Archive for February, 2016

April Releases from @WyrdGames #Malifaux

Posted: February 24, 2016 in Hobby
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Woop! More renders of upcoming models! Looking forward to more Stitched Togethers and Rooster Riders!

We have a new captain for the Union team in the form of Rage. Looks like a promotion in the ranks!

Another great @WyrdGames Preview

Posted: February 8, 2016 in Hobby
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Today Wyrd Games reveal another render of their Emissaries. And again they knock it out of the park with the Mysterious Emissary.

These latest models are shaping up nicely and again show that Wyrd can deliver based on the artwork they have previously put out.

I am not intending to get it since I have my heart set on Shadow, Carrion and Arcane Emissaries but it may just end up on my Xmas wishlist!

So I managed to squeeze in some hobby time today. Thought my Emperor’s Children could use some much needed support in the form of a Reaver Titan from Legio Fureans (Tiger Eyes).

Lacertus Rex, King Lizard, is a combat-focused reaver with a giant power fist for crushing his enemies up close. His command cockpit has been modified with a snapping jaw, giving him his name. Backed up with a plasma cannon and a turbo laser-destructor mounted on his carapace he can also deal with infantry and vehicles.

Bring forth destruction the false Emperor!

Wyrd Games have released a preview of yet another Emissary. This one will be added to my Molly and Seamus crews. May even throw in something to tie in with Yan Lo.

So yesterday seen the first #ManDay of 2016 and it was a blast! Hosted by Glenn at North Down Wargaming Centre we had a Malifaux tournament, a Warmahordes Invitational and some Guildball action.

I was interested in trying out a new ruleset, Mayhem, a fantasy mass battle system which is scale agnostic and offers players to use whatever they have lying around. What makes Mayhem interesting is that all stats are dice based. A mounted unit could have D20 movement while foot soldiers are reduced to D6 or D8, while their combat value and ballistic armour rating could be D10 or D12. So this means that players are free to make up any units they want with any additional traits or weapons they like (spears, shields and abilities) to bring out any flavour in the unit they want. Each turn a player generates Command Points to spend on activating units. Units can be given more actions but cost additional Command Points the more they act.

One of the highlights was the Rat Ogres charging into the Phoenix Guard, gaining an Impact hit from the charge taking their D12 down to a D10. In combat lower is better so rolling a natural 1 gives a critical hit and wipes out the defender. However if the defender also rolls a natural 1 then both units are taken out. Guess what happened yesterday?

By the end of the game the dice system became very intuitive and the trait system gave an easy way to evoke different units on the battlefield. While if you’re interested in casino games you can also try the olympic kingsway casinos as this are a great choice for this.

We also managed to get a demo game of ‘Of Gods and Mortals’ in to see how that worked. Nice and simple system with little rules complications.

All in all a great day’s gaming.

  • So yesterday seen the first #ManDay of 2016 and it was a blast! Hosted by Glenn at North Down Wargaming Centre we had a Malifaux tournament, a Warmahordes Invitational and some Guildball action.I was interested in trying out a new ruleset, Mayhem, a fantasy mass battle system which is scale agnostic and offers players to use whatever they have lying around. What makes Mayhem interesting is that all stats are dice based. A mounted unit could have D20 movement while foot soldiers are reduced to D6 or D8, while their combat value and ballistic armour rating could be D10 or D12. So this means that players are free to make up any units they want with any additional traits or weapons they like (spears, shields and abilities) to bring out any flavour in the unit they want. Each turn a player generates Command Points to spend on activating units. Units can be given more actions but cost additional Command Points the more they act.One of the highlights was the Rat Ogres charging into the Phoenix Guard, gaining an Impact hit from the charge taking their D12 down to a D10. In combat lower is better so rolling a natural 1 gives a critical hit and wipes out the defender. However if the defender also rolls a natural 1 then both units are taken out. Guess what happened yesterday?By the end of the game the dice system became very intuitive and the trait system gave an easy way to evoke different units on the battlefield.We also managed to get a demo game of ‘Of Gods and Mortals’ in to see how that worked. Nice and simple system with little rules complications.All in all a great day’s gaming.

