We love all sorts of games at Muse! Our big focus is on miniatures gaming, but we enjoy cardgames, boardgames, video games…all sorts of games in fact! So do our content producers, we have some fantastic articles, podcasts and videos which will show you how these games are played, and maybe give you some ideas for what to pick up next!

Tusk’s Tips: Create a Cheap Wet Palette

Posted by on 1:56 am

by Andy Welton This is the first of hopefully many tips and tricks I use for miniature assembly, modeling and painting.   Some may have seen my article before, but since a wet palette is such a useful tool, I figured I would post it again on my first article for Muse on Minis.   For those that do not know what a palette is, its a surface for mixing paints to achieve additional colors. Some use an old Cd/tile/hand/table. A wet palette is basically the same thing, but it is intended for mixing acrylic paints (GW P3 etc) and not having them dry out as fast. That way that specific color you mixed for your highlights will stay usable. The wet palette can hold paint much longer than a normal dry palette. In the long run, you should end up losing less paint to dry out by using a wet palette. my little design allows you to be able to store your mix overnight.   For the longest time I used a wet paper towel as my palette, It wasted a ton of paint. So I was looking for new options. My roommate had picked up the Privateer Press wet palette from our local game store. I saw the contents and realized I could just make one myself and save some money. I did, it works like a charm.   Step 1: Either buy a miniature from Privateer Press or some other company that sells models in a similar clam shell packaging. Privateer Press has the perfect packaging that to make this type of palette. Usually in the same package, they also supply the foam needed for the palette. Step 2: Take out the mini(s) and the foam out of the package. Save the blister and the foam. You can dispose of the miniature if you wish. (Your opponent won’t mind if you don’t field the Great Bears) Step 3: Cut the foam to the size of the blister package, so it fits snugly at the bottom of the tray. The foam will expand slightly when it is wet so you may need to cut it slightly smaller than the tray. Make sure it fits properly in the blister tray. Step 4: Now you need some tracing paper. I had some left over from another project. I am not sure it makes a huge difference, but I would make sure it is Acid-free. The paper that is supplied in Privateers wet palette is slightly thicker than the stuff I got. I am sure you can always get something thicker to match. Some people suggested using cooking paper. Step 5: Cut a sheet to size, you want it slightly smaller than the foam, it will expand as well. Step 6: Now I put some water into the blister, I make it as deep as the foam is thick. Then put the foam in the water, let it soak up all the water. (you may have to squeeze the foam to make it soak) Drain off the excess. Waterline should be slightly below the foam. It should be pretty saturated and the water should pool slightly when pressure is applied. Step 7: Lay the tracing paper on top of the foam to wet one side of it, then make sure to flip it over and...

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The Focus Camper’s Bible Part 2: More Details

Posted by on 1:00 am

The previous post in this series seemed to evoke some interest, so I’m going to forge on ahead.   Basics:  Camping focus is a tradeoff that every warcaster has the option to pursue in any given round.  You sacrifice the benefits you would have gained by allocating or spending that focus in exchange for armor on your warcaster.  In order for this trade to be beneficial to you it is necessary to place your caster in a position that allows that armor to be meaningful.  A successful camp sees you lose the benefits of the focus you could have spent in the round prior and gain the resources that the opponent expended failing to kill your caster.  An unsuccessful camp sees you make the same sacrifice, and either lose your caster as they break your camp or sees them disregard your caster to continue with their game plan.  This latter option is the most vexing, and is the one you must strive to prevent by supporting your camp.   Camping vs. Turtling:   There’s a confusion of terms that gets me in trouble when I talk about this stuff.  Camping is when you keep all your focus on your caster, and move them into jeopardy.  Turtling is when you keep all your focus on your caster, and move them out of jeopardy.  Fundamentally they are different things.  The purpose of Camping is to force your opponent to attempt an unlikely assassination.  The purpose of Turtling is not to lose the game via assassination.   Some terminology:  This is just how I talk, not the hip lingo of the Cool Kids.  Nonetheless it’ll help if I let everyone know what I mean ahead of time.   Camp:  As a verb, this mean to hold all your focus on your warcaster and move up into a critical position.  As a noun it refers to the difficulty in killing a particular caster when he’s camping.  In my mind it’s also the pokemon-esque sound that camping casters make as they move up to face the assassination.   Threat:  The incentive for the opponent to attempt to break your camp, and not disregard it.  Essentially, this is the consequence that lies in wait if your enemy simply ignores your camping caster and keeps fighting your army.   Break Camp:  To use a high p+s weapon to kill you despite your fully camped armor/defense.  “The Avatar rolled 4 focus and charged my caster, broke my camp on the ancillary attack.”   Negate/Remove Camp:  To remove the focus on a warcatser.  “In retrospect I shouldn’t have charged Nayl, when he blew up it negated my camp”   Finesse/Bypass Camp:  To use an attack that gets around the focus on a warcaster without removing it.  “I hate MHA’s”   Timing the Camp:  The fundamental question of a camp is a simple one. When?  The answer is equally simple.  As soon as you calculate that they will fail to break your camp, and you can create a credible threat to induce them to try.  A last component is that you not be already stomping them.  In general your threat will concern scenario, so bottom 2/ top 3 tends to be when the most camps take place.  If you are fortunate enough as to be graced with a threat...

