Sunday 25 February 2018

21/100 - Nightwing, the Original Robin

I did not plan to paint anything this week.  I picked up the new Legions of Nagash Battletome and was working my way through it.  I am getting really excited to get more of my Death Alliance done (one of my hobby goals is a 2000pts Age of Sigmar army).  A while back a good friend of mine, Josh, was leaving the country (something about a pile of dead badgers I think) and needed to unload some of his models.  He sent a few boxes of Undead stuff my way.

It really helped my army grow as it was mainly models that I did not already have (Morgasts, Mortarch, Coven Thrown etc).  Have I mentioned how amazing Josh is?  Now if you know Josh he is allergic to everything, including keeping his models in cases.  So I figured that I would take a week off painting and repair some models. I got threw most of them (just Nagash left...). 

I got up early saterday morning  and decided to do a little painting before my wife and baby woke up.  I started to work on the vampire Lord Konrad, who I plan to use as a regular vampire lord on foot. Since I was painting the bats that make up his cloak black, I figured I would paint another model that was sitting on my "to-do" list for a few months that was also predominately black, Nightwing.

I did not plan on finishing either model that day.  However once I finsihed the black I realized that Nightwing was 90% done (it does help when a model is wearing a two colour onesie).


The only problem I had with this model was when I came to do the eyes.  I could not get the eyes even.  I probably painted them about 8 times and every time it looked fine at first, but then way off when I moved the model.  It finally dawned on me that there was a slight flash line going threw his right eye that was throwing it off... So I did the best I could with out having to scrape half his face off.

I also recently picked up an airbrush.  I have tired to use it twice...lets just say there is going to be a steep learning curve.  I had much more success today though.  A big thank you to Chris, Jay and Dai Viet at Lords of War for the troubleshooting.  I am really looking forward to the Airbrush Class with Pat from Artisan's Edge in a few weeks.    

I should be able to finish up the vampire lord early next week and put the finishing touched on my first airbrush models, a unit of Spirit Hosts. 

Kevin

Tuesday 20 February 2018

20/100 - A couple of Old Dwarves

I love extended universes.  I like when different characters connect threw different stories.  For instance, I loved that the Death from Terry Pratchett and Neil Gaiman's book "Good Omens" is the same Death from the Discworld series.  My favorite part of Captain America Civil War movie were the cameos of Spiderman and Antman.  I always get a kick when the CW's Flash, Arrow, Supergirl and Legends cross over.

Arguably the best at creating extended universes in literature would be J.R.R. Tolkien.  The man created several complete languages and even wrote the creation myths of Middle Earth.  The two members of Thorin's Company that I painted this week have a roll in both "The Hobbit" and "The Lord of the Rings", Balin and Gloin.

Balin is the wisdom and heart of Thorin's company in "The Hobbit".  However he does make a brief cameo in The Fellowship of the Ring...well his corpse does at any rate.  Gloin on the other hand appears alive and well at the Counsel of Elrond in Rivendale in the Fellowship.  However his strongest connection for the trilogy is threw his son, Gimli.


I was not very happy with how Balins face turned out.  I painted Gloins face at the same time, with the same paint and it turned out much better.  Not really sure how Balin went pear-shaped on me.  I might go back at a later date and redo the old dwarf. 

That is 4 members of Warriors of the Lonely Mountain done, only 11 more to go.   

I am going to take a few days off from painting to build some models.  Lots of Legion of Death models to work on!

Kevin



Monday 12 February 2018

Crisis on Infinite Earths - Event Summary

On Saturday we held a special DCU mega-battle event at our local hobby shop, Lords of War Games and Hobbies, for their 3rd birthday party.  I wrote a special scenario for the event.  The premises was that portals to the multiverse were opening up, bringing other heroes and villains to earth Zero.

I also made 20 different Multiverse cards.  Each model in the game was given one card.  The card gave a brief description of that Earth and a bonus ability and/or stat upgrade based on the theme of that world.  So one player may get Vampire Superman, while another player would be using Animated Batman.
 
The objective of the game was for the “heroes” to protect 5 civilians, while the “villains” were trying to destroy them.  There were other ways to gain bonus victory points as well.  If you are interested in reading the full scenario and seeing the multiverse cards you can do so HERE.

