Thursday, October 31, 2013

Zomtober: the ironic edition

That is the face of a cat who is done with all this.

Zombotber draws to a close, and I have to punt on the challenge. No time to paint last week, or this one. October (and November) are always really busy around here, so I knew it would be a stretch. Ah well. Close is pretty good, right?

I did get a few other figs based and primed, so there's more to be done soon. I'd actually like to get the locals in on 7ombieTV, and picked up a few things for the scenarios there, as well.

But for a final bit of irony? This showed up last weekend:

That's a shocking amount of miniatures.

My spoils from the second Zombicide Kickstarter! Just the thing to polish off Zomtober. So plenty of figs for playing 7ombieTV, heh. Would just have to get on the ball with the painting. (I've been giving guff to one of the locals for not painting any of his figs fro the first Kickstarter, so I have zero excuse.) So I guess my Zomvember is booked up?
 

Happy Halloween, cats and kittens!

Saturday, October 19, 2013

Zomtober 3: Misty Takes the Field

I have mentioned my cats are pretty patient, right?

First survivor this week. Misty, from Crooked Dice, doesn't take guff from anyone, armed with a field hockey stick and a bad attitude.



Once again, after I finish the fig and sit down to take the pic, I see the things I missed. The undercut of the hair on the side of her face needs a little more shading, because in these pics, it totally looks like her face is half melted or something. Were I not on a deadline I'd fix the detail and retake the pics first, but, Zomtober!


And I love the teddy bear.

I went for a slightly cleaner paintjob this time. In addition to using her for a 7ombieTV survivor, she will be pulling double duty in 7tv as one of the criminal students in my (eventual) 'S.H.I.V.A. Academy of Evil' cast.



Next week: no idea! I have a bunch of figs primed, but will have to see what I am inspired to do for the finale.

Saturday, October 12, 2013

Zomtober 2: the Quickening

 Our other cat Kira gets in on the act. She always looks that grumpy.

Got the shipping notice for my Zombicide Kickstarter II rewards, so that will be an exciting arrival shortly. 

Another easy pick this week, the other zombie from the Reaper Bones KS. I have a handful more to get through eventually. Wanted to get one of each painted up first.


Today's fun game: squint and see if you can find the mold lines!


Definitely more than a little deformed, I figure he's slowly mutating into a tank zed or something similar. I love that left arm, though. 

The pose gave me a bit of a swamp vibe, so I wanted a more 'wet' look, with more greens and less grime and gore. Did I go too far? Ehn, maybe. I'll live with it. Hands and face kept grey-er, since those are going to see the most contact.




Sitting next to his comrade in arms, though, I think I will definitely want to get the bases a little closer together in style.

Next week... something different.

Sunday, October 6, 2013

Did someone say... Zomtober?

I didn't make a fancy title card for the event, like some people, so I just put a sign on my cat Riddler.

The Eclectic Gentlemen, a true champion of our hobby, has put out the call. Zomtober is upon us again.

Now, October is busy with a lot of not-gaming things. And I am already behind on the blog, with at least two writeups to finish. But as I've mentioned before, it's the little things that can get me motivated to finishing my figs. And I remember watching the Zomtober proceedings last year and thinking, man, I shoulda got in on that.

But it's four figs in thirty-ish days. Even I can (hopefully) rise to that challenge. I already have a couple figs in mind, but figured I'd knock out an easy one to get the ball rolling.





Straight out of the first Reaper Bones Kickstarter, it's a zombie! Yep, nothing fancy. Good for 7ombieTV, of course, and a new company for IHMN I have secretly been working on for the second book. I might sneak in a little more detail on the base, but I don't want to overdo it. 

Next week: another zombie!


(Luckily, this isn't a competition, because this is what I would be up against. Wow.)

Saturday, September 14, 2013

And now: Infinity

All of a sudden, you realize you're behind schedule, and have a number of posts you've been meaning to make, but haven't, you know, actually written. I have at least two more battle reports after this one, and I feel another state of the union post brewinga, plus maybe some rambling about upcoming Kickstarters or the like. Anyways. Autumn gets busy, with the daughter back in school, and TV shows returning plus good movies coming out, so time to get back into a better routine about this.

