Thursday, 18 October 2012

Open War 18 – The Menite Crusade



On the last entry I discussed the imminent tournament; Open War 18, where I was taking my Menites to purge the unclean and baptise the unfaithful in the holy fires of The Creator!  Below is a brief synopsis of each game and a run down on my thoughts of the event.

Deneghra1 (taken from BattleCollege)
Game 1
Adam Archer – Cryx (Deneghra1)
Scenario:  Incursion

I faced Adam in the first round of Open War 17 earlier in the year and he took a very similar list, the same Warcaster and at the same points value.  Since the last time we crossed tape measures I’ve played a bit of Cryx and knew a bit more how to deal with them and this really helped during the game.  Adam won the initial roll and chose his side giving me the first turn.

On both of our first turns we just ran towards the middle ground and positioned.

On the second turn I had a good opportunity to hit the Cryx front line and killed all of the Bile Thralls, Bloat Thrall and damaged a pistol Wraith and did 6 wounds on Tartarus.  Adam responded by killing a couple of Errants and crippling my Reckoner’s melee weapon.  I also made an error in judgement and wasn’t close enough to an objective to contest it giving Adam an early control point.

On my third turn I felt that the Reckoner should slam the Cryx chicken ‘jack that had taken the cheeky control point and needing a seven on three dice failed miserably – boo!  The TFG did a couple of big CMA’s on the other chicken bonejack which was contesting the other objective.  Perhaps the rudest thing was the Vanquisher neatly landing a 4” AOE on a Bane Thrall and clipping six more in the blast killing all but one; the Errants mopping up Tartarus and most of the remaining Bane infantry.  Adam managed to kill a couple more Errants, but was struggling with causing much damage where he needed it.  This turn saw a turn in the tide towards the Menoth regarding attrition, but still Adam was 1-0 up on control points.

On the fourth turn I managed to destroy the remaining Banes and one chicken ‘jack with the TFG and remaining Errants.  The Vanquisher also managed to set Deneghra on fire and cause a few wounds.  Adam was loosing the attrition quite badly by now and I was now equal on control points.  He used Deneghra’s feat defensively, which would slow my advance and release some of the pressure, but the fire kept on burning and Deneghra was getting low on health.

On the fifth turn I was able to clear out the two objectives to secure a control point victory, however the Vanquisher was able to shoot Deneghra twice more and sealed the game with a ‘caster-kill.

So a win to the Menites with a truck load of Army points (the secondary sort) meant I was in the lead after game 1!

Result: WIN AP:58

Saeryn (taken from BattleCollege)
Game 2
Andy McBirnie – Legion (Saeryn)
Scenario:  Outfight, Outflank, Outlast (reserves artifice)

Andy is a close friend and regular gaming partner, but this was inivetible considering four of the six players were from my local gaming group!  Andy is a skilled tactition and we often have long drawn out attrition style games, this would be no different!!  We both took the opposite list to what the other expected and we would effectively replay a practice game from earlier in the week!  I chose Feora2.

Andy took the first turn and sent his army upfield at full speed, I did similar, but held back a little so as not to enter his beasts threat ranges and try and keep the Zealots somewhat safe from the Deathstalker and mounted character solo.

On turn two Andy brought on his reinforcements and began the tactical game with cunning manoeuvreing and positioning.  He was planning on nibbling out my support from range and I tried to defend.  One thing that did occur was that the Avatar left the centre ground and went far left to take on Andy’s reinforcements and the left hand pit.  He was just about immune to the warrior model solos and was self generating in focus so wouldn’t need the ‘caster or support as much.  This effectively divided the game between the two battlegroups facing off in one pit and the Avatar Vs the rest in the other.

Turn three saw the Saeryn feat which makes the Legion battlegroup untargetable by melee attacks and positioning the beasts in harms way, but immune to retaliation.  I used my Zealots minifeat to make them immune to most damage and ran to engage the beasts and clog them down, returning the iniative back to me, however I was aware that Saeryn could use Blight Bringer to clear out my Zealots, so I tried to spread them out to mitigate that somewhat.  The Errant reserves, which entered the frey on turn two, also adding their ability to Self Sacrifice to add tar pit issues to the Legion beasts.  The Avatar was able to destroy Andy’s Reak as it was out of Saeryn’s control area as well as a few solos, his natural MAT 8 and my ability to roll high was keeping the left hand pit looking safe, though Andy had numerous pieces to keep the Avatar from lending his weight against Andy’s two Scythean’s in the right hand pit.

On turn four Andy saw an assassination angle and cleared out some of the Zealots and Errants (with Blight Bringer) and mused over a trample, crossing a couple of linear features and wail on Feora with a Scythean.  We both discussed it and Andy decided not to do it as the linear feature would put the Scythean’s base too far forwards and therefore out of melee with Feora.  The pair of Scytheans went to town on the Errants butchering them almost entirely.  The Avatar continued its rampage and smashed up another three solos, almost clearing the pit.  My plan for this turn was to put some hurt on Saeryn and her beasts and set her on fire.  The Vanquisher took an almighty freestrike off an Angel, but manoeuvred into a position where the blast would catch Saeryn no matter how far it deviated (I was 2” away), unfortunately I just wandered into the melee range of a Shepherd (2” reach) which I forgot about.  The Templar went mental on the front Scythean and killed it, just to have it respawn 3” away!  It was looking a bit iffy for Feora at this point and she advanced and feated moving the fire to Saeryn, but doing nothing damage-wise.  I then moved the last Zealot up to throw a bomb at Saeryn’s back and the question of the Shepherds melee range came into question and Andy realised that he’d played it wrong initially as his arcs were wrongly painted (front and back, instead of left and right).  At this point we realised that the Vanquisher was indeed able to fire.  Andy was good natured in allowing me to do this, but I think it was fair as I hadn’t actually made a mistake in entering the Shepherds melee range after all and it was a really vital part of my turn.  The Vanquisher proceeded to roll box cars and obscenely high on the boosted damage roll completely altering the game dynamics.  We also re-set Feora’s feat as the Vanquisher should have shot before that and therefore I didn’t need to move the fire, I just left it on the respawned Scythean.

