Author: chalkboardwar

Quality Qualifier

Quality Qualifier

This past weekend I went to a great event at Millenium Games in Rochester, NY. Had a great time fielding my Legion in a pretty strong competitive forum–34 players over five rounds made for a really vibrant field. If nothing else, I got to play games against five players I’ve never faced before, which let me see all sorts of stuff I’ve never seen on the tabletop. But first, as always, painting progress.

Legion of Everblight Ravagore Bone Blue Fire

I finished up a Ravagore for my Lylyth2 list, in the nick of time to convince myself that I don’t really want to play Lylyth2. When CID happens and Ravagores come down in price, I may return to her. But for now he’ll be a great shelf centerpiece model at least!

Now a quick breakdown of my World Ender Qualifier games. I lost my first two, but one the next three. Ending 3-2 felt pretty good overall to me given that it was a competitive field, my Lylyth2 list had some clear holes in ability, and I’m still newer at playing Legion. The pictures are not always so pretty to look at, as I’m still hardly painted on my lists. But I’m making progress!

1 Legion Fyanna2 vs Grymkin Old Witch3

First up, Paul (from somewhere in NY) and his Old Witch 3 infantry swarm. This was a rough one, as Old Witch 3 brings a lot of assassination threat and 50 infantry models. I tried to clear and simply couldn’t manage all their numbers, and had to play for an ill-advised assassination before my left flank totally collapsed. Was a good game, and exactly why I need a better infantry clearing list (I knew that Lylyth2 simply couldn’t get it done either. 

2 Legion Lylyth2 vs Cygnar Caine1

Second, Piotr from Rochester and his Caine1 Gravediggers list. Friendly guy, and good to play someone from the area  where the event was held. This match was lopsided all the way. I didn’t have the tools nor the luck to really leverage. I managed to hang in the game for a while thanks to Lylyth’s stealth and gradual clearing, but it was never going to be something I could press for victory due to attrition of my force. 

3 Legion Fyanna2 vs Trollbloods Madrak1

Third round was Luke from Syracuse and his Madrak1 Storm of the North list. This was a fun game as there was a lot of missing done by both sides, so for a while we both really felt like we were in it. I got a clock advantage, and started to press on the side where Madrak1 was standing, which leveraged a win for me on scenario eventually. Heck of a grind, and a really friendly opponent. 

4 Legion Fyanna2 vs Khador Strakov2

Fourth round I faced Adam from Buffalo’s Strakov2 Legion of Steel list. In the course of chatting, I found out he’s running a team event I’m headed to in March, so it was good to put a name with a face. This was another slugfest, but one that I was able to do a little better at surviving than some others I’ve played. Admonition saved Fyanna2’s life near the end, which left me in a position to score the last points I needed to win. Was an enjoyable match–probably my favorite from the weekend as I felt like we both played well for the most part. 

5 Legion Fyanna2 vs Circle Kaya3

Finally, I faced Chris and his Kaya3 list (at that point I was a little out of it, having started on the road at 4am to get to the tourney… missed where Chris hailed from). Another game, another Iron Kingdoms farmhouse or barn smack-dab in the middle of things. That made 4 of the 5 rounds I played with some manner of building in the middle. This was another “I never play Circle, let’s see how we do” learning experience, and I got very lucky multiple times to manage the win. There were about three turns where his force had some tricky play that just didn’t quite work out every time–either my Bloodseer’s armor was a bit too much, or Fyanna2 was just a bit too slippery, or something. Was a good game, and a very nice guy to end a tournament playing. 

I played a few prep games before heading to the tourney as well, all practicing my two lists (Lylyth2 in Primal Terrors and Fyanna2 in Children of the Dragon).

(Clockwise from top left) Lylyth2 managed to squeeze out a win against Chris’ Naaresh list despite not having any tools to deal with his armor and anti-shooting. Kallus2 came up short in my first fielding of him, unable to finish off Sorscha1 on an assassination attempt and paying for it. Vayl1 versus Larry’s Jaga-Jaga was just a little too clunky to get the job done, even when I had a shot at stopping her. And finally, Lylyth2 managed to get an assassination in on Ryan’s Gaspy2 thanks to range and Pin Cushion. 

All-in-all a great set of games. I’m getting more and more comfortable with my Fyanna2 list. Now the challenge will be taking it into all sorts of opponents to see what it can handle and what it cannot. And I’m going to assemble the pieces I need to complete the other list that I hope will be a better pairing.

365 Points Challenge Progress (2018):


Battles (Privateer Press):

Overall Totals 2018: 31 (Win/Loss 17/14); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)

Legion of Everblight:

12 Wins (Denny1, Scaverous x2, Issyria, Wanderer, Skarre1, Sloan, Naaresh, Gaspy2, Madrak1, Strakov2, Kaya3) / 7 Losses (Denny1, Krueger2, Dreamer, Sorscha1, Jaga-Jaga, Old Witch3, Caine1)

Protectorate of Menoth:

4 Wins (Gaspy2, Helynna, Vlad2, Sorscha1) / 0 Losses

Convergence of Cyriss:

1 Win (Haley3) / 7 Losses (Heretic, Rask, Kaelyssa, Xerxis, Siege2, Testament, Bradigus)


Ork World

Ork World

“Oi, you gitz. Listen ta ma tale o’ da Biggest Baddest Waaaghboss evah. Cuz there’s somthin’ in da tale fer all you yoofz. He started as just a ‘oi, you’ rumbling around a scrap fort in a trukkmob in a desert, and rose to be da greatest and most honored Waaaghboss in Ork legend. So listen up…” – Big Mek Mashgub Threeteef

Ork World is a set of campaign rules that combines games of Warhammer 40k and Gorkamorka to tell the tale of a number of competing warbosses on an Ork planet all vying to be the one who ascends to rule the entire group and lead their Waaagh into space and out to conquer every planet that exists. It allows multiple players to each chart the rise of their potential boss from a mere “oi you” yoof, to boy, to Nob, to Boss, and then to overall leader of the Waaagh.

Ork Growth Patterns

To track this advancement, the Ork World campaign uses the simple Title Achievements method of advancement, paced over a set schedule of games. As each participant player’s boss grows, they will do things in games that will net them specific titles: things based on in-game accomplishments, accidents, weapons used, etc. Ork leaders are judged in part by their strength, but also by their suitably impressive titles. Wouldn’t you listen to Gorgrund, Defeata of Worlds, King Choppa, and Arch-Arsonist of Callax a lot more closely than Gorgrund, dat ork ovah dere?

What makes the campaign work is that all players know all available Title Achievements from the start, and can plan toward achieving them, but each Title Achievement is given a points value that is hidden from all participants until the conclusion of the campaign. Players won’t know whether “Shoota Masta” nets more points than “Burna Fiend” until the end of things, so everyone has reasons to advance the strategy that they’ve chosen. A non-player seals the scoring info away at the beginning, making it all the more amusing as players think about what motivates the most impressive ork boss titles. Is getting injured a sign of weakness or a show of bravery? Better to shoot or to chop, to ride a bike or experiment with a jetpack, or just hoof it in a huge suit of mega armor? Each potential boss will chart their own path of destruction in games, and earn an impressive list of titles as they go that retains their unique legend of the games.

Below is the game timeline, with the notes about where each potential boss is in their journey and the number of games played.

Game Number(s) System Name and Titles
1 Gorkamorka All potential bosses are just a yoof named “Oi You!”
2 Gorkamorka Automatically advance to a Boy. Gain a first name of player’s choosing.
3 Gorkamorka Complete the Nob Duel event to move to Nob. Number of attempts to victory recorded and figure into potential first Title Achievements. Gain a surname of the player’s choosing.
4-6 (see aside) Gorkamorka Lead their Gorkamorka Band for three gaming periods, earning titles as they go. Multiple games can be played in this period to angle for other titles
7-10 (see aside) 40k Graduate to Nob within a unit. Results of Gorkamorka games can decide the unit chosen (gaining a Title Achievement), but player can also select their own spot for the Nob if they prefer a different unit type (no Title Achievement). Again, three game periods with multiple games allowed in each period to earn the Nob-level Title Achievements.
11+ 40k Rise to Warboss. Additional games of 40k permitted, allows even more pursuit of Title Achievements. When group agrees it’s time to crown the Waaagh leader, one final set of games gets played to allow any final shots at Title Achievements. Then the scoring rubric is revealed, and the score is tallied for each Warboss’ full title.

The requirements for how to track this are pretty simple. The player must build three or more distinct versions of their developing boss–each with some definable feature. A certain hat, a type of warpaint, a particular skull shoulderpad, whatever makes them definable in the progression. One serves as the yoof and boy for the first two games, one serves as the Gorkamorka nob, and one serves as the Warboss. If due to the game or player decisions, the Nob takes a particular type of journey in the transition to 40k (becoming a Biker Nob, a Stormboy, etc.) then a fourth model may be necessary to indicate them as well.

