Wednesday, June 30, 2010

Storm Wardens Command Veteran


"We can build him, we have the technology...with 100% 'bucket' bits."

I am finally back from the whirlwind of vacationing that has been the last week and a half or so, whew! Time to get to work! I've got a small role to play in the models portion of the massive Storm Wardens Project, but that doesn't mean I'm going to skimp!

I've spoken at length about the talents on the team; Ron Warp, Dave Taylor, SCWH's Mike and John, B-Ry, Drathmere, Jawaballs, Wynn Studio, and SeƱor Justin. The Storm Wardens blog I spoke of yesterday is displaying all of these finished models as they come across the table. So not only are these guys fantastic painters, but their efficiency is also humbling!

I'm doing one of the veterans of the command squad. He's not as important as, say, the Captain or Company Champion, but he ranks higher than a squad sergeant (I think). I wanted to make him full of character and try to be unique in his own right. Usually the command squad veterans end up just being tactical chumps with bolters, but not this guy!


Festooned with grenades and pouches

For me I wanted to make this guy as symbolic as possible too. To that end, he was assembled with all parts gained 100% through the Barter Bucket. I've got tons of bits myself, but just to add a little extra spice to the mix I went to the bucket...for everything. That way many readers all got to contribute to the project too. He includes a lot of bits for just one model:
  • Blood Angels torso
  • Space Wolves head
  • 2nd edition original MkVII backpack
  • SM Scout grenades
  • SM Pouches
  • 2nd edition Plasma Pistol (my favorite plasma pistol sculpt)
  • Chaos Space Marine legs
  • a Black Templars chainsword
  • Secret Weapon custom resin Storm Wardens shoulder pad
  • resin base also from Secret Weapon
Putting him all together was fun, and following up on my recent Deathwatch project (which I still need to paint) I had some practice at it. Oddly enough, this is the first time I've used a custom base like this, it was incredibly easy too and I can already tell it adds a lot to the overall fig. Just wash it in some soapy water before working with it and you're good to go. The custom shoulder pad is just freakin' gravy in how cool it is.


Base and Storm Warden shoulder pad from Secret Weapon Miniatures

Mega-Capacitor


In the bad news department, my air conditioning unit went on the fritz the other day, arrrgh! Worst case scenario meant it needed to be replaced to the tune of three or four grand. That would've seriously hinder my geek budget, and since I've only bought one figure so far this year, well, I think it would tank me! We dodged a big ole bullet, turned out it was a simple part that went out and a quick switch and it was as good as new. Repairs cost a mere fraction of what we were thinking, and I got a bonus.

The dead part is what you see above, a capacitor (fig for scale) that apparently ran the entire unit. When the repair guy popped it out I was all like, "Oooh, can I keep that?" Of course I had to endure the 'what are you going to do with it' conversation in which I explained our hobby as, "It's like model railroading, but in space, where you fight each other with robots and/or aliens..." That's when he went to the truck to get the invoice.

Tuesday, June 29, 2010

Storm Wardens Blog is Go!

The massive Storm Wardens collaborative army project is slowly coming to a close. As the collaborators themselves are finishing up their contributions, they are being posted all in one place at the new Storm Wardens blog! Even at just a glance the models will tell you this is going to be one incredibly good looking army. Plus, there's loads of custom dice, templates, and more! Check out the new blog here, and for a refresher on the project, check here!

Monday, June 28, 2010

The Queue Runneth Empty

Ugh, that is it fellow readers, I can queue no more! This marks the whopping fourteenth post I've queued so there wouldn't be any "dead air" here at Mik's Minis in my absence. See, that's the dedication I give to my readers! However, I have truly run out of easily "postable" things. Rest assured, I will be back in the saddle again, and soon! Rock on...

Sunday, June 27, 2010

New Items at Brickarms



The always excellent, third-party Lego armorer Brickarms has added even more punch to its already considerable arsenal. Shown here are three of the many new releases, and they all work equally well in a modern, near-future, or even sci-fi setting. Up top is the massive Barrett M82A1, able to punch a hole in an armored car, or power armor. Below that on the left is the really cool looking P90, equally at home in SWAT teams or guarding "Egyptian star portals to other dimensions". Last we have a personal favorite of mine, and one I'll be picking up for sure. It's the classic longslide version of the 1911 with scope (or old school laser sight). Perfect if you're an assassin android sent from the future to eliminate a target in the past!

Saturday, June 26, 2010

Cabin v4.0: Let the Games Begin!


