My son Deathbot has decided to play in the OBBL 2017 Super League Season 2 with me. He chose to play Orcs, and I have lent him one of my teams. I have 2 Orc teams--One with a Troll and 4 Goblins and the other without.
I enjoy naming teams in the style of Blood Bowl 2e--Puns of NFL teams. The team Deathbot will be playing is the New Orcleans Saints and is based off the New Orleans Saints.
This is the first time I tried zenith highlighting using 2 colors of primer--Krylon Fusion for Plastic Satin Khaki and Krylon Camouflage Ultra-Flat Sand. I used what I had on hand, although in hindsight the two colors were a little too close in tone.
The team is comprised of various 2e and 3e plastic figures and some 2e metal figures. The troll is a WHFB 3e Swamp Troll with the club removed. Most of the team has had a number plate added to the back.
Wednesday, May 31, 2017
Sunday, May 28, 2017
Shadow War T'au Kill Team WIP
Just a quick update on my T'au Shadow War Kill Team.
Not a lot of progress, but I started edge highlighting all of the dark reds.
Not a lot of progress, but I started edge highlighting all of the dark reds.
Thursday, May 25, 2017
Ordo Bowl '17 Season 1 Round 5 (Game 4) AAR
[During my absence from the blog-o-sphere, I was still active on and off in the hobby. In February of this year, I joined a local gaming club, Ordo Fanaticus, in order to participate in their Blood Bowl league. This BatRep was written for and emailed to my friends after each of those games. Periodically, I will re-post them to this blog. --Zorcon]
Today I faced off with my league's second place team—Orcs. Their team value was 140k more than mine and I chose to buy a Wandering Apothecary. Intelligence says I should have bought a re-roll (as I only have 2), but I was a bit nervous facing the “green wall of muscle”, and doubled-down on the apothecary to help mitigate likely injuries. We both had 13 players, so 2 reserves for each of us. The orcs had 4 re-rolls and won the FAME roll, giving him 5 re-rolls.
Not much to say about the first half. My opponent lost the coin toss and I chose to kick off. We crashed in to each other and spent the first 3-4 turns punching each other. There were some injuries and some KO's, but spread evenly between us. As the half went on I started removing Orcs off the pitch, but the opposing team was unable to return the favor. The ball never crosses the line of scrimmage. Half ends with no touchdowns.
Second half opens with me receiving. I set up heavy to one side and the Orcs do not have enough players to to cover the line of scrimmage. The kick off scatters to one square from the line of scrimmage—Almost a touch-back. But I get a Hobgoblin under the kick and catch the ball. I run a Bull Centaur as a moving screen down field with the Hobgoblin flanking him. My Minotaur Seriously Injures a Black Orc, and my Chaos Dwarves move to impede the defense. On the Orc's turn 2, the opposing coach pulls off a series of Dodges and GFIs and manage to get a Goblin and a Blitzer in blitzing range of the ball and take the Hobgobling down. On my turn 3, I was set up well to play it safe, but I attempt a risky play to score early (with a re-roll available)--A Hobgoblin 3+ pick up the ball, a 3+ hand off to a Bull Centaur, a 2-die Blitz to break the Bull Centaur free, and run the Bull Centaur in for a touchdown with 2 GFI's.
We set up to kick off again and I kick deep. The Orcs got some KO'd guys back, but is still down 9 to 11 players. I rush the ball, but we spend the next 5 turns picking up the ball and knocking down the ball carrier. Neither one of us making progress towards the goal line.
I win 1-0, cause 4 casualties (4x SI's) and suffer 2 casualties (2x SI's). With this win, I have moved up from 4th place to 2nd place and my Orcish opponent dropped to 3rd.
Both my Serious Injuries are Miss Next Game (a 0 xp Hobgoblin and a 0 xp Chaos Dwarf), but I will still have 11 players next game. Three of my opponent's SI's are Miss Next Game, and the other was a -1 Move on a Black Orc. I earned enough from the match, plus my existing treasury to buy my 3rd re-roll. Next week is an off week for me, but I would like to play another friendly game.
5-Game Tally (League + Friendly) 3 wins, 2 losses 5 TD's scored, 5 TD's by opponent 14 Casualties (4x BH's, 8x SI's, and 2x Deaths) caused, 11 Casualties (6x BH's, 5x SI's, and 0x Deaths) by opponent
Today I faced off with my league's second place team—Orcs. Their team value was 140k more than mine and I chose to buy a Wandering Apothecary. Intelligence says I should have bought a re-roll (as I only have 2), but I was a bit nervous facing the “green wall of muscle”, and doubled-down on the apothecary to help mitigate likely injuries. We both had 13 players, so 2 reserves for each of us. The orcs had 4 re-rolls and won the FAME roll, giving him 5 re-rolls.
Not much to say about the first half. My opponent lost the coin toss and I chose to kick off. We crashed in to each other and spent the first 3-4 turns punching each other. There were some injuries and some KO's, but spread evenly between us. As the half went on I started removing Orcs off the pitch, but the opposing team was unable to return the favor. The ball never crosses the line of scrimmage. Half ends with no touchdowns.
Second half opens with me receiving. I set up heavy to one side and the Orcs do not have enough players to to cover the line of scrimmage. The kick off scatters to one square from the line of scrimmage—Almost a touch-back. But I get a Hobgoblin under the kick and catch the ball. I run a Bull Centaur as a moving screen down field with the Hobgoblin flanking him. My Minotaur Seriously Injures a Black Orc, and my Chaos Dwarves move to impede the defense. On the Orc's turn 2, the opposing coach pulls off a series of Dodges and GFIs and manage to get a Goblin and a Blitzer in blitzing range of the ball and take the Hobgobling down. On my turn 3, I was set up well to play it safe, but I attempt a risky play to score early (with a re-roll available)--A Hobgoblin 3+ pick up the ball, a 3+ hand off to a Bull Centaur, a 2-die Blitz to break the Bull Centaur free, and run the Bull Centaur in for a touchdown with 2 GFI's.