Other than that, the players simply play the games at each week and then follow along on the title chart in their provided Boss Sheet checklist. Some titles are awarded for specific one-off deeds: when they are achieved, they are marked down at the end of that gaming session and are a part of the boss going forward. Others are comparative (having the most of something at the end of a given time period) or leveled (getting the first part is easy, but then the boss that has the most of those moments at the end of the campaign gets the Arch- or Masta- prefix added to their version of the achievement). There are even a couple of potentially bad titles out there: maybe in this ork society the boyz are judgmental of a nob who focuses on firepower before speed, or vice versa.


Though are you really going to tell this Bad Moonz Warboss that his love of firepower doesn’t qualify him as the baddest Warboss around? 

Gubbinz  in Progress: A preliminary version of the Title Achievements sheet will be placed below when it’s completed, and any other information that comes up will be placed here as well. Detailed info about the Nob Duel, Advancement from Gorkamorka to 40k, and more will be spelled out in more detail.

Right into the (Blight)fire

Right into the (Blight)fire

Another couple of weeks and more progress on my Legion of Everblight project. First painting, then gaming–and what a bunch of gaming it was (two tournaments!).

I’ve already painted 24 points worth of Legion Models, and will be adding more soon. So far I’ve completed test colors for my infantry (shown in the prior blog post). This time I worked out my Warbeast scheme and armor scheme with a Stinger, a Naga Nightlurker, and a Nephilim Bolt Thrower.

1 Legion of Everblight Stinger

This Stinger lesser warbeast was my first test model for the color scheme of the beasts, and he turned out well enough. I decided on different tone for armor plates vs nails and teeth, and I’m glad I did. I definitely needed to work more on the armor plating, but otherwise I think he turned out great. 

2 Legion of Everblight Naga Nightlurker Blue Bone

I’m far more pleased with the Naga Nightlurker though. I worked out a higher level of bone and I think it did very nicely for his scales. Definitely going to be pleased with this as a force color. 

3 Legion of Everblight Nephalim Bolt Thrower Yellow Armor Blue Skin Bone

My big question was how my idea for yellow armor would look on the blue skin. So I had to do an armored model next: enter the Nephilim Bolt Thrower. I did the Nephilim a half step brighter in skin tone than the other beasts, as that seems pretty common with the other Nephilim examples I see. I think the armor plates worked well, and the contrast while stark kinda looks right in my eyes. When I get some models mixed in with even more armor plates I think the whole lot will look like a great force. 

With models slowly joining the force, I had to get my play skills up to the task as well. First up, a couple of practice games with Thagrosh2 to get started.

4 Legion of Everblight Vayl1 vs Scaverous

Thagrosh2 takes on Scaverous. Was a pretty mistake-filled game as I am still fresh to Legion and Ryan was running Scaverous for the very first time. Thagrosh2 got the job done in the end. 

5 Legion of Everblight Thagrosh2 vs Issyria

Against Issyria, Thagrosh2 again took the field. The Throne was a monster this game, eliminating 8 sentinels and 2 arcanists in a single round, then taking the entirety of my opponent’s force to finally kill thanks to Dragon’s Blood. Left a situation where Steve, my opponent, took some shots at Thagrosh who moved up with Hyper Aggressive (which I love on himself) and was able to reach Issyria. 

Instead of being sensible and practicing a lot more, I dove right into a doubles tournament and then a local steamroller the following weekend. The doubles tournament went okay, I lost one, won one, and played my teammate Ryan in the second round as we had the bye. The Steamroller went better, as I finished in second place–winning my first two rounds then losing in the final game.

I forgot to photo round one of the doubles tournament, but it was a loss to Savage’s Circle Orboros force. He was ready to throw in the towel when I started my Feat turn, but he ended up seeing how the dice went and Thagrosh2’s beast rush failed to finish off Krueger2. The second game (above left) was just a practice during the bye round against Ryan’s Scaverous list with my Fyanna2, as both of us wanted the reps with new stuff. My final game was against Ken’s Grymkin and the Wanderer. It was a great slugfest of a game, with my high defense versus his star-crossed bubble making for slow removal on both sides. I managed to finally win on scenario by collapsing a side and starting to score. Was a great game, capped off a fun event. 

Finished second at the Steamroller, which I’ll certainly take as positive. My first game was against Charles’ Skarre1. Lylyth2 was able to kill Aiakos who was running the Kraken, so Skarre1 had to move to activate it–leaving her in range of Lylyth and a Ravagore for the assassination. The second game was against Bill’s Kara Sloan list, and Fyanna’s troops got absolutely shot to pieces. Mercifully Azrael was able to land shots on Sloan over two turns and kill her as the rest of my army just jammed and died. The final round was against Larry’s Grymkin and the Dreamer. I made a mistake committing Azrael a bit too early, rather than just using spacing to stay safe from the troop-gobbling Rattler, and another mistake with placement around a close Skin and Moans. I left a spot for him to Apparate with the Dreamer’s upkeep, which meant that Fyanna2 didn’t get to admonition out of the way (which was what I was counting on to keep me safe when I didn’t manage to kill it). I don’t feel terrible about the game, but it was definitely a few mistakes on my part that kept me from being successful (in addition to Larry’s always excellent play of course). 

All in all I’m really happy with where my Legion is starting to go. I love my paint scheme, and when the bases arrive I’m going to be even more pleased to get them models looking right. A slightly orange-ish or tan limestone look to the base plates will really make the models look right. And I’m definitely enjoying them in the game. I am a much more natural Hordes player than Warmachine, and I’m especially liking the initial list for Fyanna2 that I’m running as it plays different than many things I’ve used in the game before. All-in-on-Legion-2018 seems to be shaping up well from the start.

365 Points Challenge Progress (2018):


Battles (Privateer Press):

Overall Totals 2018: 22 (Win/Loss 12/10); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)

Legion of Everblight:

7 Wins (Denny1, Scaverous x2, Issyria, Wanderer, Skarre1, Sloan) / 3 Losses (Denny1, Krueger2, Dreamer)

Protectorate of Menoth:

4 Wins (Gaspy2, Helynna, Vlad2, Sorscha1) / 0 Losses

Convergence of Cyriss:

1 Win (Haley3) / 7 Losses (Heretic, Rask, Kaelyssa, Xerxis, Siege2, Testament, Bradigus)


A Monstrous Mistake?

A Monstrous Mistake?

So my last post was pretty positive about Protectorate. And then I proceeded to remember why I stalled with them the past few times I’ve done them. I just don’t feel pulled to paint that scheme, particularly the infantry that I had to complete (40 or so Exemplars for the Testament list). So it was a bit of back-to-the-drawing-board. And I decided to resurrect a force that I haven’t fielded since October 2015: Legion of Everblight. In Mark II I played mostly Skorne, but before even that I amassed a Legion of Everblight army at the very start of Mark II through when I started up with Skorne. They were pirate-themed, converted to have tricorn hats and ship-decking bases, and generally pretty enjoyable. They’re where I cut my teeth as a Warmachine and Hordes player–a whole lot of Saeryn1 and Vayl1 reps under my belt from back then.

And now instead of going with Protectorate of Menoth, I’m actually thinking of getting back into Legion. This may very well be a monstrous mistake, as I have a more Protectorate I can paint and field compared to what I can do for Legion. That said, I’m just not feeling it with Protectorate. And I had an idea. I was looking at the models and thinking about color scheme (because I want to do a new one, rather than my current purple-skin, orange-spectrum chitin look). And I realized that the feathers on all of the Nyss could be the focal points of those models, and they looked somewhat Aztec in a way. And I realized I’m going to try for that sort of look to my force.


These images give a good sense of what colors I’m thinking of using for feathers and armor. Feathers will be reds, blues, teals, rare greens, and purples. Armor brown/yellow/bone/gold hues (going to work on that part). If I use the jaguar skin look anywhere is unlikely, tho maybe certain fabrics to represent pelts. 

So here’s my first test model, a Blighted Nyss Shepard. I was most inspired by the colors of the woman with the bird headdress: muted palate, blue tone feathers, yellow armor. I’m skipping the red tone, as it will keep the model in a more simple two-tone that I like.

Blighted Nyss Shepherd Legion of Everblight

Yeah, the base is still incomplete–I ordered a set of Aztec-themed bases from Dragonforge, but they’ll be a while until they get completed and shipped to me. It’s a great company, but just a single dude who casts his product on request. So gotta wait a bit on those, but it should be worth it if they turn out right. Check them out:

Dragonforge Aztex Bases

As for games, these first few were pretty ugly because I’m running lists more on what I have painted and table-ready (even if in old scheme) than what is really good with those Warlocks. However I need to start getting reps, no matter how the models are painted, so I can feel more confident with the force. I went with a mix of a new Warlock (Thagrosh2) that I’ve always wanted to try, and a classic I feel semi-comfortable with (Vayl1) as my first pairing attempt for these games.

