Monday, 14 August 2017

Caine3 Painted


Caine3 is done! I have been looking forward to using him for a while but putting off painting him... Like every other time I have painted gunmage type models I have taken a long time about it and not enjoyed it much.


Caine himself was a straight forward paint job really, I had the colour scheme down just copying his previous versions. 





Watts with his dumb rifle holding pose... yeah. I had originally painted his neckerchief red, but it made him look like such a Caine wannabee douche so I repainted it dark green. This also makes the unit slightly match up with my mercs as a bonus as I have used dark green a lot when painting them.




Ryan looks a lot worse in this unit compared to her black 13th version... I'm guessing she takes Lynch's hat during the events of the Caine novel (the books cost way too much in the UK, I would love to read them but can't really afford them!)
I don't like how the hat looks on her, it rides way too low over her face, which makes it look even more lacking in detail.




Comparison shot of the Black 13th members and their previous versions. 


Caine1,2&3 together with Ace!


While I was painting Caine3 and his unit I also finished up my second Gunmage rifleman.




So what do you think of my Caine3? I look forward to testing him out I have a few crazy lists I want to try out. I will try to make batreps for them for the youtube channel!

Friday, 11 August 2017

Art of War Studios Measuring sticks - Review



I've seen a few people lately asking about measuring sticks, looking for recommendations - so I have decided to review the ones I purchased in December of last year, from Art of War Studios.

I bought them after a recommendation from a well known fellow gamer, so I was reasonably confident. Price-wise, they are about half the cost of the next competitors, and a quarter the cost of the game-licensed measuring sticks.

When they arrived they were broken into pieces and the packaging was badly damaged in transit. I contacted the guys at Art of War. They got straight back to me and sent out a replacement set without complaint and at no extra cost to me!


I painted the engraved parts as recommended on their website and they look great!
I painted them to match my Cygnar army's colour scheme of black, white and gold. I waited a few minutes after applying the paint, then buffed the sticks with a slightly moistened tissue to clean off excess paint that wasn't in the engraved areas.

In game they have been great - from the start of the game when I use them to mark out my deployment zone, to speeding up my play by making measuring quick and easy. 
They are ideal for measuring the other player's threat ranges (just don't leave too many of them on the table in Steamroller 2017!)
I find the fact that they are thinner than other measuring sticks to be a nice benefit as they can often fit in between models for a measurement once the game gets a bit messy.

They can be found at Art of War Studios web-store here
(They are intended for use for Guildball, but I won't tell if you don't!) 

Overall these measuring sticks offer great value for money. I was initially worried that they might break due to the fact they are thinner than any other acrylic sticks on the market - but they have been very resilient (God knows what the postman must have done to them to break them that first time!).

Ultimately - I definitely recommend! 

Wednesday, 9 August 2017

Sam & the Devil Dogs Painted


I painted this character unit a while ago, I had intended to convert some of them to make them all look different. But I didn't have any bits that I could use to convert them and didn't want to spend extra cash. I did make green stuff slings to hold the weapons rather than have them just floating on their backs.






A couple of different grunts front and back, these are the most repeated sculpts 



These two grunts are the most interesting looking to me, I love the action poses they both have.


I look forward to the mayhem this lot will create when I put them on the table. I have plans to try them with Haley3 behind a trencher cloud wall, and with Maddox in Tim from Storm chambers list.
What do you think of my Devil dogs? Have you tried them on the table? If so what do you think of them?

Friday, 4 August 2017

3 Magnetised Heavy Warjacks Painted


Finished up 3 heavy warjacks all magnetised!


This is the third of this chassis that I have now magnetised, I'm so glad that I magged them all. Being able to use any option I want makes trying things out in lists really easy.



I now have my first 2 magged "Ironclad" chassis. Shown here as a Cyclone



I got the guns for a Cyclone in a trade so I magged a battlebox Ironclad to be able to use them, I was missing a hand for when it was a Cyclone. I have a few Ironclad hammers in my bits box from making character jacks like Triumph and Gallant so I carved out the hammer to make an "open fist"


Figured I would show off all 3 of the "centurion" chassis jacks in all their different types.


I have a Jakes2 list I want to try with 3 hammersmiths and a bunch of Ironclads. Might not be the best list but I think it will be fun to see!


3 Avengers... I'm looking for a list that runs all 3 at the same time! If you have one let me know!


3 Cyclones!!!! I have a Caine3 list that will use them all. The middle one is my old glued one from mk2, I'll admit I never thought I would ever get another one!


Only 1 of the 2 magged jacks I painted up for this post had the parts for a Defender, so the magged jack is the one in the middle, the other 2 are my older glued Defenders


5 Ironclads!!!! the front 2 are the new magged ones, yeah I think thats enough Ironclads now...

What do you think of my new and old heavies? I think that will be enough now... I do worry about the prospect of the model getting a new sculpt seeing as the Cryx jacks are getting a resculpt it is possible these will too...

Tuesday, 1 August 2017

Jakes2 Painted


Jakes2 is done!!!! She took me soooo long I'm so glad to have her done now! 



She is really detailed it took me ages to paint her, mainly due to getting painting block and putting her off for months. I finally got her finished during a painting live stream with RikersIron he was painting Bones minis. It was good to hang out with other people painting it gave me the push to get her finally finished. 





Here she is next to her younger version, I tried to make sure they look similar enough.
What do you think of my Jakes2? Do you have any fun lists you like to run with her?

Thursday, 27 July 2017

Steelhead Halberdiers painted


I got this unit of finished a while back but life has been pretty busy for me lately so I didn't get around to posting them. I got them 2nd hand already painted so I had to strip them, which gave me a chance to straighten the halberds and pin the hell out of them!


