Saturday 8 December 2012

Sorcery The Assemblage

To change tack a bit, I've been thinking about Magic The Gathering this week, and I've got three deck lists; two which are mainly Return to Ravnica cards, and another which is predominantly M13.

These are basically my first real attempts to build decks on my own (i.e. not using netlists or pre-constructed intro decks etc.), so they will likely need a lot of refinement. Without further waffle, here are the lists:

Edit: I've decided this post would benefit from some images.

M13 Black/White "Exalted" - 64 Cards



12 Plains
12 Swamp
4 Murder
4 Pacifism
2 Angelic Benediction
4 Knight of Glory
4 Aven Squire
2 Warclamp Mastiff
1 Warpriest of Thune
1 Serra Avenger
4 Tormented Soul
4 Servant of Nefarox
4 Vampire Nighthawk
2 Knight of Infamy
2 Duskmantle Prowler
2 Nefarox, Overlord of Grixis

EDIT: I have tweaked the above decklist so now it looks like this:

M13 Black/White Exalted - 60 Cards

14 Swamp
10 Plains
4 Murder
4 Pacifism
2 Angelic Benediction
4 Aven Squire4 Knight of Glory
4 Knight of Infamy
4 Servant of Nefarox
4 Tormented Soul
4 Vampire Nighthawk
2 Nefarox, Overlord of Grixis




Return to Ravnica Red/Blue - 61 Cards



12 Mountain
12 Island
1 Steam Vents
4 Unsummon
2 Switcheroo
2 Sleep
2 Index
2 Downpour
2 Chandra's Fury
2 Traitorous Instinct
2 Electrickery
2 Goblin Arsonist
4 Delver of Secrets/Insectile Aberration
4 Archaeomancer
4 Goblin Electromancer
4 Hypersonic Dragon




Return to Ravnica Green/White - 60 Cards



11 Forest
11 Plains
1 Sunpetal Grove
1 Selesnya Guildgate
4 Common Bond
2 Chorus of Might
2 Giant Growth
2 Glorious Charge
2 Ring of Kalonia
1 Savage Surge
1 Rootborn Defenses
1 Collective Blessing
4 Serra Angel
3 Timberpack Wolf
3 Arbor Elf
2 War Falcon
2 Warclamp Mastiff
2 Sentinel Spider
2 Centaur's Herald
1 Oak Street Innkeeper
1 Elvish Archdruid
1 Elvish Visionary


So, if anyone can offer any thoughts/opinions on how to improve that little lot, let me know!

One thing to bear in mind, there are a lot of cards that I only have one or two of, hence the high incidence of cards appearing in pairs or singles.

Thanks for any thoughts.

Cheers
NS

Tuesday 20 November 2012

How To Win at Things:


This is a story I found on Reddit, which I've re-posted here for interest's sake.  The remainder of this post is a copy + paste quotation.