I had been meaning to try out Infinity for like, ever, based on either the Beasts of War YouTube tutorials or all the pretty pics at Studio Giraldez or what have you. The game seemed nifty, the internet loves it, and didn't take a huge number of figs, and is unapologetically scifi. So when I received a hand-me-down Haqqislam army (originally Aaron's; he gave them to Maurice, who then gave them to me) I knew it was time. Spent a little time on the invaluable ALEPH army building site, figured out what I had, and gave it a go.


I brought:
A Ghulam lieutenant, plus two Riflemen.
Djanbazan HMG and Rifleman.
Jannissary HMG
Hunzakut
Khawarij ("Captain Haqqislam!")

Maurice sent along his Tohaa list:
Ectros Lieutenant w/ Viral combi rifles
Kamael w/ sniper rifle
Kamael Doctor w/ combi rifle
Makaul w/ Heavy flamethrower and smoke
Makaul w/ Heavy flamethrower, swarm grenades and smoke
Gao-Rael with Spitfire
Gao-Tarsos w/ HMG (Man, this guy.)



Remember this terrain? I'm soaking in it!

Winning the initiative, the Tohaa took up residence in the taller ruins on the north of the field, leaving my troops to trudge up field and dig them out. I knew he was holding... something in reserve, but couldn't concern myself with that. I knew trying to play defensive wouldn't get me anywhere, so better to act decisively.



Camping the spawnpoint.

And lordy, it was bloody. Lots of AROs as I duck from cover to cover. I taught Maurice why mines are nice, blowing up his troops moving in on the east side with some quick Hunzakut action. A Makaul was ranging in with the heavy flamethrower in tow, though, and I knew that would give me some headaches.I was throwing a lot of HMG shots downfield, though, which was starting to pay off and give me the upper hand.



Man, this guy.

Around then was when Maurice taught me about air-dropping an angry alien in my backfield with an HMG. The Gao-Tarsos fell right into the southeast corner and started cleaning me out. I bottled out soon thereafter.

The game is good, very solid foundation in tactics, and keeps you involved with reacting to the enemy a lot of the time. I will definitely want to try it out with some scenarios or really anything to keep it from being a 'line up and shoot the bad guys' simplicity. Also reading up on other units to pick up to give me a little variety in selecting my forces, but I also know those Nomads are going to start looking pretty tempting...

Friday, August 30, 2013

And now: Dreadball



To fight the bug, we must understand the bug.

A month or so ago, I won the Dreadball team from the fine gents at the Combat Phase podcast. Full disclaimer: I know both of the gents behind it from waaaay back in the 90's, although I don't get the chance to game with them anymore. However, Rob is still (mostly) local, and he took the time to deliver my prize in person, and teach me the basics of the game.

After agonizing between the many choices, I narrowed it down to either the Locusts or the Robots, based mostly on looks. Eventually picked the bugs. Looking forward to getting some paint on them, after... some construction. Any suggestions for paint schemes? The good things about terrible space bugs is they can be, really, any color you want. Time to troll through Google Image Search for ideas.




For the test run, I used the Corporation and Rob went with the Marauders. We didn't use all the rules, but rather went through a basic game, which him summarizing how the other elements added in and affected the gameplay. Highly effective! I learn best by actually playing a game, and this was a good combo for me.



Yes, the above shot actually happened.

The game itself was fun. The Marauders scored big early, and lead most of the game. Amusingly, every time the ball turned over, it relaunched to point two, meaning there was a permanent crowd around there.

The game played faster than I expected, and momentum went back and forth very smoothly. Definitely more like basketball than (American) football. In the final turn, I managed to duplicate the hail-mary play he made to earn a big lead quickly, and while it didn't tie the game up, it stopped it from being a rout. The Marauders took the day, 1-0.




Side note: it was actually a pretty light night for the store, but two of the locals did have this sweet Infinity setup. Lot of junk pieces there (electrical boxes and receipt rolls) but painted up and based nicely. The posters made for nice easy details too.

Saturday, August 24, 2013

7tv: Checkmate!