We set up to kick off again and I kick deep. The Orcs got some KO'd guys back, but is still down 9 to 11 players. I rush the ball, but we spend the next 5 turns picking up the ball and knocking down the ball carrier. Neither one of us making progress towards the goal line.
I win 1-0, cause 4 casualties (4x SI's) and suffer 2 casualties (2x SI's). With this win, I have moved up from 4th place to 2nd place and my Orcish opponent dropped to 3rd.
Both my Serious Injuries are Miss Next Game (a 0 xp Hobgoblin and a 0 xp Chaos Dwarf), but I will still have 11 players next game. Three of my opponent's SI's are Miss Next Game, and the other was a -1 Move on a Black Orc. I earned enough from the match, plus my existing treasury to buy my 3rd re-roll. Next week is an off week for me, but I would like to play another friendly game.
5-Game Tally (League + Friendly) 3 wins, 2 losses 5 TD's scored, 5 TD's by opponent 14 Casualties (4x BH's, 8x SI's, and 2x Deaths) caused, 11 Casualties (6x BH's, 5x SI's, and 0x Deaths) by opponent
Monday, May 22, 2017
Ordo Bowl '17 Season 1 Round 4 (Friendly Game 1) AAR
[During my absence from the blog-o-sphere, I was still active on and off in the hobby. In February of this year, I joined a local gaming club, Ordo Fanaticus, in order to participate in their Blood Bowl league. This BatRep was written for and emailed to my friends after each of those games. Periodically, I will re-post them to this blog. --Zorcon]
I faced a Dark Elf team from the Premiership League (the “tougher” league). As of Tuesday, that team was 3rd place in his conference, and 6th overall in his league.
The Dark Elves's team value was over 300k more than mine, which allowed me to buy Grashnak (Minotaur Star Player) giving me 2 Minotaurs and 2 Bull centaurs—a pretty scary line-up. My opponent wins the flip and choose to receive. I kick off deep. Because I had so much strength and was worried about Dark Elves sprinting down the sidelines, I put the Bull Centaurs in the wide zones, 2 squares from the sideline. The first thing I learn is how skilled my opponent is at surfing players off the pitch with his Witch Elves—On his first 2 turns he sent a Bull Centaur off each side line into the crowd, then ran in for a turn 3 score. I found it quite difficult to catch an elf with the Minotaurs plus he has a Agility 5 Blitzer that was near unstoppable from dodging and picking up the ball--No matter how many tacklezones.
On turn 4 I received the kick off . By turn 8, I marched all the way up the field, 2 squares from the endzone. I fell short mainly because I ran out of players. At the end of the half I had 4 players on the pitch. The rest of the team had been pushed off the field and were sitting in the reserve box.
The second half was not much better. While I defended the Witch Elves better and did not get surfed off the pitch, the Dark Elves ran circles around me. They scored again early in the second half and could have scored again, but the player took it easy on me as this was a friendly game. Although I did manage to seriously injure a Witch Elf before the end of the game.
I loose 0-2, cause 3 casualties (2x Badly Hurt (BH) and 1 Serious Injury (SI)) and suffer 1 casualty (BH). Hands down, I was completely out played. But I discovered that the friendly games are truly meant to be more friendly than competitive. Player's plan their friendly games when they need a “recovery” game and it is sort of expected that both coaches will “go easy”. We talked strategy, and the opposing coach let me take back an action occasionally. I will have to see if other coaches follow this unwritten rule in the future.
I faced a Dark Elf team from the Premiership League (the “tougher” league). As of Tuesday, that team was 3rd place in his conference, and 6th overall in his league.
The Dark Elves's team value was over 300k more than mine, which allowed me to buy Grashnak (Minotaur Star Player) giving me 2 Minotaurs and 2 Bull centaurs—a pretty scary line-up. My opponent wins the flip and choose to receive. I kick off deep. Because I had so much strength and was worried about Dark Elves sprinting down the sidelines, I put the Bull Centaurs in the wide zones, 2 squares from the sideline. The first thing I learn is how skilled my opponent is at surfing players off the pitch with his Witch Elves—On his first 2 turns he sent a Bull Centaur off each side line into the crowd, then ran in for a turn 3 score. I found it quite difficult to catch an elf with the Minotaurs plus he has a Agility 5 Blitzer that was near unstoppable from dodging and picking up the ball--No matter how many tacklezones.
On turn 4 I received the kick off . By turn 8, I marched all the way up the field, 2 squares from the endzone. I fell short mainly because I ran out of players. At the end of the half I had 4 players on the pitch. The rest of the team had been pushed off the field and were sitting in the reserve box.
The second half was not much better. While I defended the Witch Elves better and did not get surfed off the pitch, the Dark Elves ran circles around me. They scored again early in the second half and could have scored again, but the player took it easy on me as this was a friendly game. Although I did manage to seriously injure a Witch Elf before the end of the game.
I loose 0-2, cause 3 casualties (2x Badly Hurt (BH) and 1 Serious Injury (SI)) and suffer 1 casualty (BH). Hands down, I was completely out played. But I discovered that the friendly games are truly meant to be more friendly than competitive. Player's plan their friendly games when they need a “recovery” game and it is sort of expected that both coaches will “go easy”. We talked strategy, and the opposing coach let me take back an action occasionally. I will have to see if other coaches follow this unwritten rule in the future.
