Saturday, 31 January 2015

Tale of Malifaux Bloggers. From Big Hat to Haberdasher

 It has been some time since I posted on here. This has partly been due to a lack of keen and partly due to real life, starting a new job. I am hoping this new project will get me in to posting again.

So what is this new project. Well that filthy southner' Ben Sime has decided he'd like a whole bunch of Malifaux players to take part in recording painting and purchases in the game. It's structured in the same way as the old White Dwarf articles called 'Tale of 4 gamers' where you'd have a budget each month of what you can buy. In the first month you get £40 to start your crew and then each month after that is £15. I'll be honest, I got alot of what I wanted for Christmas so I am largely just going to be shoe-horning my models into these categories. The important thing, however, is that you need to paint all of the models each month. I have until the 9th of March to get my first months purchases completed so wish me luck.

 So what have I gone for? Well, in reflection on a previous blog post, I decided to start Seamus some time ago. To specify, for the first month I have chosen:

Shadows of Redchapel - £27:99
Bete Noir - £6:50

I am assuming I can save some of my coinage from month to month, hence I haven't tried to scrape for the pennies.

I don't think I have to justify why, if one wants to start using Seamus, one buys the Shaddows of Redchapel box set, but it might be good to go over what's in it.

Seamus - What a loveable dapper chap! What I like about Seamus is that I feel I still have lots of options for what he can do. His gun does desperately want to perforate folk, but without the ability to fire it more than once I don't see him as a mass damage master. I tend to run him with the bag of tools because I find the play style much more entertaining. I'd probably say sinister reputation is better, but I have always felt a bit naked without the tools. I think I have also found that because the tools aren't used as much it catches people a little off guard.


Copycat killer - Possibly the best thing in the box, in my opinion. In my brief history of putting this irritating gnome to the field he has killed masses of stuff, including Ramos. Again, his gun is pretty crazy but his insta-kill on his shears catches many people out.


Sybelle - Ah, sweet Sybelle. The thing I like the most about this 'lovely' lady is the 'call belle' tactical action. Anytime any ability uses the term 'place' you know you are on to a winner. Most of my games, therefore, she has acted as a taxi service for my belles. I always buy her personal upgrades, however, because in the right situation that insta-kill or pseudo-obey can really turn the game.


Belle- The ability to teleport through Sybelle, give out slow, ca8 lure with a trigger to remove cards. I'd say more, but I think the internet is angry enough.

Bete Noir - My only purchase this month that isn't in the box. Why do I like this little lady? Well firstly, she's got girl parts (I think) so I think it's a nice themed addition to Seamus lovely ladies. I know the copy cat killer isn't a girl, but I am pretty sure Seamus hates him being around anyway... I certainly treat him like an agile corpse marker at times. Secondly, I love Bete's burying mechanic. Combining Seamus and his teleporting murder with Bete means I can have a significant model with 2ap anywhere where your model used to be. The only thing I have to remember is that it only works if said target would drop a corpse marker (or is sacrificed, but anyway) so it is more effective against some crews than other. Also, it also causes the world of headaches for people sometimes. I particularly like it when they have to kill my model in order to interact... but then Bete would turn up anyway! She has already gained a bad reputation at the club. But why wouldn't Seamus want a girl with a bad reputation in his crew?

My chosen Bete' sculpt. Big thanks to Cathy Winton for getting me the name plate from the plastic sprue and Mike Marshall for parting with this beauty 

So thems my choices. As you can see, however, I have already cheated a little bit. My Sybelle and Copy Cat killer are already painted. I haven't started the other models, however, and I do intend to rebase these ones so maybe you can let me off? I thought not, but the punishment is to watch me be flogged by Sybelle and I am pretty sure you don't want that either.

 So there we have it, my first entry. Hopefully at the end of the month I will have produced some painted dead things and reported on some battles to. One of my local clubs is starting the beta campaign and I have thrown my hat in as Ressers' so this sort of progresssion painting will work well with that. I just hope I find time to whip out my paintbrush... phnar.

Until next time, which hopefully won't be too long!

