Well the exciting news is that specialist games is coming back….if you believe a rather poorly put together flyer, which apparently is now confirmed, whoever colour me skeptical!!

IF it was true I have to say I am not really looking forward to it, there is a lot of nostalgia linked to the specialist game range and we all know reboots generally don’t do as well, even if they are enjoyable (Total Recall anyone?!).

What this will mean is whatever GW do it wont be seen as good which will result in a load of fan rage particularly if they touch bloodbowl and Epic which have both kept very vibrant communities regardless of official support. Look at the world cup held last weekend hundreds of players taking part, that is a lot of people to piss off. They have already push away a lot of WFB players due to AoS, this could be fire and frying pan scenario.

Unless we are seeing support returning and it is sustained support please GW leave things well alone. If we are having limited releases ala space hulk just don’t. The limited edition tag just feeds ebay sellers and nothing more. IF you must, follow Wyrds path and have limited ed but they are available semi-regularly.

In short would be cool to see new minis update rules BUT not sure it will be the second coming many seem to be hoping for. It will be 1 off boxes with little extra support unless FW are making the models which will then make them more expensive and harder to get (only via their own site). Actually with that in mind could the specialist games be gateway drugs to FW models like BaC boxset clearly is?

I hope to be proved wrong but I doubt it!!!

The Wall

I have hit the wall, I have no motivation to paint at the moment. Thank fully the blog is nicely scheduled into the new year so no need to worry about loss of content.

I am enjoying the games I have been playing and that is not going away BUT the will to paint is not there at the moment. I have a Guild Ball event at the end of the month and as I am already fully painted, there is no last-minute drive to get painted. As many will know I have used event deadlines to get the juices going and complete miniatures regardless of the system.

However with no Butcher models to paint I have hit the wall, perhaps if I didn’t know about the 2/3 players already going who are taking Brewers I would have continued with them. But not wanting to be another player of the same team in a relatively small event means I have reverted back to what is already painted.

So with this in mind the plan is not to paint for the rest of the month, unless I get a really strong urge and go do other things with my evenings. See if a rest will get me going again..

Games This Week

3 games this week but no malifaux as my campaign game got cancelled, so Guild ball games and went 1-2.

Went against Fishies and lost (4-12) using Brewers and lost against Union (12-0) using my Butchers.. Then managed a win against Masons with the butchers (12-8)

My brewers just couldn’t pin the Fishermen down plus as we know kicking off to them is not great. The Union game was just a bloodbath :( really outplayed so no complaints really other than some crazy rolls 11 dice should not yield 8 hits when needing 5s to hit, but things happen and at least I took a few things away from it to work on (like how to play GB).

The masons game was brutal all take-out points no goals a really stand in the middle and slap each other and as it was against Oli that meant lots of ones on both sides :) I did try Minx in this one and she could be a great answer with dealing the low INF generally seen with butchers especially if running, Boar/Rage/Tenderiser/Meathook. So she is now on the list even though I hadn’t planned on picking her.

Hobby This Week

No paint this week, although I have built my Alchemist goal with working party poppers.

Make sure you check out my sponsors the always friendly if in South ‘Yorkshire’ gaming store the Outpost where you can get 20% off RRP on their site.

P.S. I hope to be less grumpy next week

Union Time

So I have 3 of the 5 Union members for my butchers ready to go, only Minx and A&G to go but these will keep me going nicely for the timebeing. Especially as they can all be very effective with the Butchers :)




Roots of Magic Review


Today I am going to be looking at a new ruleset in the shape of The Roots of Magic which is a fantasy ‘skirmish’ game set in the magical world of Mellorian.

I say skirmish loosely as although the game will be growing to that scale. Currently we are only playing around with rules for Wizard duels. Which is pretty cool as a way to introduce a new system and world.


Based upon a fantasy setting obviously this is wizards duelling..

Everything takes place on an island with 9 main cities for the protagonists to play around with. We also have 6 Great Houses of Magic;

  • House Feylyn – Eldest of the Great Houses of Magic. They are associated with the natural order and balance.
  • House Durant – Associated with protection and have some affinity for stone and minerals.
  • House Acedia – They are actually a cabal trying to bring about the extermination of everything.
  • House Travium – Flagged as probably the most powerful of all the houses, need to be exact with no mistakes to weld the power though.
  • House Myrke – Richest of the great Houses. Willing to do anything to continue with that.
  • House Qing – Their power comes from an ancient being that they have struck a deal with, that no-one else knows about.

For more information make sure you check out the website..


Currently there are no models out BUT we do have the renders for one of the each houses wizards. They look very cool and I am looking forward to getting them in my hands :)


So as we crack open the rule book what do we find?

