style of the team.

This proved a bit difficult when making a team designed to fit in the mid-point between two established teams!

The solution I found was to remove frenzy.
The reason is that Frenzy defines Norse.  They have 5 players who can frenzy and it makes their play style different than any other team. The dwarves have their two frenzy TrollSlayers so they get a touch of this, but if Norse dwarves got the same or a bit more to fit in the middle, then they wouldn't be different enough.

So no Frenzy.  Instead they got the other side of the frenzy coin: an attitude of "you will fight me on my terms and you will not get away and your size and strength mean nothing when we fight on my terms." In Norse mythology dwarves were the master crafters, often of plans and plots as well as artifacts. How to accomplish this?  Grab & Dauntless.  Now, Troll Slayers have Dauntless too, but it is usually a way to send them off solo as they push bigger guys off the side of the pitch, and the Norse runner's dauntless isn't central to play and often an after thought since the team has better access to strength.

So here is the Team list: (click for larger)

Linemen are cheaper than Dwarf linemen, more expensive than Norse.  Movement is between those two teams at 5. Armor is between the two as well.  Compared to a dwarf blocker, Move +1 Armor -1 is neutral cost, lose the Tackle skill for 10k less cost.  Compared to the Norse linemen, with Move -1 and Armor +1 that is neutral, they lose a point of agility but gain thick skull and cost 10k more, so maybe overcosted compared to the Norse, but that point of armor from 7 to 8 is more valuable than other bumps, so I think it is right. This should make for a more mobile team than the dwarves, but still sturdy with decent armor and Block. Keeping Block was mandatory as both Dwarves and Norse have block on their 0-16 players, and nothing indicates a cultural move away from that.

Runners are similar to Dwarf Runners but there is a subtle difference.  Strip Ball.  In the tradition of Norse Runners and Dark Elf 'Catchers' (should be Runners too) I wanted a useful skill that wasn't the typical skill for starting or first choice, which would change their style of play.  Instead of the standard Sure Hands, making them reliable ball carriers, they have strip ball, making them reliable ball thieves! Again the 'you will fight me on my terms' attitude.  This also makes the team less reliable than Dwarves since they lack the Sure Hands re-roll for picking up the ball easily when they receive.

Blitzers on this team are a bit more standard, but Dauntless gives them the flavor of the team.  A bit of a bargain compared to the Human team's blitzer, with the same cost, minus 1 move but with Thick Skull and Dauntless. Still, movement 7 from 6 is one of the major steps and this team can only have 2 Blitzers, not 4. Compared to the Norse Blitzer, at the same cost, this one loses a movement and gains an armor, a slight advantage, but the two skills Thick Skull and Dauntless are a lot more situational than Frenzy and Jump Up which has great synergy and sets the Norse Blitzer up for Pile On. Dauntless on the Blitzers give the team more control, compared to more chaos the Norse team has.

Bjornjaris or the 'bear warriors' continue the sturdy control. With movement and stand firm similar to Flesh Golems, they serve a similar purpose, but more than just a road block, Grab lets them funnel the opposition to where the Norse Dwarves want them. The trade off is less durability: Armor 8 for such a player is vulnerable and without the regeneration a Flesh Golem has.

Lastly, the Ice Bear gives the team a Big Guy, but not one of the better ones.  Armor 8, like the Yeti is very vulnerable for a Big Guy, but unlike the Yeti, he's not the glass cannon the Norse enjoy, since he has the standard Mighty Blow, not Claws. I didn't want to give him Claws, since that steps too much on the conceptual territory of the Norse Yeti/Snow Troll. Wild Animal is the perfect defect trait, considering he is an animal. His second benefit skill is Dauntless. I thought at first for Grab (anyone for a Bear Hug?) but decided that was too powerful for a Big Guy for a starting skill.  Dauntless is questionable at best as there are not many players out there with strength greater than 5, but it seems the right choice for the style of this team: should they face a Treeman or a Star Big Guy, they will be able to equal them- at least when they have the turn, so they must make the most of their momentum.

Re-rolls cost 60k, making them less reliable than the Dwarves. Combined with no Sure Hands to start and players that are more expensive than the Dwarf team, this means a starting team can not have more than one reroll if they wish to start with all the positional choices.  A tough decision, which tells me that overall the cost is probably about right.

The team is going to be a bit slower than most teams out there, requiring them to go for it and push to cover the opposition. Their armor is good, but with no player with armor 9 they are at a disadvantage when facing another armored bash team.  Also, the linemen of this team do not have standard access to Strength skills, so it won't be spamming Guard like a Dwarf team will.

I'm hoping the team has a good mix of advantages and disadvantages.

So if you like Dwarves, but your league gives you grief over the inevitability of your 8 turn deus ex machina grind, or you like the Norse theme but hate Loki's curse that is armor 7 and frenzy, then maybe try out the Norse Dwarves.

Make Way! When a Troll Falls on the Pitch.

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In the middle of a board game marathon weekend for the holiday weekend.
No Kublacon this year for me- saving a bit of money after the expenditures of Europe & Las Vegas.

But a quick update for a Troll Token.

One concern I had about the Norse Dwarf team was the size of my team's Troll. It is a very big mini.
On the off chance someone managed to knock him down (read that: 'likely event') I didn't want to lay the troll down on the pitch because he's simply too big not to take up 3 or more squares!

In the past I've put little markers on a big guy's base, but they can't be seen from all angles or when the area gets crowded with players.  I've seen the prone/stun markers that Impact sell, which are a good idea: remove the mini and place the marker, but I wanted something more visually appealing and at the same time more personalized for the team, so this is what I came up with:

When the Troll get's knocked down:

Flip it over if instead he is Stunned (in which case it gets flipped to 'knocked down the next turn):

A fast job, done in about 15-20 minutes but happy with the results. 

Even happier when I don't have to use it though! 

If you have a holiday weekend this weekend, hope you're having fun and making the most of it! 


Give a Banner Bearer a Break! & micro rant on not dazzled by bedazzlers

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I understand that I am quite possibly alone in this.
If not alone, then a safer bet is in a low population minority looked on with confusion by the majority.

But I'm just not a fan of massive amount of detail.

I prefer the elegance of simplicity over the burden of Baroque.

Games Workshop: please halt the mechanized decapitator of your skull-making factory.
Privateer Press: not every mini must compete in spikiness against the Shrike.
Mini Manufacturers everywhere: It is ok for a mini not to carry the contents of their household in bags & packs.

Not all of course..many fall right where I like it best: Copplestone, Zombiesmith, World of Twilight

I suspect the trend in details started as the cost of metal went up and the relative cost of having sculptors outdo one another to add more detail was insignificant in cost in the overall process, and companies were eager to show off the finer detail of the ever increasing quality of casting techniques.

But just because the technology can do it, doesn't mean it is always an improvement.
Just because it now must cost me twice what a miniature once cost doesn't mean I'll feel I 'get my money's worth' if the mini has 35 skulls & tiddlybobs all over him.

If a pizza is going to cost twice what it used to because the cost of running the oven is twice what it used to be, don't throw walnut shells and candy corn on it thinking I'll be happier about it.

So I've been noticing a tendency for miniatures to be too detailed lately.
Just laden down with a Liberace-level of visual confetti.

