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Authors Jacob & H.P. Holo

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Warmachine Tactics – Cryx: Bane Knights vs. Bane Thralls

May 9, 2013 by holojacob 2 Comments

Cryx_Bane_KnightsCryx_Bane_Thralls
VS.
 
 
 
 
 
 
 
 
IN SHORT: Cryx is a faction spoiled for awesome infantry. At the high end of our impressive arsenal sit the Banes. Powerful, feared weapon masters through and through, the Banes can lay waste to enemy armies, and are made even more dangerous when accompanied by Bane Lord Tartarus.
WHY BANES? Banes are weapon masters. With P+S 11 attacks and 4 damage dice on the charge, they hit hard. That by itself is bad enough, but they’re also undead. It doesn’t matter how many casualties they take, they’re going after your opponent until every last Bane has been dropped.
That’s a good thing because they’re not the fastest infantry in the Cryx arsenal. In a faction that often emphasizes speed, the base Bane SPD of 5 can seem underwhelming. However, that SPD 5 is actually misleading because Banes can benefit from the impressive abilities of Bane Lord Tartarus. In fact, Tartarus is a huge reason to take Banes, in and of himself.
All Banes can benefit from Tartarus’s ability to Curse an enemy model or unit. Banes attacking a Cursed model get +2 attack rolls and +2” movement on the charge (including Tartarus himself). Oh, and there’s no roll to hit for Curse. It’s point-and-click simple to use.
warmachine cryx bane lord tartarusJacob Holo: Tartarus Curses your Gun Mages.
H.P. Holo: Don’t you have to roll to hit or something?
Jacob Holo: Nope.
H.P. Holo: What? This Tartarus guy is a real jerk.
Jacob Holo: He gets that a lot.
That +2” is pretty good by itself, but where it gets absolutely insane is when Tartarus uses Death Toll.  When Tartarus kills a living model, he creates a small-based Bane that appears within 3” of him and in unit cohesion of a friendly Bane unit. This can be a unit that has not activated yet. So not only can these new Banes appear right in your enemy’s face, but they can still benefit from Curse AND activate that very same turn! That’s just sick!
On top of that, Bane Lord Tartarus has Thresher and Reach, so he has the capacity crank out quite a few extra models. He’s pricy as a 4 point solo, but you definitely get what you pay for.
There are two types of Banes: Knights and Thralls. Both have strengths and weaknesses. But which is better? Let’s take a look, shall we?
BANE KNIGHT STRENGTHS: Knights are great at bypassing obstacles and penalizing your opponents. Ghostly is a fantastic ability that allows them to speed through terrain, walk through walls, and ignore free strikes. Thralls can’t do that without a warcaster’s support.
Vengeance acts as both an offensive and a defensive ability. Offensively, extra attacks are always nice. Defensively, it discourages piecemeal attacks. Killing one Knight results in all other Knights getting a free 3” move and a free attack. That is not a good exchange for your opponent! When Thralls take casualties, they just take them.
On top of this, Knights have Reach. Reach combined with a Vengeance move can give Knights a 4.5” threat range advantage over Thralls. When factoring in how they ignore terrain, this can be huge!
As a nice little bonus, Knight also have +1 ARM over Thralls, giving them a little extra durability.
BANE THRALL STRENGTHS: Two words, Dark Shroud. I absolutely love this ability! Bane Thralls are walking debuffs. They don’t even have to hit their opponents. Just engaging them in melee drops their ARM by 2, and there is no defense against this ability!
Not only does this make Thralls hit harder than Knights, but it also acts as a force multiplier. Any other model attacking the same target benefits from the Bane’s Dark Shroud. Cryx debuffs make everything better, and Thralls are debuffs.
Bane Thralls also come with Stealth, which helps mitigate their losses on the approach. They can also gain Tough through a powerful unit attachment, granting them even more durability. An opponent may be able to bypass one of these defenses, but probably not both, and not for the whole unit. Even better, the attachment officer has Dead Rise, which will allow knocked down survivors of Tough rolls to stand up for free in the maintenance phase. Overall, Thralls have more staying power than Knights for this reason, even with the Knights’ ARM advantage.
Finally, Thralls are cheaper. Even with a max unit and the attachment, they only cost 1 point more than Knights, and that set up comes with two extra Banes.
VERDICT: It is almost never a bad idea to put Banes in a Cryx army. Both Knights and Thralls can pull a lot of weight in an army list, and both are very valid choices. For me, it comes down to personal taste.
And my preferred choice is … Bane Thralls!
Bane Thralls are my absolute favorite Cryx infantry. They are the go-to models when I’m up against a tough opponent or I want to try something new, but still have a solid fallback. They consistently perform well in game after game after game.
It’s a close call, because both Thralls and Knights are fantastic units. But the Thralls edge out the Knights because of Dark Shroud. I’m a big fan of force multipliers, and Thralls perform that function nicely.
Check out the complete list of Warmachine and Hordes articles here.

