Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada. The latter resulted in few strategy related articles, one of which you found yourself reading right now.
Kings of War: Armada is a game of fantastical sea warfare. Set in a rich world of Pannithor the Armada clashes wonderfully crafted and strongly themed factions against one another. As much as miniatures go, KoW Armada offers a selection of beautiful miniatures from across four factions, with more being released every few months. These factions vary between themselves, not just visually but also on-tabletop, offering different playstyles, themes, strengths and weaknesses. Below I will focus on each faction individually, pointing out some pros and cons, but also offering insight into possible strategies.
Before we start, some notes:
Basilean – ‘Blessing‘
Cheapest on average, best SP to points cost ratio. Not standing out at anything except Move, SP/point cost ratio, healing and damage reduction capabilities (Aegis Shield, Blessed Hull, Light of Ekhos, Halo of Light, Helping Hand).
Ship of interest: Gur Panther with 28SP for 12pts, can be used to screen Heavy Hitters from enemy fire, providing closest target to enemy inexperienced/standard crewed ships.
Basileans can cheat activation order (Jaymes Ellias) to deal unexpected (both direction) broadsides pain with a Heavy Hitter.
Strategy proposal: Avoid close quarters, make use of H, L, IDW going slow and with a side to enemy fleet, while also repairing damage suffered. Going slow means hitting easier, but also being hit easier, here’s where repairing comes into play. Once close go in between enemy ships and fire both ways. Use Gur Panthers for screen against Ram and incoming fire.
Basilean Average strengths:
Movement to cost ratio,
Nerve to cost ratio,
*Structure Points to cost ratio,
Crew Strength to cost ratio,
*Heavy weapons to cost ratio,
Light Weapons to cost ratio,
Close Quarters Weapons to cost ratio,
Indirect Weapons to cost ratio,
Red Turning Angle availability,
Orc – ‘Axe‘
Least durable, but also good SP to points cost ratio makes Orcs a Glass Cannon faction. Orc main strength is Boarding Action, ease and damage increase with which it comes into play (Ram, Morax, War Drum of Spite, Ensnared, Rabble Rousing, Grappling Arm, Crew Strength, Let’s Get Them). Although Orcs excell in boarding, they can also pack a solid punch. There’s a tone of C weapons which can be buffed to a point of madness (Morguns, Yinn Greythunder) and can be leveraged for good positioning (Gorfang Bluejaw).
Strategy proposal: Go hard and fast using Boomboats to disorganize and divide enemy fleet formation (IDW). Fish for solo easy targets with important Heavy Hitters, while ganging up on enemy Heavies with your cheap stuff, ram (deal some damage), immobilize (grapple) and keep them occupied – guns silent, move into position with your Heavies and bomb entire cluster into splinters, cheap Orc ships included. In late game use boomboats to their maximum potential, shooting all directions amidst enemy ships.
Orc Average strengths:
Movement to cost ratio,
Nerve to cost ratio,
Structure Points to cost ratio,
*Crew Strength to cost ratio,
Heavy weapons to cost ratio,
Light Weapons to cost ratio,
*Close Quarters Weapons to cost ratio,
*Indirect Weapons to cost ratio,
Red Turning Angle availability,
Dwarf – ‘Hammer‘
Most durable sledge hammer of a faction, packing top numbers of L-H weapons across the fleet. On top of a Nerve re-roll (Headstrong) Dwarfs have access to a large spectrum of upgrades that can fill any holes in their overall straightforward play style. You need durability? Done! (Master Engineer, Advanced Construction). You need to deal with these pesky Boarders? Easy! (Dwarven Ale). Wanna pack even more punch? Dwarfs got your back! Flame Belchers, Ironwatch Marines). This allows to hone certain ships for specific jobs, like Boarding counter, a tank or a heavy damage dealer.
Dwarfs come in steady and focused, thanks to almost flat speed across entire fleet. Once they pierced your fleet – they’ll be back to bite a piece of your stern. (red arcs, Advanced Engines on entire fleet).
Ship of interest: Hunter, packing a solid 3L and 15SP on a 10pts. expendable platform.
Strategy proposal: Go fast and hard, divide and conquer enemy fleet. Dwarfs seem like a faction that want’s to charge, guns blazing, then go through the middle of enemy fleet, wreaking havoc. Pick weakened targets of opportunity for GrimmStones and Furies. Make use of Engines and red Turn Arcs setting up for Raking Fire. Remember about special tools in your fleet – ships, that thanks to proper upgrades, are very good at one particular thing.
Dwarf Average strengths:
Movement to cost ratio,
Nerve to cost ratio,
Structure Points to cost ratio,
*Crew Strength to cost ratio,
Heavy weapons to cost ratio,
*Light Weapons to cost ratio,
Close Quarters Weapons to cost ratio,
Indirect Weapons to cost ratio,
*Red Turning Angle availability,
Empire of Dust – ‘Catapult‘
Straight off the bat the EoD fleet might come as pretty average. Their stat specialty is NV and they excel at IDW. There seem not to be a common theme across the faction, except Boarding Action mitigation (Curse of Undeath, Terror) and bad turning (Yellow Turn Arc all over the place). Yet the EoD comes with a lot of surprises. Different ships specialize in different things and this is what makes this faction Interesting. Empire of Dust is all about where and when… and with which tool. You need to break an incoming blob of enemy ships? War Galley and Soul Hunter will bomb from afar with all that sweet IDW, while rest will add some H and L to the mix. You need to intercept or go hunting for juicy artillery at the back of enemy line? Kopeshi is the fastest ship in the game and has a solid CS, Terror and Curse of Undeath to sway it’s chance in any Boarding Action. Dust Chaser is a Gur Panther with Light Oars, capable of taking a punch while screening your heavies. Most importantly you can extend your heavies lifespan by cheating SP (Slave Squadrons, Expendable).
EoD is also the trickiest faction, being able to deal damage in pretty unexpected places. On top of situational maneuverability (Windblast, High Priest T’Mork, Light Oars) EoD has a range of damage dealing tools (Balefire, Arkhanten the Cursed Slayer, Soul Thirst, Lightning Bolt, Soul Snare).
Strategy proposal: Leverage IDW and keep enemy at a distance. Screen your fleet with Dust Chasers and make a good use of Slave Squadrons to eat up some of enemy fire. Once amidst tight battle, outflank with Kopeshii to pick valuable targets, while the rest of the fleet does some Soul Hunting AoE, IDW up close and bring down carnage.
Empire of Dust Average strengths:
Movement to cost ratio,
*Nerve to cost ratio,
Structure Points to cost ratio,
Crew Strength to cost ratio,
Heavy weapons to cost ratio,
Light Weapons to cost ratio,
Close Quarters Weapons to cost ratio,
*Indirect Weapons to cost ratio,
Red Turning Angle availability,
Hungry for more empire of Dust in-depth analysis? Visit the Empire of Dust is Stronger than
You Think article and learn how to master the undead fleet!
The Twilight Kin – ‘Dagger‘
Stat wise the Twilight Kin fall into the same archetype as Orcs – the Glass Cannon. This is clearly backed by the highest Crew Strength to Points Cost ratio, 2nd best Close Quarter Weapons to Points Cost ratio and the fact that C Weapons are present on every single ship, except Tiny Needlefangs.
The main difference between the two factions is how they go about dealing damage and the consequences of getting close.
Where Orcs seem a bit more flexible* and prone to sacrifice with crippled suicide Ram exchanges, the more maneuverable Twilight Kin are focused on well placed Boarding Actions and Glass Cannon engagements, dealing massive damage and aiming to cripple, as any retaliation will be devastating to in-fleet synergies.Orc have access to IDW, XL ships, can build ships for either Boarding Actions or Shooting with Morax / Morguns.
Being by far the fastest fleet, combined with access to Shroud (enemy gets -1 to Hit over 8″) the Twilight Kin will get close – it’s a fact. Once in range, assuming key pieces are in place Grappling enemy ships is just a formality (Ensnare, Barbed Harpoons and common upgrades), then it’s Boarding Actions. Here’s where Twilight Kin excel. Blade Dancers, Decimate, Banshee’s Wail improve the odds of defeating enemy ships, but it is the synergies that allow them to outshine the Orcs. Being caught between attacking Blade Dancers and a Banshee’s Wail seem like a quick trip to the bottom of the sea.
Strategy Proposal: When it comes to Shooting the Twilight Kin strength lays in their maneuverability and speed. Coming in fast, turning just before enemy prow to avoid Fire as She Bears Broadsides, unleashing a Raking Fire C salvos up close would be a go to strategy. Then Grapple, then GG. Once Grappled, enemy ships cannot Fire as She Bears, the rest of the fleet can safely position themselves behind a target, either joining Boarding Action or just bombing it with a C Stern Rake.
One thing to keep in mind is the Domino effect. The Twilight Kin rely on in-faction synergies and initial Damage far more than Orcs. When crippled the Orcs can simply throw themselves to Ram, usually getting a great deal out of it. The Twilight Kin have a very high NV to Points cost ratio, but they lack XL ships to hold the fleet together. Once the Twilight Kin start to crumble, the synergies will dim down, the fleet will start to loose momentum and Damage output necessary to pull preferable deals off. Because of that you want to go fast, hard and move to safe positions, be it Boarding Actions or over 8″ and outside deadliest enemy firing arcs.
On a side note: Compared to initial fleets gameplay the Twilight Kin seem like a difficulty level went up. I do believe this is a trend that we will see continued with new releases.