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Thursdays with Thanan: Legion of Everblight Battle Box

Posted by on 10:46 am

Hey all, and welcome to another stimulating Thursdays with Thanan! This week we dive into the unique Legion of Everblight battle box. The Legion in general loves to run with lots of beasts, and that is exemplified even in the battle box. The Legion box comes with Lylyth 1 (aka pLylyth), a carnivean, and 4 (!) shredders. Most Legion players agree, the battle box is an excellent pickup for new Legion players, and Lylyth 1 will teach you many important things, and is a solid warlock in her own right.  Lylyth 1 – Lylyth is a ranged warlock, superb with the bow, and very…unreliable…in melee. She has good speed and RAT, with above average defense and just below average armor for a warlock. Her ranged weapon, Hellsinger, has decent range, and the same POW as its range, as well as ROF 2. This means she can spend one fury to buy an additional ranged shot, either plinking something twice or shooting two different things. This is important, due to the special abilities her bow comes with. Lylyth has eyeless sight, meaning she ignores terrain, stealth, concealment, clouds, etc. Essentially she can see your soul, and no amount of smelly smoke or thick forest will hide your soul from her. She also has pathfinder, allowing her to move through terrain with no penalty. In addition to these two abilities, Lylyth has bushwhack, allowing her to make her combat action (she can shoot) BEFORE she moves. This is important, as her bow Hellsinger has two important abilities. First, the magical bow can make all of her beasts charge enemy models hit by the attack without being forced. So she can shoot two different things, for example, two heavies, and every model in her battlegroup can charge for free at either of them. Second, her bow has witch mark, and she can cast spells at it and automatically hit, regardless of range or line of sight. Let me break this down for you. Let’s say you’re facing off, and you find yourself within range of two Khador heavies. You shoot one, do no damage, shoot the other and do 1 point of damage. Then you walk away speedily. Now that you’re far away, you choose to cast Parasite on Khador heavy #1. All of your beasts can charge it for free, it is -3 armor from your spell, and you are too far away for any retaliation. That, dear readers, is cool. Lylyth does have very low fury, the lowest of any warlock. This means that without her auto hitting after shooting something, she would need to boost magic most likely. And her spells are a bit high fury wise. Speaking of spells, let’s examine each in turn. Bad Blood – This offensive upkeep spell makes leaching a bad idea for warlocks. If they do choose to leach the fury from their beast, it hurts them 1 pip for each fury they leach. In addition, the target warbeast can’t be healed or regenerate (trolls and warpwolves). This spell has no effect on warjacks. Parasite – This offensive upkeep spell has the target model suffer -3 armor, and gives Lylyth + 1 armor. This is great against high armor jacks and beasts, or heavy infantry units. Eruption of Spines – If you hit...

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Crutch Free 2012!