Friday, May 19, 2017
Tau Color Scheme Test 3
In a follow up to a [distant] previous post Tau Color Scheme Test 2, I have finally decided on a third color scheme for my "Scout" models/units. I had already painted a Sniper Drone unit in this color scheme as a secondary color to my original Tau color scheme (see second pic below).
In the second row are the Special Operatives available to the Tau Kill team. The Ethereal is magnetized for optional Hover Drone load out. The Pathfinder's drones are also magnetized for easier storage. The last row has previously painted figures for reference.
Following is an itemization of the new color scheme by model/unit for my entire army. There are now a total of 6 color schemes, although two of them are slight variations of the Standard Uniform. The color samples below are broken down into the following categories: Armor Plates/Trim/Under Armor/Markings. Colors are GW unless other wise specified.
Additionally, the common colors throughout the army are: Tech (Black), 'Orbs' (Hammered Copper (VGC) ), Lenses (Altdorf Guard Blue), and Missile Tips (Lemon Yellow (VMC) ).
In the end I decided not to repaint sniper drone unit and use it for all "light" units with scout/stealth/shroud. I think this 'Maroon' scheme fits nicely with the new stark White/Red/Black scheme of the rest of the Army.
Below is a WIP of a partial unit of Pathfinders that are pulling double duty as my Shadow War Kill team. Included are samples of the three main color schemes of my Tau army. The Pathfinders in the front row are sporting the same color scheme as the Sniper Drone Team.
Following is an itemization of the new color scheme by model/unit for my entire army. There are now a total of 6 color schemes, although two of them are slight variations of the Standard Uniform. The color samples below are broken down into the following categories: Armor Plates/Trim/Under Armor/Markings. Colors are GW unless other wise specified.
Warlord Uniform
Black + White + Mephiston Red + Fenrisian Grey |
Commander
HQ/Team Leader Uniform
Mephiston Red + White + Black + Fenrisian Grey |
Etherial
Shas'vre
Standard Uniform
White + Mephiston Red + Black + The Fang |
Cadre Fireblade
Firewarrior
Riptide
Crisis Battlesuit
Drone Sentry Team
Remote Sensor Tower
Drones
Piranha
Heavy Gun Drone
Hammerhead/Skyray
Broadside Battlesuit
Light 'Stealth' Uniform
Black Red (VMC) + 50/50 Black/The Fang + 50/50 Burnt Umber (Craft)/Uniform Brown (Reaper) + 50/50 Faded Khaki (Reaper)/White |
Darkstrider
Pathfinder
Kroot
Vespid
Sniper Drone Team
Armored 'Stealth' Uniform
The Fang + lack Red (VMC) + Black + Fenrisian Grey |
Commander Shadowsun
Stealth Battleuit
GhostKeel Battleuit
Remora Drone Fighter
Auxiliary Uniform
Troll Slayer Orange + 50/50 Burnt Umber (Craft)/Uniform Brown (Reaper) + 50/50 Faded Khaki (Reaper)/White + Black Red (VMC) |
Gue'Vesa
Additionally, the common colors throughout the army are: Tech (Black), 'Orbs' (Hammered Copper (VGC) ), Lenses (Altdorf Guard Blue), and Missile Tips (Lemon Yellow (VMC) ).
Tuesday, May 16, 2017
Ordo Bowl '17 Season 1 Round 4 (Game 3) AAR
[During my absence from the blog-o-sphere, I was still active on and off in the hobby. In February of this year, I joined a local gaming club, Ordo Fanaticus, in order to participate in their Blood Bowl league. This BatRep was written for and emailed to my friends after each of those games. Periodically, I will re-post them to this blog. --Zorcon]
This counts as a make up game for missing round 1 of the league.
A turn of events with a player dropping out of the league moved my schedule up to play the former 2nd place team (now 3rd place)--Lizardmen with 440k higher team value. I did not get to play a friendly game first, so I was still down a Minotaur and Hobgoblin. With inducements I purchased Hthark (a Bull Centuar Star Player) and a Chaos Dwarf Mercenary.
On to the recap. Skinks are fassssst! I not only underestimated their speed, but I also misjudged the brutality of 6x ST4 Sauruses and a ST5 Kroxigor. I lost the flip and kicked off to the lizards. The offence crashes the line of scrimmage and makes a play to slide down my sideline. The Chaos Dwarves are outmatched--they can't make a favorable block, the Hobgoblins fair worse with one getting KO'd. But a Hthark blitz's with a break tackle out of the pack to get in base to base with a skink ball carrier. On the lizardman turn 2, they pull a reverse, with a dodge, a pass completion, and run the ball in for a TD. Now I am starting my *second* turn down a point. Ungh! This is going to be a long game.
I set up to receive the kickoff down a player. Rolling on the kickoff table, we get Throw a Rock, knocking out Hthark, my star player! Now I am down 2 players (including my best player) before I even get the ball. I had set up my offence strong to my side of the field and the ball lands favorably. I get the ball to a Bull Centaur with a hand off, set up a cage and keep as many players as possible out of block range. The lizardmen crash in hard, pushing a Chaos Dwarf off the pitch, and badly hurting a Hobgoblin. Over the next few turns my 2 Bull Centaurs work in tandem to crawl the ball down field even though I was down players overall. Eventually, I was in striking distance and broke a Bull Centaur free with a Blitz, allowing the other Bull Centaur with the ball to sprint down the sideline next to him. It wasn't far enough to score, but I was positioned so only skinks could reach us. Remarkably, the skinks managed to single die block the ball carrier and knock him down--but there was no one left to pick up the ball. On my turn 7, with a Blitz, a Bull Centaur picked up the ball on a 4+ (with re-roll), 3 Go for Its (re-roll-able), I tie the game. On turn 8 of the first half, I kick off and we take turns cracking heads.