Okay SPOILER ALERT if you're going to Langley HS in Northern Virginia. There's a great experience ahead of you if you get Mr. Herzig but the entire thing is ruined if you read this. DON'T DO THAT. This is for everyone outside of this chunk of maybe several hundred people who would be so lucky. And apparently a couple people who also took his class.
Chess reminds me of the best teacher I was lucky to have. In high school, we had year of modern history, covering Civilization from the Renaissance to about as close to present day as they can get. US history picked up the rest next year.
That Civ teacher, Mr. Herzig, had very inventive class projects, often involving the entire class in some sort of simulation. For the reformation era, he split us into a Meeting of the Minds, 12 students were each given a philosopher to emulate. The rest helped them research, or prepared questions for the other philosophers.
During this whole time, Mr. Herzig has also been talking up his love of chess, encouraging kids to play him. Any kid that can beat him gets a free A on any grade, up to sections of the Final. Of course, almost no one ever beat him, hard when you only have 10 minutes in a break to play, and he has three people trying to play him. He kept warning his class that there would be a chess test, everyone was required to pass it.
Around February, we finally got the date for the chess test. We spent a period on all the rules of chess, and a day before he posted the test right on the board. We took the test, then reviewed with the class, then graded our own test, in our own pencils. Eraser marks would be ignored. He congratulated everyone on Acing the test and then revealed the truth.
Next week was the Chess Simulation.
He handed out the assignment. The class was to play a 2-team game of chess, through move notations and a literal chain of orders. Three boards were set up. One on each side of the class for each team, and one board at the front, where Mr. Herzig stood with a timer. Every student was to be assigned a piece on the board. For fairness, and class size not matching the number of pieces, pawns would be assigned in larger groups, 3 or 4 I think. To move a piece, the move must be written down in chess notation and delivered by the person moving the piece to Mr. Herzig at the head of the class. Those assigned King were given the greatest duty. They were the final arbiters of what the moves were. They had to design an "official mark," some stamp or their initials, and sign each notation with it before the piece delivered the move. There were even Coup d'état rules for pieces threatening the king. If moves didn't get to the teacher after 5 minutes, no move would be recorded. Moves happened not by piece color, but by whomever move was delivered first. You did not need to checkmate, you just had to take the opposing king.
This was not normal chess.
Grading was simple. A: Your side wins and your piece lives. B: Your side wins and your piece dies. C: Your side loses and your piece lives D: Your side loses and your piece dies. F: You touch the main board, board cart, or otherwise interfere in the simulation. This was the ONLY way to fail the simulation.
We're assigned our pieces that day, I got a rook. Being the nerd I was, I suggested to our king that we go for a quick strike strategy, but he wasn't as engaged into the project as I was, so we essentially go in with little plans. No one was really sure how it was going to turn out. The day of the simulation, we get a quick review of the rules and then we start.
It was madness, both sides are trying to get orders out the fastest, getting orders written and figuring out whoever is getting moved so they can dash up their orders. Our side manages to have a clear shot in only 5 or 6 moves, we hustle our bishop with orders and they pass it off first. We're already celebrating as the other side slinks forward, seeing they're too late. Mr. Herzig announces our move. Is invalid. Our king didn't sign the notation properly, the order is ignored. The other side's move of a bishop to block is executed. We flip out at our king for a second before immediately re-assessing the board and finding a new path to victory. More turns passes as pieces flew across the board, some students indifferent or completely confused on the side, just waiting to hear if they actually had to do something. Others unclear if they were even still in the game. Incorrect moves started to mount, trying to move pieces that weren't there, or doing moves they could not.
As we argued about our move in turn 15-20, Mr. Herzig hollered and told us to take our seats. We realized the period was ending and we had no clear winner. He apologized, and explained that he had tricked us. There would be no grade given for the simulation. He would explain fully the next day.
It went something along these lines. We had just experienced a War simulation. He explained how he purposefully split the class, picked two friends for opposing kings, split friends across teams. How quickly we started clamoring to get the other team in pursuit of our own grades, even at the cost of the grades of our friends. The FOG of war in not knowing for certain if your table matched the True table at the front of the class. Having no idea what the opposing table may look like. The fury of a team when one king screws up an order. He admitted that in years past, he would extend the simulation by faking these errors, and he fudged a few in this game, but our king's mistake was real, and hilariously poignant. He also talked of great Generals of war cursing the weather or god for bad luck. I bet he swapped some pieces around on his board too when no one was looking.
This whole explanation hit me like a ton of bricks. Realizing as a 16-year old what it's like to call for someone else to have misfortune for your own benefit.
The grade was never entered. For our class the simulation didn't exist, just a 100% quiz on how to play chess. He asked us to not share the secrets of this simulation with underclassmen, he needed to be sure future students had a chance at the same effect. There was a rumor that one class got A's across the board. I can't remember if it was our year, or one before it, and if they were helped or not.
They refused to turn in any orders.
I didn't realize then, but I did while writing this, that if only the Pawns and the Knights refuse, the board is locked and the rest don't matter. If they still do the King's wishes, the Knights can only wreak havoc on the other team's pawns without facing certain death.

Some people have asked how it goes. You can really infer most of it from this post, I don't think there's any real secrets that I left out/didn't know. But I'll go over it here:
Learn/teach the mechanics and rules of chess. Teach how each piece moves, about special situations like castling, en passant, and the knight jumping pieces. Don't worry about any kind of gametheory, early/middle/endgame. Just give them enough to be able to watch a game and have a chance at knowing what is going on. Teach the notation so they could understand the flow a game if they only saw a recap.
For the simulation itself, assign each student to a single piece, or a group of pawns, on either color. Knowing your class and how it interacts with itself is pretty key for the best effect. There's some nuances of chess and human psyche that I could guess at, but you'll probably find better results by trusting yourself.
Kings write out the move orders and sign in their unique way. Pieces deliver the orders to the front of the class. Our room had the desks arranged in a U, so we could put the student boards at each corner, and the True board on a cart at the front of the room.
Have a timer set for 5 minutes. Each round wait for both moves to arrive, then announce and execute the moves in the order you get them. Find good BS reasons to veto moves that would end the simulation (you have at least 4 rounds). For the simulation proper you just need to be the arbiter of the game, be the only one to actually move pieces. Make sure no one touches the cart.