Twilight Kin Average strengths:
*Movement to cost ratio,
*Nerve to cost ratio,
Structure Points to cost ratio,
*Crew Strength to cost ratio,
Heavy weapons to cost ratio,
Light Weapons to cost ratio,
*Close Quarters Weapons to cost ratio,
Indirect Weapons to cost ratio,
*Red Turning Angle availability,
The Kingdom of Men – ‘Crossbow‘
Fast and hard hitting the Kingdom of Men is in my opinion the strongest mid-long range Armada faction. The KoM is basically Basilean ships on steroids, maintaining good Movement, maneuverability and low Cost, while trading fancy rules, IDW and durability buffs for pure Damage output, To-Hit modifiers and insane Nerve shenanigans. With access to Spotter Gunboat Squadrons and Motley Crew, the Kingdom of Men Light and Heavy Weapons shooting is very potent.
The fleet is all about tight formation around Main Battle Ships and two important auras to build around: Solid Command will keep the ships in the fight, even after being crippled, while Spotter will ensure more hits. Large and Extra Large ships can also benefit from a War Wizard, which is a powerful tool to deal with foes that came too close invading KoM’s zone of comfort. Putting a Blaze Marker on an enemy ship is an easy way to force a bad choice between shooting and a risk of being blown up on a roll of “1”, on next activation.
The Kingdom of Men Flagship can be improved with choice of Captains. Kraiger is a solid Nerve buff, while Dead Eye McHardy turns unmodified “9” into Crits, doubling the Crit chance. On a ship like a Conqueror, which is basically a Basilean Dictator, the Critical Hit chance buff is pretty deadly.
Strategy Proposal: Staying at Steady Speed in a tight formation ensures all ships benefit from auras and allows Gunboat Squadrons to keep up. Enemy IDW might be a problem so unless there are C heavy ships closing in, IDW should be the main target, as otherwise the Kingdom of Men dominates Long Range Shooting. For this purpose it is imperative that all ships are equipped with Crows Nests. In case of no IDW and slow enemy fleets the KoM can Anchor comfortably to increase To-Hit chance, except Frigates. Inexperienced Crew, Sturdy Construction Frigates are perfect to be used to screen the fleet and force enemy ships to fire at an unfavorable targets. Because of that they should always be moving, thus more difficult to hit.
Finally, as Nerve is not an issue, the KoM can baldly undertake some high risk high reward actions if things get to close and personal.
Ship of note: Conqueror, packing a solid 6H, 3L, 3C with a cheaper Veteran Crew and Critical Hits on “9-10” is just a must have. With Master Carpenter, Dead Eye Hardy, Motley Crew and Crow’s Nest this beast is barely 99 points. *Drops the mike*, or rather an Anchor.
*Movement to cost ratio,
Nerve to cost ratio,
*Structure Points to cost ratio,
*Crew Strength to cost ratio,
*Heavy weapons to cost ratio,
*Light Weapons to cost ratio,
Close Quarters Weapons to cost ratio,
Indirect Weapons to cost ratio,
Red Turning Angle availability,
Elves – ‘Spear‘
Fast, nimble and precise, the Elves sail into Armada with a very interesting set of stats. Although average speed is being dragged down a notch by XL ships, the Elves are the fastest faction on a ship by ship basis. With a Red Turn Arc on par with Dwarfs and the Twilight Kin, the Elves claim the very top thanks to Masters of the Waves skill, which allows them free extra turns at the end of first Move during each Activation. Combined with an immense arsenal of Light Weapons, this extra agility allows for some deadly shenanigans.
When it comes to weaponry the Elves pack the highest L/ship across the fleets and a solid number of H Weapons. They also have access to one IDW vessel type with lack of C being the only drawback to the fleet’s arsenal. This mid-long range weaponry setup is further enhanced with Elven Eyes, allowing Elves to ignore -1 To-Hit for long range shooting.
Up Close is where Elves does not feel comfortable. They come with average CS, lowest SP/Cost ratio, worst NV on average and no C weapons. To put it simply – unless necessary, you really don’t want to engage the enemy fleet up close.
Strategy Proposal: Go steady and keep the enemy fleet at length, making full use of Elven Eyes, buffed IDW and Auto Criting Enchanted Bolt Thrower. Adjust speed to keep Argus Squadrons within aura range and add that extra umpf to your Crits and eventually aura heal with Green Lady’s Blessing before you commit to full scale sailing. Once the opponent starts to catch up, increase Speed and go around and on the back of enemy formation. With low SP and no C Elven ships are a bit too fragile to risk cutting through against probable Fire as She Bears. If you went with Therennian Sea Guard and are within Kindred Bond you may consider Boarding Action to entangle important enemy damage dealer and buy time for your heavy hitters to sink easier targets. Otherwise avoid unfavorable Boarding Actions until no other choice.
Assume proper strategy in line with choice of captain: Stormwing Captain (adds another free turn from Masters of the Waves) or Madriga (once per game counts one shooting position as Point Blank for Damage purposes). Both can give you an edge when facing against heavy damage dealers.
*Movement to cost ratio,
Nerve to cost ratio,
Structure Points to cost ratio,
*Crew Strength to cost ratio,
Heavy weapons to cost ratio,
*Light Weapons to cost ratio,
Close Quarters Weapons to cost ratio,
Indirect Weapons to cost ratio,
*Red Turning Angle availability,
Salamanders – ‘Shield‘
To put is simply – the Salamanders are sea turtles. They come slow and steady, in a tight ‘shell’ formation that enhances their many short range auras and synergies (Elemental Roar aura, Clan Ensign aura, Shield aura, Blessing of the Three Kings). Ignoring Critical Hits (Blessing of the Three Kings) combined with canceling Crippled (Shield) and being able to re-roll extinguish fire Skill tests makes the Salamanders the most resilient fleet up to date. They have exceptional damage reduction, yet that doesn’t mean the Salamanders are not capable of bursting into movement and doing some shenanigans up close. Still I feel like they’d rather take all the advantage of their many long range weapons (including double IDW) and Blaze related tricks (Red Hot Shot) – softening their prey right before engulfing it in close range fire and boarding (Corsairs).
Stat wise, the Salamanders excel at Nerve, Heavy and Light Weapons, but it is the lack of evident drawbacks that makes them stand out. They are, at the very least, average on all other stats. Add access to all ship sizes and you have a solid base to build all the combos and strategies on top of.
Salamanders come with two interesting Captains choices, both adding FREE additional upgrades that doesn’t take up slots on the ship. This allows for turning a L or XL ship into a real deal top tier vessel, bristling with upgrades. Additionally Arhkblash Deezelo comes with a fancy rule of forcing re-rolls of successful extinguish fire tests on enemy vessels… which is just nasty.
Strategy Proposal: Take advantage of all the H, L and IDW by going steady and slow. Keep in tight formation, depending on auras to reduce incoming damage even against enemy IDW. Prolonged long range bombardment should soften enemy fleet to a point where it is optimal to fire up Elemental Roar and Clan Ensign and just go for it, choosing targets of opportunity and concentrating on crippling as many ships as possible before closing the formation for a long come about around the table. Use Corsairs and Boarding to your advantage, intercepting CS heavy enemy ships before they catch to your weaker ships. Remember that once Ablaze, enemy ships are forced to do nothing or risk getting blown into shreds, thus it might be wise to ignore ships on fire, switching attention to a more immediate threat.
Movement to cost ratio,
*Nerve to cost ratio,
Structure Points to cost ratio,
Crew Strength to cost ratio,
*Heavy weapons to cost ratio,
*Light Weapons to cost ratio,
Close Quarters Weapons to cost ratio,
Indirect Weapons to cost ratio,
Red Turning Angle availability,
Varangur – ‘Glaive’ / Northern Alliance – ‘Lance‘
At first glance both the Varangur and the Norther Alliance are very much close quarters specialized fleets that would benefit from closing the distance with enemy fleet as soon as possible. Smaller, more maneuverable ships pack an array of mainly L and H weapons and a variety of rules supporting high maneuverability (Oars, Navigator, Light Oars) allowing them for easier ‘Cross the T’ damage dealing and pursuing or dispersing depending on the situation. Starting with L size ships the damage output up close increases drastically, as here is where almost all the C weapons of both fleets is located. Large and Extra Large ships are a bit slower, but much more devastating – definitely focus points of the fleets around which the battles will be decided.
Stat wise both factions are very similar with Nerve and Structure Points to points cost ration being slightly weaker than standard, but at the same time thanks to XL ships C and IDV ratio being one of the highest.
The biggest difference between the two fleets is their playstyle, which comes mainly from Fleet Rules and Upgrades. Both fleets would benefit from fast approach, yet whereas the Varangur would happily stop right upon ‘impact’, exchanging blows to hopefully start a chaotic Boarding Action brawl, the Northern Alliance would rather disperse and come about for another charge. The difference can best be seen in how both named XL ships are armed, Reaper’s Mask (Varangur) packing a solid 3C up front and a broadside 2IDW / Vallellion (Norther Alliance) with 2IDW up front and a 3C at its rear.
Rules wise the Varangur is centered around punishing the enemy for getting too close. With additional shooting (Infernal Runes) and melee damage (Retribution, Sons of Korgaan), combined with some nasty tricks (God Runes of the Deceiver, Ohthere Bloodhair) the enemy captain should think twice before entangling their fleet with the Varangur. Add an array of potent maneuverability tricks (Var’Kyr Gloamspryte, Oars, Light Oars, Navigator) and a punishing maneuverability debuff (Gaze of Korgaan, Ram) and you can easily imagine enemy fleet stopped dead in place. surrounded and picked one by one in a brutal brawl.