Posted by on 12:43 am

    Listen up MoMma’s boys! The gauntlet has been thrown! We’re giving up our crutch pieces for a whole year of competitive play. Do you have the stones to give up yours? This means anteing up the pieces you rely on most! Break out of that tiny box you live in! Master your faction! Shake the meta to its core!     We are not alone in this movement. These are all people with solid brass balls:   John DeMaris(Phatasian)- The Avatar Jake VanMeter(Neutralyze)- Vayl1, Saeryn, Lylyth2 Keith Christianson(sepher32)- Asphyxious Jason Watt(Lord Tyrant Watt)- Molik Karn Chad Shonkwiler(Chadwick)- Janissa Stonetide Chuck Elswick(Bulldog)- Playing Morghul2 Josh Holt(Ooh_Shiny)- Adeptis Rahn Nick Crumpton(Crump)- Krueger2 Nigel Brooks(StevenSwayze)- Behemoth Matt Catron(Argieta)- Barnabas Dave Drahaus(Aduro)- Asphyxious2 Lance Becker(Judgeito)- Gorax Dewey Sickels(Dewey)- Severius1 David Counts(Thenan)-Baldur1&2 12/22/2011 ?(Alviaran)-Deathjack ?(Ersatz Nihililst)-Tartarus ?(OniBeowulf)-Caine2, Stryker2, Squire, B13 Bob Klotz(Puzzworthy)- Titan Gladiator ?(Rynth)- Basilisk Drake ?(DaughterOfFrankenstein)- Ravagore Chris S(Paradox)- Choir, Vassal [BALLER] ?(Lawso42)- Doomshaper2 ??(scud)- Butcher Lucas Renz(circletakesthesquare)- Kaya2, Baldur1, Kromac ?(lordofnecropolis)- Knights Errant Matt Cole(Mod_GeminiX6) Feora2 ?(GunMageinTraining)- eHaley Mike P(PG_Seraphsong)- Rahn, Ravyn, Asphyxious2, Deneghra2 ?(Aya)- Janissa ?(alchahest)- Eiryss, Gorman, Nyss Dave ?(studderingdave)- playing 2x MoW Shocktroopers 12/23/2011 Alan Kennedy(Azhdeen)- Bile Thralls Sygerrik – Maekeda2, Molik Karn Blake(Nightrave)- Eiryss2, MHSF, Disco, Kromac, Wolfriders Ben Hayes(Chunky04)- Eiryss, Gorman 12/24/2011 ?(PG_Duckboy) -Kayazy Assassins, Underboss, Eiryss2 ?(PG_Asa)-Harbinger, Severius1, Morghoul1, Maekeda2 ?(sleet01)- Darius Joe Biggers(FeignLife)- Withershadow Combine ?(Valander)- Asphyxious1, Deneghra1, Goreshade1 Ben Rislove(Rolling_Thunder)- Caine2, Menoth, Legion 12/25/2011 Riley Nadeau (NickKendal)-Nyss Hunters Brian Brimmer(Brimmstorm)- Asphyxious2 (also playing Venethrax Coven and Goreshades) ?(Hrimfaxi)- Reckoner 12/27/2011 ?(PG_Feeple)- MHSF, Ravyn ?(Junn Khan)- Playing only Domination ‘locks Chase L.(The_Villain)- Ol’Rowdy, The Black 13th ?(Watchtower)- Ravyn, MHSF ?(W’rkncacnter)-Squire, Siege, Mule, Withershadow Combine, Terminus, Darragh Wrathe, Renegade, Pistol Wraith, Ol’ Rowdy 12/29/2011 ?(Taslon)-Cryx, Skorne, Legion, playing Ret Danny Goodner(2LiveIs2Die)- Asphyxious2, Deneghra2, Skarre2 ?(dicegod)-Kreoss1, Kreoss2, Severius1, Harbinger Matt K(mattieK)- Megalith, Asphyxious2, Deathjack, Tartarus 1/2/2012 Eric Castro (PG_Shalandar) Nyss Raptors 1/4/2012 ?(Dark Alleycat) Siege, Squire, Arcane Tempest Gun Mages   Join the movement! Prove that you’ve got a pair!   What started with one man putting his foot squarely in his mouth has evolved into the beginnings of something fun and exciting; a way to challenge ourselves, as Warmachine and Hordes players, to think outside the box, master our factions, and make this year a great one in wargaming.   Here’s the challenge:   Take a look at the lists you play most often. Is there a piece that appears in more than 50% of them? Is there a caster you take to every tournament? What model do you lean on the most?   Give it up.   Put it away for one year of competitive play. Build lots of lists without it. Figure out something crazy and new. Or just play something new to you.   Post here in the comments section, your name, your forum handle, and your crutch, to be added to the...