I get to receive the ball opening the second half with 10 men to 11. I set up slightly strong to my side of the pitch and the ball lands favorably. I again try to have a hobgoblin hand off the ball to a Bull Centaur, but the hand off fails. Fortunately the ball lands back in the Hobgoblin's hand, although my turn still ends. Besides that fail, things seem to be going well with Hthark back in play. I am also getting the feel for Chaos Dwarves. While one-on-one, a Chaos Dwarf cant throw favorable blocks vs all the high strength lizardmen, on the flip side, they can still tie up the opposition with their high AV and thick skull. I begin to loosen up my offence and stop trying to line up 1 or 2 die blocks (committing 2-3 players per Saurus) and instead focus on tying up more players. I manage to score on turn 3 of the second half, taking the lead 2-1.
A Hobgoblin was KO'd during the previous drive, so I am setting up to kick-off 9 players to 11. I had a Hobgoblin with kick, so I tried to kick the ball short. The ball bounce favorably towards the line of scrimmage and the kick off table allowed all of my players to move one square. I got all three Bull Centaurs onto the opponents side of the pitch and backed all my Chaos Dwarves away from the opponent's high strength players. The lizardman threw a double die blitz and rolled double push. He wanted to take me down and re-rolled, resulting in a double skull, ending his turn with the ball exposed. I move on the ball and a Bull Centaur picks it up with Hthark and the other Bull Centaur running a screen. The rest of my team starts to move towards the ball. Over the next few rounds, the lizardman targets all the Hobgoblins, while using the Kroxigor and swarming skinks to stop my advancement. Before I realize it, I am down to 7 players on the pitch (including an injured Bull Centaur). I focus of clearing out some players and manage to laterally blitz a couple players off the pitch and squash some skinks bringing my opponent down to 8 players. The Kroxagor finally takes down the ball carrier and a skink scoops up the ball and makes a pass across field. The receiver isn't very deep, it is my turn 7, and I manage to get a Chaos Dwarf to Blitz the Skink with the ball. The lizard player has 2 turns to get the ball back and score. His turn 7 ended early with a double failed 2+ Dodge. I shored up defense of the ball, adding 3 tackle zones on the ball. I ended my turn throwing a block on a skink that was in range to pick up the ball and killed him. Now we are down to the last turn of the game. The opposing coach has a plan to get the ball and pass it to score, tying the game. It requires a Saurus for 2 go for its and a blitz (to free up the ball) and then a Skink to pick up, pass, and then another Skink to catch and score--The Saurus successfully makes the Blitz, knocking the Chaos Dwarf onto the ball, scattering it. To the dismay of the lizardman coach, the ball scatters onto the Saurus that threw the Blitz and he rolled a 6, catching the ball, ending his turn and the game. I win 2-1.
I suffered 3 casualties (a Hobgoblin and a Bull Centaur out for the game), and a Hobgoblin loosing a Movement and missing a game. I caused 1 casualty, killing the skink on my last turn of the game.
Post game, I had enough money in my treasury I had to spend it or risk loosing a chunk of it. So I bought my 5th Chaos Dwarf, and my 5th Hobgoblin, totaling 13 players, with 1 Hobgoblin missing the next game.
This counts as a make up game for missing round 1 of the league.
A turn of events with a player dropping out of the league moved my schedule up to play the former 2nd place team (now 3rd place)--Lizardmen with 440k higher team value. I did not get to play a friendly game first, so I was still down a Minotaur and Hobgoblin. With inducements I purchased Hthark (a Bull Centuar Star Player) and a Chaos Dwarf Mercenary.
I set up to receive the kickoff down a player. Rolling on the kickoff table, we get Throw a Rock, knocking out Hthark, my star player! Now I am down 2 players (including my best player) before I even get the ball. I had set up my offence strong to my side of the field and the ball lands favorably. I get the ball to a Bull Centaur with a hand off, set up a cage and keep as many players as possible out of block range. The lizardmen crash in hard, pushing a Chaos Dwarf off the pitch, and badly hurting a Hobgoblin. Over the next few turns my 2 Bull Centaurs work in tandem to crawl the ball down field even though I was down players overall. Eventually, I was in striking distance and broke a Bull Centaur free with a Blitz, allowing the other Bull Centaur with the ball to sprint down the sideline next to him. It wasn't far enough to score, but I was positioned so only skinks could reach us. Remarkably, the skinks managed to single die block the ball carrier and knock him down--but there was no one left to pick up the ball. On my turn 7, with a Blitz, a Bull Centaur picked up the ball on a 4+ (with re-roll), 3 Go for Its (re-roll-able), I tie the game. On turn 8 of the first half, I kick off and we take turns cracking heads.
I get to receive the ball opening the second half with 10 men to 11. I set up slightly strong to my side of the pitch and the ball lands favorably. I again try to have a hobgoblin hand off the ball to a Bull Centaur, but the hand off fails. Fortunately the ball lands back in the Hobgoblin's hand, although my turn still ends. Besides that fail, things seem to be going well with Hthark back in play. I am also getting the feel for Chaos Dwarves. While one-on-one, a Chaos Dwarf cant throw favorable blocks vs all the high strength lizardmen, on the flip side, they can still tie up the opposition with their high AV and thick skull. I begin to loosen up my offence and stop trying to line up 1 or 2 die blocks (committing 2-3 players per Saurus) and instead focus on tying up more players. I manage to score on turn 3 of the second half, taking the lead 2-1.
