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Topics - MoonFever

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I know I was psyched for these two. 

Faeria - card game/board game feel.  I've enjoyed this one quite a bit on PC.

Elder Scrolls Legends - Only played a little bit, but it was intriguing.  Being on the tablet means I can play more often as I am on the go quite a bit.

Plus if interested, I know Eternal ccg had a way to beta test on tablet.  Is more of a MtG/Hearthstone hybrid and enjoyable.

Now if only Gwent makes the move...

Warmachine and Hordes General / Command Books and Theme Books
« on: August 10, 2016, 02:44:56 PM »
Some info was shared at GenCon during a design panel.  ChainAttackJay tweeted some of the information.  PPS_Will has shared additional info on the main boards:

Command Books will be coming out starting December (for Prime and Primal factions, so none for Convergence, Mercenaries, or Minions).  These will be similar to the original “Forces of” books, listing all warlocks/warcasters, warjacks/warbeasts, as well as several support and core units and solos.  New stuff will also appear in these books (like the epic versions of the juniors and lesser).  These books will also have the first Theme forces.  Trollbloods is on deck first, followed by Protectorate.  These will all be released by next Lock N Load, when the new Hordes Faction appears.

From there the Theme force books come out.  These will also include Mercs, Minions, and Convergence.  These seem to be smaller books, since they only cover that theme, such as Gravediggers (Trencher force), Llaelese Resistance, Blindwater Congregation, etc.  Each book could include new models in varying numbers that help flesh out the theme forces.  Currently there are no planned Theme Force releases that are Theme force only, though you may see more stuff like the Commodore Cannon (limited to a selection of warcasters).

Overall, seems to be about 2 books a month.

Anthology books are not the plan right now for releases.  Seems the Command books and Theme Force books will be the method to display new/future releases.  Doesn’t mean they won’t do an anthology book again, but this is their current plan.

Faster release schedule is nice, though the volume of releases seems daunting.  No mention of retail price.

Muse on Media / New music form? (A little racey)
« on: December 13, 2014, 10:29:25 AM »

Very conflicted about her musical talents. I watched it and my first thought was "I wonder what Nathan would think of this video?"

Muse on Media / The Flash
« on: November 15, 2014, 09:06:00 PM »
I have enjoyed the series so far. Different style than Arrow, which fits the character better.  The character development has been a little hokey at times, but the teaser at the end of this week's episode sent tears of joy down my leg.

Muse on Media / For Elder Crump: Superman vs. Goku
« on: August 30, 2014, 09:44:20 PM »

Didn't see this posted elsewhere. Not sure if it supports Adam's opinion or not...

Since we have threads on Hearthstone and Hex, I figured I’d share the online TCG that I’ve been enjoying.  I had played the Might & Magic PC games in the past, so this had some nostalgic draw for me.  I stumbled on it by chance while tooling through the iPad App store for new games to play.  Imagine my surprise when I found out it has been out over a year. (It can be played on both tablet and PC)

The aspects I enjoy:

1.   Resource Management – every turn, you automatically get a number of resource points, which gets incrementally larger every turn.  The management comes in three stats that affect what cards you can play:  Might, Magic, and Destiny.  Each card you play requires these stats to be a certain level to play them (Might for creatures, Magic for spells, Destiny for fortunes…for the most part).  Each hero has a starting rank in these from 0-2, and the ability to raise one of them 1 point each turn, though doing so prevents you from using your hero’s other abilities that turn.
2.   The Battlefield – instead of just a row of creatures that can attack what they want, the playing field has 2 columns and 4 rows for each player.  Creatures of certain types can go in certain columns (Melee in front column, Ranged in back, flyers in either, for example).  This gives it more of a tactical feel, since creature placement has a big impact.  Spells and Fortunes can affect certain parts of the field accordingly, or all of it (by row, by column, adjacent cards, etc).
3.   Price Point – having played Eredan for the past 3 years, I despised the fact that a pack of 12 cards cost around 6-7 dollars, and grinding for resources to buy cards on a secondary market took forever.  In Duel of Champions, a 12 card booster costs around 2.50, and you earn gold after each match, which can also be spent on boosters.  It seems to take an average of 36 games to earn enough to buy a pack.  Raising levels gives you more resources, which accelerate this process.
So, if you have the spare time, give it a shot.  They do have a tutorial and a PvE campaign, which should get you through 3rd level, which by the time you have completed it, you should have been able to garner yourself a starter and over 24 boosters for free.