Tuesday, 9 December 2014

Malifaux Campaign: Week 2

 This week in the Malifaux Campaign we started to see some additional rules of the campaign take effect. Players with the least number of territories (and then lowest experience) pick missions either first or second. Paj decided on last because it recquired less thinking which meant that I picked the first mission once again. You can see the options below:

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Week 2 Strats and Schemes

Game 1:
Attacker:Sabotage

The attacker secretly notes down a piece of terrain on the defender's half of the table. While in base contact, attacking models may take a 2 interact action to place a 30mm 'Sabotage Marker' within terrain (whether it is the noted one or not). While in base contact with a 'Sabotage Marker' the defender may take a 2 interact action to discard it.
 At the end of the game, the attacker earns 3 vp if she has a sabotage marker in the noted terrain piece. If the attacker has a sabtoage marker in at least one other terrain peice, she earns 1 vp.

Defender: Hideout

At the start of the game, place a 30mm hideout marker in the centre of the table. At the end of each turn after the first, if the defender has more non-peon models within 6" of the marker than the attacker, the defender earns 1 vp.

Schemes:
Line in the Sand
Deliver a Message
Plant Explosives
Breakthrough
Assassinate
Corner Deployment

Reward: Prepared Field. Any model that charges your master in the next game takes damage as if moving through hazardous terrain

Game 2:

Attacker: Supply Wagon
At the start of the game place a 50mm Wagon marker in the centre of the table. This marker is Ht3, Impassable, Blocking.
 At the end of each turn, the crew with the most models within 3" of the wagon may move it 5" ignoring severe terrain.
 At the end of the game, the attacker earns 1 Vp is she has the most models within 3" of the wagon. If the Wagon is completely in the attackers half of the table, the attacker earns 2vp. If the wagon is in the attackers deployment zone, the attacker earns 1 vp.

Defender: Capture the Wagon!
At the end of each turn after the first, before moving the wagon, if the defender has at least 2 non-peon models in base contact with the wagon, score 1 vp.
Schemes:
Line in the Sand
Protect Territory
Bodyguard
Spring the trap
murder protege

Standard deployment

Reward: Hatred. Pick one model in the enemies crew before deployment (after selecting crews). Your master receives positive flips against that model for the duration of the game.

Game 3:

Attacker: Search

Before Deploying crews, the attacker places two 30mm markers anywhere in the defender's half of the table. The defender then places two more markers anywhere on the table. Each search marker must represent one of the four suits. The defender secretly flips a card and notes down it's suit (reflip jokers).
 Any model may take a 1 interact action while in base contact with a search marker to place the marker on the models stat card. If the model leaves play, place the marker in base contact first. At the end of the game, if the search marker with the noted suit is on an attacking models stat card or in the attacker's deployment zone, the attacker scores 4 vp.
 Defender: We need them all!
At the end of the game, the defender scores 1 vp for each search marker not carried by an attacking model.

Schemes:
Distract
Protect territory
Assassinate
Frame for Murder
Line in the Sand

Standard deployment

Reward: Distracted. The enemy leader may not take interact actions whilst it has line of sight to your master in the next game. 

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I decided to go with game 1. I decided that scheme pool didn't have any particularly bad options and I was quick enough to drop bombs in enemy territory. 

Next to chose was Lucas, who decided that the wagon was the best option (he played search marker last time and didn't want to repeat!) So Ben chose the last free mission, I guess on the basis it was most likely to give him a free win! Next up was Vince, who decided he was going to play me no matter what! This finally gave Paj the option of the up-and-coming Lucas or playing his opponent from last week. Unsurprisingly he opted for the former. 

 This almost meant that we once again had one person not playing... until Graeme arrived. He didn't initially want to play a campaign game, but we managed to convince him otherwise. Basically, because losing would have no effect what so ever!

In my game against Vince he had (secretly) selected Plant explosives and deliver a message. He chose for me to play Line in the Sand and Breakthrough. Due to my success in the last week I selected Perdita to be on negative flips against Seamus... but it never actually came up in game. vince got himself an extra stone in the cache due to our difference in territories (useful guild sponsorship, eh?). It was a really good game. Bette once again proved her great worth, appearing and placing markers where she felt like. The odd lure here and there along with an incredible bloody game meant that Vince could never quite get the model count in the middle on me so couldn't score for the centre or catch Seamus. One serious error in activation order near the end of the game made the score not match how close the game was. Final score 10-2 and Seamus has mines ready for next game. 

In Ben's game against Graeme it was largely just throwing models at each other to see what they did. Lilith was canny enough to make sure she held onto the markers though whilst Pandora was distracted torturing terror tots so the final score was 3-1 to Ben. 

