Thursday, 7 April 2016

#TeamCap


With the release of Captain America: Civil War just around the corner I felt that my own Anti-Registration heroes could do with a boost in case I felt like playing some Civil War themed games, because currently Hawkeye would be alone in getting his ass handed to him by the combined might of Iron Man, Black Widow, She-Hulk and Spider Woman!

Therefore I've painted up the core of the Anti-Registration forces as they appear in the comics: Captain America, Daredevil, Falcon and Luke Cage...oh, and I've done WW2 Bucky for good measure!


You wait around ages for a Captain America, and then two come along at once!

Cap and Bucky are from What The? Miniatures, the same people who made my Red Skull. However, as they obviously infringe on copyright they were removed from sale quite quickly. Interestingly, the model I used for Red Skull is still available - you can't apparently copyright skull-headed Nazis.

You'll notice that both models are packing Thompson sub-machine guns, which sort of roots them very much in WW2 and as well as being suitable opponents for my Hydra cell, they actually might find themselves in a few games of Bolt Action should we decide to do anything Weird War 2.

Bucky was a bit tricky to paint in some ways as, like many models holding guns close to their body, there's always a bit of ugliness where the weapon meets the body.


Cap was really interesting to paint having recently done the Knight Models version. In comparison, the KM model is clearly a better sculpted model, however, this guy is so much more cleanly cast and details like the stripes are actually moulded on to the model, making painting him much easier to paint.

I was given Cap and Bucky by Simon from Brummie's Wargaming Blog, sort of in response to me giving him the Arkham Knight model I won in Lichfield. Big thanks to Simon, as these are great models.


Daredevil is built using the Crossover Miniatures model I'd had earmarked for making Captain America from before getting the two versions you've seen. I'm really pleased that I didn't need to paint all of Cap's details on to this model, and Daredevil only required horns and a baton adding.

Unfortunately there's a chunky mould line down the middle of the model. It doesn't really bother me, but it would some people, and is indicative of a bit of a drop off in quality in Crossover's like after their initial release.

He's based on an urban base because Daredevil doesn't really suit the rural style I've taken with the rest of my bases for the Marvel project. Also, I'd already done this base for Nightwing, so when I re-painted him as Colossus, it seemed a shame to waste the base.


Falcon, Cap's other sidekick, is another later Crossover Miniature and it's very flat static pose is something that crept into their line. The wings are somewhat chunky as well, which is why I used this model for Falcon rather than Angel from the X-Men. Falcon's wings are a flight harness rather than actual wings and so the mechanical look of these works okay for the character. I suppose you could use the model for Archangel  as well, but that's not the version of the character I ever really liked.


Finally, Luke Cage, the hero for hire, is actually a re-purposing of a Clix model I'd repainted and converted to use as Tube Prisoner in BMG. However, as with Nightwing, my unofficial models just aren't getting any table time, and as this guy sort of looks like Luke Cage, and is slightly larger than the other models, he'll do for now until I pike up a better version.

That's it for now, but I have been busy so stay tuned tomorrow as I'll be bringing out some villains.

Wednesday, 6 April 2016

Vive La Resistance!

In amongst all this superhero painting I've been doing, our little gaming group has turned once again in the direction of Dropzone Commander. Partly this is due to growing sense of the impending arrival (in theory this Summer) of Dropfleet Commander, also from Hawk Wargames, for which we all backed the Kickstarter. Mainly, however, it's because this is fundamentally a cracking game.


This meant, for me, getting my Resistance army up to 1000 points painted. DZC is the only game in the past three or four years for which I've fielded unpainted models and I really don't like this. So before our game on Sunday, I put in some work on finishing off some units I'd previously started.


First up, my Cyclone attack helicopters. These just needed a little bit of detailing doing and attaching to their stands. These are probably my favourite models in the army in terms of both appearance and game play. They just look cool, evoking memories of Airwolf, Blue Thunder and Apocalypse Now. In game, they are my primary anti-tank unit with the speed and manoeuvrability to ambush enemy tank with a barrage of missile fire. Their limited ammo also means you have to be careful with them and pick your targets, especially against the Shaltari, with their skimmer bonuses and passive countermeasures making hitting them more difficult.