We had a total of 6 players.  Each player brought 30 levels (so roughly 90 per side).  I broke the players into two teams of 3, ignoring individual allegiances (a Justice League player could be teamed up with an Injustice League player etc).

Here is the roster for the teams.
Villains:
- Steppenwolf
- Atrocitus
- Superman
- Aquaman
- Zod
- Lexcorp Heavy Trooper
- Lexcorp Trooper
Heroes
- Rebirth Batgirl
- Flash
- Shazam
- Zod
- Killer Frost
- Red Hood
- Atrocitus
- Deathstroke
- Ravager

We had several of the same model on the table, I encouraged this.  Since each model was going to get a unique upgrade card, they would still be different and enhance the Multiverse feel.  There was some pretty wacky combos; Aquaflash, Magical Superman, Atrocitus the Speedster, Animated Deathstroke etc.

Chris, one of the store owners painted up a fantastic Ultraman for the event.  We held him in reserve to join whichever side needed a little boost.

The Villains figured out a very devious strategy to kill the civilians early on.  They sent their faster models straight at a civilian.  Who would then throw them back toward another member of their team to finish it off.  In the first round of the game we saw Superman throw a civilian at Steppenwolf, who dispatched him with haste.  The heroes had a hard time after that keeping the other civilians alive.

Ultraman shows up and levels the warehouse
In retrospect I think I would have changed how the civilians worked (to see how they worked in our game please see the scenario posted).  Throwing the civilians backwards really allowed the villains to get into the lead quickly and the heroes just could not make up the points.  One suggestion that was made for next time was to say that the civilian model represents a group of civilians and therefore cannot be thrown.

The...death stroke...of Zod
After reflecting on it for a bit after the fact, I think I would have ran them like this instead.  I would have dropped the defenses down to 10 and gotten rid of the endurance.  However Civilians models would represented groups of civilians instead of individuals.  They could not be removed from the table or thrown. Every time a villain inflicts damage on a model they gain one victory point, up to a maximum of 3 per turn.  Every time a hero uses the bodyguard rule to defend a civilian they gain one victory point, up to a maximum of 3 per turn.

In the original scenario the villians killed majority of the civilians early into the game, leaving little way for the heroes to make up the victory point deficit.  By having the civilians being able to generate victory points every turn there is an incentive to protect/attack them at all times.

Shazam throwing a GCPD car at Vampire Aquaman
With only 3 victory point awarded each turn, it would also increase the incentive for both sides to go after the bonus victory points.  The way we played it, the villains had no need to go for bonus since they racked up a lot of victory points from the civilian kills.  While the heroes where behind in VPs by a large margin that the few bonus victory points awarded each round would not make a dent in the difference.

Even though the game was fairly one sided in the end (34-20 for the Villains) everyone had seemed to have a blast.  The villains earned the most victory points but they only had 3 models left on the table in the end.  The heroes did a lot of damage and managed to almost wipe out the villains.  All six players where heavily invested and focused till the very end.  We had a great group of dedicated players involved.

Here are some of my favorite moments of the game.
- Hero Zod and Shazam beating down Superman to a single endurance point.  Then Killer Frost walking over and dealing one final point of damage to finish him off, scoring 4 victory points! (one for taking out a model, one for Girl Power bonus, and two for Titans Fall bonus).
- Stepenwolf killing almost every model that was thrown back toward him by his allies.  In the end I think he killed 2 civillians, the Flash, Batgirl and almost finished hero Zod.
- A heavily wounded villain Zod kills a civilian.  Deathstroke runs over hoping for a crit with his irresistible sword to do some more damage and get revenge.  Deathstroke rolled double 8s on his attack, dealing a crit and double damage with his irresistible sword due to his Assassin ability.  Beheading the evil kyptonian.  He also did this by rolling a red and blue die to match his outfit.  
- The Lexcorp Heavy Trooper and Regular Trooper keeping one half of the table busy for 3 rounds.  They took on Atrocious, Deathstroke, Ravager, Killer Frost, Zod, and Red Hood.
- Ultraman showing up turn 3 to help the Heroes side (ironic?).  He then proceeds to destroy every building in the middle of the table over the last half of the game.  He was a one man wrecking crew.  The +1 Strength (making him strength 7) from his Multiverse card allowed him to pick up city buildings and throw them at his opponents.  