Warmachine and Hordes General / Updates from PP Podcast
« on: December 12, 2013, 01:34:06 PM »
Jacks of Reknown chassis getting a new version in Vengeance!

Iron Gauntlet format slated to possibly change for next year.

The Arts of War / Help - Highlighting and painting black
« on: September 17, 2013, 09:23:09 PM »
I've acquired some Legion of Everblight, and was thinking that even though I've become proficient in inking/washing and drybrushing, I need to move onto highlighting.

I've done some searches on Youtube, but what I've watched hasn't seemed to helpful.  What does everyone recommend for videos to learn to highlight, or are there techniques you could share in print here?

Plus, I was considering painting the carapace of the beasts "black", with a bluish undertone.  Ideas to make this look good?  What skin color would be good to pair it with, knowing I'm going with bluish tones for my Nyss and possibly Ogrun?

My Nyss are going to be Space Wolves Grey, Blue ink/wash, drybrushing Space Wolves Grey over the washed areas.  Was thinking of a light highlight of white on cheekbones and nose/chin, possibly fingers. Thoughts?

Blighted Ogrun I was considering the old Fortress Grey (Couldn't remember new name) inked/washed blue, with Fortress Grey drybrushed over.  What to highlight with?

For the hair of the Nyss and Ogrun I was considering working up greys to white.

For clothing I was considering darker browns for leathers and black for cloaks.  But not sure if that would go with bluish theme...

Any help would be appreciated.  I'm looking to elevate my painting with this army. 


It seems to be a Spd 5, DEF 11 ARM 19 warjack.  MAT 6 RAT 5.

Doesn't give weaponry beyond saying usually a melee weapon.  It does give it some abilities though.

Run or charge for free
Jury-Rigged (SPD) same as Freebooter.  Though that is an Ordic upgrade.

So, what do people think of this jack for the tabletop game? 

I can't recall which podcast I had heard this on, but I love the concept, and wondered if there were pics somewhere, or list of steps for the conversion.

Anyone help?


With the fact that GW is deep sixing Specialist Games, and I had a love for Necromunda and Mordheim, part of me might actually buy into this.

The disturbing fact is that this is not GW-Clone Mantic's first time to this rodeo.  It seems they are dipping into the kickstarter well again. 

So what are the thoughts on this project, and the fact it seems to be the new business model for Mantic?

Warmachine and Hordes Tactical / First game with Hunters Grim and Jarl
« on: April 27, 2013, 12:48:27 PM »
And it ended up vs Bart/Galleon at 35 points. If I could have killed the one Nyss in the zone I would have won on scenario. Even with Mortality on them my Fenns had trouble hitting them. The list was able to survive constant bombardment too which was nice. Over 3 turns my opponent rolled three shots 5x and two shots 1x with gun batteries. So on with the list:

Hunters Grim
  Slag Troll
10 Fennblades + UA
10 Burrowers

Burrowers did well but Fenns must have been holding their swords at wrong end. Not sure on the beast loadout just yet. I can see using Bomber/Blitzer but I feel I still need pyre or slag for DMG buff.  Thoughts?

First game with Jarl was vs Shae pirates. Jarl was rolling 4's like a boss.  Couldn't kill the pirates fast enough to prevent scenario win. I did have 9 damage on Shae, but couldn't hit the nearby Mariner to magic bullet him again.

10 Fennblades + UA
5 Gatorman Posse
Gatorman Witch Doctor

Kind of missed the Fell Caller, but the Witch Doctor at least prevented the Fenns from being pressganged.  Gave up Mulg too easily for sure.  Thoughts?

Warmachine and Hordes Tactical / Would you field trenchers if...
« on: March 29, 2013, 03:29:06 PM »
First off, autocorrect tried to change "trenchers" to "teen hers" which is a completely different conversation.

A friend of mine and I were discussing how the concept of Trenchers and their models are sweet, but their output on the tabletop is normally sub-par.

