Monday, October 29, 2018

Journeyman Guide - Minions (Farrow)

So, my friends over at Line of Sight have been creating Journeyman League guides all year. These guides are designed to fit a relatively competitive list into a Journeyman League and have been very instructional to read. However, when asked, in a semi-jesting tone, about a Farrow Journeyman League guide, I was informed it would not be happening until Farrow received a CID.

This makes me sad. I love the Farrow. I love the models, I love the fluff, and I love the tactics. While they are probably never going to be top tier armies, I believe they can be very serviceable and quite surprising in their effectiveness. So, I've decided enough is enough, it's time to put away the shiny new toys (AKA Gatormen) and return to the faction (or at least, sub-faction) that has my heart!

With all of that in mind, I'd like to start out by writing my guide to a Journeyman League that features Farrow. I will be starting with the suggested battlegroup in JL2018 rules (since Farrow don't have a battle box) and proceed from there. A special thanks to Jaden at Line of Sight for his help with suggestions and bouncing ideas off.

For this guide, we are going to be looking at two effective warlocks in two different themes (The Thornfall Alliance and Will Work for Food). Just a reminder, Journeyman Leagues follow a points progression each week, as follows:

Week 1 - 0-point Armies
Week 2 - 15-point Armies (battlegroup only)
Week 3 - 30-point Armies (theme forces allowed)
Week 4 - 45-point Armies (caster swap allowed)
Week 5 - 60-point Armies
Week 6 - 75-point Armies

Also, remember that once you have added a model to your army, you have to keep it in your army - except Week 4 when you are allowed to swap your caster.

WEEK ONE

As previously stated, Farrow has a special battlegroup used in Journeyman Leagues, since they don't have a retail battle box. That battlegroup consists of the following:

Helga the Conquerer [+29]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]

Helga is mainly used with infantry to set up assassinations; however, while not overtly strong, this battlegroup does give some interesting play.
  • The Razor Boars can be used to provide some Countercharge protection for Helga, as well as being useful on her feat turn to slam models, clearing a path for her assassination run.
  • Typically, the Battle Boar is used to clear infantry (which it does very well with Adrenalize combined with its animus Primal) and to provide extra punch with its animus. While useful at this level, it will really shine at later point levels.
  • The War Hog is the front-line beatstick of the Farrow, with good reason. Aggression Dial gives it +2 STR (making its axes P+S 18) and with three initials can easily destroy opposing heavies, especially with Primal! Also, don't forget the critical knockdown on its tusks!
  • Helga, as mentioned, is mainly an assassination warlock, especially at this point level. Dash and Cyclone can give her an extreme threat range, and her feat can be used in multiple ways, all designed to make the enemy easily hit and dispatched. Put Defender's Ward on a War Hog and suddenly you have a DEF 14/ARM 20 heavy that is going to be very difficult for an enemy to deal with!

WEEK TWO

This week is a fairly easy decision, as no matter what direction we go in the future, the same addition is made - an additional War Hog. This vanguard heavy rewards both of our future warlocks with increased hitting power and durability, as well as being an effective addition (and easily added at 15 points!) at this point level.

Helga the Conquerer [+29]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]

WEEK THREE

Ah, now it's time to see some divergence in our lists. The Thornfall Alliance theme rewards more of a combined-arms approach (especially with the proposed warlock) while Will Work for Food is more solo centric, alleviating some of the issues facing Farrow warlocks.

Thornfall Alliance Will Work for Food
For The Thornfall Alliance theme, it's an easy week - we are going to start building up our infantry presence! This is done by adding a min unit of Farrow Brigands with their command attachment, the Farrow Brigand Warlord. The Brigands are an extremely effective unit, with Dig-In and Hog Wild, and get even better with Prey and Reposition [3"] from the Warlord. Also, Brigands will be forming the backbone of the army under this theme.





































Helga the Conquerer [+29]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]
Farrow Brigands (min) [9]
- Farrow Brigand Warlord [4]

In the Will Work for Food list (we actually aren't taking the theme yet), things are a little more complicated. We are actually setting up to have a big week next week, so we are only taking solos (again, we aren't applying the theme yet, so they are not free) and will be playing points down.

We are going to start with adding a Gatorman Witch Doctor. The Witch Doc Croc (I just love saying that!) has one major ability we are counting on, and a couple minor ones. First, he grants Ghostly. This is huge, as it basically gives Pathfinder to one of our 'beasts, which is really difficult for Farrow warlocks to pass around. He does have two minor benefits as well - a Magic Weapon (seriously lacking in this list) and Sacrificial Strike (used as a last ditch effort in assassination typically).

Next, we are going to add Lanyssa Ryssyl, Nyss Sorceress. This little lady helps in all sorts of ways - Hunter's Mark speeds up our army (and our 'beasts charge for free!) while Ice Bolt can provide a surprising magical attack if needed. She has Prowl to help her survive being sniped out, as well as a very good DEF 15, which means she will be able to camp flags if necessary.

Our last addition this week will be the conjoined twins Kwaak Slickspine & Gub, Croak Sorcerers. The little guys, joined at the waist, are able to cast two spells a turn - and they have some good ones! Enliven can speed up the warbeasts, getting them in position that much quicker, or allow them to back up from a charge. Heal has obvious benefits, getting our 'beasts back into fighting shape. A Venom or two can help thin the opposition's ranks, allowing our big heavies to get where they want to be. And Mudfoot, which I actually dislike due to its short range, can still be used to slow down the enemy and make them re-evaluate their plans. Be careful with them, though, as they have an easily hit DEF 12 and no weapons (which means they can't engage models or get free strikes).

Helga the Conquerer [+29]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]
Gatorman Witch Doctor [4]
Lanyssa Ryssyl, Nyss Sorceress [4]
Kwaak Slickspine & Gub [4]

WEEK FOUR

Ah, Week Four - time to swap out Helga for a different warlock. While Helga can be a fun warlock, the two new 'locks are the defining warlocks in the Farrow sub-faction - at least in my opinion. Lord Carver is an awesome caster, able to excel in a variety of situations, while Dr. Arkadius can easily turn his battlegroup up to devastating levels.

