Beared-itorial

So any news this week? nothing springs to mind really…..well except new 40K and it’s not like the internet will be going crazy bonkers for that right?

So far I am liking what I am seeing, obviously with this drip feed of news we are going to see many panics along the way but hopefully the full rules will drop soon (June maybe).

On first look we are going to be seeing a mix of AoS and 40K rules which is only a good thing as I love the AoS rules and from the look of things the bloat is going as well. 5 books on release to cover on the major allegiances? Plus free rules and I think everyone is going to be pretty happy.

This leads onto what I am planning for 40K my Eldar are sold to make way for a 30K Death Guard army and all the shiny that brings (thankfully with the plastic boxes it now brings it just into my price range). But this also offers my a lot of scope into 40K I can just keep them as-is and use as space marines with no issue. However the plan is to keep them as Death Guard (especially with the new models) but not nurgle up the troops keeping them as they will look for 30K. I will be adding in Nurgle characters for 40K though and particular troop choices 30k/40k that I can’t really ‘count-as’ across the range I will pick up more than likely. Say things like the Helldrake cool model but nothing in 30K matches so I may get one of them.

Now the fluff behind this is that only characters gain the blessing of Nurgle to become fat/mutant while rank and file marines are in a way similar to 1k sons, they are locked into place as they appeared at the time of the Heresy.

Games This Week

No games this week, been pretty mental..

Hobby This Week

Been jumping around lately with my painting, managed to finish off a couple of bits like my gremlins. Hopefully can start my first DG unit this week :O

Make sure you check out my sponsors the best malifaux shop around and also carrier of many other shiny things 🙂 all at a great price. Please order using the link below I get a warm glow and hopefully we get a bricks and mortar store sooner 😉

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Netting the Fishermen (S3) – the Hag

Say hello to the Hag the Grandma of the team and certainly someone you don’t want to cross…

Stats

She is very slow particularly in a team like Fish (she does get a boost from shadow like), Her TAC is meh but she probably doesn’t want to be in the thick of it unless she can pick on a smaller melee zone model. Her KICK is OK for a Fishermen but she is probably not going to score you many goals. Her DEF is average but she doesn’t bring ARM to the table so is pretty squishy if your opponent concentrates on her.

INF is average although she doesn’t have a high max level, but again like her speed there is more to her that first seems.

Legendary Play

Call of the Sea – Unusual legendary, she takes DMG for every model in the pulse area (minus herself obviously). All enemies suffer a 2” push and friendly models gain a 2” dodge. This has the potential to really help get your team moving or even just clear a path to the goal. As well as controlling where both teams are positioned. However with the damage taken it has the potential to be really damaging to the Hag so caution is needed.

Traits

Talisman – makes her a little more INF efficient as she can once a turn do a character play without spending the INF.

Shadow Like – She gets a 2” dodge at the start of her activation, which makes locking her down very difficult.

Fear – As seen on the likes of Ghast, the first time she is targeted by an attack or play it costs an extra INF to do it. Helps make her a less attractive target for your opponent (no joke about her looks here oh no not me…).

Playbook

She has a small playbook (charges would give good chance of wraps though). She has pretty standard book really, plenty of access to momentous dodges, however her tackle will be hard to go for outside of a charge really. She can easily get her Guild ball result off which is helpful as it is a decent one.

Plays

Decoy – Costs 1 INF, The next attack/play that targets her is at +2 DEF, which means she is incredibly difficult to hit. On top of Fear she really is a target you won’t want to touch unless you really need to.

Fisher’s Reel – Costs 1 INF or 1 Guild Ball (2 hits), as this is not a once per turn play this is a really nice play. It allows her to make a friendly model make a dodge, but only once per player. This does mean she can move 4 players a turn like this if she wanted. The possibilities for a movement team like Fish couldn’t be written here if I wanted to do. Possibly the best utility play for the team!!

Overall

A team-buffer for the Fishermen, when you must have more movement shenanigans than you  already have may as well turn it up to 11!!

She is not going to be keeping up with a lot of players but she isn’t needed for that she goes early in the turn pushes her friends around to open up all sort of charge/goal lanes. Her Legendary is odd but again get be used to push her movement uses up or just mess with your opponent as it doesn’t need hitting. Need Midas out of snap shot range? Done, need to ensure tenderiser loses his free charging? Done, need to make sure Shark can’t get counter-attacked by a smaller melee zone model? Done!!

All the while Fear, Shadow-like and Decoy make sure she keeps out of trouble most of the time. She can be easily ignored by your opponent for those alone which means she goes about her work almost unhindered.

Make sure you check out Leodis Games for all your Guild Ball Goodness.

Raising the Morticians (S3) – Brainpan and Memory

Next on the list is the frankly weird Brainpan and his friend, I forget his name….

Stats

Brainpan – He has average speed and his TAC is super low, this is not a model you want swinging unless it has help. KICK is a bit meh certainly passable but not a goal scorer without bonus time. His DEF is average as well but he does have some ARM and his INF is standard as well.

Memory – He can’t move and has no INF generation, his TAC is average and his DEF is very good. His KICK is unusual (like Hearne) it brings decent dice pool but mascot level range but as we will see that is not an issue.