After the shenanigans at the end of turn four the game had been totally shaken up and things were quite interesting, the fire killed the respawned Scythean and Saeryn had to eat some fire damage.  Both Andy and I had 7-8 mins remaining, but dice-down was called.  We weren’t expecting that as we each had a fair bit on the clock, but there had been a few pauses for rules queries and perhaps we started late, therefore it went down to tertiary victory conditions and I had the most points in the two zones and took a victory.

I would have liked to have played the game out as there was still absolutely everything to play for, I was up a heavy, but Andy would have got the alpha strike and changed that fact quite easily.  I really don’t know who would have won, but it would have been an epic struggle for certain!

 Result: WIN AP:26

Kaya2 & Laris (taken from BattleCollege)
Game 3
Luke Foster – Circle (Kaya2)
Scenario:  Sacrifice

Another inevitable draw against a regular gaming buddy.  I took Kreoss to this encounter as we weren’t sure if you had to use both lists or not, but Kreoss would be strong which ever list Luke chose I felt.

I took the first turn and sent everything towards the centre, Luke did likewise.

On the second turn I made a similar mistake to the first game and didn’t put anything into the pit to contest, but concentrated on positioning for attrition and put some hurt on one of Luke’s beasts with a Menoth Sighted Reckoner.  Luke scored his first control point and positioned to hold the pit ready for a second.  I realised that I was going to loose if I didn’t change my strategy and I decided to charge/run with the Errants and they just managed to get a few bodies into the pit, but were so spread out several were now out of command and would be able to do nothing next turn.  Rhoven and Co. managed to get into the pit and engage a few Druids, one Reckoner also got a toe in and the Choir sang the hymn of anti-magic (I figured Luke might try and force bolt it out).  I think a Vassal might have just got a toe in too.  I managed to kill off Luke’s immediate forces around the scoring objective in the other side of the board and reduced the chances of Luke scoring a second point and winning next turn.

On the third turn Luke quite rightly set to work clearing the pit, but soon realised that his dice weren’t quite up to the task and I still had a couple of infantry models left, blocking a path to the Reckoner, as well as it being enlivened.  On my third turn I feated and killed two of Luke’s beasts and further added more bodies to the pit and placed a ring of models around the objective making it very hard for Luke to score his second vital point.

On Luke’s fourth turn the attrition had started to take its toll and Luke was down to a couple of beasts and infantry models and the pit/objective were too packed to clear with the forces he had remaining.  Luke had lots of time on his clock and he could have just let the time run down and won on secondary conditions, but Luke is a sporting player and continued the game trying to get back into the fight.

On my next turn I set to work clearing the pit, killing last remaining beasts and infantry to score a point myself and make the conditions tertiary, which I would win on.  Before I scored my control point I assassinated Kaya2 with a few Reckoner shots.  This however shouldn’t have happened as Luke had cast Shadowpack, which gave Kaya stealth, we both forgot about it so my apologies to Luke, however it would have been 1-1 on control points and I hadmore points in the pit if dice down was called.  I could have run out of time I guess, but my forces would have focussed on killing Kaya, who would have had to be in multiple charge ranges.

Another great game against a cunning opponent, a few good dice rolls early game would have seen Luke clear the pit and score his second and final control point, or later game I might not have cleared the pit before time expired etc meaning I could quite easily have lost this game, I guess the Menoth luck was with me ;-)

 Result: WIN AP:41

Soarscha2 (taken from BattleCollege)
Game 4
Dave Forster – Khador (Sorscha2)
Scenario:  Close Quarters

The final game against another regular gaming buddy, ah well might as well play all my mates in one tourney!  Dave and I had played a couple of practice matches and I had already learned the hard way that big Konquest is a bit of a bad boy under Epic Sorscha, kind of “Hulk SMASH” and my anti-armour list had been, well Hulk-smashed!  Therefore I chose my Kreoss list for a different set of prospects.  I chose board edge, mainly to get my Errants behind a wall that was centre field, though this was a double edged sword in the end.

Dave ran forwards on the first turn, as did I, just nibbling a couple of Winterguard and IFP who had strayed too far into my threat range, but I had made a big mistake…. a huge mistake....

On Dave’s turn two I realised my mistake, I hadn’t cast Defender’s Ward on the Errants and they really needed that ARM bonus against the Winter Guard sprays, sadly I had dropped a real clanger and Dave punished me for my mistake big time leaving just two out of twelve alive – sad times!  I was in a tough position here and decided to use my knockdown feat to hurt the Winterguard killing most of them including the officer, standard and racketeer.  I had to hunker down in my pit and both ‘jacks were enlivened and trying to position for safety.  Somehow I’d cleared Dave’s pit and gotten a Reckoner’s toe into the pit to claim a control point.