Then I recalled reading how charging a trench during the civil war and WWI usually ended poorly for those doing the charging. So, why don't the trenchers get a defensive ability vs charging when dug in?

It could be a stand and fire rule for their rifles when they are charged when dug in. It would mean your opponent would have to advance into melee or charge with something that can take the Pow 11'a to the face. Seems appropriate for the infantry and chain gun at least.

Even if people thought that was too over the top, what about set defense when dug in?

(I am also holding out for a warcaster or solo that gives them reform, but hey, let's get them rolling on their own)

Warmachine and Hordes Tactical / Constance Blaize thoughts
« on: March 21, 2013, 09:37:29 PM »
While contemplating lists with my freshly painted Galleon, I tried to think of what each caster gives to the Galleon to make it even better.  Now Blaize doesn't really do anything for the Galleon, but does she gain from the Galleon in her list, similar to how eButcher seems to gain from Conquest?

Now, she's not going to have 36 magic immune weapon masters in her list along with Galleon, but kind of close.

What infantry build do you go with? 
Does Gallant still make the list, since he'll cut you down from about 30+ warriors to 20+ warriors?
Does MacNaile still make the list, even though Galleon isn't your only win condition?

I was thinking that the Galleon can clear out what will tie up your infantry, and your infantry could help take out those models that will hurt Galleon.

Thoughts on the concept?

Warmachine and Hordes General / Grumpy Wargamers Pilot Podcast
« on: March 20, 2013, 11:28:15 AM »
Sorry couldn't find better tag.

Halfway through podcast and am fascinated with kick starter discussion!

Warmachine and Hordes General / How much is Ambush worth?
« on: January 29, 2013, 03:29:14 PM »
In discussing Bog Trog Ambushers with a friend of mine, we agreed, that if they were a 4/6 cost unit without Ambush, they'd see a lot more play, as they compared fairly well to Steelhead Halberdiers and Wolves of Orboros.

So that means that Ambush is worth 1 point on a 6 man unit, and 2 points on a 10 man unit.  Is that good value for your cost?

His argument is once your opponent has experience vs. Ambush, it becomes almost an non-ability, while I tried to argue that the threat of the ambushing unit gave you some board control that you could take advantage of.

What do the rest of you think?

p.s.:  I tried to compare them to Kossite Woodsmen to see if the stat differences and other abilities made them worth the extra cost when comparing ambushing units.  It seemed like the empirical data from that experiment was useless since we saw Woodsmen as soooo poor for their points.

Warmachine and Hordes General / Why Scattergunners when there's Nyss?
« on: January 20, 2013, 03:59:59 PM »
I was contemplating min scattergunners with UA, since then they can shoot through friendlies and get CMA.  One of the few warlocks I felt they sync'd with was Grim...but then I noticed Nyss Hunters work for Trollbloods. 

I understand the benefits of sprays, but is it worth getting in a whole unit?  If I need a spray, I've got the Fell Caller Heroes. 

Is there anyone else the Scattergunners work well with?

Am I missing something that puts the scattergunners ahead of the Nyss Hunters with Grim, or other Warlocks?

Warmachine and Hordes Tactical / Whatever happened to the Minuteman?
« on: January 14, 2013, 02:54:29 PM »
I recall reading Wrath when it came out and thinking this was the niftiest light warjack Cygnar had, but I've read/heard much of nothing about it, beyond this article from Captain Spud on Lost Hemisphere ( which got me excited to use it.  Now, it took a while for my LGS to get one in stock, and I'm getting ready to field it with Kraye.

Has anyone actually used it?  In multiples?  What were the results?  I'm thinking of picking up a second, but will proxy first to make sure they work as expected. 

On top of that, what about the Avenger?  Finally got that painted too.  Seems a good alternative to the Stormclad as my second heavy in my Sloan list (when I'm not using Stormwall with her).  It seems you may want a Trencher Master Gunner around with it, and I plan on including it in the Sloan list too, since his spray attack loves the boosted attack rolls from Sloans Feat (trying to type that sentence and not have it sound dirty was difficult)...

Warmachine and Hordes General / Coven Theme list
« on: January 13, 2013, 10:17:01 PM »
Has anyone tried out the theme force for the Coven in the recent NQ?  A local player has taken it for a spin at 35 points, and has been quite succesful.  He's taken the list to two local tournies, won one and went with only one loss in the other.  The loss coming from eFeora and scattering redeemer fire setting 2 witches and the Egregore on fire.

