Author: chalkboardwar

Fungal Infection

Fungal Infection

This is a 40k battle report featuring my Bad Moons Ork army versus Mike’s Adeptus Mechanicus force, and used an opportunity to start fiddling with an effects filter app. Enjoy! 

The last transmission from the staff of the inter-system missile silo on Eomycot Secundus had been in status “filed but awaiting review” for two years before the logician got to it. There was nothing special in the transmission itself: a list of maintenance duties being performed on the tiny planet’s sole missile defense base. It was routine stuff: repairs from dust storms, a particularly resilient fungus in the subterranean levels, and other housekeeping tasks. Yet the next update was almost a year overdue. The logician flagged a inquiry, and in-system transmissions began to attempt connection. When no response was received for 10 iterations, a dispatch inquiry was sent to the closest Tech Priest Dominus with a request to investigate.

After a month of space transit away from the main exploration fleet in a Falchion escort, the Dominus arrived at Eomycot Secundus. An initial dispatch of scans showed that the settlement that surrounded the missile silo on the small planet was in complete ruins, but the silo was intact (complete with missiles ready in tubes). A servitor-piloted lander released a host of inspection servo-skulls, and the picts relayed back showed a disturbing sight: Orks and Gretchin were moving about the planet. With the missile silo in Ork hands, no fleets were safe passing by–yet the missiles had not been launched at their Escort, so the Dominus had to take a gamble. He detailed a personal guard to help him capture the silo.

Orks vs Ad Mech 2

As the Mechanicus landers made their way to the surface and began unloading troops, the Orks began to rally together. Long range picts displayed the Orks emerging from the silo itself, using the old imperial defense network as their own bastion for defense. Meanwhile Trukks, bikes, and more screamed toward where the Dominus’ force was deploying. At the center of the silo, literally perched amid the missile warheads, was a strange Ork shaman. Green power flowed from two bones he clashed together, and that seemed to energize the Ork forces. The Dominus wondered if the superstitious Ork perhaps thought of the missiles as a kind of standing stones of sacred technological ground, the way that the beast moved to defend them.

Orks vs Ad Mech 1

The first wave of Orks rushed from their ramshackle Trukks and into the Mechanicus lines. The Skitarii Rangers opened fire, and while the Ork numbers were thinned, the Ork assault still hit the Mechanicus lines hard. Slowly the heavier elements of the force–two Dunecrawlers–blasted their way through the Ork lines, the Orks who had so easily cut the Skitarii down until only two remained withered under the stubber fire. A rampaging Warboss tried to engage after jumping out of a Trukk, but one of the Dunecrawlers’ Neutron Lasers managed to zero in on him as he charged, turning the Ork leader into a smoking crater.

Orks vs Ad Mech 3

The Dominius himself had to engage the bothersome Ork Trukks that were tying up his Dunecrawlers and stalling the advance on the silo. One with a massive wrecking ball was finally felled by supporting fire, while the Dominus engaged another in combat. Firing up the energy field of his massive Ominissian Axe, the broad swipes eventually managed to cleave the engine of the Trukk in twain as it raced around him. A massive squig in the vehicle managed to chew some of his wires and dendrites, but the self-repair process allowed him to triumph.


Orks vs Ad Mech 5

The Orks delayed the Mechanicum heavy forces, but not quite long enough. While only the Dominus, two Dunecrawlers (one reasonably damaged and one intact), and two somewhat shell-shocked Skitarii rangers survived, they managed to clear out the complex of the primary Ork defenders. Despite the Orks ravaging the buildings all around the facility, the missile silo site was oddly untouched and undamaged. The usual Ork looting of such a technological place wasn’t even evident. The Dominus reviewed the evidence from the silo’s last transmissions, and it seemed to be utter silence. Two years ago the staff had been going down into the depths of the silo to clear out a spread of mildew, and two years later a strange Ork shaman was protecting the place like some strange holy site, almost a perverse parody of praising Terra for being the origin of mankind.

The Dominus shrugged. Xenos oddities were not his foray, and the vile greenskins had been eradicated. He requisitioned a replacement staff, who would arrive in a year’s time to the remote planet. He thought for a moment, and tagged an additional item on their task list for when they arrived: tunnel mildew. It wouldn’t do for them to refrain from cleaning the Omnissiah’s carefully constructed facilities when they arrived.


Orktober 2019: Git Race!!!

Orktober 2019: Git Race!!!

The month of Orktober is fast approaching, and the crazy Big Meks down at Drawbridge Games have decided to invite all the gits across the galaxy to the Drawbridge Mektown to participate in a little racing event. Thursday October 24th, 40k players are invited to Drawbridge Games to set a vehicle down and see if they have what it takes to win the Git Race 2019!

Bad Moons Warboss

Oi! You gitz! Callin’ ever one across da galaxy ta come race yer buggies, skiffs, and speedaz fer glory and da Git Race trophy! Wese Orks is gonna hold off on krumpin’ long enuf ter watch da race, so come get yer ‘umie, pansy, tinboy, an fishead vehicles into da starting line alongside da proppa Ork wagons. 

Race: The race will be held on Thursday, October 24th from 7pm to 10pm. The basics will be that you’re racing your vehicle around an Ork-built track, blasting at each other with your weapons, stopping at the Mek Pit to repair, and just plain trying to win the race. See the expanded rules below.

Prizes, Entry Fee, and Registration: There will be a trophy for the first place finisher, and a Mek Workshop terrain kit as a prize as well. The entry fee will be minimal, and registration is easy: just let the staff at Drawbridge know that you plan on attending and they’ll record ya.

Allowed Vehicles: Each faction (except Tyranids, sorry chums) has vehicle or vehicles that are permitted in the race. They’re generally light vehicles and transports: no walkers, flyers, or heavy stuff permitted. If there’s something we missed that you wanted to field and think would be appropriate for the race, let us know and we can see about adding it to the list. The table below is arranged by faction:

Faction Available Racing Vehicles
Orks Trukk, Kustom Boosta-Blasta, Shokkjump Dragsta, Boomdakka Snazzwagon, Megatrakk Scrapjet, Rukkatrukk Squigbuggy, Deffkilla Wartrike
Space Marines (all chapters) Rhino, Razorback, Primaris Repulsor
Adeptus Mechanicus Skorpius Dunerider
Astra Militarum Taurox (all variants), Chimera, Hellhound
Sisters of Battle Rhino, Immolator
CSM, Thousand Sons, and Death Guard Rhino, Plagueburst Crawler, Blight Hauler, Blight Drone
Chaos Daemons Skullcannon, Burning Chariot of Tzeentch, Exalted Seeker Chariot or regular Seeker Chariot, Horticulous Slimux (I mean, if you really want to… but he’s really slow and cannot plant any trees)
Eldar (all sorts) Wave Serpent, Raider, Venom, Starweaver, Vyper
Genestealer Cult Goliath Truck, Achilles Ridgerunner
Necrons Ghost Ark
Tau Devilfish, Piranha (all variants)

