Wednesday, 20 February 2019

13 - Portal, 10th Metal Objectives and Bases...Oh My!

The annual Birthday Bash at Lords of War is just around the corner.  This Saturday to be exact.  As true to form, I will be running another custom Batman Megabattle (4 Years running!).

This years scenario is inspired from the Batman: Metal story-line.  The Dark Knights (evil twisted versions of Batman) have invaded earth.  The heroes and villains must compete against each other, to control the rare 10th metal artifacts scattered through the city.  However as people fall in battle, they are reborn in the darkness and fight with the Knights.  I will place a link to the scenario HERE.

There will be a portal in the center of the table.  Any victory points scored within 6" are doubled.  I made a quick portal out of a spare ring from a Seraphon  Engine of the Gods and a clear blue base insert that I had in my desk for a few years.


There will also be three 10th Metal Artifacts on the table, a Sword, a Warhammer, and a Suit of Armour.  Each one gives a special bonus.  I made the 3 markers out of some spare GW bitz I had floating around.



I have been following the Terrain Tutor on Facebook and Youtube for a little while now.  I got a great idea for basing material from there, using caulking are a medium for a textured rolling pin.  I tried it out on some spare bases.  I applied a thin layer of caulking and smoothed it out with a sculpting tool.  I then dipped my roller completely in a bucket of water.  Then I just rolled it over the caulking. 

I have to say it worked really well.  The material is very cheap.  It held the details well (at least the cobblestone texture) as it dried.  It even paints great and appears to be fairly resistant to wear.  It was a little rubbery for a few days.  I was able to press my finger nail into it and leave an impression, however it did bounce back after a bit and I cant see any of my marks now.  After a few days it dries really hard. 

I will definitely be doing this again.  You could base a whole army for under $10!

Kevin






Batman: Metal Scenario

Scenario:  Dark Knights Metal
Overview:  The Dark Multiverse has invaded!  Barbatos and his most loyal servants, the Dark Knights, are trying to drag this world into darkness.  Every time a hero or villain falls to the Dark Knights, they are reborn in the dark, an evil twisted parody of their former selves.  The only thing that can stop Barbatos are several Tenth Metal artifacts scattered throughout the city.  The remaining heroes and villains are competing with each other to retrieve those artifacts and control the fate of the world!  
Sides:   This will be a 3 way game (heroes vs villains vs Dark Knights)
Game Length: 6 rounds or when we run out of time
Victory Points:  No Objectives will be used during this scenario.  Victory Points will be earned in the following ways:
-          2 VP for the first time an enemy model is KO’d
-          3 VP for removing an enemy model as a casualty
-          4 VP for controlling a Tenth Metal Artifact at the end of a round (Heroes and Villains Only)
-          4 VP for each Tenth Metal Artifact not controlled by a Hero or Villain at the end of a round (Dark Knight Only)
-          3 VP at the end of the game for each model that has been turned to darkness that is still on the table (Dark Knights Only)

-          1 VP for restoring a Consumed by Darkness model (of either side) (see Special Rule: Driving Back the Darkness below)

Special Rules: 
Consumed By Darkness:  The first time a model is removed as a casualty (by any means), the controlling player immediately replaces their model anywhere within the Dark Knights deployment zone.  The powers of the dark multiverse have corrupted the hero/villain and brought out their most evil side.  The player and the model are now part of the Dark Knights team.  This model may not activate during the turn in which it is placed.  Models will can be consumed by darkness even if the original Dark Knight are removed as casualties. 

Tenth Metal Artifacts:  There will be three artifacts made out of Tenth Metal on the table: a Sword, A Warhammer, and a Suit of Armour.  If a hero or villain controls (just like a regular objective) a Tenth Metal Artifact marker during the end phase they may equip the artifact.  Remove the marker from the table and take the corresponding equipment card from the organiser and place it beside your character card.  That model now gains the benefit of the Tenth Metal artifact for the rest of the game, or until it is removed as a casualty.  If the model is removed as a casualty the player will place the artifact marker in base to base contact before removing their model.  Once an artifact is equipped then that side counts as controlling it at the end of the round, even if engaged with an enemy.  Artifacts cannot be passed from player to player (eg. The Flash equips it, he cannot then run over to Batman and give it to him). 

-      The Tenth Metal Sword:  Damage (2 Blood), Special Rules - Handy, Sharp, Magic


-          The Tenth Metal Warhammer: (1 Blood, 1 Stun), Special Rules – Heavy, Crushing, Magic


-          The Tenth Metal Armour: Heavy Armour and the model is Immune to Crits. 