Thornfall Alliance Will Work for Food
Adding Lord Carver, BMMD, Esq III at this point level drops a warbeast point, but that's okay as we were playing two points down last week. With Batten Down the Hatches and Mobility, Lord Carver makes his battlegroup both tougher (+3 ARM) and faster (+2 SPD and Pathfinder), allowing for greater threats on a consistent basis. Be careful, though, as this will leave him with no fury each round - make sure you keep him protected! Also, his feat allows his army to go bonkers - an additional die (so you can still boost!) on damage rolls and Overtake makes for a devastating alpha. Finally, his Veteran Leader ability makes all of the Farrow warriors around him more accurate - really helping the Brigands.

Speaking of protecting Lord Carver, we will be adding a unit of Farrow Valkyries at this point level. These ladies bring Shield Guards to the table, as well as some offensive capabilities that can be surprisingly dangerous in Vengeance and Gang.

To finish out the points at this level, we maximize the unit of Brigands (after all, who doesn't like more guns?), which gets us to a level that we get a free model. :) We will be using that free model on ...

Lanyssa Ryssyl, Nyss Sorceress. See above for why she is such a good add for the Farrow.


















Lord Carver, BMMD, Esq. III [+28]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]
Lanyssa Ryssyl, Nyss Sorceress [0]
Farrow Brigands [15]
- Farrow Brigand Warlord [4]
Farrow Valkyries [8]


Dr. Arkadius has three more warbeast points than Helga, and we are going to take advantage of that to diversify some of the 'beasts being added over the next few point increases. The mad doctor also brings some serious battlegroup abilities that make his warbeasts living terrors - spells like Forced Evolution (+2 STR and DEF) and Psycho Surgery (each model in battlegroup heals D3+1) make his warbeasts very difficult to kill; his feat (all warbeasts he controls may immediately Frenzy) and Aggravator (his warbeasts gain Hyper-Aggressive) increase his battlegroups threat ranges; and Forced Evolution, Crippling Grasp (-2 SPD, STR, DEF, and ARM to target unit/model), and Raw Adrenaline (from his Needle) all make killing things easier.

With his increased battlegroup points, we are going to diversify his battlegroup by adding the second heavy available to Farrow warlocks - the Road Hog. This 'beast loves to get stabbed by Needle, allowing all attacks made from his flame thrower (a SPR 10 weapon!) to be fully boosted! And with a SPD boost and Assault, those flames can really reach out and touch something. :) His animus, Sprint, also allows him to attack and retreat as necessary to continually apply flame thrower where needed.

We are also going to activate the Will Work for Food theme force, to make the three solos free. The way we get three solos free is to also add Dahlia Hallyr & Skarath. Yes, you're reading that right - this week we are adding TWO heavy warbeasts to our list, as well as a lesser warlock with tricks up her sleeve. What tricks? First (and most obvious) is Haunting Melody, which prevents living enemies from receiving orders (which means no charges) and prevents Dahlia from being attacked! She also has Mist Walker, which gives a model in her battlegroup (normally Skarath) Pathfinder - remember, this is rare for Farrow lists. And she brings Skarath - who has an awesome spray (SPR 10 corrosion!) that benefits from Arkadius' Needle, just like the Road Hog. And with Counterblast, it can shoot its spray at anyone engaging it in melee - nice!

Dr. Arkadius [+32]
- Road Hog [16]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]
Dahlia Hallyr [17]
- Skarath
Gatorman Witch Doctor [0]
Lanyssa Ryssyl, Nyss Sorceress [0]
Kwaak Slickspine & Gub [0]

WEEK FIVE

Both lists this week are going to add a little more shooting, surprisingly, but in much different methods. Note both lists are still playing down a couple points - Lord Carver by two and Dr. Arkadius by one - but this will be mitigated next week.

Thornfall Alliance Will Work for Food
Lord Carver will be adding a second unit of max Farrow Brigands, for much the same reasons as the first was added. I've consistently seen a full unit of these guys put some major hurt on opposing armies, killing heavies and decimating infantry. And with the points from the max unit, they get to add their command attachment for free - bonus!














Lord Carver, BMMD, Esq. III [+28]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]
Lanyssa Ryssyl, Nyss Sorceress [0]
Farrow Brigands [15]
- Farrow Brigand Warlord [4]
Farrow Brigands [15]
- Farrow Brigand Warlord [0]
Farrow Valkyries [8]



Dr. Arkadius continues to add to his battlegroup, bringing a second Battle Boar this week. He also works on fixing a couple of small issues with this list - namely clouds and Magic Weapons - by including a Bog Trog Mist Speaker. This allows one of your heavies to ignore clouds, as well as deal with pesky Incorporeal models. Or, if those aren't helpful, brings a small cloud around with him so the good Doctor can hide.

Speaking of clouds to hide in/behind, we are also going to tack on a Swamp Gobber Bellows Crew. These little guys bring a big cloud, helping Lanyssa hide or just providing concealment on the approach. They are also good for holding zones, since they will be DEF 17 vs shooting and have such a small footprint they can be difficult to remove.

We are playing down points again, but that is to set up a big final week.

Dr. Arkadius [+32]
- Road Hog [16]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Battle Boar [7]
- Razor Boar (2) [7]
Dahlia Hallyr [17]
- Skarath
Bog Trog Mist Speaker [4]
Gatorman Witch Doctor [0]
Lanyssa Ryssyl, Nyss Sorceress [0]
Kwaak Slickspine & Gub [0]
Swamp Gobber Bellows Crew [2]

WEEK SIX

Ah, week six - the final week of the League. By now, you've hopefully played lots of games and have a firm grasp of your armies. You've also, hopefully, been keeping up with the painting and have a fully painted army to play with! :) The changes in week six are minimal, especially in Will Work for Food, and should expand on the already fully capable armies you have.

Thornfall Alliance Will Work for Food
More shooting is added to this list in the final week, this time in the form of artillery! We are going to add two Farrow Razorback Crew, shuffling the free points to these mobile shooting platforms. While slow (SPD 3, 4 with the grunt) and not very accurate (RAT 4 is hard), they do have a place in this list. Lord Carver helps their RAT with his Veteran Leader ability, while Advance Deploy and Reposition [3"] means they can keep up with your army. And RNG 14, POW 14 missiles can hurt lots of opposing nasties - especially with Brutal Damage on a direct hit. They really enjoy a run-and-gun type of style: moving up, shooting, then repositioning back out of harm's way.