Rules: There will be an extensive oval track that will be raced upon set up on Drawbridge’s main table–including Orkish onlookers and even a snack bar. There will be a starting line, as well as a Mek Pit on one side of the track. Racers must move their speed each round, and can choose to advance as normal (note that Shockjump Dragstas and other models that have peculiar advance rules have those disabled, and advance as normal). If there isn’t space for your model to move past other vehicles, then it must stay behind them and maneuver for an opening. All vehicles must remain on the track or in the Mek Pit. Move order will be determined by place in the race (first to last). After the movement phase, every vehicle will get to either shoot or conduct melee attacks. Shooting can target any model AHEAD or beside the racer in the race (no picking on people behind, everyone guns for the models in the lead), and the model fires its weapons as normal using current 8th edition profiles. The normal “within one inch” rule is ignored in all ways, and instead a model can choose to melee any model within 3″ instead of shooting on its turn (representing the two vehicles jockeying for position). Shooting (or melee-ing) will also be done by place, but working last to first in order.

When a model is reduced to half its wounds, it rolls on the damage effects table below. Note that this happens every time a model is reduced to that point, and the new roll replaces the prior roll.

Half Damage Effects Table – Result Effect
1- Fuel Ignition A minor explosion causes a more volatile mixture. Until the vehicle is repaired for any reason, it gains +2″ to its Movement characteristic.
2- Crew Spooked The crew compartment suffered much of the damage, making them nervous and prone to putting more effort into racing. Until the vehicle is repaired for any reason, it MUST advance and adds an additional d6″ to its advance distance each time, but it cannot shoot any weapons.
3- Superficial Damage The damage done is all to the vehicle’s superstructure, no effect on its rules. When repaired for any reason this result is removed.
4- Suspension Battered The shocks of the vehicle (or it’s stability control in a hover vehicle) are damaged, making minor collisions on the track more damaging. Until it is repaired for any reason, the vehicle doubles the number of wounds it takes from melee attacks.
5- Fire in Fire Control Damage to the vehicle affects the weapons systems. Until it is repaired for any reason, the vehicle suffers a -1 penalty to all shooting attacks.
6- Engine Holed A round must have caught the engine! Until the vehicle is repaired for any reason, the vehicle suffers a -1″ penalty to both its movement characteristic and to Advance rolls.

When a model is reduced to zero wounds, it can only move at 2/3 its speed (rounding up) each turn (no advancing) and cannot shoot or melee. It must stop at the Mek Pit at the first opportunity. Models in the Mek Pit regain 2d6 wounds per turn they spend there rather than on the track (cannot exceed their maximum)–and may not shoot or melee while in the Mek Pit. Regaining wounds in the Mek Pit count as being “repaired” for purposes of the table above.

Squigs: Because of rolls on the Cheers and Jeers tables, Squigs may appear on the track. After all vehicles have moved, all squigs left on the track move 1d6″ toward the nearest vehicle. A vehicle that contacts a squig for any reason is hit by an attack with the following profile: Str 6, AP -2, D d3. The squig is then removed from the track. If all available squig models are on the track, no new squigs are thrown (count as the “a lot of yelling” result on the tables).

Cheers and Jeers: While the event is open to everyone, being an Ork crowd has a bit of an effect for Ork racers (and other participants lucky enough to be mistaken as looted vehicles). At various times, Cheers and Jeers will be announced. Every player, in order of their position in the race, then will roll on the Cheers table (if an Ork vehicle) or the Jeers table (for all non-Orks). Note that certain vehicles are clearly not Orkish and not looted, and must add +1 or +2 to their rolls, as indicated in this list: +1 to roll vehicles are the Skorpius Dunerider, Plagueburst Crawler, Wave Serpent, Raider, Venom, Starweaver, Devilfish, and Piranha; +2 to roll vehicles are the Primaris Repulsor and all of the Daemon choices, Blight Hauler and Blight Drone.

First the Cheers:

Cheers Table – Result Effect
1-    Encouraging Stikkbomb! A stikkbomb of encouragement gets flung from the crowd. Vehicle is hit by a single Str 3, AP -, D 1 attack. The vehicle also gets a bonus +1” to its movement this round due to the encouragement
2-    A lot of yelling! No effect
3-    Steer for da crowd! The Orks love a bit of a show. You can steer off the track this turn, rather than remaining on the track. However, you MUST collide with at least one Ork or Gretchen onlooker (bonus for more) in that movement, and must be wholly back on the track by the end of the movement (plan the move before moving the model).
4-    Dakka applause The crowd picks this vehicle as a favorite, and takes pot-shots at the closest other vehicle behind it. That vehicle suffers d6 Str 4, AP -, D 1 hits.
5-    Throw a squig! The driver of the vehicle can either catch and eat it (regaining 1 lost wound, counting as a “repair”) or drop it behind him, placing the squig d6” directly behind the vehicle
6-    Thunderous applause! Due to the psychic energy of all the cheers for them, the vehicle gets +2 to movement this turn

Then the Jeers

Jeers Table – Result Effect
1-    Mistaken for an Ork! Immediately roll 1d3 on the Cheers table instead
2-    A lot of yelling! No effect
3-    More yelling! No effect, but louder
4-    Oi, get dat one! Pointed out by the crowd, all players that shoot at this vehicle get +1 to hit this vehicle in the next shooting phase
5-    Throw a squig! Place a squig model 2d6” directly in front of this vehicle’s location
6-    Shoot ‘em! Vehicle is hit by d6 Str 4, AP -, D 1 shots from the crowd’s random firing
7-    Hit ‘em wit da trash! Vehicle is pelted with trash (and a chorus of boos) that gets into the workings of the vehicle (mashed into treads, sucked into intakes, etc). Reduce Vehicle to half speed and half results on advance rolls the next time that it moves.
8-    Gargant Kommand? Kill dat Git! Vehicle is hit by a single Str 10, AP -4, D d6 shot from the Gargant


Chili Con-Quest-o

Chili Con-Quest-o

Another cycle in our campaign of the Warhammer 40k Urban Conquest game has been completed. My joint Nurgle force of Daemons and Gellerpox Infected again took the battlefield against the Imperium.

Nurgle Beasts of Nurgle Kromlech Alternative Sculpt

In preparation I painted up three new Beasts of Nurgle, using sculpts from Kromlech miniatures. The snail-shell aesthetic matches Hortiuculus Slimux, and they’re a good variant for the list. 