Someone thought Versailles furniture was a good idea, so I imagine someone- manyones- probably love all the gory and gaudy detail but I think it's often overmuch.

So I've noticed I have been converting to remove detail rather than add it.

One of the most afflicted are banners.
How often is a mini forced to hold up a banner half the size of a tallship's mainsail, adorned with an anvil, half dozen corpses, minotaur skulls, or made of solid brass?

So here are some Skorne conversions. I love the idea of Skorne, who make me think of VSF Martians in a lot of ways, and their beasts are great.  But I find I remove all the back banners, clip off the multi-back spikes, shave the horns off shoulder pads, and more.

Their banners are especially burdensome. Here are three after converting:
These have plenty of detail. Almost too much even after converting, to my eye.  Plenty of spiky parts and charms, showing an ornamental culture. For two of these I've used back banners removed from characters to be the standard, and the third I cut away a lot of the extra bits that to my mind looked like someone had designed it in absent minded doodling while bored in class.

The originals:

Maybe nothing wrong with them, just not a style I appreciate: it's just too much.

A: Army standard: This might look cool mounted on a wall, but that solid metal gong icon must be impossible to hold up! Completely awkward even if it is painted wood.

B: Just a flag, but a big one! But this is just a unit's banner, should it be bigger than the army standard? and notice the side metal on the right edge, much like the one C has on the left side? that'd be a lot of extra weight for this poor fellow to hold!

C: That side metal jutting out, up and back to hold a flag that a simple pole up would hold seems silly, plus it detracts from the banner it is holding.

So I replaced the two massive items and cut away the pointless metal pole detour on the third, opting for simpler icons.

Sometimes less is more.  Or I think so at any rate.

Oh, and get off my lawn.
;)

Another Conversion: Supporting the Style of Simplification with Molik Karn

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Been working some longer hours than usual, so I haven't had time to start the NATC game reports, so to hold you over until I do, here is another conversion I was pretty happy with.

As I mentioned in the last update, I really like the concept of Skorne from Hordes, but the level of decorative detail bits is pushed further than my preference.

One of the character warbeasts is Molik Karn, a Cyclops Chieftain.  I've never actually used him in a game, for one, because I just love the look of the Titan pachyderms more, and for another because I just wasn't thrilled with the model.

I prefer the look of the lesser warbeast Cyclopses ... Cyclopii ? Cyclopoose ?  Oh I don't know.
But Molik just (at the risk of offending) looks a bit juvenile in it's stylings: too many spikes, the psuedo-samurai half helm doesn't do anything for me and the swords are just at a Heavy Metal level of ridiculousness  I mean really.. are they swords or are they multi tools?  Looks like they are designed to be can openers, tree saws and pasta press all in one.   And the pose is too static to be interesting.

So I set about remaking Molik in a style I would prefer: simpler, and hopefully more elegant with a more interesting pose.

Here is the result:

I did keep the serrations near the end of the blade and one of the circular cut outs near the base of the blade, but I filled in the upper one as well as the three holes, as well as trimming the end of the sword to be more like a scimitar or cutlass and less like a giant bowie knife. 

I also removed the horns from his shoulder armor and replaced them with gems. this as well as not using the backbanner lowers the central focus of the eye back to where the action of the miniature is. 

Also I replaced the head with one from a lesser Cyclopse: a full helmet which I think just looks better. 
Then I changed the angles of the arms and swords to hopefully create more of an action pose and less of a 'look at mighty me' type pose. 

The original to compare: 

More angles of my Molik: 



That's all for now, but more to come, and I'll get to those game reports soon too.

Vikings Invade Las Vegas: NATC Pre-event Report

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Can an army of Elvis Impersonators marshaled by the rhinestone golem of Liberace hope to defend against a raiding party of Norse Dwarves backed up by a troll?

Not bloody likely.

This was the first year for the NATC: North American Team Championship of Blood Bowl.
I've always been jealous, listening to events like the ETC for Warhammer, and not being able to go to the Blood Bowl World Cup a couple years ago, so I was hoping it'd work out to go to this Team Event.

In future updates I will cover the games themselves, but with 9 games over 3 days, I'll first devote an update to preparing for the event itself and selecting our team and the Blood Bowl team I would take.

First thing was to find a team.  Each team needed four people, each with a different team race.
Two of the people on the team I have known for a very long time.  One of them, Russ, was the person who taught me how to play Blood Bowl back when 3rd edition was released- so a lot of this you can blame on him.  The other was long time adversary across the table sized battlefield, Dan, who you can find in some Blood Bowl game reports here even.. when my Gators pummeled his High Elves in the West Coast Quake, and these same High Elves later making a mockery of my Orcs at the following West Coast Quake when it was in Las Vegas. The other member of our team, Steven, quite a nice guy who I've met before in a couple local tournaments, including the Seaside Slaughter in Pacifica.

So, we had a team.
Next we needed a name, and to decide what teams we'd each be bringing since we couldn't bring any duplicates.  I originally pushed for an 'all stunty' team: Goblins, Halflings, Ogres & Skinks.
This idea didn't win out, but I still think it'd be fun.  But then, I'm a big proponent of stupid ideas.

For a team name, Dan suggested 'something chaosy, and it has to have a location", and since I've always preferred teams that can have an animal mascot I suggested "Chaostriches" .. a chaos ostrich: chaostrich.
Like I said: big proponent of stupid ideas.
But this one was well received and we settled for "West Coast Chaostriches".  Dan then cranked out a great T shirt design and we were on our way to high fashion, if not glory.


Team selection:
I said I was flexible: I have a lot of teams and generally indecisive.
Steven chose Undead,
Dan chose Chaos Dwarves, since he was working on that team already- about 4 months in, so roughly half way done ;)
Russ was thinking of either Orcs or Dark Elves, and rested on Dark Elves
I was thinking of Orcs if Russ didn't pick them, or maybe Humans to play my Apes.. then again, Skaven could be fun- but what about Wood Elves- I have a team I'd never used that was close to being finished.. Chaos Pact could work well.. 3 big guys with block! or maybe dwarves- and between all of these choices I decided on Norse.

Norse. A team I've never played on the table top.
We did a practice game, where I tested out Skaven, with great success, and later decided nah.

So I'd be going in cold. Oh well. 9 games.. guess I'd get used to them pretty quick.

So I needed a name for my Norse.
The best team names, in my opinion, fit into the pattern of "Location / Physical Mascot preferably an animal" and bonus points if it is alliterated. The 'Both Down' podcast are enthusiastic about this as well and I agree with them.  I don't care for 'concept' names. There are some dumb ones in real world sports.. "Miami Heat"?  How do you draw the mascot? little wavy lines coming off the pavement? Weak. Maybe that isn't even a team anymore,. I don't know. I don't follow sports. But "Miami Dolphins"? There you go. But the better name would have been "Miami Manatees" .. alliteration... yeah, now we're talking.

I decided on "The Fjord Furies". Mixing mythologies a bit, but evokes furious fighters which seems very vikingish. For their team logo I chose a raven, fresh on the scene of a battlefield.

I gave all of the team names of Norse Dwarves from Norse Mythology, though the Troll I named 'Uffda" in honor of all the funny 'Uff Da' trolls you find in Scandinavia shops & Tshirts today.