The Norther Alliance, at the other hand, is more about spearing through the enemy formation. Increased speed (Glide) allows for some unexpected speed boosts, whereas increased maneuverability (Oars, Light Oars, Navigator) combined with enemy options hindrance (Stormcaller, Skadi) will leave the enemy fleet disoriented. All the while the Nothern Alliance ships will come about for another round of damage dealing. Still these are not all of the tricks employed by the fleet. Ships redeployment (Aelfred), increased Nv (Dwarfen Clan Beer) and damage reduction (Ice Naiad Ensnarers) combine into a picture of increased reliability.
To sum both fleets up I would say Varangur is ‘more brutal, here and now’ brawlers while the Northern Alliance is more ‘powerful blows and disorienting tactics employed with precision’ ambusher type of faction.
Strategy Proposal: Go straight for the kill, screening vital fleet elements with full speeding Skeids and Icebreakers (damage sponges). Once close use Ram to remove smaller enemy ships from the equation. Slide in with main damage dealers then, depending on fleet (Varangur/Northern Alliance), either initiate Boaring Actions (Karvi Squadron might be helpful), or disperse and pick the targets of opportunity from behind. Maneuverability is your main strength, thus redirecting your ships while leaving enemy entangled should be the main focus. When setting up for a kill of larger enemy ships, use oars and light oars to set up inconvenient ‘domino’ collisions, denying them a chance to fire broadsides. Do not fear to initiate/take Boarding Actions with similar ship sizes, especially when playing Varangur.
*Movement to cost ratio,
Nerve to cost ratio,
Structure Points to cost ratio,
*Crew Strength to cost ratio,
Heavy weapons to cost ratio,
Light Weapons to cost ratio,
Close Quarters Weapons to cost ratio,
*Indirect Weapons to cost ratio,
Red Turning Angle availability,
Trident Realms – ‘Net’
The Trident Realms are a faction like none other. It makes the faction difficult to put in perspective. For starters the Trident Realms ‘ships’ does not have ANY broadside nor rear Weapon Positions and instead pack a lot of firepower up front. This means they cannot profit from Raking Fire, but also that they can focus all their efforts at moving towards enemy fleet and shoot all their weaponry at the same time.
As (Partially Submerged) sea creatures the Trident Realms ‘ships’ impose a -1 To-Hit modifier to any shooting directed at them, giving them an edge.
More so, the sea creatures leverage some very potent movement shenanigans. They do not have a Turning Arc on their ship cards, but can use a particular type of turn depending on declared speed. (Hunters: Yellow on Full Speed, red on Battle Speed and a pivot of up to 180* if Steady Speed or Anchored). Turning is not the end of their heightened maneuverability. Combined with being able to move underneath enemy ships instead of Evading (Fully Submerged) can lead to the Trident Realms ships gaining a huge positioning advantage.
Last, but not least, the Trident Realms fleet does not have any Fliers, but can include Tidal Terrors instead. These Tiny sea creatures behave more like Squadrons, but can Grapple enemy ships and impose heavy debuffs on them while doing so.
Upgrade wise, the Trident Realms pack an array of interesting choices. Not only can each ship be equipped with insanely potent damage reduction (Armored Scales), but also deal some auto damage in freshly initiated Boarding Action (Naiad Heartpiercers). The fleet is also strong in fleet-wide buff department with access to one turn Skill Test buff (The Will of The Sea), or a Tidal Terror Crew Strength buff (Captain Papacito). Last on the list is Captain Eckter buffing Nerve Tests and packing an additional 360* 1L attack that pushes enemy ships directly away.
Finally, when it comes to stats, the Trident Realms ships emerge relatively strong at Movement to cost ratio, pack impressive number of Heavy weapons and thanks to Tiny Wyrm-Drawned Sloop Squadrons and Small Knucker Chariots have the best access to Indirect Weapons in the entire game. On the downside the Trident Realms are rather low on Structure Points and have the worst Nerve Value amongst all the fleets. One might summ up the fleet as fast, cunning and brutal, but not long term reliable.
Strategy Proposal: With prow mounted weapons and built in -1 To-Hit mod, do not fear to go straight for the toughest enemy ship. Go forth, guns squirting to deal as much damage as possible, before slowing down to Battle Speed (to avoid speed related -1 To-Hit mod). Shoot at Point Blank range for maximum affect, then dive underneath the target, grapple for extra damage (Naiad Heartpiercers) or wait at the other side for your next Activation. Remember to keep a Kyr-Angler (Blinding Beacon) in range to avoid getting shot Point Blank in retaliation and you should be good to start your next turn slowing down further for that sweet 180* pivot and another round of squirting glory.
Cunning enemy can try to make your life harder by speeding up to Full Speed, but it’s nothing that a Giant Squid (Tentacles), a Leviathan (Ram x) or a nasty Evade debuff (Ensnaring Nets) and a durable Gun Turtle speedbump can’t handle.
*Movement to cost ratio,
Nerve to cost ratio,
Structure Points to cost ratio,
*Crew Strength to cost ratio,
*Heavy weapons to cost ratio,
Light Weapons to cost ratio,
Close Quarters Weapons to cost ratio,
*Indirect Weapons to cost ratio,
*Red Turning Angle availability,
Abyssal Dwarf – ‘Morningstar’
On the surface the Abyssal Dwarf fleet might seem similar to their Dwarf brethren, but when you delve into the ‘abyss’ of things – this couldn’t be further from the truth. The ‘Evil Dwarfs’ might come in similar size and likely equipped with powerful Engines, but the faction theme is much more focused on Reliability with a pinch of risk. For starters the Hellforged Engines allow to use Oars/Engines rule at the start of each Movement Step, but at a risk of taking damage (Fortunately mitigated by the Ironcaster upgrade). The fleet is also less impacted by Nerve Tests with NV increasing upgrades (Immortal Guard), Support wide Nv buff (Slave Crew fleet rule), Nv re-roll Auras (Sacred Horn of Zarak Magical Upgrade) and a Captain (Vadak Ratbane – Supreme Taskmaster).
The assortment of weapon carried by the Abyssal Dwarf fleet is truly deadly. Most ships carry Close Quarters Weapons (C) and thanks to Ariagful’s Flame fleet wide rule, are allowed to re-roll any to-hit rolls of “1” when shooting these. Ariagful’s Flame is especially good on Decimator (Support M) synergizing with its Dragon Fire Team, capable of applying Blaze to targets hit with Close Quarter Weapons.
The fleet is also very potent when it comes to Indirect Weapons, available on not one but two platforms. The Katsuchan is your standard support artillery piece with 2IDW and a solid, if a bit risky Overcharging Guns rule, allowing for more reliable damage output at a cost of sporadic Blaze erupting on the ship itself. Angkor in the other hand is a Main Battle Ship with a Hellmortar rule, that reduces the IDW to-hit modifier to -1 and allows to roll 2D6 for damage and then pick the highest roll.
On the side of upgrades the Abyssal Dwarfs bring some potent melee onto the table (Immortal Guard), Hellforged Engines damage mitigation combined with Fire Extinguish bonus (Ironcaster), solid Nerve Test re-roll aura (Sacred Horn of Zarak, increased mobility (Captain Dravak Dalken addint a Red Turning Angle and some other bonuses) and the aforementioned Captain Vadak.
Strategy Proposal: To get the best of Nerve buffs and auras the fleet should move in tight formation. Increased Nerve allows for some risk that other fleets wouldn’t feel comfortable with. Bring the Abyssal Dwarf fleet close blasting with IDW’s then start obliterating enemy ships point blank with all those deadly C weapons. Engines are a great tool to outmaneuver enemy ships, come in through tight gaps and set your ships for perfect rakes. High risk – high reward, but not without some safeguards 😉
Movement to cost ratio,
*Nerve to cost ratio,
Structure Points to cost ratio,
*Crew Strength to cost ratio,
Heavy weapons to cost ratio,
Light Weapons to cost ratio,
*Close Quarters Weapons to cost ratio,
*Indirect Weapons to cost ratio,
*Red Turning Angle availability,
Ghost Fleets – ‘Deep Breathing Technique’
In many ways the Ghost Fleets are an exception to core game mechanics. First of the Ghost Fleet ships do not deal (nor can be dealt) Critical Hits (“Spectral Fire”). More so they never multiply damage dealt to enemy ships for neither the Point Blank range nor Raking Fire. This results in the usual brutal close range fire exchanges turning into more of a slug fest. Add to it some regeneration abilities (“Souls Surge”, “Soul Drain” and “Soul Transference”) and you should get a glimpse of how tanky the faction is.
Next there’s the firepower itself, which is another exception. All Ghost Fleets weapons deal D3 damage each, regardless of type with Indirect Weapons getting a plus 3 damage (D3+3 from “Fire & Brimstone”) and all can be further improved with plus 1 damage (“Fury of the Damned” standard upgrade).
Then there’s the movement. The Ghost Fleets ships are exempt from Collisions (Do not suffer nor can be dealt Collisions due to “Spectral Form”). They (or the enemy ships) will never Collide and if forced on a collision course, will simply move through one another, each being dealt a CS based damage (1D10+CS) by the other.
Finally ghosts are completely Blaze proof making them one of the few hard counters against Blaze based factions such as the Empire of Dust, or the Salamanders.
On the downside, although seemingly durable, the Ghost Fleet ships will be removed from play if Grounded (Surrender as well) and they can never improve or degrade their Crew level (auto-Regular).
All of this makes for a widely ‘different’ and new type of an Armada fleet.
In the Upgrades department the Ghost Fleets get a mix of durability and deadly force with a solid Nerve buff (“Wards of Binding” Standard Upgrade), damage buff (“Fury of the Damned” Standard Upgrade), and regeneration (“Soul Surge” Magical Upgrade). They ain’t lacking in the choice of choice of Captains is also nicely spread with Boarding Action buff (“Kali the Dark On”) and one of the best shooting buffs in the entire game (“The Ferryman”) capable of doubling all broadside weapon positions of a ship, on a kill.