warmachine cryx bane thralls

Filed Under: Warmachine Tagged With: Bane Knights, Bane Thralls, Cryx, Fantasy, Privateer Press, Steampunk, Tabletop Games

Foundling by D. M. Cornish – Book Review

May 4, 2013 by hpholo Leave a Comment

Rossamund Bookchild is a foundling boy with a girl’s name.  This name was given to him by the paper pinned to his blanket when he was left on the front stoop of Madam Opera’s Estimable Marine Society for Foundling Boys and Girls, and it has tormented him ever since.   As the object of frequent jibes and bullying fists, he eagerly looks forward to the day when he can leave the foundlingery and enter the navy, and thus a life full of adventure on the high seas.  His dreams are dashed, though, when he is chosen to be a simple lamplighter.  The hopelessly boring life that he anticipates, though, ends up being anything but (at least for the moment), as he is abducted, rescued, and then forced into service by one of the most famous monster hunters on the Half-Continent.
Foundling is the first in the interchangeably titled Monster Blood Tattoo/The Foundling’s Tale trilogy by Australian author D. M. Cornish.  (This trilogy was titled Monster Blood Tattoo for its first American release but didn’t do very well, which prompted the publishers to change the name to the more benign and significantly less interesting The Foundling’s Tale.)  Because of the depth the author has built into its world, the trilogy has been compared to J.R.R. Tolkien’s The Lord of the Rings, a classic renowned (and notorious) for the level of detail put into the cultures that populate the setting.  This is a deceptive comparison at first, as there is nothing remotely epic about the storyline, nor any high-stakes goal that has to be reached (nothing on the level of Destroy-This-Ring-or-The-World-Will-End!, anyway).  It’s just a kid running into trouble as he travels to a distant city.  The deeper into the story one reads, however, the more sense these comparisons begin to make.
Cornish is a detailed creator; his dark, pre-industrial, monster-ridden world of the Half-Continent is among the better-realized in modern YA fantasy.  The majority of his detail, though, is devoted to the culture of his monster-hunters and the alchemy-like magic surrounding them.  These monster-hunters are not born magicians but people who, for example, employ a violent form of chemistry to dispatch monster threats or even have extra organs sewn inside their bodies to attain near-magical powers.  Half the fun of reading this novel is simply relishing in its morbid world-building.
The novel’s main strength, however, ends up causing some of weak points, too.  Early on, I felt so overwhelmed by the intricacy of novel’s world that I had to stop reading for a while, just to get it all organized in my head, and even after I picked it back up, there were multiple times when I thought, “GRRRRGH! When is something going to HAPPEN?”  So much energy is spent introducing the reader to the mechanics of the world that its plot and pacing suffer significantly, at least at the beginning.  Once I hit the middle of the book, I read voraciously to the end and was disappointed to discover that the last hundred pages of my book were actually not story, but appendices about the world of the novel (another similarity shared with Tolkien, who was a huge fan of super-detailed appendices).
All this said, this is not a novel for casual fantasy readers.  This is a novel for readers who have read the popular fantasy novels and are ready to graduate to the deeper cuts.  This is a novel for the readers who are okay with a little bit of slowness because the setting in which the slowness happens is just that awesome.

Filed Under: Reviews Tagged With: Book Review, D. M. Cornish, Fantasy, Foundling, Review

Warhammer 40K: Chaos Daemons Tzeentch Pink Horror Conversions

May 2, 2013 by holojacob Leave a Comment

Presenting my Warhammer 40K Chaos Daemons Tzeentch Pink Horror Conversions.