Vayl1 vs Denny1

Vayl1 takes the field against Deneghra1. I lost my first game with Thagrosh2 when I came up one attack short on Denny1 (and totally forgot to Feat… which would have led to the winning attack on a Scourge-knocked-down Denny). I won this game in the same way, he just couldn’t finish off Vayl1 thanks to enough transfers. Which led to a Incited Raek surviving a free strike and getting onto Denny without any Focus for an assassination. 

It’s a start at least. Now more games will slowly let me shape things up. A new model painted, a lesson learned, bases completed. It’ll be a long road, but I’m excited about the promise of this faction and this year of gaming. Is it a monstrous mistake to go down this road rather than Protectorate? Time will see.

365 Points Challenge Progress (2018):


Battles (Privateer Press):

Overall Totals 2018: 14 (Win/Loss 6/8); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)

Legion of Everblight:

1 Wins (Denny1) / 1 Losses (Denny1)

Protectorate of Menoth:

4 Wins (Gaspy2, Helynna, Vlad2, Sorscha1) / 0 Losses

Convergence of Cyriss:

1 Win (Haley3) / 7 Losses (Heretic, Rask, Kaelyssa, Xerxis, Siege2, Testament, Bradigus)


A Plan to Keep the Faith

A Plan to Keep the Faith

So following my first trip to the Warmachine ATC (America’s Team Championship), I resolved to play a single faction more consistently. Given what my interests are in the game, I evaluated the factions at my disposal and I’m leaning toward the Protectorate of Menoth. I want to focus for the year on a single faction, and right now I’m leaning this way. However, I reserve my right to change my mind. February 3rd is my deadline to have decided on the faction to focus upon for this year: my teammate Ryan has ensured that he will mock me mercilessly if I swap at all after that point.

To that end, my painting focus started on things that I can use with my Protectorate army that I was already working on. So here is Eilish Garrity, all done up in my Protectorate color scheme and ready to hit the table (and be painting progress for this update). I’m going to dive into some Protectorate troops next, but he was already in progress so I got him done and out of the way.

Eilish Garrity the Occultist in Protectorate of Menoth Color Scheme

I had been leaning toward Protectorate prior to the ATC anyhow, and had already gotten together and assembled an Exemplar Interdiction list that I wanted to run. I didn’t take them to the ATC simply because they were unpainted, so I’m relaxing that rule this year and allowing myself some unpainted play–just going to try and make sure I make progress between each gaming excursion.

Focus also means picking Warcasters and practicing them in repeated fashion. I looked first at the ADR casters selection that will run from January to July, but only one of them really appealed to me (Thyra). The others are not exactly in my interests to play. I love Durst, but I fear he’s got a fundamental flaw in his play style. Though I did laugh that all three “big armor” warcasters made the list… Made me think of a comparison:

2 Protectorate of Menoth Season 7 ADR

Also, after making that I have been listening pretty much non-stop to the Fat Boys, now realizing that now as an adult I really like their music.

With the decision to just skip ADR concerns, I started with a Warcaster that had some sort of question they could ask an opponent. I’ve never had one that posed the “can you handle this many weaponmasters?” question, and that’s what Protectorate does very well (prob only second to Cryx). So I decided on my first Warcaster experiment with in leading my forces: the Testament of Menoth.

Protectorate of Menoth Testament of Menoth

I’m not doing anything particularly special with him–there are a number of lists out there that combine him with Exemplars in interesting ways, leveraging his ability to return them and their ability to hit hard without buffs and get where they need to go on Feat turn.

Played a few games so far, and enjoyed them. Spacing is something I need to watch, as is my clock. I lost a few too many in my game against Retribution by being clumped up and suffering an AOE. And same with Kodiak clouds against Khador. I think these are things I’ll learn as I play them more on the table.

Testament vs Gaspy2

Not the best picture because of the sunlight streaming in, but took on Ryan’s Gaspy2 list. The clouds were difficult to deal with, but there were so many banes he couldn’t cover all of them so I still was able to leverage my attacks for a win. 

Testament vs Helynna

Second game against Steve’s Helynna and Ret. They definitely tested my recursion on one turn, taking out a lot of models when they committed the turn after Feat (as I mostly hung back to wait out the Feat). The Helios is a pain to be sure, but I managed to finally fell it with enough charges. 

Protectorate Testament vs Khador Vlad2

Next up I faced Justin’s Vlad2 list. This was a heck of a grind of a game, as working through his high defense solos and all that armor was a pain. I finally managed to get a point where I could get charges onto Vlad himself as my opponent worked to get ahead in points. It took Elias Gade, Rhoven’s Honor Guard Gius and Cassian, and Testament himself down to the last bought attack to finish him. 

Protectorate Testament vs Sorscha1 Khador

Justin and I played a second game, and he swapped over to Sorscha1. Again, a grind of a game (I’m starting to see that’s a thing with Testament). He went for an assassination with Sorscha, and even though I was stationary from her Feat his damage rolls were just too poor to get through my stack of focus. Another win for Testament, and it taught me even more about running this list (which is more fiddly than it looks). 

So four games in and four victories. Should I take that as an omen? I’m looking forward to getting a second and third list up-and-running, so I can have some options–and I may experiment just a bit with a Hordes option as well. About three weeks until I need to be sure. I can do this!

365 Points Challenge Progress (2018):


Battles (Privateer Press):

Overall Totals 2018: 12 (Win/Loss 5/7); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)

Protectorate of Menoth:

4 Wins (Gaspy2, Helynna, Vlad2, Sorscha1) / 0 Losses

Convergence of Cyriss:

1 Win (Haley3) / 7 Losses (Heretic, Rask, Kaelyssa, Xerxis, Siege2, Testament, Bradigus)


Converging at the ATC

Converging at the ATC

So this past weekend I attended the America’s Team Championship (ATC), playing with great players from my local meta of Pittsburgh. Our team, The Terminus and Friends Variety Hour (named that way because the only caster we were sure would be included for a long time was Terminus), managed to finish in 8th place overall with a 3-2 record as a team. We had some tough matches to be sure, playing our round 3 against the team that won it all (Top of 2 Grab a Brew) from California, and our round 4 against the team that finished 4th overall. You can check out the rounds and standings here and you can find our lists at the Conflict Chamber site. My own performance was not what I hoped it would be. I’m proud of two games: my first game was a solid win against a Haley3 list that I played a good game on, and my third game against Brandon Owens’ Siege2 list from the ATC-winning team ended in a 5 to 7 points spread in his favor at the end of seven rounds. He was ahead in attrition, but I scored first and managed to push it to seven (even while my forces dwindled due to his far better play). The other three games I made some key errors that cost me each game. So 1-1 I’m happy with, but there’s a distinct 0-3 I know I can improve.

Some more ruminations on the ATC are yet to come, but first painting as always… though maybe I need to revise that. I ended up playing Convergence of Cyriss at the ATC because I felt I could get it fully painted in time as a primary reason. And I think I need to put practice and familiarity ahead of painting completion to raise my competitive play level. So yeah, I’ll still list my painting as what I’m most proud of with these in future posts. And I’m doing the 365 points painted in a year challenge again. But expect a bit more acceptance of playing unpainted (and more focus on a single faction, but that’s for the next blog post). Anyhow, on to what I completed for the event:

1 Convergence of Cyriss Eminent Configurator Orion

Eminent Configurator Orion. A really fun piece to paint, as the strange solar calendar neck-piece is fun with him. There was lots of “ooh and ah” as opponents refreshed themselves on his rules, as he’s a very recent release. Pretty sure I didn’t represent him as well as one could. Still… happy with the paint job. 

2 Convergence of Cyriss Assimilator Art Deco Style

A second Assimilator to go with Orion. 

3 Convergence of Cyriss Prime Axiom Art Deco Style

And a Prime Axiom to go with him as well. I actually finished painting him after the first day of play in my hotel room overnight–so you’ll see he doesn’t have his porcelain art deco panels in the pic below. 

The ATC itself was a great event and great tournament, and I absolutely intend to return next January if I’m able. I was pleased with how my two lists painted up, and I think I presented a decent question with Lucant and covered his weaknesses with Orion okay.

4 ATC 2018 Convergence of Cyriss

My two lists, on the tray ready to play before round one!

The place was bustling with people, and one of my regrets was my plan for team T-shirts didn’t pan out. Lots of other teams had them! Gotta plot that for next year.

5 ATC Process 2018

Our first round opponents (from Missouri). This picture shows the set-up of the play and the size of the room. 155 players is a lot of Warmachine games at once!

Team tournament is a great format in many ways, as you get a bit of control (hopefully) over your games, to ideally face things you won’t be blown away by. But not entirely, as the other team is doing the same.