A Hobgoblin was KO'd during the previous drive, so I am setting up to kick-off 9 players to 11. I had a Hobgoblin with kick, so I tried to kick the ball short. The ball bounce favorably towards the line of scrimmage and the kick off table allowed all of my players to move one square. I got all three Bull Centaurs onto the opponents side of the pitch and backed all my Chaos Dwarves away from the opponent's high strength players. The lizardman threw a double die blitz and rolled double push. He wanted to take me down and re-rolled, resulting in a double skull, ending his turn with the ball exposed. I move on the ball and a Bull Centaur picks it up with Hthark and the other Bull Centaur running a screen. The rest of my team starts to move towards the ball. Over the next few rounds, the lizardman targets all the Hobgoblins, while using the Kroxigor and swarming skinks to stop my advancement. Before I realize it, I am down to 7 players on the pitch (including an injured Bull Centaur). I focus of clearing out some players and manage to laterally blitz a couple players off the pitch and squash some skinks bringing my opponent down to 8 players. The Kroxagor finally takes down the ball carrier and a skink scoops up the ball and makes a pass across field. The receiver isn't very deep, it is my turn 7, and I manage to get a Chaos Dwarf to Blitz the Skink with the ball. The lizard player has 2 turns to get the ball back and score. His turn 7 ended early with a double failed 2+ Dodge. I shored up defense of the ball, adding 3 tackle zones on the ball. I ended my turn throwing a block on a skink that was in range to pick up the ball and killed him. Now we are down to the last turn of the game. The opposing coach has a plan to get the ball and pass it to score, tying the game. It requires a Saurus for 2 go for its and a blitz (to free up the ball) and then a Skink to pick up, pass, and then another Skink to catch and score--The Saurus successfully makes the Blitz, knocking the Chaos Dwarf onto the ball, scattering it. To the dismay of the lizardman coach, the ball scatters onto the Saurus that threw the Blitz and he rolled a 6, catching the ball, ending his turn and the game. I win 2-1.
I suffered 3 casualties (a Hobgoblin and a Bull Centaur out for the game), and a Hobgoblin loosing a Movement and missing a game. I caused 1 casualty, killing the skink on my last turn of the game.
Post game, I had enough money in my treasury I had to spend it or risk loosing a chunk of it. So I bought my 5th Chaos Dwarf, and my 5th Hobgoblin, totaling 13 players, with 1 Hobgoblin missing the next game.
Saturday, May 13, 2017
Rak'Gol WiP 2
These are WiP converted Xenos called Rak'Gol for use in aur Dark Heresy and Deathwatch 40KRPG campain. Part 1 of this series can be found here. The basis for this conversion is a HeroClix Brood Lord with old school and modern Tyranid bits. Initially, I made one of each type, but I have plans and bits for the following:
5x Marauder (Foot Soldiers)
Least Cybernetic Enhancements
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Razor Gun
3x Render (Shock Troops)
Most Cybernetic Enhancements; Largest Type
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Empty
1x Clutchmaster (Sergeant)
Slightly Larger Than Marauders
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Howler Rifle
2x Broodmaster (Lieutenants)
Slightly Larger Than Marauders
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Rad Axe
1x Abomination (Leader)
Slightly Larger Than Broodmasters
Arms (1st Pair): Intimidator
Arms (2nd Pair): Razor Gun
Least Cybernetic Enhancements
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Razor Gun
3x Render (Shock Troops)
Most Cybernetic Enhancements; Largest Type
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Empty
1x Clutchmaster (Sergeant)
Slightly Larger Than Marauders
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Howler Rifle
2x Broodmaster (Lieutenants)
Slightly Larger Than Marauders
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Rad Axe
1x Abomination (Leader)
Slightly Larger Than Broodmasters
Arms (1st Pair): Intimidator
Arms (2nd Pair): Razor Gun
Wednesday, May 10, 2017
Ordo Bowl '17 Season 1 Round 4 (Game 2) AAR
[During my absence from the blog-o-sphere, I was still active on and off in the hobby. In February of this year, I joined a local gaming club, Ordo Fanaticus, in order to participate in their Blood Bowl league. This BatRep was written for and emailed to my friends after each of those games. Periodically, I will re-post them to this blog. --Zorcon]
Well... the best thing I can say about game 2 is that I bought an Apothecary!
This was round 4 (I joined 2 rounds into the league). My opponent is the leader of the league--Undead, won all 3 previous games 1-0. With his low point scores, low casualties caused, missing a player due to injury, and low star player skills his team value was proportionally low, so I received zero inducements.
The game started out with me loosing the FAME roll by more than double, giving the Undead player +2 FAME. I chose to kick-off. At my turn 4 (first half), I was playing a near perfect game--My opponent was very worried about his chances of winning. The ball was still on the Undead side of the pitch, about half way to the goal line, one Mummy was out (regenerated a serious injury), the other mummy pinned against the sideline on the opposite side of the pitch with a Chaos Dwarf with claw, and a very good chance of me getting the ball. The Undead coach was completely shut down. On his turn 5, he began a desperate maneuver to send a Ghoul down the middle of the field. I sent the Minotaur on a Break Tackle Blitz to preempt the attempt. I rolled a Double Both Down. This opened up a bigger lane, and let a Ghoul and a Wight on to my side of the pitch. My Turn 6 I had a double dice Block to free up a double dice Blitz on the ball carrier with a Hobgoblin in range to pick up the ball. But I Double Skulled the first roll. The Undead coach was in scoring position, but ran one square from the end zone, and threw a Foul, Badly Hurting a Hobgoblin. The ball was now too far away for me to reach, so I threw 5 or so Blocks, hoping to even up the number of players going into the second half, but couldn't take anyone down. The Undead coach scores on his turn 7. We set-up for a (my) turn 8 kick off, and the Undead coach sacrifices 3 zombies for me to beat up, with the rest of his team almost in his endzone. With 2 Bull Centaurs, 3 Chaos Dwarves and a Minotaur I only managed to knock down 1 of the zombies. But I did farm some SPPs by picking up, and laterally passing the ball. First half ends Undead up 1-0.