Well it weighs in at a lovely 28 pages of full glorious colour pages we have the usual sections in the book. However all the fluff is on the website so there is none present in the rulebook (helps cut down on printing).

Everything is set out nicely with written examples here and there. As an introduction into the system it is a great place to start.


Now for the good juicy bits, mechanisms/rules for RoM. Everything is based upon D10s and pre-measuring is allowed. Now I know some people have an aversion to non-D6s but nothing wrong with shaking up things with some extra sides :)

The game itself is played on a 2’x2’ board, and as mentioned at the moment it is a 1-on-1 battle with expansion coming soon.

Games are finished either by objective completion or Wizard death so very much the feel of Warmachine in that sense. Which works perfectly as you lose your wizard you are a bit stuck.

Game Characteristics

They are a few stats/characteristics you will need to know in the game although nothing to stressful.

  • Rank – How high/low a model is, at the moment we are only seeing wizards.
  • Keywords – These are abilities/traits that a model has and details are present on the model cards.
  • Move – Number of inches a model can use as part of a walk action.
  • Defence – The stat is the number that must be equalled or beaten by an attacker to score a hit.
  • Will – Is the stat for a models leadership or initiative they have. There is also an interesting mechanism when a model is reduced to 0 wounds if they roll their Will minus 2 or less than they stay around with 1 wound (high Will is extremely powerful).
  • Sovereign Cost – cost of a model…
  • Wounds – can you guess what this is for?
  • Artefact Limit – Number of upgrades know as artefacts that could be given to a model.
  • Power Limit – The amount of power tokens that can be stored for future activations.

Action/Ability Cards

Action cards are unique actions or attacks that a model can do outside of the standard ones, which will be discussed later on.

Ability cards can be used using action points and/or power tokens, however they can only be used once a turn. However if there are multiple actions on the ability card you can use all of them once if the costs can be paid.

Actions are similar to ability cards BUT can be taken multiple times providing costs can be met.

Ability and attacks have the following characteristics;

  • Name – Everything needs a name
  • Cost – This is the cost be it in action points and/or power tokens. An interesting variation is if the number seen is say 2/3. This means it costs 2 AP/PTs to do the action BUT the model must still have 3 remaining points on it after the initial spend. This is a unusual rule which means not only have you got to ensure you have the right number of points to spend but that you can’t do it without a reserve in place as well even though some points are not spent. I think this is a good way of balancing the power of an action as it means you have to use that first before another attack.
  • Ability Type – Some of the keywords on the model cards will mean a bonus/penalty against certain types.
  • No of Allowed Dice – This is the dice pool you get to roll to get a success, as with other systems this pool can be buffed/debuffed by various in-game means.
  • Target Number – This is mainly for abilities not attacks, it is the number need to achieve on the dice rolls you make (only need one success from the pool)
  • Requirements – This dictates the range and any other requirements (like targeting enemy models) so can affect who can be selected.
  • Effects and Description – What the ability actually does be it damage or conditions (see later).

Turn phases

Each Game round will follow the usual sort of route that people will be use to;

  • Ready Phase – All models reset their action points and also gain power tokens based on source stone/nexus point (see later).
  • Focus Phase – Wizards can siphon off power tokens from friendly models up to their power limit. Although the Vanity of Wizards rule means Wizards won’t be able to take PTs off other friendly magic users.
  • Activation Phase – D10 off to see who gains initiative (dice roll plus will stat). Then it is an alternating activation between the 2 players.
  • Maintenance Phase – A check on conditions (see later) and other in-game effects.
  • Tally Phase – Check if any objective points have been scored

Its all simple and familiar to gamers, so nothing out of the ordinary to deal with (less to forget).


A model can do a number of actions within its activation based on the resources of action points and power tokens it has.

As alluded to earlier Mundane Action Points are a fixed resource that a model generates each turn, while power tokens are variable. These points/tokens can be spent to do actions be it universal ones or those from the ability cards mentioned above.

All models have Zone of Control (ZoC), which is a 1” bubble around the model which means enemies can enter it without any issue but takes a free attack if they leave and obviously you can’t charge while in a ZoC.

Universal actions are those available to all models, such as walk, charge and concentrate.


To cause damage with a model you need to be successful on the dice roll against a targets defense (or another stat). However you can get bonuses, based on the number of successes.

  • 1 Hit – causes stun which gives the defending model a condition called Burdened.
  • 2 Hits – will cause a light wound which is 1 damage to the model.
  • 3 Hits – was cause a medium wound does 2 damage.
  • 4+ Hits – cause a severe wound which does 3 damage.