6 ATC Matchup Book 2018

We kept our “matchups book” ready to go thanks to our team captain Rob.

For each opponent/faction we listed Green for confident, Yellow for iffy, and Red for unlikely to win. You’ll see that the Khador and Retribution in this group had things that would be trouble for me, but I was confident into Cygnar. I got lucky and got paired against Cygnar that round (yay!) and won my game (only one of the weekend… /sob).

7 ATC Game 1

In the pressure of the games, I didn’t remember to take photos of all of them. Here’s game one at least–setting up to attack Cygnar and Haley3. Buildings would be my bane in round 4, but in this round it helped me to have that building in the middle for Lucant to hug up against.

8 ATC Game 4

The other game I snapped a shot of was round two: this is right after I went for it against Xerxis1. I could get a line on him from Orion, both Assimilators, and the Prime Axiom. And with my Feat up, I had hoped I could punch through his defenses. Unfortunately, the dice thought differently. 5 or less came up waaaay too often. Alas, can’t blame the distribution too much.

My third round ended in the loss on control point differential vs. Siege2 (run by Brandon of the tournament-winning team). My fourth round was a blowout facing John DeMaris’ Testament. I made a critical mistake with my Prime Axiom, but even if I hadn’t my chances in that game were very slim. And my final game was against Bradigus, and I got caught off guard and found Orion assassinated way too early in the game. I do truly loathe circle and their shenanigans, but I also need to be ready for them even in list construction. That’s one of my three takeaways from the event too–that I need to refine how I’m building lists.

So three big takeaways from the ATC 2018:

  1. I need to play a single faction more consistently to know them better and elevate both my speed of play and positioning of pieces. Getting reps in would have helped, especially in my Orion games. I ended up playing him three times out of five, and those were my three biggest losses–and it’s because i adopted him late and didn’t practice him nearly enough.
  2. I can relax my need to play things painted. I had a couple incomplete models at this tournament, and my list still made me happy on the table. And even if they were all just bare metal: this isn’t the forum for the painting to be something that keeps me from playing what is best.
  3. I really enjoy the team format, and definitely want to give this another try again next year.

I’m looking forward to following up on all three of these going forward. Onward to more gaming, more painting, and more fun!

365 Points Challenge Progress (2018):


Battles (Privateer Press):

Overall Totals 2018: 8 (Win/Loss 1/7); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)

Convergence of Cyriss:

1 Win (Haley3) / 7 Losses (Heretic, Rask, Kaelyssa, Xerxis, Siege2, Testament, Bradigus)

Protectorate of Menoth:

0 Wins / 0 Losses

Calculations of a Year

Calculations of a Year

It’s the end of 2017, and I’m writing my final blog wrap-up for my personal Warmachine and Hordes gaming. I’m judging it as a successful year for me. Painted a whole ton of miniatures (561 total points). Won a qualifier for the Appalachian Cup, and got to second place in the Cup itself. Showed well enough in the GenCon masters to consider attending again. And played just about the same number of games as last year (120).

I’ve also learned that I have some specific faction interests, and that is focusing my painting. Trollbloods, Convergence of Cyriss, and potentially Protectorate of Menoth are the three that will be the one’s I’ll sustain for the long run. In particular, Convergence is calling my name right now.

It was a crazy fall semester for me, and that slowed my pace of gaming and painting somewhat. I didn’t hit my double-points for the year goal (730points), but I still did well beyond the 365 minimum I set myself. I also had to slow down my blogging, so this is just a final culminating one with some shots of the last bits of painting I’ve accomplished (and finally updated stats for my games).

Painting-wise I finished up a bunch of Convergence models and one Protectorate of Menoth Warcaster. At least for the start of 2018 I am going to focus on Convergence of Cyriss, as I’m enjoying playing them and managing to paint them effectively enough.

Convergence of Cyriss Transfinite Emergence Projector

Transfinite Emergence Projector. This is a great model, and I’m really pleased with how it turned out. 

Convergence of Cyriss Modulator

Modulator. My second for the force. I sadly think that I’ve already changed my mind and only need one for my Orion army plans… but at some point when I finish a Prime Conflux it will be nice to have a pair of them. 

Convergence of Cyriss Accretion Servitors

Accretion Servitors. Gotta repair those robots!

Convergence of Cyriss Elimination Servitors

Elimination Servitors. They’re handy for spot removal, and get to be shield guards in theme. Now to finish two more sets to run with Iron Mother (and paint her… heh). 

Protectorate of Menoth Testament of Menoth

The lone non-Convergence for this stretch. I REALLY like how he turned out, as I love my theme for Protectorate. They’re just such a pain to paint, and are seeming to need more and more models to do right. Gotta get working on them. 

365 Points Challenge Progress (2017):


Battles (Privateer Press):

Overall Totals 2017: 120 (Win/Loss 86/34/0); 2016: 123 (Win/Loss: 74/49/0); 2015: 43 (Win/Loss: 29/14/0)


40 Wins (Gaspy1, Terminus, Barnabas, Gunnbjorn, Kaya2, Helynna x3, Stryker2, Kraye, Venethrax, Kaya3, Absylonia2, Skarre1 x2, Kallus2, Gaspy3, Karchev x3, Una2 x2, Saeryn & Rhyas, Grayle, Baldur2 x2, Baldur1, Horgle2, Kozlov x2, Exulon Thexus, Skarre2 x2, Siege, Vlad1, Lylyth1, Heretic x2, Nemo 1, Kraye, Calandra, Butcher1, Vlad2) / 11 Losses (Feora3, Exulon Thexus, Caine3, Haley1, Calandra, Kozlov, Absylonia2, Butcher3, Vlad1, Axis, Elara2, Coven)

Convergence of Cyriss:

17 Wins (Maddox, Haley2, Rask, Helynna, Makeda1 x2, Gorten, Kaelyssa x2, Vayl2, Gaspy1, Heretic, Haley3 x2, Butcher3 x2, Terminus) / 5 Losses (Venethrax, Helynna, Heretic x2, Child)

Protectorate of Menoth:

4 Wins (Kaelyssa, Magnus2, Skarre1, Lyltyh1) / 7 Losses (Makeda1, Deneghra1, Thyron, Kozlov, Kryssa, Fiona, Gaspy3)


8 Wins (Kaelyssa, Nemo3, Zaadesh2, Makeda1 x2, Kaya3, Grayle, MacBain) / 4 Losses (Makeda2, Venethrax, Grayle, Horgle2)

Retribution of Scyrah:

13 Wins (Tanith x2, Venethrax x2, Malekus, Gaspy1, Ragnor, Zaadesh2 x2, Grayle, Borka1, Makeda1, Strakov) / 5 Losses (Zaadesh2, Thyra, Xekaar, Tanith, Gaspy1)


2 Wins (Gaspy3 x2)

Howl of the Carrion King

Howl of the Carrion King

So I started a new Pathfinder game with a group of players, and tracking the progress of the campaign on a blog makes sense. It’s a classic module series, the Arabian-nights themed Legacy of Fire path. I’ll keep each of the six books of the adventure as one separate entry each. 

They were a motley group of merchants, animal handlers, and sellswords assembled by Garavel. The sand-blown trail toward his mistress, a Merchant Princess named Almah, was long and weary. Roshin was a fighter slave sold to Almah with the promise of freedom through servitude, who shared overly embellished stories over the nightly campfires. Not to be outdone, Bethir was a bard with martial disposition, who matched each tale with a legend from history. Kazim was more private and quiet, a cleric of Sarenrae who prayed at exactly dawn each morning. Two gnomes traveled with them as well. Duzo, a merchant-minded sorcerer who specialized in enchantments and smoked copious amounts of Pesh, and Tarb the White, a ranger garbed entirely in white who spoke frequently of his hunt for the Katapeshi white lion. Garavel himself was a servant of the mysterious Pactmasters of Katapesh, and had a strange metal bolt protruding from his temple that he kept mostly hidden under his keffiyeh.


They arrived at Almah’s camp to find a scene of chaos–one of the caravan’s wagons on fire, the fire spreading to the landmark tree called the Sultan’s Claw, and animals running about in a panic. Bethir, Roshin, and Kazim rushed to help move other wagons away from the burning one, while Tarb calmed animals and Duzo used ice magic to stop the spread of fire to the tree. With the crisis over, Almah greeted them and they went over the terms of extended employment: 200gp to each of them for their assistance in liberating the town of Kelmarane from marauding gnolls that took up refuge in the long-abandoned town. Their first task, though, was to find out what started the fire. The wagon had been Almah’s fortune teller’s wagon, and he had produced a dire warning to her just before: unluck, a betrayer in her midst, and the coming of the cyclone–an omen of destruction, fire, and tumult that was mixed with a prediction that still included a successful liberation of Kelmarane. Almah suspected foul play in the fire accordingly.