Nurgle Death Guard Sample Paint Scheme

I also finished up my first test Death Guard Plague Marine, as I’m going to be expanding from Daemons to that force as I go. Figured the test paint job was worth sharing as well. He’s not perfect, but I think I’ll get better with the techniques as I practice more of the armor. 

The game we set up was a mission from the Urban Conquest book, and my opponent was again Ryan’s Astra Militarum. His mission was to get to various buildings in my half of the board, and use a free strategem to detonate the building and destroy it. There was a bit of a hide and seek element to it, as one building was secretly denoted as my headquarters–and victory hinged on my protecting it.

Nurgle Beast of Nurgle Daemon versus Astra Militarum Punisher

A Beast of Nurgle reaches Ryan’s tank line. He chose to sit and fire, which increased his shot effectiveness but left him very little to seek out the objectives in buildings. Being able to deploy up to the midway point of the board, plus Slimux’s boost to let beasts re-roll their charge distance when they were close to him, let me flood his side of the board rather quickly and bog down his offensive. 

Nurgle Daemons and Gellerpox Grubs versus Leman Russ Tank

This tank was the one that made the most progress, getting close to one of my buildings (that line in the terrain is the center line, and the edge of the building is just visible in the lower right). It wasn’t my key command building, but it was progress. Ryan’s armored sentinel was the only thing that managed to detonate any buildings, but they were not the correct ones and I managed to carry the day with the aggressive daemon stall. A triumph for the pestilent one, though my beasts took a real beating–I lost four of the six–and almost my entire Gellerpox were wiped out besides their leader and a CP-summoned new unit of flies.

Urban Conquest Segment Two Points

After round two of the campaign, my points lead increased again (I’m the green skull). While I don’t get as many resource points as the other factions, investing in campaign-point sources from the start so far is paying off. I know that opponents can equalize quickly–so I’ve got to keep being successful. And lucky–Ryan took the resource item that gave him an immediate d6 campaign points, only to roll a 1. He could have closed the gap to only 3 points with a different roll!

I’m aiming to play against the Xenos side and attack some Eldar in the next round, but also want to get a game in against the Imperials again to try and capture one of their critical sectors of the campaign map–as I used my resources to buy the strongpoint assault benefit to let me try it.

Before next time, I hope to make considerably more progress on painting Nurgle Daemons–getting 20 Plaguebearers and a unit of Nurglings done to start to flesh out my forces with troops. I’m too elite-heavy right now and it shows. More fiddling with Death Guard models is likely to happen as well. And there are bigger projects on the horizon, that coincide with the Chaos Knights codex just being released. More disease to come!

Warhammer 40k Power Points Painted

Nurgle Daemons: 21

Death Guard: 9 (I decided that model is going to be a Death Guard daemon prince rather than Nurgle daemons daemon prince as the list grows–I’ll eventually do up a suitably daemonic Daemon Price as well)

Gellerpox Infected: 18

Chaos Titans and Knights: 0

Conquest Begins

Conquest Begins

So the few followers of this blog may have noted that my painting and playing of Warmachine and Hordes has slowed to a glacial pace. The good news is that a new set of painting, and now finally playing, endeavors have filled the void. I’ve been working very hard on a Nurgle combined force, spanning Daemons, Death Guard, and even Gellerpox Infected. I’m really enjoying moving back to modeling and painting Games Workshop miniatures–working with their plastic kits and the level of detail and nuance they provide for painting is just great.

I’m really pleased with how the big guys turned out, both Vulgrar Thrice-Cursed and the large mutants. These were a good start to my experimenting with Nurgle, as I’m wanting to use a limited color palate for the skin, tentacles, boils, and pustules, and a rotation of flesh tone, Nurgle flesh, and a pale lavender seem to be perfect.

The other half of the Gellerpox: all the bugs and bits. I’m liking the blue tone for scales and for wings, and think it gives some good balance to the models. Clearly I’m doing lava bases again, as I really like the effect and it ties together armies nicely. 

Horticulus Slimux, a cluster of Beasts of Nurgle, three Feculent Gnarlmaws, and a Daemon Prince (right now he’s running with the Daemons, but can be Death Guard as I grow my forces).

To get some games played, I’m joining a group of friends and participating in the Urban Conquest campaign rules. The groups are divided into Imperial, Chaos, and Xenos, with Imperial being the most diverse set of armies and players, me carrying the Chaos banner with our Slaanesh player, and the Xenos being a solitary Eldar player (well, Craftworlds/Aelderi these days).

Our first night of games saw my force, led by Vulgrar Thrice-Cursed, get trapped between an Astra Militarum (Imperial Guard) Cadian army. The mission required me to get a certain number of my units out of the ambush and off the far table edge. Nurgle may be slow, but my resilience and diversity of units really helped me get enough to safety. The only trace that Nurgle’s minions had been present were a few cultists’ singed robes, some dead flies and fleas, and a row of feculent gnarlmaws planted by the Grand Cultivator himself. A win for Nurgle’s forces!

Some shots from the game. A mutant stops for a snack. The Astra Militarum tanks fend off the tiny flying swarms. And Horticulus Slimux manages to shepherd off enough models to win the game. 

The urban conquest campaign rules are a pretty neat kit. Games Workshop continues to get more and more effective in their campaign structures. This one is great because it really focuses you in on the games–play them, and have fun, and get missions based upon your sort of grand intentions as a force each round (e.g. “we’re on the attack,” “we’re staying defensive,” “we’re scouting,” or “we’re reinforcing”). The sticker sets are more like window clings, so they let you reuse the cards perfectly. I ended up aiming at victory points over resources, which I’m regretting after the first round of the campaign phase. A bit more balance may have been more flexible. In any case, I’m looking forward to more games and more fun with these models and this story.

The other game of the evening saw the Astra Militarum going up against the Eldar. The Guard just narrowly edged them out for a win. The campaign system uses a set of cards to represent the city in which the conflict is happening–the skulls in the lower left indicate when they’re owned by a faction. Mine are hard to see–green for Nurgle!

Warhammer 40k Power Points Painted

Nurgle Daemons: 24

Death Guard: 0

Gellerpox Infected: 18

Winter Rampage / Sturm & Dracodile

Winter Rampage / Sturm & Dracodile

Some local gaming updates, my own list progression, some shots from games, and painting progress all to share in this post.

Recently our local store, Drawbridge Games, hosted a Winter Rampage event. We had two tables where two different team-ups happened, and it was a lot of fun to run the event and watch the carnage.

Top are shots from the big Khador versus Circle, two-vs-two game. The Winter Rampage scenario had defenders in the middle with attackers coming from all sides. Circle chose to stick to one side, so the Khador wedge formed in the middle. The lower shot is from Cygnar versus Skorne. Despite some big heavies coming in and destroying a lot of stuff, defenders win when model count drops too low on the attackers, and they managed to stave off Skorne and triumph. Was a very close thing!