So far, his biggest concern is Killbox, Though I believe either Feora is a no go for these ladies.  Actually, and continuous fire at range will give them fits, especially combined with Killbox.  His B list was Scaverous, but I have no experience with him.

This was his list so far:

Min Biles

He's considered dropping an arc node for some more support, but has gotten great affect from arcing his spells at those targets that can threaten his jacks. 

Has anyone tried cheaper Bonejacks?  Seethers?  Other Helljacks? 

Miniature Games / Dystopian Legions
« on: November 03, 2012, 09:48:11 AM »

The miniatures look very cool...have to still read the quickstart rules, which seem a little more thorough than typical "quickstart".

Warmachine and Hordes General / Ships in the Night
« on: October 26, 2012, 09:37:51 PM »
Between listening to Chain Attack playing Skarre, and Hacksaw talking about Pirates on Road to War, got me thinking about this theme list.  With all of the AD and advance move, it should jam fairly well.  Thoughts....

pSkarre +6
   Stalker 4
   Stalker 4
   Stalker 4
10 Blackbane's Raiders 9
10 Press Gangers 5
10 Press Gangers 5
Sea Dog Deck Gun 1
Skarlock 2
Siren 2

Total: 36 (out of 56 total)

At this point not sure what to add.  The Stalkers and the Press Gangers Advance Deploy while Blackbane's Advance Move.  This means I'll be up the board fairly quick.  Stalkers having extended control range will help them stay in Dark Guidance and Feat range.

Not sure where to go from here.  Would a Kraken be worth throwing in?  Or upgrade the deck gun to a full Sea Dog unit (not sure if Walls can be included)?

Warmachine and Hordes General / Blighted swordsmen with ?
« on: October 19, 2012, 07:17:06 PM »
I played some Legion during MK I, and I do have a paint scheme in mind, so I am considering picking some up.

Now I recall liking the swordsmen on the table MK I, but rarely hear about them in MK II. Are they that much overshadowed by hex hunters/legionnaires? Are there any warlocks that still prefer them?

Board, Card, Video, Sports and Roleplaying Games / Eredan iTCG
« on: October 16, 2012, 08:16:13 PM »
So here’s how I’ve been spending my limited free time when not painting….It is theoretically a “Free to Play” game, with a free deck to start, and a tutorial deck you can earn through finishing the tutorial matches.  You have a choice of 7 decks for your free deck:

Noz’Dingard Envoys – These are like royal mages and knights…the starter deck starts with mages.  Mages can be powerful, but tend to require more investment in time and/or money to get all the good and expensive mage cards.  They are ruled by a Dragon...but are good guys...
Kotoba – Asian themed faction.  Mostly warriors, with Ninja like rogues and mages sprinkled in.  Warriors tend to be the kindest to beginners.
Zil Warriors – Anarchic traveling circus performers….oh yeah…this deck is a marauder deck, which is basically rogues…tend to be more glass cannon.
Desert Nomads - Travelers from a far off land.  Warriors and Priests.  Barely any defense, but have higher health totals.  Their starter is a warrior/priest combo, with even a multi-class character. 
Pirates - Mechanical minded pirates that fly around in a pirate ship.  No Priests, but have craftsmen, which can equip craftsmen items to any character in play, even enemy characters, which there are cards that benefit you to do so.  They also can earn gunpowder tokens, which can key off certain cards. Their starter is a marauder deck.
Nehantists - the true bad guys.  Have demons...they're so bad even mercs won't play with them. They even have a whole set of spells just for them, corruptions.  The starter is a warrior deck.  They do have some debuffs in their factions, and hand denial.
Sap Hearts - Coalition of woodland races trying to kick everyone out of their land.  Nature mages and warriors.  Warrior starter.  The Elfine tend to get multiple swings in one turn.