The band of adventurers started questioning and exploring the area, encountering the two animal handlers for the caravan (Hadrah and her husband Hadrod), the kindly halfling cleric supplying magical potions and poultices for the expedition, the remaining caravan guards (the talkative Trevvis, the muscle-bound Utarchis, and the dour Dullen), and the strange “gnoll expert”: a man named Dashki. The latter told a tale of gnolls killing his family and village, and his learning to hunt them by learning everything he could about their ways. His stench and strange mannerisms certainly raised suspicions amongst the other caravan members that he was behind the fire. Yet Duzo questioned further, learning through his Speak With Animals ability that one of the goats was missing: Rombard.


Searching the ring around the caravan circle, Kazim found a strange trail: a goat’s reluctant footprints along with a set of tiny two-legged dog footprints. With jokes about baby gnolls, the adventurers followed the path into the dark night and cactus fields beyond. As the cacti grew thicker, and a feeling of strange foreboding settled about them, they heard the nervous bleating of the goat ahead–in the middle of an extremely dense cacti field. Some maneuvered their way, while others slowly chopped a path, but all were beset by the worst luck they could imagine. Anything that could go wrong did, ending in punctured water skins, broken scabbard clasps, and ample cactus needles embedded in most. The finally reached Rombard, finding the goat in a panic. As they started to free him, a strange creature emerged and started firing arrows at them.


Their luck continued to be poor until Bethir’s sword finally caved in the chest of the small creature. Examining it, they realized it was a Pugwampi–a strange doglike fey that brings great unluckiness to all around it, and delights in setting up situations to watch others suffer the ravages of ill fortune. The small critter had some singed Harrow cards, a likely sign that it was in the burned fortune teller’s wagon–who knows what sort of unlucky circumstances led to the beginning of the fire. They brought Rombard and the corpse of the Pugwampi back to camp, and explained things to Almah and those gathered. Dashki took the corpse, tied it to his staff with a noose, and began stamping the staff around the camp to “ward off other pugwampis, as an infestation would be the worst that could happen.” Satisfied that the fire source had been found, Almah tasked the adventurers to head out into the desert tomorrow morning to a nearby shrine: the Church of Saint Vardishal, a long-abandoned monastery of Sarenrae that their group could use as a staging area to conduct their liberation of the nearby town of Kelmarane.

Desert Journey

The adventurers journeyed to the abandoned monastery and found it in rough shape. Searching the more mundane quarters first, they found a basement door that seemed to be obstructed, as well as a library in ruins. They encountered two more Pugwampis, seemingly cooks, boiling a massive spotted egg. The battle was full of misfortune again, with broken kitchen implements and awkward tumbles off countertops, until the two creatures were slain. Exploring further, the adventurers found a series of carvings detailing the Templars of the Five Winds, genies that were involved in the great war between genies that caused the Pale Mountain region to be formed in the way that it was. One of them, Vardishal, was slain on the spot of the monastery, and there were a number of carvings depicting his spiritual form advising the priests of Sarenrae through the generations. Oddly, the frescos and carvings of the priests were all purposefully defaced. Leaving a brush-filled courtyard till later, the adventurers finally entered the main chapel. Kazim was saddened to see it defiled with a huge, hanging mound of gnoll skulls arranged like an obscene altar. As they started to try and take the skulls down, they found themselves beset by a large number of Pugwampis–and their leader, King Mokknock.


While he rushed into combat battering knees and clobbering shins with his silver hammer, the others lurked above and peppered the adventurers with arrows. Again, extreme unluckiness plagued the adventurers–with the pugwampi king proving to be a nasty foe when protected by the unlucky aura of his kind. Finally the adventurers managed to triumph by tripping the king and surrounding him. Upon his death, the last pugwampi started to flee. Duzo tried to freeze him in place with a cold spell, even managing to hit the creature and overcome its spell resistance, but the damage wasn’t enough. With a shake of it’s little fist, the creature slipped away gibbering no doubt about seeking revenge.

Having cleared most of the upper levels of the monastery, the group decided to take a rest and resume the following day. They rose an hour before dawn, seeking to use as much of the cool morning as they could before the desert heat rose. As they struck their camp, they saw four figures approaching. It was the three mercenaries, Trevvis, Utarchus, and Dullen, escorting a gnome woman with striking pink hair. They introduced her as Roxi, who had been hired by Almah as an infiltrator to join their expedition party. She had missed Garavel’s departure with the rest of the group, and had ridden along and caught up with Almah’s main camp last night. After introductions, the group started some tasks. They sent Trevvis back to report their progress to Almah, and tasked Utarchus and Dullen to start doing some clean-up heavy lifting in the sanctuary righting the tumbled stone benches.

The group then investigated the basement, pushing their way through a door that was crusted shut with an abundant growth of mold. Beyond they found a strange laboratory, which was entirely encrusted in mold. Seems to have been the monastery’s alchemical laboratory at one point, tho now absurdly overgrown with a variety of molds and fungi. As they started to explore, Roshin drew close to a large cylinder of glass–but didn’t notice the movement inside as he stood next to it. Suddenly the glass burst and a huge slime mold oozed out and attacked. Roshin was quickly enveloped by the mold, which acted strange for such a creature–almost strategic. It flowed up toward his face as it gripped him. Unfortunately, Duzo tried to put the mold to sleep and only succeeded in causing Roshin to fall asleep. As he did, the mold flowed down into his mouth and nose with rapidity in horrifying fashion. They managed to wake Roshin with a dose of created water dropped on his head, who got back up with a sputtering cough. After that, the mold was easily dispatched–instead of fighting effectively it merely lashed out at the closest target.

Slime Mold

Roshin started acting a bit strangely following the encounter, as he had a vision that he couldn’t really relate to the others. He just knew that something was buried in the courtyard above that would help him. He dashed upstairs, with the others following, back to the strange pile of vegetable matter and scrub that choked the courtyard. Finally cutting into the mass, they discovered that it was actually a nest of sorts. They broke a couple of eggs, but managed to take one intact thanks to Roxi and Tarb’s steady hands. Given the size of it, whatever bird nests there must be huge. Tarb set a trap to try and snare the bird, affixing the tether to a massive masonry column.

After getting to the bottom of the next, some digging revealed a buried trunk. Within, an ornate heavy flail. When it was finally passed, with no small amount of concern, to Roshin, a strange and sudden thing happened. A sheath of mold formed around his hand and wrist. When he dropped or passed it to others, it went away, but suddenly returned each time it was held. Standing in the courtyard with all the images from the monastery depicting the reasoning, the group started to discern what this might be.

Vardishal, the saint of the monastery, was one of the Templars of the Five Winds that defeated an ancient evil in this area. While he died in the process, his spirit continued to manifest through the heads of the monastery. With them all mysteriously gone, the group surmised that he did his best to stay manifest through the mold that was growing in the lab in the basement–the only sentient thing left at the time. Given that the images of Vardishal they found showed him wielding the ornate heavy flail, it seems that this connection is somehow passed to Roshin. What that might mean going forward, they didn’t know.


They searched the remainder of the monastery, finding that a battle had taken place in the catacombs. Roshin had flashes of memory of it, perhaps triggered by whatever was now inside of him. It seems that the monks were attacked and slaughtered by the village populace–but for what reason, they could not make out.

Having cleared the monastery as a base, the group headed back to Almah’s camp to report and move their base of operations. They shared the information they knew with her and Garavel, and had Father Zastoran do some healing and clerical inquires to judge whether the mold influence on Roshin was going to be a problem. He concluded that there are some magical ways to remove it, but that as of now it seems like it wasn’t going to get worse.

The next morning the full group Almah had arrayed made their move to the Monastery to use as their staging area for liberating the nearby town of Kelmarane from gnolls. Everyone, from the animal herders Hadrod and Hadrah to Almah herself found a spot to settle in. The only disturbing thing was that the trap Tarb had set seems to have been sprung. By something big enough to fly off with a 600-pound hunk of masonry roped to it–as the column was cracked and half (plus the rope) were nowhere to be found.

Setting a careful watch of the skies, the group then decided to cross the pesh fields and start to investigate Kelmarane. They decided to start on the side opposite the river, sending their more stealthy members along first. After finding an empty common house, they ventured further. The three gnomes proved to be quite stealthy, but Bethir was less so. When passing a building with one collapsed wall, he alerted a guardian that seems to have been placed at this end of town: a massive constrictor snake. The thing snatched Bethir up and nearly squeezed him to death until Roxi managed to finish it off. Signs that the gnolls have been feeding the beast by tossing it prey were around the area, and the group readied themselves for further exploration of the town’s extremities.