In Paj's game against Lucas, Paj once again had a sulk with his cards that he wasn't flipping what he needed to all the time, but apparently it was pretty close, Lucas only winning by one point. Also, despite 2 Ronin and Schill on the table, it took some Ancient Words (use your words librarian!) to take down Izamu. 

With Graeme added to the map and people's conquests it's starting to look pretty crowded in the bottom half!

  
I am glad that we are now likely to have 6 players down and no-one misses out. I hope people have fun with it next week. I have already flipped the strats and schemes and let people begin decision making. Let me tell you it's looking likely to be a blood bath next week! Expect more updates soon.

Tuesday, 2 December 2014

Malifaux Campaign. Week 1

Sorry for anyone who enjoys reading my tournament reports. My last few events haven't had reports because after one I was helping a mate move house and had no internet and with the second I was feeling pretty ill. Suffice to say they were loads of fun and I thoroughly recommend the Stirling venue to anyone who can brave the darkness of Scotland.

 Anyway, that's not what I am here to talk about today. Today I am planning to write a brief report with how things are going with the local 'Faux campaign I am running.

 So week 1 saw the following scenarios flipped

 Theft- Loot the Hideout
 Squatter's Rights - Our Land
 Escourt- Kill the Escourt

 Lucas had been playing for the least amount of time so made the decision to pick last or first. He chose last, which meant I picked first seeing as I had the most experience. I chose to kill the Escourt, figuring that's what Seamus would do! Next up, Vince chose to Loot the hideout. Paj chose Squatter's rights, Ben chose to face him. Finally Lucas chose to face Vince. This meant I was left with a default win and gained 'Infiltration' (I guess from the resseructed Escourt) which meant I picked one model in the enemy crew to be on negative flips against Seamus for the next game only.

 Paj vs Ben turned into a landslide, mainly because Paj gave up once he failed to kill teddy in a single charge with Schill. Teddy flurried Von Schill twice in several turns and killed him... which meant Ben couldn't score for spring the trap. Final score 7-0 to Ben and he claims 'From the Shaddows' on Lilith for the next round.

 Vince vs Lucas was a really close game, by all accounts with some quite spectacular moments. Yan Lo lightening dances Nino to put him into base contact with Yin... only to take loads of damage when he is forced to jump off the ledge! Abuella absolutely ruins a Ashigaru with her sawn off. The pistelero couple become the star of the show... not really for much reason other than we gave them names and Vince kept putting 'El Major' on them. At the end Lucas' Kaimanu is fanned into safety clutching some jewls in his jaw, meaning Lucas won by a single point! He claims Companion on Yan Lo.

You can see below the updated map with our associated territory acquisitions.


I, using Seamus and represented in green, stick with the theme and claim a brothel.
Ben, fielding purple Lilith, claims tobacco? Whatever, I assume it's because it's close to Paj's (Yellow, Schill) Territory
Yan Lo, clearly found of his new (if now somewhat covered in lion slobber) gems, claims a mine.
Vince (Red, Perdita) clearly had an issue convincing her posse to leave the opium den...

We also, of course, wrote our fixed lists, which I will now post below. These will not change until we capture our first monopolly (i.e. I need two more brothels to have the most of the 5 on the map)

Perdita
+Trick shooting
Fracisco
+Wade in
Santaigo
+Tormento de Plomo
Nino
+Hair trigger
Abuella
Miguelle the Pistelero
Jose the Pistolero
Enslaved Nephilim

Von Schill
+Shirt comes off
Trapper
Librarian
Specialist
2*Ronin
2*Freikorpsman
Trunk 

Yan Lo
+Reliquary
Izamu
Toshiro
+Command the Graves
Yin the Pangalangalanglangalangalan
Chiaki
+pull of the grave
Soul Porter
Ahigaru
Komainu

Lilith
Obsidian Talons (he originally put it on a young nephilim, which can't take upgrades)
Barbaros
Nephilim gladiator
Teddy
Young Nephilim*2
Cherub
Terror Tot*3

Seamus
+Red Chapel Killer
+Bag of Tools
+Decaying Aura
Copycat Killer
Sybelle
+Bleeder Lash
+Not too banged up
2*Belle
Nurse
Punk Zombie
Bette Noir

That's it from this week. Hopefully soon we'll have another campaign entry from Colin who's lovely wife has just had a baby so *apparently* that's more important than Malifaux. He'll come crawling back soon anyway. Expect another report next week regardless.