Strategy Proposal: Focus the fleet building aspect around one or two well equipped Mains such as the Wraith (1), or Spectre. The rest of the fleet is support and Objective grabbers, although not without some solid, if a bit unreliable, punch. Being unable to benefit from crossing the T and Point Blank fire (yet being very much vulnerable to them) be sure to keep your distance. Do not overestimate this fleets melee capabilities and focus on fishing for those sweet rolls of “5” and “6” on a D3, delivering solid chunks of damage and keeping your ships out of the harms way in the process.
Movement to cost ratio,
Nerve to cost ratio,
Structure Points to cost ratio,
Crew Strength to cost ratio,
Heavy weapons to cost ratio, not applicable
Light Weapons to cost ratio, not applicable
Close Quarters Weapons to cost ratio, not applicable
Indirect Weapons to cost ratio, not applicable
Red Turning Angle availability,
Forces of the Abyss – ‘Fire’
The Forces of the Abyss fleet is geared towards close range and heavy melee oriented action. In general the ships are average at mid to long range and are neither exceptionally nimble nor fast . Once close – all hell brakes loose, as thanks to proliferation of C weaponry the FotA excels at magnifying Point Blank damage output. More so, whenever Fire mechanics pop up during the game, you can be sure the results will be skewed in Abyss’ favor with “Abyssal Hellfire” fleet special rule kicking in.
In order to get close and personal, without suffering the fatal damage against shooting oriented factions, The Forces of the Abyss depend on Repair focused mechanics. Nagarri Serpent’s “Reconstructive Wards” aura and “Sacrificial Imps” upgrades will ensure proper FotA’s ships condition when hitting the 8″ range sweet spot. Once things get nasty the “Well of Souls” will help to keep the ships afloat, ‘feeding their flames’ with “Soul Drain”.
Due to limited number of gun positions (Chain-shot incompatibility), in order to slow down enemy ships going at Full Speed, the FotA is heavily dependent on the Abyssal Guard’s RAM (2). The Abyssal Flamebearer’s “Acolyted of Ariagful” and “The Avatar of Ariagful” captain upgrade might also come in handy placing Blaze Markers on enemy ships. This will oftentimes force the blazed ships to sacrifice maneuverability and shooting in order to put the flames out with a +2 modifier, making them easy pray to well setup collisions.
Finally the “Kai’Bu’Ta’Slek, Abyssal Seductress” captain upgrade, the “Red Mist”, the “Ancient Evil” and the “Denizens of the Sixth Circle” special rules will significantly boost Boarding Actions, even against other melee factions. And if by any chance the things go wrong – the “Portal Stone” magical upgrade is there to ensure FotA’s ship will not sell for cheap.
Strategy Proposal: Go straight for the enemy, Repair if needed and be sure to keep your Nagarri Serpents and Sacrificial Imps at hand when needed. Once close, prioritize grabbing the most dangerous enemy ships with Nagarri Serpents to tone down their retaliation. Ensure the largest enemy vessel get slowed down with RAM or entangled in high-risk Collision situations. Slow your heavy hitters down to Battle Speed and come in to blast with Point Blank salvos, then grapple the target with Boarding Hooks and Hellequin Blood-Masque to ensure their guns stay silent. At this point your fleet should have dealt major damage and silenced any significant retaliation. If you also managed to squeeze The Avatar of Ariagful into the mix, the Blazez will put an additional strain on enemy fleet.
Movement to cost ratio,
Nerve to cost ratio,
Structure Points to cost ratio,
Crew Strength to cost ratio,
Heavy weapons to cost ratio,
Light Weapons to cost ratio,
*Close Quarters Weapons to cost ratio,
Indirect Weapons to cost ratio,
Red Turning Angle availability,
These are the Kings of War: Armada factions available for now. I will be revisiting this article to provide updates and add new content from time to time so stay tuned. Personally I hope to get some Twilight Kin and Elves commissions to add more pictures in the future, but for now glorious Four is all I have.
I hope you find this article entertaining. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your hobby buds, who might find it useful. Finally if you are looking for a professional miniatures painting service be sure to contact me via this contact form. I always reply within 24 hours, after which please check out your spam folder.
Cheers!
Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada. The latter resulted in few strategy related articles, one of which you found yourself reading right now.
Kings of War: Armada is a game of fantastical sea warfare. Set in a rich world of Pannithor, the Armada clashes wonderfully crafted and strongly themed factions against each other. As much as miniatures go, KoW Armada offers a selection of beautiful miniature ships from across four factions, with more being released every few months. Although colliding prow first into enemy ships is forbidden by the rules, some ships are designed to Ram. This usually ends up with both ships getting crushed to ribbons, which led to a lot of misconceptions about Ramming in general. Most common being “Ramming is a weak faction mechanics”. Today I will topple the topic and prime you for successful Ramming. Hold on to the decking and All Ahead Full!
Ramming for Dummies
Allow me to start by saying this: Ramming is a very strong and rewarding mechanics.
That being said let’s focus on what makes a Faction oriented mechanics good. For starters a Faction game mechanics should be synergic with faction strengths (and weaknesses). It should allow for leveraging the common rules to faction’s advantage. A Faction game mechanics can be a strong independent rule, or a synergic one in which case the more synergy the stronger rules combo becomes.
For instance Baseilan ships have the best Structure Points to Points Cost ratio in the game. They have upgrades like Aegis Shield which reduces damage taken and Blessed Hull which allows them to Repair more efficiently. Basileans also have Slopes with Helping Hand increasing Repair efficiency even more. There is a theme to these rules which translates into a strong Faction Mechanics. Worth noting is the fact that it takes more than a single rule to achieve this synergy. Like, Elohi’s Halo of Light is useless in a vacuum, but kicks in when combined with other pieces of the puzzle.
Back to Ramming, RAM(n) allows to deliberately Collide with enemy ships and auto fail the Evade test. It also adds (n) damage to the total dealt to enemy ship in case of a successful collision.
In a vacuum the rule is very swingy. Unless (and sometimes regardless if) you Ram a much smaller target, there is a chance of taking more damage than dealt to enemy ship.
On a wider scale RAM(n) goes along the common Orc main theme: High damage output and expendable ships.
Orc ships are all about C weapons, which have best damage output, but the shortest range from among all shooting weapons. This means you need to get close and inevitably take some damage before you can unleash your C volleys in a devastating salvo. Orc ships, on average, are also cheap and have a second best Structure Points to Points Cost ratio in the game.
Still the main Faction mechanics for Orcs is Boarding Actions. On average, Orcs have more Crew Strength than other factions. They also have access to upgrades that further boost Crew Strength (Morax, War Drum of Spite, Rabble Rousing etc.). Going all ahead full to get close and use all the C weapons means Orcs are also close enough to Board and they even come with cheaper Boarding Hooks and a rule allowing them to try to Grapple enemy ships moving at Full Speed! And as I already pointed out – Orcs are great at Boarding Actions.
So the most efficient strategy should follow the most efficient mechanics:
– Go at Full Speed towards enemy to get close as soon as possible to start dealing damage, plus be harder to hit.
– Use C weapons once you’re in range. Best if moving between enemy ships to be able to fire both sides for more damage output.
– Initiate Boarding Actions to protect your ships from being shot at during enemy activation, plus further increase damage output.
Where does that leave RAM(n)?
RAM(n) is just a tool. It is not a main faction strength, but rather another synergic mechanics in a wide arsenal of increasing damage output. It is more of a situational tool, rather than go to strategy.
To be successful at Ramming you must master “when” and “where”.
Proper Ramming:
* Your ship is low on Structure Points and will probably get sunk in the next enemy Activation. Might as well deal a lot of damage in a blaze of glory, especially if it also carries a Crystal Keel of Retribution.
* Large, dangerous enemy ship is next to Activate, but is also on a brink of being Crippled.
* Your main C damage dealer is soon to Activate, but an enemy ship (low on SP) is the closest target blocking line of fire to much juicier targets.
* Enemy ship has not Fired as She Bears yet and you need to avoid getting in it’s side Fire Arc, electing to Ram head on and trying to initiate Boarding Action afterwards to keep it from Firing at your incoming fleet.
* Last turn, enemy ship holds an objective, Ramming has potential to sink the ship, thus swinging the game result in your favor.
Dummy Ramming:
* You main strategy is to prioritize Ramming over Shooting and Boarding Actions.
* You use Ram as an opening move in a battle.
* You just want to see the world burn and don’t care who goest to the bottom of the sea.
* You Ram same size or larger enemy ships with no additional goal to achieve with this action.
In short: Treat Ram(n) as a tool of opportunity, a strong Glass Canon type of Damage dealing. Accept Ramming means sacrificing your ship and be sure to Ram if it’s worth the sacrifice, or if it allows you to achieve important long term goals.
I hope you find this article entertaining. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your hobby buds, who might find it useful. Finally if you are looking for a professional miniatures painting service be sure to contact me via this contact form. I always reply within 24 hours, after which please check out your spam folder.
Cheers!
Moving painted miniatures to a tournament or painting competition can be a real challenge. I bet that every single miniatures painter had one or more miniatures damaged while being transported. Sad truth is that no matter what we do, situations like these happens. Still, when it comes to safe transportation of our beloved miniatures, we’re not completely helpless.
In the world of miniatures painting there are two well established ways of professional miniatures transportation, both with their own pros and cons: Foam Bags and Magnetic Bags. Today I would like to talk a bit about the latter and present to you the A-Case Hybrid Series from A-Case, one of the leading companies in the market.
