Unboxing Darkhammer’s Bloodlust Tyrant

Bloodlust Tyrant artThe last of the three models I got from Darkhammer is the biggest and baddest: the Bloodlust Tyrant. Don’t let the fact that he abbreviates to BLT make you think he’s a dainty morsel: he’s a monster.

Yes, it’s more demonic undead naughtiness from Asia. Again, I’ve no idea whether this represents a specific mythical creature or whether it’s a more generic expression of the sculptor’s nightmares. Either way, it’s a great looking piece.

As with the Samurai and Monk, it comes well protected in a pass-the-parcel set of layers. Straight out of the bag it looks like this:

BLT 4

I’ve not cleaned, straightened or otherwise fixed anything.

As you can see, there’s quite a lot of parts in this box. Annoyingly I just realised that I haven’t added a scale to this, so you’ll have to use the parts of undead humans he’s decorated with as a guide (there’s three of them at the bottom of the pic above). He’s not small though.

As there is so much detail of armour, weapons, corpses and rotten, mangy, fur and flesh texture on this chap I’ve left these pictures a bit bigger than usual so you can click and enbiggen 🙂

As before, these remind me of some of the Rackham models in terms of detail and unpleasantness. And that’s a good thing. Rackham wasn’t perfect all the time, but it came  close more often than most. I really must dig out the Uraken Ogres to see how they’d sit alongside these chaps. They aren’t undead, but still…

Anyway, more pictures!

BLT 1

The main body from a slight angle. Lots to play with here.

The next two are me holding the two main body parts together. This isn’t glued so the join is OK, but not perfect. That’s possibly just the way I’m holding them. Again, no shortage of detail to drybrush, wash or otherwise pick out.

BLT 3

BLT 2

There are a couple of slight whitening scuff marks on the right hand side of the model. In person it looks like it’s simply discolouration rather than anything that needs repairing, so nothing to panic about. In any case, an undead demon thing is already going to be covered in manky bits, so a bit of damage would not be at all out of place.

I could go on telling you it’s pretty and showing you yet more pics, but I think you get the idea…

As with the others, it’s cast in a grey resin that holds detail nicely and doesn’t seem too fragile. However, as with anything made of resin the thinner parts may not hold up to tabletop handling (depending on who you play with). Personally I’m careful with models so I’d be happy to use them. If I was really bothered then I’d replace the spear shafts with brass rod and drill out the sculpted head and butt so I could keep the fancy work.

All the bits I’ve dry fitted work well and it looks to be a well thought out kit. There aren’t any instructions, but with the pictures to hand you can see where everything goes easily enough. All the smaller pieces either locate in specific holes or have specifically shaped shallows sculpted for them to nestle in.

BLT sculpt

This is a final picture that I’ve pinched from the Darkhammer site of the assembled sculpt (I assume from the mixed materials that this is the master). I do think he looks impressive. More pics on their site.

Overall I think that this is my favourite of the three models I’ve got from Darkhammer so far. I find him refreshingly different from the normal fantasy ranges you see everywhere. Add technical skill and a striking character and you have a winner in my view. Highly recommended.

When I first saw the model I immediately decided I wanted it, but it took a little while to think of an excuse. I try not to buy things I don’t have even a blue sky project for. if I can make these guys work as I have in mind they will be very impressive on the table.

Darkhammer have made another model since the Tyrant, Monk and Samurai were done and I’ve ordered that too. Just waiting for him to arrive now 🙂

Posted in Review | 12 Comments

FAQs

As another way to try and catch up with the big backlog of FAQ tasks I’ve got, I’ve decided to try and spend an hour a day working on them.

To make this a (very) slightly more sane a set of things to do I’m going to drop any pretence of doing a KOW FAQ for the bits I wrote. I never play it and it’s Alessio’s baby anyway. I will, however, sort through all the FAQs for my own games.

There are a lot of comments to catch up with. Some have been answered, others partly replied to and still more have yet to be dealt with at all. Apologies for that. Going through all this will not be a quick process and I won’t be updating the public FAQ every day. I have, before now, spent more than an hour on a single question if it was complex enough to resolve. Sometimes an hour is only enough time to open the can of worms…

In order to keep you up to date, I’ll post a note each time I update a public FAQ. That way, if you subscribe to the main page then you’ll get all the updates (as well as anything else entertaining I might say by mistake). The subscribe button is up there. No, there, on the right.

I’m not going to promise them in any specific order. In all likelihood I’ll dot back and forth between them as the muse strikes me. Once they’ve got something to read they’ll get added to the FAQ page if they’re not there already.

Note that this might get a little chaotic for a bit. It’ll settle down soon enough, but not immediately. If you want a single, simple update for your favourite game’s FAQ, once a month on the dot then the best advice is only to visit the FAQ page once a month 😉

Posted in FAQ | 9 Comments

What Can This Mean?

Nice Big XMore Tease.

This is a small piece of a shiny new logo. Me likee 😉

 

Posted in DreadBall - The Futuristic Sports Game | 13 Comments

Saturday Suspended

Well, a bit of it is.