Remember the "third annual weekend o' gaming" last year? Well today kicks off the FOURTH annual weekend o' Gaming! This post has been queued up for a while, I'm way too busy to sit and type this "real time", but suffice it say as you read this I am either, A) enjoying a game, B) enjoying food, C) enjoying beverage, D) enjoying hanging out with friends, or more than likely, a combination of all of the above. This year I have a MUCH better camera phone, so the post-cabin pics will be better, and I plan on taking a record of what games we play and how many. Give me a couple of days to recuperate and I'll give y'all the full report, enjoy!

Friday, June 25, 2010

Vaddarra's Patrol


501 points of choices for Song of Blades and Heroes

We played a great game of SBH not too long ago, but I was shocked to see that it had almost been eight months since the game before it. We really need to crank up the frequency of this gem of a fantasy skirmish game. Totally, utterly, and enthusiastically inspired by that game I cranked out "official" models for the "evil ice elves" from the report. They were proxy of course, and I felt I had to do them justice. Yesterday saw their official Sarterra entry. Instead of making a specific warband of exactly 300 points, I went with a larger spread to have options.


I primed these guys white and used a lot of techniques I normally don't use. After soaking them with a custom-mixed blue wash overall, I went back and added some darker wash to certain areas in the armor. I also started blocking out their cloth and cloaks with a tan. I used a bunch of wet-blending to work their cloth up to a pure white (first time I ever wet-blended like that). Their hair was a chore too, basing as black, and working up with two other really dark blues. All in all, especially given how fast I cranked them out, I'm happy with them. I'm also trying to make a point to quickly paint up figs that other friends give me (instead of just hoarding them) and the basis of this warband came from the Repple Depple blog. The three Reaper elves, and the big Reaper troll were all hand-me-downs, so thanks again Brian!


Tundra Troll, (Troll; Q5/C4, tough, fearless, big, 41pts)


Warband leaders...

Frostfairn Marshall (Dark Elf Leader; Q2/C3, evil, heavy armor, leader, 88pts)
Frostfairn Sorceress (Dark Elf Witch; Q3/C1, greedy, sorcerer, 30pts)


Warband specialists, left to right...

Frostfairn Scout (Dark Elf Sneak; Q2/C2, acrobat, evil, stealth, traps, 48pts)
Frostfairn Berserker (Dark Elf Witch Dancer; Q2/C4, acrobat, distract, 88pts)
Frostfairn Soldier (Dark Elf Warrior; Q3/C3, evil, 30pts)


Warband rank-and-file

Frostfairn Crossbowman (Dark Elf Crossbowman; Q3/C3, evil, poison, long shooter, 50pts)
Frostfairn Crossbowman (Dark Elf Crossbowman; Q3/C3, evil, poison, long shooter, 50pts)
Frostfairn Guard (Dark Elf Halberdier; Q4/C4, evil, heavy armor, 38pts)
Frostfairn Guard (Dark Elf Halberdier; Q4/C4, evil, heavy armor, 38pts)

Thursday, June 24, 2010

Frostfairn; Races of Sarterra

The Frostfairn have existed in Sarterra for a short amount of time. Emperor Ittondor took his Elven armies and sought to make them more powerful than any race on Sarterra. Using magics of all disciplines, from the adepts of all the other races, the Emperor set out to transform his children.

He sought fearlessness, he got a complete lack of emotion. He sought passion, he got vindictiveness. He sought beauty, he got cruelty without bounds. He sought immortality, he got eternal death.

The Frostfairn epitomize all that is cruel and unrelenting in Sarterra. They do not take slaves or prisoners, none are left in their wake. They do not ally, even temporarily, with other races no matter the benefit. They are not mindless, far from it, but their bodies are devoid of any life. In death they live eternal. Their bodies, resilient as they may be, suffer from decomposition over time. This occurs at a fraction of the rate found in basic biology, but it happens nonetheless.

Emperor Ittondor's ingenious solution to this tragic flaw was to relocate the Frostfairn to the frozen southern pole. Here their slowly decomposing bodies remain intact. Halindar and Eulonteos are the first two Frostfairn cities that have been raised from the ice and snow, but certainly not the last. The architecture of the cities is as cold as those who dwell within them, as cold as the freeze that permeates the land. Tall, dark spires pierce into the gray veil of shifting clouds. Walls of ice, carved with chisel and magic, encircle the great fortresses.