During my years as a hobby store manager and a hobbyist, I’ve seen my share of transportation bags. This imho allows me to say that when it comes to quality A-Case is king. Everything fits, everything is smooth, no thread going wild along the stitches, inner metal casing of great quality plus the overall feel of an exclusive product.
New A-Case Hybrids saw a lot of improvements compared to previous series, such as a much sturdier construction, reinforced trays, strapped side pins to keep the trays in place and more.
I know this part is totally subjective, but Dayum! The new case looks so good! Everything from design, through quality makes it feel prestigious, both in the inside and the outside. To be fair the sole look is what made me crave a Magnetic Case of my own when I scrolled through facebook and saw it time and time again. Just couldn’t resist. At least now you know why I’m so hyped about it.
Coming from a position of an orthodox foam fan I have thoroughly tested this carrying case during last month. Apart from obvious features like light weight, comfort of use, adjustable strap with a shoulder pad, handle, large pocket and removable trays the Hybrid has some cool features that improve on the case’s functionality. A Velcro strap on top and at the front allows to attach badges, while water resistant material will keep your miniatures safe in case of bad weather. My favorite though are side pins to immobilize the trays in place. In previous series these might get lost but now attached with flexible straps they will follow the trays around.
It’s not easy to compare A-Cases to other transportation cases as there’s really no high tier competition in the market. Yes, there are some magnetic cases out there (Battle Foam, Tablewar etc.) but most is just out of this league. The A-Case is more expensive than foam counterpart, but it offers a totally different method of miniatures transportation. One that does not involve your paint job touching anything, even as soft as foam. One that allows you to transport large quantity of miniatures in a rather small bag. Most importantly one that is durable and will last for years to come. In addition A-Case offers free shipping around the world and in some cases (like US) that means huge savings.
For me the pricing of this exclusive product seem fair. Taking the cost of miniatures and time/money spent on painting into consideration, it seems like a reasonable price for solid, comfortable and very aesthetic protection.
To summarize, if you’re looking for a solid and comfortable way to transport your miniatures – A-Case is the thing. It looks great, it is very comfortable to use, made of high quality materials and with utmost care for detail. A bit on the expensive end of the hobby, although still reasonably priced. Personally I love it, as A-Case totally revolutionized my approach to Magnetic transportation and ended twenty years of my foam addiction.
A-Case Hybrid Series is available at:
A-Case website,
A-Case Facebook,
I hope you find this review interesting. Be sure to let me know your thoughts in the comments at Facebook or Instagram. I would also appreciate if you considered sharing this content with your friends, who might find it useful. Finally if you are looking for a professional miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.
Every year I try to put painting miniatures aside, even if just for a bit, to bring to you a Battle Report. Infinity the Game is still my favorite miniatures game and once again I participate in a yearly online campaign. Keeping the story short – it’s that time of the year and to uphold to tradition – I’m back with this year’s Infinity the Game Battle Report. (Apologies to all those who have no idea about Infinity and it’s lore).
After berely surviving ALEPHS incursion at Wotan blokade the Dong Peyote repurposed freighter fled to deep space for vital repair. It took a year to fix the ship, during which it’s crew kept a low profile, gathering reasources necessary to rejoin Nomad military operations. Couple of weeks ago DeePee’s long range radio scanner picked up a call for help from Johhny-5 Arachne Node, based on planet Dawn. The ship and it’s crew burned their engines dry to finally arrive at planet Dawn just in time. Battered yet unbroken, Dong Peyote entered the atmosphere of Dawn using a meteor shower to disquise it’s signature from Ariadna low-tech scanners, the same night as Vince McMahogany news of conflict erupting at Novyy Cimmeria shocked public media of the Human Sphere.
It was Zhàn Huó Firebase that picked Dong Peyote’s approach before it’s mighty load could be dropped at J-5 Node. To avoid being shot down, captain of the ship decided to fall back to low orbit. This did not sit well with the crew, eager to aid their Nomad brethren in defense of the node. Small elite squads were formed and then dropped over entire island in assault pods. Each squad was to carry it’s own mission, to then converge at the J-5 node, all the while Dong Peyote would support them from orbit…
Team ‘Kraken’ ,named after Kriza Borac suit of power armour that formed it’s core, crash landed at the no man’s land between Panoc-23 Multi-Base and the outskirts J-5 installation. Their secret mission doomed to fail, the team received orders to head north and intercept a heavy armoured Panoceania kill-squad. Guided by the all seeing eye of the Dong Peyote, team Kraken layed the trap…
After setting up the trap Nomads layed in wait. [Won the roll-off and kept the Initiative, which resolved in setting up first.] The plan was to take Panoceanians by surprise, going in loud and hard, Full-Auto to cover Wraith (Spectre) advance and enable him to deploy Repeaters. That in turn would allow team’s Interventor to turn the tables on top of approaching Panoceania Heavy Infantry. Kitty, the Chimera was kept in reserve – being a fast runner, capable of crossing long distances and taking the enemy by surprise. A good simple plan. Exactly the type that might go wrong…
Critko was barely able to contain Kraken’s lust for blood. The big man was breathing heavily over the comms and Critko knew all to well that the time he had to cover a firelane with area of White Noise was counted in merely seconds. No one said that being LT was easy, especially when commanding a group composed of individuals from all three mothersships. He closed his eyes, counted to five and screamed loud ‘NOW!’ over the comms. (LT order and 4 regular orders for the White Noise to succeed. Like WTF?!)…
Entire team reacted almost instantly, springing into action. Kraken led the charge opening up with a wide salvo from his heavy mashine gun. Hot ultra-sonic rounds zipped through the air and over the heads of surprised Magister Knights, who tossed themeselves sideways and into cover. Blinded by the area of White Zone, a Black Friar reacted too late and was shredded to pieces. ‘First blood!’ roared Kraken, just as enemy panzerfaust missiles started exploding around him…
Enemy shock lasted less than five seconds. Just enough for Wraith to throw himself forward and behind cover. ‘These Pano Knights are a real deal’ he murmured to his team, deploying first of the repeaters. ‘They surely are’ whispered a voice behind him. The Spektr noded, more to himself than to Mighty Dong Peyote shadowing him, still being Camoed. ‘Allright Dong, one more repeater and you can go in. Oh, the sweet surprise these guys are about to get.’ He cackled…
Heavy mashine gun shots peppered the air around Magister Knights yet they regained composure in a matter of seconds. With a loud ‘Deus Vult’ booming from their helmet speakers, they threw themeselves in the direction of incomming fire, swords raised high. The leading knight was first to fall into the trap. Critko Isolated him with ease, denying leadership to the entire squad. One more knight got Gotcha!’ed before the rest realised what’s going on and backed away…
An Order Sergeant de-camoed on a rufftop and opened fire at aRGee (Riotgrrl ML) damaging her armour. She ducked for cover, AP rounds bouncing off her armoured shoulder guard. That’s when comms exploded with a scream of agony. Kitty, the Chimera got shot in the back by a rapidly decelerating AD troop. Crusader Brethren landed in a cloud of dust and sent another volley from his spitfire. He then switched to supressive fire, blocking entire fire lane and covering the howling Chimera against any attempts of Nomads trying to aid her…
Except for immobilized leader, knights were falling back behind cover. That was an opening Kraken waited for. He rushed in, taking the statue-like Panoceanian out of his misery with a short, well placed series of HMG fire. He gained momentum and steered his heavy armour to a new direction, moving around a low building and outflanking remaining knights. ‘Bullseye’ he murmured to himself, once his armour’s targeting lenses caught new signatures. Crouched behind cover and protected by a Magister Knight was Panoceania’s Leutenant. Kraken pulled the trigger and the world around was set ablaze by the light of high-speed tracking rounds. Both Panoceanians returned fire, but it was too late. Smoke rising from the holes in their blooded armour, Panoceanias barely touched the ground when Kraken exploded into action once again. He covered half the distance between them and jumped onto a ladder, holstering the HMG on his back. Strong pulls from his massive hands saw him emerge on a rooftop across Panoceanian Sniper. Termo Optic Camo haze danced all over sniper’s silhouette, while he pumped round after round pinning aRGee and Aby behind cover, across the battlefield. Kraken had just the right tool for the job. Full-Automatic fire cut poor Panoceanian in half…
At the other side of the battlefield a nameless Zero shimmered into being. Spitfire wielding Crusader Brethren was unlucky enough to find himself at the receiving end of Zero’s Combi Rifle. Kitty was barely alive but not beyond reach of heavy drugs mixed with some Aby’s magic…
Sudden redeployment of Kriza Borac allowed the two remaining knights to attack through empty firelane. As one, they threw themeselves out into the open and charged. The first knight to emerge from behind corner, in hope of rounding up on Wraith, had a nasty surprise waiting for him. The Mighty Dong Peote (Bran DoCastro) dropped Camo and Engaged the knight, moving under the barrel of his shotgun and closing the distance in a blink of an eye. The knight took a wide swing with his sword, but the Mighty Dong Peyote parried it easily and put the knight down with a strong punch of his energised brass knuckles. Second knight joined the fight eager to drew Nomad blood. Mouth opened, Wraith watched in ave as the Mighty Dong Peyote whirled and danced around the knights, using one of them to throw himself into air and laying a devastating punch on another knight’s helmet. For a moment there, it looked like a strange mix of blue armour, Nomad mask, smoke and blood. Entire fight lasted less than half a minute and then it ended just as suddenly as it begun…
Kraken allowed himself to be distracted by close combat that took place below. Energy discharges and blood dropplets seem to slow down before his eyes. This was a sign that the suit pumped a fresh coctail of drugs into his bloodstream just to keep him standing. He turned to survey the battlefield, just in time to see a boarding Shotgun wielding Crusader comming at him from behind. He squeezed the trigger hard but a rain of bullets never came. The display showed ’empty’. Kraken had no time to reflect on this, cause a Borading Shotgun slug hit him square in the chest and sent his heavy suit to the ground. Another round blasted a huge gap in his thigh, blood and nano-oil exploding in every direction. Kraken roared like a wounded animal. With inhuman effort he unholstered his pistol and sent few rounds in the direction of the assailant, but it was already too late – his vision blurred, he let himself be embraced by blackness…
Kraken woke up suddenly, surrounded by chaos. Screams of the wounded and the dying were accompanied by constant gunfire somewhere in the background. High walls decorated with ‘J-5’ signs surrounded a vast hall, filled with makeshift beds, each being occupied by a wounded soldier. Aby stood over him arguing passionately with what seemed to be one of the cat-eared Daktaris. ‘Where are we?’ he wanted to say, but a short, rough gasp was all that managed to leave his dried lips. ‘Shh big boy, you lost a lot of blood’ said Aby and put her hand on his bare, muscled shoulder. The touch of her warm hand made him realize he’s been stripped of his armour and this sent a burst of adrenaline into his brain. He tried to sit straigh but couldn’t. Something was wrong. Something was very, very wrong. He looked down his body. ‘Where’s my fucking leg?!’ he roared through cracked lips. Aby just smiled at him gently. ‘Don’t worry big guy. We’ll get you a new one’…
This battle of Firefight was fought between me and my dear friend Astharis. At the end of turn two, Panoceania retreated, but not before earning a honourable one Victory Point, by taking out Nomad Data Tracker with two well placed Boarding Shotgun rounds.
