Fiction, Gaming, Theory

Building a Campaign as a Group

When running a new campaign I like to try something different. A system I’ve never tried. A new character building method. A weird magical system. An interesting genre mix mash. Just something new to keep the experience different so I learn what I enjoy and what players enjoy. This time around I started the campaign off with a group world building session.

The premise starts with all the group members offering ideas and themes for the campaign. We collectively pick our favorites. Then we all work together to flesh out those ideas to make a campaign world and the major themes.

I got my new group together and explained the idea. We used note cards to keep track of each idea. To start us off I offered up a few themes.

  • “Magic is part of everyday life”
  • “Under the rule of evil tyrants”
  • “The gods are angry with mortals”

The group added a few of their own ideas.

  • “The area’s city-states offer war among themselves”
  • “Magic-users are seen as sub-human”
  • “Demon and devil incursion are commonplace”
  • “Government propaganda abound”
  • “The journey is more important than the destination”
  • “Adventure!!!”

The group then voted on their five favorites: “Under the rule of evil tyrants”, “Demon and devil incursion are commonplace”,”Government propaganda abound”, “Magic-users are seen as sub-human”, and “The journey is more important than the destination.”

Then we had a series of discussions on how to flesh out each one. During our discussions, I offered suggestions on what the group could add to the campaign. If those suggestions sparked an ideas or new discussions, I encouraged it. When a suggested didn’t sparked anything, I dropped it. As the game master I would have plenty of time to add flavor and content to the campaign. This world building session was for the players to get their ideas out there.

“Under the rule of evil tyrants” was the first to get some attention. They decided that the tyrants are secretly magic users but seen to be benevolent dictators. The groups adds the tyrants may be related to demons.

They decided “Demon and devil incursion are commonplace” only started in the past 15 years and they don’t have a central home base. The demons are drawn to magic users and they are the governments enforcers.

Aside from using demons it seems “Government propaganda abound.” They use their propaganda is to vilify magic users. Blame them for the demon attacks. Also to smear the neighboring country, the Wild Wizards of the West.

With all this negativity it seem the general population sees “Magic-users are seen as sub-human” and fear them. This opinion started around the same time the demon started attacking. But the magic users themselves don’t feel like they are sub-human or sub-dwarf, or sub-elf.

“The journey is more important than the destination” wasn’t expanded because I felt it was pretty self explanatory. I kind of wish I had given the group the opportunity just to see what the players would had done with the idea.

And so the country of Welldrake was born. The basic themes and ideas of the campaign were laid out. Armed with the new knowledge the players built characters and I ran a quick introduction season where the characters are whisked away to the far reaches of the country and need to travel back the capital.

By the time the second session rolled around I had taken a little time to write up a little flavor text for the campaign.

Thirty years ago the kingdom of Welldrake was under attack from marauding demons. The kingdom’s military was unable to protect its people as towns were destroyed and thousands were killed. A small heroic band of adventurers were able to do the impossible and stop the demons. In the process, they uncovered clues to a conspiracy amongst the kingdom’s elite and leadership.

The heroes gained a new purpose and founded an organization, the Inquisition, to uncover how deep the conspiracy went. They found priests, nobles, generals, and even the king himself guilty of working with the demons. At the center of it all was the Wizard’s College and its members. They had started and lead the conspiracy against the people of Welldrake.

The next ten years was marked by a war between the Wizard’s College and the Inquisition. When the war ended the Inquisition had won and the Wizard’s College and all its members were destroyed. The Inquisition ended the monarchy’s rule, set up a new ruling council, and outlawed the study of magic.

The new nation of Welldrake had peace again for five years. Then the first reports of demon attacks spread. With the Wizard’s College gone suspicion ran amok and blame was put into any caster of spells, wizard or not. Priests and the naturally gifted were targeted with anger and fear. The people of Welldrake were scared demons were returning.

That was 15 years ago, the fear and suspicion has only gotten worse.