The Frostfairn, at initial glance, physically resemble the Elves or the Darque. This is in form only, the two races, Darque and Frostfairn are nearly exact opposites. Frostfairn have eyes that glow with an unnatural yellow with centers the color of molten gold. Their skin, long dead, isn't taut, but retains a surprisingly healthy feel and their hair is kept long and is thick and dark to the point that swallows up the surrounding light. Like the other Elves of Sarterra, Frostfairn are lithe and tall with a powerful, sublime strength. There is great speculation as to the nature of the Frostfairn, but it is unknown if their cruelty is born or learn. It doesn't matter the origin, their spite in the world is renown.

Races avoid contact with them at all costs, and those who haven't encountered them yet, quickly learn to keep away. Because of this, many myths and legends surround the Frostfairn, making them as unappealing a target to other nations as possible. Not only that, but given the extreme cold of their environment, no other nation is remotely interested in acquiring that territory.

Doing a random google-image search I came across the piece you see here (used w/o permission). It came from End-Reitanna at DeviantArt, check their gallery out here. Check out tomorrow and I post my finished "evil ice elves" who now not only have a name, but a background!

Wednesday, June 23, 2010

Whatever Happened to the Traitor Guard Project?


It has been almost a YEAR since I was talking about a Traitor Guard project. A year! Well I was all well and good to move along and keep hopping from project to project, and frankly, I the Traitor Guard project slipped my mind. It may have been looking at all those models to paint, but you know what? Lately I've been churning out models at quite the increased rate. So now all those guard models don't seem so daunting, but that wasn't the kicker.

Well the other day John over at John's Toy Soldiers (I just love blogs that have the author's name in the title, don't you?!?) posted a little batrep featuring his, you guessed, Traitor Guard. Now I'm looking at the pics of his figs, and they are gorgeous, and I'm thinking, "Dude, that is totally doable!". For the most part his army features the same choices mine was, ahem, IS going to, he just did them a tad differently here and there. I'm already sitting on enough stuff to get started and fill my compulsory choices too. Not only that, but as he's shown, these figs ooze character, and would work with any rules and in any sci-fi setting.

So I guess I'm going to have dust off the old "Traitor Guard" label. Now there's stuff in the queue, and projects everywhere, but the Traitor Guard is back on!

Tuesday, June 22, 2010

Mik Bites the Big Apple


Here's a "Hey!" to my fellow peeps. Still on vacation, wish you were here!

iPhone Fail


© Penny Arcade

If you're not reading Penny Arcade, stop now and check them out first. At one point I was following about a dozen different web-comics, but it got to be too much. Honestly, some weren't even that great either, but Penny Arcade has never let me down.

Now I don't have an iPhone, and I realize that there were a gazillion users on the same wi-fi network, yada yada yada, but I don't care. The above cartoon made me laugh out loud, more for SeƱor Jobs' amazing organ-ejecting power punch than anything else.

Monday, June 21, 2010

Specimen Collection on Sonora 41-b


The bioweapons division at InenBƄen has been trying to obtain the Ir-larvae through official channels for over seven years. Having exhausted that, they've turned to very unofficial channels. The first four sponsored expeditions all met in disaster. A hired crew that doesn't return doesn't need to paid, so a fifth band of mercenaries was sent in.

Going outside the standard shipping lanes was not only costly in both fuel and bribe money, but added two and a half weeks to the trip. It was bad enough with Mangalores on board, but the extra trip time pushed the limits of the ships air-scrubbers. It didn't help, the Spugs clicked among themselves, that the poorly equipped humans also chose not to bathe during that time, opting to save recycled water. The captain of the ship kept he and his men in the forward compartments. Being the overall leader of the expedition, they were able to claim the only proper quarters on board the Sabre-class ship, the ZERĪ©.
When I had made my "more 15mm sci-fi" vow at the beginning of the year, I didn't really think it'd be in the familiar grounds of 5150. About a week or so back we did just that. We kicked it into 5150 gear, scaled the figs down to 15mm, and had a go at it. I need to say up front that 5150, and 2HR Wargames in general are really cool rules, but if you get rusty on them, you're in for a long haul. The important thing to bear in mind; just wing it so the game doesn't get too hung up. We had four players, cooked up a scenario on the fly, and played cooperatively against a game-mechanic controlled alien xenomorph threat.