Friday 9 November 2012

If Edgar Allen Poe played Space Marines...

... then he'd probably play Raven Guard.  It's fairly obvious that the Raven Guard chapter of Space Marines are based (very loosely, admittedly) on his famous poem.  I'm not really a "classical literature" person, so I don't much care about this - but I do think that the Raven Guard are the coolest and most interesting of all the loyalist Space Marine chapters.

I've been reading a lot about their background and history, and what I'm finding is that people often seem to confuse their style of warfare with that of the Blood Angels (and what a soppy bunch of Edward "Sparkly Vampire" Cullen wannabes they are).  This is not correct.  The Blood Angels are berserk, frothing close-combat specialists, whose doctrine is based around getting into a melee as fast as possible and staying there to chop things up into bite-size giblets.  As such they make extensive use of jump packs, turbo-charged and deep-striking tanks (wrong, on so many levels - thanks Mat Ward), flying robots and blood-drinking.

The Raven Guard, now, they're a different breed entirely.  Rapid, precision strikes are not to be confused with just charging into combat as fast as possible; hit-and-run tactics, not to be confused with turbo-charged tanks or bikes.  Instead, the Raven Guard (while they do use Jump infantry a lot of the time) rely heavily on scouts, stealth, infiltration and (for reasons to do with their history) veterans - precise application of force at strategic locations.  Basically, it's the kind of warfare doctrine that is utilised by contemporary, real-world special forces units.  No frothing or blood-drinking involved.

With that in mind, a Raven Guard army in 40k, if based on their background and doctrine, would include:

  • scouts (lots of), especially snipers
  • infiltrating or outflanking troops (Shrike's confers Infiltrate on the squad he's with)
  • power armoured veterans
  • limited heavy vehicles (Land Raiders, Vindicators, etc. are rarely used)
  • fast (possibly outflanking) vehicles - bikes, Land Speeders, Land Speeder Storms
  • transports
  • dreadnoughts in drop-pods.
Being as I am, a lover of characterful armies that aren't built for the sole purpose of playing smash-face with nasty men, I'm trying to build my own Raven Guard army that sticks to their background and combat method as closely as possible. 

Photographs of the burgeoning Raven Guard force (mostly WIP) that I have so far are below, starting with a wounded space marine objective marker:




An assault squad sergeant with lightning claw:


 A game-legal five man assault squad (with five more yet to be built)



 A jump-pack 'Shadow Captain' with thunder hammer and plasma pistol:




A Shadow Captain with no jump-pack in Mark-VI Corvus Pattern power armour with power fist (check out the green stuff chapter symbol on the fist - I'm quite proud of it):





A librarian (Dark Vengeance Dark Angels librarian with the Dark Angels icons removed - I'm planning to green-stuff another RG chapter symbol in its place, much like the one on the captain above):




Veteran scout sergeant (the Telion model with the Ultramarines symbols filed off, purity seal added to mask some scarring that happened when I filed the symbol off his gun)



And finally, some photos of one of my pet rats who came to investigate my hobby table:






Painted pics to follow in due course (not of the rat though, I'm not painting her).

Cheers
NS




Tuesday 24 July 2012

New Projects!

Photos of some new projects I'm working on.  First up, I'm doing a Raven Guard army, here is the "test" model:






This model was done to test the colour scheme, for me to get the techniques down for black and white (neither of which I've ever done on power armour before) and also just because I had him kicking about in a box of junk models.

I'm also doing a Blood Angels Command/Honour Guard Squad for eBay.  Here they are:


These have so far been sprayed with the Army Painter Leather Brown spray and brushed by hand in liberal amounts of Citadel Mechrite Red wash (now called Carroburg Crimson shade).  I'll post some WIP shots of these as they progress.

I also have a Catachan Command Squad, "Sly and the Expendables", which may be the beginnings of an Imperial Guard allied detachment for my Raven Guard, or I might just ebay them when they're done.  Haven't decided yet.