I received the kick-off at the second half. The ball scatters favorably and plays into my off-center set up. I pick up and pass the ball, sending a ball carrying-Hobgoblin with a Bull Centaur-screen 6 squares deep into the Undead half of the pitch. My other Bull Centaur, Mino, and Clawed CD stun a couple undead players and the rest of my players form up in base-to-base with the rest of the opponent's team. On my turn 2, I am in 2 GFIs scoring range, requiring a double die Blitz from the Mino--I rolled Double Both-Down! This allowed my opponent to bring pressure onto my ball carrier. On my next turn I failed my first block attempt again, causing Bull Centaur to go down, and the opponent breaks his armor, rolls a 10 on the injury roll, and he's Badly Hurt (out for the game)! A ghoul scoops up the ball and advances towards the line of scrimmage. The Minotaur is in range to Break Tackle and Blitz again but rolls a "1" on the Break Tackle. The opponent breaks my armor, rolls a 12 for injury, and kills the Mino. My Apothecary saves him. This is where everything truly becomes the point of no return. Undead's turn, another Ghoul grabs the ball and runs in a TD. 2-0 Undead. We set up for me to receive on my turn 6. I am down to 7 players (minus 2 Hobgoblins, a Bull Centaur, and a Minotaur). There was a riot, setting the clock back a turn. Now it is my turn 5. I pick up the ball and make a tight wedge into the undead half of the pitch. The last Bull Centaur and clawed-Chaos Dwarf are my linch pins. The Hobgoblin with the ball Stunned and we roll for scatter 3-4 times, each of us with a number of opportunities for players to scoop up the bouncing ball. In the end a Chaos Dwarf found himself holding the ball. Unfortunately, at this point, I am too outnumbered, and too slow to score before the game is over--My turn 7 and 13 squares from the endzone. So I put all my effort over the next 2 turns preventing my opponent from scoring. I am down to 5 players by now (a HG, 3 CDs, and a BC). I loose the ball, but manage to sack the Ghoul receiver on my turn 8 preventing a 0-3 loss. Game ends 0-2 Undead.
My next game will be without the Minotaur and a Hobgoblin. I will get 2 Hobgoblins Journeyman for free unless I buy some players. I do have 90k in the bank, so have the option of a) buying a CD and taking a Journeyman, or b) buying 2 HGs. I probably should take the Chaos Dwarf, lump it with one Journeyman for a game, then theoretically have 12 players the game after (with the return of the two injured players). But I'm really feeling the lack of AG3 on this team, and kind of want to go with 2 HG for deepening my bench and offence/defense flexibility. Option "C" is do neither and play a "friendly" (league standings unaffected) game vs the #2 team in the league (Lizardmen) and take 440k in inducements. I could take Hthark the Unstoppable Bull Centaur star player, a re-roll, and wait to buy any players until before my next league match. Buuuut that would be facing 6x ST4 and a ST5 heavy skill team as a "recovery" game.
Well... the best thing I can say about game 2 is that I bought an Apothecary!
This was round 4 (I joined 2 rounds into the league). My opponent is the leader of the league--Undead, won all 3 previous games 1-0. With his low point scores, low casualties caused, missing a player due to injury, and low star player skills his team value was proportionally low, so I received zero inducements.
The game started out with me loosing the FAME roll by more than double, giving the Undead player +2 FAME. I chose to kick-off. At my turn 4 (first half), I was playing a near perfect game--My opponent was very worried about his chances of winning. The ball was still on the Undead side of the pitch, about half way to the goal line, one Mummy was out (regenerated a serious injury), the other mummy pinned against the sideline on the opposite side of the pitch with a Chaos Dwarf with claw, and a very good chance of me getting the ball. The Undead coach was completely shut down. On his turn 5, he began a desperate maneuver to send a Ghoul down the middle of the field. I sent the Minotaur on a Break Tackle Blitz to preempt the attempt. I rolled a Double Both Down. This opened up a bigger lane, and let a Ghoul and a Wight on to my side of the pitch. My Turn 6 I had a double dice Block to free up a double dice Blitz on the ball carrier with a Hobgoblin in range to pick up the ball. But I Double Skulled the first roll. The Undead coach was in scoring position, but ran one square from the end zone, and threw a Foul, Badly Hurting a Hobgoblin. The ball was now too far away for me to reach, so I threw 5 or so Blocks, hoping to even up the number of players going into the second half, but couldn't take anyone down. The Undead coach scores on his turn 7. We set-up for a (my) turn 8 kick off, and the Undead coach sacrifices 3 zombies for me to beat up, with the rest of his team almost in his endzone. With 2 Bull Centaurs, 3 Chaos Dwarves and a Minotaur I only managed to knock down 1 of the zombies. But I did farm some SPPs by picking up, and laterally passing the ball. First half ends Undead up 1-0.