Next, the Free Riders. This little guys were extremely fiddly to paint, as not only are they small, with lots of details, but they also really need to be different from each other. I've stayed within the palette that I'm using for the army which hopefully makes them fit in, but also seem a bit individual.

As annoying as they are to paint, they are much more annoying for my opponents. Fast moving infantry that are incredibly difficult to hit, can enter buildings to search for objectives, and are also really effective at taking out enemy armour with their sticky bombs. After only a few games, these little guys are already high on the hit list because of the trouble they can cause.


Another Lifthawk. This is the third of these that I've done, and although it wasn't a chore to paint, it reminds me how much I dislike repeat painting these days, giving me a timely reminder that starting new armies for Kings of War or Bolt Action might not be the best idea. I've modelled this one without an AA Cannon for the time being. This is mainly due to points, and I've left the mounting on the top unglued so that in larger games I can add the AA gun. Currently, I'm using this for my infantry as not having the AA gun prevents me from being tempted to use it as a flying tank, and makes me keep it near the in infantry for fast extraction.


Finally, my Zhukov anti-aircraft tanks. As games have got bigger, I've found that my Gun Wagons and the AA guns on my Lifthawks have become insufficient for dealing with the bigger flying threats like the Shaltari Fire Drake, or the fast movers that have begun to appear. The Zhukovs are built on the same chassis as my Hannibal battle tanks, but are armed with rail-guns rather than cannons on the turret, however, due to the fact that the rail-guns still pack a punch and the Zhukovs still have the forward facing hull mounted gun, they can also serve as main line tanks in a pinch. They cost significantly more points than the Hannibals, so I field them without a Lifthawk. Their 24" range means that driving on isn't too much of an issue and their main job is to protect my back line anyway.


Sunday came round and Matt, Pete and I played a three player Search mission in which we had to find five objectives amongst about 40 possible objective. Matt's Shaltari army found itself trapped between my Resistance and Pete's UCM forces from deployment, and seeing that Pete's force was brimming with AA weaponry, he turned his flying circus in my direction.

I didn't have my Zhukovs ready so my only AA unit was my Gun Wagons, which despite knocking out one of Matt's gates on the first turn, were quickly taken out of action. Leaving me with no real way to deal with Matt's Fire Drake, which began liberally toasting my forces. However, a squad of Free Riders found an objective early, and despite dying and briefly losing it to Matt's Tarantulas, I did manage to retrieve it and get the objective off the board for an early lead.

Whilst Matt and I were pummelling each other, Pete's UCM were advancing across the board like a grey tide. Matt had left his Jaguar Warstrider to hold up the advance, but it was eventually taken out by Pete's Drone swarm. However, despite being relatively unopposed, Pete couldn't locate an objective and the next one to be found was by Matt's embattled Shaltari, who quickly pulled off some teleportation shenanigans to allow him to secure it.

What followed was one of the reasons I like this game. The random placement of the potential objectives meant that not only did three of them turn up in the empty table quarter (something we'd joked about earlier), but they were each found by a different player, on the same turn, with unsupported forces no more than 10" from each other. The subsequent mad scramble saw us desperately rushing units to the area, trying to simultaneously destroy the enemy units, whilst at the same time protect our own objective.

Pete's infantry narrowly escaped my pursuing Cyclones, whilst Matt's Braves took heavy fire but also managed to get their objective to safety. The speed and evasiveness of my Free Riders saw them hand off the objective to the Hannibal, whose Lifthawk performed a swift pick up and drop off manoeuvre to see one of my slowest units make it off the board edge.

With Matt and I now equal on VP's, the game would be decided between us on kill points, and so a bloodbath ensued. Pete, unable to win at this point, just decided to kill stuff! We were trading shots all over the board in a desperate attempt to rack up kills. I figured that Pete killing my stuff didn't matter, so I went after the UCM units rather than the harder to hit (but easier to damage) Shaltari. I also made use of tactical withdrawal to howls of derision, picking up my crippled command tank and flying it off the board (again, something I like about this game, as this is more in keeping with real world tactics), denying Matt a potential 125 kill points...which is roughly the amount by which I ultimately won the game!