As for my gaming, I’ve been reading through an extensive forum blog about Minions that Nicholas in the Minions facebook group put me on to: Azahul’s Experiments with Sturm & Drang and a Dracodile. I’ve been starting to paint up some Farrow to explore that side of the faction, and this was a perfect way to enter that side while still using some of the pieces I’ve already done. I really like the combo of Sturm & Drang with a Dracodile, all the more now that I’ve played it some. I got in three matches, and I think I’m going to keep experimenting with them going forward for a while.

(Clockwise from Left) First up, I had a good game against Ryan’s Cryx, and Gaspy2. Their access to ghostly was tough to manage, but the Farrow warbeasts did a great job cleaning up threats so that there wasn’t enough on the board to stop the Dracodile from getting to Gaspy. Ended with assassination and no points scored by either side. Second game was against Mike’s Cygnar and Siege1. I took a lot of losses in the game, but got to the point where Siege1 had committed his feat and resources to taking out all my stuff. Sturm & Drang had to get the job done themselves. So they switched to Drang mode, rumbled in, and smashed Siege1 pretty handily. I’m definitely liking the pocket potential for personal assassination. Having Puppet Master and Hunter’s Mark from solos can turn up Drang as well as any of the beasts in the list. Finally a match against Patrick’s Retribution and Kaelyssa list. With two standoff sorts of abilities on each side, this became a positioning game. The Dawnmower battle engine was one that I couldn’t effectively cope with, and it got to the point where I couldn’t stop it from getting to Mire. That effectively ended the game despite the Dracodile being able to guard much of the board well. My first loss with S&D. 

Minions Maelok vs Trollbloods Horgle2

I also got in one non-Sturm & Drang game. I tried out a Maelok list with a Sacral Vault, against Michael’s Trollbloods led by Horgle2. The Sacral Vault is just no good with Maelok, at least the Gatormen Posse version of his list. They get in each others’ way, and it doesn’t gain their souls as they die (because they’re undead). Just not enough clicking there. There were some abysmal dice on both sides, but I managed to get to a stronger spot thanks in part to Enliven letting me back away from Mulg, to heal and go back another round. Ultimately I won, but it was a slog–a fun slog!

Finally my painting progress. There’s a lot here, and while I have the last couple parts of Sturm & Drang’s battlegroup to tabletop quality, I still need to touch them up to complete them. Until then, here’s what I’ve got complete:

Minions Sturm and Drang

Sturm & Drang. Really like how the model turned out. I’m realizing that I just plain like painting red colors, and love the red armor portions. So far they’ve been fun to run too, so I’m really pleased I got them done and onto the table. 

Minions Battle Boar

The one part of Sturm & Drang’s battlegroup that I’ve completed: a Battle Boar. I use yellow as my “energy” color for this faction, so felt that it was a good choice for the Battle Boar’s “rage liquid” apparatus as well. Definitely pleased by the outcome. Makes the model part of my faction, but still draws the eye. 

Minions Underchief Mire

Can’t run Sturm & Drang with a Dracodile without Underchief Mire! Great model, and I definitely like the scheme I chose for my Croaks. Have I said enough how happy my painting of this faction is making me? Because they really are fun. And I’ve been able to play tabletop painted all year so far. 

Minions Dracodile

The Dracodile itself. This big beastie was fun to paint up, and I really like the way it looks on the table. Excited to find other spots for it. Definitely want to try it with some of the other Warlocks soon. 

Minions Orin Midwinter

Finally, Orin Midwinter. Had fun doing him, and I like his one “wild” left eye. He’s a pretty integral part of the Sturm & Drang list. If the Dracodile gets rebuffed in a way that keeps him from being effective, things can go pretty bad pretty fast. So Orin got painted up to help with that problem. 

All told a good couple of weeks of gaming and painting. More updates to come as I finish up some Farrow and get more reps with Sturm & Drang.

365 Points Challenge Progress (2019):


Battles (Privateer Press):

Overall Totals 2019: 21 (Win/Loss 15/6); 2018: 129 (Win/Loss 78/51); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)


15 Wins (Nemo1 x2, Irusk2 x2, Helynna, Maddox, Thyron, Harbinger, Magnus2, Rahn, Madrak1, Gaspy3, Siege1, Gaspy2, Horgle2) / 6 Losses (Xerxis1, Goreshade4, Dreamer, Makeda3, Irusk2, Kaelyssa)

Minions 2×2

Minions 2×2

So I’ve been toying around with the idea of running Rask without all the Lesser Warlocks, but still pretty beast-heavy. I’m working on getting Underchief Mire painted up, as I think he may bring a lot to Rask’s flexibility. Till then, I’m running what I think of as a 2×2 idea: two Swamp Horrors leading the way, backed up by two Wrastlers.

So far it’s working okay, if a bit slow. Rask actually takes more time to run than I expected, as there’s a lot of positioning concern in the early turns–making certain that the Feat ranges are complete protection isn’t always as easy as it seems.

I’ve really liked the one-two punch of two Swamp Horrors with Enliven and Admonition going in first, with two lingering Wrastlers waiting behind. Dahlia & Skarath is the one lesser I’m running now, and they’re designed to help swing whatever side I put them on, clear out infantry threats with sprays, and be a late-game assassination piece. It’s not an ideal list, as there are some things it can really struggle into, but it’s a fun list to play–and as I get the speed down on it I think it can leverage clock decently, as there are lots of decisions opponents need to be careful about when facing it.

Five of the six games I played recently were with variations of this Rask 2×2 list. First three were from a local steamroller, and then some practice games with opponents.

(Clockwise from Left) First round I got matched into Justin’s Irusk2 36 Doom Reavers list. I didn’t like either Rask or Maelok into this one particularly well. I probably should have worked armor and spacing with Maelok, but I opted for Rask as part of what I’m looking for in that list is infantry clearing. He wasn’t particularly effective at that, and I got far too pressed by scenario and ultimately lost the game on control points. Round two I faced Bill’s Madrak1 in Band of Heroes. Again, took Rask to leverage threat range and keep me safe from charges a turn. It worked better here, and I was able to open a corridor to Madrak1 and assassinate him. I almost bungled it a couple of times, but managed to get the job done. Third round was against Charles’ Gaspy3 list with Satyxis. This time I took Maelok, and that was an effective choice–Gaspy3 might run the few jacks in that list pretty scary, but does little to support the infantry. And they needed support to get thru the herd of gatormen. He had to get extrememly aggressive with Gaspy3, so Maelok himself was able to finish him off (with a Wrastler waiting in the wings as well if he came up short). All-in-all a fun tournament but hardly my best performance. Definitely need to get more practice with spacing and timing Rask’s attack. 

