Tuesday, October 22, 2013

Necromantic Blood Bowl team - Start of the Build

Starting a new league and using freshly build Necromantic team. Named "Lokapojat" (translation: dirty boys), after Finnish company that does waste management by dumping used fat from restaurants to the sever system... Very illegal and free of any moral inhibitions. Perfect mind set for Blood Bowl team also.



Didn't have any Necro BB miniatures, so had to dig deep into the past... All the way to the first edition of the Blood Bowl and it's only expansion set Death Zone. There was some illustrated cardboard pieces with undead players, Zombies and Ghouls. You have to start somewhere, right?

After first pre-season game against newbie Dwarf them, the roster has 13 players, most of them Zombies.



After 3-0 win I had my hopes up with this team and started to look for miniatures to represent my players. Ended up building them mostly from GWs Vampire Counts line. Zombie Regiment boxed set and blister of Spirit Host figures, to be more exact.



Really like these Zombie sculpts, think they have a lot of potential. Plastic is easy to assemble and separate leg and arm bits give variation to the setup and poses. Zombie Regiment sprue had also gravestones that would make nice turn and re-roll markers.



I think this guy with almost skeleton like appearance was supposed to hang from the regiment standard, but decided to give him legs and arms to move around the pitch. Used green stuff to add some details, knee pads and shoulder guards mostly.



The Zombie boys are still work in progress, but had painted some skin tones and spashed on Hashut Copper for the armor bits.



Spirit Host figures are used as Ghouls, dressed only in robes they relate the low AV of 7 and if these poses don't say "Dodge", I don't know what does.



First painted black and the drybrushed with grey - quick'n'dirty - still WIP but getting there.

Sunday, October 6, 2013

Jingle Bowls Cup Final Game Recap - Blood Bowl Mayhem with Chaos Dwarfs and High Elfs


Finally - the final match of the season!

This has been a long time comin' - final game of the Jingle Bowls Cup that originated in the late 2012. Six teams started the regular season almost a year ago and now the two top dogs duke it out in the grand final.

With very different seasons behind them the two teams in the final vary in many ways - the tall and proud High Elfs of the team Kallio Noble Killers and the small and wicked Chaos Dwarfs of the Red Anvils. Chaos dwarfs tend to trust their bashing game - hit often and hit hard. High Elfs on the contrary favor fast and accurate passing game with the aid of their high agility. High Elf team has been undefeated in record breaking sequence of 17 (!) games in the row. Elfs won the regular season, while Chaos Dwarfs struggled to even make it to the semifinals - they tied the fourth place with same points as the Slann team.



Within the regular season the same teams played 1-1 tie, with only four Elfs left on the pitch when the game ended. Only thing that saved the Elfs from the defeat was Hobgoblin slaves failing to pick up the ball next to the endzone.

Both teams have plenty of experienced players in their rosters, and surprisingly enough the Team Value is exactly the same for both: 1.960.000 gps. Red Anvils treasury is quite bloated (650.000) so the head coach decides to shop around for some Star Player support. Grashnak Blackhoof is chosen for the task - fast movement (6) and extra strength (6) might come handy when beating the Elfs to pulp. This Minotaur star is notable for two "missing" skills: no Wild Animal and no Block. This Petty Cash transaction left the Elfs with 310.000 worth of Inducements. Pointy eared coach hired two Mercenary Linemen both with Dodge skill. The plan was to have ample reserve of players and keep out of the harms way with Dodge. Now both rosters were ready and the game could star for real.



Fans showed up in large numbers: 13.000 Chaotic supporters and 19.000 with pointed ears - giving the Elf team Fame +1 for this final game. Weather was typical Blood Bowl atmosphere: "Nice", partially cloudy but mostly sunny. Chaos Dwarfs received the first kick-off of the game with Red Anvils trademark setup "The Bloody Wedge", with big emphasis on the left flank. Elfs tried to counter this with "Perfect Kick" Special Play Card - giving them the change to put the ball as far as possible from the offense formation of the dwarfs. This played out nicely for the Elfs - ball landed deep in the right wide zone of the Red Anvil half of the pitch. Small gust of wind (roll of "7" on the Kick-off Table) took the ball even further to the right. The game was on!



Hobgoblin number 10 with Sure Hands skill runs for the ball as fists start to fly on the Line of Scrimmage - two Minotaurs let it loose on the Elven Mercs, few bruises but nothing too serious. Then the Dwarf Blocker number 4, Xem Sickfang, manages to make the first casualty - the poor newbie elf merc is taken out of play (Badly Hurt) even before his first action. Dwarf fans seem to love this: first turn and first elf in the injury box - things are going according to the Red Anvils master plan.