Obviously these bonuses are additional to what the attack action effect actually is, so if you roll hot a good chance of doing additional damage is a potential.

Other stuff

So that is all the basics covered now for a quick look at some of the other stuff.


Is dealt with via levels so flat ground is 0 while 1 will not block LoS but provides cover, level 2 will block LoS to 30mm based models and cover to rest and finally level 3 just blocks LoS. Then we have the usual broken (re:rough), dangerous and hazardous terrain types as well which all effect movement (and damage in some cases) to various degrees.


We see 2 possible tokens that are used in the game as it stands.

Power Tokens – These are core to the game and allow 2 possible effects in-game. You can either spend them to do more powerful actions OR you can use them during an activation to gain additional ‘mundane’ action points. Unlike other systems resources they stick around till they are used assuming you don’t go over you power limit stat.

Concentration Tokens – Generated by the concentration action and is limited by the models rank (wizards can have 3 tokens). These can be spent before you roll dice to add 2 additional die to your roll. So a nice way of boosting your rolls when you need it.

Source Stones/Nexus Points

Both of these are ways to generate power tokens.

  • Nexus points – are terrain pieces placed by the players at the start of the game.

Source stones are artefacts that draw in magic into them from the surroundings. House Qing don’t use them though due to how they get power (read the fluff). They are carried by models in the game, which is how PTs are generated.

  • Source stones – Gain a power token at start of the round but gain bonus tokens if the model is in base contact with a Nexus point there are bonus PTs up for grabs. These sort of stones are carried by non-wizards in the game.
  • Greater Source stones – Are carried by wizards and are more powerful so they have the same effect as a normal source stone but can be within 6” of a Nexus point rather than base contact.


There a few different conditions within the game, I am not going to go into much detail with these but I will say that they add some very thematic ideas into the game and really add to the feel that these are wizards doing battle. Imagine a wizards duel and I am sure you will find a condition that ticks the box.


Only one at the moment which is a Wizards duel (who would have thought) which is nice and straight forward and gets you into the system nicely.


Final thoughts on Roots of Magic then;


Fun little system that offers some interesting resource mechanisms and let’s be honest wizard duels are cool. The variation in the houses also mean we can see some fun rules (and names) for what a wizard can bring to the table.

The models look very very cool, if they can deliver on that we are in for some special models.


As it is so new at the moment (and still in Beta technically), there is the limit of only wizard on wizard action which will get old quickly after you have messed about with the available wizards. But it is only a minor gripe as clearly there are significant plans to grow.


As a starting point this is a great way to go about a new system. Worth a look I have to say even if to waste half hour shooting multi-coloured spells at each other.


Managed to get a few games in this week, so not too much painting going on. But then I am back into one of my lulls, must be due to the time of year and the darker days…

Doesnt help I am getting the itch of computer gaming again with the likes of CoD and FO4 drop(ed)ing means wouldn’t mind picking up the controller again for some variation.

Games This Week

Week 5 of the Vassal Campaign sees me add a Lightning bug to the arsenal.

My game this week pitted the Gremlins vs Aaron’s Neverborn a rematch of week 3. It proved to be another win this time 8-0. It was an odd game as the cards came up in my favour and the weekly event shut down Aaron more than me. In the end I came away with no injuries and scrip to spend on the final week which should be interesting.

I also managed to get 3 guild ball games :) 2 for the local club league as well. So I went against the Morticians (8-12) and Butchers (12-0) with my own butchers and then got to try Alchemists against fishermen (12-8) as well.

Still struggling against the morticians, they are proving pretty hard to crack at the moment but then I did take Tenderiser and I am finding his low INF is pretty restrictive with Boar/Rage in the list as well.

The butcher off was a bit of a daft game my opponent wanted to try some bits and I took the bleed list (Rage, Meathook, Boiler and Gutter) and it proved to be pretty effective especially with Tooled Up available to me. One shotting Boar with Ox was worth it even if I needed the Legendary play as well to do it. I also managed to score a goal in each game as well which ruined my every other game ratio ;)

The Alchemist are a completely different feel to either the Butchers or Brewers and the fact I scored 2 goals probably shows this :) I found it really difficult that I wasnt handing out loads of damage with my team which was unusual. Although I did enjoy the condition game that Mercury and Calculus brings and Midas is a monster of a captain, he is a one-man whirlwind and with Replication play he can be tailored so much it is mind-boggling.

Hobby This Week

Butchers are fully painted (only need to get Minx now) and I have moved back to Malifaux while I paint up the Collodi boxset which is a very cool little set.

Make sure you check out my sponsors the always friendly if in South ‘Yorkshire’ gaming store the Outpost where you can get 20% off RRP on their site.