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Brick Bungalow

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Everything posted by Brick Bungalow

  1. Sweet. I probably already have the models for this. Tomb Guard are some of my favorite figs. I figure that between color scheme, helmet plumes and banners I could sell some of Cleopatra/Mark Antony theme. The original screaming skull catapult model will definitely have to make an appearance.
  2. I've always loved skeletons. I remember all those movies with stop-animations of wacky skeletons shambling forward to get shattered by Jason or Hercules. My favorite armies, as some of you know consist of large blocks of basic troops. Essentially maximizing model count for any given points value. I'm wondering how this would best be accomplished by undead armies? I have a lot of tomb king models and would probably go that route absent any compelling arguments for another list. I like the idea of relying on skeleton warriors, archers, chariots and catapults... essentially just a skeletal version of a classical ancient cohort. Is it possible to be reasonably competitive without monsters or constructs?
  3. Good idea. As long as the negative counterpart is kept private.
  4. Hoping to get in on some boardgaming.
  5. I like the tiny games but I don't have a particular cap. In fact, some of my funnest games were 10,000+ points. We did a dwarf versus orc siege battle where green outnumbered short by about six to one but the stunties had the high ground defenses. You pretty much need to eliminate special characters and magic items at that point because its just too time consuming. About the core requirment, I guess this is just my feeling about how my own armies would naturally be composed. The way the fluff describes empire and dwarf forces makes it seem like rare units really are rare. Most of the army consists of day laborers who had to enlist on a moments notice to defend the province. And I just like having big blocks of troops. This wouldn't hold for all armies of course. I could totally see elves or bretonnians on campaign with small elite squadrons. Really it's just a matter of playing up the narrative, trying to recreate what encounters would actually look like.
  6. This was a White Dwarf article some years back that really struck a chord with me. The idea of minimizing magic, war machines, characters and monsters in an effort to better represent what skirmish-level forces in the actual fluff might look like. It's always felt a bit off to me leading forces of perhaps one to two hundred models with characters that should be commanding tens of thousands. We could call it a metaphor or maybe this is their royal guard or something but still... I really love the idea of a more rustic, realistic feel for a game that represents, in literal terms, a tiny fraction of the sort of large-scale encounters described in the fluff. At 2000-3000 points I'm picturing one or two hero level characters. One warmachine maybe. One monster maybe, One mage maybe. Definitely not all three and probably not even two. Instead 25% core I think more like 75%. Unit selection is more concerned with what is fluff-plausible than what is most effective point-for-point. This is a bunch of guys who are far afield and assembling units from the bedraggled survivors of a long campaign. In exchange for optimum list selections I think we could mix it up with allied forces including storm of magic... so long as these additions were made on the basis of fluff rather than some clever winning strategy. This is my ideal aesthetic for the game. I'm not sure if it would produced balanced games or not though. Thoughts?
  7. At first pass I thought a boardgame played with a phone was a terrible gimmick. But, no. It's actually pretty awesome.
  8. Pretty cool idea. Sort of warmachine-like. The game pieces are all animated constructs. You get a bunch of factions, each with a cool distinctive and usually evil theme. You need a smartphone or tablet to play... you CAN play with a computer in theory but don't. This sounds cumbersome but it isn't It's actually really cool. The electronic interface accomplishes several things: 1. Eliminates the need for a rule book. And, really, even a detailed understanding of the rules. You can't really do well until you understand the rules but the computer will make sure you are at least playing legally. 2. Allows for perpetual updates without the purchase of expansions. No unit has a fixed points cost. Instead every cost and ability is subject to update according an updated international score card and the feedback of players. 3. Allows for a seamless, narrative style game. As you attain objectives and defeat foes the game inserts plot devices that may or may not affect your chances of victory. Either way they keep outcomes from too be predictable. The force you select consists of four main elements. There are golems, represented by the miniatures. These come in a variety of styles representing familiar functions like tank, recon, support, medic, sniper and so forth. Then there are knights which pilot the golems. Most golems need one knight but larger ones can have two or more. These guys have various special abilities which enhance the golems abilities. Next there are items. These are generally one-use resources that can affect one or more game units. Finally there are elders (I think that's what their called) These are the deities of the game. They give you your spells. The neat thing is that the game is super complicated with lots of interactive elements, synergies and meta-strategy normally requiring a huge tome that you waste half your game night looking stuff up in. Instead, you have a little tablet that will answer specific questions if you want but will simply resolve situations accordingly if you don't feel like hearing the details. Check it out some time!
  9. I dig it. More war machines than I prefer but the variety certainly helps. I have trouble getting the most out of ironbreakers... I usually prefer a larger block or multiple blocks of warriors but I'm odd-man-out on that. If were to suggest a change I do think two gyros can be OTT. They are so darn effective at disrupting marchers, fast cav and skirmishers. Plus it disrupts the otherwise one-of-each theme.
  10. All Is Lost, Directed by and starring Robert Redford. No dialogue whatsoever. Just an old guy on a sinking boat. All the literary nods you want are there if you pay attention. You will either love it or hate it.
  11. this is where I go http://www.tapplastics.com/
  12. I'd love to get in some x wing. I'll bring quarriors if anyone wants to play that.
  13. I have little grasp of tactics or strategy but I do very much want to see a new Torg-painted wood elf army. So there's my vote.
  14. It's a challenge with any set of tools I know of but the key is patience. I'd probably use a razor saw and sharpie marker. Decide exactly where you need to cut and mark it all the way around. That way you can make small precision cuts that don't destroy detail unnecessarily. When the saw can't go any further in one direction flip it over and saw somewhere else. Once it won't reach at all you can slowly work a large xaction into the remaining material. You will still need to file the cut portion once it's separated but the perpendicular surfaces should be pretty intact. If the cut ends up doing more damage than you wanted this can be disguised with various kinds of battle-damage effects.
  15. I like Rustoleum but one thing I notice is that good finishes with bright colors are more about application that brand name. Red, for instance, rarely looks great sprayed on directly. I like to hit surfaces with white first, then a bit of yellow and finally red over the top of that. This gives me the bright, opaque red that I'm after.
  16. The flavor text in 'Ere we go' is probably my favorite in the whole GW lexicon.
  17. I really hope they make a go of it and add modules for cavalry, monsters et cetera.
  18. Basically I just need two large excel files exported and verified as functional on another program. I just dont' want to learn how to do it.
  19. Was this already a thread? https://heroforge.com/
  20. Am I the only who finds clear acrylic to be really ugly? I think flying bases, for instance often ruin otherwise very nice looking armies. As far as clear bases go the first issue I think of is the tabs or pins or whatever connects the model to the base. Perhaps plastic models could be attached with just clear adhesive but not metal figures. If the base is clear the stuff will be visible. I think the first step would be to figure how to attach them in an attractive way.
  21. I love counts-as armies but this is tough because I think the GW model is quite stunning but here's some... http://www.demigodgames.net/giant-miniatures-adv-preview/
  22. It wouldn't bother me too much if someone used true 25-28 based up to be comparable height. This gives a lot of cool modeling choices. It does look a little strange but I think its worth it to see cool and unique armies.
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