Here is my team roster.  (click to enlarge)

A bit unusual for a Norse lineup maybe.
My idea was I wanted to have the Troll (Yeti) and both Werewolves because it is fun! Plus I wanted to use the miniatures.  After them you'll notice I have just one positional player, the rest are basic linemen!
But, Norse linemen all come with Block, so they're pretty good basic players!
Reason for only 1 positional is they are expensive! If I wanted 3 rerolls, and I insisted on that: 4 players with frenzy meant I wanted rerolls to cover the bad places they may end up in.

With just armor 7 for most I also wanted an apothecary: The 3 beasties are expensive and only armor 8, so I figured an Apotho might come in handy.  Add an extra linemen and it's effectively a 13 man roster: about right I would think.

We got to choose 3 skills for the first day, one being allowed to be a 'doubles skill' and two each for the next two days, with one doubles skill each.  Day one I went for Block for the troll and the werewolves. They don't start with it, and frenzy can be very bad without it.  Most would prefer Mighty Blow for the Troll, because combo'd with Claw means any roll of a 7 or more on 2d6 breaks any armor value. Nice, Very Nice.  But armor 8, no block & frenzy.. no.. I went with Block for the greater stability, and didn't regret it.

Day 2 I wanted Sure Hands, to help pick up the ball, and a Guard to help all the blocking I'd be doing.
Day 3 I added another guard and for lack of any better idea chose Mighty Blow for the Blitzer.
-- Tackle is a popular choice, to help take down dodgers, but with all the frenzy I have on the team, which almost equals tackle, I figured I could do without it. Plus, I am not crazy about taking a skill devoted to canceling out a skill that the opponent team might not have.  Plenty of times I faced a team with a tackler or two and since I had no one with dodge, it was like they'd wasted their skill choice.

So the team was set! They have their team name, they all have their own thematic name, and our squad of 4 human players have our team name too.

The four of us all arrived at different times, since we were coming from 3 different airports.
On arrival we met up at the hotel room of the world famous Zoot Suit Jeff, for drinks, pizza and meeting people from around the world.  Of the 13 teams, 7 were from the U.S., 5 from Canada and 1 all the way from Germany! Which was quite cool- very nice guys, who I'd met a few months before when I went to the Dungeon Bowl in Germany (which I've yet to write an update for -but I will, I'm working backwards on the catch-ups)

The next day's check in time for games was at bleary-eyed painful o'clock, so after all the travel and such any exploring Vegas would wait until the next day.  Truth be told, I'm not much for Vegas.  I don't gamble, don't drink much, have zero interest in strip clubs & such: not a moral objection to be sure; I have no puritan instincts and think prostitution should be legal, I'm just not personally interested in it or it's watered down forms: if I'm attracted to a woman I would want the same reciprocated in the same manner: not her interested in my wallet. A sexual exchange should be based on mutual sexual interest and an economic exchange should be based on mutual economic interest: when the two mix I lose interest. I'm also not into glitsy musical assaults, so Vegas isn't a big draw for me.  Walking around I'm left with the impression that Vegas is like the Disneyland of Bad Taste.

But I still had a lot of fun.

Next up: Let the Games Begin!

Vikings Invade Las Vegas: NATC Day 1 Games Report: Day of the Elves

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Continuing on from the last update's coverage, we come to Day 1 of the NATC where the Fjord Furies, Norse Dwarves, and their brave compatriots of the West Coast Chaostriches readied to face the squads fate would throw at us.

The way pairings worked was a swiss style match up of the 13 squads, with each player within the squad also being ranked by performance as player 1,2,3&4 being matched against the opposing squad's equally ranked player.  I wish there was a way to add in a system to jockey the match ups, similar to how the ETC does it for Warhammer.. I think that'd be a lot of fun, but I admit this is probably more fair.

For Game 1 we were placed on Table 1! Oh yes! As it should be.  Start at Table 1.  Because that was likely the only way we were going to be playing on Table 1 in this event.

First game the pairings were random and I drew.. Wood Elves! Odin help me.
First time I play Norse on the tabletop and I draw the very best tournament race.
Well, tempered by fire.

GAME 1 :  vs Jon's "Dark Brown": Wood Elves. 

Can't say I was impressed with the team name.. it's about as interesting as "Red Sox" .. if you remove 'Sox'.
But the team was quite nice and that's what counts most.  It was converted from plastic warhammer wood elves and got me wanting to make a team like that myself.  The Treeman was the Treebeard character from the Lord of the Rings line.
My team poses for a pre-game shot for their fans.

Uffda sizes up Treebeard.
"What's the three-week long phrase in Entish for 'you're going down?'"

I won the kick off toss, and he won fame.  I elected to kick. 
Reason for kicking is I have slim hope of stopping them from scoring. I want to spend the first half tying the game up and putting the hurt on, so only want to give them one chance to recover from the knock out box.

Early in the match I stunned a catcher, and stunned a wardancer! I proceeded to foul the wardancer, but just  stunned him again. Not great injury rolls to be sure. Uffda decided to deny the treeman and dodged away!

Seeing a chance for glory, Vestri, #9, ran off to sack the elf ball carrier with a 1 die blitz and gets him down & scoops up the ball!
Not willing to push my luck with fast elves behind him, Vestri scores in turn 6!  Score: 1-0

I got the ball away from him again, but he returned the favor and tried a crazy move to tie it up, but failed.

Second half a Wardancer leaped, blitzed and knocked out my carrier, got the ball, dodged out, dodged, two go for its and scored.  Yikes. That's Elves for you.  Score 1-1 in Turn 3 second half.

I then Scored on turn 6, deciding it was safer to score for the win & try to defend against the tie than risk getting the ball stolen by the wardancers who I just couldn't manage to injure.

He made a play to tie it up, but I got the ball, injured the thrower & fouled a catcher into the injury box and kept the ball safe to prevent an elf tie.

Game ended 2-1 with casualties 3-1.  Victory for the Fjord Furies!

GAME 2: vs. Spencer's "Wood Elves": Wood Elves. 

I managed the best record for our squad. We did alright.. 1 win, 2 ties & a loss I think.  But for my reward for being top player I got to face another Wood Elf team!  On the one hand, my fragile armor 7 isn't a handicap, but trying to keep wood elves from winning is a brain squeezer.  I'm starting to think it's uncommon to care about your team name because this Wood Elf team's name was "Wood Elves"!  Alright, take back everything I said about the name 'Dark Brown'.

Dice off in the beginning: I won the kick off and he won fame. Sounds familiar.
Worked last time, so I elect to kick again.

Another Wood Elf team with a Treeman.  I'd thought they were usually not rated for Tournaments, but they are more fun, so it's nice to see them. I see he's staying clear of the sidelines: I do love that about Frenzy: makes people afraid of the sides, worrying they'll be pushed out into the angry crowd!

Things start nicely on turn 1 as one of my boars injures a catcher!
But early results were nice for the elves too: I couldn't stop them from scoring:Turn 4: 0-1.
With half of the first half left we prepare to score and wreck havoc.

Turn 5 the elves tried this as well, as five elves surrounded Uffda and blocked him for 2 dice: but no good! Reroll? Fail again! And Uffda injured a line elf for his impudence!  Very glad I picked Block for his skill!