Traits

Brainpan

Thought (Memory) – If Memory has been taken out before you activate you can remove the condition and place him close by and at full HP. OK he doesn’t have an activation but he is a road block.

One, Two! (Memory) – Allows you to pass to Memory with a bonus to his KICK (a pretty big bonus). It also allows Memory to make a teamwork action for 1 less MP than normal, which can make Memory move around the board nicely or even go for that cheeky snap shot as well.

Memory

Benched (Brainpan) – Basically means he comes along with Brainpan when you pick him and he doesn’t count as one of your 6.

Inanimate Object – He doesn’t have an activation and doesn’t generate VP when taken out.

Control Strings – At the start of every (other) friendly model he may make a 2” dodge, with no range on this it means he can move 12” a turn happy with no issue. So he is actually one of the fastest models in the game.

Playbook

BP – Its rubbish, he does have a momentous tackle on one which is great but that is all he has going for him! He can dodge and causes a tiny amount of damage but he is not going to get you momentum so only use his playbook if you really really need to.

Memory – Brings all the MP generation for the duo, he brings plenty of damage output while also having some dodges in there as well and all this is momentous!!

Plays

I’m open! – Costs 2 INF, allows a friendly model make a pass which targets Brainpan without spending INF. It only has a small range but most players will be in range of passing regardless with this distance.

Puppet show – Costs 1 INF, allows memory to make an attack for free or make a 2” dodge, very versatile ability which lets you make memory do the heavy lifting for the pair.

Pulling the strings – Costs 1 INF, allows Memory to make a KICK without spending any INF, ties in nicely with his traits to allow for some puppet goals or even letting Brainpan doing the scoring..

Overall

They are an unusual pair, one will not work without the other however they are not the easiest pair to separate so your opponent will probably ignore Memory which can only be a good thing as he is a great little roadblock that is nigh on impossible to lock down.

Between the pair of them they can score goals from crazy angels and it is not impossible to have 3 passes in a brainpan activation with the last leading to a snapshot. Which makes them a serious goal threat. It is also worth noting they make great momentum generators as Memory will get something every time unless tough hide is round.

A very interesting choice for the spooks and one worth considering.

Make sure you check out Leodis Games for all your Guild Ball Goodness

Gremlin City #WIP

More work in the gremlin houses. We now have some colour on them 🙂

Which means next week we can start adding even more and get these table ready. I am hoping another weeks worth of lunch times and will have these done and ready.

Dropfleet Commander Token Review

Hello all been a while I did a review and while my main photo editing software is still playing up figured I need some content 😉

Handily I have just the thing to hand, the great guys over at LaserForge part of the The Model Exchange site has some really nice token sets for dropfleet commander. Which can only be a good thing with all the tracking you need to do.

The do some lovely ship trackers but in this review we are going to be looking at some other shiny things.

First up the Range Finder set – £12.95

Its available in various colours as you would expect, it comes with plenty of stuff which is great for the costs.

  • 8″ Movement ruler
  • 45 and 90 deg turn keys for both small and large bases
  • Blast Radius keys for when things go BOOM
  • Place Holders for bas types

I have the nice light blue acrylics the quality is great all the lines are nice and deep (for adding colour) and the numbers/lettering are done well also.

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The turn keys fit perfectly around the bases making for nice snug turning. The only issue I have is if you want to turn a ship in the middle of lots of other ships as the are pretty chunky.

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This obviously helps with the place holder keys so you can clear the cluster so you can turn, with much less fuss.

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Altogether and great little set to make playing that little bit easier and is also cool looking.

Next we have the Asset pack – £5.95

Which has oodles of tokens that cover all your needs for the second phase of the game. You are going to be swimming in infantry, tanks, and bombers etc. in this pack, the full list is

  • 4x Defence Batteries
  • 8x Tanks
  • 4x Triple Infantry
  • 6x Single Infantry
  • 3x Torpedo
  • 7x Bomber
  • 7x Fighter

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Like all the packs you can have either MDF or acrylic my examples are MDF as I plan to do some painting on them eventually.

Obviously these are pretty large tokens which do take up more real estate on the clusters but really it helps as all the shapes are different enough to make instant spotting the board much easier.

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While the remaining tokens all look cool and are nice and functional.

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As mentioned about the size of these tokens, the only one that may cause a little problem is the triple infantry marker as you can see its a pretty big’un.

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Despite the sizing of these tokens they are great value for the number you get and well who doesn’t like adding to their painting pile by painting some tokens as well 😀

Finally we have the Sectors pack – £3.95

Again I went with the MDF ones as these will be easy to paint up to match the sector colours, the pack contains:

  • 3x Military Sectors
  • 3x Comms Station Sectors
  • 3x Power Plant Sectors
  • 4x Commercial Sectors
  • 8x Industrial Sectors

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These are spot on to replace the cardboard tokens with no issue.

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Overall, these are really nice and have easily to tell what they are from the clear picture design which is always a win! A spot of colour will further extend this.

So altogether these are great little sets for anyone wanting to dip their toy into Dropfleet Commander and well worth looking at for their quality and price.