In one creative brainstorming session the group gave me the basic tools to make a campaign that they, collectively, would be interested in. We could have taken more time to dig deeper into the world, races, magic, and lore but we only focused on what interested the group. Any concepts left unexplored were for me to fill in later or not at all.

I like group world building idea. I think it has great potential. I would love to see what a different group does with it and how it shapes their campaign. If you have done something like this before, let me know how it did or did not work out for you.

Gaming, Theory

Introductions to Tabletop Role-playing

I recently had the pleasure of running an introductory role-playing scenario for group of friends who were interesting in trying out tabletop RPGs. A few weeks prior, they had asked me if I could run something for them. So I dusted off an older one-shot sci-fi adventure, printed out some character sheets, packed up my dice, and readied myself to introduce (mostly) brand new players to role-playing. But was does an introduction to role-playing entail? Rule books and dice math? Character sheets and experience points? Hit points and critical hits? TPK and alignment arguments? I gave it some thought and came up with a few methods for introducing new players.

Storyteller Bias

There is no wrong way to role-play; there is only preference. My preference is to focus on stories and character development. Because of this preference, the rules as written or tactical play take a backseat to narrative drama and moments of cool. I’m going to try to put this bias aside for the rest of this article and focus more on what works on introducing new players to role-playing. Continue reading


Cygnar Active Duty Roster – Season Two

Active Duty Roster Season two is at an end and my opinions on its line up are all but completed.

Lieutenant Allister Caine aka Caine1

Both Caine’s incarnations have been my least favorite casters since I started playing Cygnar. I think it has a lot to do with them always being knocked over and the oh-so-might defense meaning absolutely nothing. When Caine hit ADR I avoided him like the plague but when the local Journeymen League started I decided I’d give him a chance for the league. The league first few weeks were painful but once the 35 point games started I found Caine’s stride.

Caine1 is a support caster and plays that role well with most of Cygnar’s high defense ranged models like the Arcane Tempest Gun Mage Pistoleers. He himself can eliminate most individual targets that get into his range. His high speed and teleport allows him to get into and out of trouble quickly. Although the high defense is nice it can’t be relied upon to save him. If he is unfortunate enough to be knocked down, by the many ways that is possible, he dies.

I found I started to begrudgingly like Caine. He more than once let me look at the board differently then I would with other casters. Everything became attack vectors and hiding spots. A complex game of cat and mouse where Caine was both.

Although I probably won’t be playing him for a while, I will be dusting him off again. I’m cautiously looking forward to his epic version next season.

Commander Dalin Sturgis

The infamous Sturgis is interesting addition to the Cygnar warcaster lineup. He moves like Caine. He supports like Stryker1 and fights like Stryker2. But even with the similarities, he brings a set of unique abilities to Cygnar.

The dream with Sturgis is to camp focus, feat drag a low defense model into charge range, charge and flash into melee with a caster, and take twelve to fourteen attacks in the new corpse of the opponents caster. I’ve pulled this off once and the non linear threat is impressive.

Aside from the dream Sturgis is a lead from the front caster. Enough of a melee threat to get work done. Using his defensive abilities and teleport from getting squished too easily. A mixer of covering fire and his feat makes quick work of infantry and solos. He doesn’t want to spend too many resources on his army so self sufficient units are a must for list building.

I enjoyed playing Sturgis so much I might replace him for my Styker2 tournament list. He is something different in Cygnar but not too far off to need anything to be good.

General Adept Nemo aka Nemo2

Nemo went through a midlife crisis where he thought jacks were cooler than lightning and became Nemo2. His mid life crisis passed and he regained his senses to become Nemo3. Although is the younger female assistant a sign of its continuation? As with most men that point in their life, he got some new clothes, meet a few juiced up buddies, and became obsession with fast machines.

I was first introduced to Nemo2 by Dennis and Mike from Rage Quit Radio and their speed machine list for the old man. Nemo2 and six Minutemen, the Son’s of Liberty. It’s a fun list. Super quick and perfect for Nemo2 feat and spell list. When I started playing him in standard formats I began with that list as my base. I quickly found I needed more.