The last points for the week are going to go to a min unit of Farrow Commandos. With the same stats as the Brigands, they may seem like a less useful unit than another unit of Brigands, but their real advantage comes from the Thornfall Alliance theme - the Commandos get to Ambush! That allows these sneaky buggers to get into your opponent's backfield and hunt support solos or contest flags or zones.

Lord Carver, BMMD, Esq. III [+28]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]
Lanyssa Ryssyl, Nyss Sorceress [4]
Farrow Brigands [15]
- Farrow Brigand Warlord [4]
Farrow Brigands [15]
- Farrow Brigand Warlord [4]
Farrow Commandos (min) [9]
Farrow Razorback Crew [0]
Farrow Razorback Crew [0]
Farrow Valkyries [8]


This week is simple - add a support unit and ANOTHER heavy. First, we are going to add a minimum unit of Farrow Bone Grinders. These guys really come along for Craft Talisman, allowing Dr. Arkadius to stay even further back from the front lines. They can also do serious damage to opposing warbeasts, rolling 4D6 on charge and applying Grievous Wounds. And, if necessary, they make great targets for the Witch Doc's Sacrificial Strike ability. :)

And finally, we are going to add a second Road Hog. That gives the list three SPR10 attacks, all at POW12! And two of the cause continuous fire while the last gives continuous corrosion. Talk about a nightmare for opposing infantry! By the way, this new warbeast makes the Mist Speaker free as well.

On a side note, a Road Hog can threaten 28" with a fully boosted spray attack under Dr. Arkadius - that's insane!




Dr. Arkadius [+32]
- Road Hog [16]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Battle Boar [7]
- Razor Boar (2) [7]
Dahlia Hallyr [17]
- Skarath
Bog Trog Mist Speaker [0]
Gatorman Witch Doctor [0]
Lanyssa Ryssyl, Nyss Sorceress [0]
Kwaak Slickspine & Gub [0]
Farrow Bone Grinders (min) [5]
Swamp Gobber Bellows Crew [2]



And there you have it - two very serviceable armies that will be able to take on most opponent's. In a more competitive environment, the Razor Boars from both armies will most likely be dropped. For Lord Carver's Thornfall Alliance army, he would also probably drop the Commandos and take a third War Hog (I like the three initial attacks on the War Hog over the flame thrower on the Road Hog for Lord Carver). For Dr. Arkadius' Will Work for Food list, I would probably add a second Battle Boar. This gives two Primal bots, as well as good infantry clearing capability. I know others argue for Gorax Ragers over Battle Boars, and since they are the same points, it wouldn't change the list that much.

Thanks for reading!

Wednesday, January 24, 2018

Journeyman League - the Butcher



A few days ago, I posted that my gaming group (small though it is) has started a Journeyman League. This was to get us old veterans into checking out a new army and, hopefully, bring in some new players. We did get one new player (he played back in Mk I), and we have two newer players that are restarting their learning experience from the bottom.

One of the perks of the being a veteran in the group, and to provide a little more variety, is that a veteran can run two armies - one from each of the systems. So, in this article, I'd like to run through the Journeyman progression for my Butcher list.

First, to review, our modified Journeyman rules are as follows:
1) A player may start using any prime warcaster/warlock (which means they have a '1' next to their name). You must start with a 0-point army, and must spend enough points to be within 4 points of each point level.
2) Character warjacks/warbeasts are not allowed in the first week. However, provided you have the points, you may add them at any point increase.
3) Every two weeks, the army will increase in points by 15 points. The first increase in points is still battlegroup only (only warjacks/warbeasts).
4) Points will not be scored, as participation is encouraged more as we attempt to add new players. In future JML's, we will revisit scoring.
5) All other rules for the JML are followed.


Before I continue, I have to make a confession - this list hurt my wargamer soul when I purchased the battlegroup. I have always stated I would never own, let alone play, the Butcher - any version of him. I really dislike him in the fluff, and feel he should be put down like a rabid dog. It also doesn't help that Butcher3 has murdered me in many a fashion, multiple times. However, the Butcher is right down my wife's play style - run forward and apply axe-to-face as hard and as often as necessary, and then do it some more. So, when getting her excited about the JML, I tried to talk her out of playing her Cryx and play the Butcher instead. She didn't, though she did change warcasters from Deneghra1 to Skarre1. I had spent so much time talking about the benefits of Butcher, and spent so much energy trying to get her invested in him, that I just couldn't allow him not to be played in the JML. So, I bought him - and have played one game with him. And I'm sad to say, he was a blast! (Shh - not so loud!) So now, I admit to feelings of guilty pleasure every time I think about him.

With that confession - may the gamer gods have mercy on my soul - I present my Butcher lists:

@ 0-points
Orsus Zoktavir, the Butcher of Khardov [+28]
- Kodiak [13]
- Kodiak [13]

This battlegroup is made for one reason - Adam Thies. He's a good friend of mine who runs Butcher3 very well, and I've seen the effectiveness of the Kodiak. Heavy Boiler for extra movement, Vent Steam to clear infantry and make clouds, and Chain Attack: Grab & Smash for free power attacks make this warjack a bargain for 13 points. Add in MAT 7 and P+S 16 fists and you have a powerful melee threat. And with natural Pathfinder, he can come from unexpected angles. That's why I take two (that, and so I can play 2 points down).

@ 15-points
Orsus Zoktavir, the Butcher of Khardov [+28]
- Ruin [17]
- Kodiak [13]
- Kodiak [13]

So what to add to the battlegroup to make it better, you ask? RUIN! (hint - that's why I played two points down last week ;-) ) Butcher's character warjack is a beast, a bigger beast than Beast09 (ok, that was bad - it sounded better in my head). Sacred Ward prevents enemy spells being cast on him, Soul Taker lets him have FIVE soul tokens (allowing him to negate spells or trade for focus), and his Bond to Butcher gives him Relentless Charge (so more Pathfinder and extra movement for the "slow" Khador warjacks). His MAT 8 (yes, you read that right) allows you to accurately hit with the fist (the same fist as a regular Kodiak) and the black iron mace (a wicked cool P+S 18 reach weapon that Dispels!). All-in-all, a fitting addition to the Butcher's battlegroup.