For the event I painted up two civilian models quickly the week before.  I used two models from Infinity; The Dragon Lady and Neoterran Corporate Executive.  For the other 3 civilians I used three Discworld miniatures from Microart Studios; Foul Ron, The Duckman, and Lord Downy that I already had painted.  



Now time to plan the next event...if you have any interesting comic stories you think might make a good scenario please leave a comment below!

Kevin

 Additional Pics of the event (Many provided by Mr "I only roll double 8s" Alex)
Batgirl trying to save a civilian from Vampire Aquaman

Ultraman laying waste to the city




Crisis on Infinite Earths Scenario and Multiverse Card Text


Crisis on Infinite Earths

Description:  The Multiverse has opened up.  Heroes and villains are free to cross into Earth Zero.  Chaos runs supreme.  The heroes are trying to stop their arch rivals while protecting as many innocent civilians as possible.  The Super-Villains are trying to sow as much destruction and death as possible. 

Game Length: 6 Rounds

Deployment: The game is played on 6X3 (or smaller, or larger depending on amount of players).  Multiverse has opened portals into the heart of Metropolis, so it will be densely packed with buildings, cars and other city terrain.    Each side will take turn deploying a model until all models are down. 

Special Rules: 

The Multiverse – Each model will receive a single Multiverse card.  This represents what Earth that model is from.  That model gains the special upgrade listed on the card for the rest of the game.

Civilians – there will be 5 civilian markers on the table (placed by the organizer).  Civilians are a Size 1.  Each civilian marker has 12 for all it defenses.  Each civilian has 10 Endurance.  After a civilian is takes damage they will run D8 inches directly away from the model that inflicted the damage, ignoring other models and moving around terrain (a civilian may make this move multiple times in a turn).

Protectors of the Innocent:  Every model on the heroes’ side gains the following Special Ability: 
Protectors of the Innocent: 1/Green (R) Range 4 – When a civilian in range becomes the target of an attack, this model becomes the new target. 

Flee Mortals!:  Every model on both teams gains the following ability:
            Flee Mortals!: 1/Green, Range - Base contact:  Target a civilian in base contact.  You may move the civilian D8 inches in a direction of your choosing.  

Victory Conditions:
-          5 Vp for the villains for each civilian that was killed
-          5 Vp for the heroes for each civilian that survived
-          1 Vp for each enemy model that was incapacitated

Bonus Victory Points:
-          Girl Power - +1 Vp if a female model incapacitated a male model
-          Titans Fall - +1 Vp if a model incapacitated opponent who has a higher Level cost (+2 Vp if they were at least 2X higher level)
-          Foot Race between Flash and Superman – 1 Vp when a model touches two opposite table edges at some time during the game (can be scored more than once by the same model) Example: Model A starts the game touching table edge in their deployment zone.  On turn 3 Model A touches any point on the table edge in their opponents deployment zone, +1Vp.  If they then returned to the edge in their deployment zone the following round they would score another Vp) 
-          Bring the House down – 1 Vp for every 2 buildings that your side destroy during the game
-          Catch! – 1Vp when a team throws the same enemy model back and forth at least twice in the same turn.  (example:  Model A throws Model X, Model B then throws Model X back toward Model A) Can only be scored once per turn.
-          Behind Enemy Lines – 1Vp for each model that is wholly inside their opponent’s deployment zone at the end of the game. 
-          Bonus VPs will also be given out by the organizer for the most wacky/funny/heroic/villainous acts during the game. 




The Multiverse Cards  


Earth 9 – on Earth 9 Superman (Harvey Dent) had ruled the planet for a decade. Most of the other superhumans, such as Joker, Green Lantern, and the Secret Six, had been imprisoned or driven underground.  This model gains the following Special Power: President Superman cares not for your plans: This model ignores Defensive Improvements when it attacks.

Earth 3 – In this world heroes are villains and villains are heroes.  Swap the colour of your team icon (Red to Blue, Blue to Red) and gain the following ability – Defensive Teamwork:  When this character is in contact with one or more friendly characters, those friendly characters gains +1 to Physical and Energy defenses.  Also this model gains +1 Power.