I received the kick-off at the second half. The ball scatters favorably and plays into my off-center set up. I pick up and pass the ball, sending a ball carrying-Hobgoblin with a Bull Centaur-screen 6 squares deep into the Undead half of the pitch. My other Bull Centaur, Mino, and Clawed CD stun a couple undead players and the rest of my players form up in base-to-base with the rest of the opponent's team. On my turn 2, I am in 2 GFIs scoring range, requiring a double die Blitz from the Mino--I rolled Double Both-Down! This allowed my opponent to bring pressure onto my ball carrier. On my next turn I failed my first block attempt again, causing Bull Centaur to go down, and the opponent breaks his armor, rolls a 10 on the injury roll, and he's Badly Hurt (out for the game)! A ghoul scoops up the ball and advances towards the line of scrimmage. The Minotaur is in range to Break Tackle and Blitz again but rolls a "1" on the Break Tackle. The opponent breaks my armor, rolls a 12 for injury, and kills the Mino. My Apothecary saves him. This is where everything truly becomes the point of no return. Undead's turn, another Ghoul grabs the ball and runs in a TD. 2-0 Undead. We set up for me to receive on my turn 6. I am down to 7 players (minus 2 Hobgoblins, a Bull Centaur, and a Minotaur). There was a riot, setting the clock back a turn. Now it is my turn 5. I pick up the ball and make a tight wedge into the undead half of the pitch. The last Bull Centaur and clawed-Chaos Dwarf are my linch pins. The Hobgoblin with the ball Stunned and we roll for scatter 3-4 times, each of us with a number of opportunities for players to scoop up the bouncing ball. In the end a Chaos Dwarf found himself holding the ball. Unfortunately, at this point, I am too outnumbered, and too slow to score before the game is over--My turn 7 and 13 squares from the endzone. So I put all my effort over the next 2 turns preventing my opponent from scoring. I am down to 5 players by now (a HG, 3 CDs, and a BC). I loose the ball, but manage to sack the Ghoul receiver on my turn 8 preventing a 0-3 loss. Game ends 0-2 Undead.
My next game will be without the Minotaur and a Hobgoblin. I will get 2 Hobgoblins Journeyman for free unless I buy some players. I do have 90k in the bank, so have the option of a) buying a CD and taking a Journeyman, or b) buying 2 HGs. I probably should take the Chaos Dwarf, lump it with one Journeyman for a game, then theoretically have 12 players the game after (with the return of the two injured players). But I'm really feeling the lack of AG3 on this team, and kind of want to go with 2 HG for deepening my bench and offence/defense flexibility. Option "C" is do neither and play a "friendly" (league standings unaffected) game vs the #2 team in the league (Lizardmen) and take 440k in inducements. I could take Hthark the Unstoppable Bull Centaur star player, a re-roll, and wait to buy any players until before my next league match. Buuuut that would be facing 6x ST4 and a ST5 heavy skill team as a "recovery" game.
Sunday, May 7, 2017
Ordo Bowl '17 Season 1 Round 3 (Game 1) AAR
[During my absence from the blog-o-sphere, I was still active on and off in the hobby. In February of this year, I joined a local gaming club, Ordo Fanaticus, in order to participate in their Blood Bowl league. This BatRep was written for and emailed to my friends after each of those games. Periodically, I will re-post them to this blog. --Zorcon]
Introducing the Chaos Dwarf Team, Zharr'Thrak Seahawks. I have recently joined a local club and a Blood Bowl League. It has been a very long time since I have played games outside of my game group, and I am very excited to play my favorite game.
I played my first game tonight. I entered the league on round 3. My opponent had played a "friendly" game in addition to the first 2 rounds (they allow up to 4 pick up games each "season"--W/L results aren't factored into standings, but your earned XP, money, and injuries for/against are). So this game was my opponent's 4th game.
My opponent was Humans--Heavy on Catchers, light on Blitzers. I got 100k in inducements and picked up a re-roll. Since this is my first time with Chaos Dwarves, I wanted to look over some of the strategy guides, but I didn't get a chance to. So my plan was to play a slow, grinding game--Attempting to take 8 turns to prevent my opponent from scoring, then taking 8 turns to score in the second half. Aiming for a 1-0 victory.
The first 6 turns of the first half pretty much went exactly as planned. I managed to Blitz the ball carrier 3-4 times, but had no players close enough with AG3 to reach the ball, so we spent most of the first half gridlocked about 3-4 squares on his side of the pitch. However, by my turn 7, there were 2 of his players KOd, 3 in the injured box. The jumble of players finally opened up. I managed to get a Hobgoblin close enough to scoop up the ball and run down field into the widezone, getting 7 squares from the endzone. He had a narrow chance to blitz me with a 4+ dodge, 3+ dodge, 2 GFIs, and a 1 die block. I don't remember which roll he failed (second GFI?), but he didn't take me down. I scored on my turn 8 with a successful GFI.
On the second half, I received. He had 8 guys and I had 11. I caught the ball on a lucky bounce form the kick-off. Feeling like a could afford a risky play, I ran the ball carrier up to a hobgoblin on the LOS in a wide zone and handed it off. The second hobgoblin threw a Blitz with an assist, and ran 5 squares plus 2 GFIs down the side line. Then easily knocked all but one of the human players down. He did manage to break that player free and blitz my ball carrier (he was wide open) with 2 dodges and a GFI. I scooped up the ball on my next turn, and had plenty of defenders at that point to set up a decent cage. I scored 2 turns later on turn 3. We set up for me to kick off to the Humans. He only had 6 players and I had 10. He got a very lucky bounce and caught the ball on kick-off. He dropped 3 players back to look for an opening. But by his turn 6, I had sent 2 guys to KO box, and caused a total of 5 casualties (2x badly hurt, 2x serious injuries, and 1 death). I was definitely going to get the ball from him and score again. Plus, if my dice rolling kept up, I'd likely cause another injury or two. So he conceded on his turn 6.
I feel bad I decimated his team. Fortunately for the human coach, the league commissioner is letting him start over with a new team (he had a Blitzer killed in the game previous to mine so the team was in pretty bad shape). Its totally cool with me that he restarts. But if we knew that during the game, I would have encouraged him to play out the match. With a concede, I got the opponent's winnings, and both MVPs. I ended up getting an extra 60k and an extra skill. Plus he may have injured one of my players (he did manage to badly hurt one of my Bull Centaurs early in the second half).