On Dave’s next turn the IFP came in and did a few CMA’s, killing a few bits and pieces, the Errants and some of Rhoven’s group died, the odd support piece too, but I was still in it and somehow 1-0 up.  Kreoss himself and the remnants of Rhoven’s group attacked and killed several IFP, as did the Reckoners, just thinning out the enemy infantry whilst trying to stay safe.  The wall was just enough to stop Konquest being in the thick of the action.

On the following turn Dave was starting to get a bead on Kreoss and he took a little damage, but Defender’s Ward was helping preserve his life!  On my turn I just about cleared all the IFP and most of the Winterguard, but Konquest and Sorscha2’s feat were looming…

Dave saw the opportunity and took it, giving Konquest four and casting Boundless Charge the great Khadoran Colossal charged Kreoss…  Defender’s Ward meant Konquest needed 10’s to hit, so Dave boosted both initials to hit and missed, bought and boosted a third…and missed.  It was so unlucky as Kreoss would have been a smear if one of those P&S 22 fists had landed.  I saw a cheeky opportunity and did a cunning trample with a Reckoner and scored a second control point, Kreoss did the honerable thing and ran to hide behind a piece of cover on the backfield.  I was about ¼” away from destroying Kreoss as the kill-box artifice was in play for this scenario.

On Dave’s next turn his time was almost expired, but he continued to press forwards, but luckily Kreoss was too high DEF and ARM to be hurt by Konquests guns and Dave passed the turn.  I saw the opportunity and killed Kovnik Joe, the only model in Dave’s pit and scored a third point to win the match.

In hind sight Dave really did deserve to win, my forgetting to cast Defender’s Ward set the pace for Dave to pressure me attritionally and he should have landed one if not two of those Konquest hits to kill Kreoss.  Another fantastic game, super hard fought, though Dave had realised that both of our positions in the tournament could not have been affected by the outcome of the game (the field was so small mathematics dictated the result after three rounds)!

 Result: WIN AP:17

So in the final standings I came first, Dave second and Luke third.

I managed to get maximum 100 points (4x20 points for gaming and 20 points for painting), I also managed to get the highest AP’s (142) and I was very chuffed to secure Best Painted too – so a clean sweep!  I guess with there only being six players, four from Hull and my local gaming group of which only two were fully painted meant competition was not as high as if there had been more players, but nevertheless I thoroughly enjoyed it and all my opponents gave me a hard fought and tough game!  Many thanks to my four opponents who were all gents and could quite easily have beaten me, just a few dice-rolls here and there could have easily changed the results – cheers guys. :-)

My winning trophies!

Thursday, 11 October 2012

Open War 18



With quite short notice myself, Luke, Dave and Andy from the Hull area decided to buy tickets for Open War 18, due to take place this Saturday at Maelstrom Games, Mansfield.  The tournament is locked-in now and there are only 8 players, it appears that the team element has been cancelled so there is a very real prospect that the four of us will end up playing one another.  Since the field is so small I’m hoping that the event will be really good fun and perhaps more light hearted than a standard event.  It would be very cool if the four of us could face the four of them in a kind of challenge, but I'm not sure that would suit the organisers or all players.  Details of the event including rules pack can be found here.

List building
I decided to go with Kreoss1 and Feora2 for my two 35 point lists and try out Severius1 at 50 points.  As character restrictions are enforce across all three lists building a good balance is tricky.  Having finished the battle engine recently I felt that it should go in the Sevvy list; as per the last entry I’m undecided on its worth at 9 points (taking the place of a unit or ‘jack), but the thing is such a beautiful model I felt it deserved to take pride of place when the armies are placed for painting judging, additionally it fits better at 50+ points.  Feora2 also will get her first tournament debut: though I am hesitant on the list change.  Basically I dropped the bonded Templar in favour of a bonded Redeemer and Gorman Di Wulfe and switched the Vanquisher to a Reckoner – from previous play testing at 35 points.  The Kreoss list is a slimmed down version of the 50 point ETC list that I've been happy with of late.

The lists
List 1 (35 points)
Feora, Protector of the Flame
*Reckoner
*Redeemer (bonded)
Avatar of Menoth
(4) Choir of Menoth
(10) Holy Zealots
*Holy Zealots Monolith Bearer
Vassal Mechanic
Vassal Mechanic
Vassal of Menoth
Gorman Di Wulfe, Rogue Alchemist
List 1 Reinforcements
(6) Exemplar Errants
*Exemplar Errants UA

List 2 (35 points)
High Exemplar Kreoss
*Reckoner
*Reckoner
(4) Choir of Menoth
(10) Exemplar Errants
*Exemplar Errants UA
Visgoth Rhoven & Honour Guard
Vassal of Menoth
Vassal of Menoth
Covenant of Menoth
Rhupert Carvolo, Piper of Ord
List 2 Reinforcements
(3) Exemplar Vengers

List 3 (50 points)
 Grand Scrutator Severius
*Blessing of Vengeance
*Reckoner
*Vanquisher
Vessel of Judgement
(4) Choir of Menoth
(6) Temple Flameguard
* Temple Flameguard UA
(10) Exemplar Errants
*Exemplar Errants UA
Vassal Mechanic
Vassal Mechanic
Vassal of Menoth
Vassal of Menoth

*As I write this article I'm really unsure about list 1, whether to have a bonded Redeemer & Gorman or the bonded Templar.... hmmm decisions decisions!