Nemo2 is a jack caster. Most of his spell are for his warjacks. Polarity Shield is great for protecting a screening unit. Force Field is awesome against those knockdown casters and lucky deviations. Physically Nemo is still squishy and slow. The addition of Power Attack means he can attack a little better than before and it is his best option for attack.

The most notable ability is Elite Cabre [Stormsmith Stormcallers]. That ability made sure every list I made had three Stormcallers in it. Pow 12 skill checks were hilarious for scalping out solos and clearing up jamming units.

Nemo was my warmachine drop for most pairings. My lists were usually jack heavy with three heavies or Stormwall and a heavy plus some gun mages, stormblades or stormguard, and stormcallers. Add in some support for flavor: squire, junior.

In the end, I found Nemo2 fun but too focused to be a caster I’d use a lot.

Captain Kara Sloan

Sloan has been by far my favorite caster in the game. Even before she hit ADR I would find any reason to play her. Her play style coincides with mine so well. Sloan is single target death and the target is most likely your caster.

Now she isn’t prefect. She is commonly thought of as a mid to low tier caster. I might disagree with her given ranking but I do understand she has a few glaring weakness. First and foremost she is awful is melee. She should never be there, she has a sword but if she is using it something has gone horrible wrong. Sloan is also not great at support. Having the spell Dead Eye does make a good choice to support ranged units but with low armor and average focus, she is usually using that focus herself.

My Sloan list plays to her exceptional range. Either going for the early assassination or crippling heavy targets before they can reach my mostly ranged army. Sloan runs two defenders to make good use of her feat turn and play melee body guards to boot. Blazers, Gun mages, and Rangers. Taryn and Reinholdt are Sloan’s besties giving an extra shot and line of sight as needed. With ADR magic I was able to switch in and out Hunters, more guns, and random support which made the list able to handle lots of match ups. I built it to take on horde match and surprisingly I’ve given good games against Calandra, Doomy, Bradigus, and Thagrosh with a mix of luck and practice.

With season two over, I’ll be putting Sloan to the side lines but she is still one of my favorite casters.

Honorable Mention

Major Prime Victoria Haley aka Haley3 aka Time Lady

Unfortunately I didn’t get much time to play Haley and her temporal selves. I will say the primary gimmick of this caster isn’t my favorite. Bring out future and past requires losing the initiative first round and against a fast opponent that could really hurt. I need more time with her before I make a call on if I enjoy playing her so, for now, they are nice looking models.

Next season look like it is going to be interesting with Stryker2, Caine2, Nemo3, and Haley1.

Gaming, Theory

Character Decisions: The Squiggly Face Incident

A little while back, I played in a Fantasy Flights Star Wars role-playing campaign for a couple of months. During our sessions, one of the other players harped on a decision my character made near the start of the campaign. It became sort of a running joke about my character’s “diplomatic” skills. As a game master the mere fact the moment was brought up so often is a good sign to me. It indicates the scene was memorable even if it wasn’t beneficial to the party. In the player seat the jabs did make me question if my choice was a reasonable response to the situation. Should I have had my character act differently? Would my character have acted differently? I don’t think so but the series of exchanges got me thinking about character decisions,both PC and NPC, and how believable those decision should be.

Our unit was a group of rebel “spies.” I use the term spy VERY loosely. The team was not ideal for spying on the Empire: a Mandalorian force user in full combat armor, an explosives expert Wookie, a pyromaniac Klatooinian activist for droid’s rights, a medical droid modified for super effective unarmed combat, and my character, Maxir, a human ex-mercenary turned rebel solider. Maxir was basically Marv from Sin City; a brick of a man with close to the same shinning personality.