The end result was 8 for the Nomads who managed to:
*kill more Lieutenants than the adversary (2 Objective
Points).
*kill more Army Points than the adversary (3 Objective
Points).
*kill the enemy DataTracker (1 Objective Point).
*accomplish two Classyfied Objectives (Extreme Prejudice & Secure HVT).
against 1 for the Military Orders who :
*killed the enemy DataTracker (1 Objective Point).
We had a lot of fun as the game was plagued by rolls that broke stathistics, some really cinematic moments and funny situations.
Highlights:
* I totally lost faith in Critko (Interventor) who up to now was always a reliable, almost godlike hacker. 5 rolls to place a single White Noise was just beyond rotfl.
* Kraken (Kriza Borac HMG) was vital to achieving vistory. The HMG beast is fast and was able to outflank Panoceanians and take out some vital targets. He was ultra badass, even tho last Pano effort to earn some OP’s actually took him out (Unconscious).
* In this game Intruder HMG done literally nothing, except providing orders XD
* Double Repeater trap combined with Kriza’s AROs was a bullseye, that allowed me to keep the Magister Knights at bay.
* The Mighty Dong Peyote (Bran DoCastro) was insane in this match, overcoming two Magister Knights in a glorious and brutal CC.
* I expected to see more TO: Camo. Imagine my surprise when first Crusader entered the board behind my troops and killed the Chimera. Imagine my surprise when second Crusader entered the board and took out the Kriza XD If my forces weren’t spread wide or if I lost the Initiative – these guys would be devastating.
“The Colony” – an Infinity gaming board project that streaches in time and space.
Yes – The Colony Special Project lives on and dayum! I almost run out of space to store it! Last time (“THE COLONY” SPECIAL PROJECT part nine) I was pretty sure that once I airbrush a bit here and there, The Colony would finally be completed. Imagine my surprise when I saw how the project expanded since last article. So, let’s dive straight into it…
It finally happened – The Colony is now fully painted with no MDF, be it white or regular, visible. The project was set aside for few months, when all of a sudden I got new buildings from Gingermane and painted them to match my existing set. I then followed through with all the rest including bridges, food booths, walls and ad stands. Fortunatelly for me, Bocian from Gingermane is a cool bruh of mine and he cut thin paper pieces to cover all illustrations adorning his designs. I only had to take care to cover plexi elements by myself. Once done – my work went fast and easy. Few evenings was all it took.
The Colony is vast already, but there’s always room for some extra terrain pieces. With new Gingermane designs appearing every month it’s difficult to stop expanding . It gets even harder, as he let’s me peek on work in progress designs and I sometimes get to buy some before release. Obviously when I saw ‘SF024 The Tower’ I freaked out and demanded these be handed to me emmediately. Gosh how I love these two…
Another addition to The Colony – ‘SF010 Cargo Crates’. Slowly my own designs and scrap-built scenery are forced off the gaming board. I don’t mind it, cause at this point I’m already hooked on Gingermane’s stuff either way 😛
With ‘SF024 The Tower’ I intorudced black/grey colour to The Colony’s overall scheme. It seem to compliment the board so I followed up on this, going back to older scenery pieces. I wander if these, once paper box, buildings will ever rest…
One day ‘The Colony’ will be finished, but seeing how it changes time and time again I can only say TO BE CONTINUED…
Six months is a lot of time to gather material for another project related article, and thus The Colony Special Project is back with entire new installment about this Infinity gaming board. I just couldn’t leave this project unattended for much longer.
Let me start by telling you this: I love my gaming board. That being said, at some point I felt like something didn’t quite bangt right. The board was finished, I got a lot of awesome, positive feedback about it, still deep down I felt something is off. There’s always place for improvement so my inner artist raged while being unable to pinpoint the exact reason of my discomfort. It took a while for me to understand that the board looked too chaotic to absorb. All the yellow, blue and deep clear-red did not work well with White-Sand-Orange-Green colour scheme.
I started introducing changes by dumping the obvious source of unfitting colours – the Holo Ads, and adding more green to the board with brand new set of Antenocitis Ad Stands. It partially worked but I wasn’t fully satisfied with the result…
The real change sweeped throughout The Colony quite suddenly. Everything, and I can’t stress this enough, because of the Gingermane Studio and it’s scenery. Long story short – there is this guy for whom I paint some Infinity miniatures, and one day he is like ‘I’m designing some scenery pieces, what you think?’ and I’m like ‘OMG I love this shit!’ and he’s like ‘Wanna grab some?’ and I’m like ‘Duuh! Shut up and take my money!’… All of the sudden I find myself knee deep in Gingermane’s scenery pieces which not only look amazing, but also fit right into my gaming board’s theme. They seem to be plucked straight out of my deepest desires – both in case of looks and playability.
This was the exact point at which I decided to finally ‘repair the damage’ I done to my gaming board and contain the colour palette of all the stuff that appears on it…
The final decision was made: Coloured Plexi Ads adorning the buildings had to go. Upon reaching this conclusion I instantly contacted my besties from Micro Art Studio and ordered a huge pile of replacement pieces. I’ve figured that a bigger version of ’rounded orange piece’ would work the best for the theme and overall looks. Soon after, I got a delivery of more than a hundred pieces necessary to finalize the ‘grand change’…
Preparing these was harsh. Had to clean them all of soot leftovers and remove small pieces left inside some of the laser-cut holes. Once done I painted all the pieces in a single go, then swaped Plexi Ads with them. The result is exactly how I hoped for.
The road to perfect gaming table streches before me and it’ll take some time till I get there, but I can see the destination. What’s left for me to do is to add dots of Vallejo’s Sandy Yellow here and there to tone down the Gingermane’s white a bit. Afterwards The Colony should be finally complete… at least for some time. I promis to bring you more of The Colony in next installment – probably six months from now :P.
It took me more than a year to bring to you another Gaming article, but here I am and with something special none the less! Infinity the Game is still my favorite – that did not changed. Once again I’m knee deep in an online Campaign. This years hotness is called Strikezone: Wotan and it is a truly crazy ride! So, time to put your brushes down and supplement painting with some good oldschool gaming!
Having recently finished the ‘Dong Peyote’ Special Project I was eager to try out the miniature. It craved blood, watching me intensely from the scenic plinth – like if trying to force me to field it! Not that I tried to resist – in the contruary, I used the weekly gaming meetup with a friend to bring some action to the Mighty Dong Peyote!
Location: The Dong Peyote, Wotan Blockade
Time: day twenty nine of the Strikezone: Wotan campaign
Theater: Dong Peyote Repurposed Freighter
Mission: Annihilation
Special Rules: ‘The Dong Peyote’
Game size: 250pts.
For this fine battle I decided to dump the usual Intruder + smoke combo in favour of a new trick. I asked my opponent if he let me use the ‘Dong Peyote’ miniature, prepared just for the sake of Strikezone: Wotan and was granted a ‘go for it’. I restrained myself from building a list around the new character and decided to cut out enough of my usual 300pts. list to be able to field him, leaving the feel of the list intact.
So, there was the usual stuff like Interventor LT, which I find to work miracles, especially as a potent HD+ hacker. Be it defensive, secured Cybermasked LT, support with LT orders at his disposal, or even offensive hacker with chunky WIP and BTS, not to mention an arsenal of very good programs at his disposal.
Total Reaktion Zond is also a simple choice with it’s low points cost, Climbing Plus and ability to be Marksman L2 buffed by a hacker. Mobile HMG to snipe enemy targets – a very potent offensive piece.
A single Moran Maasai Hunter is new to me, as I usually field two of these. Still in this particular case I dumped one in favour of a cheaper Zero Minelayer, fielding two of the latter to deal with potential enemy Camo and spam the map with my Camo Markers, playing mind games with my opponent.
Single Chainguar as a potent corner ARO piece or a good, reliable counter.
Some Transductor Zonds to provide cheap orders and Mimetised, high BS (WIP) ARO pieces.
A Daktari with a Zondbot on top, to keep most of these guys afloat.