The ZERĪ© touches down, the mercs file out
Sonora 41-b is the tertiary moon of a lifeless rock in the Hades Nexus. Seventeen cycles ago it was the staging area for a petty rebellion until it was relentlessly crushed by the system monarchy. The rebels used the natural caves on Sonora 41-b so effectively, the military they sought to overthrow used incredibly dubious (and ultimately irreversible) means to cleanse the planet. Sonora 41-b has been quarantined since. Biological weapons were used to eliminate the rebels, but what exactly was used is completely unknown. It is known that whatever it was, shut down the planet in terms of fauna, both sentient and animal. What actually happened is the scientists had unleashed the dormant egg pods of Internecivus raptus unto the rebels. These predatory xenomorphs consumed everything in their path, including the science team that unleashed them. InenBƄen doesn't know the details, they just know whatever was used was damnably effective, and they want it. Enter the fifth mercenary team to take on this dangerous assignment.
I've already mentioned how great 5150 can be, and choosing forces further goes to show this. We basically grabbed a little bit of what we had on hand and 'wung it' from there. We had a few different alien reference sheets for the PC's and put together an ad hoc crew free trader band, ready to hit dirtside. We didn't worry about points, just common sense numbers. We used the 'captain' as the overall leader of the expedition.

"Hudson, run a bypass."
Three science buildings remained intact in this quadrant and as the ZERĪ© circled the deserted compound, it picked up no signs of activity. The Ir-larvae, if it existed at all, would be in one of these hab-labs. The team was acting on a hunch, a very expensive piece of information, but a hunch nonetheless. The air was breathable, but the compound was eerily quiet, devoid of any background animal sounds.

The salvage crew exited the ramp and split into teams to speed up the search.
The pair of Mangalores, hefting their fearsome ZF-1s, made their way to the rocky rise in the middle of the compound, climbed up it's short but steep side, and took up defensive positions. Their role was simple, kill anything that might delay the team's progress. The Spugs, an alien insectoid race, made it across the grounds towards the largest structure. Interestingly enough, whenever two or more Spugs are present, they develop a collective conscience, kind of like a local-area mini hive mind. This allows them to react quicker and perform tasks more efficiently. Armed with their shard-technology rifles, two kept overwatch while the third worked on bypassing the hab-lab door. The militia troops filed out in a disheveled mass and made their way in the direction of the Spugs. The troops weren't a total loss, they had adequate combat skills, just none of them had ever served in a structured military and their lack of experience showed. Their weapons, crude slug throwers were in various states of quality. Captain Sheryl and his team moved out with the precision one would expect of their military background. They sported well-maintained laser carbines and carapace armor.

"Click, clickkkkkk, click." The Spugs approach hab-lab #3

Captain Sheryl's team quickly bypassed the security door, but their search turned up empty. The Spugs were having more difficulty in bypassing the door of the hab-lab where they were. Two stood guard while the third kept re-writing security protocols and trying to override the stubborn door.

The militia team moved across the open looking for any threats


The motion tracker goes nuts!
As the Spugs continued to override the door, and Captain Sheryl's men exited the building, as the militia was spread out, as the Mangalores looked on with their squinty gaze the threat appeared. Xenomorphs, the butchers of Sonora 41-b's past inhabitants sprang from the shadows. Their chitinous armot gleaming a deep metallic blue in the sun. The only sound to be heard was the scraping and clicking of their talons on the rocky ground.

The range proved to be too much for the slug-throwing auto-rifles of the militia. They were able to sight-in on the xenos, but failed to cause any significant damage. The Spug leader's smaller SMG suffered the same problem, but the other Spug's shard rifle managed to take out a single xeno. Much to everyone's surprised, as soon as the first xeno fell to the dirt, another one sprung up from behind to take its place. The Mangalores, whose sole job was to dish out heavy firepower to any threats were completely caught off-guard when the xenos emerged, and the brutes failed to fire a single shot against the first charge. Captain Sheryl and his men heard the commotion and moved from behind cover to add their firepower, only to be surprised by what they saw and being forced to duck back behind the building, hoping they weren't seen by the xenos.

The Mangalores seemed to wake up at the sound of gunfire and turned their heavy-barreled ZF1's towards the oncoming horde. As loud as a thunder peel, the slow staccato of their guns echoed off the hills and the large bore rounds ripped through the xenos, taking half their number in one volley. The xenos kept bounding forward however, it seemed every time one of them fell, two more replaced them. The lone Spug gained access to the hab-lab, but a quick rifling of the interior didn't turn up anything noteworthy. The militia, seeing the rushing horde panicked and took flight, taking cover behind some derelict wreckage. Combined fire from the other two Spugs, alongside the highly effective Mangalores was able to eliminate the last of the Xenos. This cleared up the corridor for Captain Sheryl to get to the last hab-lab.