During the tumultuous 19th century, one major topic of conversation grew among the circles of power. The rise of "unchecked extranational powers" would grow to present a major threat to governments and countries worldwide. Quietly, an idea grew. An international organization would be formed as a deterrent to hold these forces 'in check,' calling on national resources of participating countries as needed to fight their battles in the shadows of wars and civilization. From their inception, they have fought nefarious cultists, science criminals, and villains of all stripes and capabilities, able to stay one move ahead through ingenuity and strategy.

Today, Checkmate recruits from the top agencies worldwide, looking for experts 'on every topic, on every continent.' Headquarters is hidden within a mountain near the border of Ruritania. They keep safehouses and bases worldwide, sometimes in cooperation with the locals, other times in secret.

Checkmate also seeks out the best minds in the world on every esoteric topic they can. Force is easy to muster, but knowledge can be power. These outside consultants are not always full members of Checkmate, but can work with them for years at a time, or more.

Ranks within the organization are taken from the game itself. Pawns are the average rank-and-file members. They can operate independently, or are assigned to a task or sub-group. Knights, having proven their talent and reliability, are the team leaders, put in charge of assaults, extractions, and 'problem-solving' missions around the globe. Rooks tend to engineer infrastructure and support, coordinating with local governments, or commanding security details. The Bishops run large geographical areas or departments of the group as a whole, including the secretive counterintelligence chapter and all deep-cover agents.

Lastly are the Royals, the four leaders of Checkmate. The White King is in charge of field operations and diplomacy, the White Queen focusing on staffing and defense. The Black Queen heads the supernatural division, and the Black King heads the superscience side. On paper, all major decisions require three-fourths approval, but rogue operations ordered by a King or Queen happen from time to time.

In the moonlit shadows of the urban jungle of some wasteland metropolis, or the sundrenched desert ruins of some ancient civilization, Checkmate stands watch against all the foes no one else can face.

Sasha the Outsider and Knight Argent

KNIGHT ARGENT - Flamboyant Agent - Star - 50 ratings

Mov 6 Def 4 Hit 3 Str 4 Agi 4 Int 4 Mor 5
Eagle Eyes, Gadgets, Inspirational, Kung Fu Grip, Luck 2, Make Your Own Luck, Seduce, Signature Weapon (silver pistol), Sixth Sense
Brawl 3+
Pistol* 3+ (12". Str 3, Pistol, Signature)


"Never play by their rules."

One of the rising stars within Checkmate, David R. Jones is a White Knight through and through. Nicknamed 'the thin white duke' by the pawns on his team, his white-ish blond hair and his golden gun pack quite a visual impact when he moved into action. Argent is known to be a favorite of the Royals, thanks to his proven track record, and a reputation for getting the job done despite limited resources with a flair of panache to boot. His outward flamboyance hides a secretive side, and he rarely speaks about his past or life outside Checkmate, preferring a well-kept secret with a wink and a smile.

(Manufacturer: Reaper Chronoscope)

SASHA, THE OUTSIDER - Unearthly Traveler - Star - 50 ratings

Mov 6 Def 4 Hit 3 Str 3 Agi 4 Int 5 Mor 5
Alien, Alien Physiology, Gadgets, Luck 2, Plucky, Psychic, Saboteur, Sixth Sense, Teleport
Brawl 3+


"I never let anything define or limit me."

Ten months ago, an experiment in dimensional folding went awry, deep within Checkmate headquarters science labs. A strange alien 'cage' materialized from thin air, and out stepped Sasha. Claiming to be a human traveler from an colony near Alpha Centauri from the future, she has been consulting with the science division since, partially so they can learn from her, and partially so they can keep an eye on her. The Bishop in charge of dimensional science assigned her to Knight Argent, noting their strange affinity for each other's styles was complimented by their forceful personalities.

Secretly, Sasha has yet to let anyone know her Timecage was, in fact, a prison cell, and she was being kept in an extradimensional lockdown for reasons yet unknown to viewers. She knows her trail is being followed, despite her best attempts, and knows that Checkmate is her best hope at achieving her freedom. And the numbers inside her cage point to her not coming from a distant future, but thousands of years in the past, and invokes strange deities not known on Earth.