During a mission, we found ourselves in the lower areas of a space station and stumbled across a small slum. The area was obviously poor and forgotten but maybe they could give us directions to our objective. As we entered the slum the GM described the shacks and pointed out an individual who was directly ahead glaring at us. A male Twi’lek wearing a wide brimmed hat who was missing a head tail and a tribal tattoo on his face. Not missing an opportunity, my character spoke up and said, “Out of the way, Squiggly Face!” This comment incited my new Twi’lek friend to announce he was a captain of some kind. He called for a few minions and a fight broke out. We handled it easily and Squiggly Face escaped with a whirl of his cape. Not kidding, Captain Squiggly Face vanished by waving his cape around. The party attributes the later misinformation and almost being blown up by a thermal detonator to Squiggly Face.

I liked Squiggly Face. He was a recurring, mustache twirling villain. He’d show up with a big speech and an easily handled problem. He would vanish before we could catch him. He was ridiculously campy and made me roll my eyes more than once. I was a little disappointed when we finally caught him and Maxir just killed him.

I like to think my character interacted with the NPC appropriately per his gruff and rude personality. Definitely not the best way to ingratiate myself with the locals but he wasn’t the kind of person to make friends and honestly didn’t do most of the talking. A fellow player commented, “You wouldn’t walk into the ghetto and just start insulting people.” They were right, the actually me wouldn’t. I’m not disrespectful to strangers. My character on the other hand was a bit of a bastard.

On the other side of the exchange, did Squiggly Face act appropriately? Five fully armored individuals carrying heavy fire power walk into your neighborhood and insult you. How do you respond? After a few meetings with Squiggly Face, I figured he must have a megalomaniac complex. So maybe his openly violent response to my insult was very in character for him.

Decisions a character makes, both as a PC and NPC, are important. Not all those decisions need to be beneficial. People in real life and in stories make bad decisions all the time. The decisions display a character’s personally, they can cause or avoid conflict, or just add interesting flavor to the game.


Battle Report – Last Minute Carolina Invitational Qualifier (Round 2)

This past weekend I headed up to Cornelius, NC to play in an invitational qualifier at Parker Banner Kent & Wayne – Comics & Games. Unfortunately, we didn’t have enough to fill the qualifier but the local guys were nice enough to play a couple tournament style games. No fussy pictures this time. I was playing my Sloan and Sturgis ADR pairing.

vs. Brian’s Khador

Brian was playing Butcher2’s Mad Dogs and a variant of Sorscha1’s Ocean Eleven. Neither of the lists I brought would have too much trouble clearing doom reavers but I’m not sure Sturgis would be a good drop into Sorscha. I picked Sloan and Brian picks Sorscha. I swap Pendrake, Long Gunners, and a Hunter for Blazers, Jr, and Rangers. I win the roll and choose to go first.


The scenario was destruction. The board was covered in a lot of small hills. One forest on my side of the board on the left hand side and one forest on Brian’s side of the board on my right hand side.

Brian pre-deploys conquest center. I deploy Taryn, Sloan, Reinholdt, and two defender across from conquest behind a hill. Blazers and Jr on my left behind forest. Gunmage to my right. Brian deploys a group of merc solos (Harlan, Dougal, Gorman, Midwinter, Aiyana and Holt) and the Widowmaker Marksmen across from the Blazers. The Nyss deploy across from gun mages behind a forest. Sorscha stands next to Conquest. Mechanics behind. My rangers and Eiryss start in the forest in front of the blazers. Hunter in front of Gun mages. Brian’s Kell and widowmakers deploy in front of gun mages. Brian’s Eiryss deploys mostly center.

Round 1

I ran my forces forward. Gun mages run forward. The hunter takes a pot-shot at conquest; barely scratches it. Rangers stay in the forest and Blazers run to board center. Eiryss runs to left side hill. Sloan moves to center hill. Jr puts Arcane Shield on blazers.