Elfs move into defensive positions - slowing down the forward momentum of the Wedge any way they could. Second turn of the dwarf offensive and the coach gives Blitz order for the hired gun Blackhoof… Double skulls. Money well spent? Well maybe not, armor breaks and the bountyhunter is Stunned. Dwarf attack grinds to a halt, if only for a moment.

Dwarfs form a loose cage formation around the ball handler, but Blackhoofs Turn-over left the thing only half ready. Elfs counter attack but only manage to Pushback the Hobgoblin. Elf coach finds out that his only player with Strip-ball skill is sitting on the Reserves bench - this skill could have changed the outcome of this action altogether. Unlucky, Mr. Bond.

Dwarfs form a better cage and move it deeper into Elven territory, maybe slowly but surely. Dwarfs are almost to the enzone when they stall for delayed goal - if you give Elfs even as little as two turns to score they seem to make it without a fail. On the seventh turn things start to roll for the Dwarfs: BullCentaur gives Fractured Skull (-1 AV) for Naiad (Elf lineman number 6), and defense lines seem to leak more and more. The only Elf with real changes to Blitz on the ball carrier is distracted with "Trampoline Trap" Special Play Card and fails his landing roll - high Agility or not. On their 8th turn Hobgoblin number 12 scores a running touchdown - this time around they surely don't wanna fumble with passes.



The second kick-off the first period scatters the clouds and Very Sunny weather gives -1 to all passing rolls… Even the gods seems to shine on the Dwarfs, this passing modifier definitely hinders High Elfs play style more than Red Anvils cage/running game. Elfs 8th turn is uneventful with a slight sense of frustration - no time to score and no muscles to hurt the opposition.



Second half of the game starts with another Kick-off to the Elfs: "Quick Snap!" result gives some leverage to counter the big hitters on the dwarven line. Second turn comes around and the the Elfs do what they do best: Leap and Dodge in to the deep end, Safe Throw and Catch. The schoolbook version of the two turns touchdown evens the score to 1-1. High Elf Super Star Blitzer Phobos (1) strikes again.

Before the setup of the next drive, Elfs play yet another Special Play Card: "Gromskull's Exploding Runes" - turning one of their players into Bombardier. This is "high risk-high reward" gamble: given the Very Sunny weather and the usual cage style of Dwarfs. If bombs find their target they might be very effective indeed - but if they are fumbled the defense might crumble on its own mistakes.

10th Dwarf turn sees the Kick-off result of "Pitch Invasion!" and the Elf fans seem to hit harder (+1 FAME) this time. Dwarf attack formation is greatly diminished by Stunned guys all over the pitch. Lucky for the Dwarfs there is still plenty of time left. They move thru the right flank with ease - there is more casualties on the High Elf team! Player is hit hard - Smashed Collar Bone would mean -1 to ST, and the Apothecary opens his medical cabinet: the Elf player is only Badly Hurt after the pain killers and healing potions are consumed.



Bombardier lights the fuse and -surprise surprise- the Exploding Runes Knock Down the Hobgoblin holding the ball! For a moment the game might turn either way, scattering ball landing in an empty square next to players from both teams. Dwarfs manage to push the Elfs out of the way and recapture the ball. More pointy ears are taken out of the play (casualty statistics in the end are 7-0 to Red Anvils) - and dwarfs run the ball sideways from right to left.



On the 7th turn of the second half Hobgoblin number 10, Desz Sickbone scores 2-1 for the Dwarfs. Only one turn left in the game situation seems pretty desperate for the Elfs. Only the roll of "3" on the last kick-off table would bring more time… The roll is "11" - frustrated Elf fans Throw a Rock at the BullCentaur next to the right sideline: Stunned. Elfs realize the situation and fall deep into their side of the pitch. Last turn of the game sees the Blackhoof Blitzing with two Go-For-Its: push back... What huge waste of money that Star Player was.



Handshakes and MVPs - High Elf Blitzer Phobos is leveled to the Super Star status with staggering 77 Star Player Points. Phobos is one of the five (!) original players in the Kallio Noble Killers team, all other players have been replaced during the bloody aftermaths of the games. Being undefeated in 17 games in a row definetly comes with a price. Lucky for the Elfs this Original Five includes both Blitzers and Kharon the Elf Thrower with 5 AG and 32 completions to his name. Two experienced Linemen also survive from the original starting roster.