With far too many elves around, I risk the double go for it to score on turn 7 and make it! Tie Game!
The first half ended and I didn't use any re-rolls.  Very odd!

Second half it starts Raining! Just my luck as I am receiving.
But not so hard for Elves, a wardancer comes down, steals the ball and scores on Turn 3.
Score 1-2.  They make it look so easy!

Next kick I get 'ball in hand' and give it to Regin the Wereboar!
Lots of pushing and shoving, but not a lot of damage.  Still, Regin makes it to the endzone and scores to tie!
In the last moments of the game the Furies knocked down a catcher, failing to hurt him and him being the only elf capable of scoring in time, they fouled him, stunning him and preserved the tie.

Game ends: Tie 2-2, Casualties 3-1.  A tie result but I edged on points for causing more injuries.

Unfortunately, (if I remember correctly) I was the only one to tie in our squad and that was the best result!
So down the tables we go!

Game 3: vs Cole's "Very Old Dudes": Wood Elves.

By Thor's Hairy Backside!  Really? Wood Elves again?  I stayed as our team's top player so I guess I shouldn't be surprised I faced off against Wood Elves again: a popular team and so good it was likely to be the best record holder in the opposing squad.  Dan got to play against Halflings, and I got Wood Elves?

This squad is 'local' for us, based in the East Bay Area. And Cole? I've faced him a few times before. He's good. Damn good.  I've never beaten him and and he seems to favor fast high scoring teams, especially Wood Elves.  So shouldn't be a shock to say, I didn't have high hopes for the game's outcome. On the plus side, I had recent experience against Wood Elves, but 2 games total with Norse compared to years of Wood Elf experience?  I'd certainly not be the favored to win.

I do have to say, Cole: you just have to paint this team.  A few years and no change:unfinished, chipped & scratched, metallic green skin, bases not finished... it just detracts from the game experience to play against a team in this kind of shape.  It is hard to tell what mini is what type player since it creates visual camo akin to a 'dazzle' pattern, but mostly it's just not visually fun. Doesn't take a lot of effort to paint to a minimum standard of block some color and throw a wash on it.  If someone can't manage it or have the time, I know a pretty good brush for hire.. ;) I'd even give him a discount since I'm likely to play against the team again!

But really, no excuse: not difficult to do minimum standard and if you have time to play you can find time to paint. It isn't just a matter of doing it for yourself, it is also for everyone you play: it just adds to the pleasure of the game. Not to jump & criticize... talented player & nice guy, but the tournament rules always seem to say 'painted & based teams' and this one isn't. OK, on with the game:

Like the last two games, the Wood Elves get Fame +1 and I kick.
It is a shallow kick and he catches it right at the line: pretty good result for me.
Turn 1 he injures a linemen of mine.. since the Apotho didn't have much of a role in earlier games, and Wood Elves aren't known for doing a lot of casualties I use my Apotho and heal my injured player.
My Turn 1 I return the favor and injure one of his linemen! I also push the thrower off the field and he's knocked out!

But Cole really has Wood Elves dialed in. He manages to knock out 2 of my players, pushed another off to reserves and successful stalled until Turn 6 before he scores, not leaving me much time to tie it up and hurt his team.

He kept the pressure on, but Austri on turn 7 dodges, goes for it and scores!  Tie Game!

The Wood Elves set up for a chain-push 1 Turn Touch Down play, which he's quite adept at, but it doesn't get pulled off, so the half ends with a tie.

At the half, my turn to receive the ball: the plan: take it slow and hurt as many elves as I can.
The elf thrower with leader recovers from his knock-out.. was hoping he wouldn't! But a catcher doesn't, along with my blitzer.

I kept the ball cages and pushed another catcher off the field.. love frenzy!

But here comes a Wardancer Duo! Two of them blitz in to free up the ball and move it down!
Not looking good for the Fjord Furies!

The Wardancer had to betaken care of... preferably by an undertaker.
I sent a player in to blitz him, needing to go for it to do so, got a push! So I rerolled.. Pow!
The Wardancer goes down! Roll for armor? 11! Injury? 11! The elf gets taken off field and the ball returns to my control!

I stalled it to score on Turn 8 to win 2-1,with casualties 3-1.

A great day of Blood Bowl, no bad games, at least for me.  Our Dark Elf player experienced a lot of bad luck. In the overall it was looking like the German team: Teutonic Terrors were looking like the likely team to take it all!


So Day 1 down with the West Coast Chaostriches seeing some rise and fall and rise again.
A tense day facing nothing but Wood Elves for me, and knowing I was remaining as our squad's top player (seriously... how did that happen?) I just hoped I wouldn't be facing Wood Elves the next day!

Not the best luck to face Wood Elves three times in a row, but with 2 wins & a tie I can't complain.. made the most out of that bad luck!




Vikings Invade Las Vegas: NATC Day 2 Games Report: The Pummeling

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Continuing on with the coverage of the North American Team Championship of Blood Bowl, 2013.
If you missed Day 1 or the Pre-event coverage, just go back to the two previous updates to catch up.

The first proper night out in Vegas mostly consisted of walking 10 miles in a circumspect route to find a restaurant to eat in that wasn't playing (c)rap music. Easier said than done.  We did find a place that did it's very best to hide their door from anyone who might be doing something as unwelcome as trying to find it, and the food and music were good: so victory in the end. I took some ribbing from a couple of our squad since I do not drink beer: nasty stuff that makes me think of siphoning gasoline. I was quite happy with Sangria: perfect drink for hot nights. Sorry Dan, but fruit in wine is ideal: Romans new what they were doing.. except for the amount of lead they put in theirs. But hey, nobody is perfect.

The night wandering around cemented my impression that Las Vegas is the Disneyland of bad taste: it doesn't feel real, it is a fabricated world of, well, bad taste. I am pretty sure this must be the place which gave the writer of the movie Mannequin his idea, for I saw a large number of Mannequins walking around, seemingly alive. I think of women of this subculture as 'click click' girls, because there are a lot of similar women in Belarus, who wear the most ridiculous outfits & always with silly high heels: which you can hear from a block away 'click click' on the sidewalk, and this past winter showed me that yes, many still wear skirts, nylons & heels in the icy snow. Even Inka now calls them 'click click girls' ;) But Vegas takes this to an extreme unimagined in Belarus. So, on to the games...

GAME 1: vs. Jack's Leitdorf Rolling Rocks: Humans.

What's this?  No Wood Elves? A relief.  Jack's team was great: a cool name and nice theme.
He was even supplying opponents with his team's trademark product!  I appreciated the gesture, but, as I mentioned, I don't drink beer, so I donated it to Dan, despite his being unworthy after his sacrilegious comments about sangria. The Rocks were similar to how I wrote my Ape team when I played them as Human, so I was looking forward to seeing how someone else played them.
That's a big beer for such tiny men!

-- I won a team of these GW humans in a tournament last year.  I like them a lot- someday I must get around to painting them!

He won the toss and elected to receive and i got +1 fame: the first time I've won the fame roll this event. 

He had a very interesting defensive style of play, where it was clear my frenzy could put my players at a big disadvantage if they got a push result on their first block.. following up into a bad situation, forced to block again.

Things go bad right from the start: turn 1 he injures my Troll! I used the Apothecary and was very grateful I had him!