@ 30-points
Orsus Zoktavir, the Butcher of Khardov [+28]
- Ruin [17]
- Kodiak [13]
- Kodiak [13]
Man-o-War Shocktroopers [10]
- MoW Shocktrooper Officer [4]

I thought long and hard at this point level, as it would change my list drastically. This is because at first glance, I wanted to run Jaws of the Wolf. Eight Khador heavies (which I have!) could really put the damper on an opponent. But ... I decided not to for two reasons: 1) the JML is supposed to be fun, and I don't think anybody can have fun facing eight Khador heavies and 2) I love the Man-o-Wars, and was ecstatic when their theme force dropped. So, I decided to run Armored Corps (eventually) and started with the largest number of Man-o-Wars I could take at a 15-point increase.

@ 45-points
Armored Corps theme
Orsus Zoktavir, the Butcher of Khardov [+28]
- Ruin [17]
- Kodiak [13]
- Kodiak [13]
Man-o-War Kovnik [0]
Man-o-War Drakhun [9]
Man-o-War Shocktroopers [16]
- MoW Shocktrooper Officer [4]

Ok, now that I have the basic Man-o-Wars I'm going to run in this list, let's examine each of them - and realize why I like them so much!
- Man-o-War Shocktroopers (and their Officer): MAT 7, ARM 17 (that climbs to ARM 21 with Shield Wall), P+S 14, RNG 2 halberds. That sums up these guys fairly well. They even have Combined Melee for the really hard targets. With eight wound boxes (more than almost any other heavy infantry), they have 48 wounds in the unit (counting the Officer). Speaking of the Officer, he's got +1 MAT and +1 POW on his axe (which also has Critical Freeze). But what really makes him shine is what he does - Granted: Assault lets you USE those shield cannons now (and let's be honest, who doesn't like POW 14 guns); Tactics: Steady and Tactics: Sturdy means they aren't going anywhere they don't want to. The really cool one there is Sturdy - no pushing these big guys around!
- Man-o-War Kovnik - He's basically another Man-o-War, with one MAJOR difference - Desperate Pace. Being able to make the incredibly slow Man-o-Wars essentially SPD 6 (yeah, I know, it's not really the same thing, but close enough) gets the hard hitting powerhouses up the field faster, and makes it much harder to jam them out of scenario.
- Man-o-War Drakhun - A light warjack on a horse!! That's basically what this guy is, with 18 boxes (between mounted and dismounted versions). And his MAT 8, P+S 14 weaponmaster blade will do some serious damage to opponent's infantry (and even 'jacks). Too bad he only gets one attack :-/ Beyond that, he's also ARM 20 (due to his shield) and Steady as long as he's mounted. With SPD 7, he's also going to get where he needs to quickly, along with Countercharge to provide an extra threat.

@ 60-points
Armored Corps theme
Orsus Zoktavir, the Butcher of Khardov [+28]
- Ruin [17]
- Kodiak [13]
- Kodiak [13]
Man-o-War Kovnik [0]
Man-o-War Drakhun [9]
Man-o-War Shocktroopers [16]
- MoW Shocktrooper Officer [0]
Man-o-War Shocktroopers [16]
- MoW Shocktrooper Officer [4]

Simple addition this point level - add in another full unit of Shocktroopers with their Officer. The Officer is free because of the theme :-)

@ 75-points
Armored Corps theme
Orsus Zoktavir, the Butcher of Khardov [+28]
- Ruin [17]
- Kodiak [13]
- Kodiak [13]
Man-o-War Kovnik [0]
Man-o-War Kovnik [0]
Man-o-War Drakhun [9]
Man-o-War Drakhun [9]
Man-o-War Shocktroopers [16]
- MoW Shocktrooper Officer [4]
Man-o-War Shocktroopers [16]
- MoW Shocktrooper Officer [4]

And finally, adding another Kovnik and another Drakhun. This gives me a Kovnik for each unit and a Drakhun for each flank (or maybe I run them together, for mutual support - options!).

There's the list, and I think it will be a very tough nut to crack. Shield Wall Shocktroopers are ARM 21, Drakhuns and warjacks are ARM 20, the Butcher and the Kovniks are ARM 18. All have at least 8 boxes, making the whole army extremely good vs. attrition, and with the speed buff from the Kovniks can get upfield fast enough not get pushed out on scenario. It's not really geared towards assassination, but Butcher is always an assassination threat. I think it's got a lot going for it!

Thanks for reading, and feel free to post any comments you may have!

Monday, January 22, 2018

Journeyman League - Barnabas


A few days ago, I posted that my gaming group (small though it is) has started a Journeyman League. This was to get us old veterans into checking out a new army and, hopefully, bring in some new players. We did get one new player (he played back in Mk I), and we have two newer players that are restarting their learning experience from the bottom.

One of the perks of the being a veteran in the group, and to provide a little more variety, is that a veteran can run two armies - one from each of the systems. So, in this article, I'd like to run through the Journeyman progression for my Barnabas list.

First, to review, our modified Journeyman rules are as follows:
1) A player may start using any prime warcaster/warlock (which means they have a '1' next to their name). You must start with a 0-point army, and must spend enough points to be within 4 points of each point level.
2) Character warjacks/warbeasts are not allowed in the first week. However, provided you have the points, you may add them at any point increase.
3) Every two weeks, the army will increase in points by 15 points. The first increase in points is still battlegroup only (only warjacks/warbeasts).
4) Points will not be scored, as participation is encouraged more as we attempt to add new players. In future JML's, we will revisit scoring.
5) All other rules for the JML are followed.


For my Hordes army, I decided to run Barnabas. I did this for several reasons:
- One of my goals for 2018 is to have all of my Minions fully painted by the end of the year. This list (more on it later) will have me painting two full units of Posse (I do have two painted, but need a "reason" to paint the other two), as well as many of the new units coming out in a couple of weeks. It will also force me to paint my unit of Bog Trog Swamp Shamblers. :-)
- I really like Bloody Barnabas, but the model for Barnabas, Lord of Blood is amazing! I am relatively sure he is going to be my new favorite.
- I am really familiar with Minions, even the Gator side, and so will be able to concentrate more on the new models, rather than having to stress a completely new army.

With all of that being said, let's delve into the army as it progresses from a 0-point battle box to a fully fledged (and hopefully fully painted) 75-point army.