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A Study in Purple: Yarrrrrrrr!

Posted by on 12:30 am

Greetings, and welcome again to a Study in Purple. This installment will begin an exploration of a topic that I find particularly fascinating and plan on returning to regularly.   Mercenaries: Uses and Abuses in Cryx   Cryx is a diverse faction. We have as many in-faction choices as any faction in the game, being one of the original four. And a solid percentage of those choices are viable in all levels of play. But when you consider all the Mercenaries Cryx can field we are just plain spoiled for choice. Whether it be a solo for utility, a flanking unit, or the majority of a list, the Mercenary element can bring significant depth and versatility to a Cryx force.   In this article I want to take a look at some specific mercenaries in one list that has become one of my all time favorite “Cryx” lists. I’ll give you a hint… YARRRRRRR!   Warwitch Deneghra (*5pts) * Defiler (5pts) * Nightwretch (4pts) * Skarlock Thrall (2pts) Mechanithralls (Leader and 5 Grunts) (3pts) Necrosurgeon & 3 Stitch Thralls (2pts) Necrosurgeon & 3 Stitch Thralls (2pts) Press Gangers (Leader and 9 Grunts) (6pts) Sea Dog Crew (Leader and 9 Grunts) (8pts) * Mr. Walls Sea Dog Crew Quartermaster (2pts) * 3 Sea Dog Crew Riflemen (3pts) Bosun Grogspar (2pts) Doc Killingsworth (2pts) First Mate Hawk (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Lord Rockbottom (2pts) Master Gunner Dougal MacNaile (2pts) Ogrun Bokur (3pts) Pistol Wraith (3pts)   Let’s break it down shall we? Scratching the Surface   It’s a Cryx list with 50 models in it. Yes, it is the standard fare of infantry swarm Cryx. But as is readily apparent, most of the models in the list are not Cryx models. The core of the list is the full boat of Sea Dogs complete with Pressgang and the supporting cast of solos. That’s a huge number of living models for Cryx, so the Necrosurgeons and McThralls are in.   Skarlock makes the cut because Ghost Walk is amazing. So is Crippling Grasp, and Parasite, and Venom, and you get the idea.   Two arcnodes; it’s Deneghra; they’re in.   Gorman and the Bokur are there primarily to help me keep the Privateer solos alive. Both models can also get some work done if need be. They’re in.   I had 3 points left and I put a Pistol Wraith in. I’m leaning towards downgrading my Defiler or upgrading the Nightwretch and changing him into one or two Sirens. But a Pistol Wraith is never bad so he’s in for the moment.   In keeping with what Denny wants, the list has a high volume of attacks, a relatively low point/model ratio, and all the necessary support pieces. Standard infantry spam keeps the pressure off of her focus pool so she can influence the table with all the super nuts spells at her disposal.   Getting into the nuts and bolts.   Why did I choose to build my list with Sea Dogs and Pressgang at the core rather than, say, Tartarus and the Baneswarm or the Satyxis units or Bloodgorgers, more Mechanithralls? I have 5 primary reasons: Go Green, Speed, Resilience, Firepower, Go Rogue. The Cryx units might individually possess some of these characteristics, but only the Pirates...

