First batch of Kharadrons, and by accident I went for a yellow scheme that matches my Stormcast. I hadnt planned too but the idea of boiler suit dwarves was too strong to turn down 🙂
That is a mouth of a title…
So first raffle of the year, and it is a very very nice one as I have 2 prizes to give away.
A huge thanks to Jamie (@_hotrodthug) on twitter for doing the leg work for me and also to the authors that agreed to sign the artwork.
These include Nik Kyme, Gav Thorpe, John French and Ray Harrison. Which is absolutely fantastic 🙂
Here are the prints you can win, child is for scale and apparently is not also up for raffle (something to do with bad parenting 😉 )
This years aim is to hit the £18000 barrier and I am hoping we can achieve that.
For those who have never come across WAAC before;
In 2014 I lost my Mum to Cancer, the MacMillan Nurses were amazing in looking after my Mum but also my Dad and I wanted to give back to them. Thanks to everyones help we have been doing that ever since and as I have said we are well on our way to hit £18000 in those 4 years!!!
As always if you want to help with a donation, run an event, raffle some models please let me know 🙂
So do you want to win some lovely signed artwork? and help charity? of course you do now for the technical part..
- 1 Raffle ticket = £1 donation to https://www.justgiving.com/fundraising/waac2018
- Multiple purchases are fine (MOAR tickets = MOAR chances) so feel free to give me all your monies 😉
- When you donate please ensure that you say Black Library in the comments
- Please make sure JustGiving have your email (you may need to log in) as I will need those emails to contact the winner. IF you don’t want them to have your email feel free to drop me a DM on social media.
- The draw closes on the 1st of May 2018.
- A draw will be made and the winner will get to pick a print. A second winner will receive the second print.
- I am not responsible for rules governing other countries, with regards raffles/gambling so you as individuals will need to take responsibility for those not me.
- Finally remember WAAC has a new meaning Wargamers All Against Cancer!
Welcome to the Dark Age Arena of DEATH!! (*thunder and lightning*), so a bit of fun we are going to have ourselves a little sport in the shape of some one-on-one hacking and slicing!
The competitors have been carefully chosen with some strict rules about who can take part (200 points and not a character). Which leaves us with a selection of monsters to watch. Interesting a couple of (sub)factions have lots of choice so we are going to first work on the finding a champion for each faction.
But first the rules, we have the coliseum for the competitors to go at each other with (18” gap between models and no terrain and 8 rounds of combat), it is set-up and ready to go!
The first rounds of DAAD! Is going to be to see who is going to be the Skarrd Champion, between the 4 Abominations and the Juggernaut
Round 1 of the Skarrd Cup in which the Blood abomination takes on the Decay Abomination.
Decay blinks first and comes rampaging forward and stops closer to Blood and readies itself for the carnage to come. Blood smelling something red charges forward with murder in mind but before it can get too close Decay lets rip with its ranged weaponry.
But whats this? There appears to be something wrong with its gun…….O.M.G! Something is really wrong, some sort of malfunction has occurred and all but blown the gun to nothing but a charred stump! Things can only get worse as Blood makes into swinging range and proceeds to cut two huge chunks out of Decay with some of the shrapnel pieces embedding itself into the skull of the Decay pilot
What a spectacular start for Blood surely there is no way back now for Decay?!
(Wound count 6-2)
Blood continues it enraged attack onto the wounded Decay, but in its frenzy it only manages to make one telling blow onto Decay and pays for its misses with several tubes and power couplings failing due to the maniacal flailing and malfunctions.
Decay sensing a possible weakness tries to strike down Blood but its life force is slowly ebbing away and it is only able to deal a small amount of damage.
(Wound count 3-1)
Decay desperately strikes out hoping to catch Blood out and it almost succeeds with two hits finally finding their mark the last one critically so. But it still isn’t not enough as Blood swings one last time to completely remove the Decay pilot as a bloody stain.
BLOOD ABOMINATION WINS
Round 2 of the Skarrd Cup in which the Toxic abomination takes on the Horde Abomination.
Horde ambles forward reading itself for the coming of Toxic, which comes it does but due to the distraction of the shooting from Horde there is nothing but a draw between the abominations.
(Wound count 6-6)
Horde starts it attacks into the distracted Toxic opponent, with a few of the swings proving almost deadly to Toxic. The stunned Toxic goes on the defensive and makes some parrying blows into the Horde managing to also hand back some of the damage it has also taken.
(Wound count 3-4)
The Masochist that is Horde decided to take its chance to enrage itself and try for more swings into Toxic. But with the enraging of itself, it manages to cause even more damage onto itself. Clearly the pilot will need replacing if it survives, it almost comical fashion with Horde writhing in its own self-harming rage Toxic cannot even land a decent blow!!
(Wound count 3-2)
The Horde clearly has malfunction completely as it can gain control of its limbs. Seeing this Toxic advances menacing and finally puts the Horde out of its misery
TOXIC ABOMINATION WINS
Round 3 of the Skarrd Cup in which the Toxic abomination takes on the Juggernaut.
Toxic deciding to take the fight to Juggernaut, it readies itself for the beast to come forward! And forward it comes brushing aside the incoming shots from Toxic and manages to get a glancing blow onto Toxic for an explosive start to the round.