Turn 2 Fafnir, my blitzer did a 1 die blitz on his ball carrier: Skull! Reroll? Get the carrier down, but the ball bounces to one of his others and is caught! Loki must have influenced that play!


I put pressure on his carrier, but he's too squirrely and he makes it for the Touch Down.
I must have had a mental hiccup this game, I kept thinking his thrower was a catcher, so kept expecting him to be strength 2, but it was 3. Jack was very patient with my mental deficiency.

In the last few turns of the first half I ran it down to tie it up.  I tried to get to his Ogre and others to hurt them, but his 'T' defense was impossible to crack. I am going to have to remember that for my Apes!

The second half it fell apart.  The Rolling Rocks stole the ball, and despite my best attempts, I couldn't stop them. Armor 7 showed it's weakness here as key players who might have had a chance to stop the score were stunned.

Well that's the trade off for Norse: lots of Block, but everyone is vulnerable.
My last chance to keep the tie: Blitz the carrier, needing a Go For It: Fail.
The 1 tolls for thee.

The game ends with my first loss at the event:  1-2 with just 1 casualty in the whole match: my Troll turn 1.
Jack really knew how to play the human team: nice guy and great player.

GAME 2: vs Simon's "Fascist Anarchists": Dark Elf.

Our Squad moved down the tables.. ok, down to the bottom table! How the mighty have fallen ;)
Even after my loss I remained 'player 1' for our squad, and drew Dark Elves.  Well, at least they weren't Wood Elves.

I have come to the realization that I might be too nice when I play in events like this. Or too accommodating?  Maybe just too eager to keep things going smoothly and friendly, but as time goes on some things bug you a lot more. Like someone putting a fuzzy ring on your miniature. Insisting on it.  That's why I wrote the skill on both sides of the base, to avoid such aesthetics diminishing things.

Colored skill rings don't do a lot for me- sure, it is quicker to see it has a skill, but the color doesn't always help me remember what skill it is. Plus, he had 2 red rings and 2 purple rings.  The red was dodge, the purple was guard.  He insisted on putting a red ring on my guard.  It was like pulling teeth to explain that I was unlikely to function like that. If I look at my player with red, knowing it has guard then when I see his players with red I am going to think 'they are guard' and be confused the whole game since his red are not guard! After several minutes were he seemed not to understand or care about this, I got him to at least change it to white. Also, one of his players had tackle and had a fuzzy ring, and since I have no one with dodge (the only point of 'tackle' is to cancel dodge) I requested the fuzzy be removed, since it would only confuse me, trying to remember which skill that color was, (maybe I'm just simple, but it is what it is) if it was one I needed to worry about- but with me having no dodge, tackle meant nothing.  But no-he wanted to keep it on, despite the blitzer with tackle being no different at all than the 4th, unmarked blitzer. Just needlessly obfuscating, causing me confusion as I focused on a mini being marked out only to remember that no, he doesn't have any skill.
But really, I shouldn't have accepted that ugly fuzzy tutu on my own miniature at all ;)

The next problem was the pitch.  I've always liked the idea of a 40mm pitch: more room for big guys, but it means you have to play the pitch at a 90 degree angle from standard play.  That, plus the fact that the pitch is larger, and this particular one is very light and hard to see where the markings are meant I was going to have a harder time playing.  Looking down the light pitch it could be hard to see & count how many squares away something was.   If you only play looking down the length of the pitch, to change your visual angle throws a wrench into it. Or it does for me. So that slowed me down for sure.
Maybe you can see what I mean by the picture, once you get a few spaces away those white cross marks get lost in the pitch.

I got +1 Fame and he kicked to me.
Result was a blitz with a shallow kick: ideal for the dark elves.

Turn 1 Uffda gets double skulls: Reroll? no chance: failed his loner roll. argh.
Uffda went down, ending my turn, but I had the ball pretty well guarded.

But not guarded well enough.  Elves being elves, they sneaked in and stole it.
I did manage to injure a Blitzer in Turn 3, so that was fun.
Elves steal, Norse hit. The ball goes lose again.
You shall not pass!

The Furies stop them from scoring, but since it was my receiving, going into the second half 0-0 puts me on the backfoot. 

We were going too slow to keep up with the schedule, and so had to start playing faster- I do mean we.
We both were.  I'm sure I was going slower with the board- I caught myself having to count out movement paths several times as I plotted a course, just being unable to quickly 'see' my options. The elves were playing slow too.  But when someone takes their time on their turn and then rushes you moments into your turn with 'come on come on we have to pick up the pace' then that seriously tests my patience. It is just rude. 
Not to mention the only effect it is going to have is to rattle the person and further delay the game. Pointless.

The elves made quick Touchdowns however: Kick to them, and can't stop them from scoring on Turn 2. 
With only 1 elf having been removed, it's hard to stop any elf team from a 2 turn score when they're set on doing it. 

Vestri says "It's My Turn!" 

I couldn't manage to injure any of the elves, but I kept them tied up & knocking them down, even got a couple off the field, but no injuries. 
In the interests of time, I ran it down and made 2 Go For Its to score, but failed with no Re-Roll!  
To recover from that, after the elves got the ball back I blitzed out of the elf cage, dodged, scooped up the ball and scored to tie it up at the end. 

Game ended 1-1 Tie with just one casualty for me: 1-0. 

Some games just are not that enjoyable.  I tried to make the best of it and enjoy it, but sometimes these things just aren't a recipe for fun.  It was the only game I didn't enjoy, so 1 out of 9 is still pretty good. 

I got a tie and some of our squad got wins, so we were climbing back up the tables! 

GAME 3 vs. Adam's "Chaotic Discord": Chaos Dwarves. 

2 games into the day and no wins, yet I still remained our 'player 1' and faced the very solid Chaos Dwarf team. This match up was against a Canadian team, and from what I gathered, one with a lot of Tournament experience. Coincidentally, Dan, our Chaos Dwarf player was playing their Norse player! 

He gets +1 Fame from the rolls, I won the coin toss and chose to kick. 
Adam had a nice 'puzzle pitch' from FF Fields, an Italian company that makes some amazing custom pitches.  
I am strongly considering getting a couple. 
The Chaos Dwarves were a pretty standard team, with both centaurs having block. 
Chaos Dwarves can be a very strong team, so I knew I was in for a tough game. 
I stunned the Minotaur (see the red token by the boar?) but a lot of my linemen were knocked down. 
By Turn 3 I had 2 linemen in the Knock Out box! I did manage to break Chaos Dwarf armor twice, but only rolled stuns. 
Uffda joins the minotaur on the sidelines as they chat about the game, life as a big guy on a team, and admire each other's stun tokens. 
Brave attempts were made to move the ball, but the reality was that the game devolved into a brawl. 
Turn 4 I blitzed the ball carrying hobgoblin and the ball bounced to Uffda who caught it!
The Troll has the Ball! 

Turn 5 Uffda blitzes and moves the ball down the field!  This is glorious! Rarely does an agility 1 Big Guy get the chance to score!  but 2 Bull Centaurs ran,blitzing him, and turn after turn, they failed to knock Uffda down, but despite Uffda's frenzy, he was unable to blitz a centaur away and down enough to get clear to score.  In the last turn his last effort was 2 dice: both pushes: no re-roll.