(Clockwise from Left) As for my practice games, I started with Rask into Makeda3, played by Larry. I got really close to assassinating her, which was good learning in what is a workable assassination run and what isn’t. Getting space for multiple heavies to stand is key, as I came up short because I could only fit the Snake into her after the Swamp Horror’s drag. Next I faced Steve’s Rahn list. Was another grindy game, this time with heavies trading into each other. I managed to win on scenario thanks to early presence and the way that Rask’s feat slows opponents’ ability to get to the rear scoring zones without sacrificing models. Final game was against Andy’s Irsuk2 running Iron Fangs. Andy put Irusk2 pretty close, and we paused the game to work out an assassination run with proxy bases where a Swamp Horror supported by a Wrastler both got onto the warcaster. It was pretty likely, but we were interested in a more extended game so we played it out. I ended up winning on scenario, but to be fair Swamp Horrors match up super-well into Iron Fangs so it was a tough slog from list selection for him. I’m definitely looking forward to the rematch on this one someday. 

Finally, I got a ton of painting done. I decided to swap the order on my painting progress, as I’m endeavoring to write more thoughtful articles about the lists I’m running–and putting that first. But I don’t want to neglect the painting progress, so here we go.

Minions Rask Warlock

Rask turned out really nice, I think. I love painting reds (no surprise), and it was fun to do some of the various highlights on him I definitely think my look for the Bog Trogs is my favorite (above Gatormen and Croaks). 

Both Swamp Horrors to go in my 2×2 list idea. These were also fun to paint, and pretty easy overall. They used techniques from the Gatormen but also from the Bog Trogs, so were nicely a middle ground model in that sense. 

Minions Dahlia and Skarath

Dahlia and Skarath were more of  challenge, and the picture doesn’t quite do them justice here. I liked the yellow snake motif I’ve done on things like the Sacral Vault (and will be on Jaga-Jaga), so finding how to fit that onto Skarath was a challenge. I went for the flesh between the front and back armor plates, and think it worked out nicely. They fit the rest of the army but still definitely stand out. 

Lanyssa Ryssyl Nyss Sorceress Minions Solo

Lanyssa Ryssyl, Nyss Sorceress, is probably the model I’m most proud of in this set. I really like the look of how she turned out, and I’m happy with her face and some of the lines of her more than anything else. A lot of the things I struggle with are on this model, so I felt definite accomplishment in getting her not only done, but looking pretty good. 

Targ Farrow Solo

Finally good, old Targ. He took far longer than he would seem to, as he’s got patchwork skin all sewn together on his arms and also composing his apron. I’m pleased how he came out, and I really liked making his red armored accent his eyepatch (he also has little bracers on his hooves and a bar across his back that are red, that you cannot see in this image). He’s ready to help out with my next project list… that’s right, some Farrow are coming soon. 

365 Points Challenge Progress (2019):


Battles (Privateer Press):

Overall Totals 2019: 17 (Win/Loss 12/5); 2018: 129 (Win/Loss 78/51); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)


12 Wins (Nemo1 x2, Irusk2 x2, Helynna, Maddox, Thyron, Harbinger, Magnus2, Rahn, Madrak1, Gaspy3) / 5 Losses (Xerxis1, Goreshade4, Dreamer, Makeda3, Irusk2)

ATC 2019

ATC 2019

This past weekend I traveled to Wisconsin for the America’s Team Championship for Warmachine and Hordes. My team, Iron City, is composed of players from here in the Pittsburgh meta, and I don’t think I’m speaking out of turn to say we all had a pretty great time–even with the -1 degree weather in lovely January Wisconsin.

iron city americas team championship warmachine hordes 2019

Team Iron City for 2019. And if you’re not from Pittsburgh, and don’t know what Iron City is or means, this video is a pretty good start. Our team captain, Rob McCarty loves his conversion of the Skarre3 boat to have the full ship so much he carried it everywhere… even our team photo. 

Our team focused on us bringing a combination of things we felt strong and comfortable with, as well as some anticipation of various lists. I have been playing Minions for the past few months, and have really felt that this is the faction for me for both fun and competitive play. Because I’m relatively recent to Minions, I don’t have a ton of practice under my belt–I got 42 games in with Minions in preparation for the event, though many of those were with Warlocks I didn’t end up taking as my final pairing. That definitely showed in my record and play, but it’s something I can work on.

I clearly wanted to bring a Maelok list, as I feel that’s one of the strongest in the faction right now (and one I enjoy playing). So the question was pairing. I finally settled on a Jaga-Jaga list to help me cover some specific match-ups that are bad for Maelok (tho I bungled one in my time at the ATC, see below). In particular, things that brought high defense infantry and massed weaponmaster infantry were a concern. Maelok’s gators have strong armor, but not that strong. I made my Maelok list around two Wrastlers to crack armor, so I didn’t have quite the problem with hitting power that some Maelok builds can have. All in all, I felt like it was a good pair for me at least, and it definitely improved my match-ups chart over the other Warlocks I had been considering.

atc 2019 final standings

The event ended up being a good one for the Iron City team, as we finished 4-1 for record and in 5th place overall as a team out of a field of 32. Not too shabby. My aim was to go 3-2 for the event, and I didn’t quite get there, ending 2-3. I’m probably the weakest player on the team in terms of experience and preparation (again, only started Minions recently), so that wasn’t entirely surprising for me. I did feel good about how I did overall, when considering the matchups and the games.

It was a great event, and huge thanks to Travis Marg and Nathan Hoffman for running a smooth and effective tournament. Was fun to see all the games, all the great armies, and to play some seriously great opponents.

Here’s a more detailed breakdown of my games in each round, for those interested in a bit of underwhelming battle reporting. I’ll discuss the pairing options, outcomes for our team, and how my game went with each.

atc 2019 round 1 minions jagajaga vs skorne xerxis1

First round my pairing sheet was kind of ugly, because I don’t have a ton of readiness for some of the Skorne drops and their team had double Skorne. Both Maelok and Jaga-Jaga are iffy at best into them, tho the fewer heavy hitters the more Maelok may shine. Unfortunately first round I got paired against a player running a Xerxis1 Immortals list with Tiberion and double Supreme Guardians Certainly qualify as too many heavy hitters. I took Jaga-Jaga and hoped it would be enough shooting. It wasn’t. The list projects Tiberion far faster than you ever expect, and having a better plan for it than I had is critical. The shield guard solo was a huge deal, making me have to oil twice against targets often. My opponent was Phil, from the Bottom of Three, Grab a Brewski team from California. He was a great opponent to play against, and we had a good discussion of just how effective Xerxis1 can be–kudos for him for a good list piloted well. Even though I lost, my team ended up winning the round 4-1.