Juggernaut continues its assault thrashing Toxic viciously before clearly hitting something important and sending Toxic into a poisonous cloud of destruction!
Welcome to the final round of the Skarrd Cup in which the Blood abomination takes on the Juggernaut.
Blood not learning from its brothers in earlier rounds, moves towards the Juggernaut and readies itself for the Juggernaut! This time the Juggernaut is hurt from the shooting of Blood and the gaping wound it suffers clearly causes more damage as the pair clash in the middle of the arena!
(Wound count 4-6)
Blood having stunned the Juggernaut in round 1 continues its attack but clearly something is wrong with the mechanical parts of blood being so close to the Juggernaut. It does manage to land some telling blows onto the Juggernaut but several systems are clearly failing and some viscous black liquid is seeping out of several rents in Bloods armour.
The Juggernaut clearly in its small minds senses the damage Blood has sustained due to its Malfunctions is enough to finish the job and it does so with a horrendous roaring sound as it splits Blood in half.
JUGGERNAUT WINS THE SKARRD CUP.
It advances forward as the representative of the Skarrd faction.
via Kids are Alright
Home is where the Hearth is..
She is a slow lass but then with what she is carrying is it any wonder! Her TAC is average and her KICK is OK lacks the range but healthy dice pool. Her DEF is really bad but she does as you would expect bring the ARM. Her INF like all the masters so far is it that decent minimum but capped max unless she is the captain!
Armoury – For how slow she is this is a nice boost as it ups her melee zone to 3” Which means she has the potential to catch people out. If she is captain she also boosts everyones zone to 2” this really helps the apprentices more than the masters (makes sense). But to get the best out of it requires some planning (as she would need to activate early) or use it as a sort of surgical strike on one or two models.
Match Experience (4”) – Great bubble which lets you become very momentum efficient. When a friendly model uses ‘Give n Go’ the receiving player gets to make a 4” dodge as well. With this is mind you can get 2 momentum worth of free movement for the cost of 1. Any point in a game that is going to be a great thing to have access to.
Sturdy – She ignores the first knock down of a turn! This helps her a little bit with her being a target of such things with her low DEF..
A brewers playbook again with the book being shorter than the TAC. All her columns bring momentum which is really nice to have. She has also knock down on 1 which means she can protect herself against those counterattacks a little. While access to pushes and also a tackle means she can get out of trouble usually but also means people want to avoid her.
Instruction – Costs 1 INF, gives apprentice models an extra 2 net hits (so not extra dice just hits). This is obviously really nice on any of apprentices but the one that stands out is Sledge for the potential 5 net hits by also being near Anvil!!
Use This! – Costs 1 INF, grants a friendly model a boost to their melee zone, this is nice as it means you don’t need to use her legendary (if she is captain) to have a specific model have the boost but also means you have more options for her activation rather than early to get most out of her legendary.
She is a great support model to have the team as she can help a few types but obviously she really lets the apprentices start motoring. Is she going to score you goals/take outs probably not in most games but she helps the rest of the team do it for her!
Make sure you check out Leodis Games for all your Guild Ball Goodness.
Sometimes it’s good to mix things up….
One of the fastest in the team, he is on par with Fishermen fast! His TAC is OK and his kick is great (not super striker but there are ways). His DEF is average, which means good for Blacksmiths and of course still a little ARM. And as an apprentice his INF is the low minimum but can take a normal amount out.
Back to the Shadows – If he damages during his activation he gets a free dodge at the end of it. Which with his speed lets him be really dangerous and lets him be a great hit and runner.
Arsenal (Hearth) – If he starts his activation near Hearth (his master) he gets to pick one of a three different small boosts for the remainder of the turn. He can up his melee zone to 2” which makes his threat over 10” which is nasty! He can up his kick dice pool which takes him into the scary striker range or he can gain anatomical precision (so ignores 1 ARM when attacking). All have uses but I think the kick or melee zone are going to be the more popular ones.
Like most apprentices his book is longer than his TAC, so some set-up is needed to make the most of his book. He brought decent momentum generation (5/6 columns) and as mainly a ball player first access to a lower momentous tackle and also a higher momentous tackle and double dodge. Makes him pretty dangerous to get the ball and use it! He isn’t a damage dealer but some decent damage can be welcome sometimes.
Acrobatic – Costs 1 INF, just increases his movement ability and makes him have a very large threat range.
Dirty Knives – Costs 2 INF or 1 Guild Ball (3 hits), seen in other teams and always nasty reducing DEF (not clearable as not a condition) as well as a little bit of damage (triggers back to the shadow) and also poison. Just makes it a great thing to trigger off his playbook or even just try if you don’t have anything else for him to do!
He is fast, he is bouncy (so many dodges), he can be a pain to deal with and is a great goal threat! The main issue you may have is he needs Hearth around to make it really scary, however as he is so fast and she is so slow. It is going to be easy to separate the pair! So choose when to wind him up and let him loose as there is going to be times it will take a turn or 2 to get him back into the lovely bubble Hearth gives him! But overall he is one of your best goal threats he can also bring some other work as well when needed.
Make sure you check out Leodis Games for all your Guild Ball Goodness.