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Happiness is Rolling Dice: Quarriors

Posted by on 2:45 am

  Alright lads, prep the horses and release the hounds, for today we venture forth as Quarriors, into The Wilds of the Quay to capture our Quarry so that we can spend our Quiddity and arise victorious.  Yes, those words are all real things, which were really put on paper, in the real rules for Quarriors, a game from Wizkids that you will often hear described as Dominion with dice.  The fact that Quarriors is played with dice instead of cards as the main component of play should give you some insight into why it appeals to someone who writes an article titled “Happiness is Rolling Dice”.  Not only that, but the game comes in a fancy tin dice shaped can; and who can pass up a fancy tin dice shaped can? The core of the game involves two basic components, the dice, and the cards that provide the rules for the creatures and spells that the dice represent.  While the dice are core to the gameplay, the cards are what give them life.  Each card represents a creature or a spell and the rules associated with them. For gameplay you will have 7 cards to represent creatures, 3 spell cards, and 3 cards that represent the basic dice that are included in every game. The creature and spell cards that you will use are chosen randomly from a deck to give each game a bit of variation.  The cards are labeled with a class (such as ‘Warrior of the Quay’) and a modifier (such as ‘Strong’) and will include the rules, cost, victory point value and a chart showing each face that can possibly be rolled on the corresponding dice.  Included in the card decks are multiples of each class with different modifiers, each with their own variations on how they will affect the game when used. The dice are used to represent the creatures and spells described on the cards.  You will find included in the game 5 dice for each non-basic creature and spell class.  The dice are really what make the game, during each turn you will draw, roll and then use the dice to summon your creatures to battle, ready and cast spells and capture new dice for your collection.   The dice quality is decent, you will find them to be a bit smaller than your standard d6 which can sometimes make it difficult to discern the symbols on each face. In those instances the reference picture of each dice face printed on the corresponding card will clear up any confusion. The game also includes a dice bag to let you mix and blind draw dice as you go. Before I talk about playing the game I want to revisit the comparison between this game and Dominion that has been made.  While this comparison is apt in describing the basic, deck building-esque, component of the game and perhaps the basic mechanics, there is something to keep in mind that will avoid setting incorrect expectations when picking up Quarriors.  The game is not Dominion, okay I know, you probably realized that from the difference in spelling of the names, but that doesn’t change that when someone makes such a blanket comparison your brain starts setting some pre-conceived expectations of what you’re getting into.  Quarriors is a difficult...

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Mind Tricks #3

Posted by on 4:08 pm

by Jake VanMeter Legion warlock pairings for tournament play:   These are all my opinions. They’re worth what you paid for them.   I generally play convention style tourneys and the format is usualy 50 pt.   When going to a big tournament you need to be prepared. In a multiple list format you will need to pick warlocks that work together to help prevent bad matchups. In this article I am going to go over the three I used for Gencon 2011 and why I picked them based on possible matchups. By the end of the article you will understand how important it is to pick warlocks who cover each other‘s weaknesses. I thought this article was appropriate as the Steam Roller Tournaments are going to move towards the three list format in the future. My Trio of ladies Lylyth2, Saeryn, and Vayl1 are very strong when taken together.   I generally place my warlocks into 3 categories which are:   Aggression – Vayl1, Lylyth1, Thagrosh2, Bethayne, Rhyas   Attrition – Lylyth2, Kallus, Thagrosh1, Vayl2, Absylonia   Denial – Saeryn   There are some warlocks here that overlap into other categories a little but for the sake of simplicity I will keep them as above until a later article. I view this much like a color wheel where you have complimentary and contrasting colors and different shades depending on how you play each warlock.  Before you blow a gasket about Lylyth2 being in Attrition category just remember this is where I place her and how I play her. Any of these warlocks can play attrition just by hitting from a distance and keeping your army safe or forcing uneven trades etc. Vayl1 is in the Aggression category because while she can keep safe with her feat, she generally powers her army through with incite and chiller to help push the damage output into the stratosphere. Let’s move into the meat of this article   Denial — Saeryn   I rank Saeryn as a solid A due to the amount of denial she brings to the game. She has her feat which prevents her battle group from being targeted by melee for a round. Breath Stealer gives a DEF and more importantly a SPD debuff to a model/unit (remember SPD debuffs prevent charging). Blight Bringer provides infantry removal and blocks charge lanes. Her Death Spurs even prevent transfers. On top of all that she gets +2 DEF against ranged attacks which regularly gets her up to DEF 19 with Tenacity.   Saeryn should be one of your 2-3 lists (format dependent) in the convention scene because she is our best answer to Cryx. If you have been paying any attention you’ll have noticed that there are a high number of Cryx players in each tournament. Cryx has some ball busting casters which are very hard to play against. Some of the most popular you will see are Gaspy2, Denny2, Skarre2 and Denny1. There are some others that are really good as well but these are the ones I see the most.   Gaspy2 With Saeryn I always bring two Scytheans which provide a great way to deal with Tough Bane Thralls. They also RFP, so Gaspy2’s feat is less potent. You then double up with her feat to give...