Brian moves marksmen onto the hill within 5″ on Eiryss and misses the shot. Dougal mini feats. Harlan moves and shoots at Blazers. Killings one and misses next. Aiyana tries to kiss blazers; misses. Holt shoots at blazers injures it (thanks arcane shield) and misses next shot. Gorman advances and clouds on Aiyana and Holt. Widowmakers advance to edge of forest and kill a gun mage. Nyss advance in forest. Sorsha moves behind conquest, cast Boundless Charge, and wind rushes to the forest behind Nyss. Conquest charges my left side defender the charge is short. Mechanic run into Conquest.

Round 2

I waffle for a little while here. I have a very, very small change that I could see Sorsha and get enough shots in range to kill her but I’m really unsure if its worth the chance. So I start my turn with no real plan and allocate one focus to each defender. Eiryss aims and kills the marksmen. Then rangers advance and kill Dougal and trigger Holt’s quick draw. Blazers try and electro leap into Aiyana and Holt but miss every shot. At this point, I’m unsure of my next move. Hunter takes a shot into Conquest. Reinholdt reloads Sloan. Sloan moves forward on the hill and puts two shots into Conquest and Dead Eye on gun mages. Leaving her on a hill with no focus. Both Defender put boosted shots into Conquest, leaving him with a little less than half his boxes. Gun mages kill three of four widowmakers and they failed command check. Jr swaps Arcane Shield to Sloan. I ended my turn with Sloan on a hill with no LoS blocking.

Brian allocates three focus to conquest. Last widowmaker run to his deployment zone and Kell move make room for Sorsha. Reinholdt, that little traitor, reloads Sorsha. She walks forward and wind rushes up the board. She feat on everything dear to me. Shoots Sloan twice, one with boosted damage, putting about six damage on Sloan. The mechanic each roll repair and all four pass. They heal for 18 points on conquest. Conquest moves forward and fires the big gun. leaving Sloan at one box. The nipple gun finishes her off.

Khador victory!

I’m a little embarrassed to say I forgot the single most important thing to remember when fighting Sorsha1: block line of sight. If I had remembered and just had popped feat to kill conquest and used the blazers as LoS blockers. We might have gone on to a third round. Brian did a great job capitalizing on my mistake and hiding Sorsha from Sloan scary rifle.


Battle Report – Last Minute Carolina Invitational Qualifier (Round 1)

This past weekend I headed up to Cornelius, NC to play in an invitational qualifier at Parker Banner Kent & Wayne – Comics & Games. Unfortunately, we didn’t have enough to fill the qualifier but the local guys were nice enough to play a couple tournament style games. No fussy pictures this time. I was playing my Sloan and Sturgis ADR pairing.

vs. David’s Retribution

Daivd was playing Vyros2 Griffin Spam and Ravyn’s Strike Force. David suggested we just roll randomly for fun and normally I’d be all for that but I do not like my odds if I get Sloan into Ravyn or Sturgis into Vyros. So I decline the fun today and go for the more tactical option: Sturgis. David chooses Ravyn. I win the roll and choose to go second. I swap the defender for a unit of stormblades, a stormblade captain and Rhupert.


The scenario is two fronts. The board has a wall on my side on the left from center. Two small obstructions both middle of the board. One centered and other on my far left side. There is a fancy hill middle of the board my far right side.

I pre-deploy the Stormwall center. David deploys Ravyn center with Banshee and two min units of stormfall archer. One in front of each zone. I deploy Storm nouns on my right hand side. Gun mages on my left. Sturgis, the Black 13th, Lanyssa, and Sylys deploy near stormwall’s left side. David advance deploy. Infiltrators center. Two units of Strike force on my right and one on my left. Mage Hunter Assassin far left.

Round 1

David runs everything forward except the assassin and soulless, which he forgot. Ravyn caster snipe on red unit of strike force and charges the stormwall.

I move the gun mages forward and take snipe shots at the strike force but only kill one. Run the silverline up base to base but can’t engage anything. The rest of the storm nouns fill in behind silverline. Rhupert gives silverline fearless and tough. Stormwall walk forward drops a pod to kill one infiltrator and lays coverfire on both sides of the center obstruction. Black 13th moves in behind gun mages and Lanyssa advances. Sylys advances. Sturgis moves up a little and caster snipe on the stromwall.