(Manufacturer: Reaper Chronoscope)


Mister E and Squire Sparrow

 SQUIRE SPARROW, Angel of Justice - Co-Star - 32 ratings

Mov 6 Def 3 Hit 2 Str 3 Agi 4 Int 3 Mor 4
Danger Sense, Disarm, A Good Offense, Heroic Surge, Luck 1, Sidekick
Brawl 3+
Pistol 4+ (12". Str 3, Pistol)


"Step one."

Linda Sparrow had a ...troubled childhood. Always in trouble at school, typically for 'unladylike behavior,' her teachers were often disappointed that she was squandering her obvious potential in favor of rambunctious adventure. She may have fallen on the wrong side of the law before being identified by a mysterious Checkmate recruiter.

The opposite of Knight Argent in many ways, it was the White Queen herself who knew Sparrow and Argent would make a great team. His polish and training were immediately complimented by Sparrow's energy and grinning pride. She rose quickly through the ranks of the Pawns and now serves the Knight directly, on the fast track to her own Knighthood.

(Manufacturer: Crooked Dice)

MISTER E, Investigative Academic - Co-Star - 37 ratings

Mov 6 Def 3 Hit 2 Str 3 Agi 4 Int 4 Mor 4
Dodge, Heroic Surge, Inspirational, Leader 1, Luck 1, Saboteur
Brawl 4+
Pistol 5+ (12". Str 3, Pistol)


"But ah, there's the riddle."

Edward Nashton, or "Mister E," as he is affectionately known, has also lead a meandering life. With an intelligence and ambition that outstripped his circumstances, he grew bored with university. A brief life with the criminal underworld in his hometown of Manchester left him with enough of an arrest record that would follow him. He then sought to put his intellect to use as a private investigator, but his... personal demeanor meant few repeat customers. He was set on a course towards falling back into crime when a chance case lead to him being brought into Checkmate.

Nashton is loyal to the organization, as it's given him a steady stream of mysteries to solve and puzzles to crack, and an admiring audience waiting to hear his conclusions. His latest obsession, however, is Sasha, the alien traveler. While he values her as a teammate, he quickly ascertained that her Timecage was a prison cell, and as a result, she's hiding many secrets. But Mister E has told no one, including her, of his theories,
content to watch and wait, and only reveal his conclusions once he's uncovered all the riddles.

(Manufacturer: Blue Moon)


Agent Jones, accompanied by two soldiers of Checkmate, Lafferty and Malik

AGENT JONES, Dependable Deputy - Co-Star - 29 ratings

Mov 6 Def 4 Hit 2 Str 4 Agi 4 Int 3 Mor 4
Good Offense, Honor Bound, Leader 1, Luck 1, Military Training, Sidekick
Brawl 4+
High Caliber Pistol 4+ (12". Str 4, Pistol, High Caliber)


"All it takes is one well-placed shot."

Brion Jones (no relation) is First Pawn under Knight Argent. He takes command of the other Pawns assigned to assist Argent and maintains communications with the home office, requisitioning materials and coordinating operations. What he lacks in creativity he makes up for in drive and willpower.

A quiet man with the military in his blood, he commands respect from those under him and projects a calm demeanor to those above him. Quietly, he doesn't appreciate the randomness that Sasha and Nashton bring to the team, but knows how valuable their contributions can be. And anyone that can get the job done smoothly and get his soldiers home safe is someone he can work with.

(Manufacturer: Crossover)

[Side notes: this team was done to add to the 7tv casts thread on the forum, check out all the other entries here. The truly dedicated reader will note Sasha was slated for my 11+1 Challenge. One more off the list! Amusingly, this was the cast I was doing until I could complete my Dr. Argos villainous list, and the last models I needed for that arrived the day after I finished writing these backgrounds. Serendipity! I was also eminently pleased with these models, including really learning how to paint white. This was somewhat tempered by me finding out next I need to learn how to photograph white better, heh. The major influence for this list is DC Comics Checkmate, specifically the phenomenal Greg Rucka run.]