Sylys Wishbone
Also this month the Breast Cancer Brawl event will be taking place in Leeds, Travelling Man and I promised to paint up Sylas Wyshnalyrr for Luke, so below are the fruits of my labours for a couple of nights painting – hope he does you proud mate :-)

Sylys Wyshnalyrr front

Sylys Wyshnalyrr back


Sylys Wyshnalyrr close-up

Wednesday, 3 October 2012

More Completed Menites



Firstly, many thanks for the kind comments in the previous entry, much obliged thanks :-)

This article will basically showcase the painted miniatures I have mentioned in the previous couple of entries; Holy Zealots, Vassal Mechanic and Vessel of Judgement.  They were all painted in the same style as my previous Menites, picking out select panels for the lilac; the colour which singles my personal army out from the standard colour scheme, basing etc.

Holy Zealots
The Zealots came out quite well and they were quite nice to paint, they’re one piece models, barring the Monolith Bearer and the poses are all quite similar, but still I think the unit looks quite individual and good on the battlefield.

Gaming-wise I’ve not fielded the unit many times and need some practice to get the best out of them, they have very short ranged weapons and not much cop in melee.  I think their mini-feat makes them somewhat invulnerable for a round and can therefore be used to jam up an enemy unit for a turn.  I think their bombs are better at using the blast damage rolls to clear out high DEF, low ARM troops, but anything with half way decent armour has laughed at them so far!
Holy Zealots unit
Holy Zealots side view
Holy Zealots front view
Holy Zealot rear view
Holy Zealots side view

**Monolith Bearer photo to come!

Vassal Mechanic
The Mechanic is a fairly new miniature and came out with Prime2, I think it is quite well posed and there are quite a few nice details, tools etc.

In the game they are skill [8] and therefore just above average to make the skill check, but not enough to be reliable in my opinion, so 2-3 if points allow would be a better statistical option.  I guess if you’re fielding numerous ‘jacks and or the Vessel of Judgement then these “Menofixers” are a great addition.

Vassal Mechanic front view

Vassal Mechanic rear view

Vassal Mechanic side view

Vessel of Judgement
In the last article I showed off a couple of snaps of my work in progress for this battle engine.  It is now complete as seen below.

Gaming-wise, I’ve only had a couple of games with this machine now and aren’t convinced it is worth the nine point investment, I think it will come into its own at around 50+ points where it becomes difficult to field another ‘jack and you’ve already got a couple of decent units.  I think it kind of takes the place of one of these and at less than 50 points the ‘jack or unit is more valuable.  Might not be the case, but from less than a handful of games using it at 35 points these are my thoughts!

Vessel of Judgement

Vessel of Judgement

Vessel of Judgement

Vessel of Judgement
Next up, hopefully a 360 degree rotation of the Harbinger, Splattermania style!

Friday, 28 September 2012

Holy Vessel of Judgement



During the last article I promised some snaps of completed Vassal Mechanics and Holy Zealots, so consider this post an interim article…

I have decided to try and get the whole Menoth faction painted, something that I’ll likely not complete, but will certainly give it a go.  iBodger collection manager has my Menoth faction painting at about 50% so I guess I’m half way there already – trouble is that the Judicator is calling as well as other shiny toys!

After ogling the Judicator and sticking some unwanted 40K/WFB on eBay in an attempt to fund “Nick’s Menite Colossal fund” I felt I should crack on with the Menoth Battle Engine; Vessel of Judgement.  Podcasts seem to think this BE is the best one, I’ve only field tested it once and didn’t really feel I got 9 points worth out of it.  I’m going to field test it a bit more however and feel that it is a stunning model and would make a great centre piece to the army.

Work in progress
I haven’t got any photos of the bare resin/metal, but suffice to say that the sculpt was relatively clean, though there is always some clean-up of mold lines etc.  The parts were a bit ill-fitting in places however I was able to make the worst of it not be visible with greenstuff and filing down.  The final assembly was pretty good and I primed the model with Halfords car spray primer, then Citadel Chaos Black.  It may not have been necessary, perhaps just a hang up from the Forgeworld resin kits which needed stronger undercoats.

As with many Menite models I start with the gold, as discussed previously it is quite messy and I prefer to do it first.  I took some snaps of the before and after stages with the wash I mentioned in the last post so that you can see the ‘warmth’ the chestnut wash adds to the gold.

Vessel with three tone gold drybrushes
Vessel with chestnut wash applied























I started ‘the Dude’ who pulls the Vessel first, he was painted not in-situ with the base, but rather on a piece of plastic with pins holding him in place, basically because the 5” base is too big to handle!  Additionally if you look carefully there are pins and flat areas for the Vessel to sit comfortably when painted.  The base needs tufts and static grass applying, but this will be done when the Vessel is ready to be glued down.  I took extra care on the skin of the Dude as he is a muscley fellow and took the opportunity to make those well defined.  Interestingly he has a huge Menofix brand on his back which adds character, I’m not sure if he was very naughty or very pious to get such a huge brand mark!

Great pose for pulling the Vessel, really dynamic

That is one painful looking brand mark!