High Elf coach keeps a list titled "Broken dreams" that includes the players that have been kicked off the team because of stat injurys. After this final game there is new addition to this long and sad list: Elf lineman number 10. (named lovingly: Moon8) that got his -1 to MA. There was also death in the team, the High Elf kickers seem to have some kind of a curse: this time the victim was Elf lineman (11) called Triton that had Kick skill. As mentioned above, Elf lineman Naiad (6) also got a Fractured Skull and lost a point of his AV. Maybe it is fitting to end this report with picture of the High Elf injury box: few teams can win the game with seven players there.



Red Anvils wins the Jingle Bowls Cup trophy, silver medals for the High Elfs and bronze goes to the Lizardmen team. Nice cup is finally over and all eyes are on the next season...

Tuesday, August 6, 2013

Dungeon Bowl match report - random fun for three teams

After a long break with Dungeon Bowl we made a variation of the tried and true set up: big central chamber with symmetric starting positions. With three players the positions are randomized - there is some advantage to start with empty endzone opposite to you. As usual we used dungeon floor plan bits from the Descent board game by Fantasy Flight.



The teams were Skaven, Goblin and a new Chaos Pact team roster. With these teams - there were a lot of big guys: Skaven Rat Ogre, Goblins had three Trolls and Pact was fielding both a Minotaur and a Troll. But what is a dungeon without monsters?!

The game started with Chaos Pact and they made "blind blitz" thru the teleports: Minotaur crashed the Skaven party!



Within the first three turns there were two deaths: Skaven started to flee their Minotaur ridden starting location thru teleports... And unlucky Gutter Runner teleported right to the loving arms of Team Goblins Troll. Once again dungeons proved to be a pretty dangerous place. Blood was everywhere and team Skaven suffered four (4!) casualtys altogether: two deaths, Rat Ogre with Fractured Leg (missing next game) and one badly hurt Linerat. When two rats were lost in the limbo of the dysfunctional teleports only three rats were in the play when the match ended.

Oh, but there was a ball in the play too... That was found from the first treasure chest by the lucky Chaos Pact team. And what kind of a ball: house rule of Scarab ball. Here are our house rules to open a chest. This table is used until the ball is found. After that the changes to get money bags is increased, and there are Summon Runes that can bring new npc monsters to the board, etc.



This idea of a moving ball serves a twofold purpose: first, it rises the interest of coaches not currently moving miniatures - even if your turn is jet to come the ball might come crawling your way. Secondly it can help to break a gridlock where many players are next to the ball and their zones make picking up the ball very hard. This time the game was so brutal in removing players that the number of zones was not a problem.

Chaos Pact had the ball first in their hands, but it was knocked to the floor by the Skaven. As mentioned above, the skaven lines were thin by this late in the game and were desperately trying to reach the Endzone before the players vanished altogether. Here seen are two rats planing a dash thru the Goblin defenses - two Trolls stand in their path. Hired gun Ripper closer to the ball and and another Troll in the background.



They used their cunning ways to slip past the big guys - Linerat (#10) had a Magic Item card of Beguiling Bracers found in treasure chest, waving these in front of the Ripper made him dazzled by their beauty (lost zones). Gutter Runner slipped thru and saved the day for the badly beaten team Skaven.

Post-match sequence gave a consolation prize for the Chaos Pact team: +1 AG for the Dark Elf - so that is going to be someone to watch for in the future games.

Thursday, August 1, 2013

WM Miniatures Chaos Team Minotaur - Painting



Took part in Willy Miniatures crowd funding campaign for new Chaos Team miniatures.



Have been painting the minotaur figure, major colors done but still work in progress.



Here with just the undercoating done.



Base is done from bottle cap and extra texture on base and head is Milliput Terracotta.

Friday, July 12, 2013

Blood Bowl Cup Semifinal Recap:
Red Anvils vs. East City Giants XII

Semifinals saw two very different matchups:

The "Bashing" Semifinal
Red Anvils (Chaos Dwarf) - FC East City Giants XII (Lizard)

The "Running, jumping and passing" Semifinal
Kallio Noble Killers (High Elf) - Intergalactic Offspring (Slann)

Winners of these games go to the final and reach for the Cup Trophy, losers meet in the Bronze game.