This was a cracking game, and I was surprised to win. I get the feeling that a feature of the Resistance is that you always feel like you're outmatched and losing, until you win. Which sort of feels right, given their background.


On Tuesday, as a bonus game, Matt came round and we had a 1000 point game of the Targets of Opportunity scenario. This was much more cat and mouse than Sunday, as we both desperately tried to find objectives in large buildings. Ultimately, I had five squads searching as opposed to Matt's two, and this meant I found my objectives sooner and so was able to get them off the board to win.

Matt really had the wrong list for the scenario, and the fact that it was tight at the end is testament to how sneakily he uses his gates (he's started to use the damn things to box in my flying units). He'd left out his third infantry squad to include his Warspear fast mover, which was shot down by my Zhukovs near the end of the game.

The Zhukovs really proved effective at keeping Matt's flyers at bay and I suspect will prompt him to buy an Ocelot Warstrider to make them hide in turn. A really good feature of this game is that everything can be countered, you just need the right tools for the job. As such, I know that I'll have to face Pete's gun-line of doom again at some point and so work is afoot to get my own fast mover painted to allow me to put at least some pressure on his Kodiak and Longbows before the blow up my entire army.

Dropzone Commander is a great game with tactical depth, a sense of realism and some fantastically detailed miniatures. If you've not tried it, you should give it a go. I'm hoping Dropfleet Commander can live up to these high standards.

Saturday, 2 April 2016

"To me, my X-Men!"

So, it occurred to me that if I'm going to potentially get people to play the Marvel Universe Miniatures Game, I would need a second crew to demo the game. However, I'm determined to limit myself to purchasing only Avengers models (although I might pick up a few villains eventually too) so I needed to source a crew elsewhere.

Fortunately, being me, and having started a Marvel project, I happen to have suitable models lying around doing not a lot. So, a lick of paint and in some cases a re-base later and I now have an equivalent of the X-Men starter set for the game which features: Cyclops, Colossus, Wolverine and Rogue. I've played a bit fast and loose with their costumes, and I've based them to match my other Marvel project rather than the Avengers, however, this will help identify which team is which in game.


Cyclops

The leader of the team and able to project energy blasts from his eyes, Cyclops is the artillery of the team. The model is from Crossover Miniatures and is another one of their cleanly cast, simple models which (with optional heads) are extremely versatile.


Colossus

Another Crossover Miniature, long time readers of the blog will have seen this miniature before, as I've made the steel-skinned-Soviet from my Nightwing. Since I've only been playing BMG in official tournaments, my unofficial versions of characters have been seeing no table time at, given that this model suits Colossus in both size and costume, it was a sacrifice I was willing to make. I'll just have to buy another Nightwing at some point.

The yellow on Colossus is a bit orange in real life, but it still works. As ever, photos reveal things I'll need to go back and fix later, and the red is a bit patchy and needs a little work.


Wolverine

Stepping away from traditional comic costumes, this model from Nexus Miniatures is a bit more movie-like (although it also bears similarities to the character's outfit in the X-Men: Evolution animated series). You'll notice that Logan has his claws sheathed at the moment, mainly because I couldn't work out how to add them effectively. I may pick up a Heroclix model and do a hand swap at some point, but Wolverine's in stealth-mode for now.

For reference, Nexus Miniatures do several models that would coincidentally work for versions of Marvel characters, and again, the separate heads that are available should help me to fill out my X-Men in time when I can find appropriate bodies.


Rogue

Another model getting a repaint for this team is my not-Amy Pond from Heresy Miniatures. I'd originally bought this model to use as Rogue as the leather jacket and mini-skirt form a nice composite of two of Rogue's costumes. Again, the photo reveals that I'll need to revisit the white trim a touch.


So there's my unofficial uncanny X-Men team which will work for both 7TV and demoing MUG. All I need to do now is print out the game cards for the team and I'm ready to go. I even have a lucky volunteer lined up for my first game!

Thursday, 31 March 2016

"I'll play this stinkin' city like a harp from hell!"

I've had a bit of a rush of motivation recently and managed to get quite a bit of painting done. This has been focused mainly on my BMG miniatures.

First up, my new Penguin crew.