Constrictor Snake

Advancing further into the town, the adventurers reached what had once been a stable that was attached to the town mill (using the power of horses to turn the central mill grinder). As they explored the linked buildings they made two simultaneous odd discoveries. First, a human man hiding underneath the hay in the far stable, shaking with fear and dying of malnutrition. And second, a strange nest in the open rafters of the mill, from which emerged a strange beast that was part wolf, part eagle, and part stag: A Peryton. The beast soared into the air and the source of the fear became evident–as it passed above people it stole their shadows from them and inspired deep dread. The creature was vicious, and despite its deadly bites and goring horns the group managed to finally defeat it.


After the battle, they found the hiding man to be much less afraid–yet still quite malnourished. He explained that his name was Felliped, and he was part of a group of five adventurers who arrived here to Kelmarane nearly two weeks ago. The group was captured and locked in the slave pens of the Battle Market. He managed to sneak his way out, but encountered the strange creature and developed uncontrollable fear from him. He hid successfully, but was paralyzed with fear and slowly starved to near-death because of its magical control over his captured shadow. He thanked the group profusely, and helped heal some of their wounds.

The group pressed a bit further, seeking to use some of the ruins across from the mill as a vantage point to see further into the city and further monitor the Gnolls’ haphazard patrol schedule. However, a clumsy turn of an ankle and some shouts alerted one of the patrols they had noted. At first, they thought it merciful as it was only the solitary goat-man they had seen patrolling about. But with a roaring squeal it charged their number with tremendous speed. As they engaged the beast it continued squealing, yet in their minds formed cold and calculated statements of pure dread that seemed to be the thing’s voice: “I will dine upon your toes,” “Your suffering will be legendary”, etc. While they triumphed over it, the creature’s strange halberd seemed to inflict some terrible disease within some of their number. Both Roxi and Roshin suffered from the disease, quickly growing a vile whitish fuzz over the wounds.


The group decided to retreat to the monastery, bringing the emaciated Felliped with them. Father Zastoran took Roxi and Roshin into his extended care (including shaving the fur from their wounds routinely). With two of their number seriously ill, the group had no choice but to rest up. This becomes more difficult for them as in the far distance of Kelmarane, they observe through the spyglass Almah set up an execution. One of Felliped’s companions is brought forth and horrifically (and slowly) disemboweled, his screams lasting for nearly 20 minutes of time. They watch the execution, powerless to help out.

The next day was also spent in recovery, and yet again in the evening a prisoner was brought forth from Kelmarane for an execution–no doubt the Gnolls realized that they’re being attacked at the loss of some of their monstrous defenders, so this was their answer. This time, however, they brought the bound prisoner out into the Pesh fields between Kelmarane and the monastery. Four gnolls with great log-like poles led her there, and then reaching a clearing began pounding the earth. They circled about and began expanding out, and one of the adventurers finally realized: “They’re summoning something”. The group decided they had to do something, and dashed out to try and rescue the person. Having to run a mile through the Pesh fields took time, and as they neared one of the Gnoll “pounders” howled with glee. At this, the four of them began running as fast as they were able back toward Kelmarane. As the adventurers reached the captive, they found out why the Gnolls left with haste.

Dust Digger

With a sudden rumble of shifting soil, the bound woman suddenly disappeared into the earth. At the same time, great tentacles rose from the sand and began flailing about at the adventurers and fleeing Gnolls. Bethir rushed forward to the spot where the woman disappeared, with Tarb following behind stringing a rope with him. Both were swallowed in a single gulp, revealing a strange maw of a beast in the ground. Bethir tried to shout “I’m Bethir and I’m here to save you, but could barely utter it before the pressure of the stomach and seething acid of the beast started to damage him.

While the others fought the tentacles above, Bethir managed to carve his way out of the stomach. However, he chose the wrong side and found himself outside the beast and pressed into the sand beneath it–going from swallowed to suffocating. Tarb had to act quickly, and chose to rescue his colleague Bethir by carving a hole and tugging him back through into the stomach. However, that meant that the swallowed woman finally perished with the stomach acid. Outside the stomach, Roxi and Roshin lay serious damage into the beasts’ tentacles until it finally perished, its death spasms vomiting up the swallowed party members.

Meanwhile, Duzo had focused on the retreating Gnolls–managing to put one to sleep with a magic spell. Roxi tied up the creature, and Roshin (who speaks Gnollish) questioned it to no avail. Duzo tried to hypnotize it into presenting them as potential slave buyers, but the language barrier proved to be a problem. Bethir finally ended the being’s life. They pulled their wounded back to the Monastery to rest further (and get more medical treatment of disease by Father Zastoran).

That night, Targ noted Dashki the Gnoll Expert stealthily exiting the camp. Without alerting others or Dashki himself, Tarb slipped out and followed him. Dashki wound his way out deep into the Pesh fields, and then found a spot to wait. Tarb hid in silence, watching a line of three faint torches come down from the nearby mountain range to the west of Kelmarane. When they drew into view, Tarb was stunned. There were three Gnolls, and they greeted Dashki like a fellow Gnoll: growling, play fighting, and even sniffing each other. He conferred with them briefly, then made his way back to the Monastery–with Tarb following quietly, certain he knew who to inform if not what to do.

Gnolls in the Pesh Field

In the morning, with Roxi and Roshin fully recovered from the disease, the group purchased some potions from Father Zastoran while Tarb quietly informed them of what he saw. They resolved to speak to Almah about the situation, but upon arrival at her quarters in the reclaimed monastery, she requested a private audience with Duzo first. Almah explained that since her harrow card reader perished, she has been operating without divination, and thought that maybe Duzo would have some insight. He recognized to himself that he had no special divination powers, but he did have some very strong personal supply of Pesh. So he decided to leverage that as his “fortune telling” method, giving Almah an ample quantity. He then spun the prediction (lie) that: “Soon Kelmarane would be under her control, but she should always remember those who helped her establish the town.” After coming down from the high, Almah spoke with Duzo asking him to not only open a shop in her Battle Market when they reclaim the town, but also offering an extra 300gp to each of the adventurers for their services upon success (except Roshin, who is bound by pact to get his freedom only). An angry Roshin vowed to head back and see the terms of her Pactmaster agreement in Katapesh, but was mollified by the group offering portions of their increased share to him.

Tarb then explained to Almah what they observed of Dashki and the Gnolls. She agreed to keep a close watch for now, as the group wanted to travel back to the city and make progress on its liberation. They chose to foolishly travel during the hottest part of the day, leaving them tired and Tarb suffering the effects of true fatigue.

Exhausted but ready to investigate Kelmarane further, the group started searching the lower buildings of the town. One appeared to be a tannery, but given the frequency of the patrols of gnolls the group chose to send Roxi ahead to investigate stealthily. She peeked inside, seeing a strange creature busy at work amid a number of boiling cauldrons. The creature was a harpy, a strange half-woman half-bird. The cauldrons held strange concoctions, including some that seemed to contain humanoid body parts. As she was prepared to slip away, the harpy spoke: “were you peeking at me, dearie?”


Roxi was stunned by the comment, giving the Harpy time to approach. “Oh do come in,” she said, her voice simultaneously laden with seduction and malice. She introduced herself to Roxi as Undrella, and she asked what brought such a little thing to her home.

Roxi started with the simple statement that they were seeking the leader of the Gnolls. As they conversed about the city, it became clear to Roxi that Undrella had a complicated relationship with the Gnolls’ leader: Kardswann. Recognizing the name as one of the Templars of the Five Winds, Roxi endeavored to be as interested in Undrella and her past as she could be. Undrella revealed that she and Kardswann were lovers, but that he changed when he came to Kelmarane. After taking over the Gnolls and exploring the ruined church in the south of town he grew crueler and darker in moods than he had ever been.

Undrella then said to Roxi that if she would find her a new lover, she’d betray Kardswann. Roxi smiled (uncomfortably) and excused herself to speak to her group. The group agreed to at least hear more from Undrella, so all went to speak with her. They learned more of Kardswann and his control of the tribe, as well as the names of those in the battle market. She promised to help them and betray Kardswann, but again renewed her need for a new lover–from among their number.

The group agrees, and plots Roxi as the one to court Undrella–faking a “gnomish mating ritual” to give Roxi the chance to get her help without having to actually sleep with the monster (or at least make it less miserable if they do). They arrange for the date that evening in the Pesh fields, out of sight of the town. When Undrella arrived Roxi gave her flowers (which she promptly ate), then bathed the filthy beast in a “traditional gnomish bath”. Next Roxi nervously went for a moonlight stroll with the beast, and found the remainder of the evening actually just a little bit charming. Undrella proved to have moments of stunning brutality, but also was funny and kind in her way. Having completed the date, Undrella was good as her word: she gave them the schedules of the patrols (including that the patrols avoided the graveyard area of the town), keys to the back door of the Battle Market, and the idea that the two smugglers who work within the market may be potential allies. She also agreed to convince Kardswann to not kill any more of the prisoners. Of course, she also said she was looking forward to her next date with Roxi–where they would do a Harpy mating ritual.