Smash and grab, Captain Sheryl grabs the larvae
Captain Sheryl's men couldn't bypass the last door, and were forced to simply bash it down. Inside they found a row of cylindrical cryo tanks. Of the six, two were broken, the specimens nowhere to be found. One had leaked out all of its fluids through several fine cracks, leaving the specimen inside a dessicated husk. Two others appeared operations, but the specimens inside were obviously dead, leaving the last tank. As Captain Sheryl walked up to it he drew his sidearm and tapped on the glass with its barrel. A large eye opened up and swiveled to look directly at the startled captain. This is what they were looking for. News went over the comm-net and the others began to take action. The pilot of the ZEROĪ© began warming up the engines. The Spugs regrouped and began moving towards the dropship. The Mangalores pulled up short and stayed atop the rocky outcrop, still keeping a wary eye out for any other threats. The militia were slow going, not seeming to have received the message because their hand held radios were switched to silent mode.

The mission was all but a success. The Ir-larvae had been obtained, the team had suffered no casualties, and thanks to the guncams on the Mangalore ZF1's, they also had solid evidence as to what was lurking on Sonora 41-b. The picket ship in orbit responsible for guarding the area of space that contained the ZERĪ©'s exit vector had already been bribed. They were to run a routine systems diagnosis on their long range sensors, unfortunately making them inoperable for, not coincidentally, the time it would take the ZERĪ© to lift off and leave the planet.

Thinking of the paycheck at the end of the mission, the team moved towards the dropship...and right into another horde of xenomorphs! This new group swung around the very hill the ZERĪ© was perched upon, its engines rumbling to life. Captain Sheryl gave in no uncertain turns that is the LZ became hot, he would not wait for any stragglers. This declaration pulled even the slower footed Mangalores from their defended perch among the rocks. The Spugs dashed forward, firing their shard weapons into the center of the xenos. The militia however were still having trouble with their radios and didn't even know about the new xenos, or the evac order.

The Mangalores were very successful with their ZF1's overall, but were itching to test the mettle of these xenos in hand-to-hand combat. As they closed the distance, guns blazing, the Spugs found the sweet spot of their shard rifles' ranges, and between the Mangalore and Spugs, they tore apart the last of the xenos. Acidic blood splattered the ground and rocks, sizzling acrid plumes of smoke into the air. The militia finally got the clue as they looked around and saw everyone else running to the ship. Extra incentive came in the form of a third wave of xenos, this time emerging directly by the militia! They were the last to get to the ship, and not a moment too soon, the last human was still on the ramp as it began to retract.

A jetwash bathed the immediate area, revealing more xenos that had been lurking in the shadows. There was no cover to be had from the flames as it engulfed the xenos. The pilot pulled back on the controls pointing the nose of the ZERĪ© skyward, then he swung it around in a strafing pattern. More xenos had arrived, it seemed the team had made a more narrow escape than they originally realized. Assault cannons on the ZERĪ©'s wings opened up and particle guns under the cockpit did the same, raking across the masses of xenos as the ship made a low pass. A pair of Armiger missiles flew out, striking two of the hab-labs in great explosions. Many xenos were caught in the collateral damage, and signs of the team's passing were deleted.
So, there's another 5150 game in the books. We were pretty hazy on the rules, and made a lot of "just roll a die" decisions on the fly, but in the end the game didn't suffer on iota. In fact, I had a blast with it, it was a lot of fun. It was also a nice change of pace to have four players at the table, all playing a miniatures game, and all cooperatively on the same side. It'd be nice to finally get to grips with a game that offered that 'gaming transparency' in regards to rules and player grasp. This isn't the case here, but it could be. The chain reaction-based system can be intuitive and play fast and fun with not a whole lot invested on the players' part. The trick is not to let too much time lapse between games, and you won't find yourself unproductively rusty with the rules. It was solid sci-fi goodness with plenty of goodies thrown in there.

Sunday, June 20, 2010

Happy Father's Day, and Other Stuff


First off, I've seen a lot of "Happy Father's Day" posts out there, so I wanted to jump in on the merriment. I like to say, "Every day is Father's Day to me..." which is partly true, but it is nice to have your own day, just in case. So Happy Father's Day y'all!