Sunday, 30 November 2014

Bale of Hay: Looking Backwards... then Forwards

If you came here wanting to read a blog post by Connor then you will be disappointed as I’m afraid it is another blog post from me this time.

So with the end of the year fast approaching I think most people have a little reflection on the year gone and look forward to next year. So here is mine.

I am very happy with the year just gone having only started playing Malifaux in March 14 and attending my first tournament in May 14. So I have been playing only been playing properly for about 7 months which means I am a baby in reality in the big scheme of things!

I have attended 7 tournaments of varying sizes this year and although not done amazingly well I have not disgraced myself. I think the main thing for me is to learn what everyone else’s crews do to limit the inevitable surprises that lose me VP. But this only comes with experience. For example there are still a lot of masters I have never faced such as Lynch, Colette, Zoraida to name but a few. The one thing I have found now though is that I have started to get a bit jaded playing tournaments with a limited master pool. Competitively I play Neverborn and have pretty much only used Lilith (with a splash of Dreamer) in all the tournaments. She is a versatile master compared to some but still feels a bit samey now and has started to impact on my enjoyment a little.

So with that in mind going into 2015 I am sticking Neverborn in the main but broadening my horizons to explore new masters. The problem I have at the moment is that Lilith has seen the majority of table time so I always tend to favour her in any strat / scheme pool that comes up. I want to get away from this so I have wider options going forward. So early 2015 I want to learn to play Pandora and Collodi. I have recently acquired both of these crews and have a large Neverborn selection to choose from so good to go. There are also other Neverborn models that I now have that have never touched the table such as Lelu and Lilitu so keen to try them out as well.



As well as mixing it up tactically and rules wise it is also going to challenge me on the painting table as I am a bit of a lazy painter so hoping to push on with that too and improve my painting / hobby skills.



I am also excited about playing some doubles if possible and going to team up with a local Elementals mate Pete Rees which should be all sorts of fun! This brings me onto my next aim for 2015 which is to get the Elementals more involved in the malifaux scene. Who I hear you shout!? Exactly my point. We are a small gaming group who play out of the NWGC in Stockport, UK which is the home ofwww.elementgames.co.uk, hence the name. Our local henchmen is the mighty Aidan Kirk and members include Pete Rees, Richard Humphries and Matt Elliott. Some of which are not that keen on competitive play but I hope can get along to some story encounter and doubles events to start spreading the Elementals love. Aidan also hopes to host 2 Malifaux tournaments next year at the NWGC so that should be good. Finally we have signed up to Mike Marshalls UK “team” league which should mean more games and more fun times in 2015. I really hope this becomes a thing as I love the idea of clubs facing off against each other for bragging rights and a league table thing.

That is all for me for today. Thanks for reading.

Chris H (@cdhay on twitter)

Tuesday, 18 November 2014

Malifaux Campaign - Mark 2

Months ago I briefed some rules for a Malifaux campaign. I figured with Sunderland games club having a regular group of faux gamers it would be great to have a campaign. I have rehashed the rules so that it fits better with the local scene. With any luck it will help keep players of all interest levels interested. Let me know what you think:


Malifaux Campaign

Forces
 In this campaign each crew will be operating its own crime syndicate, from humble beginnings to Mafia overlord. Each player will submit a fixed 50ss list to be used from the start of the campaign. As the campaign progresses, your pool of models will increase alongside your territory. This will be explained further below.

Sponsorship
This section of Malifaux is beyond Guild control, they simply do not have the forces to intervene. It has been deemed more efficient to ‘sponsor’ various ‘pillars of the community’ to act on their behalf.  This often comes in the form of sponsoring hits on gang leaders to prevent one party establishing enough power to create a worry. As such, when players are selecting their forces, the player with the least number of territories adds the difference to their cache (this may take the cache above 7, but no more cache may be bought if this happens). These Soulstones may not be spent on additional models and are just to be used in game.

Map
The map is made up of sections. Each of these sections will be either neutral, or be influenced by one of the players. The more sections you have influence over, the more power your crew will have. Each player will have a base of operations, this may not be contested (see below) by opposing players. When you expand and seize new tiles they need to be connected to your base. To be connected there needs to be an unbroken chain of influenced sections between your base of operations and the section. Expansion will be explained further down.