These have also been sprayed with Leather Brown, then washed with Devlan Mud (don't know what the new name for this is), and the packs and pants have had a coat of Vallejo Model Colour Brown Sand.  These guys were originally built as a bunch of NPCs for a Dark Heresy game, hence the ridiculous mixture of weapons.  I don't think they're a legal squad in 40k as they stand, but the addition of five chumps with lasguns will make them a game-legal veteran squad.

The objective with these guys is to have a go at camouflage/DPM clothing, I think I'm going to go with the classic 'jungle' colour scheme.

Finally, the Raven Guard have a veteran squad and a captain model, all from Forgeworld, waiting in the wings to be painted.  From my experience from the tester model, I've decided to use a grey undercoat (which I don't currently have), so they're sat patiently waiting until that arrives before I can get cracking on them.  Here they are on temporary bases, and also the actual bases they're going to get mounted on.  I've decided to paint these separately and do a proper job of them.




Space for comments below, or pester me on Twitter!

Cheers
NS



Sunday 1 July 2012

Mass Effecting Ending


At the risk of flogging a dead horse, I finally finished Mass Effect 3 (WITHOUT the extended cut, which I've not seen yet), and I now want to make some comments on it, given the controversy which has surrounded it.

First a warning.  I've tried to keep this spoiler free, but may not have completely succeeded.  You have been warned!  Also I should say from the off that most of the ensuing discussion refers to the final five to ten minues of cinematic/dialogue; right up to that point, the story follows a progression that is as epic and engaging as you'd expect.

With that said, here we go...

I get why people think it's a shit ending.  I get why people were so upset about it.  For me, mainly, it's because the writers have dropped in the most ludicrous 'deus ex machina' (literally 'God in the machine') right at the very end, in both the literal and literary sense of the expression.

Deus ex machina endings are frequently a mark of poor storytelling.  Generally speaking, this is because deus ex machinas often (always?) serve to rescue the primary protagonist(s) from a predicament which the characters themselves are unable to resolve.  As a result of finding themselves up the proverbial creek, our characters would be unable to complete their objective and so the story would come to a premature end.  The DEM, then, is a literary device which acts to save the story from the failure of its characters; a failure which, because the characters are fictional, represents a failure of the writer to adequately plan for the heroes to 'save the day', and thus corresponds with poor storytelling.

In Mass Effect 3, not only do the characters find themselves backed into a corner which they are unable to get out of (many are dead or MIA, and even Shepard is... 'shackled'), but they are quite literally faced with a machine which they hope will solve their problems.  The writers even go one step further, but I'm at a loss to explain this without giving it away.  Suffice to say the deus ex machina is so huge, so glaringly obvious, that it made me sick to my stomach.  It's ludicrousness stems from the very literalness of the execution. 

"I wish I hadn't signed that three-movie contract."

Okay, it didn't actually make me sick but it was extremely disappointing.  In the end, Shepard's trilogy of struggles and sacrifices amount to precisely squat, and that my friends is the crux of the matter - irrespective of the fact that the final choice he makes has little to no bearing on the end result, the very situation he finds himself in to be faced with that choice in the first place is utterly ridiculous.

Having said that, I DO think that the ending, badly written and poorly implemented though it is, is a fitting one when taken in the context of the game's mythology.  To quote a friend: "If you'd picked up anything from the first two games, or even as you played through the third, it's quite obvious there is no completely happy ending." Yes, it would've been nice for Shepard to defeat the Reapers without a scratch and with no friendly casualties but that would've only served to undermine the supposed power and strength of the Reaper threat.  Equally, it's the kind of ending you'd expect from a Disney movie, where Death Only Happens To Bad People. As such, that would not have been a suitable conclusion to the Mass Effect story, and it rightly didn't become so.  I do, however, think that the business with the Mass Relays was a step too far.  There was no need for it.  I can only assume that it was an attempt to attach a bit more gravitas to Shepard's decision, to make it seem like a more difficult choice than it really is - and the whole thing failed miserably to do so, and instead only served to highlight the fact that Shepard's Final Choice was, in fact, not a choice at all because the outcomes are all the same.

Ultimately, in my mind, what this all boils down to was that BioWare tried to use the conclusion to the story as a way of answering all the big questions posed by the series. Who are the Reapers? Where did they come from? Why are they here?  This was their mistake.  The success of the Mass Effect games was largely tied to its epic storytelling, with its focus on the characters, their emotions and motivations, the political ramifications of Shepard's decisions.  The Tuchanka sequence in ME3 exemplifies this.  The Krogan require a Genophage cure before they will pledge their support against the Reapers, and this brings to the fore all of the history and politics surrounding their race, the issues addressed by Shepard in previous games (and his corresponding decisions) and the impact it will have on the Salarians, Turians and Humanity as well; all of which combines to make it one of the most engaging and interesting sequences in the entire trilogy.