@ 0-points
Bloody Barnabas [+28]
- Blackhide Wrastler [16]
- Boneswarm [7]
- Bull Snapper [5]

This is straight out of the rules as one of the battle boxes for Minions. Truthfully, though, it's not very good for Barnabas. Barnabas likes infantry with his spell list, and he likes shooting with his Feat. Neither of those are present in this list. However, this sets up Barnabas2 really well! With a couple additions to his battlegroup, Barnabas2 will do well. So, I will just have to weather the storm until I reach 45 points.

@ 15-points
Bloody Barnabas [+28]
- Blackhide Wrastler [16]
- Boneswarm [7]
- Boneswarm [7]
- Boneswarm [7]
- Bull Snapper [5]

As you can see, I simply added two Boneswarms - again with the Barnabas2 list in mind. Boneswarms are going to be good, I think, as soon as the Boil Master/Spirit Cauldron are released. With the ability to easily get corpse tokens, these relatively light-hitting warbeasts become as hard-hitting as heavy warbeasts! And as hard to remove! :-) Again, this is not really optimal for Barnabas1, especially without the ability to easily gain corpse tokens (an Ironback Spitter would probably be better), but the intention is to change to Barnabas2, so they work.

@ 30-points
The Blindwater Congregation theme
Bloody Barnabas [+28]
- Blackhide Wrastler [16]
- Boneswarm [7]
- Boneswarm [7]
- Boneswarm [7]
- Bull Snapper [5]
Gatorman Posse [16]

Playing one point down during the last session helped, as it allows me to add a Posse. And being able to add the Blindwater Congregation theme makes those Posse members bigger and nastier! With 40 wounds in the unit, they become an excellent target for Death March (+2 MAT and Vengeance never hurts anybody) but, more importantly, they are still excellent under Barnabas2, becoming much more survivable thanks to Execration of Blackest Night and faster with Onslaught.

@ 45-points
The Blindwater Congregation theme
Barnabas, Lord of Blood [+23]
- Gatorman Soul Slave [0]
- Blackhide Wrastler [16]
- Boneswarm [7]
- Boneswarm [7]
- Boneswarm [7]
- Bull Snapper [5]
Gatorman Posse [16]
Gatorman Bokor & Bog Trog Swamp Shamblers [10]

Awesome-sauce! It's time to transition into Barnabas2 and get ready for the excitement to start. While still not completely optimal, it's getting closer. While 5 points are lost in the transition to Barnabas2 (due to warbeast point differentials), it's (kind of) made up for by being able to take the Soul Slave for free. At this point level, a unit of Shamblers is added (making great Feat targets), which allows me to add the Soul Slave for free. The Soul Slave, I think, is going to be very common with Barnabas2, allowing him to upkeep Onslaught for free and casting Hunter's Mark or Blood Rain as needed. And while his Magic Ability [4] is kind of disappointing, he can boost if he needs to. :-)

@ 60-points
The Blindwater Congregation theme
Barnabas, Lord of Blood [+23]
- Gatorman Soul Slave [0]
- Blackhide Wrastler [16]
- Boneswarm [7]
- Boneswarm [7]
- Boneswarm [7]
- Bull Snapper [5]
Bone Shrine [2]
Bone Shrine [2]
Gatorman Posse [16]
Gatorman Bokor & Bog Trog Swamp Shamblers [10]
Boil Master & Spirit Cauldron [5]
Boil Master & Spirit Cauldron [5]

The list is starting to come together! :-) The Boil Master is now here, two of them in fact, fueling Barnabas, the Boneswarms, and the Bokor with his Shamblers. The hitting power and survivability of this army has amped up, and the Bone Shrines give the ability to channel spells (probably situational) and Fury for Barnabas to more fully whack an opposing army.

@ 75-points
The Blindwater Congregation theme
Barnabas, Lord of Blood [+23]
- Gatorman Soul Slave [0]
- Blackhide Wrastler [16]
- Boneswarm [7]
- Boneswarm [7]
- Boneswarm [7]
- Bull Snapper [0]
Kwaak Slickspine & Gub, Croak Sorcerers [4]
Bone Shrine [2]
Bone Shrine [2]
Gatorman Posse [16]
Gatorman Posse [16]
Gatorman Bokor & Bog Trog Swamp Shamblers [10]
Boil Master & Spirit Cauldron [5]
Boil Master & Spirit Cauldron [5]

Again playing a point down last level allows me to bring in a max unit of Posse - increasing both my hitting power and my survivability. This also allows me to take the Bull Snapper for free, letting me put Kwaak Slickspine & Gub into the list. I'm not completely sold on these guys, I think Mud Foot is likely a trap and not being able to avoid free strikes makes Enliven less appealing, but I'm willing to give them a shot. Heal [D3] is always nice, especially when cast twice, as is a SP8, POW10 magic attack that causes Corrosion. But I'm also looking at Long Chops - RNG12 POW14 is tailor-made for solo hunting. Or I could just add the Bull Snapper's points back in and take a Totem Hunter. As stated, this will require some testing.

All in all, this will be a fun list. Lots of bodies to provide scenario pressure, the ability to trade up warbeasts and infantry recursion to help in the attrition game, and a 'caster who provides a serious melee assassination threat make this a fun list - especially in a JML - that has all of the tools to handle multiple situations and win conditions. And while he's not a Butcher3, I think Barnabas2 is going to be a melee monster!

Thanks for reading, and feel free to leave any comments you may have!

Thursday, January 18, 2018

Salamanders For Sale

With heavy heart, I've decided to sell my Salamanders Space Marines. This army was the reason I got into Warhammer 40k (and wargaming in general) way back in 2002. I was finally able to buy, build, and have someone paint them for me a couple of years ago. However, I have not played more than two games of 40K in the past two years, and I need the money for other projects. I do not see myself playing 40K in the long term (or really ever), and so would like to be able to pay off some debt/catch up on bills instead. If you happen to know someone looking for a really cool army, this is a chance to pick one up!

