Starting Dropzone Commander

Dropzone Commander has intrigued me for a long time.  The scale is interesting, and I really like the nesting models.  I played a demo at the Hawk booth at Adepticon, and got a starter as swag.  I kept waffling.  I got a second demo at Endgame (thanks Kyle!) in May.  Finally I decided to take the plunge.

I figured I should go ahead and sign up for the Bay Area Open, because everybody loves a newbie at a tournament.  Right?  I wanted to get at least one real game in first.  Since I only play with painted models, that gave me a hard deadline for getting things painted: July 4.


I had the PHR starter army, but swapped it for UCM.  The UCM aesthetic speaks to me, plus I could get a second set of some core models in the two-player starter.  I picked up a semi-random collection of other interesting models:  A Kodiak for command, Wolverines in Ravens, plus Falcon and Eagle gunships with Archangels to taste.

For the basic look, I liked the idea of doing arctic camouflage.  The problem with camo is that it is designed to break up the shape of the object.  A gaming model really needs its shape defined for it to work.  Fortunately, a bit of edge highlighting can bring the shape back without ruining the look of the camo.  Stippling the same off-white gives a frosted look.  I also added some weathering powders around the wheels to give a bit of color, and help to provide some contrast with any board color.  A few test models would prove the scheme.

Bear
Bear

That settled, I could go about painting up the rest of the ground forces.

Next up, the dropships.  I had a bunch of Condors from the starter boxes, plus a set of Ravens to carry the Wolverines.  I went for a similar scheme, with camo for the major body panels and exposed metal for the rest.  I figured the clamps would get dirty like the ground vehicles, so hit them with weathering to match.

Finally, the gunships and fast movers.  The UCM dropship and gunships look a lot alike, especially from a few feet away.  They share a hull design, and the main difference is on the underside.  I wanted to give the gunships a distinctive look.  I settled on a solid blue, centered around the same color as the spots on the camo.

The army looks cohesive as a whole, although different components have their own appearance.

I had to rush a bit more than I would have liked, but I was able to get everything done in time.  After a couple of games (and a bit of a break), I’ll see about expanding the force.  And I’m already lusting after the Resistance models.

Updated October 2016 with improved images.

Malifaux: Somer crew


I had talked myself into buying this box a long time ago for Johana many months ago, which is part of what sent me on a path towards Gremlins.  Now they’re painted up and ready to go.

Somer Teeth Jones
Somer Teeth Jones

I struggled with gaps on Somer, and am not entirely happy with the results.  The skin is pretty nice, though.

The Skeeters are way too big for their bases.  I decided to put them in flight.  The stands are just some 1/8″ acrylic rod, with magnets to make them easier to transport.  In game you can summon more, so my compulsive nature demands I have enough models.  I’m assured it’ll never happen, though, so I probably won’t actually do anything about it.

Lenny
Lenny

I’m really happy with how Lenny turned out.  His skin tone is really rich, and his eyes stand out nicely.

The Bayou Gremlins all have interesting, distinctive poses, which is really fun.  I’m not sure how to keep it up for more models for summoning Somer.  Maybe some conversions are in my future.

Bayou Gremlin (limited edition)
Bayou Gremlin (limited edition)

I also got the limited edition Bayou Gremlin from the Black Friday sale, so I have a little more variety.

Updated October 2016 with improved images.

ToMB2: Month Four Complete


Last month I painted up the Ophelia box, and even with a discount ended up in the hole. This being the final month of this round of Tale of Malifaux Bloggers, I figured I really ought to behave and stay on budget. Fortunately, the obvious expansion fits.

Remaining from last month -$5.00
New for month 3 $22.50
Total Available $17.50
Slop Haulers -$16.00
Remaining balance $1.50

Annoyingly, I snapped off a leg when putting one model on the base. I was so mad I just slapped some CA on it, without even trying to get it to line up right. Maybe some day I’ll revisit it.

With the Haulers I have enough models to do a pure Gremlins 50 stone list, with Ophelia at the helm. I’ve gotten one game in and had a blast. I went a little overboard with Dumb Luck, and ended the game with only Ophelia alive, cowering in the corner. Fortunately, I scored schemes early (full points for Plant Explosives and Assassinate) and barely pulled out a win.

Updated October 2016 with improved images.

Malifaux: Gremlin Zoraida vs Sonnia

Last week I was able to get a game in with Alfonso, a local player that I’ve chatted with a few times, but had never played with.  I decided to take my new ToMB Gremlins.  Alfonso took Guild.