Driving Back the Darkness:  If a model that has been Consumed By Darkness (See above) is wounded by a Tenth metal Weapon, it immediately reverts back to their original team (hero models re-join hero team, villain model re-joins villain team). 

Barbatos Rises:  At the centre of the table is a portal to the falling dark multiverse.  Barbatos feeds off chaos and darkness that is drowning this earth!  Any victory point that is scored within 6 inches of the portal marker is doubled.  (eg.   If the Dark Knights causality a villain within 6” of the portal, the Dark Knights will score 6 VPs or a villain has one of the Tenth metal artifacts within 6” of the portal at the end of round would score 8 VP).



Monday, 18 February 2019

9 - Clayface

I was able to plug away this week and finish the last model I needed for the DCU tournament at Adepticon, Clayface (now just a few more owls left to paint).  I honestly cannot remember the last time I had so much fun painting a model!

It is a clean, simple model with a limited colour palate.  I started it off with a base-coat of Rhinox Hide.  Then I used the airbrush to spray a zenithal highlight of white.  Still using the airbrush I applied a glaze of Skrag Brown.  I then went back by hand and did the final two highlights stages of Deathclaw Brown and Deathclaw brown with Birch.  To help with the shadows I then gave the model a light glaze of watered down Agrax Earthshade.  I then did spot shadows in the darker areas with more Agrax Earthshade. 

I played around with the base a little bit too.  I added some Green Stuff to the back foot to make it look like the clay was sticking to the ground as he was stepping.  I then used some more Green Stuff to make a clay puddle around his feet to hid the slot on the base.  Once everything was painted though it did not look finished.  It was just grey stones and brown clay, it needed something else.


I made a road sign out of an old base and spare plastic tube.  I then though about trying to use some hot glue as dripping clay.  I added a few drops to the sign and around his feet to give some more depth to the Green Stuff clay.  After a quick coat of paint I was very happy with the results. 


Clayface is really the top tear of the top tear Free Agents in BMG.  He has a good stat line of mostly 3 and 4.  At first glance it looks like he has a surprisingly low Endurance with 6.  However once you read the "Upgrade Card" rules you realize he is a beast!  Clay face has two body forms, Mud and Solid.  Each gives a bonus to his endurance and some traits. 


At the beginning of his activation Clayface can exchange his body form upgrade card.  So with the Solid body Clayface has endurance 10 and with the Mud he has endurance 9.  Normally when a model with an upgrade cards takes damage equal to the endurance bonus, it is destroyed.  Not so with Clayface, his just becomes disabled.  At the start of his next activation he can swap it out for the other form and get the bonus endurance again.  Once a card is swapped out, you discard the damage that is has accumulated.  So each round Clayface is gaining 3 or 4 Endurance!  (Plus he also has Regeneration -1SC to heal one wound).  He is one tough sucker to bring down.  The first game I played against him I eventually killed him but it took me 5 rounds and 4 Owl Henchmen to do it though!

On top of the clay body, he still has Adaptable (+1 to your Attack or Defense each round, giving him a defense 5!).  Sturdy (loose action counters for every 3 damage taken instead of 2) keeps him effective as he takes damage.  Undercover (deploy up to 8" outside your deployment zone) gets him up-close early.  The Hugh trait gives him a good move distance and the Claybody trait allows him to make the Charge attack for only 1 special counter.  He is fairly fast, with a reliable weapon and can take a tone of damage...what more could you want! oh, he can also soak up some damage for your leader since he has Bodyguard too. 


While in his Mud form, he gains the Roots trait (2SC, an enemy model within 8" must pass an agility test or become Pinned Down).  He also gains Mud (models in base to base must spend 1SC+1MC to move away, and Clayfaces attacks gain the Slow/2 effect).  While in his Solid form, Clayface gains Tough Skin (-1 to wound) and his attacks are Overwhelming (-1 to block).

Clayface just brings so much to the table.  I really cant wait to try him out with my Militia or Joker crew.  However I really want to try him in a Bat-family Team list! mainly just because I can.

Right now I am putting the finishing touches on some objective markers for the BMG megabattle at Lords Of War for their birthday bash this Saturday!  Then it is back to the Owls for Adepticon...

Kevin

Tuesday, 5 February 2019

8 - King Shark Doo Doo Doo Doo Doo Doo

If you are a parent with a small child then you probably understand the title, and I am also sorry that that song is now stuck in your head.  I finished painting King Shark this week.  I never really knew much about this character (except for his brief appearances on CW's The Flash), but I loved this model as soon as I saw it!

I went back and tried some more of the painting techniques that I learned recently, mainly Glazing and Layers.  Most of the paint I used was from Citadel (except where noted).  The blue skin of the shark was achieved with a base Incubi Darkness.  Then a series of very thin layers of white.  The whole model was then glazed a few times with thinned Stegadon Scale Green.  I then shaded the recesses with watered down Incubi Darkness, and again with Incubi Darkness and black.