Some map sections will also have a business. This can be anything from mining to whoring. When you have the majority of each kind of business on the map you are said to have ‘monopoly’ of that business. For each monopoly selected you increase the models available to your crew:

Number of monopolies
Total SS of pool
0 monopolies
50
1 monopolies
75
2 monopolies
100
3 monopolies
Victory

What it means by ‘pool’ is that when you may select your crew at the beginning of each game selected only from the models in your pool to the value of 50ss. Summoned models don’t need to be included but upgrades do.

If a player has three monopolies, then they have won the campaign.

Victory:
 As previously stated, as soon as one player manages to claim 3 monopolies, they have won. However, the campaign will only go on for 3 months. If no one has achieved victory at the end of 3 months, the player with the most territory sections wins.

Turns:
 Each turn in Malifaux will result in a number of missions being generated. This number of missions is equal to the number of players divided by two, rounding up. E.g. if there were 4 people playing there would be 2 missions generated (4/2=2) but if there was 5 there would be 3 (5/2=2.5 round to 3). Each of these missions will be generated by flipping a card and comparing it to the relevant scenario in the chart provided in the story section of the Malifaux rulebook and flipping two cards for schemes just like in a normal game of Malifaux. Once all missions have been revealed, the player with the least territories may choose whether they want to select their battleground first or last. The other players will then select in ascending or descending order depending on what the other player selected.

Conquest
 Once players have taken part in the various scenarios, the winner may select a map section to claim. They will also gain loot, further explained below.

Contesting:
When you select a section for your crew to gain influence over you may select sections already controlled by another crew only if it was the result of winning a game over that player. That way players have a chance to defend their territories or avoid risking conflict and not chose the same battlefields as the invader!

Loot:
Winning battles will also provide loot to the victor’s leader. The type of loot won in the mission is determined at the same time as the mission, so people know what they are fighting over. To generate simply flip a card and compare it to the table below. These only effect your leader and last for one game:

Number
Loot
Black Joker
None
1
Cursed: This model may choose to reduce the damage by a friendly model within 6” by 1 and take 1 wound which may not be reduced or prevented in anyway.
2
From the Shaddows: This model may deploy anywhere on the table that is not within 6” of the opponents deployment zone. This model may not take interact actions on the first turn.
3
Armour +1: Reduce damage suffered by this model by 1, to a minimum of 1.
4
Prepared field: Any model which charges this model must take damage as if entering hazardous terrain.
5
Once per game, this model may gain the fast condition at the start of its activation
6
Select one piece of terrain on the battlefield in your next encounter, after determining deployment zones and who is in which zone, this terrain counts as hazardous for the rest of the game.
7
Hatred: Select one model in the enemies’ crew. Against this model you get positive attack flips.
8
Fated: This model prevents one additional damage when using stones to damage prevent.
9
Distracted: Whilst the enemy leader is within line of sight of this model, the enemy leader may not take interact actions
10
Companion: This model may activate as a chain activation if another friendly model finishes its activation within 6” of this model.
11
Accomplice: Another friendly model may activate as a chain activation if this model finishes its activation within 6” of it.
12
Infiltration: Pick one model in the enemies’ crew, this model has negative attack flips against this model for the duration of the encounter.
13
Empowered: At the beginning of this models activation it may add one to any of its stats. This bonus lasts until its next activation
Red Joker
Player may pick any after the game


How to train a gaming community

I'm in a really positive predicament. There has been huge growth locally in the Malifaux scene and many new people are trying their hand at cheating fate. The 'problem' with this, if you were to call it a problem, is that we now have a big sliding scale of experience levels.

 Personally I started basically when M2E came out. Since my first major tournament in February, Vappnatak, I have been to 16 events this year. 16! Because of this I have gained loads of experience and become, not to blow my own horn, pretty competent at the game. Donkeys years ago I wrote how I didn't want to play new players with 'kid gloves' on for a variety of reasons. Basically because:

  • It's insulting to the player themselves
  • They'll learn more
 The problem with this, however, is that if you regularly play against them and basically, as it's commonly known, noob stomp, it can become increasingly 'unfun' for the opponent. For me any game is not enjoyable if you do not have any sort of chance and thus I never want my opponent to feel like that. 

 So what can I do to fix this situation? Well one of the obvious solutions for me is to get the newer players to face each other. I'm always kicking about for rules queries but it means that people will have much closer, harder fought and thus more enjoyable games. It's why the Swiss system is so good in tournaments.