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The Focus Camper’s Bible: Part 1: My Misconceptions

Posted by on 2:39 pm

by Walter Langendorf   When I play Warmachine, I camp focus.  That’s just how I do.  I fell in love with the play style when I started up, and I’ve never really wavered from that.  When I want to play active casters I get out my Hordes faction.   This initially arose from an observation I had, which was that I won 100% of games where my opponent failed to assassinate me, but only 50% of those where neither of us allowed our casters to be in jeopardy.   I had a lot of ideas about camping initially, didn’t really understand it properly.  In this post I’m going to lay out those mistakes so other folks can see whether they agree with my conclusions.   First off, a broad overview:   Fundamentally, keeping focus on your caster is a tradeoff.  You forsake the benefits you would have gained from spending that focus, and receive in return armor on your warcaster.  This has many implications, but most broadly it allows your opponent to attempt an assassination, but makes that assassination much less likely to succeed.   Misconception#1:  Camping keeps a caster safe.   This seems self evident, but it’s just not so.  Distance keeps a caster safe.  You camp in order to place yourself in jeopardy.  Your general goal when holding focus is to place your caster in a position where that focus matters.  Camping while sitting behind your army is turtling, and is only appropriate when you’ve won the game, and your caster’s responsibilities have been reduced to not dying.  The general camp is performed in order to move the warcaster up the field to a position where they can use their short range capabilities.  This necessarily entails risk, while distance is an absolute defense.   Misconception #2:  The most important thing in a camping caster is how well they camp.   It turns out that the most important thing is what they can do WHILE camping.  The actual def/arm is rarely terribly important.   Let’s take a hypothetical caster with def 15, arm 16, six focus, 16hp.  About as middle of the road as you can be.  At full camp he’ll survive an enemy heavy with pow 18  hitting him 4 times (that is, initial + 3 focus). Casters are surprisingly durable.  Being a camping superstar is pleasant, but not nearly so important as having a reason to camp in the first place.  Vindictus can sustain a decent camp, but why would he bother?  The opponent is no more intimidated by him near them than they are by him far away.   Misconception#3: If you survive their assassination attempt you get to assassinate them.   Typically, the point of a camp is to survive their assassination run and take the attrition advantage by taking advantage of their wasted resources.  If they charge a heavy at your caster, spend 3 focus and fail to kill you, then you have a strong edge in the game.  Your heavy/troops can kill theirs while your caster runs away/heals and you are up in the attrition game.   Misconception#4: Eiryss is the bane of campers.   She’s bad, don’t get me wrong, but worse are another pair of merc solos, Anastasia and Gorman.  More on these 3 if the series takes off.  In general...

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Playing the best, Major Victoria Haley Part 2