The army includes:



Terminator Captain with thunderhammer/storm shield (custom sculpted - base model is FW Red Scorpion Commander Culln)


2x Terminator Librarians - converted from the Space Hulk Terminator Librarian model


Terminator Squad Alpha - 5x Assault Terminators w/ 3x thunderhammer/storm shield and 2x lightning claws - converted from the Space Hulk assault terminators




Terminator Squad Gamma - 10x Terminators w/ 2x chain fists, 2x heavy weapons, 5x terminators and a terminator sergeant - converted from the Space Hulk terminators



Terminator Squad Zeta - 10x Terminators w/ 2x chain fists, 2x heavy weapons, 5x terminators and a terminator sergeant - converted from the Space Hulk terminators


The four terminator heavy weapons are magnetized such that they can have an assault cannon, a heavy flamer, or a storm bolter.



Tactical Squad Two - 11x Tactical Marines w/ 1x melta gun, 1x multimelta, 8x bolters, and sergeant with combi-melta

Tactical Squad Three - 11x Tactical Marines w/ 1x melta gun, 1x multimelta, 8x bolters, and sergeant with combi-melta

Tactical Squad Five - 10x Tactical Marines (lost one somewhere) w/ 1x flamer, 1x heavy bolter, 7x bolters, and sergeant with combi-flamer





3x Drop Pods - converted to resemble boarding torpedoes (at least as much as possible)


Storm Eagle [Roc pattern] - converted from two Storm Ravens, a bunch of bits, and some plasticard/green stuff.



Finally, if you're local or interested in paying extra shipping, I have the display base with it - the launch bay of a Space Hulk, which the Salamanders are in the process of exploring. Multiple LED positions (most batteries still work) to add cool lighting effects, with Genestealers moving in to ambush the intrepid Marines.





I would like to get $1500 for this army, which doesn't even cover the cost of the paint job. And while I will admit that's a lot, this is a gorgeous army with lots of character. Thanks for looking!

Sunday, January 14, 2018

Journeyman League 2018

We have officially started our Journeyman League here on the Palouse, and it's off to a ... slow start. :-) When I started this, there were three new people interested in joining us, as well as two people who've played only a little, and then three veterans. On the first day, we had three people come. :-(

But, this next week should go a lot better. One of the new people is coming (I don't think the other two are, but hopefully), one (maybe both) of the "journeymen", and hopefully all three veterans. It will be fun!

For this league, the veterans have the option of playing two armies - one from Hordes and one from Warmachine. Mainly, this is because we have large enough collections that we can build armies that are diverse enough to give everybody a different army, as well as the experience to be able to effectively do it. We are mostly following the Journeyman League 2017 rules (found here), with a couple modifications:
- Battle box armies are not required at the start. You can build any 0-pt army you want, with the caveat that your warcaster/warlock has to be a Prime version (so have a '1' after their name).
- No character warjacks/warbeasts in the first week.
- Two weeks between each point increase.

So, with all of that said, we had two games happen this week (I went back on Friday and played my game). The first was a Cryx vs. Cryx slugfest! Skarre1 faced off against Asphyxious1:

Pirate Queen Skarre [+28] Iron Lich Asphyxious [+28]
- Seether [13] - Reaper [13]
- Deathripper [6] - Ripjaw [7]
- Defiler [8] - Ripjaw [7]

In a wild ride, Asphyxious won by assassination, but we found out later that there are two victory conditions - assassination or killing all of the enemy's warjacks. This would have resulted in a Skarre victory.

The second (my game) was Barnabas1 into Reznik1 - which when I looked at the models facing me, had me really worried! The lists consisted of:

Bloody Barnabas [+28] High Executioner Reznik [+28]
- Blackhide Wrastler [16] - Castigator [12]
- Boneswarm [7] - Reckoner [16]
- Bull Snapper [5]

As you may have noticed, there's a distinct lack of ability to handle the two heavies the High Executioner is bringing to the table. Luckily, I won the roll to go first, moving up into Barnabas' Swamp Pit the first turn. The second turn, he moves up base-to-base with an obstruction and puts the Swamp Pit right in front of the two Protectorate heavies. The Blackhide then moves up within 9", so he will be able to charge the next round. The two lights move up beside him, to provide some support.

Reznik moves up on his turn and attempts to hit Barnabas with the hopes of dropping the Swamp Pit (still not sure if this would work). However, due to the obstruction giving cover, he misses! Realizing Reznik is exposed, he runs the Castigator into melee range of the Blackhide and the Boneswarm, and covers Reznik with the Reckoner.

Barnabas then moves over (on turn 3), puts Rage on both the Boneswarm and Bull Snapper, and feats. The Blackhide demolishes the Castigator (though it took all of his Fury), and then the two lights charge Reznik, killing the Protectorate priest! Wahoo, Gators win their first game! :-)

So, as stated earlier, veterans get to run two lists. Below are my two lists, with their (expected) progressions through the Journeyman League:

@ 0-points
Bloody Barnabas [+28] Orsus Zoktavir, the Butcher of Khardov [+28]
- Blackhide Wrastler [16] - Kodiak [13]
- Boneswarm [7] - Kodiak [13]
- Bull Snapper [5]

@ 15-points
Bloody Barnabas [+28] Orsus Zoktavir, the Butcher of Khardov [+28]
- Blackhide Wrastler [16] - Kodiak [13]
- Boneswarm [7] - Kodiak [13]
- Boneswarm [7] - Ruin [17]
- Boneswarm [7]
- Bull Snapper [5]

@ 30-points
Bloody Barnabas [+28] Orsus Zoktavir, the Butcher of Khardov [+28]
- Blackhide Wrastler [16] - Kodiak [13]
- Boneswarm [7] - Kodiak [13]
- Boneswarm [7] - Ruin [17]
- Boneswarm [7] Man-o-War Shocktroopers [10]
- Bull Snapper [5] - MoW Shocktrooper Officer [4]
Gatorman Posse [16]

@ 45-points
The Blindwater Congregation Armored Corps
Barnabas, Lord of Blood [+23] Orsus Zoktavir, the Butcher of Khardov [+28]
- Gatorman Soul Slave [0] - Kodiak [13]
- Blackhide Wrastler [16] - Kodiak [13]
- Boneswarm [7] - Ruin [17]
- Boneswarm [7] Man-o-War Kovnik [0]
- Boneswarm [7] Man-o-War Drakhun [9]
- Bull Snapper [5] Man-o-War Shocktroopers [16]
Gatorman Posse [16] - MoW Shocktrooper Officer [4]
Gatorman Bokor & Swamp Shamblers [10]