  • So yesterday seen the first #ManDay of 2016 and it was a blast! Hosted by Glenn at North Down Wargaming Centre we had a Malifaux tournament, a Warmahordes Invitational and some Guildball action.I was interested in trying out a new ruleset, Mayhem, a fantasy mass battle system which is scale agnostic and offers players to use whatever they have lying around. What makes Mayhem interesting is that all stats are dice based. A mounted unit could have D20 movement while foot soldiers are reduced to D6 or D8, while their combat value and ballistic armour rating could be D10 or D12. So this means that players are free to make up any units they want with any additional traits or weapons they like (spears, shields and abilities) to bring out any flavour in the unit they want. Each turn a player generates Command Points to spend on activating units. Units can be given more actions but cost additional Command Points the more they act.One of the highlights was the Rat Ogres charging into the Phoenix Guard, gaining an Impact hit from the charge taking their D12 down to a D10. In combat lower is better so rolling a natural 1 gives a critical hit and wipes out the defender. However if the defender also rolls a natural 1 then both units are taken out. Guess what happened yesterday?By the end of the game the dice system became very intuitive and the trait system gave an easy way to evoke different units on the battlefield.We also managed to get a demo game of ‘Of Gods and Mortals’ in to see how that worked. Nice and simple system with little rules complications.All in all a great day’s gaming.

  • So yesterday seen the first #ManDay of 2016 and it was a blast! Hosted by Glenn at North Down Wargaming Centre we had a Malifaux tournament, a Warmahordes Invitational and some Guildball action.I was interested in trying out a new ruleset, Mayhem, a fantasy mass battle system which is scale agnostic and offers players to use whatever they have lying around. What makes Mayhem interesting is that all stats are dice based. A mounted unit could have D20 movement while foot soldiers are reduced to D6 or D8, while their combat value and ballistic armour rating could be D10 or D12. So this means that players are free to make up any units they want with any additional traits or weapons they like (spears, shields and abilities) to bring out any flavour in the unit they want. Each turn a player generates Command Points to spend on activating units. Units can be given more actions but cost additional Command Points the more they act.One of the highlights was the Rat Ogres charging into the Phoenix Guard, gaining an Impact hit from the charge taking their D12 down to a D10. In combat lower is better so rolling a natural 1 gives a critical hit and wipes out the defender. However if the defender also rolls a natural 1 then both units are taken out. Guess what happened yesterday?By the end of the game the dice system became very intuitive and the trait system gave an easy way to evoke different units on the battlefield.We also managed to get a demo game of ‘Of Gods and Mortals’ in to see how that worked. Nice and simple system with little rules complications.All in all a great day’s gaming.

  • So yesterday seen the first #ManDay of 2016 and it was a blast! Hosted by Glenn at North Down Wargaming Centre we had a Malifaux tournament, a Warmahordes Invitational and some Guildball action.I was interested in trying out a new ruleset, Mayhem, a fantasy mass battle system which is scale agnostic and offers players to use whatever they have lying around. What makes Mayhem interesting is that all stats are dice based. A mounted unit could have D20 movement while foot soldiers are reduced to D6 or D8, while their combat value and ballistic armour rating could be D10 or D12. So this means that players are free to make up any units they want with any additional traits or weapons they like (spears, shields and abilities) to bring out any flavour in the unit they want. Each turn a player generates Command Points to spend on activating units. Units can be given more actions but cost additional Command Points the more they act.One of the highlights was the Rat Ogres charging into the Phoenix Guard, gaining an Impact hit from the charge taking their D12 down to a D10. In combat lower is better so rolling a natural 1 gives a critical hit and wipes out the defender. However if the defender also rolls a natural 1 then both units are taken out. Guess what happened yesterday?By the end of the game the dice system became very intuitive and the trait system gave an easy way to evoke different units on the battlefield.We also managed to get a demo game of ‘Of Gods and Mortals’ in to see how that worked. Nice and simple system with little rules complications.All in all a great day’s gaming.

  • So yesterday seen the first #ManDay of 2016 and it was a blast! Hosted by Glenn at North Down Wargaming Centre we had a Malifaux tournament, a Warmahordes Invitational and some Guildball action.I was interested in trying out a new ruleset, Mayhem, a fantasy mass battle system which is scale agnostic and offers players to use whatever they have lying around. What makes Mayhem interesting is that all stats are dice based. A mounted unit could have D20 movement while foot soldiers are reduced to D6 or D8, while their combat value and ballistic armour rating could be D10 or D12. So this means that players are free to make up any units they want with any additional traits or weapons they like (spears, shields and abilities) to bring out any flavour in the unit they want. Each turn a player generates Command Points to spend on activating units. Units can be given more actions but cost additional Command Points the more they act.One of the highlights was the Rat Ogres charging into the Phoenix Guard, gaining an Impact hit from the charge taking their D12 down to a D10. In combat lower is better so rolling a natural 1 gives a critical hit and wipes out the defender. However if the defender also rolls a natural 1 then both units are taken out. Guess what happened yesterday?By the end of the game the dice system became very intuitive and the trait system gave an easy way to evoke different units on the battlefield.We also managed to get a demo game of ‘Of Gods and Mortals’ in to see how that worked. Nice and simple system with little rules complications.All in all a great day’s gaming.