atc 2019 round 2 minions maelok vs retribution goreshade4

Second round we faced Florida Meta, a great team, and my opponent was Rean and his Retribution (Goreshade4). I felt like my Jaga-Jaga list would just be diced by either of his Dawnmowers, so I went for Maelok even though I also didn’t care for him into this particular matchup. This was a tough match from the start for me, as the shooting of the Dawnmower was well applied, and I was just coming a bit short on some of my distances in both the relative threat range and the positioning I was using. There was a large woods and a building that made a narrow corridor, and while on my feat turn I could use it that gap turned out to be a bit of a pain for the rest of the game–I definitely played my starting positioning wrong on this scenario/matchup. With a scenario that was hard to score points on and a great player running a solid list, it ended pretty ugly for me. Still had a fun game, but starting 0-2 wasn’t the look I was hoping for. This time our team just narrowly was beaten. We won 2 of our games (Iona over Vlad2 and Goreshade4 over High Reclaimer), but our Gaspy3 player lost him to an assassination that was pretty streaky on dice. If one of Holt’s two damage rolls weren’t 10’s or better on two dice Gaspy3 would have survived. So a pretty close round.

atc 2019 round 3 minions maelok vs mercenaries magnus2

Third round we faced our first cold-weather team, The Trolls from Felix’s Basement from the Chicago area. I had some good match-ups and bad into this team, and got one I was at least confident into: Magnus2 (run by Ben). He could only catch 4 lead gators and the Totem Hunter with his feat, which meant the ones behind them on my feat turn could get into the action with ease, and it was a reasonably quick scenario for points to be scored. I wasn’t locked out of stopping his scoring, but he couldn’t stop mine as easily. That meant I got the gradual lead, and was able to just keep re-filling my units to grind his force down. It was a scenario victory for me, and what I needed that weekend–that first win makes everything feel a lot better when playing on a team event. Our team also won this round 4-1, so we kept the pace on the positive side of things.

atc 2019 round 4 minions maelok vs protectorate of menoth harbinger

Fourth round I was starting to drag just a bit as it was a long day, so of course it proved to be my most grind-y matchup. We were paired against the other Florida team: Snooty’s Chosen. Again, there were a couple of lists in this that I was comfortable at least playing, and a few I was less interested in facing, but I got set out early to help other match ups. I got paired against Jeff and his Protectorate of Menoth. He went for Harbinger, and I took Maelok. And it was exactly the slug-fest you expect it was. It came down to clock, during turn six of the game. I was up on scenario 3-0 thanks to protecting my flag and clearing the left zone once, but things were getting ugly. The faithful were definitely wearing through my force, and I was increasingly having to summon 1 heath gators with Revive back to block lanes of advance. The real advantage in this game was that Soul Harvester paid off in a big way. I was able to collect a lot of solos and infantry on my left flank thanks to it, after they eventually died. Harbinger used Martyrdom a lot–to the point where one turn she had only 3 health left (and the objective and the hierophant were healing her up). It was a fun game, and the only downside was that I bungled the clock once (passed to him for what I thought was him taking time to decide on a Martyrdom). We noted it about 2 minutes later, called a judge, and they luckily got it reset–bleeding an extra 2 minutes off my clock and adding 2 minutes back on his. Overall a great game, and my opponent played it really well. It was extra great as a game, because our team won that round 3-2. It’s a weird feeling being the final game to finish when the teams are 2-2, but good if you win.

atc 2019 round 5 minions maelok vs grymkin dreamer

Fifth round pairings were announced late that night, so we could discuss them the next morning over breakfast. In talking through my matchups, my teammates were insistent that I was wrong to think Jaga-Jaga was my choice into Grymkin, and that I use Maelok to grind for scenario (on a reasonably fast scenario). I have experience into Grymkin with other factions, and I was reasonably confident into the match regardless. My only problem was that I’ve never played against Grymkin with a Warlock so reliant upon specific rules Incorporeal, Undead, and Tough. Yeah. Totally spaced that there was an arcana that simply strips Maelok of everything that his force needs. Add that to the RFP effect on the heavies, and that will tell you what you need to know. I did get a scenario lead at the start, but soon it equalized and it ended with a scenario win for him and all but my Warlock and one unit of Gators dead. I chalk this one up to my inexperience with the faction more than anything else. Jaga-Jaga still may well have lost, as my opponent (Dan from Team: Faction Hoppers Inc. And Steve) was a very good player, far more experienced than me. So it was a major learning flub for me, and the worst possible time for such a flub (final round of a big event). Thankfully my teammates were effective, and we ended up winning the match 3-2.

Overall a good event, with more than few take-aways for me as a relatively novice Minions player. I think the critical things I learned were:

  1. Have a better answer to shooting and infantry than Maelok.
  2. Figure out what opponents’ abilities are simply back-breaking for your lists and your faction–don’t count on prior faction knowledge to give you a sense about what you’re currently playing. I even reviewed major arcana when doing my pairings sheet two weeks before, but totally spaced that the minor arcana held something that was a silver bullet against one of my lists–because it never came up with my Legion or Convergence in all the times they’ve faced Grymkin.
  3. I still need to work on my spacing. I’m getting much better, but there were moments where I’ve lost 3 rather than 2 gators, or 2 rather than 1, that could have been avoided if I conceptualize the battlefield a bit better.
  4. I definitely enjoy playing Minions as a faction more than any other I’ve tried in quite some time. I played 65 games with Legion last year, but it never clicked like this faction did almost immediately. I’m very excited to get better as a player with them.

I also managed to paint a bit more of my force when I got to the hotel on Friday night. Jaga-Jaga wasn’t finished but had enough colors to be fine, and I borrowed the two units of Croak Raiders and a min unit of Bog Trog ambushers from my teammate Justin. But I did finish some other stuff.

1 gobber tinker minions

A Gobber Tinker, who is carrying the repair parts that would be appropriate for repairing the Sacral Vault (skulls and candles).

1 void leech minions

A Void Leech for my one unit of Croaks. Glad to have him done, as it means that I can swap in this one-point item in Blindwater lists as needed to make points work. 

1 boil master and spirit cauldron minions

And finally, a Boil Master and Spirit Cauldron. I absolutely love that the crocodile has a little salt and pepper shakers set on his belt. Given that I wanted to keep the flame motif of the force, I didn’t want to do any magical bubbling liquid or anything, so I made the runny stuff coming out of the pot just skin tone–like boiling flesh. 