I'm on vacation, as y'uns know, and we're having a blast. This post is an unscheduled one, just a quick update while I'm away. I'll have tons of photos and what-not for when I get back to share. Also, we saw Toy Story 3 tonight, and it was the best one of them all, if you get the chance, go see it. Anyway, going through my 'blogs followed' list a couple of tidbits stood out above and beyond, and I wanted to share them with you guys just in case you missed them.


First up is this EXCELLENT batrep over at the Armchair General


Next is this awesome looking 6mm army for FWC at Lead Doesn't Bleed

The Battle of Dreux, 1562 AD


The Battle of Dreux was fought on 19 December 1562 between Catholics and Huguenots. The Catholics were led by Anne de Montmorency while Louis I, Prince of CondƩ led the Huguenots. The first general engagement of the civil wars. The Protestant army ran into the Catholic army on the road to Dreux, because of a criminal lack of foresight by CondƩ in posting any kind of advance scouts. Although both sides probably had roughly the same amount of cavalry with them, the Catholics had much more infantry and the benefit of superior organization (although not a more intelligent commander). The two armies stood around for two hours looking at each other before the action began -- La Noue says in his Discours that this was because it was the first time two French armies had faced each other in over a century, and each had friends and brothers on the other side and was afraid to begin what would no doubt become the first act in a great tragedy.

In the center is a pike square, with some arquebusiers firing under their protection. The first rank of pikemen crouch low so that the rank behind them can also lower their pikes to accept the charge against them -- the arquebusiers have to scoot for cover. They are being attacked by cavalry from the front and flank. This is a detail from the whole battle scene (which I do not have). At the top is the village of Bleinville, which marked the left of the Catholic line, which was routed by Admiral Coligny's horse. The Catholic right fared much better, letting CondƩ exhaust his cavalry on futile charges against a solid Swiss pike phalanx before Guise brought out his reserves of horse and foot. The remains of the Huguenot army retreated in good order under Coligny, who maintained completely his freedom of movement in the countryside. It is an intense irony that each of the commanders-in-chief, Montmorency for the Catholics and CondƩ for the Huguenots, was captured by the other side because each was behaving more like a front-line cavalry captain than the general of army -- a chronic incapacity that they both shared. Montmorency was still leading charges at 70 years old. -Wikipedia


Big ole game of Might of Arms II the other night, using the Pike and Shot variant. This was a test run for Bob's Historicon game later this summer, so the action was fast and furious. Other than the article above, I can't say too much about the details of the actual battle! I can safely say that I played on the French side, but then again, they were all French!


Games of this magnitude, on a large table, with great terrain and fully painted armies are always nothing less than a the "spectacle" that is wargaming. For a game to truly take off it needs to hit on all cylinders to succeed, and the case the other night did exactly that; good terrain, nice looking armies, solid rules, well-written scenario, and good friends.


I felt I was a lot more competent in this very historical battle than some of my past participations. I had some cannons that did little, but I effectively moved my blocks of troops to charge and counter-charge, harass the flanks, and decimate those I could get close enough to. I also had some huge rolls that weren't letting me down.


Steady on!


The fighting in the middle got thick, fast


In a big game like this there's plenty of action going on at any given moment. It's cool because on a long table (this one was ten feet I think) full of smaller 15mm figs, there's action going on all up and down the length of it. Plus, it comfortably handled five players but I think it could've gone as high as eight, fitting for a con game. Tom and I were on one side, with Andy, Brian, and Bob on the other. We held our own for a while, but the tide was turning.


The din of battle, this is the spectacle


My cannon battery outside the town

I felt I was doing well, but I think that was because my half of the army was only fighting one third of the enemy. This meant Tom's half of the army had his hands full fighting the other two thirds of the enemy. His flank was slowly, but surely, getting rolled up and on a ten foot table it was next to impossible for me to maneuver around and get over there to help out. We eventually called it, there might have been another lucky turn or two left on our side, but the outcome of the battle was pretty clear. It was truly one of those games where it doesn't matter who actually won or not though, it was all about that 'spectacle' I had mentioned.


Calling it early did mean we snuck in a bonus game of Dominion!

Saturday, June 19, 2010

Crag


Are you ready to rock? (sheesh, that's bad even for me!)

Here's a fun one I put the finishing touches on recently. He's an old Ral Partha fig and had 1990 on the underside of his base. He certainly wasn't meant to fill a 'supers' role, but that's what I've tagged him with here. He's another refugee from the wayward box of minis looking for a good home that Repple Depple's Brian brought out one night. I wanted to do the kind gesture justice and get it painted up sooner rather than later. Thanks again Brian!