  • So yesterday seen the first #ManDay of 2016 and it was a blast! Hosted by Glenn at North Down Wargaming Centre we had a Malifaux tournament, a Warmahordes Invitational and some Guildball action.I was interested in trying out a new ruleset, Mayhem, a fantasy mass battle system which is scale agnostic and offers players to use whatever they have lying around. What makes Mayhem interesting is that all stats are dice based. A mounted unit could have D20 movement while foot soldiers are reduced to D6 or D8, while their combat value and ballistic armour rating could be D10 or D12. So this means that players are free to make up any units they want with any additional traits or weapons they like (spears, shields and abilities) to bring out any flavour in the unit they want. Each turn a player generates Command Points to spend on activating units. Units can be given more actions but cost additional Command Points the more they act.One of the highlights was the Rat Ogres charging into the Phoenix Guard, gaining an Impact hit from the charge taking their D12 down to a D10. In combat lower is better so rolling a natural 1 gives a critical hit and wipes out the defender. However if the defender also rolls a natural 1 then both units are taken out. Guess what happened yesterday?By the end of the game the dice system became very intuitive and the trait system gave an easy way to evoke different units on the battlefield.We also managed to get a demo game of ‘Of Gods and Mortals’ in to see how that worked. Nice and simple system with little rules complications.All in all a great day’s gaming.

  • So yesterday seen the first #ManDay of 2016 and it was a blast! Hosted by Glenn at North Down Wargaming Centre we had a Malifaux tournament, a Warmahordes Invitational and some Guildball action.I was interested in trying out a new ruleset, Mayhem, a fantasy mass battle system which is scale agnostic and offers players to use whatever they have lying around. What makes Mayhem interesting is that all stats are dice based. A mounted unit could have D20 movement while foot soldiers are reduced to D6 or D8, while their combat value and ballistic armour rating could be D10 or D12. So this means that players are free to make up any units they want with any additional traits or weapons they like (spears, shields and abilities) to bring out any flavour in the unit they want. Each turn a player generates Command Points to spend on activating units. Units can be given more actions but cost additional Command Points the more they act.One of the highlights was the Rat Ogres charging into the Phoenix Guard, gaining an Impact hit from the charge taking their D12 down to a D10. In combat lower is better so rolling a natural 1 gives a critical hit and wipes out the defender. However if the defender also rolls a natural 1 then both units are taken out. Guess what happened yesterday?By the end of the game the dice system became very intuitive and the trait system gave an easy way to evoke different units on the battlefield.We also managed to get a demo game of ‘Of Gods and Mortals’ in to see how that worked. Nice and simple system with little rules complications.All in all a great day’s gaming.

  • So yesterday seen the first #ManDay of 2016 and it was a blast! Hosted by Glenn at North Down Wargaming Centre we had a Malifaux tournament, a Warmahordes Invitational and some Guildball action.I was interested in trying out a new ruleset, Mayhem, a fantasy mass battle system which is scale agnostic and offers players to use whatever they have lying around. What makes Mayhem interesting is that all stats are dice based. A mounted unit could have D20 movement while foot soldiers are reduced to D6 or D8, while their combat value and ballistic armour rating could be D10 or D12. So this means that players are free to make up any units they want with any additional traits or weapons they like (spears, shields and abilities) to bring out any flavour in the unit they want. Each turn a player generates Command Points to spend on activating units. Units can be given more actions but cost additional Command Points the more they act.One of the highlights was the Rat Ogres charging into the Phoenix Guard, gaining an Impact hit from the charge taking their D12 down to a D10. In combat lower is better so rolling a natural 1 gives a critical hit and wipes out the defender. However if the defender also rolls a natural 1 then both units are taken out. Guess what happened yesterday?By the end of the game the dice system became very intuitive and the trait system gave an easy way to evoke different units on the battlefield.We also managed to get a demo game of ‘Of Gods and Mortals’ in to see how that worked. Nice and simple system with little rules complications.All in all a great day’s gaming.