For some reason, the writers did not apply the same reasoning to the ending sequence, and chose, instead, to focus on revealing the mysteries rather than just allowing the Reapers to be a race of Really Evil Sentient Spaceships for Shepard to send back to Hell in a handbasket.  Like a magician revealing the secret of his tricks, it ruins the act.  Some questions are better left unanswered.  If BioWare had done the latter, and simply let the Reapers be powerful and mysterious villains, concentrating their storytelling on the outcome for the protagonists (Shepard and, by extension, his squad), the ending would have been much more satisfying for everyone.

"I'm Commander Shepard, and this is my favourite ending on the Citadel!"

From a gaming point of view, the lack of a 'final boss' fight really hacked me off.  BioWare could've at least put a battle with the game's primary recurring antagonist in there.  Hell, they could've done anything, apart from what they did do.  I'm a bit old-school about this, although (to be fair) in the context of the game's internal mythology I suppose you could argue that it would have been a boss fight contrived just for the sake of having one - but I challenge anyone to name a game that was as epic and awesome and successful as the Mass Effect games that didn't end with a Final Boss Fight.  I certainly can't think of any.  As it was, BioWare almost (they came so close!) set themselves up for the perfect 'final showdown', which would've made for an epic and satisfying conclusion to the series but sadly they failed to spot the opportunity.  The fact that the gameplay simply stopped, without warning, at the point it did seemed hurried and poorly thought out.

Story aside, there are some other gaming criticisms.  The linear gameplay, the lack of proper side quests (poorly made-up for by the ridiculously tedious weapon upgrading system) and the not-at-all-RPG-like RPG elements diminished it in my eyes, especially when compared with its predecessors, but the storyline made up for it.  Right up until the final five minutes, which made me want to take my Xbox and defenestrate it with extreme prejudice.  But, even so, if the entire game is viewed as one long ending to the saga, then the linearity can be, to some extent, forgiven.  I have to say though, that with the previous two games, upon completion of the story I felt an immediate compulsion to start again.  With ME3 I felt no such thing.  Actually, I have little to no interest in playing ME3 again at all, which is sad.

Did I enjoy the game? Yes, despite it's failings.  Will I play it through again, start-to-finish?  Probably not.  It only remains for me to determine whether the extended cut can rescue the extremely disappointing finale to what is an otherwise epic conclusion to the Mass Effect series.

"I'm sorry Thane, you're going to die for nothing."

Saturday 9 June 2012

Experimental Stripping

Hi folks

I've been experimenting with stripping paint from plastic models, as I have a whole load of them that I want to strip down and repaint.

Here's a video of what I did.

Hope it's useful!

Cheers

Saturday 19 May 2012

Tempest VI Rampage: Thrashing out a list

So having been persuaded/strong-armed/press-ganged/bullied (thanks lads :-) ) into going to Tempest VI: Rampage, which is happening next weekend, I'm now at the point of having to produce a list at short notice.  I decided to blog about it so I can explain my thought process.  I doubt that this will lead to the most tactically sound list, and I doubt also that it will win many (any?) games - it's just a commentary on what I'm doing and the reasoning behind it.

On account of me being a bag of shite at playing Warhammer, and because the following has become something of a long-standing joke (I once won a one-day 12-player tournament by getting a rule wrong - long story, but it's Dave's fault), I caved in to the demands of certain people *cough* Dave, Jay, Neil, Gill *cough* and I'm using Grimgor Ironhide.

The big guy weighs in at a hefty 350-odd points, but for this he makes his Black Orc posse (which are a compulsory unit choice with Grimgor) much better. They get an extra point of WS, and some nice special rules (since I don't want to fall foul of GW's legal IP-protection brigade, I'm deliberately avoiding specifics here - if you don't know what I'm talking about and want to check, buy an army book!).  Actually, Grimgor simply makes Black Orcs worth taking at all - it's an unfortunate situation but Black Orcs are a complete waste of points without Grimgor's buffs.

So Grimgor, plus crew of 31 Black Orcs in their underpants and chainmail with a flag and a drum comes to 725 points.