The lighter skin on the abdomen was a Baneblade Brown basecoat.  Then built up Rakarth Flesh through multiple thin layers.  I did a final highlight with Birch (Scale 75).  I finished off with some spot shading with Seraphin Sepia.


I wanted to try something new for the base too.  I made a cast of a resin base to get the a sewer lid.  I then surrounded this with green stuff and used a cobblestone textured rolling pin.  I also wanted to try and paint some of King Sharks shadow on the base.  I did this through a few layers of very very watered down black. 


King Shark is a killing machine in BMG.  At 95 rep he is a higher cost free agent (but still lower then some that do the same job!).  He has a good stat line (although the Defense 3 and endurance 8, without desensitize or sturdy hurts).  To help off set this, King Shark also has "Meta-Skin" (counts as Bulletproof Vest - firearms wound on a +4) and "Regenerate" (1 special counter to heal one damage)


His movement of 2 is not great, but he is deceptively fast.  Since he is "Huge" his base movement is 7.  "Swift" gives him an extra 6 inches if he spends 2 Movement Counters (instead of the usual 4").  Which gives him a threat range of 13 inches.  He also has "Amphibious", since there is rarely water terrain on the table, the real benefit is going through sewers for only 1 movement counter. 

A Blood and Stun attack with "Devastating" (roll 2 Collateral Damage dice) is great.  That is made even better with his "Brutal" (re-roll the Collateral Damage dice).  More chances to knock enemies to the ground and a potential 2 criticals. 

This model can dish out a devastating amount a damage in close combat.  If there is a damage marker on King Shark he gains a free counter to put into attack (due to "Bloodthirsty").  If his target has a damage marker on it already, King Shark gains +1 to Hit, +1 Strength and Bleed 1 (1 blood damage on a crit - even better when combined with Brutal and Devastating!) from his "Blood Scent" trait.  Then to make him just that much more powerful he has "Combo with Claws and Teeth" (gain an extra attack for every 2 attack counters spent).  So King Shark can make up to 7 attacks, dealing 14 damage (7 Blood, 7 Stun) with a potential to do an addition 2 stun or blood on a crit...

I really like King Shark, cant wait to try him out on the table!  Up next on the painting block is another huge model, Clayface. 

Kevin


Friday, 25 January 2019

7 - "They Watch you at your Hearth"

I finished the owls only sidekick midweek, the High Court Lady.  This model was really fun to paint.  It is fairly simple in its design (just a lady in a fancy dress), but it is very sharp, especially when she is surrounded by the other owls.  It was also fun to paint some bright colour after all those dark browns.

I tried switching up how I painted the red a little bit for this model.  Usually I start with a base of Mephiston red, then a wash of Carroburg Crimson.  Then add some highlights with Mephiston red, Evil Sunz Scarlet and Wild Rider Red.  This was how I painted Batwoman's cape oh so long ago. 

This time I started with the base coat of Mephiston red.  I then jumped right to the highlights with Evil Sunz and Wild Rider.  Then at the end I went back and used Carroburg to add some spot specific shading.  It was one of the methods that Dai Vet showed me a few months ago.  I was really happy how this turned out, the colour transition was much smoother then usual. 


The High Court Lady is amazing in the game.  She probably has the worst stat line for any Sidekick though.  Her gun is decent but only has one ammo (if you need to use it, better make it count!).  "Boss's Orders" (friendly henchmen within 8 inches gain +1 to hit) can be really great, but with such a short range you will have to make sure she is protected.  Since she also has "Invaluable" (worth and extra victory point if killed) you want to make sure she stay healthy ("Protect Me! can help here). 


However, the rule that makes her so sought after is "Enemies of the Court".  This rule awards an addition victory point whenever your crew kills an enemy model.  This is especially important in a crew where everything is designed to kill something!

I finally got to play a game with my Court last night.  I was playing against a new player to BMG, who was trying his first game, Zimmer.  He was using the Riddler Batbox.  We only played 4 rounds (had to call it due to time constraints).  It was a good close game (23-18ish when we ended it) with a lot of back and forth.  The talons did fairly well.  They where able to go toe to toe with almost anyone on the table (Irish was a problem).  However due to my sucky roles and no handy weapons, I had a very hard time cutting people down.  I was usually one or two wounds from KO/killing something.   