This dude is one strong mutha
Below are some photos of the WIP Vessel, the base colours are done with a first shade to the white, highlights yet to be applied.  I did take the time to painstakingly ink line the gold leaf where it meets the white.  This adds a strong definition and can look quite messy without it.  It does take forever and a very steady hand as well as a 5-10 zero brush!  At this point the gold leaf needs to be re-highlighted as the black ink has  been allowed to run over the original finish.  The black/purple menofixes need to be highlighted as well as the silver metals.  The priest also needs to be fully painted.

Work in progress 1

Work in progress 2

Work in progress 3

Hopefully the Vessel will come out as a great centre piece, but the time spent black ink lining the gold leaf will lift the model and hopefully make it stand out.  I got a good look to the Dude and if I can get the robes well defined on the priest it will meet my expectations.  Fingers crossed!


Thursday, 20 September 2012

Painted Menites!



Especially for Mark…

As promised in the last thrilling blog post some Menite stuff has been painted and now photographed.  Below are some of the fruits of my labours over the past couple of weeks as well as a bit of painting info:

Templar
The Templar for the Feora2 list was once a Crusader, from the Starter Set, I painted it up whole (without magnetising).  I used a razorsaw to remove the Crusader’s mace and added magnets to these parts allowing for the Crusader to be re-assembled when the need arose.  I also added another tiny magnet into the open fist allowing for the Templar’s shield to be added.  I tried to pop off the Crusader’s head so that I could magnetise and swap this, but unfortunately it was glued too well.  Below are a couple of shots of the completed Templar:

Templar, ready to beat face!
Feora2
Following on from the Templar I painted the good lady herself; Feora2.  I originally assembled the whole model for gaming purposes, but when it came to painting I cracked the glue joins and removed her from the epic base.  Given that her epic base is basically a big bonfire I needed to be able to get a brush to all of it, additionally it would allow me to paint from underneath the model easily and do a thorough job on her cloak and chainmail.

Feora2 front view
 Painting Gold
Feora2 side view
Feora2 rear view
Feora2 front vie
I followed the standard Menoth colour scheme for her cloak and armour etc, but I’ll elaborate on the gold a little more: the model firstly took a heavy drybrush of P3 Rhulic Gold with a second coat to strengthen the colour.  The next step was to do a further drybrush of P3 Solid Gold, this was applied less heavily than the first in order to add highlight, rather than obliterate the effect.  Drybrushing is often seen as a less advanced technique and somewhat negative, but I find that it takes some skill and a lot of practice to get the consistencies and technique right for the desired effect.  The gold at this stage looks strong and there should be definition from black undercoat in the deepest crevasses to Solid Gold on the highest points.  I usually allow the paint to cure for a short while between coats as drybrushing can be quite abrasive, a good idea is to do several models at once.  After the drybrushing is complete and the paint hardened a little I add my own gold wash, it is basically Citadel Chestnut Ink and P3 Mixing Medium and clean water.  The chestnut colour adds warmth and richness to gold whilst not matting the sheen, however inks tend to pool and streak so medium is essential to get a proper wash.  I add clean water to simply dilute the strength of the ink.  I’ve found that the mixture needs to be strong enough to be seen, but not so strong it removes the dark to light gradient generated by the drybrushing, this is inevitable to a certain extent, hence the next step is to re-drybrush Solid Gold, but only lightly.  A good tip is to ensure the wash is 100% dry and had some time to cure before drybrushing as this mistake will ruin everything…

In summary the two P3 golds are really good, they provide a strong coverage and a rich colour, but the wash is what makes the effect really work; hopefully you can see it in the photos.








Feora2 base (no flash)
Painting Fire
Feora2 base (flash)
As you can see above in the photos of Feora2 she is standing on a bonfire, this was a pain in the arse to do and hopefully it looks like fire, I started from a black undercoat, as I’d sprayed the whole model months ago, possibly not ideal I thought, but I don’t have any more white, so I tried a top spray of grey primer and did a couple of heavy drybrushes of pure white.  I then tinted the whole thing with Citadel Wash Baal Red.  This gave me the deep red in the nooks and crannies up to a lighter red where the Citadel Skull White had chance to make a strong coverage.  Next I layer painted Citadel M. Solar Orange onto the flames higher points, using the lighter red washed areas as a reference.  I attempted to layer paint P3 Cygnar Yellow onto the previous orange, but found it did not lay well, therefore I painted Citadel Skull White instead.  Then, over the top of the white I applied the Cygnar Yellow, the white giving me a good foundation to make the Yellow work.  Finally I layered Skull White onto the top most flaming highlights.  The result was a layered flame effect from dark red through orange and yellow, up to white.  Similarly to the gold I made a wash to pull the shades closer together- the mid shade being orange, so I mixed Cygnar Yellow with P3 Khador Red Highlight and lots of medium and some clean water.  The resultant wash was applied in several layers and had the effect of lightening the reds and darkening the yellows and tinting the white to the desired effect.  Washing will bring colours closer together and I managed to remove the stark changes in red/orange/yellow/white whilst preserving the illusion of depth

Next some Zealots and Menofixer action!  But until then feast your eyes on this bad mutha:

Judicator, photo obtained from the PP Menoth forum

Tuesday, 18 September 2012

Menite Heavy Armour



A new Challenge:
After a brief tour of the Dark Side; Cryxian Bile Thrall painting, a bit of playing Dirty Denny and Terminus I decided to crack on with some more Menoth painting; primarily because I’m hoping to attend a couple of tournaments in the near future (late October).  As regular readers will know I’ve been quite comfortable at 50 points with Kreoss1 and field tested this extensively until I was as happy as I could be with the choices for the ETC et al.  I’ve mused over other lists that would complement Kreoss1 in the Steamroller 2012 constrictions.  Initially I used Sevvy1, but in all honesty both lists fought the same way and had a very similar unit composition so I needed something more diverse.  I considered various Warcasters, but perhaps my main goal was to find a list which works as well as the Kreoss1 list, doesn’t conflict with character restrictions and presents a challenge tactically for me as well as my opponents.