They plan to rest another daytime, and then return to the town to plot their infiltration of the Battle Market. The crept up at night to the abandoned church and graveyard on the southern end of Kelmarane. As they got close, there seemed to be a priest of Sarenrae tending the graves. Yet as they approached the priest’s flesh melted away, revealing a strange undead being. They battled the thing, suffering its terrible ability to fight through the most grievous of injuries. Finally they finished the creature, and took time to explore the ruined church.


Inside the church they found it deserted except for a strange seal on the ground. There seemed to be some sort of lower level sealed and warded beneath the church, certainly what had been hinted at by both Almah and Undrella in her description of Kardswann. While they could not penetrate the seal, the group realized that the church made a perfect staging ground for assaults upon the city and the Gnoll forces.

They moved on, sneaking their way through the ruined city. At the sound of a patrol approaching, the group ducked into a nearby building. Unfortunately, they chose the exact spot where one of the beasts that Kardswann used in the gladiatorial fights was chained: a massive boar named Old Bonegrinder. He immediately started straining his chains and bellowing. With Gnolls outside and a rioting boar inside, the heroes found themselves in a desperate combat. His chains stretching he gored Kazim, and then Tarb’s use of Dancing Lights to illuminate the battle inside drew the Gnolls’ inquiry from outside. Quickly, they devised a plan: using Obscuring Mist to cover themselves they shouted “Old Bonegrinder is free” in Gnoll. It worked to draw some Gnolls closer while others fled, but then the great beast added reality to the ruse by breaking free of his chains. It rushed out past the group, goring a number of Gnolls and allowing the party to sneak off in the other direction.


The group used the confusion provided by the boar’s escape and even more Gnoll patrols seeking it to make their raid on the Battle Market. They split up, one group (the gnomes) heading inside sneakily while the others waited outside to watch for approaching Gnolls and to enter quickly if the alarm was raised inside.

The group outside started to discuss escape options, prompting Bethir to sneak across the way to the northern cliff of Kelmarane to tie a rope for a quick escape down the cliff face if needed. Unfortunately, he chose the outside of a guardhouse to tie the rope–and found himself tucked behind a bush as a patrol of a Gnoll with three tracking hyenas emerged. And one seemed to catch his scent!

Inside, things didn’t fare much better. The gnomes were too short to see into the cells that lined the rear hallway of the battle market as Undrella had described. They contented themselves with locking any that were unlocked, and unlocking any that were locked–presuming that they would free prisoners and keep any gladiators locked away. However, they didn’t count on the fact that the most fearsome of the Gladiators, Hurvank the Strangler–a massive ogre, would be locked up for everyone’s safety. Freeing him, he immediately attacked Roxi.

Hurvank the Strangler

With battle joined inside and out, Kazim and Roshin rush in to help their smaller allies against the massive Ogre. In the process, Tarb frees another prisoner, a woman who seems to recognize Kazim and leaps to assist them in their fight against the great brute. Finally they manage to knock the fighter unconscious, but not after he gives a savage beating to some of the smallfolk. They check the remainder of the cells, but learn from the woman (Haleen) that the other new prisoners were moved elsewhere by Kardswann. They also learn that she knows Kazim, that they’re of the same clan. She reveals that she’s on the run due to a great debt, so the reunion is strained to say the least.

Outside, Bethir finds himself alone and beset by tracking hyenas. He does his best to escape, but their trips prove to be too much. He decides on a risky strategy and simply rolls off the cliffside. The hyenas prove puzzled by this, and he is able to use Feather Fall to drift to the ground and hide himself amid the buildings along the river shore.

The group flees the Battle Market, knowing that their commotion has likely alerted other Gnolls within the structure. They dashed to where Bethir tied the rope. Finding him gone, they have no choice but to climb down to escape. Bethir, badly hurt but watching from the ruins, meets with them and the group flees into the Pesh fields, before looping around back to the abandoned church. They planed to rest up and continue their assault, and meant to have some stern words for Undrella–as the prisoners were not safely in their cells.

The Even Longer One (is shorter)

The Even Longer One (is shorter)

As per my last post, early August was crazy. Well, late August, September and October were even crazier. In short: I had a tumor in my neck that had to be removed, I recovered from it (benign), I attended GenCon Masters, won an Appalachian Cup qualifier, and finished runner up for the Appalachian Cup 2017 tournament. Oh and painted not nearly as much as I wish, but still a fair amount. So this details that entire process in one big post. Hope to get back to regular updates following.

First up, painting. So there are four factions total represented here. A bit of a scattered approach. I mainly played Trollbloods through this period though, as I took them to GenCon and used them in the Appalachian Cup. The others represent the three projects that I’m thinking of focusing on going forward, as it’s time for the Trollbloods to take a break. Three months straight of that army means I’m needing a change.

1 Trollkin Krielstone Bearer and Stone Scribes Unit

For years I resisted running a Krielstone. I finally had to add one. It still isn’t in all my Trollbloods lists, but I have been exploring some lists where it fits and is important. So here it is…

2 Trollbloods Pyre Troll

Pyre Troll. Thinking toward Horgle2 he’s a handy beast. 

3 Minions Splatter Boar

Splatter Boar to go with my Protectorate-themed Rorsch and Brine. Had a nonsense idea for him with Malekus that never really took off. 

4 Cryx Reaper

It’s been a LOOOONG time since I played Cryx. My team for the ATC is trying to get me to run them, as I haven’t used that faction since Mark II. I got in two practice games with Scaverous and painted this Reaper up. Not exactly my strongest preference, but a thought. They sure did fare well in the WTC this year (nearly 70% win rate is a thing). 

5 Khador Juggernaut

Decimator test model for Khador. I know they look similar to my Protectorate, as I’m using almost all the same tones minus the gold. I honestly like it better I think. The bone stripes on red please me. 

6 Khador War Dog

War Dog. This is the model I’m most proud of in this set. Just really pleased with the look.

For GenCon and the Appalachian Cup, I’m going to skip game pics in the interest of space. Below is the finisher sheet for GenCon Masters. Not great, going 1-2, but still okay. My losses were to the the person who ended up winning the entire Masters event, John Carter with his Convergence of Cyriss, and to Michael Ireland’s Elara2 Retribution list with all the Halberdiers. Finishing right behind Jake Van Meter in a field this strong? Not so bad.

7 GenCon Warmachine Masters Heat A 2017

And for the Appalachian Cup, I’m just going to provide the link to the amazing website for the event. It details the qualifying rounds, standings, and the 2017 Championship. Getting runner up meant being in the Hall of Champions even! I was really proud of myself for doing well, and I was a single dice roll away from snatching victory in a hard-fought game against Rob’s Witch Coven in the final game. One boosted roll that was an 8 which needed to be a 9 or better from victory. Alas!

So I’m now back on the blogging wagon again, hoping to expand both here and restart writing for Bell of Lost Souls soon. More to follow!

365 Points Challenge Progress (2017):


Battles (Privateer Press):

Overall Totals 2017: 111 (Win/Loss 80/31/0); 2016: 123 (Win/Loss: 74/49/0); 2015: 43 (Win/Loss: 29/14/0)


40 Wins (Gaspy1, Terminus, Barnabas, Gunnbjorn, Kaya2, Helynna x3, Stryker2, Kraye, Venethrax, Kaya3, Absylonia2, Skarre1 x2, Kallus2, Gaspy3, Karchev x3, Una2 x2, Saeryn & Rhyas, Grayle, Baldur2 x2, Baldur1, Horgle2, Kozlov x2, Exulon Thexus, Skarre2 x2, Siege, Vlad1, Lylyth1, Heretic x2, Nemo 1, Kraye, Calandra, Butcher1, Vlad2) / 11 Losses (Feora3, Exulon Thexus, Caine3, Haley1, Calandra, Kozlov, Absylonia2, Butcher3, Vlad1, Axis, Elara2, Coven)

Convergence of Cyriss:

11 Wins (Maddox, Haley2, Rask, Helynna, Makeda1 x2, Gorten, Kaelyssa, Vayl2, Gaspy1, Heretic) / 2 Losses (Venethrax, Helynna)

Protectorate of Menoth:

4 Wins (Kaelyssa, Magnus2, Skarre1, Lyltyh1) / 7 Losses (Makeda1, Deneghra1, Thyron, Kozlov, Kryssa, Fiona, Gaspy3)


8 Wins (Kaelyssa, Nemo3, Zaadesh2, Makeda1 x2, Kaya3, Grayle, MacBain) / 4 Losses (Makeda2, Venethrax, Grayle, Horgle2)

Retribution of Scyrah:

13 Wins (Tanith x2, Venethrax x2, Malekus, Gaspy1, Ragnor, Zaadesh2 x2, Grayle, Borka1, Makeda1, Strakov) / 5 Losses (Zaadesh2, Thyra, Xekaar, Tanith, Gaspy1)


2 Wins (Gaspy3 x2)

The Long One

The Long One

So August happened. What a mess. I did get in a fair number of games, and painted a ton. But work and life stuffs happened. And continued to happen. So this is a LONG post detailing everything. It involves three factions, changes over what I think I’m bringing to GenCon, and a rapid amount of painting.