I got this crew for Christmas and I've been putting them off due to the camouflage on their trousers. I've finally plucked up the courage to tackle them. As it turns out, I'm quite happy with my first attempt at camouflage, although it's helpful that I don't have to follow a specific design so I went for an urban scheme that I made up on the fly.

I've given all the henchmen orange tops as I want to link to the fact that like most of the henchmen in the game, they are Arkham City prisoners. I also like to add some orange in so that the Blackgate Prisoners and Lunatics fit in with the look of the rest of the crew.

Penguin himself was simple and fun to paint, a really characterful sculpt. Rather than be a direct copy of the Arkham City game, this version seems to draw from several different versions of Penguin: Danny Devito, Burgess Meredith and the Arkham Games. I've seen people paint him in homage to each of these, but I've gone for something more neutral, just because I wanted to.

One of the interesting details of this crew is that they were amongst the earliest models in the range and they show it in the awkwardness of putting them together. Penguin, the henchmen with the gun and the one with the baton came in three pieces each and were a bit of a pig to assemble. KM's sculpts seem to have grown less fiddly over time.


In addition to the Penguin crew, I've managed to completed the remaining two Blackgate Prisoners, Little Spark and Prisoner 05. I've come to really like painting the prisoners, as I've used the same drill as usual with these, nothing special, although Little Spark has lots of cables and wires that needed picking out.


With all these criminals on the loose, Batman's going to need help rounding them up. That help comes in the form of Helena Bertinelli, the Huntress.

I've opted for a more modest outfit than the official paint scheme which has a ridiculous amount of bare flesh on display. Mainly this is because the costume I associate with Huntress is like this, but also because the other costume design is just silly for a vigilante.

I don't know why, but each time I photograph this model, she doesn't look as good as in real life. I'm actually really happy with her, but the camera seems to pick out flaws I can't see with the naked eye.

So it's been a productive few days, and there are a few more things that I've been painting which I'll keep under wraps for now...

Monday, 28 March 2016

Earth's Mightiest Heroes...well...apart from Hulk...

There's a little bit of deja vu going on today as I've painted the Avengers...again.


This time it's in 32mm for the new Knight Models release, the Marvel Universe Miniatures Game (to which I'm determined to ascribe the acronym 'MUG' ). Built on a similar but more streamlined engine to BMG, it deals with a much higher level of power and allows models to throw and destroy the scenery in the process of a good old-fashioned superhero smackdown.


First up, the Mighty Thor, the God of Thunder. As well as being a chunky model, this one is a pleasure to paint as it's well defined and detailed, without being too fiddly. The base, like the others, was built up with small stones to add to the large amount of tactical rock that's already part of the model.


Next, the Invincible Iron Man. This one caused me a bit of hassle. Like the Crossover Miniatures version I painted a while back, I couldn't get the red and gold to work properly, as the red was too flat and the gold was too patchy. What's more, I'd over done the undercoat and lost some of the fine details on the face.

I solved the problems with a bit of research and ingenuity. A little Google-fu turned up this:


It's one of the alternate suits that features in 'Iron Man 3' called the Silver Centurion. This gave me the excuse I needed to replaced the gold with silver (which always works better for me) and darken the red. I managed to get the shine on the red parts by adding a coat of one of the the Citadel Technical Paints, the awkwardly named 'Blood For The Blood God', which is meant for making blood look wet. However, it served to give a suitably metallic shine.


Captain America, the First Avenger. I'm really happy with this model, although it is probably the one that struggle most in close up (although it is a bit bleached by the lighting - and the eyes have more detail than it seems). The stripes on the uniform and the circles on the shield were tricky, and they're not perfect. However, they work on the tabletop and didn't drive me to insanity in the process. Cap was the one of the models that made me most nervous, and I'm just pleased to have made a half-decent job of him.


Finally, Black Widow. The controversial member of the team.

Why controversial, you ask? Well, it's like this. Some time ago, KM began releasing Marvel miniatures without an associated game. Cap, Iron Man and Thor were all part of the range, along with Black Widow. However, not this Black Widow, a different one. This one:


Now it's not the best model in their range, but by being different it means that people who'd already bought into the range, needed to buy all four again to get a Black Widow that's usable in official events, which seems a bit mean...at best.