They painted up pretty quickly, though I didn't try too hard to paint them fancy. They are just disposable cannon fodder troops so I didn't take too long on them.


I did the same colour bedrolls as my trenchers and forge guard, it makes me smile to think of some factory somewhere in the iron kingdoms pumping out bedrolls.

Friday, 2 June 2017

Journeyman Warcasters Explained

I have seen a lot of posts in various faction groups asking rules questions regarding Journeyman Warcasters (the term used to refer to solos which have focus and control Warjacks. For the rest of the article I will shorten this to Jr's) so I figured I would write a piece explaining their rules and interactions.
This article is aimed at all the Warmachine factions (except Convergence of Cyriss who don't have one) and mainly newer players - but veterans might pick up something here too.

(Ignore Sturgis... this was the best image I could find of all the Jr's together!)


They are not Warcasters
Even though they share a lot of rules, they are not Warcasters.
This means they can't dominate scenario elements, or be affected by effects that work on "friendly Warcaster" such as Reinholdt's reload ability or Gastone benefiting from Rocinante's "guard dog" ability.

They have to start the game with at least one Warjack under their control (unlike Jack marshals who can only control one jack) there is no limit on how many they can control. Its more of a risk/reward choice for you to make. They can't spend the main Warcaster's jack points on their Warjack.

They have the following rules, which I will simplify:

Battlegroup commander
This allows them to control Warjacks in the same way your main Warcaster does. This means that if the Warjack is in their control area it will gain power-up focus and they can allocate focus to it.

Focus manipulation
This works in the same way it does with your main Warcaster - they will replenish focus up to their Focus stat in the Control phase. They have a Control range, which is double their current focus stat and can boost attack and damage rolls, and buy melee attacks. They can also spend focus to shake effects.

Power field
Like a Warcaster they can spend focus during their activation to heal one point of damage per focus spent. They can also spend a focus point to negate 5 damage per attack.

Spellcaster
They can cast spells in the same way your main Warcaster can. So, unlike a solo which must use a star action or attack to cast a spell (for example, a War witch siren or a Greylord forge seer, who have to use their movement before they can cast a spell) a Jr can cast a spell and then advance/charge or advance/charge then cast a spell. (Note they still can't cast a spell and run or cast after failing a charge.)

Spells and battlegroups
Something to be aware of are which spells will or won't work with a Jack under the control of a Jr.
For example Malakov1's (Khador's Jr) spell 'Redline' can only be cast on a Jack he controls as it is limited to a Jack in his battlegroup. If Malakov is included in Irusk1's army, Irusk could cast 'Superiority' on a Jack that Malakov controls as this spell states that it affects "target friendly faction warjack" (though the Jack can't benefit from both Superiority and Redline at the same time as they are both upkeep spells)

Another example: the The Witch Coven can't cast Infernal Machine onto a Jack controlled by Aiakos1 (Cyrx's Jr) as it states "target warjack in the spellcaster's battlegroup"

It's therefore worth checking the spell interactions in your list to see what is possible.

They are affected by the spell 'Backlash' (when a Jack that is part of a battlegroup is damaged its controller suffers one damage point) and the ability feedback. This does the same effect but from a different method, so both happen for a total of two damage to your Jr per damaging attack on the Jack. Because of this you might need to be careful with the Jack your Jr controls when facing these abilities, as they will quickly die by them!

Death of a Jr
So what if the worst happens and your Jr gets killed? Well any Warjacks it was controlling become "inert".

While a Jack is inert it loses any focus it had and can't gain any more. It can't activate, has no melee range and can't engage or be engaged. This means that if an enemy model is in melee with your inert Jack they don't gain the +4 def against ranged and magic attacks for being in combat.

Your inert Jack is auto hit in melee and has def 5 against ranged and magic attacks. They don't gain the armour benefit of shields or bucklers. Inert Jacks don't contest scenario elements.

Reactivating inert Warjacks
You can reactivate your inert Warjack using a model with the Battlegroup commander special rule (your main Warcaster and any Jr's in your list, though currently only Cygnar has access to more than one) or a friendly faction Jack marshal.

A Warcaster or a Jr have to be base to base with the inert Jack and spend one focus, this will reactivate the Jack and put it into their battlegroup.

A Jack marshal has to be base to base with the inert Jack and forfeit their combat action. This will reactivate the Jack and bring it under the control of the Jack marshal (unless they are already in control of a Jack, in which case the reactivated Jack will become Autonomous).

If the Jack that went inert was a colossal then it will not come under the control of a Jack marshal as they can't control them, in this case it will become Autonomous.

When an inert Jack is reactivated it must forfeit its combat action that turn.

In later turns Autonomous Jack can activate as normal but does not benefit from being in a battlegroup or being Marshaled.

If you have an inert Jack that you would like to bring into your main Warcaster's control, but they are too far away to reactivate it, you could have a Jack marshal that already controls a Jack reactivate the inert Jack making it autonomous. Then, have the autonomous Jack advance towards your Warcaster (remembering to forfeit its combat action). Finally have your Warcaster advance into base to base and spend a focus to bring the autonomous Jack into its battlegroup.

And that's the rules that you might need to know about Jr's. I only play Cygnar so I will likely write a tactica for their Jr's at some point. If there is enough interest I could write one about a Jr in another faction but bear in mind that I have no practical experience using the other factions' Jr's so it would be totally theory based!

I hope you found this article helpful.If you did, please share it with your local clubs or drop a comment below - feedback is always welcome, as are suggestions for future articles!

(The OG and most used Jr!)