Round 2

David’s horde of strike force takes a mix of moves and aims. They shoot dead all the stormblades, stormblade captain, two stormcallers, Lynch, Sylys, and three gun mages.The storm fall archers lite eight of the silverline on fire but miss the rest of the gun mages. Infiltrators run to engage lanyssa, and stormwall. Assassin runs to get into position. Ravyn swaps the snipe from red to blue of strike force in there some where and moves right into the center line of the stormwall. The Banshee advances.

The fire kills six out of the ten silverline. I put two focus on the stormwall and upkeep snipe. Stormwall aims and fires twice into Ravyn. Both shots hit but only 5 damage is dealt. I drop a pod on the other side of the board and put covering fire up again. Last stormsmith triangulates and kills three infiltrators including Eiryss. Lanyssa tries to kill the last infiltrator engaging the stormwall but misses. The four gun mages put shots into assassin and fail to kill. Siliverline charge to engage as many strike force as possible, killing two in process. Black 13th activate. Watts picks his nose as normal. Ryan mage storms the left hand pod. Sturgis moves forward feats and pulls a few models through cover and mage storm. Then teleports in between three strike force and one stormfall archer in the left zone. He is sitting on one focus.

Round 3

David drops snipe, allocates two to the Banshee. Ravyn activates, caste locomotion for two (Banshee moves), feats, and moves a little more to the left side. Banshee moves just barely into reach range of Sturgis. This is when David remember power attacks must be made at the 1/2″ mark and curses himself. He swings on Sturgis dealing a few points. The next few minutes are him trying to hit Def 20 Sturgis with range attacks. He does light him on fire but almost every attack misses including the assassin. He does kill all of his models surrounding Sturgis except the banshee. David kicks himself and switches the clock.

I dropped snipe and keep all my focus. Gun mages activate, thunderbolt banshee back a few inches, and kill the assassin. Black 13th move up. Watts kills a stormfall archer. Ryan shoots Ravyn twice with brutal. Spikes first damage roll and average second damage. Ryan does a magical 8 points total. Sturgis walks up to the banshee, swings with feedback and hits. At this point, I realize Ravyn has two boxes left. I swing my second initial and miss. No flash. Buy two attacks. Feedback hits. Electro leap misses. Buy two attacks. Boost hit with feedback. Ravyn dies to feedback.

Cygnar Victory!

That last round would have gone very differently if the Banshee hadn’t engaged Sturgis.


Battle Report – The Wyvern’s Tale Carolina Invitational Qualifier (Round 2 and 3)

Disclaimer: This post includes fussy pictures and lots of Warmachine jargon.

I had the pleasure of heading up to Asheville, NC and playing in a Warmachine and Hordes masters style tournament. So I packed up my ADR casters and readied to pit my wits against the competition. My casters for the day were Kara Sloan and Dalin Sturgis.

Round 2 – vs. Erik’s Trollbloods

My second round opponent was Erik. His Trollbloods were lead by Hoarluk Doomshaper, Shaman of the Gnarls (Doomy1) and Grissel Bloodsong, Fell Caller (Grissel1). The scenario was incoming. Erik chooses Grissel and I picked Sloan. No ADR switch out.

Round 2 Top 1

Turn one, I had everyone run forward including Sloan to get her to the convenient wall.

Round 2 Bottom 1

Erik runs the Mauler and Axer up. His champions and fennblades run to fill in the area around his wall. His Totem Hunter hides among the medium bases. As Erik moves his models, I begin to think how many trolls I’ll need to kill so I’m not swarmed next turn. The champions and the beasts will probably take all my fire but I should be able to feat and kill most of them. Then Erik does something unexpected. Grissel drops all her fury into the stone and advances to the objective. The stone advances behind Grissel.