Posted by on 2:00 pm

by Ben Rislove   Haley2 in Scenario   Haley2 excels at scenario control with enough of an attrition game to stay in the zone and have a very solid chance of taking it a second time, or force someone to sacrifice models, to ensure that you don’t score a 2nd control point.   This is the Major Haley we all know and hate. We get locked down and then have difficult to remove models rammed down our throat and into our Zone. Brutal and unrelenting, before I go into further discussion here’s the list.   Major Victoria Haley (*5pts) * Thorn (8pts) * Centurion (9pts) * Squire (2pts) Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts) * Arcane Tempest Gun Mage Officer (2pts) Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts) Horgenhold Forge Guard (Leader and 6 Grunts) (5pts) Anastasia di Bray (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Journeyman Warcaster (3pts) Ragman (2pts) Rhupert Carvolo, Piper of Ord (2pts) Eiryss, Angel of retribution (3pts)   Scenario Control Elements:   Anastasia: +1 to starting roll. She is invaluable in a scenario army. Going first can often give you a free control point, why not enhance your chances. With Haley’s feat it is also quite possible to get Espionage off.   Arcane Tempest Gun Mages: They snipe important solos, (Eiryss, Gorman, anything that clears zones well) then use Thunderbolt to push hard to kill models out of the zone.   Boomhowler & Co: They are medium base 4+ tough monsters, armor 19 with Arcane Shield, 14/21 against ranged attacks with Deceleration. Boomhowlers are very hard to move out of a zone, and can’t be trampled; this makes them excellent at protecting a zone. As an added bonus: Deadeye makes them a very respectable shooting unit to help the attrition game.   Horgenhold Forge Guard: Reach Weapon Masters will kill almost anything that managed to work past the Boomhowler line.   Centurion: He is armor 24 with Arcane Shield, and effectively PS20 with a ragman tagging along. Haley’s bond +TA bring his threat range up to a very respectable 13”s and with 4 focus + TA he can wreck nearly any heavy in the game. While being VERY hard to kill at armor 24 and with polarity shield.   Personally I think this is the strongest 50 point tournament option in Cygnar. Often people are ready for it. They know what it’s going to do; and it will still work more often than not. This list maximizes the scenario elements of the strongest control caster in all of Warmachine/Hordes. The weakness here is that there is no surprise element. If you are forced into an attrition battle, a dedicated, grind you out army can win. You’re going to play this list to “dice down” a lot. You will win 1 CP – 0 or 2 -1 a lot. It’s a long game.   This list isn’t designed for “Kill Box” games, or casual games. If you’re going to break out a list like this one, you have to be focused in your goal of keeping/moving enemy models out of the control zones. If you’re not playing a game that will allow you to win this way, you’re going to find that you get very far “ahead” early while your opponent...

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Carnage4u’s Terrain Blog #2

Posted by on 1:28 pm

by Brian Giese   Ruined City Modular Board   This is a project I have been thinking about about for well over a year.  I first bought Hirst Arts molds about 3 years.  Soon after I started making some buildings with my first few molds I really liked the idea of working on bigger projects.  I have also learned that how much extra work a project with Hirst arts get as you start increasing the scale of the project. I wanted to make sure I was comfortable making a lot of different building and had a good understanding of the effort involved before I started this project.   This project will have a 6 phases   Planning Preparation Test Phase Building Phase Painting Phase Party Phase   I will cover the first 2 phases in this post. Next time I will post with test and my progress in the building phase. I’m about 75% thru the building phase.     Planning Phase – Design & Layout I am going to divide the city board into 1ft by 1ft squares.  Initially I wanted to create 16 squares for the entire table.   I was using hardboard for this.  It is slightly slimmer the 1/4th inch.  One of my concerns for the Test Phase will be to determine if this will be thick enough.           The ruined city is being designed for Warmachine games, which use 4ft by 4ft tables   My Initial idea was this     But then I need to have 8 of the random zones setup special to adjust for player deployment zones.  This is not an idea I was really happy with.   idea #2 was 12 zones         This idea I like, I only need to factor in 2 to 4 inches for player deployment zones.  However it could still limit how I create 8 out of the 12 zones.   Idea #3 which I’m going to start with.         Preparation Phase I started working on this project in October. I spent over a month focusing on casting Hirst Arts molds to have enough pieces to work on this project. I also had to take a short break in the middle of Nov to work casting molds for another week. I used a variety of molds from http://hirstarts.com Fieldstone Molds Mold #71  –  2 copies of these – a Lot of these molds Mold #701 – a Lot of these molds Mold #72   –   40 molds –enough for 2 towers Mold #73 – enough for 1 Tower Mold #74 – some parts were used Mold #75 – a lot of these molds  (easily cast this mold 75 to 100 times, and still always run out of it first) Gothic Molds Mold #55 – Bell Tower – Enough for 1 Mold #56 – Tomb Mold – Enough for 1   Floor/Ground Molds Mold #265 – Floor Tiles Mold #220 – Wooden Plank Mold     I started with 150lbs of Excalibur Dental Plaster   Picture of some of the molds I use.  You can see, that I only use parts of some molds at any given time.       This shelf is my starting point with how many Hirst arts blocks (from molds 71 only)....

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