The ying to Kreoss1’s yang:
Feora2: Source BattleCollege
I decided to analyze the strengths and weaknesses of the Kreoss1 list and try and go for something that filled whatever I was missing.  I also wanted a list that didn’t seem to boil down to Errants and two Reckoners, giving me something new to paint and learn to use!  In a nutshell the Kreoss1 list is good at dealing with infantry whilst presenting a lot of infantry to deal with itself.  I felt that perhaps with the recent addition of Colossals to the meta I should try and build a list that can deal with lots of armour as well as present that.  To cut a long story short I settled on Feora2 as a Warcaster who could fit this niche.  I decided to go ‘jack heavy with a couple of very hard hitters, namely the Avatar and a bonded Templar.  Feora2 has two excellent ‘jack spells: Ignite and Escort.  The former simply adds +2 STR and critical fire to a unit or model (so it can work on stuff besides ‘jacks), this helps with the armour-cracking theory behind the list; as it is upkeepable there are options for cycling it round.  The latter, Escort, gives warjacks in Feora2’s battlegroup +2 movement and grants her +2 ARM if she is within 3” of one of those ‘jacks (not including the Avatar I might add).  Extra speed on the slow-to-medium speed Menite ‘jacks escalates them to fast, verging on ‘alpha-strike’ speed, certainly a nice ability.

List building: Theorymachine:
Avatar: Source BattleCollege
As noted above I wanted to build a list which could crack armour as well as present it, therefore I felt four heavies was the order of the day, the Avatar being one of them for definite.  I researched Feora2 on the interwebz for ideas and poached the idea for the bonded Templar, I had initially considered the Redeemer for the bond to take advantage of the continuous fire effect the bond grants to ranged as well as melee weapons, however with Ignite, Hymn of Battle and four focus this bad boy can hit as hard as the Avatar, what is better than one Avatar?  Two of course!  So with two uber hard hitting Avatar’s I felt that I would need some troop clearance and the Vanquisher was almost mandatory, given I wasn’t going for the bonded Redeemer.  Initially I included two of these, but later dropped one for a Reckoner, reasoning was that I had more ranged melee threat with the Reckoner (SPD 5 and reach = 12” threat with Escort) which presents opponents with a difficult question to answer.

Templar: Source BattleCollege
Regarding support I went for a minimum Choir, two Vassals, two Vassal Mechanics, Gorman and Eiryss2 leaving 8 points spare for a unit.  Obviously I considered Errants, being so good, but wanted to include something that wasn’t that unit, especially considering a Reckoner had sneaked into the list already!  I field tested Bastions and am still in two minds about them, but more than likely will settle on a full unit of Holy Zealots plus Monolith Bearer.  Eiryss2 ended up joining the party for upkeep removal duties, especially if I am serious about killing Arcane Shielded Stormwalls.  Gorman is there to provide a bit of mobile cover for Feora2 early game and his grenades later game.  The double Mechanics are for increased chances of repairs to the ‘jacks as fix-it [8] isn’t that reliable.  A full Choir and Wracks have also been field tested, however this is the list (as it stands):

+6  Feora2
  8  *Templar (bonded)
  8  *Reckoner
  8  *Vanquisher
 11  Avatar
  6  Holy Zealots (full unit)
  2  *Holy Zealots UA
  2  Vassal of Menoth
  2  Vassal of Menoth
  1  Vassal Mechanic
  1  Vassal Mechanic
  2  Gorman Di Wulfe
  3  Eiryss2

Concluding thoughts:
I wanted a list which counterbalanced the Kreoss1 list and the above specialises in cracking armour as well as presenting that problem.  It will provide a new painting challenge and will give me some new units to learn how to use.  Although the list is geared towards armour it can still deal with infantry with the Vanquisher’s 4” AOE, which can fire twice.  The Zealots all have AOE’s too, which have Critical Fire and finally Feora2’s feat allows me to move fire around in her control area pinpointing key solos, troopers and UA’s etc.  So in essence a balanced list that meets my criteria.

I’ll field test some more and possibly make more changes, perhaps the Bastions and second Vanquisher will make it back into the list, I even thought about the Battle Engine!  The next couple of articles will expand on the painting of Feora2, Holy Zealots, Mechanics and converting a Crusader into the Templar!

[Next up some newly painted Menites....]

Friday, 14 September 2012

Tactica: Exemplar Errants



As promised a couple of entries ago here is my take on Exemplar Errants and their use in the game, I’ve included the Errant Seneschal in this tactica too, given the obvious synergy.

Errant Unit Overview:
Exemplar Errants unit
The Exemplar Errants are possibly the best unit available to the Protectorate of Menoth and arguably one of the best units in the game, quite a statement and something I’ll attempt to justify in this article.  Errants are a medium cost unit at 5 points for a minimum unit and 8 points for a full unit, the unit attachment being an average 2 points; in all fairness this is quite cheap for what they bring to the table.