The other issue is that, despite being in a more dynamic pose, the new model isn't great either. Fan service dimensions aside (that's more a genre thing), the legs are sort of spindly, the uniform lacks detail and the face really lacks definition. As a comparison, have a look at my definitely-not-Black-Widow-she's-called-Natalia-not-Natasha, from Reaper Miniatures.


Yes...still full-on fan service, but there's just so much more detail on a model that's technically half the price.

Despite being disappointed, I'm still happy with the what I've done with the model and the lack of detail encouraged me to simply use a black ink to give her costume a PVC shine. I've done what I can with the face (although she looks a bit like Tracey Ullman) and she'll do. I might be sneaking my Reaper version in for friendly games though.

So, the Avengers are assembled, again, and I've got my eyes on Wolverine and Black Panther to add to the crew and the Hulk I used as Solomon Grundy, may get a repaint. I also need to find somebody to play against, at which point, I'll do a review of the game.

Saturday, 19 March 2016

The Killing Joker

As previously advertised, I spent today at another Titan Games Batman Tournament in Lichfield. I always enjoy them and it's a good chance to catch up with friends from the world of BMG and blogging. Not only was Leon/Pulp Citizen from Eclectic Gentlemen Gamer there again, having notably more success with his Court of Owls crew, but I also finally got to meet Simon from Brummie's Wargaming Blog, who was running his newly finished Bane crew.

I took my Joker crew and went all out on speed and aggression with my choices as a change from the stealth and sehannigans I'd used with my previous tournanment crews (Harley, League, Batman and Ivy):
  • Titan Joker
  • Victor Zsasz
  • Titan Clown (with Bat-Claw and Clown Paint)
  • Contra-Auguste (with Clown Paint)
  • Sniggering (with Extra Ammo)
  • Prisoner 01 
  • Prisoner 04
  • Pavilion A Subject


Game 1 - Plunder

My first game was against Chris' League of Shadows crew, and I immediately spotted that we had extremely similar crews. He had a small ranged advantage and I had a bit more speed and bulk, but the two crews were pretty evenly matched:
  • Ra's Al Ghul (Batman Begins Version)
  • Victor Zsasz
  • Smash
  • Dallas (with Night Vision Goggles and Extra Ammo)
  • Yang
  • Shadow
  • Prisoner 01 (with Loyalty Tattoo)
  • Prisoner 02


Chris immediately took the advantage by using Ra's Al Ghul's bonus strategies to secure an extra objective for him to score points off, whilst using Snitch to deny me doing the same. The first couple of turns saw us both rush for objectives and warily circle each other, aware that the one who broke cover first could leave themselves exposed.

Chris broke first, and his Victor Zsasz rushed into the midst of my crew and failed to have an impact. He was leapt up by my crew and beaten into the dirt. This gave me the advantage and I set up bait to draw Ra's Al Ghul out into the open. Chris took the bait (although I'm not sure who was baiting who) and Titan Joker and Titan Clown leapt in to decapitate the Demon's Head. They whiffed.

This lead to Joker being taken down by a counter ambush and suddenly I was unable to break through the League's lines to halt their stream of victory points. Although I carried on fighting, I was unable to keep up and ultimately lost 51-37.

Despite the result, this one of the best games I've played of BMG as it was so cagey initially, and then just exploded into action. The game was also characterised by me remembering special rules three seconds after they would have been useful. That's what happens when you have six months between games. However, this shouldn't take away from the way Chris played, he used his crew, especially Ra's, with precision and would finish the day in second place.

Game 2 - Patrol

Have slipped down the leader board significantly, I found myself facing another, very different, League of Shadows crew played by Greg:
  • Talia Al Ghul
  • Solomon Grundy
  • Lotus
  • Yang
  • McGregor (with Loyalty Tattoo)
  • Dallas (with Night Vision Goggles and Extra Ammo)
  • Pavilion A Subject


With the goal of this scenario to get to the other side, I decided to load one flank. Titan Joker, Titan Clown and Prisoner 04 making a concerted rush against Solomon Grundy, Talia and McGregor, whilst the rest of the henchmen risked Dallas' firing lanes to grab loot and Victor Zsasz went up against the Ninjas (whom I'd managed to injured with my gas cannisters). Meanwhile, both of our lunatics hit the sewers in an attempt to sneak into the scoring zones.