The last round of the game was very dramatic.  I was stupid and left the High Court Lady alone and under a lamp post.  She was first shot by Quary then mushed by a rampaging Irish.  I did get a little revenge a few moments later when a very wounded (one endurance left) Brandon O'Malley chased down the Riddler, hit and wounded 3 times with a critical (5 Blood, 3 Stun).  With Riddler unconscious on the ground,  Brandon's son walked over and finished the job. 

Looking forward to learning how to use this crew more!

Kevin

Sunday, 20 January 2019

6 - "Behind Granite and Lime"

The last two O'Malleys where completed this week; James and Nathaniel.  Like the other O'Malley, Brandon, these models were fun to paint. They have very defined muscles which were easy to highlight and they let me play around with the light source.

Nathaniel O'Malley is the cheapest model in the Court of Owls.  He come in at 30 reputation and zero funding.  His stat line is not quite as good as some of the other Talons, but are still that of an elite henchman.  Martial Artist (cannot be outnumbered in close combat) is nice to have on him, since most Owl crews are probably going to be outnumbered.  Distract (-1 Defense to an enemy withing 4 inches) is probably the best thing he brings to the table.  Anything that can help land a hit to this crew is gold.



James O'Malley is the second lowest reputation in the Court.  Like Nathaniel, he has the stats of an elite henchman.  He is a little slower then all the other owl henchmen, but that is not really a problem.  James is a Bodyguard (1SC to take a hit for a leader or sidekick within 2 inches), so I imagine he is going to be staying very close to the High Court Lady or High Court Member (neither of which are speedy models).  James is also a Martial Artist and has Veteran (relocate 2 counters when activated).  Veteran really make James more versatile.  You can drop some counters in special in anticipation of body-guarding for someone, but if no one takes a shot he can then move two counters in to attack or movement.



Both Nathaniel and James have the Owl henchmen special rules, Reanimated Owl and Weakness to Cold.  They also carry the same weapons, which are pretty good in their own right.

I imagine that James will see more table time then Nathaniel.  I plan to use the High Court Lady in most of my lists, and having a personal Bodyguard near by will help keep her alive.

Speaking of which, the High Court Lady is next on the paint table.

Kevin

Sunday, 13 January 2019

4 - "Ruling Gotham from a Shadow Perch"

I had a great day at Lords of War running a few Batman intro games.  We had some great new players come out and try their first game.  Hopefully we will see them again soon at one of our Batman Sundays!

I managed to squeeze a little bit of painting in each night this week and was able to finish up two more models for my Owls crew, the High Court Member and Henry Ballard.  The nice things about the Court of Owls models is that each model has its own distinct look.  You never get board painting them. 

The High Court Member was very different to paint, he is wearing a suit and not a costume.  I wanted him to fit in with the rest of the crew colour wise, so I used the same brown pallet.  I was happy how the red turned out on my 1880's Talon last week so I thought I would use red as my highlight colour for the tie.  I did end up making the suit a little to bright but was able to tone it back down with a glaze of sepia. 


I am not really sure how to use the High Court Member in a game, he is very different from any other leader I have ever used.  To start with, his reputation cost is that of an henchman.  His stat line is also nothing to write home about.  His gun is also very average, not great but not crap.  He does have a few special traits that can help support his crew.  First he has the leader rank so he can "Inspire" for the extra action counter.  "Discourage" allows the HCM to lower an opponents willpower by 2 until the end of the next raise the plan phase.  Which could be really nice if the target is something your heavy hitters (Strix or Damian) are going after next round (less counters for them to block and counter attack with). 


If the HCM does get close to the enemy he can use "Demoralize" which makes enemy henchmen with in 6 inches loose one action counter (of the HCM choice!).  Good for getting rid of those defense dice too.  However I imagine that the trait that I will use the most is "Distract" (-1 defense to a model within 4 inches).  Anything he can do to make the enemies a little easier for the talons to hit.  He also has "Scheming", but I find that rule very situational. 

Henry Ballard is a little more straight forward.  He has a good stat line like most of the other talons.  "Invulnerability: 1" is a nice rule (ignore the first damage he takes each turn).  He has a owl Knife that does a single blood and is "Handy" and "Sharp" (rerolls to Hit and to Wound) as well as Claws (unarmed attacks cause 1 Blood and 1 Stun).  He also the "Reanimated Owl" and "Weakness to Cold" like all the talons. 

I think that if you upgrade Ballard with "Ancient Training" equipment to give him "Master Fighter" (+1 to hit with unarmed attacks) he could be a fairly good hitter.  4 attacks with +1 to hit would be great at taking out any henchmen.  If you need to go after something more difficult you could always switch back to the Owl Knife for the re-rolls but less damage.  The Invulnerability also increases his durability.   


I have got some work cut out for me to get this crew done in time for Adepticon but I am very excited to get it done! 

Kevin