@ 60-points
The Blindwater Congregation Armored Corps
Barnabas, Lord of Blood [+23] Orsus Zoktavir, the Butcher of Khardov [+28]
- Gatorman Soul Slave [0] - Kodiak [13]
- Blackhide Wrastler [16] - Kodiak [13]
- Boneswarm [7] - Ruin [17]
- Boneswarm [7] Man-o-War Kovnik [0]
- Boneswarm [7] Man-o-War Kovnik [0]
- Bull Snapper [5] Man-o-War Drakhun [9]
Bone Shrine [2] Man-o-War Shocktroopers [16]
Bone Shrine [2] - MoW Shocktrooper Officer [4]
Gatorman Posse [16] Man-o-War Shocktroopers [10]
Gatorman Bokor & Swamp Shamblers [10] - MoW Shocktrooper Officer [4]
Boil Master & Spirit Cauldron [5]
Boil Master & Spirit Cauldron [5]

@ 75-points
The Blindwater Congregation Armored Corps
Barnabas, Lord of Blood [+23] Orsus Zoktavir, the Butcher of Khardov [+28]
- Gatorman Soul Slave [0] - Kodiak [13]
- Blackhide Wrastler [16] - Kodiak [13]
- Boneswarm [7] - Ruin [17]
- Boneswarm [7] Man-o-War Kovnik [0]
- Boneswarm [7] Man-o-War Kovnik [0]
- Bull Snapper [0] Man-o-War Drakhun [9]
Kwaak Slickspine & Gub, Croak Sorcerers [4] Man-o-War Drakhun [9]
Bone Shrine [2] Man-o-War Shocktroopers [16]
Bone Shrine [2] - MoW Shocktrooper Officer [4]
Gatorman Posse [16] Man-o-War Shocktroopers [16]
Gatorman Posse [16] - MoW Shocktrooper Officer [4]
Gatorman Bokor & Swamp Shamblers [10]
Boil Master & Spirit Cauldron [5]
Boil Master & Spirit Cauldron [5]

That's the next three months - hopefully by the end I will have two fully painted 75-point armies!

Tuesday, January 9, 2018

Introducing Katya Volkova!

A couple of years ago, a friend of mine in Spokane and I started discussing how cool it would be to have a Widowmaker warcaster. I doubt it ever happens (as PP has already released Captain Kara Sloan), but I worked to make a custom warcaster, named Katya Volkova, the Winter Wolf. Two-plus years have passed, and PP comes out with Company of Iron - which is actually awesome for me! I can finally put (a version of) Katya on the table! After much deliberation, I present the Winter Wolf, still a journeyman warcaster but rapidly progressing.

Katya's Hunting Wolves
Kovnik Katya Volkova (Arcane Tempest Rifleman)
- Katya served in the Widowmakers, showing an amazing calmness under the strain of battle and a keen eye in selecting, and eliminating, her targets. However, midway through her term of service, the battle she was in took a turn for the worse, and her unit was wiped out. In a desperate attempt to survive the 'jack-marshalled Hunters attacking from the Cygnaran's flanks, she took command of several Destroyers. She used them to decimate and destroy the light 'jacks, even as she sniped their controllers. She has recently graduated her warcaster initiation, and is now taking on more dangerous, and more critical, missions - all while increasing her warcaster powers.

Volka (Hunter)
- Volka is the spoils taken during Katya's first mission as a journeyman warcaster. Tasked with a search and destroy mission by Irusk, Katya ended up in a duel with a Cygnar journeyman warcaster controlling a pair of Hunters. Impressed with these light warjacks ever since the battle that revealed her warcaster talents, she was determined to capture one. After killing the journeyman (and one of the Hunters, unfortunately), Katya brought home one of these 2.5m constructions. After months of mind-breaking effort, she succeeded in breaking the Cygnar cortex protections, and installed her own. Though Volka does not fully trust her yet, she has gained its loyalty - and his gun.

The Hunting Wolves (min Long Gunner Infantry)
- The Hunting Wolves are a small unit of elite Winterguard Riflemen, so skilled with their weapons they can maintain a high rate of fire while still accurately hitting their targets. Directly recruited by Katya to assist her on her missions, they excel at stealth, sabotage, and killing from afar.

Yes, I am using a Cygnar list to play a Khador Company of Iron, but it's what allows me to take Volka - which is one of the defining characteristics of Katya! By using an Arcane Tempest Rifleman, I can mimic her starting out as a warcaster (spells are Snipe and Ward Breaker, with Deadly Shot a call back to her days as a Widowmaker), as well as the abilities lining up nicely with her background as an elite sniper. With Volka being 'jack-marshalled rather than bonded, this shows her right at the beginning of her time with it, with the cortex locks just broken and it still distrustful of her, rather than years (presumably) down the road when they work as a well-oiled pair of warcaster and 'jack.

Stay tuned as I continue to flesh out this group of intrepid serving Queen and country!.

Monday, January 1, 2018

Masters Jaga-Jaga list

Well, it's been a few days since discussing my first list (see here) and it's time to get started discussing the second. Before I jump in, though, let me talk about my weekend. I went to a local steamroller with my two lists, and did ... horrible. I went 0-3 (though technically 1-2 since I had a "bye" the first round), and faced Butcher 3 twice. This guy is broken, and I hope he gets reigned in A LOT in the next Khador CID, whenever that is. But to be honest, part of the reason I lost (probably a large part) was bad play on my part and unfamiliarity with the lists. Hopefully this will change as the year progresses. Look for the battle reports of my three games as the week progresses.

Ok, with that out of the way, let's get down to the meat of this post - Jaga-Jaga's list for the future. In the same manner as with Barnabas, we will examine the warlock and see what makes her so cool. This is especially important with Jaga-Jaga, as she changed so much after the Blindwater CID released.