365 Points Challenge Progress (2019):


Battles (Privateer Press):

Overall Totals 2019: 11 (Win/Loss 8/3); 2018: 129 (Win/Loss 78/51); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)


8 Wins (Nemo1 x2, Irusk2, Helynna, Maddox, Thyron, Harbinger, Magnus2) / 3 Losses (Xerxis1, Goreshade4, Dreamer)

Bummer Bowl 3

Bummer Bowl 3

It’s that time again. Time to lose some games in the cold weather. So what better way to do so than to host the third annual Warmachine and Hordes Bummer Bowl? But before I get into that, the non-bummer is that I finished a ton of painting. Still going strong with all the Minions.

minions calaban the gravewalker

First up, I finished Calaban, the Grave Walker, for the Bummer Bowl itself. Part of playing in the Bummer Bowl means bringing a less good warcaster or warlock, so Calaban fit that bill well. He was fun to paint, and I like the way the mask really ties the red color scheme together. 

minions sacral vault

Next up, I finished a Sacral Vault. This was a beast of a model to get done, but I’m really pleased with how it looks overall. Definitely an army centerpiece kind of model. 

minions max gatorman posse 2

Not content there, I also painted up a maximum unit of Gatormen Posse. This brings me to a fully painted 75 points list for my Maelok force, which alone makes me very happy to have completed.

minions bog trog mist speaker

Not to be outdone I also got some pieces done for my Jaga-Jaga list as well… a Bog Trog Mist Speaker being the first of them. Though honestly he’s for many lists, as one of the most ubiquitous of Minions pieces. 

minions ironback spitter

And last but not least: an Ironback Spitter. I managed to get him shaped up and finished. Was unsure about making him red but matching the shell to the more prominent ridge on my gators, but I think it turned out really nicely. 

That’s more than enough painting for now (well, not really as I’m painting like crazy to get things into a semblance of order for the tournament this coming weekend. What’s more exciting than painting, though, is the official return of the Bummer Bowl.

The bummer bowl began in 2016, when Steve, Ryan, Brad, and I tried to head down to a tournament in Charleston, WV, on a snowy winter morning. We had a series of poor happenstance occur that left us entirely unable to go. So instead we hung around Ryan’s place and played what we called “the Bummer Bowl” (owing to the series of complications). We decided to flip the story of a usual tournament: instead, the people who lose each round continue on toward the championship*. Thus, the person who had the worst time of the day won* the prize*. And what a glorious prize it was: we wrote the words “Bummer Bowl” on a plastic spoon we found in the trash.

bummer bowl 3 round one

Enough about the past, on to this year’s Bummer Bowl. First round was Mike’s Cygnar, using Maddox, facing Ryan’s Skorne, using Makeda1, and my Minions Calaban clashed with Steve’s Retribution Thyron. The battle lines were drawn, and the war to see who was least bad began–as no one wants the shame of the Bummer Bowl trophy after all.

My first game was pretty effective, with Calaban proving to be a slow Warlock but a fairly effective one. I managed to harass Steve’s stuff enough to build a strong position–it got me the scenario lead and then he clocked out. Bummer! That meant I knew I was spared from being the Bummer Bowl 3 champion this time. Phew! Second round I played just a fun winner’s bracket game against Mike, who had triumphed narrowly in his first game. His Maddox list faced some serious hitting power with Calaban, and I managed to win via assassination.

bummer bowl 3 victor

Steve, the Retribution player, managed to win* the championship yet again (3rd time in a row, even). This time, Enrico Nardini at Drawbridge Games was generous, and he bought and helped construct a championship belt for the event. Note that we incorporated the “used spoon from the trash” plan, and made sure the belt held all three plastic trash spoons.

Overall the Bummer Bowl 3 was a great time. We’ll be planning a Bummer Bowl 4 soon enough. It’s always a great time, and a fun chance to play the game for laughs rather than more hardcore competition. Speaking of hardcore competition, my next post will likely cover my time at the ATC. So stay tuned for that fun!

365 Points Challenge Progress (2019):


Battles (Privateer Press):

Overall Totals 2019: 6 (Win/Loss 6/0); 2018: 129 (Win/Loss 78/51); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)


6 Wins (Nemo1 x2, Irusk2, Helynna, Maddox, Thyron) / 0 Losses (___)

New Year: New Models

New Year: New Models

Well, it’s a new year so a fresh blog. Back to 0 models painted and a 0/0 Win/Loss record. I’m starting the year reasonably committed to the Minions plan, and I’ve made some pretty strong strides with them in comfort and composition.

Another big thing this year is that I’m endeavoring to play fully painted. That means minimum progress on anything that I’m fielding, tho ideally fully completed forces. In keeping with that, I’ve joined the Brush Wielders Union: an organization that is designed to promote some specific hobby-focused values that I found to be quite compelling.

brush wielders pledge

So given that, here’s all the stuff that I completed. I’m still putting the bases on one final unit of Gatormen Posse, so the games were painted enough but not completely done. Once I finish those bases I’ll have my entire Maelok army fully painted to 75 points. Pretty exciting!

minions bone shrine

One of my favorites was this Bone Shrine. It’s simple, but I really like it. I think it bodes well for how the Sacral Vault will turn out in my paint scheme (coming soon). 

minions totem hunter

The Totem Hunter, which I did in the style that I’ll be using for my Thrullgs and my Bog Trogs: red skin, with a dull copper and metal armor and some bone pieces. Pretty pleased with him. 

minions kwaak and gub

Another solo: Kwaak & Gub. I love this guy, and the little frog emerging from his belly to cast spells to is just adorable. 

minions minimum gatorman posse 3

I’ve been trying to get the mix right on Maelok, and I settled on two max Posse and three min Posse. That gives me 19 Gatorman bodies, and the points work out for three solos. Having finished this unit (the purple unit), I have just one maximum Posse unit to go. 

minions blackhide wrastler 2

A second Blackhide Wrastler, finished up. I swapped around the colors of his facemask from the other one, but otherwise they’re really similar. Makes for a good pair. 

In addition to a heap of painting to start the new year, I also got in a few games.

(Clockwise from top left) All four games I used Maelok, as he’s my painted list currently. So he’s what I’m running. And spoiler alert: all four games were wins by scenario, which is exactly what Maelok wants to be doing. I faced Andy’s Irusk2 list, which was a serious grind. I got up on points because of the scenario, able to clear my own rectangle zone and the left circle zone enough times to win. Second game was against Steve’s Helynna double colossal list. Again, a scenario win thanks to terrain and jamming with Gatormen. They really can be frightening if you’ve got a live scenario. Third and fourth games were against Mike’s Nemo1 Cygnar list. They took place a week apart, and he made some changes from the list after the first game. First time I managed to kill a junior warcaster, which left him short on the left side and enabled a scenario win. Second game I had to be careful as his list had more heavy hitters, but I got lucky in collapsing the right side this time. Nemo1 had to try an assassination with spells that came up short, and I scored the rest of what I needed to win. They were a good set of games to get me more comfortable with unpacking my force and thinking about when Feat is best used. 