Earth 10 – Superman landed in Nazi Germany, things went downhill from there for this earth.  The model gains the following ability - Cruel: If the target character’s Endurance is in the blue zone after this attack is resolved, add 1 to the damage caused.  They also gain +1 Attack.

Earth 11 – All genders are reversed in this earth.  There is no Superman but there is a Superwoman.  There is no Wonder Woman but there is a Wonder Man.  This model counts as the opposite gender (this is generally used only when scoring the Girl Power Bonus Vp).  The model also gains the following– roll a D8 and consult the table:  1: +1 Power, 2: +1 Physical Def, 3: +1 Energy Def, 4; +2 Mental Def, 5: +1 Agility, 6: +1 Stamina, 7: +1 Willpower, 8: +1 Attack

Earth 12 – This is the earth where the DC animated universe lives.  Cartoon logic and physics rules here.  It is hard to keep a good toon down.  This model ignores the first 5 points of damage it takes in the game.  (Place a dice or similar marker on this card to keep track).

Earth 13 – An occult Earth of 13-hour days and 13-month years, locked in a perpetual mystic twilight.  This model gains the following Special Ability – Teleport 3/Blue (A) – Displace this model up to 10”.  This model also gains the following attack – Lightning 3/Blue Supernatural/Magic, DMG 2, Range 6, Dazzle/2.

Earth 14 - A dark Earth once home to the Justice League of Assassins.  This model gains the following ability - Stealth: This model cannot be seen by models more than 8” away. They also gain +2 Speed.

Earth 15 – This universe contains a version of Earth where heroes "have evolved to become nearly perfect beings".  This character gains the following Special Power – Helping Hand: 2/Blue, (A/R) , Range 6, Target friendly model can force an enemy to reroll one die of the next attack that target’s it.  If the enemy model is entitled to reroll that attack for any reason, cancel the reroll ability instead.

Earth 18 – It is the wild wild west.  You must quietly sing the classic Will Smith song throughout the game.  This model also gain the following Attack:  Handguns 2/Green, Physical/Penetrating, DMG 2, Range 10.  They also gain +1 Speed (quick on the draw!)

Earth 26 – This world is home to anthropomorphised animals.  Their version of the Justice League is the Zoo Crew lead by Captain Carrot (Basically a bunny superman…I am not making this up).  This model gains the following Special Ability – Super Jump 3/Blue, (A) – Displace this model up to 12” away.  They also gain +1 Strength.

Earth 31 – This earth is home to Frank Millers iconic stories surrounding the Dark Knight Returns.  This model gains the following ability - Heroic Action: The first attack this character makes each round gains +1 to damage.   This model also gains +1 Endurance. 

Earth 32 – This earth combines two heroes into one.  Such as Bat-Lantern, Aquaflash and Super-Martian.  This model gains the following Special Power (players choice) – Blunt Instrument 3/Blue (A) Range 6 – This model can use a free grab and throw on target character or scenery piece.  Consider the strength for this throw to be 4.

Earth 43 -A world of fear and darkness, where after becoming an even darker creature of the night in order to defeat Dracula, Batman succumbed to his curse and spread the vampire plague to the rest of Earths heroes, forming the Blood League.  This model gains the following Ability – Drink Blood:  Each time this model successfully preforms a grab attack they heal one damage (can NOT go above starting damage).

Earth 44 – This world is protected by robotic versions of DC’s greatest heroes.  This model gains the following ability.  Metallic: When this model receives the Stun effect, it reduces the effect applied by 1.  They also gain the Fly ability with a range of 12”.

Earth Negative 52 - Batman merges with the Flash (not with Berry’s consent) creating the entity known as the Reddeath.  This model gain the following ability - Agile: This model can make one extra movement action per Round.  They also gain +1 Speed. 

Earth Negative 22 - On this world, a dying Joker launched on a final rampage that pushed Batman into finally executing him; however, embedded within the Clown Prince of Crime and activated upon his death was a purified strain of the Joker toxin, transforming his rival into his successor, The Batman Who Laughs.  This model gains the following:  Ability – Luck: Once per Round, this character may reroll any one die.  AND Attack: Demented Laugh 3/Blue, Mental, DMG 2, Wave/3, Dazzle/1.