Prisoner 01 and Contra Auguste made a dash for the loot, and managed to grab it, despite being in view of Dallas who only managed to hit Prisoner 01 once (in fact that was all he'd hit all game - Greg had some terrible luck with him), and found himself under fire and taking damage from Sniggering. My henchmen retreated and managed to block sewers and prevent the League's other objectives being scored from for the rest of the game.

Zsasz almost took down Yang, but was forced onto the defensive. However, he was able to tie up both ninjas for the entire game, preventing them achieving much. He even managed to finish off Dallas at the end of the game for a few bonus VP's.

The big fight saw Titan Joker and Titan Clown knock out Grundy in a single round, but they were unable to finish him off and he went all Cape Fear on me and just kept on getting back up. Talia proved particularly dangerous, and not only managed to kill Prisoner 04, but also did enough damage to the big guys to ultimately make me back off to prevent Greg scoring from them.

MVP, however, was my lunatic. He popped up from a sewer and managed to rack up 10 VP's from various objectives, ultimately helping me to win 26-12.

Game 3 - Skirmish

Firmly back in mid-table mediocrity, I found myself up against Chris (there were several guys name Chris at the event - 4, I think) and his Watchmen. I've played Chris before at the Long Halloween event, and he gave my Poison Ivy crew a schooling with Nightwing. He crew, predictably, was:
  • Ozymandias
  • Comedian
  • Rorschach
  • Silk Spectre
  • Nite Owl


Without putting too fine a point on it, this game was a nightmare for Chris.

It began with Comedian failing to destroy a lamppost and getting shot (just once) by Sniggering. However it continued with me getting in on Ozymandias with Titan Joker on turn two and knocking him down, then getting first turn and being able to knock him out.

This was shortly followed by Titan Clown and Zsasz mobbing Rorschach and knocking him out as they responded quickly to some clever objective deployment from Chris. Comedian and Silk Spectre tried to respond to the situation, but Joker was able to catch up with them and knock out Spectre and seriously injure Comedian, with the injured Ozymandias was unable to prevent my henchmen scoring continuously from loot and ammo objectives.

Although Chris was able to knock out Joker late in the game, partly due to me getting cocky, it was too late to balance the scores and the game ended 30-12.

Chris had a terrible start to this game, and it would have been worse if Titan Clown and Zsasz had not been whiffing their attacks as they tried to finish of Rorschach and Silk Spectre. Titan Joker was immense, and rolling well, showing just what a beast he can be.

Results

Not only had I managed to win two of my three games, the last round had saw nobody else in the competition manage to win a game. Everybody drew. This saw me surprisingly leap up the table into third! This amazing late surge saw me win two blister packs (Arkham Knight and some Joker Clowns) and a tournament exclusive alternate card for Prisoner 02 (BA). The main prize though was an excellent day's gaming, at a cracking venue, meeting and playing some really nice people. I couldn't fail to win.

In terms of the game itself, what did I learn?

  • Big guys, like Titan Joker, are really powerful, but very swingy. When the dice are good (such as in game 3) the can almost single-handedly win you the game, but when the dice run cold (such as in game 1), the lack of re-rolls can be a real problem.
  • Having Distract (from Clown Paint) on the Titan Clown is a great combination, allowing him to weaken defences before clobbering them. I didn't really use the Bat-Claw, but that's probably because of the crews I was facing.
  • Speed and aggression works as a crew tactic. By being up in my opponents' faces I was able to force the game on them, and although it sometimes didn't work out, I felt like I was dictating the games for a lot of the day.
  • I need to work harder to get my Bodyguard into position. Prisoner 04 was never quite where he needed to be when Joker was taking damage.
  • Zsasz is great against chaff, but struggles to hit tougher opponents.
Overall, another great day from the chaps at Titan Games and I will almost certainly attending their next event. I would heartily recommend that you do the same!

Wednesday, 16 March 2016

The Perils of Trying Something New

Sorry for the hiatus, life's been a bit busy.

The most recent games I've played were over a week ago and Matt, Pete and I gathered for a round robin of 750 point games of Kings of War.