MSR Spektr in second group to be used as a surprise ARO piece, and then maybe to eliminate easy targets in active turn.
Three Morlocks to provide smoke cover and exploid openings in enemy defenses.
This left me with 41 points to be used on the Dong Peyote – a surprise attack piece, that had to outperform it’s big cost in order to help me achieve victory.
“Fear not Human Sphere – Dong Peyote is here!” Is a phrase that the Dong Peyote uses to announce himself, once he plunges balls deep into enemy lines! He strikes from behind, but not like a shadow – No! He goes hard, guns blazing, fists dealing punches and cock-rocket trailing clouds of smoke as it launches itself to deal tremendous damage! He cares not for the outcome, but for the performance itself! To adorn the Nomad mask and die in a blaze of glory is the ultimate reward!
In my experience Karol grasps the ‘tricks’ of the game very well. He loves to use shenanigans like TO Camo to surprise me. He tends to reveal his TO Camoed troops in unpredictable spots to deal major damage to my list. Then, just as I feel secure and drop my guard, he pops out another TO Camoed troop and prooves me wrong. On top of that he usually goes heavy on his deployment zone, keeping troops far away from my Nomads and then unleashing them in waves, using Coordinated Orders. Aaaand he likes snipers.
His list, which I know now, is just that. Two Tuaregs to mess me up. One Janissary HMG Heavy Hitter, some versatile troops to be coordinated with him. Lasiq sniper. Some orders to fuel this. A Doctor Plus on top cause it’s just awesome and tends to come back to live with his Auto Medicit time and time again.
I asked Karol to add a note about his list himself – he will do this in time and I will edit the Batrep with it – am curious of his point of view XD
I won the roll off with a Critical pass of the LT’s WIP of 15. Needless to say that the gods of dice were just as eager to see me using the Dong Peyote as I was myself. Still I decided to forfeit the initiative in favour of luring my opponent to spread his troops, thus enabling me to use the Dong to his full potential and carve a deep path to gloory.
HAQQISLAM TURN ONE:
I used a Command Token to deny Karol the use of more than one of these at his first turn. No more rushing at me with half his troops with the damned Coordinated Orders.
Haqqislam forces opened up with just that – a Coordinated Order, which saw a Janissary, two Ghulams and Khawarij advance. (It took me a while before I decided to reveal a TO Camoed trooper in first order of the first turn… but…) Out of thin air a Spektr MSR appeared to put a bullet through the head of the leading Ghulam. The latter fell to the ground, bleeding and unconcious.
Just like in the ‘Enemy at the gates’ a Lasiq sniper sprang instantly from behind cover to try and deal with this new ARO threat. Unfortunatelly for Lasiq he failed in three attempts in a raw. With his final shot he managed to hit the Spektr, who shrugged the bullet off and used a failed Guts Roll to hide behind solid cover, thus denying the kill.
Zhayedan Doctor+ saw the opening, rushed to try to heal the fallen Ghulam but his medikit sent the poor guy into overdose – the Ghulam died.
In meantime a Camo token (Farzan, which was not known to me at the time) moved closer to Nomad lines in preparation for future outflank options…
NOMADS TURN ONE:
The Haqqislam’s ‘behind’ was pretty well defended, thus the Mighty Dong Peyote withheld his entrance for just one more turn. Instead a Moran Maasai Hunter advanced forward to sneak close to enemy troops rounded up on top and behind a small building. A Repeater and a Crazy Koala in range of both a Lasiq and Janissary meant a potentially good outcome for the Nomads in this part of the table.
A Morlock burst into action, using his 8-4 Metachemistry move to cover entire battlefield, jump out from around a corner and basked both the Zhayedan Doctor Plus and the HMG Janissary in a warm light from his flashlight, cause for unknown reason – he took a flashlight instead of a Chainrifle. The sassy targets stood there, mouths agape, then peppered the Morlock with enough bullets to turn him into a strainer.
A loud facepalm announced the Spektr comming out of his cover just in time to witness the Morlock’s demise. With no targets in sight he just prepared for another turn of ARO.
A Transductor Zond moved in, closed on the enemy HVT and let it’s Repeater be used by Interventor LT’s Order to Spotlight the Civilian.
The turn closing to an end, a Zero Minelayer, moved forward, mined the area and then went back to being Camoed, just to mess the Haqq’s up with the ammount of Camo Markers laying around.
Last order of the turn was spent on a Morlock, who advanced through the middle of the board, just to be stopped by an appearance of a Tuareg AHD’s shot. If not for a splendid reflex of the Morlock and a Smoke Grenade throw that smoked the entire area around him – he might got killed…
HAQQISLAM TURN TWO:
With a Moran and a Crazy Koala covering the Lasiq, a Janissary opened up in a try to deal with both of these threats at once. On top of Crazy Koala bursting into action, the Moran replied with a Boarding Shotgun blast, all the while Interventor LT Oblivioned the Janissary through the Moran’s Repeater. Janissary reacted, sending four HMG bullets in Moran’s direction. Bad luck befell him, as he ate up all three ARO’s and failed to do any damage to the Moran. He was as good as done, going to Unconcious.
Crazy Koala gone, a Tuareg Sniper appeared over the spot where the Lasiq was hiding and shot the shocked Spektr to unconcious. He then continued trying to take out a Transductor Zond from HVT’s range, but failed spectacularly in four orders. He took out a Morlock standing nearby the Zond instead, this one falling to Unconcious without complaints.
AHD Tuareg moved forward, avoiding the Mines nearby, by moving prone. He slowly closed in on the Nomad Interventor LT and hacked to isolate him, but in typical ‘against an Interventor’ situation, he got Sucker Punched to unconcious in return…
NOMADS TURN TWO:
The last of the Morlocks rushed in the direction of the closest enemy. A Camoed Farzan withheld his ARO not to eat up a mine, that layed nearby and basked in the sun. The Morlock, being the last one of his entire group, spent his Irregular Order, Discovering then Shooting the Farzan, who to his surprise, Dodged both the pistol shot and a mine on a Crit…
That triggered me. With a loud announcement of “Fear not Human Sphere – Dong Peyote is here!” I put my ‘dong’ on the board…
In a whirlwind of blasts, punches and a cock rocket shots The Mighty Dong Peyote entered the board…
With a kill count worth of four enemy troops and 78 total points, entire order pool spent, the Mighty Dong Peyote finally succumbed to his wounds and died, but not before he screamed #Hoooodoooong! in a Braveheart style, with his last breath…
Wiping the teatrs from his eyes, the Interventor LT used his order to Spotlight the enemy HVT, thus honoured the fallen hero, ensuring a fulfillment of the Classyfied Objective…
HAQQISLAM TURN THREE:
Loosing four troops, LT among them, was a blow to Haqqislammers. Farzan took over command and advanced to enact revenge. He shot the versatile Transductor Zond in the back and closed in on the Nomads.
Just as usual, the Zhayedan Doctor Plus got up with an auto-medikit (he always does!) and took a defensive position, along with Lasiq and Tuareg Snipers.
Haqqislam troops braced for the last Nomad turn to come…
NOMADS TURN THREE:
Last Nomads turn was a real massacre. Interventor LT buffed the Total Reaktion Zond with Marksman L2 and let it loose on the enemy.
The berzerk Zond moved right through the Nomad Deployment Zone, taking out Zhayedan Doctor Plus from behind a cover. Next to fall was the Farzan, peppered with bullets, instantly dead. Lasiq followed short. Tuareg sniper – last to face the Zond – performed a bit better, goping through the first wave of shots without a scratch. He fell down in next order tho. Being the last Haqqislam warrior on the board, Tuareg delivered the last points to the Nomads score…
Once the dust settled down the remaining Nomad forces swiped the area. This was a fine victory of 9:1 for the Nomads, but not without a cost. The mighty hero who appeared on the battlefield at the time of the direst need and turned the tables on the Haqqislammers got killed. Strangely, his body was not found among the dead…
This was a very interresting game. I had a blast, while some of Haqqislam units got blasted XD At this point the Strikezone: Wotan is still on the roll and I hope this Battle Report helped Bromads in achieving their goal to keep the Dong Peyote afloat!
It has been six months of peace for The Colony Special Project. I’ve mentioned before that such grand projects are never fully complete – so here I am, adding even more stuff to the already vast collection of scenery. The reason for this is obviously the restless muse, but also I grew up to a decision to expand my scenery collection. On top of more variety I will be able to cover two gaming boards and that might come in handy from time to time…
Not so long ago I have attended a big Infinity the Game event. About 40 participating players, including some of my friends. As a co-organizer I took The Colony with me, so that along with Micro Art Studio, Zen Terrain and After Hours Workshop, there were more fully painted tables at the event. I even streched my terrain set to cover two gaming tables, thus was hyped by the vision of creeping onto another 48×48″ board. At that point I already had some new stuff purchased at Antenocitis, so it’s not like I was ever going to stop anyway 😛
Still, once the dust settled and I had a moment to thik about it, I realized that more terrain was inevitable if I was to do it again in the future…
The idea was to build more interresting stuff to fill all the empty spaces between buildings. At that point more buildings were rather out of question as I’d rather produced terrain pieces to improove single gaming table, with an option to allow me to eliminate vast empty spaces if I went double…
The obvious choice was to produce more sculptures, as these look nice, are awesome LOF blockers and work pretty well with the theme of The Colony.
For this purpose I used a hard box and some random leftovers provided by friendly Terrain making companies and my wife.