Fate denied Uffda this rare chance. "Trolls hurt things.  Trolls do not score." Never had the words of his mother stung Uffda so deeply. 

I had denied him his chance to score, so at least there was that. 
At the half I had 3 in the Knock Out box and all three failed their 4+ roll to come back! Yikes!
The Discords set up thin & deep.  Possibly worried I'd score fast and then try for another holding defense?
But the ball scattered deep far back into the corner of the TD zone: Couldn't be worse for me: down men and a delaying kick. 

I decided for a risky play and threw the ball to my blitzer! I was going to take advantage of things before I got attritioned to death.  But, needing a 3 I rolled 2: Re-Roll: 2.  I know this from playing my Orcs. 
The ball bounced around awhile (clumsy dwarves) 
But a Hobgoblin recovered it, and a cage formed around him. Not good for the Furies. 

The Hob moved it down, but I did 2 Go For Its, with a dodge to 1 die blitz the hob & I stunned him! 
Could this be saved?

But equally daring, a centaur gets the ball, 1 die blitz, dodges & scores! 

Victory for the Chaotic Discord! 
A very tough fought slug match and all-round great game. 

Results: Loss 0-1  Casualties in my favor 2-1

I was worried I'd let my squad down, but in the sum up, every one of us lost our games!  Wow.
The worst round for us by far.  Yet we all had good games. 
So the Canadians whooped us good. Their squad name? "Blame Canada".. which I think I will. ;)

Day 2 down, with more fall & rise & fall. We'd made it up to table 4 but after that we wouldn't be staying there.  As for me, I guess I would have been better off against 3 Wood Elf teams. 

Stay tuned for the last day, Day 3 coming soon.

Song seems appropriate ;) Enjoy!

She Wants You! To Play More Blood Bowl

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Pausing in my coverage of the NATC Las Vegas Blood Bowl coverage to plug another Blood Bowl tournament. 

Last year I converted, painted & donated an Orc Navy Blood Bowl team to the Atlantic Coast Charity Cup.  Events this year kept me from doing it again, but I did want to at least donate a couple miniatures. 
The tournament is run by a good guy for a good cause, and from what I've read, looks like a good tournament as well, too bad it's so far from me or I'd be going.  

But if you're anywhere near the East Coast of the US or have a lot of frequent flyer miles, you should go! 

Check out the tournament info here: ACCC

Here are the two miniatures I'm donating:
Keeping with the 'Navy' theme of the tournament, here is a 'sailor girl cheerleader' converted from a cheerleader from Impact Miniatures.

Also, a 'sailor girl bloodwiser babe' converted from a reaper miniature. 

I hope whoever wins them will enjoy them, and hope everyone enjoys the tournament! 

Vikings Invade Las Vegas: NATC Day 3: The Final Wreckening

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So this is it.  Last Day of the North American Team Championship for Blood Bowl.
But it's not over until Fat-Elvis sings.
Three more games left.  On the final day teams add their last 2 additional skills: 1 doubles, 1 regular.
I added my second guard and gave mighty blow to my blitzer. Mighty Blow more to keep it simple than anything else, wanting to keep the two white-haired guards obvious, not adding a red haired guard too, and not feeling like I needed a second with sure hands, so I thought I'd try out the +1 to armor/damage.

After the last pummeling we took, our squad was on the way down again. I was finally not our 'player 1': Steve with his Undead took that honor for Game 7.

The day started extra early to get all games and awards finished in time for people to get to the airport.
The night before we had good Mexican food, a number of drinks, and tried out the Blood Bowl Team Manager game with the new expansion.  I ran the Dark Elves and found their play style very fun.  Looks like a great expansion, I'll have to pick it up.

Game 1: vs. Mark's "Sea Serpents": Dark Elves.

Quite a coincidence since I'd just played as Dark Elves in the card game the previous night.
He gets +1 to Fame and wins the coin toss and elects me to kick: Just as well, that would have been my choice too. We set up and the kick off result was 'Throw a Rock'! We tied on the roll, so a Wereboar & a dark Elf Blitzer were both stunned before the match started. Quite a hostile crowd!


2nd Dark Elf team I faced but a very different team build, with a Witch Elf & an Assassin.
For skills he had 3 Blodging Blitzers, 1 Mighty Blow Blitzer, a Wrestling Witch Elf, 2 Guard Linemen.
I was worried about that Assassin since I have so much armor 7!
Turn 1 the Sea Serpents come on strong: 6 elves push into my half of the field, stunning 3 of my players!
Turn 2: the inevitable: they score.  I managed to stun the assassin but that wasn't much help.

In setting up for the next drive we had a Weather Change:
Weather Change: Sweltering Heat! a 1 in 6 chance for everyone playing at the end of the drive to have to sit the next drive out!
Turn 4, with the ball I seemed to stall out along the sidelines, and knocking down the witch elf, but failing to hurt her, I resorted to fouling and secured an injury! Thing of beauty.
I put one of the guarding elf linemen in the Knock Out box on turn 5 but was still surrounded by elves.
Don't let their graceful figures fool you: Elves are masters at blitzing through multiple tackle zones and knocking the ball free!
Turn 6 I got into a bit of a mess, Uffda rolled double skulls and failed his Loner roll!  Oh no!

As you can see, there were a lot of elves still around. So in Turn 7, rather than risk giving the elves another turn to find a way to stop Galar from scoring, he made 2 Go For It's to try to push his movement to 8 and score now! High tension as I fail that 1/6 roll 2/3 of the time when it is for a Touch Down, but not today!

Turn 7: Tie Game 1-1.
Dark Elves can't make one turn touch downs, but the kick off result could be a riot, in which case the clock moves back and they'd get 2 turns, so I had to still be prepared!
We both lost 2 players to the Sweltering Heat. not a big deal when it is just 1 turn to the half.
The elves were desperate to make something of their short drive and foul one of the Fjord Furies.. no damage, but that ref was having none of it and sent the elf into the penalty box for the rest of the game!
Undaunted by the ref, the Furies answered in kind, fouling the assassin, but no damage and the ref didn't spot it! No harm, no foul, right?

The half ends and we check for the effects of sweltering heat again: Sea Serpents lose a Blitzer & Assassin and no effect for the Furies: Who would have thought Norse so adapted to the sun?

The Sea Serpents were down 5 players to my 1 player out.  With the ball in my possession, looking for a long & hurting half I would be fine if I could contain the remaining elves.
I caged up in the center and the Serpents tried to snake around behind me.  I isolated two against the sidelines, pushing one out.
Slow and steady, drive it upfield.
That's a lot of Northerners to get through to get to the ball.
Everything according to plan, Galar walks it in on Turn 8.

Game ends with a win for the Fjord Furies: 2-1 with low casualties: 1-1.
An enjoyable game.  The Dark Elves played very well and the Sun certainly helped the Furies' cause.

We did pretty well as a squad, so gravitated back up the tables.  Next we'd face the team from Germany: The Teutonic Terrors.  Not that they were doing so poorly as to be playing us, but squad games were having to be a bit flexible so the same high ranking teams didn't face each other every game.

I was back to being out team's 'Player 1' after this last win and would be facing Mark, Lauth81, who I met when I was in Germany for the Dungeonbowl.  Quite a nice bunch of guys, easily spotted in their cool team shirts.