I don’t think there’s a need for the Warlock tracker any longer, as I’ve gotten to the point where I have enough reps with the front-runners to be comfortable with them. Back to just the basic points-painted and wins/losses record from before I started down the Minions path.

365 Points Challenge Progress (2019):


Battles (Privateer Press):

Overall Totals 2019: 4 (Win/Loss 4/0); 2018: 129 (Win/Loss 78/51); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)


4 Wins (Nemo1 x2, Irusk2, Helynna) / 0 Losses (___)

Snake Charmer

Snake Charmer

Given my experience with the test weekend against the Mollywhoppers, I decided to settle in on giving Jaga-Jaga some serious consideration as a pair to Maelok. That meant a bunch of games in rapid succession, but also ample amounts of painting. First as always, the painting:

1 Longchops Minions

First up, Longchops and his little Kingfisher bird buddy. I’m really pleased with how he turned out, and especially with the little bird. Hah. 

2 Minions Gatorman Soul Slave

Gatorman Soul Slave was another fun model to do up. It may be my favorite Privateer Press model in a funny way. This image doesn’t show it, but the way he is bound up and decorated is just really intriguing as a notion: the unwilling warlock attachment. 

3 Gatorman Husk 2nd

I did up a second Gatorman Husk as well, as I’ve toyed with the idea of running two of them with Maelok (likely to settle on just one, sadly). Definitely enjoy this model as a model, and it’s fun but inconsistent in the game. 

4 Minons Gatorman Witch Doctor

Last but not least, a Gatorman Witch Doctor. They’re a bit skinny compared to the other Gatorman models, and doesn’t have quite the facial character of the others. I’m pleased with how it turned out though. 

As for games, I knew that I needed to give Jaga-Jaga a much more thorough testing. So I got in a whole heap of games!


(Clockwise left to right) I played two games over a two day stretch against Larry, fielding Makeda3 (a brief break from Circle to dip into Skorne). In both games I took Jaga-Jaga, which doesn’t have exactly the greatest match-up against Madeka3’s high defense and armor. In the first game, I had to go for the kill after Molik Kharn took out my Wrestler due to poor placement on my part. I managed to use the Cauldron to get her away from shield guards, and then managed to survive a Kharn free strike with the turtle after a bit more shooting (and an Oil hit). Brought her down to just a couple of boxes, and she died to fire the start of her turn. Second game again it hinged around a Molik Kharn missile, which this time my warlock managed to survive thanks to absurdly crummy dice on my opponent’s part. Next I played Jaga-Jaga into Larry IV’s Ossrum list. It was a monumental grind-fest, but the Sacral Vault really shined. It took out so many foes, from hammer dwarves to Kayazy Assassins. Gets so much work done against living infantry. Wow. I won on scenario 7-2 at the bottom of turn 6. 


(Clockwise Left to Right) Another three games, all with Jaga-Jaga. First up was a pair of games against Ryan, trying out a Kromac2 beast brick list. We split them, both times on assassination. Jaga died the first time to an unexpected path werewolf, and managed to live through an assault the next game and answer with a kill of Kromac2 herself. Third game was against Steve’s Retribution list. It was Helynna with double colossals, and a very tough match for Jaga-Jaga because her shooting was very limited in destructive power. I managed to win on time and scenario advantage. I’m reminded how envious I am of Retribution’s pieces every time I face it. 


(Left to Right) I forgot to take a photo of the first game of this set, Jaga-Jaga into Larry’s Iona list. It was a brutal match, I lost far too much early and simply had no answers to what I was facing and simply lost on scenario. Second game was a brief interlude of Maelok, again into Larry’s Iona. It was a scenario loss for me as well. I need to do much better at spacing my Gatormen Posse members. Final game of this series was Jaga-Jaga into Justin’s Barnabas2 Minions list. It was a win for me, though much of it was that it was his first time using the lesser warlocks. Jaga-Jaga ended up with enough shooting to take even Barnabas2 out of action.

Overall it’s a start to seeing what Jaga-Jaga can do. I’m pleased to start delving into her more deeply as a warlock. Looking at my chart (below), she is now the Warlock that I’ve had the most reps with–and I’m feeling reasonably competent about much of her game. Now to work on spacing the Croak Raiders just so to get the most out of them without losing them all.

Primary Warlocks Games Secondary Warlocks Games
Maelok 7 Barnabas1 6
Jaga-Jaga 10 Dr. Arkadius 3
Rask 7 Midas 2
Barnabas2 1

365 Points Challenge Progress (2018):


Battles (Privateer Press):

Overall Totals 2018: 129 (Win/Loss 78/51); 2017: 120 (Win/Loss 86/34): 2016: 123 (Win/Loss: 74/49); 2015: 43 (Win/Loss: 29/14)


20 Wins (Vlad1, Issyria, Kromac2 x2, Maddox x2, Magnus2, Kryssa, Helynna x2, Irusk2, Amon, Feora3 x2, Siege2, Vlad2, Ossrum, Makeda3 x2, Barnabas2) / 16 Losses (Venethrax, Ossrum, Syvestro, Madrak3, Krueger2 x2, Iona x6, Rahn, High Reclaimer, Terminus, Kromac2)

Convergence of Cyriss:

3 Wins (Haley3, Vlad1, Caine2) / 11 Losses (Heretic, Rask, Kaelyssa, Xerxis, Siege2, Testament, Bradigus, Vyros2, Ossrum, Stryker2, Vlad2)

Legion of Everblight:

38 Wins (Denny1 x2, Scaverous x2, Issyria, Wanderer, Skarre1, Sloan, Naaresh, Gaspy2, Madrak1 x2, Strakov2, Kaya3 x2, Helynna x3, Sorscha2, Kaelyssa, Dreamer, Jaga-Jaga, Denny3, Elara2 x2, Thexus, Sorscha1, Maelok x3, Heretic, Strakov1, Borka2, Caine2, Karchev, Baldur2, Gaspy3, Gaspy1) / 18 Losses (Denny1, Krueger2, Dreamer, Sorscha1, Jaga-Jaga, Old Witch3, Caine1, Issyria, Child, Helynna, Gaspy3 x2, Karchev, Vlad1, Barnabas, Heretic x2, Madrak1)


10 Wins (Anamag, Sorscha3, Kolgrima, Gaspy2, Feora1, High Reclaimer, Vlad1 x2, Haley2, Skarre3) / 5 Losses (Rahn, Magnus1, Denny1, Haley2, Syvestro)

Protectorate of Menoth:

8 Wins (Gaspy2, Helynna, Vlad2, Sorscha1, Vlad1, Kraye, Garryth, Naaresh) / 1 Loss (Madrak1)