Earth Negative 11 – Like its positive counterpart, earth -11 is home to gender reversed heroes.  On this earth Batwoman starts to kill super-beings over the death of her lover.  She then undergoes surgery to gain atlantean like powers before destroying the underwater city.  This character gains the following Special Powers: Water Manipulation 1/Blue, (A), Range 8, Place a 4” diameter area of water terrain completely within range where it does not touch a models base or other terrain, Remove it at the end of the Round.  AND Atlantean 0/Green, (P), Range 0, When this model is in contact with water terrain he gains +1 to all defenses.


Earth Negative 1 – Superman goes on a murderous rampage, Batman tries to stop him…by using the Doomsday Virus…it does not end well for anyone.  This model gains the following Special Power – Revive 0/Red, (P), The first time this character becomes incapacitated, he will return at the end of the round anywhere on the table, with all of his Endurance unmarked.  Also this character gains immunity to the Nature of the damage that made it become incapacitated.  


Earth 15 - Once considered the perfect universe, Earth-15 was destroyed by the deranged Superboy-Prime of Earth-33. This model gains the following Abilities:
Energy: Once per round, this character can use the Overload rule twice in the same Attack.
Power Master: When this character uses the overload rule the base damage of the attack overloaded is increased by 1.

Earth 5 - Known as “Thunderworld” it home to the magical team, the Marvel Family; Captain Marvel, Captain Marvel, Jr. and Mary Marvel draw their power from the great wizard Shazam.
This model gains the following:
Attack:
Zeus Bolt – 2/ Blue Energy/Electic, DMG 3, Range 10, Can’t be Overloaded
Special Power:
Solomon’s Wisdom: 3/  Red (A) Range 6 – Target enemy must take a willpower roll.  If failed the suffer Distract/2 and Stun/3.

Note:  For the game I made these into nice looking cards.  



Sunday 4 February 2018

16/100 Cyborg and the Multiverse

The world of comic books can be a weird place.  Especially when all the stories and characters that are produced by one company share a united universe.  DC created a early version of the Multiverse back in 1940 when it published the Justice Society of America.  This was very rudimentary shared universe, it brought together heroes from their own publication into a single title.

Years later in the Silver Age of Comics (late 1950 till 1970) DC relaunch one of the most powerful characters, The Flash.  The Flash ran so fast that he went to a different universe, inhabited by the Golden age (1940s-1950s) heroes.  This lead to the first "Crisis" titles, Crisis of Earth One.  Over the years there have been many "crises".

Why do I bring this up now?  I have been working on another special DCU event for a store Birthday Party at my local retail shop, Lords of War Games and Hobbies.  You my remember a few months ago we ran a large DCU game called Invasion.  We saw the Justice League take on and Endless swarm of Paradeamons and Darkseid himself.  Each side was about 150+ levels!  It was a blast.
 
For the birthday celebration we wanted to run another DCU themed scenario game.  Chris liked the idea of doing one based on Crisis on Infinite Earths.  So we started to brain storm ideas.  One of the problems with running a big themed game is; what do you do when two people want to bring the same character?  For the Invasion game each side talked about it and everyone decided which characters to use.  For a game featuring the multiverse, we had a unique opportunity.

I made 20 Multiverse cards.  Each character will get one card at the beginning of the game.  The cards have a brief description of that earth as well as one or two upgrades that that character gains for the game.  This way everyone could bring Superman, but everyone would have a slightly different Superman.

Here are a few examples of the cards:


I wanted to paint a new model for the game.  For Invasion I painted up Starfire.  So I figured that I would continue with the Teen Titan trend and paint up another member (well former member), Cyborg.  This model was fun to paint.  The Scale 75 metallic paints are very nice to work with.  I painted the red on this model twice because I was not happy with how I originally did it.  This was my second attempt at painting a darker skin tone and I think it turned out much better.


So remember that next Saturday (February 10th) is the birthday celebration at Lords of War Games and Hobbies.  Come by and check it out, and bring a DCU (or Marvel) mini and partake in "Crisis on Infinite Earths"!

Kevin