Game 2: vs. Mark's "Seckenheim Raptors": Lizardmen.

Mark had a beautiful team and awesome custom pitch, again a 'puzzle' pitch from FF Fields.

No one edged the other on Fame and he won the coin toss and chose to receive the ball.
The Kick: Quick Snap: the Raptors get a touch of movement and the game is away!
subtle touch: his various markers were all NAF tournament trophies, all earned.  A kind way of saying "good luck, but you are outclassed" ;) But how could I complain about an eminent whooping? Look at this field and the teams? This is what Blood Bowl is for me when at it's best: nice opponent and a visual treat. Two nice looking teams, fully based, well cared for and about and the high quality field just makes it even better.
The reptiles get into a scrum with the various mammals, and straight away injure a Lineman!
While the two wereboars run around back to enclose on the skinks, the two big guys size each other up!
The Kroxigor's skill was Leader, giving the team 4 rerolls. I was a bit surprised about the Leader on the Krox: sure, it's hard to remove but a Lizard team is starved for doubles skills, with skinks wanting sure hands and the Kroxigor preferring doubles skills. But Mark really played well so there must be something to it.
Still, I think I'd prefer Block, or since there are limits to how many of the same skill can be chosen, and the Saurus want Block too, I do enjoy a Krox with Break Tackle. But not having an aggressive skill didn't seem to limit the Krox at all, so who knows.
Hey guys, I hear Skink tastes just like pickled herring! Go get him!
But the Furies must feel the same way about herring that I do: they were having none of it!
Turn 5 the slippery skink scored and it was time for my try. We had a Pitch Invasion! But just 1 stun each.

I shifted my focus from right to left to try to get clear for scoring, but he cleared a Saurus, blitzed and failed! But wait.. Re-roll: My ball carrier goes down and the ball is free!  And that skink got it!
Two Strength 4 brutes stare each other down, looking for weakness.
"Hey Regin, wake up! That skink stole the ball!"
That sneaky skink stole the ball and headed out to ruin the hopes of the North! But we stopped him in time.
Down now 0-1 things were looking grim, but there was still time to tie it up, maybe even win.
The Norse try to push into lizard land.
But rookie player Nabbi, who's sat on the bench most of the event stumbles and the ball is lost!
Oh just get up and get the ball!
But the skinks moved it to the right, and must have known something about the magic of the field, because I spent a couple turns trying to get there to recover the ball, and rolled a host of 1s, mostly on Go For It.
We determined there must be a zone of bad luck located in that spot on the field.


Risking this 'zone of ones' we continually sent wave after wave into it, falling, failing and fumbling topick up the ball in vain.
Fafnir can do nothing but shout obscenities at the skink who saunters into the zone of ones, picks up the ball and strolls by to score. 0-2!
At 0-2 there was little hope left. The Fjord Furies would play for honor and the hope that something would present itself.  Very little time left to save face, a path is cleared, and the ball is handed off to Nordi, who scores.  I may have lost, but I've kept all the loses to within 1 point, so that helps the overall score for the squad.

The game ends: Loss at 1-2 with casualties in my favor: 2-1.

A very enjoyable game! Mark really knows his Lizardmen, as he was telling me, they're the only team he plays that he cares about his NAF ranking for.  One of my favorite games in general at the event and by far my favorite game visually. Was just a pleasure to look at the game as we played.
I'm telling you, having a nicely painted team is not just fun for you, but it makes the experience for your opponent more memorable and more fun.  I took a beating and would volunteer for it again just to see the teams in action against each other.  It's like a visually impressive movie: something magical about a visual spectacle in a high quality theater.

And so we come to the last round. The Teutonic Terrors against the Rocky Mountain Rampagers for winner's circle. If the Germans make it, I claim 'Kingmaker!'

Game 3: vs. Simon's "Teams That Have it Easy" : Lizardmen. 

Second match against Lizards. I was thinking 'just my luck' to match against lizards on the last day. I think the format was rough on lizards for the first day or two, since Lizards are starved for skills: they need them, and playing with just 3 skills is hard on them, but by day 3 with 7 skills, 3 being doubles, they are humming.

I won the roll for Fame +1 and the coin toss, and broke my pattern and chose to receive.
After the last game, I wanted to see if I could remove some of those skinks before they had their chance at the ball.
The luck wasn't all on my side though, the kick off result was 'perfect defense' so he got to change his set up, which i'd placed against for maximum damage.  The Kick goes deep, so I'd have to watch those skinks!
Turn 1 Uffda throws double skulls!  The third time he's done that in the event.. loner? This time it's good! So he re-rolls and manages to Knock Out a Saurus: well worth a Re-Roll.

** Speaking of Luck and Double Skulls: in the last game Russ, on our squad rolled Double Skulls: Re-Roll: Double Skulls again!  But not just once in the game, not even just twice.. three times in one game! Ouch!

Turn 1 Lizards, they returned the force with Knocking Out a Lineman.
Turn 2 I brought the ball to near the half, and sideline pushed a Saurus: Knock Out result!
Uffda, now in his zone injures a Saurus! Finally a chance to use his claws! The Lizardmen used their Apothecary, so the injured Saurus sat on the reserves bench.
A Frenzied Saurus  hits my ball carrier and knocks him down, a skink steals the ball!
But Otr, #2 Wereboar attacks a Saurus: Armor roll: 11. Injury Roll: 11!

Turn 5 'Sure hands' Galar goes to pick up the ball: 2: fail: Sure Hands re-roll: 1. Done.

Turn 7 Otr makes his second Injury on a Saurus! with a pair of 10's on the dice.  Otir is on fire!
If you look closely, you might have noticed a mech invasion.  The mech walker is the Krox.  I forgot to ask, but I assume a miniature was damaged, lost or forgotten, so the mech was standing in for a Kroxigor.
Galar, having finally picked up the ball, scored on Turn 8, leaving the Lizards 1 turn in the half.
That is a downside to receiving: the opposing team has 2 chances to recover players, but then, so do you.
If you look at the dugout at the top of this picture you'll see a lot of players out.
Not content with this, a skink gets a multi-species beating as they try to fertilize the pitch with him.

The Half ended at 1-0 and Simon wasn't feeling so hot about the game.  If the system allowed for it, he said  he'd have preferred to concede the game and buy me a drink.  Can't blame him, since the dice were flowing my way without a doubt and he was very short on players.


In the second half he did manage to get some players back and started with 8: Krox, 4 Saurus & 3 Skink.
Looks pretty decent on paper, but on the field it gets spread pretty thin.
he tried to make up for it by fouling a lineman and was rewarded with an injury on that Lineman! So things looking up for the Lizards, but in my half of the turn I Knocked Out another Saurus.

Turn 2 the Krox injured a Lineman, but I Apothecaried him. I knocked a skink down and got 3 Tackle Zones on the ball, to keep it safe until I'd pick it up.

I wanted to make sure the skink was no threat, so a lineman made 2 Go For Its to mark the skink and a Boar made 2 Go For Its to blitz the skink for 3 Dice: down goes the skink,but stillno armor break!
One tough Skink!
So, after 4 Go For Its I throw all caution out and Uffda the troll runs for the downed skink: 2 go For Its and Fouls the Skink!  Yes, a loner big guy: 2 go for its to foul: Skink gets knocked out and the Referee is blind to the whole business! I then got the ball.