(You cannot sell your starter deck cards on the secondary market, and each include some pricey cards that are very good, so even as a beginner, you start out with some power cards)

There are two factions that do not have a starter:
Runic Legion: Roman Legion themed warriors and Minotaurs, and good priests.  They get the Rune mechanic, where they can earn runes through abilities or cards, and then other cards get better if you have the specific runes to spend on them.
Mercenaries:  Most starters will have one merc in them, but you can have a whole mercenary deck.  There are some Mercs that are pretty powerful, but not much built in synergy in this faction, except for their 2 castes:  Tempus (Time Mages) and Avalonians (Basically Paladins).

Concept is you form a deck of 3 characters and 20-50 actions/spells/items/theurgy…the 3 characters start in play and you get a 5 card hand.  You then alternate with your opponent picking your character matchups for fights.  Each character tends to have turn orders that give them bonuses, so every character is better when activated on certain turns.  You then pick a card to play…if you pick a card with a “chain” ability, you can play a second card, but no more than 2 in any given fight (barring special effects of certain cards).  Win or lose, your cards and you earn experience and crystals.  All characters, and some other cards, can “evolve” after they earn a set amount of experience.  You can use the crystals to buy cards on the secondary market, or buy one of the other starter decks that you didn’t get for free.

Now, like I said, it is “theoretically” free to play.  You can go through the game, just playing with your starter deck cards and cards you buy from your match winnings….or you can buy “Fee’z” with cash which you can use to buy boosters for more cards…there are cheaper 4 card boosters, or 12 card boosters (which guarantee a rare)…There are generic 12 card boosters, or 12 card boosters for with guaranteed 3 cards for a specific faction.  There are 8 factions in all, plus mercs….Now the classes:
Warrior – tend to have higher defense.  Most warriors have the ability to chain a second card if you play a certain type of item (armor, one handed sword, etc).
Marauder – tend to have higher attack.  Most actions add to attack value or do sneaky stuff.
Mage – Magic spells, duh…non multi-class mages automatically can chain a second card if the first card was a spell.  If a non multi-class mage casts a magic damage spell, they don't get their melee attack.  Multi class mages and guemelites will still be able to melee attack even if they cast a magic damage spell.
Priest – Theurgies are priest spells, some buffs, debuffs, and some healing
Craftsman -- They can equip craftsman items to any character in play.  This can help tank up one of your other characters, or help debuff or damage opposing characters that may not be directly in play.  Though almost every faction has at least one Craftsman, Pirates are the only ones that can do a pure craftsman deck and be successful.
Races of note…
Golems can attach any items, no matter what faction they are for, and what class they are.
Guemelites – these are like magic spirits…even if they are warriors, they can cast spells of the same type as their race (Shadow Guemelites can cast shadow spells)…

There are 4 stats:
Spirit - This is your magic defense and boosts your ability to damage someone else with magic spells, or your ability to heal.
Attack - this is your melee attack.  It will be 2 numbers, your minimum attack, and your maximum.  The damage value of your physical attack is random between these two numbers.
Defense - This is your physical defense, lowering the damage you take from normal attacks.
Health - you hit zero or negative, your character is dead.

When you get matched up vs opponents, it does it based on your level, so you don’t have to worry so much about getting noobstomped at the beginning.  They do run weekly tournaments, and special events throughout the year.  You can play in these without having to spend cash (some cost crystals, which you get from playing matches or completing trophies)

Give it a shot.  You can either play through their website ( or through facebook…

Oh, and those that may care, characters do die in the storyline...not that it stops you from using them, but hey...

Miniature Games / Did anyone get a chance to try X-Wing at GenCon?
« on: September 15, 2012, 09:44:07 PM »
Or was it not there?  Is it even out yet?  Concept seems really cool.  Thoughts?

Warmachine and Hordes General / For those that cheat savagely...
« on: September 06, 2012, 08:05:35 PM »
After listening to the latest podcast, I truly believe John was set up, or as Crump put was:

Or how about a theme song (just change the words in your works):

I haven't tried this yet, and have heard good things.  Where would I have to go to download, and is there anyone that would like to walk me through a game to get the hang of it?  (Upstate NY for timezone reference....)

Need moar games...

Warmachine and Hordes General / My First Mk II tourney
« on: July 29, 2012, 07:26:22 PM »
Well, the local game store had a free Colossal tourney...first place gets free colossal/gargantuan.