Tzeentch Pink Horrors 1
WTF indeed …
Tzeentch Pink Horrors 2
More Pink Horrors …
Tzeentch Pink Horrors 3
What was I thinking?
Tzeentch Pink Horrors 4
Even More Pink Horrors …

Modeling the Tzeentch pink horrors was the best part of making this army. Every model is unique.
WTF indeed ...
WTF indeed …

With the plenty of Chaos spawn and space marine parts at my disposal, along with plenty of green stuff, I let my imagination run wild. Wherever possible, I tried to emphasize how this weird, chaotic flesh was bursting out of the space marines. The best part is, no matter how crazy the conversion, it felt right at home in a Chaos Daemons army. I had a lot a fun making these guys.
Check out the complete list of Warhammer 40K articles here.

Filed Under: Warhammer 40k Tagged With: Chaos Daemons, Chaos Spawn, Conversions, Fantasy, Games Workshop, Pink Horrors, Science Fiction, Tabletop Games, Tzeentch

Warhammer 40K: Chaos Daemons Tzeentch Herald Conversions

May 2, 2013 by holojacob Leave a Comment

Presenting my Warhammer 40K Chaos Daemons Tzeentch Herald Conversions.

Tzeentch Herald 1
Wicked Tzeentch Force
Tzeentch Herald 2
So many heads!
Do you know a good dentist?
Smiley Herald 1
Smiley Herald 2

With the chaotic nature of a Chaos Daemons army, it’s hard to go wrong with something absolutely crazy. My Tzeentch heralds are no exception to this. Two of the heralds are basically a lot of spare bits stuck into a central glob of green stuff. Really, nothing too special there in terms of modeling. However, Smiley is a different story.
Smiley Herald 1
Look at that innocent grin.

In order to make Smiley, I started with a rough frame built from pieces of sprue. I then began layering green stuff on top of that until I had the outline of a very chaotic face. Since this is a Tzeentch herald, I decided to add plenty of guns to the model to represent the model’s arcane firepower. It’s teeth are bolters, and its eyes are lascannon barrels. The weapons on the sides came from a dreadnought.
If nothing else, he/she/it certainly gets a lot of comments from my fellow gamers.
Check out the complete list of Warhammer 40K articles here.

Filed Under: Warhammer 40k Tagged With: Chaos Daemons, Conversions, Fantasy, Games Workshop, Heralds, Science Fiction, Tabletop Games, Tzeentch

Warhammer 40K: Chaos Daemons Army

May 2, 2013 by holojacob 4 Comments

Presenting my Warhammer 40K “count as” Chaos Daemons Tzeentch army, with 95% conversions.

Chaos Daemon Army 1
Chaos Daemon Army 2
Chaos Daemon Army 3
Tzeentch Herald 1
Tzeentch Herald 2
Do you know a good dentist?
Khorne Bloodletters
Nurgle Plaguebearers
Tzeentch Flamers
Tzeentch Screamers
Tzeentch Pink Horrors 1
Tzeentch Pink Horrors 2
Tzeentch Pink Horrors 3
Tzeentch Pink Horrors 4

My Chaos Daemons army is easily the craziest modeling project I’ve ever embarked upon. All but one model in the entire army have some sort of conversion work, and many involved extensive conversions. The theme behind the army is a space marine force gone horribly wrong. It’s what happens to space marines when they pass their expiration dates. I wanted the chaotic elements to look like they were exploding out of space marine armor, which involved a lot of Chaos spawn kits, as well as a friend’s Dark Angels army.
Yes, that’s right. I purchased a friend’s Dark Angels army for the sole purpose of mutilating them beyond recognition. After dunking them in Pine-Sol, I began plucking off limbs and cutting them up with a hobby saw. Mix in copious amounts of green stuff, and you can clearly see the results.
chaos daemon count as khorne bloodletters 2
We are well armed!