The First saturday of the month is normally a God of Battles scrap or three over at Foundry in Notts. Unfortunately, they’re all out at a convention at the weekend so we’re going to have to postpone our carnage. The crows will have to go hungry for a while.

Exactly when we’ll be postponing it to I’m not sure yet. I’m waiting for Foundry to confirm a date. I’ll let you know when I hear from them.

I guess I’ll just have to work on Eternal Battle instead.

It’s a hard life 😉

Posted in God of Battles | 3 Comments

Mars Attacks Day

MA day 1I spent today down at Mantic HQ with a bunch of 16 playtesters, battling through the Mars Attacks scenarios once more to see if there were any final tweaks and clarifications needed. As Mantic are overflowing their current office space the gamers had to cram themselves and their battlefields into every spare corner of the photography room, corridors and so on. Meanwhile, I clambered about over cases of figures and piles of photography equipment to make my rounds of the various games.

And what a lot of games!

Most folk managed 6 or more during the day, plus several briefing and de-briefing sessions and a final show and tell. So it was a busy day. It was also a very useful day in terms of finessing things, and I’d like to offer a hearty thank you to all who attended. The game will be better because of your efforts.

MA day 3I won’t bother you with details, other than to say that there was nothing major to fix. It was, instead, a case of a slight tweak here and an extra line of explanation there. All these things will go to make things clearer in the final product, which is great. As ever, it was interesting to hear two groups tell me that the same scenario was unwinnable from both sides (so it was perfectly balanced ;P ).

After all the Mars Attacks was done for the day, we had a group of tired, but happy folk, who were still remarkably alert. That was intriguing in itself as the end of a day of normal tournament play (where you might play 3 or perhaps 4 games at a pinch) usually sees a room of zombies at the end of the day. Anyway, as people weren’t chafing at the bit to leave or so zonked they couldn’t speak, I ran one of the core concepts for DreadBall Xtreme past them to see how they coped while Stew did a show and tell with some cool models and art. A useful straw poll for us, and a nice little bonus for those that attended and helped out with MA.

And no, I can’t tell you what those things were. Not yet. But you don’t have long to wait now…

Posted in DreadBall - The Futuristic Sports Game, Events, Mars Attacks! | 13 Comments

Actually, Ignore That…

Better version. Changed Bjarg’s outfit to just do the drop armour bit, and not anything fancy once he’s arrived. That tidies things up a bit.

Mercs for Q v3

Posted in Deadzone | 43 Comments

More DZ Mercs

Edit: ignore this and look at the next version instead.

Like it says, here’s some more mercs plus the last lot again. I’ve reworked Eddak P’mera and left the other two as they were.

Mercs for Q v2

The issue with Bjarg’s flight suit and having to hold the model in mid air only happens when someone successfully overwatches against him in mid flight. The only alternative I can see is banning overwatch against him in flight, and that just seems odd and unreasonable. Consequently, I’ve left this as it was. Personally, I don’t think it’s an issue in actual play.

As ever, let me know what you think

Posted in Deadzone | 4 Comments

DreadBall Digital

5SecondsAppI expect that many of you have seen this already, but if not you should go and take a look.

Posted in Digital gaming, DreadBall - The Futuristic Sports Game | 20 Comments

Deadzone: Code 13

Code 13

The elite forces of the Corporation, Rebels and Marauders are the best they have to offer, but even these outstanding warriors sometimes run into enemies they find a challenge. Asterian and Forge Father armies have fought across the stars since Humanity was grubbing around in the mud, banging rocks together to try and make fire. It’s not surprising that individuals in their elite units are often better than their Human counterparts.

In response to this, High Command sometimes calls a Code 13 mission. These are more challenging than normal missions and the chances of failure are higher. For this reason, more resources are available.

You can play individual scenarios or whole campaigns as Code 13. Just decide among yourselves whether you would like to play normal size or Code 13 games.

The game changes are as follows:

1)   If you are playing a campaign then your initial Strike Force is 200 points instead of 140. You get one extra initial clearance. There are no other changes. This will give you more models, but their improvement will be more gradual.

2)   Whenever a scenario defines a Strike Team as 70 points, you get 100 points instead. If the Strike Team is a different cost then it is limited by other aspects of the combat environment and does not change.

3)   If the scenario is won using standard mission cards then the winning threshold is 13VPs not 10. Some missions may even need the Intel to be achievable. Nobody said Code 13 was easy!

Note that these changes apply to every faction, not just the Corporation. With their superior technology and unparalleled intelligence gathering, neither the Forge Fathers nor Asterians are commonly surprised by these larger enemy Strike Teams and move to oppose them with powerful units of their own.

 

 

Posted in Deadzone | 28 Comments

Some New Deadzone Mercs

You’ve seen the art, and possibly even the models. Here are the rules:

Some mercs for Q v01

This instalment covers 3 new mercs: Eddak P’mera, Chief Radgrad, and Bjarg Starnafall. P’mera and Bjarg are both scouts, though quite different ones. Radgrad is a killer.

Comments welcome.

Posted in Deadzone | 28 Comments