12 players participated.  35pt 2 list steamroller format

5 Khador
2 Protectorate
2 Cygnar
1 Cryx
1 Trollbloods
1 Circle

My son wanted to play and use my Cygnar, so I was left with my Cryx (not tourney ready with any other army currently)

I used eGaspy and pDeneghra.  I'm extremely rusty, and not used to timed turns at all.  I've played since the first Gencon that they sold battleboxes (before Prime came out), but only played 1 tourney in Mk I.  So, not confident in my ability to be smart with pDeneghra, I crutched on eGaspy all day, which I had never used before list consisted of:

  2 Defilers
10 Bane Thralls + UA
6 Bane Knights
6 Bile Thralls
Pistol Wraith
Saxon Orrik

Reinforcements were Pistol Wraith and 2 Sirens

First round was the scenario with 2 6x8 areas, where you need to control the farthest zone.  I go first, and run everyone...I was playing 3Vlad theme force, and on his first turn, he jammed the zone with 6 Uhlans, while a Drakhun took each flank, Markhov and Fenris backed up the 6 cav, while Vlad and Drago backed everyone up along with Wardog.  Well, I did a fairly good job in killing his Uhlans and tying everyone up, but 2 botches on my part cost me the game

1. Wardog doesn't give DEF bonus when knocked down - I used 2 additional guys to finish it off, when they could have charged 3Vlad who was camping zero.

2. The feat requires the brought back models to be within 3 inches of eGaspy...I moved the wrong way, which limited my charges.  Tartarus still almost one shotted 3Vlad, but he won on scenario.

Second round was against Cygnar.  It was the scenario with the 2 8" diameter zones flank scenario with reinforcements.  Stormwall & Kraye opposite me...whatever, eGaspy...ended up half killing Stormwall since he kept moving forward to the zone without feat..finished off Stormwall and Killed Kraye on feat turn, and had one zone locked up, and earned a CP..even if I didn't kill Kraye, he wasn't taking that zone back.

Third round was against Circle.  He's using pKreuger...whatever, eGaspy.  Scenario where you have 12" zone in the middle and 4 flags.  Biles wipe out his Wolves of Orboros, while Bane Knights tie up Feral.  Stalker tries to deal with Bane Thralls, but gets tangled up and can't sprint away without taking 2 freestrikes.  I end up earning a CP prior, so I have 5 bane thralls including leader on Stalker..If I kill it and a stone, I win on scenario...They whiff, with only leader hitting twice...then I feat, and tartarus misses with a four.  But 2 Bane Knights finish him off...because of Tie breakers, I use the rest of my feat to finish off shifting stones and kill Gorax...then teleport to flag and win.

So 2 and 1...the guy who beat me finished 2nd...I end up 6th.  My son ends up 10th with a 1 and 2 record.  He used his Sloan list twice, and botched vs. pKreuger player, and got overwhelmed by Khador list.  Last game he used pCaine w/ Stormwall, and easily won on 3rd turn.

Funny thing is he got a better prize than me.  They gave away trays (similar to Broken Egg trays, but locally made), and I got Base inserts that looked like parched earth.  Not terrible, and for free who am I to complain...

Overall, very enjoyable experience, and the 7 minute turns never bothered me, though my opponents each game ended up not activating stuff each game at least one turn because of time issues.  Looking forward to next tourney...hopefully I'll have my Skorne tourney ready by then...If not, eGaspy will be ready to roll again...maybe use cankerworm instead of 2nd arcnode.

So my local Game Store is having a free tourney at the end of the month where the winner wins a colossal...time to come out of semi retirement...

Since my son is planning on bringing his Cygnar supplimented by my Cygnar, that leaves me with really 2 options:  Trollbloods and Cryx...I have less Trollbloods than I should, so Cryx it is...Here are the two lists I am contemplating:

Nyss Hunters (10)
Pistol Wraith
Rorsh & Brine
Bile Thralls (6)


Satyxis Raiders (10)
   Sea Witch
Satyxis Raider Captain
2x Pistol Wraiths
Bile Thralls (6)
Necrotech & Scrap Thrall

I am thinking eSkarre is for Jack heavy/low model count forces, while Deneghra can be more versatile overall.  What are my bad matchups?  What should be my reinforcements (7 pts each list)?  I have to shake a lot of rust, and get used to the scenarios...

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