I purchased 3 daemon princes for this army. The wings went to my Tyranids so that I could have flying hive tyrants. That left me with a lot of spare daemon arms with really cool weapons. But what to do with them? I decided to use them as Khorne bloodletters. The imagery of these giant arms growing out of space marine halves is pretty ridiculous, so it suits me just fine.
chaos daemon count as nurgle plaguebearers
Count as Nurgle Plaguebearers

The Nurgle plaguebearers were the simpliest conversions. I used mostly-whole space marines with some green slimy tendrils coming out and green fluid leaking out of the armor. And there they were. A pack of plaguebearers. Nothing to it.
chaos daemon count as tzeentch flamers
Count as Tzeentch Flamers

With all the Chaos spawn kits I went through, I had a lot of spawn torsos I wasn’t using. I put the torsos on top of inverted Space Marine jump packs and build them into my Tzeentch flamers. Ridiculous, I know, but that’s just how I roll with this army.
chaos daemon count as tzeentch screamers
Count as Tzeentch Screamers

My Tzeentch screamers were made with the stock Tzeentch pink horror kits, minus the arms and legs. The only tricky parts here were drilling the holes for the flying bases and filing down a few knobs on the models where the legs are supposed to attach.
But, my favorite parts of the army are the Tzeentch Heralds and the Tzeentch Pink Horrors. I had a lot of fun coming up with some really crazy conversions.
Check out the complete list of Warhammer 40K articles here.

Filed Under: Warhammer 40k Tagged With: Chaos Daemons, Chaos Spawn, Conversions, Daemon Princes, Fantasy, Flamers, Games Workshop, Khorne, Nurgle, Plaguebearers, Science Fiction, Screamers, Space Marines, Tabletop Games, Tzeentch

Romeo and Juliet: The War by Stan Lee, etc. – Graphic Novel Review

April 28, 2013 by hpholo Leave a Comment


Comic adaptations of Shakespeare are hardly new, but in my experience, rarely are they well-done enough to be appreciated outside of a “Here, read this comic because you’re having trouble with the Shakespearean language in the play” context. Of the several that I’ve attempted, only a few have been books that I’ve reread for their entertainment value. Most of the others I haven’t been able to finish, and all of those left me with exasperated groans in my throat, just waiting to be unleashed when I came upon the next Shakespeare comic.
In fact, that is exactly what happened when I came upon this comic. When I first saw a thumbnail of Romeo and Juliet: The War, my reaction was *EXAGGERATED SIGH-GRUMBLE*, “Does the world really need another futuristic Romeo and Juliet ripoff?” The fact that it was Romeo and Juliet made it worse. Generally I hate stories that feature protagonists being both in love and stupid at the same time, which is what Romeo and Juliet is, at its heart. Oh, the original has all that iambic pentametered loveliness, too, but I can get that in every other Shakespearean work, many of which are far more interesting than this one.
Key to my exasperation with this book was the fact that I was looking at a thumbnail that was the size of, well, a thumbnail.
Then, one day, I came upon the actual cover in person, which sent me into fits of fangirlish glee:

This version of Shakespeare’s classic sets the familiar story in the far future, making both families consist of cybernetically- or genetically- enhanced supersoldiers, and then having them duke it out in a wondrous spread of futuristic glowing lights and shiny metal that makes the book look like a printed cousin of the Mass Effect games (which is not a bad thing because even the loading screens are fun to look at in Mass Effect games.)
Romeo and Juliet: The War is not simply a slapdash adaptation of a classic made for SparkNotes purposes, either. (Not to hate on SparkNotes, by the way. The SparkNotes graphic novel version of Hamlet is one of my favorite Shakespeare-inspired comics.) It’s an impressively crafted work, and despite all the crazy technological changes, the basic story is still intact. I wouldn’t recommend reading in lieu of the original if you’re reading it for class, as you’ll end up answering questions like “Why were the Montagues and Capulets enemies?” with “Because they were such awesomely superpowered soldiers that they defeated everyone else in the world, leaving only themselves to fight!” (which, FYI, is not the Shakespearean reason). However, as a complement to the original text, it’s pretty good. Some changes are made to certain minor points in the plot, but—dare I say it?—these changes actually improve upon Shakespeare’s story, or at the very least make it more dramatic reading.
Basic accuracy is the least of this book’s good points, though. All of the other good points rest in its art. The art in this comic is not merely pleasant to look at. Everything about it is expertly accomplished, from the dynamic panel layout, to the characterful color design, to the wondrous and colossal scale of it all. The book makes frequent use of detailed full-page and multi-page spreads, and more than once I found myself stopping in the middle of reading simply to gawp at what was on the page before me. This is a graphic novel that comes very close to reaching the height of Capital A Art.
The only truly disappointing part of the book, for me, was the lack of an author or artist’s note in the back, as I was genuinely curious to know what happened to make this unexpected bit of awesomeness come about. The only extras included are some pieces of concept art, which are cool, but not as interesting as a look into the writer’s and artist’s minds would have been. I also had a problem with Romeo’s hair, which being the shaggy mop that seems to appear on every stylish teen boy’s head these days is going to look dated as soon as we’re out of the 2010s. But that’s just me being picky because there’s nothing else to complain about.