Having just received my copy of the Uncharted Empires expansion for Kings of War, I decided to give my Bretonnians a spin as the Order of the Brotherhood, rather than the Kingdoms of Men that I'd used previously. The list is a better reflection of the Bretonnians in WFB with more variations of Knights, Pegasus Knights and lots of Peasants that gain a nerve bonus from nearby Knights. The goal was to find out if my current collection of models worked better as Brotherhood, rather than the more generic Kingdoms of Men. I decided using any of the Order of the Forsaken (Pegasus Knights) as I'd used flyers in all my recent games and knew how they'd work. I was more interested in finding out about the other units.

Pete had brought an aggressive version of his trusty Dwarves and Matt was giving his Empire troops a run out using the League of Rhordia list instead of Kingdoms of Men for similar reasons to me.


The Brotherhood
The Dwarves
The League of Rhordia
Order of the Brotherhood Regiment (with Potion of the Caterpillar)
Villein Spearmen Regiment
Villein Martyrs Regiment
Villein Bowmen Troop
Villein Siege Artillery
Exemplar Adjutant (mounted)
Devoted (with Lightning Bolt)
Ironclad Horde (with Blessing of the Gods)
Ironguard Regiment (with Throwing Mastiff)
Shieldbreaker Regiment (with Throwing Mastiff)
Berserker Lord (mounted)
Army Standard Bearer (with Healing Charm)
Household Knights Regiment
Household Knights Troop
City Militia Horde
Halfling Volley Gun
Wizard (with Heal)
Army Standard Bearer
Halfling Master Engineer

Game 1 - Dwarves vs League of Rhordia - Loot


Matt advanced both units of Knights and they proved effective in charging and breaking the Dwarf regiments. The Ironclad horde weathered a storm of shooting and outmatched the City Militia (which Matt discovered are not the equals of the Foot Guard he has run previously). The MVP was Pete's Berserker Lord which flanked the woods on the right and destroyed the Volley Gun before loughing into the flanks and rear of Matt's units, winning Pete the game.

Game 2 - Brotherhood vs League of Rhordia - Pillage


Matt came forward with his Knights, and I matched them with my infantry, although they were worn out and broken when the City Militia advanced. My Knights charged through the woods to first hit the troop of Knights opposite before turning on the Volley Gun. My Bowmen spent the game advancing up the left flank and throwing damage into the Militia. The game ended as a draw, but I later discovered that I shouldn't have been able to move and shoot my Bowmen, which might actually have meant Matt would have won.

Game 3 - Dwarves vs Brotherhood - Pillage


At the start of this game I looked across the table and fully understood the failings of my army. My regiments of Peasants were no match for Dwarves, and even though my Knights pack a punch, failure to break their target would see them flanked and ground down. What's more, I had no real answer for the Berserker Lord. I did exactly the wrong thing and went all defensive, trying and failing to mitigate the threat of the Berserker, allowing the Dwarves to dictate where fights would happen and relying on frankly inadequate shooting. One by one my units were caught and destroyed in a calamitous defeat. My Knights did break the Shieldbreakers, but as expected were flanked and routed too.

So, what did I learn?


  • I don't think the Brotherhood list works for my Bretonnians. I don't have enough Knights to make full use of the strengths of the list. What's more, the Villeins/Peasants are really weak, so even with hordes and a unit of Pegasus Knights, my army will lack punch and durability. Also, the low nerve of the Peasants needs nearby Knights, but the moment they charge, the Peasants become easier to break. I'll be returning to Kingdoms of Men, as the ability to field Foot Guard with Crushing Strength makes a big difference in terms of combat power.
  • I shouldn't feel awkward/guilty about using flying units, as essentially I handed a mobility advantage to Pete's Berserker Lord (as did Matt) and a single, mobile, powerful hero really caused havoc.
  • I shouldn't rely on shooting to do more that weaken the enemy unless I bring significantly more.
  • I need to be more willing to seize the initiative and be more aggressive. I actually froze in the game against Pete, and was picked apart piecemeal.
So in the spirit of being more aggressive, let me introduce my crew for my next Batman tournament at Titan Games in Lichfield on Saturday:



Titan Joker, Victor Zsasz and the Titan Clown makes this a full on attacking crew. I'll probably get gunned down in short order, but hey...it's different!