This one was a totally new approach to the ‘sculpture’ idea. The exclusive Winsor & Newton brush box was an inspiration on it’s own and summed with my newly acquired experience in using clear resin – a fountain or a pond was a must go. I decided to use wooden balls as a sculpture to compliment the water theme with their smooth oval shapes. Now I feel like a second Winsor & Newton box is soon to follow…
Plant compartments from THE COLONY – part seven: BEYOND are by far one of the best Infinity scenery pieces I have created. They have the looks but are also very playable, providing a lot of cover and breaking long shooting corridors. Yves Saint Laurent cosmetics plug and couple more drill covers, that I received from a friend, and an I was ready to build another Plant compartment. This time tho I lacked some of the MDF pieces, necessary to build an exact copy of the previous template. I decided to do some magic and tinker a bit with the design – using materials I actually had.
I also redesigned the plant to add variety on the table. These were made using a method from THIS TUTORIAL. It is simple and very effective and can be used to create many awesome shapes and textures. It took me around ten minutes to prepare three of these, so if you ever wandered if you should try the tutorial out – just go for it 😉
These three were inspired by boredom and awesome looking Orbit Gum pendants. Upon seeing the pendants I grabbed a bunch of them, knowing well that they will come in handy in the future. Did not took much time to try and use them for Infinity scenery and a set of Food Mashines (closed and secured cause ‘Nomads are in town’) are now complete. On top of three Orbit pendants I mostly used trash and leftovers, but there also are some special MDF pieces which you probably reckognize by now.
Another weekend well spent. Now I can’t stop to think about other ways of using clear resin, wooden balls, basing-super glue made plants and all the new stuff. Might also want to shift my attention to designing the actual MDF scenery as recently I’ve entered into an arrangement with Every Little War which will tweak some of my stuff, including Objective Room and provide it in the online offer. A lot of stuff to wait for XD
It’s been almost four months since I have ‘finished’ The Colony Special Project. Such grand endavours are the reason I’m into painting and miniatures wargaming. That wondrous feel of completion once a huge project hits the finish line. It always comes with a great satisfaction but once the dust settles, a void starts to grow inside my heart. I’m happy with results, yet long for the ‘process of creation’. That is why I consider every major project to be alive for at least as long as I am. In case of The Colony – well, a gaming table could always be improoved or use some more scenery. That is the exact way of thinking which led me to writing another part of this article…
That being said I must confess that I wasn’t able to invest much time into The Colony in the last few months. Other artistic projects fell on me from all around the globe and I lived a prosperous life by lending my brush to all those in need of decent painting. Still, once in a while I stumbled upon some cool looking items that just screamed to be unleashed onto my gaming board in form of some sweet looking terrain. Many sources provided me with items of great value, among them my girlfriend (cosmetics), my friend Garran (his personal collection of ‘cool stuff’) and even some of befriended companies like Micro Art Studio, or Ekograf, who (knowing my tastes) sent me some of their leftovers. I sincerly thank all of you, my beloved providers, and proudly announce that I couldn’t resist the temptation and used all the items, you so willingly parted with, to further expand my scenery collection and bring The Colony’s theme beyond the bounds of my early predictions.
Anyone remembers that picture? It was published at the end of “THE COLONY” SPECIAL PROJECT part six article. Some of this stuff still awaits being used, but more than half of it has already reincarnated in a form of these scenery pieces:
A futuristic sculpture made out of a Maybelline eyelashes mascara. Once I stole this precious item from my GF’s secret stash I had a real wrinkle with how to use it. So many ideas, including an antenna, a column, a laser tube – in the end I couldn’t decide so I got back into a well known territory of futuristic sculpures. It is only fair to use items stolen from my GF as pieces of art, otherwise she might not be swayed to turn a blind eye on my theft 😛
I got that awesome Dactari from my Girlfriend somewhere along two years of gaming. Untill now I hadn’t had use for it, as I was more into Corregidor-like miniatures, but finally I got the idea, made up what MDF pieces I will need to ‘cage’ this chick and ordered them from a friendly company. Once I got the stuff I just build the cage and here’s the result. It makes foir a nice rooftop piece or a great standalone scenery piece.
These can be used as objectives or just some random scenery pieces. I made them out of HDF pieces, leftovers and small plastic tubes* filled with shower gell. The tubes were given to me by Garran with which I tend to play Infinity, but also exchange concepts during our long painting/modelling talks. The guy is so nice as to share some of his stuff with me and I try hard not to let this gesture go to waste.
This is another source of endless inspiration. These are some throwbacks from Micro Art Studio’s production. MAS is very serious about their products – each and every one is checked for defects before it proceeds to packing. Once a defect is discovered, all imperfect products are kept as samples to avoid same kind of mistake in the future. In case of large quantities tho – some items may be sent to a friendly modeller to be used for awesome scenery building! One might even say that these can be used in a variety of crazy ways…
Six bridges are a bit too much on a 48×48″ table so I designed these scenery pieces to help me setup and then keep the gaming board in order. Simple yet effective, adding depth to streets and a nice futuristic note to the overall visual effect.
Made with playability in mind, these low planters are perfect to fill my choosen theme of white/orange/green scenery. They fit both at the ground level and in the rooftops. I made these using pleksi rulers to provide detail, while the rest is just plasticard cut to fit the empty spaces. The visuals vere enchanced by plants and HDF ‘orange’ pieces.
This plant compartment module is a pearl among the scenery pieces I’ve created lately. I’m really happy with how it came out. To think that I struggled for almost a year before I decided how to use two Yves Saint Laurent caps. But let’s get to the way these items (there are actually two identical scenery pieces) came to life. Some time ago I got a set of used up cutter casings from Ekograf to use in my quest of bringing imagination to reality. My friend Garran was the one to dig these out specially with me in mind (Once again thanks mate!). Once I layed my hands on these fine pieces I knew that something wondrous will come out of them. So I started planning and was quickly drawn to still unused Yves Saint Lauren caps. Their hexagonal shape fit perfectly to The Colony’s theme so I based the entire construction on them. After adding couple of PCV pieces to make the construction higher I used plexi rulers to add detail, then used cutter casings and some HDF leftovers to build particular compartments and mounted them around the central column. For the plants I used a fake Bonsai tree made out of gum. It was to fragile to be used as a standalone scenery piece, but inside the compartments it could easily outlive all the other terrain pieces. So I used glue and some tricks of my own to enchance the vicualts of tree stupms, added fake greenery and mounted these fine looking plants inside the compartments. ‘Orange’ elements followed and themed paint job done the rest. Now I have two LOF blocking pieces of scenery, that provide a lot of cover, fill empty spaces between the buildings and go along with the theme.
One thing still stood out of The Colony’s theme. The Micro Art Studio’s gaming mat (which I just love and don’t want to ever switch for anything else) was screwing with my colour scheme too much. I’ve figured to try and paint it, using sprays and airbrush. For this purpose I’ve airbrushed the entire mat with Vallejo’s German Red Brown, then used Vallejo’s white primer to lighten some spots and finished with Games Workshop’s Zandri Dust primer spray. Once the last layer was dry I moisted the gaming mat and used a piece of cloth on it to ensure that no paint will leave marks on my terrain, miniatures and accessories. Must say that MAS’s gaming mat holds the paint perfectly, while keeping it’s previous properties. The picture does not entirely cover the hue but rest assured that now the gaming mat fits perfectly to The Colony.
Last four months might not seen me The Colony-centered, still I’ve managed to improove the inicial concept of this gaming table. I’m really glad to be able to transform this:
Into this:
Are more upgrades incomming? As long as I live and am into Infinity – that’s not a matter of if, but when. Stay tuned for more of The Colony.
You want to learn more about The Colony? Check out the entire series using THIS TAG
Half a year of waiting, two months of working and four days of painting have finally seen “THE COLONY” SPECIAL PROJECT finished. Last week, after adding some final detail which you can check out in “The Colony” Special Project part FOUR and FIVE, I was engaged with painting all the terrain. It was a hell of a hard work, as the enormity of surface being painted overwhelmed me to a point where I slept around three to four hours each day, woke up to paint, made a break, then got back to painting etc. Still, my work has paid off – as right now my gaming table for Infinity is complete!
Or so I have thought till the moment of taking first pictures came by. Not only the ‘GO GO NOMADS!’ night club looked like if painted by a three-years old, (Which my beloved GF announced just as soon as she layed eyes on my masterpiece…) but also some key colour wheel synergies were missing. Here and there I overkilled colours or just made plain mistakes. Couple of improovements had to be done ASAP, as otherwise I’ve risked my mind being overheated with self-directed anger. So I’ve started working on things that triggered my self-loathing, eliminating them one at a time.
‘GO GO NOMADS! Night Club’ was the first one to undergo a small redesign. I’ve dimmed the pink, and ‘browns’, adding much more white to consolidate colour scheme and black to set a strong, but natural contrast. This change did the trick of dimming the effect of “child’s dream”… It’s still ugly as fuck, but my concious is clear – it was planned from the beginning to make this one into a nice easter egg.
Next thing to add was “detail” as my buildings clearly lacked it. The simplest way to do it was to use some already existing, tiny wall features, paint them using a variety of colour and also add more plexi-glass holos.
In the end I also harmonized the main colour scheme by adding much more green. I used aquarium plants and some MDF leftovers for this. Green plants broke the flat colour scheme of the walls, and complemented the overall colour scheme – now all the Holos were once again moved to the visual background.
Inbetween all these changes and upgrades, I was able to made a short photo session. You can view the entire GALLERY HERE, while below is a small sample:
Also as a bonus – I’ve already played one battle on the table – taking some in-game pictures and preparing a short video about how terrain was set up for it.
Is this the end of The Colony? Judging by how necessity is the mother of invention I think that we will see some more of The Colony in the future. Especially with such kind of things around… just be sure to visit this site from time to time 😉