What a great start! The league is structured to play 2 games every 3 weeks for a total of 6 games (or 8 if enough teams, which I don't know if there is). Since I started late, if I find an opponent for a pick up game, I can play a friendly game on my off weeks and get a game in every week through the end of the season. The winner of my league wins some sort of award/trophy and gets promoted to the advanced league. I had the opportunity to choose between the Super League (noobs and returning old timers) or the Premiership League (advanced players). I chose the Super League because I really had no sense of "how good" I am.
The Super League has 9 players: Undead, Lizardman x2, Orc, Human x2, Halfling, Skaven and my Chaos Dwarves. I am tied for 3rd place by points, but my team value (the tie breaker) puts me in 4th place after 1 game.
Introducing the Chaos Dwarf Team, Zharr'Thrak Seahawks. I have recently joined a local club and a Blood Bowl League. It has been a very long time since I have played games outside of my game group, and I am very excited to play my favorite game.
I played my first game tonight. I entered the league on round 3. My opponent had played a "friendly" game in addition to the first 2 rounds (they allow up to 4 pick up games each "season"--W/L results aren't factored into standings, but your earned XP, money, and injuries for/against are). So this game was my opponent's 4th game.
My opponent was Humans--Heavy on Catchers, light on Blitzers. I got 100k in inducements and picked up a re-roll. Since this is my first time with Chaos Dwarves, I wanted to look over some of the strategy guides, but I didn't get a chance to. So my plan was to play a slow, grinding game--Attempting to take 8 turns to prevent my opponent from scoring, then taking 8 turns to score in the second half. Aiming for a 1-0 victory.
The first 6 turns of the first half pretty much went exactly as planned. I managed to Blitz the ball carrier 3-4 times, but had no players close enough with AG3 to reach the ball, so we spent most of the first half gridlocked about 3-4 squares on his side of the pitch. However, by my turn 7, there were 2 of his players KOd, 3 in the injured box. The jumble of players finally opened up. I managed to get a Hobgoblin close enough to scoop up the ball and run down field into the widezone, getting 7 squares from the endzone. He had a narrow chance to blitz me with a 4+ dodge, 3+ dodge, 2 GFIs, and a 1 die block. I don't remember which roll he failed (second GFI?), but he didn't take me down. I scored on my turn 8 with a successful GFI.
On the second half, I received. He had 8 guys and I had 11. I caught the ball on a lucky bounce form the kick-off. Feeling like a could afford a risky play, I ran the ball carrier up to a hobgoblin on the LOS in a wide zone and handed it off. The second hobgoblin threw a Blitz with an assist, and ran 5 squares plus 2 GFIs down the side line. Then easily knocked all but one of the human players down. He did manage to break that player free and blitz my ball carrier (he was wide open) with 2 dodges and a GFI. I scooped up the ball on my next turn, and had plenty of defenders at that point to set up a decent cage. I scored 2 turns later on turn 3. We set up for me to kick off to the Humans. He only had 6 players and I had 10. He got a very lucky bounce and caught the ball on kick-off. He dropped 3 players back to look for an opening. But by his turn 6, I had sent 2 guys to KO box, and caused a total of 5 casualties (2x badly hurt, 2x serious injuries, and 1 death). I was definitely going to get the ball from him and score again. Plus, if my dice rolling kept up, I'd likely cause another injury or two. So he conceded on his turn 6.
I feel bad I decimated his team. Fortunately for the human coach, the league commissioner is letting him start over with a new team (he had a Blitzer killed in the game previous to mine so the team was in pretty bad shape). Its totally cool with me that he restarts. But if we knew that during the game, I would have encouraged him to play out the match. With a concede, I got the opponent's winnings, and both MVPs. I ended up getting an extra 60k and an extra skill. Plus he may have injured one of my players (he did manage to badly hurt one of my Bull Centaurs early in the second half).
What a great start! The league is structured to play 2 games every 3 weeks for a total of 6 games (or 8 if enough teams, which I don't know if there is). Since I started late, if I find an opponent for a pick up game, I can play a friendly game on my off weeks and get a game in every week through the end of the season. The winner of my league wins some sort of award/trophy and gets promoted to the advanced league. I had the opportunity to choose between the Super League (noobs and returning old timers) or the Premiership League (advanced players). I chose the Super League because I really had no sense of "how good" I am.
The Super League has 9 players: Undead, Lizardman x2, Orc, Human x2, Halfling, Skaven and my Chaos Dwarves. I am tied for 3rd place by points, but my team value (the tie breaker) puts me in 4th place after 1 game.
Thursday, May 4, 2017
222
2 Years, 2 Months and 2 Days (there is a song lyric in there somewhere I think). That is how long it has been since my last post. What an arduous and life changing time it has been for my family. Things have stabilized and I am hoping they continue to get better.
I am starting back up this blog as a barometer of things to come. Hopefully I can once again share my hobbies with the interwebs on a regular basis, even if it is only a self gratifying activity.
What better way to usher in the revival of my blog than a showcase of my Dark Heresy character Nicodemus. When last you saw him he had recently acquired a fancy bright red bird familiar called a blaze wing. In this post I had started the process of magnetizing the familiar to Nicodemus' base. Flash forward 2 years, the blaze wing is painted, and my character has a new friend... a Grynix. Both the Blaze Wing, Mortimer and the Grynix, Randolph are magnetized and can either be attached to individual bases, or to Nicodemus' base.
Now on with the pictures...
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