Round 2 Top 2

Turn two. I measure control. Grissel is about an inch outside of control. Clear line of sight to Sloan. I give one to each Defender. Reinholdt reloads Sloan. Pendrake give Taryn beast lore. Taryn makes the Axer disappear. Sloan aims, feats, and shoots Grissel twice. She fails to tough.

Cygnar wins on assassination!


Erik and I talked afterwards and I found out he was a relatively new player to warmahordes. We talked about his list and what he could have done to keep Sloan from shooting Grissel off the table by blocking light of sight and keeping a few fury for transfers.

After doing a little looking up on Grissel, it would have been a much different game if the Fennblade had been in front and Grissel had use Hoof It on them first turn. With the fennblades 28 inches up the board and LoS to the caster blocked. He could have pinned me on the other side of the zones and won on scenario.

ROUND 3 – vs. Mike’s Trollbloods

I’d been waiting for this match up. Mike and I had great game at the Geek Out Game Qualifier with Sloan verses Doomy’s Runes of War. I won that battle with a long shot from Junior. We didn’t get to play a rematch at the Planet Comics Qualifier but now is the chance for that rematch.

Mike’s forces are lead by Hoarluk Doomshaper, Shaman of the Gnarls (Doomy1) and his Runes of War and Calandra Truthsayer, Oracle of the Glimmerwood and her Evolutionary Elementalism. The scenario is two fronts. Mike chooses Calandra and I choose Sloan. I swap my long gunners and Eiryss for Tempest Blazers and Junior.

Round 3 Top 1

Turn one. I think I can get a few pot shots with Sloan and the Defenders. I was wrong. So the battle group and support get a bit in each others way. The blazers advance and try and spread out. The hunters take shots at the slag trolls doing okay damage. Gun mages advance. Junior cast Arcane Shield on Sloan.

Round 3 Bottom 1

Mike’s beasts advance. A slag troll hits a hunter. A storm troll murders three blazers. A pyre troll throws at the other hunter and misses. The rest of the beasts either run to behind the wall or into the trench. Calandra used two fury to re-roll some beast attacks. She moves closer, casts Soothing Song, and puts two in the stone. The stone pop aura and run to block line of sight.

Round 3 Top 2

On turn two, I get so focused on the assassination potential. I give one to each Defender. Upkeep Arcane Shield. The hunters go and shoot the two stone bearers off the board. (mistake 1). Pendrake gives the gun mages beast lore. The guns move and crit brute into the pyre and slag troll. (mistake 2). Sloan advances cast Fire Group, feats, and fires… once into Calandra. She transfers. I had forgotten to activate Reinholdt so no second shot. (mistake 3) The Painted Defender bonus shot is just out of range. Naked Defender activates, advances, and fires into Calandra. She transfers. Bonus shot from Sloan. Minor damage. Painted Defender activates, advances, and fires. Low damage. Naked Defender bonus shot. Minor damage. Calandra is now at seven boxes left and I only have Junior, Taryn, and two Blazers left. They can’t get in range.

Round 3 Bottom 2

Mike cuts for three. Calandra feats. Storm troll aims and shoots at Sloan, hit, some damage. Slag troll does the same. More damage. Pyre troll moves up fires at Sloan. More damage. Slag troll moves up fires and kills Sloan on the hill.

Trollbloods wins on assassination!


I made a few mistakes in this game. Reinholdt could have been the difference but I should have saved the hunters for Calandra and used the Gun mages to kill the Stone bearers instead. Also thinking about it, the long gunners would have been a better choice for dealing with the warbeast if I hadn’t of had the assassination target. Mike could have made the assassination nearly impossible if bullet dodger was up or a couple beasts were blocking line of sight. It was a good game but I played rushed and forgot activation I don’t normally miss.

I still think the last two theme benefits of EE should be swapped. Advance deployed one-point cheaper light warbeast are silly. That is more a comment on Privateer Press then on the game.

Missed round 1? Check it out!