Offence:
The Errants are speed 5 without reach, so their threat range for a charge is mediocre (without buffs); they do however possess a RNG 10 crossbow and therefore can provide ranged support.  Errants have a huge array of abilities, some of which are provided by the UA (the UA is mandatory by the way) and solo (Errant Seneschal).  Regards melee capability, they have a high MAT of 7 and are weapon masters at P&S 9, this will average a score of 23 on the charge, something to bear in mind when selecting a target.  They are RAT 6, one less than their melee stat, but still respectable, hitting DEF 13 on average rolls.  The Errant crossbow is Blessed and magical, which means it ignores the bonus to enemy DEF and ARM buffs created by spells (note however it wouldn’t ignore cover or concealment benefits if these were gained through a spell) and can damage incorporeal models.  In summary they are fairly elite in terms of their offensive aptitude and highly versatile given they possess good ranged and melee capabilities.

Defence:
The Errants have a fairly low-to-medium DEF stat of 12, but a very high ARM of 16.  These stats can be improved with certain Warcasters’ spells as well as in game effects and from other sources e.g. terrain and buffing solos.

Errant Abilities:
Errants have Advance Deployment, Self Sacrifice and Fearless as standard.  The Unit Attachment brings tactics: Quick Work and tactics: Pathfinder to the unit as well as being non-targetable by enemy spells.  The merits of the UA and solo abilities are discussed below.

Advance Deployment:
This is a double edged sword, on the pro side it allows the Errants to be placed ahead of the army by up to 6”, this helps with their fairly slow speed, but as I came to realise it brings them closer to the enemy more quickly and their inevitable deaths.  Basically they are always going to be ahead of the main Protectorate force and as such will be the first unit in range and get targeted first.  Positioning them on a flank, or not advancing them quite so quickly can mitigate this and on a serious note the tendency is to simply hurl them forwards as fast as possible into the jaws of the enemy army!

Fearless:
A simple one, they won’t flee from terror causing or abomination models, nor will they need to check command should they sustain 50% casualties.  This makes them very reliable and can be counted on until the bitter end.

Self Sacrifice:
A whole article could be written on this ability; however I will try and be succinct.  Simply put, if you would loose an Errant to an enemy attack, you may choose to Self Sacrifice and destroy another Errant within 3” of the disabled Errant.  In other words you can get a measure of control over which of your models die.  Now the above statement can be pulled apart with many ifs and buts, some of which I will explain below as well as how to get the best use out of the ability.

Self Sacrifice means that another Errant destroys itself allowing the target model to heal 1 point of damage, therefore in-game effects which trigger on boxing or destroying an enemy model DO NOT occur, examples include additional attacks or moves which are triggered when an enemy is killed such as Beserk, Snap Fire, Warpath, Shanghai and many more.  Souls/corpses are also not generated, though if the model which Self Sacrificed is within range of the soul/corpse collector its soul/corpse will be collected as these trigger off destroyed models – so choose carefully.  Be also aware that effects which prevent healing will make sad days for Self Sacrificing Errants, basically if you chose to Self Sacrifice you would loose two models as the original can not heal!  Additionally you can not Self Sacrifice on a simultaneous attack, such as Thresher or that of an AOE, only sequential attacks.  See p.66 & p.244 Prime MKii for further explanations of this.  As noted above there could be a whole article on this skill, but the basics are covered; as a player getting the best out of Self Sacrifice is what makes Errants shine.  Read on for some hints and tips in this department!

Exemplar Errants Officer and Banner Bearer
UA ability- Pathfinder:
Errants aren’t slowed down by rough terrain, this is something that Protectorate models lack somewhat.  If you intend to take gaming seriously, i.e. attending tournaments, some thought should be focused on mitigating this flaw as a board with loads of terrain could spell disaster before a single dice is rolled!

UA ability- Quickwork:
Similarly to Self Sacrifice, this skill can be maximised by good planning and spotting opportunities, positioning your models after a charge in order to get the second shot off is key.  Remember that after a charge you must face your opponent directly, which will dictate the Errants field of vision.  Additionally if the Errant is still engaged, i.e. if it entered melee with two enemy models it will not be able to make the shot.  It is worth noting that in certain circumstances this ability is unbelievably powerful allowing each Errant to kill two enemy models, dubbed as a ‘live the dream’ round on several internet forums!  I would recommend using it wherever possible and should the extra dice or distance not be critical, just advance the Errants into melee so you can get a more favourable arc of vision.

UA ability- Purity:
Whilst the banner bearer is in formation Errants can not be targeted by enemy spells, note however that they can still be affected by them, just not targeted – so sprays and AOE’s for example could be exploited by a canny opponent.  Also note that friendly spells can still affect Errants as Purity differs from Spell Ward for example which means a unit can not be targeted by spells period.

The abilities the UA brings are what brings the Errant unit up from good to excellent and to be honest is mandatory if you are fielding Errants.  It should be noted that both Pathfinder and Quickwork are tactics, which unlike granted, are not lost if the officer is slain.  Often sniping out the officer in a unit will render it less battlefield potent as the abilities die with the model granting it, not in this case however!  Additionally the banner bearer must be alive and in formation to give the Errants Purity.  A good tip, if the enemy, has no real offensive spell casting and Purity is virtually useless, Self Sacrifice this guy early on as he has no weapons.  Obviously the reverse is true if you really need the immunity to spells; use Self Sacrifice and Take Up to keep him alive.