  • Deployment: Standard
  • Strategy: Reckoning
  • Schemes: A Line in the Sand, Vendetta, Bodyguard, Protect Territory, Frame for Murder
  • My crew:
    • Zoraida with Crystal Ball and Hex Bag
    • Francois LaCroix with Dirty Cheater and Hide in the Mud
    • Raphael LaCroix
    • Rami LaCroix with Dirty Cheater
    • Pere Ravage
    • Silurid (via Entrall)
    • Nurse (via Enthrall)
  • Alfonso’s crew:
    • Sonnia Criid with Cherufe’s Imprint, Reincarnation, and The Mask
    • Samael Hopkins with Witch Hunt
    • Guardian
    • 3x Witchling Stalkers
    • Austringer
    • Death Marshall

We both declared Protect Territory.  I took Frame for Murder on the Silurid, under the theory that he’d get killed in an attempt to deny Protect Territory, but I could Reckless-run somebody up to occupy the markers as needed.

Turn one, Zoraida summoned the Voodoo Doll, who hemmed Pere Ravage, then Interacted with the Doll to move Ravage forward.  The Nurse jammed the Doll full up Uppers, so Ravage could shoot all the way across the board.  Rami used Reckless to Focus, shoot and completely erase a Witchling Stalker, then take a swig from his Flask to heal back up.  Raphael, the Silurid, and Francois moved up to get into more interesting positions.  The Death Marshall tried to Pine Box Ravage, but failed.  Sonnia, noticing how brutal Rami could be, put up her Flame Wall to block his LoS to most of her crew (and kept it up the whole game, tweaking the location by turn), then put some hurt on Ravage.  Samael used his Burn Them Out to put Burning on Ravage.  At the end of the turn, Ravage was down to one wound, with the Guardian and the Death Marshall in close range, plus Sonnia in range of Ooops.

Pere Ravage ready to blow
Pere Ravage ready to blow

Turn two initiative was excting – could I get Ravage to suicide himself before Alfonso could neutralize him?  He flipped a 12, and I flipped low.  Despite the long odds, I decided to burn a stone, but still lost initiative.  The Death Marshall activated and killed Ravage.  This put wounds on the Guardian and the Death Marshall, but summoned another Witchling Stalker.

Otherwise, Francois ran up and killed the Death Marshall, before getting ganged up on and killed, giving Alfonso a Reckoning point.  The Austringer got hemmed.  The Silurid kept dropping markers along his flank.  Rami took more potshots, and Raphael put the hurt on a Stalker.

Turn three, Zoraida stabbed the doll to kill the Austringer (including cheating the defensive flip down with the black joker).  Rami and Raphael finished off the Guardian.  The Silurid kept leaping around, dropping scheme markers.  Sonnia took the bait, and killed the Silurid dead (giving me full Frame for Murder points), and clipped Raphael with extreme blasting as well.  Zoraida stabbed the doll, killing both it and the Austringer.  The Austringer’s Finish the Job meant that there were two scheme markers in base contact.  Alfonso revealed Bodyguard on Samael, and kept him hiding behind a building and Sonnia’s Flame Wall.

It was getting late, so turn four would be our last.  Raphael repositioned to be in Protect Territory range of the scheme markers, but got killed.  A Witchling Stalker came out from behind a corner and sat right next to the two scheme markers.  Sadly, it wasn’t quite in base contact, so Zoraida couldn’t Obey it to Interact them away.  Instead, Z Obeyed it to walk away, and came out and dropped her own marker.  The Nurse and Rami did the same.  Samael came out of hiding and sat next to the two markers that the Witchling Stalker had abandoned.

The game ended, with a 7 to 6 win for Alfonso.  We both got full points for our schemes, and Alfonso got one Reckoning point.  Alfonso played a great game.  He kept his models safe behind the Flame Wall, which forced me to either spend AP repositioning Rami or hit suboptimal targets, or both.

I had a blast with the Gremlins.  Reckless and Dumb Luck are both a ton of fun.  Dirty Cheater is a very handy little upgrade, and mostly erases the down sides of Reckless.

One key mistake was activating Pere Ravage early in turn one.  If I had held him back until later in the turn, Alfonso would have had less of a chance to try to take him down.  Hitting him with the Uppers and Hemming him (and using Dance Puppet) was probably overkill, too, without getting him to blow on turn one.  Next time, I might try to hit him with the Nurse, Obey him forward with Z, then blow him on his own activation.  Or just run him forward with Reckless late in the turn, then blow at the start of turn two.

I’m also still not quite sure what to do with Francois.  He seems to want to be in melee, but died pretty quickly unsupported.  Maybe I should keep him back as a shooter, and only move forward to respond, or protect the rest of the gunline.

I’m looking forward to more Gremlins, and having enough models to use Ophelia at 50 stones.

 

 

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