Filed Under: Reviews Tagged With: Book Review, Graphic Novel, Review, Romeo and Juliet, Science Fiction, Stan Lee

Warhammer 40K: Space Wolves Wolf Guard Conversions

April 28, 2013 by holojacob Leave a Comment

Presenting my Warhammer 40K “count as” Space Wolves wolf guard conversions.

Wolf Guard squad 1
Wolf Guard squad 2
Wolf Guard squad 3
Lots of combi-meltas
Now that’s a combi-flamer!
GRRZRRZRRZRRZRRZRR!
Just call me Wolverine!
The Cadian Spigot
Cadian Victims 1
Cadian Victims 2
Cadian Victims 3

The wolf guard conversions form the meat of this army, and they take a lot of forms. The large size of the terminator bases, as well as the models themselves, presented a lot of opportunities for some really dynamic poses and interesting bases. I used two Imperial Guard Cadian shock troop kits for victims, and tried to put in a lot of variety.
I modeled most of this army over a friend’s house while he worked on his Blood Angels. A few times, I showed him what I was working on.
***
“Do you think this is too extreme?” I asked.
He looked up at my latest creation and burst out laughing.
“Too much?”
He shook his head. “Naaahhhhh.”
Check out the complete list of Warhammer 40K articles here.

Filed Under: Warhammer 40k Tagged With: Cadians, Chaos Spawn, Conversions, Games Workshop, Science Fiction, Space Marines, Space Wolves, Tabletop Games, Wolf Guard

Warhammer 40K: Space Wolves Vindicator Conversions

April 28, 2013 by holojacob Leave a Comment

Presenting my Warhammer 40K “count as” Space Wolves vindicator conversions.

The “Cadian Plow”
Something is oozing out …
I had spare green stuff …
Boom!

What do you get when you cross 3 Space Marine vindicator kits, spare Cadians, a lot of green stuff, and an overactive imagination? Something like this!
Each vindicator kit comes with a cannon shell. I took one, built up a plume of green stuff, and attached it to the cannon. That gave one of the vindicators a nice, “I’m firing!!!” action pose. On another shell, I used a Chaos spawn tentacle and had it grab hold from the back of the vindicator. I also added various blue glowy things oozing their way out of the vehicle, reinforcing the sense that not all was as it seems with these machines. And just because that wasn’t ridiculous enough, I added some poor victims being pulled in and eaten.
As usual, I had a big glob of green stuff left over. So I put it to good use. The grotesque “ball” is not attached to the vehicle. It’s one of my objective markers for this army, which normally gets some interesting comments from fellow players.
Check out the complete list of Warhammer 40K articles here.

Filed Under: Warhammer 40k Tagged With: Cadians, Chaos Spawn, Conversions, Games Workshop, Science Fiction, Space Marines, Space Wolves, Tabletop Games, Vindicator

Warhammer 40K: Space Wolves Dreadnought Conversion

April 27, 2013 by holojacob Leave a Comment

Presenting my Warhammer 40K “count as” Space Wolves dreadnought conversion.

Dreadnought
Dreadnought close up
Dreadnought with burning Cadian

This dreadnought conversion was actually a little trickier than it looks. The model is mostly stock, except the feet were adjusted slightly to allow it to stop on a poor Cadian. Getting the angle right proved difficult, given the lack of mobility in the stock model. Green stuff and Chaos Spawn parts went into the blue glowy growths. The Cadian on fire was easy enough to make with a big blob of green stuff and some simple sculpting to make it look … at least a little bit … like a burning fire.
Check out the complete list of Warhammer 40K articles here.