Exemplar Errant Seneschal

Errant Seneschal ability- Hunter:
The Errant Seneschal essentially brings Hunter (within his CMD of 9”) to the Errants already vast toolbox; basically the ability to ignore forests and cloud effects for LOS purposes as well as not incurring the negative ‘to hit’ penalties for cover or concealment.

The Errant Seneschal has the same stats and weapons as the Errant Officer as well as having Pathfinder and Assault (similar to Quickwork), he can also have a friendly Errant within his CMD Self Sacrifice to keep him alive.  As a solo, if he dies then Errants will loose the Hunter ability.  As far as this model goes I am undecided whether it is worth the 2 point investment, however there will be times that it will win games; obviously it is game-to-game specific and highly dependant on terrain.

Advanced Errant Tactics
The various skills and abilities of the Errants have been discussed above, as well as a few tactics for each of these.  Below I will attempt to highlight how to get the most out of the Errants, expanding on the above.

*They’ve got Advance Deployment, so you can position them opposite the unit you want to focus on, alternatively not opposite a nasty threat (something that Preyed them for example).  Plan where they are going to fight and with which unit, use their Pathfinder and Hunter skills to your benefit, only practice and experience will tell you where best to position them.  Also remember the urge to ram them down the enemies throat will get them killed quickly, so you don’t have to run them a full 10” on the first turn.

*Look for ways to exploit Quickwork, sniping out support pieces is an added extra, consider the range: 8.5” charge, then a 10” crossbow shot, with Hunter you might see through a forest where something juicy is waiting unawares for example; or just the raw additional extra kill – remember to always look for a ‘live the dream’ round!

*Self Sacrifice and tar pitting an enemy down is where the unit really shines, denying your opponent that important charge lane and making them over commit resources can turn the tide.  I’ve played tournament games where a single Errant has held up an entire unit of Trollblood Cavalry or preventing an enemy Avatar from charging because the opponent underestimated Self Sacrifice.  Use it whenever you are charged, so that the opponent doesn’t get to attack with half his models, simply take off one within 3” where the opponent hasn’t attacked yet and has no other targets in range – this is possibly the simplest and most effective use, just practice positioning to get the most out of it.  As noted above continuously keep looking for a way to deny your opponent, but practice and experience is the key here.  You’ll know when you’ve got it right as your opponents will moan about how good Errants are more than anything else! ;-)

Synergies
Errants themselves don’t make up an army, though a full unit with UA and the solo take up a fair few points, though I feel they’re a bargain for their cost.  I’m not so convinced by the Seneschal, but certainly a unit and UA.  They will go with any Warcaster the Protectorate can offer as they bring their own toolbox to the table, however I have found that Menoth Warcasters with the Defender’s Ward spell make the Errants incredibly hard to kill, basically their mediocre DEF of 12 increases to 14, where MAT and RAT of enemy troopers needs to be 7 to hit them on average, meaning only elite troopers will hit them on an average roll – obviously not being hit is the first step to surviving and achieving their goal.  The added +2 ARM combos even better than the DEF bonus as ARM 18 is very hard for basic troopers to crack reliably, POW 10 guns will need to roll quite a bit above average to kill them and only charging infantry and weapon masters pose a serious threat.

There are several Protectorate Warcasters with Defender’s Ward and other similar DEF/ARM buffing spells and Errants make ideal targets given their proximity to the action  Other positive Warcaster synergies include the Harbinger, she can make the Errants melee threat range greater with Crusader’s Call, Feora et al can give the Errants Ignite to make them hit harder, Thyra can even make them stealthed, as well as many others; but when playing them with Defender’s Ward you’ll really notice the difference.

I have found that perhaps the dirtiest combination is using the Errants with a Defender’s Ward Warcaster and the following solos: Rhupert Carvolo, Piper of Ord and the Covenant of Menoth.  This combo elevates the Errants from excellent to just obscene.  Rhupert gives the Errants Tough, whilst the Covenant issues ‘no knock-down’ in its CMD meaning that each Errant remains at DEF 14 and ARM 18, has tough, can Self Sacrifice and can’t be knocked down, nor targeted by enemy spells!  Errants can take a tough roll first and if that fails then Self Sacrifice.  This is why the unit becomes so powerful as your opponent will have to dedicate significant resources to shift them.

Clearly there are weaknesses that a skilled, canny opponent will exploit, snipers will hit DEF 14 fairly easily and opt to cause 1 point of damage.  Eiryss2 will shoot Defender’s Ward off the Errants, as will any other models with upkeep removing abilities.  Some units specialise in ignoring tough and others will prevent you from healing, spotting these threats and picking your fights is a skill of the game.

Summary
In summary I hope this article has highlighted the strengths/weaknesses of the Errants, stressed the importance of the UA’s abilities and will inspire you to use Errants wisely.  I have touched on the intricacies of Self Sacrifice and using this ability to great effect is the key, but if you’re a beginner or just not that confident read and re-read the sections on how it works (pages of relevance are quoted in the main body of the text above) as you’ll need to explain it to your opponent no doubt!  Look out for a ‘live the dream’ round with Quickwork, I managed it once facing a full Winterguard ‘Deathstar’ and fully Kayazy, knocked them all down with Kreoss’ feat and each Errant killed two infantrymen each, effectively ending the game!

Thanks for reading :-)