 I'm afraid to say this, however, but we don't have enough people so that you can play at the same experience level every time. It also limits, thinking selfishly, my own opponent pool. Even among the players who are not new, there is a variety of experience. For example, Vince, and I hope he doesn't mind saying this, is one of the more experienced local gamers. He started a couple of months after me, couldn't say when, but has played enough so that he knows the rules pretty well. However, I am not sure he has ever beaten me and if so it's rarely. In the same token, however, I don't think he loses to any of the newer players. 

 Another possible solution is to play with crews that I have very little experience in. This way the knowledge I have gained will be limited, to some extent, and still provide myself and my opponent a challenging experience. Obviously, however, there are only so many crews one can take and only so many I can afford so I can't do this all the time. Starting anew with Seamus is great, but I imagine it's just a matter of time until I work out how he ticks and at that point we are back where we started. 

 To be honest I'm at a little of a loss. I love that we have such a rich community and I want to keep it that way and make sure everyone has fun. I don't know if there is anything else I can do to make sure this happens. I'd love some advice from people.

I hope to hear from you about it soon.

Saturday, 15 November 2014

New Crew

I continue my blog post ramblings today with talking about my plans to start a new crew. First of all I just want to go briefly over the why:
  • Som'er becoming a crutch and being predictable
  • A new painting challenge
  • less competitive crew
So what crew am I thinking of using? Here are my thoughts

Seamus
 I have the Seamus crew already and I really like the models and theme, it's super cool. Who doesn't like undead hookers? It gives me plenty of painting opportunity, bright colours for frilly dresses and green suits, but also stains and rotting flesh. The main problem with this is it means starting a completely new faction and thus a bit of an investment. It is also the favoured master of one of the local gamers, so wouldn't be good for local games.

 Lynch
 He's a master I already own and love. This does make it cheaper but means I don't have a painting project. Once again, however, it's a master that another local gamer prefers. In fact, it's the only one they own.

Ten Thunders
 Jen has painted nearly every other ten thunder master and I could use anyone of these, but not only does this mean I don't have another painting project but it kind of just feels wrong using Jen's models. I haven't painted them and thus they are not mine and I feel some form of investment in the game makes it much more enjoyable. It's probably me just being weird, but that's how it is for me. 

Added to the previous list could be Lilith and Marcus aswell.

Ulix
Swinging back to the Gremlins, I could force myself to play more with the pig master. It has the benefit of already having all the models, being able to mess around in faction in different games but still be different to Som'er. Not really a new painting project though. Having said this staying loyal to the Gremlin faction really does appeal to me. Equally, however, staying with Gremlins is going to make me want to got for best Gremlin and thus do well in events. It's definitely a preferred option though.

Lucius
 Earlier in the year, when I was playing neverborn, I fell in love with Lucius. As a character he is so god damn cool and I really liked his style of support master. I did, however, get a little sick of his weaknesses as I played more games and I decided that he needed a rest until I had access to the guild plastics I wanted. With his box set out this has definitely jumped back on the radar. Because I have the old metal I can add bits and pieces a little at a time and try before I buy, but it still gives me a new painting project. I have some fun conversion plans in store for the box. There are some local guild players, but they don't seem to favour what I do in the faction. It also just works better for stories in my head, it's hard to justify squealing pigs in most stories. This is definitely high on the list.

Dreamer
 I got into Malifaux, as many people do, because of Teddy. I played Pandora, mainly because the dreamer wasn't available, as my first ever master but decided after my first event that she was too much a NPE for me. I also never felt like Pandora ever really did much for Teddy or vice versa. The Dreamer is a way I can try and make teddy work for me again. I have some cool ideas for painting schemes aswell, but I do have a fair amount of Neverborn I can play with already. The main problem with the Dreamer for me at the moment is that alot of people on the tournament scene play him already. Him and Collette are possibly the most popular masters and I'd hate to both play against the same master regularly or people get sick of playing 'yet another dreamer'

So I have loads of options and many of them have pros and cons. I am not going to commit to anything, as I said on my last blog post, because I am just going to play with what I personally fancy at the time. It's looking like, however, that I am going to be playing with Lucius or Ulix in the not too distant future.

This is the joy of writing blog posts in advance... That statement is no longer true. I am feeling the pull more and more of Seamus, mainly as a painting project. I have puppet wars which obviously contains Puppet Seamus and I fell in love painting him. You can see what achieved here:


Too many decision

 As always, I'd love to hear your thoughts on my ramblings.