Filed Under: Warhammer 40k Tagged With: Cadians, Chaos Spawn, Conversions, Dreadnought, Games Workshop, Science Fiction, Space Marines, Space Wolves, Tabletop Games

Warhammer 40K: Space Wolves Army

April 27, 2013 by holojacob 2 Comments

Presenting my Warhammer 40K “count as” Space Wolves terminator army.

Space Wolves Army 1
Space Wolves Army 2
Space Wolves Army 3
Wolf Guard squad 1
Wolf Guard squad 2
Wolf Guard squad 3
Lots of combi-meltas
Dreadnought
The “Cadian Plow”
Count as Lone Wolf
Count as Logan Grimnar
Count as Rune Priest
Just call me Wolverine!

I’ve loved terminators for about as long as I’ve loved Warhammer 40K, and I always had this itch to do an all-terminator army. When the 5th Edition Space Wolves codex came out in 2009, I picked it up and was immediately drawn to the customization options with Wolf Guard. Since taking Logan Grimnar made Wolf Guard count as troops, I knew what I had to do next … start buying terminator kits!
The army consists of 2 Space Marine terminator kits, 2 Chaos Space Marine terminator kits, the Space Hulk terminators, and a Chaos terminator lord all put into a blender with Chaos spawn parts. It was a blast to put together!
Check out the complete list of Warhammer 40K articles here.

Filed Under: Warhammer 40k Tagged With: Cadians, Chaos Spawn, Conversions, Games Workshop, Science Fiction, Space Marines, Space Wolves, Tabletop Games, Terminators

Warhammer 40K: Tyranid Tervigon Conversion

April 26, 2013 by holojacob 6 Comments

Presenting my Warhammer 40K Tyranid Tervigon conversion, with vomited termagants.

tyranid tervigon conversion 1
Blaargh!

tyranid tervigon conversion 2
Spew!

 
tyranid tervigon conversion 5
Another poor space marine bleeding out.

 
tyranid tervigon conversion 4
More termagants!

I used the trygon kit to build this tervigon. For the “birthing” part of its rules, I decided to show it in a rather unconventional way. My tervigon vomits termagants! I used the Mawloc jaw as a base along with green stuff and half a termagant. I also expanded the throat with green stuff, giving the model a bulge the rest of the termagant could exist in. A glowing, gooey pile with new termagants reinforces this odd premise.
And, of course, I had to throw in a dying space marine. Just because.
The local ultramarines player really didn’t care for my tyranid models … not sure why …
Check out the complete list of Warhammer 40K articles here.

Filed Under: Warhammer 40k Tagged With: Conversions, Games Workshop, Science Fiction, Space Marines, Tabletop Games, Termagant, Tervigon, Tyranids

Warhammer 40K: Tyranid Mawloc Conversion

April 25, 2013 by holojacob 3 Comments

Presenting my Warhammer 40K Tyranid Mawloc conversion.

tyranid mawloc conversion 0
Surprise!

tyranid mawloc conversion 1
Mawloc smash!

tyranid mawloc conversion 2
Terror from beneath!

tyranid mawloc conversion 3
The mawloc enjoys long walks through subterranean passages and playing with its food.

tyranid mawloc conversion 4
Ouch!

The mawloc is based on the trygon kit, but I heavily modified the head. I used the mawloc mouths and tongues from three trygon kits along with green stuff to form the head.  The space marine was easily add by cutting the ends of the tongues, gluing the space marine body in place, and gluing the tips to the space marine.
I wanted the mawloc to look like it had just crashed out of the ground, and so the other space marines are positioned as if they were just flung from the mawloc with impressive force, one of them in two directions at once. After completing conversions to the body, I had green stuff left over.
I couldn’t let it go to waste, so I added a big ribbon of blood between the severed halves of a space marine … because, you know, the model wasn’t far enough over-the-top yet.
Check out the complete list of Warhammer 40K articles here.

Filed Under: Warhammer 40k Tagged With: Conversions, Games Workshop, Mawloc, Science Fiction, Space Marines, Tabletop Games, Tyranids

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