The "Bashing" Semifinal RECAP
Over thirty thousand somewhat Rowdy Fans (Special Play Card for Chaos Dwarfs) were in the audience for this Semifinal. (15k Dwarf fans and 16k Lizard supporters giving +1 Fame for the East City Giants.) A lot of bloodletting was expected from this hard hitting match up, but regular game time saw only two casualtys: one Skink from the Lizard team and one Hobgoblin was taken out of action. Lizards scored pretty fast on their third turn, and after that the Chaos Dwarf cage tried to break thru the defenses of Saurus blockers. Hobgoblin number 12 managed to to reach the endzone in turn 15. After 16 turns of pretty uneventful grinding the score was tied 1-1. After that the new Overtime House Rules were put into the action. So this recap mainly focuses on the events of the Overtime.



First kick-off table result gave the Lizards much needed re-roll, it would be the used right in the first turn, this Overtime saw a lot of ones rolled on the dice... Coin flip gave the ball to the team Lizard who setup in left side heavy attack formation. Kick was served to the right side and Skink fumbled the ball in the first pick up attempt: first roll 2, re-roll used: result 1 - turnover.




Chaos Dwarf Centaur tried to capitalize this error: but only to roll 1 on the first Go-For-It, re-roll 1 again... This would be the picture of the game: not so much who is the hero with nice rolls but everybody messing their rolls with double ones.

After some tossing and turning the Lizard cage finally starts to form. But there is some unusually blood thristy Hobgoblin around: number 9 manages to kill a Saurus on the midfield! And to add the insult to the injury: this Saurus has already leveld up with Block skill, apothecary opens his bag to save the day - but just speeds up the killing with wrong medicine.

On the next turn the same Hobgoblin Casualty rolls again, this time for Skink: Smashed Knee and Niggling Injury for the poor little guy. The Lizard team now two players short, leaves hole in the cage where Strip Ball Centaur manages to knock the ball from Skink.
Ball scatters for a bit - and now the odd six is rolled: Saurus ends up with the ball.



Saurus not knowing what to do with the ball runs away from the crowd: only to be knocked down. On the turn 5 of the overtime the ball changes hands to the Chaos Dwarf team: Hobgoblin number 10 picks it up from the midfield.



There is virtually no Lizard defense left: only one Skink stands between the endzone. Centaur needs one Go-For-It to make the blitz: well, you guessed it right, double ones again...



Lizards have one change to stop the hobgoblin on turn 7, but no luck: double skulls.



The last defense falls with "The Mad Hatter" Saurus failing the Go-For-It, number 10 hobgoblin is the star of this Semifinal scoring the 2-1 touchdown for the Red Anvils and sending the team for the final!

Blood Bowl Cup Semifinals Overtime House Rules

During the regular season games can be finished with tied result, but now that Semifinals are (finally) played out we needed some rules about the Overtime. So, here follows our House Rules for Overtime play:


OVERTIME HOUSE RULES

If score is even after regular 16 turns of game, Overtime is played. If the game is still tied after the 8 turns of overtime, Sudden Death overtime starts with Golden Goal rule.

OVERTIME
Overtime is extra 8 turns of game, with regular setup, kick-off and scoring in place. In other words, it is like setting up for third period of game with following exceptions:

1. No re-roll regeneration
If teams have any re-rolls unused from the regular game they do carry to the overtime. Note: players with Leader skill do not generate re-rolls for the overtime.
Kick-off table results may increase the re-roll count as usual.
(Fluff: it is assumed that the break before the overtime is somewhat shorter than regular interval between periods. Gameplay function: More fails means faster turnovers.)

2. New Coin flip is made to see witch team kicks the ball
(It does not mater who made the last kick-off or touchdown on regular game time, new coin flip is made to determine who setups for defense.)

3. No new cards for the third period
Note to the House rule where it has been customary to draw one 50k Special Play Card for each period: no new cards for the overtime. If there are any Special Play Cards left from the regular game time (still unplayed in hand or played cards that have a effect for the whole game) they carry to the overtime.

SUDDEN DEATH
If the score is still even after the overtime period, Sudden Death overtime starts. This means that a new setup is done, and new Coin-flip to determine the kicking team. All exceptions for the first overtime period apply here too. Sudden Death period is played till either team scores, thus winning the game and ending the overtime.

Thursday, June 27, 2013

Blood Bowl Referee Stripe Base

Our Blood Bowl Cup has been lost in the limbo for few months now: semi-finals are in semi-coma. But to keep this blog from slipping into coma too I put up some old pics of referee minis.




Used bottle cap for the human referee base to keep him easily recognized from the player figures. Some would say dull grey, I would say good old Astrogranite feeling.