Obligatory Savage Orc Big 'Un block goes in automatically, but there's a question of whether to use a champion or not - are they worth the points?  At Tempest the units are restricted to a maximum of 40 models or 400 points - whichever happens first - so with those restrictions the choice is 33 with full command, or 34 with standard &  musician.  In the end I opted to include the champion to help protect the Savage Orc Great Shaman (who's going in next) from challenges - just in case.

In goes the Savage Orc Great Shaman now, Level 4, with the Lucky Shrunken Head to help the rest of the Savage Orcs.  Tempest rules do away with the percentage system and instead use fixed points limits for the different sections, allowing 750 points for characters.  Grimgor plus the shaman leaves 140 points for a BSB.  Since I've got Grimgor and a Black Orc unit, I've decided to make the BSB a Black Orc as well.  With Charmed Shield, Dawnstone and Ironcurse Icon safely strapped to his utility belt, he rounds off the character allowance squarely on the button.

To fill the minimum core, a couple of infantry blocks will do the job nicely.  30 Orc Boyz with shields, standard and musician is a big chunk, and then 50 night goblins with spears and nets - largely because I need them to make up the minimum!  That's a lot of models.  Core is finished off with a unit of Wolf Riders (with a full command because they benefit from Tempest's 'Chosen Men' rule - command is free if I take 5 or more!).  All together, that's 2057 points, leaving me with 543.

Tempest comp normally means that rare choices cannot be duplicated (i.e. I can only have a maximum of one of each option), but Orcs & Goblins are happily exempt from this rule.  Naturally, I'm taking full advantage of this.  Two Doom Divers, two Mangler Squigs and a Rock Lobber later, and I'm left with 168 points to spend.

A couple of Goblin Wolf Chariots and a pair of single trolls puts me a few points over the limit.  All that's left to do is sacrifice a gobbo to feed 'da ladz', and Grimgor's horde is finished at an irritatingly close 2599 points.

The list (with points costs withheld) is:

Lords
Grimgor Ironhide (must go in the compulsory Black Orc unit)
Savage Orc Great Shaman, Level 4, Lucky Shrunken Head (goes with Savage Orc Big 'Uns)


Heroes
Black Orc Big Boss, Battle Standard Bearer, Charmed Shield, Dawnstone, Ironcurse Icon (goes where he's needed - possibly using the Orc or Night Goblin blocks as a 'bunker')

Core
33 Savage Orcs, Big 'Uns, Boss, Musician, Standard Bearer, Additional Choppas
30 Orc Boyz, Musician, Standard Bearer, Shields
49 Night Goblins, Musician, Standard Bearer, Nets
6 Wolf Riders, Boss, Musician, Standard Bearer, Spears, Shields


Special
31 Black Orcs ('Da Immortulz'), Musician, Standard
Goblin Wolf Chariot
Goblin Wolf Chariot
Troll
Troll


Rare
Doom Diver
Doom Diver
Mangler Squig
Mangler Squig
Rock Lobber


I have absolutely no idea how the list will get on, but it should be fun at least.  Famous last words.  To get it ready, my painting list isn't that bad this time:


  • 20 Savage Orcs (currently 3-colours & based) to be completed (can get away with leaving these as they are if I run out of time)
  • 9 Black Orcs (undercoated) to be painted
  • 1 Troll (undercoated)
  • Movement trays (sanded & basecoated)
  • Bases for most of the army need to be finished - but they're all sanded & painted, so it's just a case of adding static grass & slate etc. to give them a bit of texture.
Any thoughts, please comment below!

Cheers
S

Friday 18 May 2012

WFB Orc Characters Showcase

Dead simple this one: some photos of the Lords & Heroes for my Warhammer Fantasy Battles Orcs & Goblins army.

First up, in the green corner, is Savage Orc Great Shaman Wurrzag, which I normally just use as a Great Shaman.





Next up, in the other green corner, it's the Heavyweight Champion Orc Warboss, old favourite Grimgor Ironhide:





Representing the runts of the greenskin litter, a Night Goblin Shaman (after a particularly heavy night on the mushroom juice):




Flying the flag for the horde, it's the Battle Standard Bearer:




An orc on a big pig:



The other Savage Orc Shaman, holding the fort for Voodoo shamans everywhere:




Yes that does say 'MUM' on his right butt cheek.  Finally, some WIP shots of the Azhag the Slaughterer's famous wyvern, Skullmuncha:




Still to come, infantry blocks, chariots and 'monstorz'.

Thanks for looking.

S