At first, I thought I would take my Convergence to GenCon 2017. But they’re just not quite doing it for me painting-wise. I completed a fair amount, but have too much yet to complete. Here’s photos of what I did manage to paint in the end of July and start of August though:

Convergence of Cyriss Aurora

I’ve liked Aurora as a model for a long time, and as an idea for the battlefield. I got to field her in one game (see below) and I was as nonplussed as everyone warned me I would be. 

Convergence Assimilator and Attunement Servitors

I also managed to fit in a number of Warjacks and some support. Here’s an Assimilator and Attunement Servitors.

Convergence of Cyriss Cipher

It might be just that I hate the clunky big four-leg warjacks for this faction. This is my second Cipher, and I dunno. Just don’t care for their look at the end of the day. 

1 Convergence Modulator

Yet the floating Jacks look really neat. I’m quite pleased with how this Modulator turned out. 

With a fair amount of painting but far too much left, and a couple of practice games with them, I realized that I wanted to bring a different option to GenCon. Hence, some real rush on painting Protectorate of Menoth–the faction I think I’m most inclined to be excited about and play.

2 Anson Durst Protectorate of Menoth

First up, the Warcaster I know that I want to make the core of my lists. Anson Durst is just too cool a model, and I have an idea for how to run a list with him that I really like. I’m super-pleased with how he turned out as well. And that always helps. I think my Protectorate is my best-looking army—even tho I love my Trollbloods as well. 

3 Thyra Protectorate of Menoth

The picture on Thyra turned out a bit darker than I hoped, but I’m pleased enough with her. Once she gets some units of Flame Bringers and Daughters of the Flame completed to join her, I’ll be really pleased. 

4 Protectorate of Menoth Castigator

And for my Durst plan I needed another Castigator. So here he is. I really like these Warjacks with him, as they answer pretty much everything I’m concerned with in his list: help with volume of attacks, can reach pretty impressive defense and armor values. They don’t hit as hard as others in the faction, but I really think they work with him. 


Now for the rapid-fire gaming recaps. I got in a bunch of games. One with Protectorate, a pair with Convergence, and then a whole heap of Trollbloods games as I continue to play in our local store’s Trollbloods-themed event.

5 Anson Durst vs Lylyth1

My first attempt with my Durst list turned out to be successful, against Dave C.’s Legion list with Lylyth1. I learned some key things about running it, and I will definitely swap a couple of pieces going forward. But I really like what it does as a list. I won on assassination after a long grind of a game. 

5 Aurora vs Calandra

My first outing for Aurora ended up with a win vs Ryan’s Makeda1 list. I managed to live the Aurora “dream”–having an angel run into base to base with the enemy Warlock then charge and finish with Aurora. Even though it worked this time, it was extremely iffy at best. Not sure she does enough for the force right now to make it worth attempting. 

5 Lucant vs Heretic

My other game with Convergence was against Kevin, fielding his Grymkin forces. I fielded Lucant and managed to beat the Heretic on scenario. Facing Grymkin is interesting–I managed to get a few games against his Heretic list with my Trolls as well. 

6 Madrak2 vs Butcher3

Speaking of Trollbloods, let the Troll games parade begin. I faced Paul’s Butcher3 with my Madrak2 list. Apparently Madrak2 simply cannot beat any Khador Warcaster I face. Butcher did his usual–get to the point where I couldn’t avoid him and stay relevant in scenario, then axe to the face. 

7 Madrak2 vs Siege

Followed that game with Madrak2 against Mike’s Cygnar Trenchers list led by Siege. This game went far better, as Feat turn saw every single Trencher but one die to a rampaging Trollkin Champion. Opened the door for the Earthborn, who shot in and finished things up after surviving a round of retaliation. 

8 Jarl vs Kozlov

Next up, Jarl versus Paul’s Vlad1. Jarl did his best, but got a bit too close in a later turn and got a Khador heavy to the face for his trouble. 

9 Grissel2 vs Kozlov

Paul and I then played again with me swapping to Grissel2. I managed to get really close to killing Vlad by targeting things around him. He ran and hid, and still I got sprays onto him thanks to Grissel2’s flexibility. But it was just too little at the end and he had a couple of boxes left… which meant Grissel2’s quick demise to a Kodiak. 

11 Grissel2 vs Kozlov

Seems like a steady diet of Khador for my Trollbloods lately. As my next game was against Zach’s Kozlov-led force. It was a good game back-and-forth, but Janissa Stonetide definitely won it for me. By making five Tough rolls in a row. Being steady, that meant she kept on surviving. That left him unable to clear the way and made Kozlov easy prey for my Mauler. 

12 Jarl vs Heretic

The prior-mentioned Grymkin vs Trolls clashes. Played a Jarl theme list with lots of shooty Warbeasts into Kevin’s Heretic. The first game was a pretty handy win by assassination for me. If a Bomber gets a line on a Warlock with no transfers, even high defense won’t save you. It took the Swamp Troll rolling high to finish him off, but it worked. 

13 Jarl vs Heretic Again

We decided to play again, just swapping the side of the table. This was a much more even match. He needed to take out Jarl to prevent the inevitable crash of heavies into him, and managed to miss a CRA from some flanking Hollowmen to allow Jarl to spin around and face the rest and survive the onslaught. Two great games against a good opponent, and a good chance to practice against Grymkin. 

15 Borka 1 vs Nemo1

Finally, I got in three games as my Pacific Rim tournament ended up having an odd number of players for the event. I made 14, so I played as the Bye round opponent. That meant first facing off against Gary’s Nemo1 list. The combination of Bulldoze and 4″ reach on the Sea King is definitely something to respect, as Nemo wasn’t ready for just how far it could get with Borka1’s Feat turn. 

16 Borka1 vs Lylyth1

Second Bye round offering was against Andy’s Lylyth1 list. This was a good game too, but trampling and then Mosh Pit for the auto-knockdown did the job to finish off his Warlock. Was a really fun battle as momentum kept swinging back and forth. 

17 Borka1 vs Helynna

The final Bye round of the event I got to play against Steve’s Retribution of Scyrah list led by Magister Helynna. The bright spot for her was that his force got to the point where they had nearly, but not quite, finished off the marauding Sea King. Only Helynna remained, and so she charged in and got the kill herself. Sadly, Rök was close by with enough whelps that he could eat 3 free strikes and still get to her and finish her off. 




Phew! What a set of games. All great matches with great opponents, so that was fun. Now to get a few more Protectorate things in shape before GenCon (or just relax and bring my Trollbloods… one of the two).

365 Points Challenge Progress (2017):


Battles (Privateer Press):

Overall Totals 2017: 97 (Win/Loss 70/27/0); 2016: 123 (Win/Loss: 74/49/0); 2015: 43 (Win/Loss: 29/14/0)


35 Wins (Gaspy1, Terminus, Barnabas, Gunnbjorn, Kaya2, Helynna x2, Stryker2, Kraye, Venethrax, Kaya3, Absylonia2, Skarre1, Kallus2, Gaspy3, Karchev x2, Una2, Saeryn & Rhyas, Grayle, Baldur2 x2, Baldur1, Horgle2, Kozlov x2, Exulon Thexus, Skarre2 x2, Siege, Vlad1, Lylyth1, Heretic x2, Nemo 1) / 9 Losses (Feora3, Exulon Thexus, Caine3, Haley1, Calandra, Kozlov, Absylonia2, Butcher3, Vlad1)

Convergence of Cyriss:

11 Wins (Maddox, Haley2, Rask, Helynna, Makeda1 x2, Gorten, Kaelyssa, Vayl2, Gaspy1, Heretic) / 2 Losses (Venethrax, Helynna)

Protectorate of Menoth:

4 Wins (Kaelyssa, Magnus2, Skarre1, Lyltyh1) / 7 Losses (Makeda1, Deneghra1, Thyron, Kozlov, Kryssa, Fiona, Gaspy3)


8 Wins (Kaelyssa, Nemo3, Zaadesh2, Makeda1 x2, Kaya3, Grayle, MacBain) / 4 Losses (Makeda2, Venethrax, Grayle, Horgle2)

Retribution of Scyrah:

13 Wins (Tanith x2, Venethrax x2, Malekus, Gaspy1, Ragnor, Zaadesh2 x2, Grayle, Borka1, Makeda1, Strakov) / 5 Losses (Zaadesh2, Thyra, Xekaar, Tanith, Gaspy1)