But I wasn't the only one making crazy rolls, a Saurus*dodges* to blitz my ball carrier and makes it!
Carrier goes down & the ball is free.

In Turn 5 I injured the last Skink, leaving just 3 Saurus and the Kroxigor.
I kept them tied up, continuing to hit them- and took another casualty for my trouble, but it secured the win with Alfrig making Touch Down #2.

The Game ended as a Win: 2-0 with casualties just in my favor at 4-3.

I'm afraid Simon didn't enjoy the game too much.  The dice were shining on me, he was down players early and continuously and though he got some good punches in, there wasn't much opportunity for him to compete in the game. Some games just go that way. I know I've had more than my share of such games too.

Sum Up:

Victory went to The Teutonic Terrors.
Yes, the North American Team Championship went to a team not from North America!
So the local teams are going to have to play a bit harder next year!

Our own squad finished in the bottom half. We had some ups & downs. Russ especially seemed to be a magnet for bad luck. And Dan was very close to winning Most Casualties. Myself, I did only a bit better than my usual results of about 50%. With 4 Wins, 3 Loss and 2 Ties. In casualties I caused 16 and suffered 6.  Not bad at all for an armor 7 team.

I played against 5 elves (3 wood, 2 dark), 2 lizards, humans & chaos dwarves

I had a great time and would definitely go again.

I'd love to see some flexibility within the match ups to let teams try to jockey for who plays who within their squad.

Perhaps of the two squads playing against each other, the lower rated team gets first selection of who plays who, the other team selects the next, and then the last 2 are selected at random, or individually paired for current ranking.

It would just be an extra bit of tactical fun.

Thanks to all those who ran the event- it looked like a lot of work but was much appreciated.
Thanks to my opponents and hope everyone had fun.

The Fjord Furies

Being just a touch of a gaming nerd, I like to keep track of which players earn star player points, and see which would earn additional skills if it was a 'league' -assuming any that have skills added by the tournament start with 6 SPP already, to account for the skills. I also roll for MVP for each of the games.

With this system, both wereboars got new skills rolls, in fact, number 3 got 2 skill rolls!  He was tied with #6 for the most SPP earned (not counting MVP rolls) with 11 points.

The boars both selected 'guard' as a skill and #3 also took tackle.
Lineman #6 also was given tackle.
I didn't roll any doubles, but #9 & 10 both rolled 10 (6+4) so I decided I'd give these two +1 Armor,figuring they'd make good choices for the LOS being much more durable with that armor.

Now the Fjord Furies are pining for home.
They load their longship up with spoils of Vegas and head home...

Composition Break Down: Wargamer Taxonomical Analysis

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I am a sucker for these things.
The two dozen questions, the ranking priorities, the subatomic shuffling to sift through your remains.

I usually find these things at the blogs of Angry Lurker, Ray-the-butt-of-Fran's-Jokes, or Big Lee.
This time it's Big Lee's again.

So the question is, given that you are some type of gaming geek of one breed or another, but where do you fall within the multitude of specimens on this savanna? There are a lot of beasts out there, which are you?

For the 100% of your gaming-related geekness, how does it break down?

  • Immersion - You really get into the fluff/universe/world/history of the game you play. 
  • Social - relationships are what's important. You look forward as much to the dinner/drink afterwards as you do to the gaming itself.
  • Showcasing/Modelling - You really like to show your work and see the work of others. Modelling and painting are what give you the most energy.
  • Strategy - You like to read forums, listen to podcasts, work on lists, etc to improve your game. You like the mechanics of how a game works.
  • Competition - you like testing your play style and abilities against others to come out on top. Or, to test your strategies against the best.
So let's Analyze this and see what parts I'm made of...

So from those options, I think I can be divided into these parts:

Immersion: 25%
My second largest portion. I really enjoy this aspect. When I come up with an idea, I flesh it out in my mind.I match or convert miniatures to fit the theme I imagine.  I enjoy it more when I come up with the background for the project myself, rather than rely on something already established by the game.

My favorite backgrounds I've made and presented in the past on the blog are the short story in serial for the Boneswords, which begins here:
http://laughingferret.blogspot.com/2012/08/death-walks-streets-of-london-1888.html

and the Tarzan-inspired background for Greystoke's Apes, also for Empire of the Dead
http://laughingferret.blogspot.com/2012/06/beast-within-background-for-my-notlycan.html

Though another close favorite is the background for the Starship of the PCP- I had great fun writing that silly stuff.  I guess I have got a lot of Immersion enjoyment from the Empire of the Dead campaign.

Social: 15%
I do enjoy this aspect,maybe more than the 15% would suggest, but my poor math skills wants me to total up to 180% or so, so I have to make a cut somewhere.  Besides, even if no social opportunity existed for this stuff I'd still pursue the other aspects and enjoy it.

Showcasing/Modeling: 50%
By far the biggest portion.  I love it.  I need the act of creating. If I had god-like powers I'd be making new universes daily.

Strategy: 7%
This was higher in years past. It is still fun, but it's not a priority.

Competition: 3%
Too stressful. When I play I'll be trying to win and trying to out-think & outguess my opponent, but it isn't the motivation or purpose of the hobby for me.

What about you?  What parts are needed to make the gaming-you?

In the meantime.. enjoy!

Even a Troll Needs to Armor Up: Blood Bowl Conversions

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Quick update.

For a recent client's team, a goblin team with all the trimmings: a dozen goblins, 8 goblins with pogo sticks or secret weapons and 3 trolls.  -I really have to make a full optioned goblin team for myself someday too.

The Trolls were one Blood Bowl troll and two fantasy army Trolls from Gamezone.
The Gamezone Trolls needed weapon snips, and after that, they looked pretty bare compared to the Star Player Troll. So rather than leave them like that, I decided I'd give them each a helmet, shoulder pad & knee pad in the style of the Star Player Troll.  Still leaves them less decked out than their Star cousin, but that would help denote how special he is, while still giving these other two Trolls a touch of 'Blood Bowl'.

The results:
So the troll at right & left have had their helmets, shoulder pads & knee pad sculpted by me, to blend in with the style of the middle troll.

Even Trolls sometimes are smart enough to realize they're better off with some armor.
It gets rough out there on the pitch!

They're for a 'swamp goblin' themed team-hence the wet mud bases- which I'll show more of soon. 

Swamp Goblins: Dirtiest of Players

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Here is the rest of the Swamp Goblins.

Playing in the mud helps them level the playing field against larger, tougher opponents.


A full team with about anything a goblin coach could hope for: 13 goblins including pogostikka, loony, fanatic, and bomber. Star Troll, and Star Pogo, Chainsaw, Fanatic & Bomber. Plus coach and markers
Now they just need bribes!

Close Ups- saw the trolls yesterday, now here are
The Players

The Nasty Weapons.
Truly nasty.. one of the pogos is a severed horse head.  yuck.

A various collection from half a dozen minis manufacturers to make this team.

They now join the ranks with the other completed teams in the Hall of Fame: click on the page tab at the top to see more.

I now am itching to make a goblin team for myself!

Enjoy!


CCR - Born On The Bayou Woodstock 1969

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