First up, her spell list - which, personally, goes way beyond Signs & Portents (though that is a great spell!):
Battle Host: An upkeep spell with a huge range (CTRL) that I haven't heard much talked about. It gives her warbeasts +2" movement (not SPD, so be careful) when advancing. If one of her warbeasts is within 3" of her, she also gets +2 ARM. Extra movement is always nice, giving our 'beasts a better chance at getting that alpha strike.
Deadweight: An offensive spell that I've never heard discussed either, that I think is being overlooked. When you destroy an enemy model (living or undead), choose a model within 2" of it. The chosen model must forfeit either its Movement or its Combat Action during its next activation. This is HUGE! The effect is unshakable, so target a squishy warrior next to a Warcaster/Warlock (like Butcher 3) or a warjack/warbeast and remove its effectiveness next turn! It's short ranged, so best used with an arc node (like the Blindwalker :-) ).
Ghost Walk: A cheap way to bypass terrain, this makes a model or unit (unit is nice!) Ghostly for one turn. Besides the benefits of just going through the terrain, Ghostly also allows the models to ignore free strikes! :-)
Grave Wind: An upkeep spell which grants +2 DEF and Poltergeist. This only affects a single model, so make sure it's on your important ones (say Jaga-Jaga?) Sadly, since it's an upkeep, you can't put both Battle Host (for ARM buff) and this (for DEF buff) on Jaga-Jaga.
Signs & Portents: Her new signature spell, and the main reason the internet seems to like her, this spell allows all friendly Faction models (since when would she be playing with non-friendly Faction?) in her control range to roll an additional die on all attack and damage rolls. This cannot be overstated, really - HUGE! Very rarely will anything affected by this spell not remove their target.

Her feat, Vengeful Spirits, is a little confusing. It reads:
Choose up to d3+5 enemy models currently in Jaga-Jaga's control range. Remove from play one friendly Faction warrior model within 5" of each chosen enemy model. Each chosen enemy model suffers a magical damage roll with POW equal to the base ARM of the corresponding removed model. Models destroyed by Vengeful Spirits are removed from play.

My biggest problem with her feat is not its mechanic, but its wording. It's ambiguous, and Privateer Press deliberately left it this way. Most people don't feel it's ambiguous, but my initial reading of it is different than what was intended. If I had never asked the rules question, but just assumed my interpretation was correct, I would have been in for a sad, and rude, awakening at a tournament. Really, I just hate ambiguous rules.

Anyway, simply put, it's a souped up version of the Witch Doctor's Sacrificial Strike, removing one of my models to automatically hit an enemy model. While this has been poo-poo'd across the internet, it can actually be very powerful. Use it to take out pesky incorporeal models, high DEF models, Stealth'd models, or anything that is difficult to hit. While not game-breaking, when employed correctly I think it will surprise people as to how effective it is.

Finally, Jaga-Jaga's abilities:
- Field Marshal [Death Rage] - a cool ability that gives her warbeasts one last swing before they die. This can be really good on the Blackhide.
- Poison (on her weapon Serpent Strike) - this gives her an additional die on her damage rolls when using her RNG 2, chain weapon zombie snake. That means on the charge, if she cast Signs & Portents first, she rolls five dice, dropping the lowest, against living models!

After my initial list musings, I decided I really wanted to abuse Signs & Portents. So rather than follow my typical list-building method (pick a theme and build around it), I decided I didn't want theme, as it opened up the chance to take the best models to abuse this powerful spell:

- Farrow Brigands - With Prey (thanks to the Brigand Warlord), these guys can threat 15" with a RAT7, POW14 gun that will be rolling three dice on attack and damage rolls. I have vaporized Trollblood and Khador heavies with LESS than one squad of these guys. With 12 shots, they can decimate their Prey at range. And they aren't slouches in melee, either (MAT8/P+S12 vs. their Prey), unlike most ranged units. Add in Hog Wild (shoot, then charge/run), Dig In (a *ACTION now instead of an order), and Reposition [3"], they are really jacks-of-all-trades that are pretty effective at most of them.
- Efaarit Scouts - Originally, way back in the beginning of Mk III, I hated these guys. They just looked dumb and I didn't think they were worth 6 points. Then I started running them in Thornfall Alliance as free models, and realized how stupid good they were. Their MOV 9(!) and RNG 12 guns give them a 21" threat. Armor-Piercing means even Khador heavies are only Dice -3, and Marksman allows them to pick the column or branch. With Reposition [5"], this model should always be at least 17" from an enemy, Add in Signs & Portents, and you have a highly mobile strike team that won't kill a heavy on its own, but will put a hurt on anything.
- Croak Hunters - Are you sensing a theme here? Another ranged solo that can really help out, its DEF 13 and Stealth helps keep it alive; while Hunter, a poison 8" spear, and Reposition [3"] allows it to move in, hit something hard, and back up to safety again. If you do catch it in combat (or it charges), Quick Work gives the possibility of two attacks (one melee, one ranged). Also, with Stealth, they can do a reasonable job of camping your flag - y'know, in case you're worried about scenario. ;-)

So, with all of that in mind, it was time to build the list. While it is not in theme, I do not believe I really lose much, as the theme benefits gained by using Croak Raiders instead of Brigands/Scouts do not even come close to outweighing the effectiveness of these models.


No theme force (GASP!)
Jaga-Jaga, the Death Charmer [+27]
- Blackhide Wrastler [16]
- Blackhide Wrastler [16]
- Ironback Spitter [14]
Croak Hunter [3]
Croak Hunter [3]
Efaarit Scouts [6]
Efaarit Scouts [6]
Farrow Brigands [15]
- Farrow Brigand Warlord [4]
Farrow Brigands [15]
- Farrow Brigand Warlord [4]

I've already discussed the non-battlegroup models, so this is strictly to determine the role of these monsters:
- Blackhide Wrastler - a beast in combat (a pun!), this guy has a P+S 17 bite and two P+S 14 claws for three initials, and can charge living warrior models for free. That makes him very efficient at getting into combat. With Rage (+3 STR), his melee damage output goes into the stratosphere (damaging Khador heavies on straight dice is fun!) He's slightly slow, but Battle Host can help with that, and once he gets into combat, he will be Snacking his way through everything. I have two because they are my only credible melee threats.
- Ironback Spitter - honestly, I already have a lot of shooting. I have him in here to stand by Jaga-Jaga (so she gets +2 ARM) and provide slightly more ranged pressure. That and a Swamp Horror was too many points. He's not useless, but he's going to be the first thing dropped when the new Blindwater stuff comes out in February (Jaga-Jaga really wants a Gatorman Soul Slave!)


That's the list pair, time to get some table time with them. Thanks for reading!