My brother very kindly gave me The Court of Owls Batbox for my birthday. The box contains a full 350 rep crew, as well as objectives and upgrade cards.
Let's jump right in.
Xiao Loong
Strix
William Cobb
The Gotham Butcher
I've done all my talons in the same dark brown scheme. I've also gone with coppery armour. Any exposed flesh has been painted pale, they are reanimated owls after all.
Lincoln March
I've tried to copy the comics here. I'm pretty pleased how he came out.
Owl objectives
You might have noticed the cobblestone bases. I achieved this with greenstuff and a greenstuff roller from Greenstuff World.
I'm really looking forward to getting these down on the table.
Showing posts with label Knight Models. Show all posts
Showing posts with label Knight Models. Show all posts
Tuesday, 23 April 2019
Wednesday, 12 September 2018
Classic Harley Quinn
One last quick update before I head off to Empire. I've finished my classic costume Harley Quinn that I've had for ages. Once again I apologise for the crap lighting.
This is one of the better sidekick Harleys. She's incredibly fast, quite tricky and packs a decent punch.
Her mallet has heavy making it wound better, it's also got reach so she can attack from 2 inches away, and it's also got push, which means if she damages something she shunts it way a number of inches equal to the collateral damage dice roll. Combine all this with the 360 degree attack ability that she has and she can cause havoc amongst a group of tightly packed henchmen.
Like every Harley ever she has acrobat for the usual shenanigans. She has discourage, which lowers an opponents willpower. She's also got distract to lower a targets defence. She has fast which gives her a total basic move of 7 inches when combined with acrobat. And she's got true love Joker so if he gets taken out Harley gets +1 attack and willpower. Basically Harley's Job is causing mayhem while being very adaptable.
She's also got affinity to Poison Ivy, so you can use her as a free agent in a Gotham City Sirens gang.
This is one of the better sidekick Harleys. She's incredibly fast, quite tricky and packs a decent punch.
Her mallet has heavy making it wound better, it's also got reach so she can attack from 2 inches away, and it's also got push, which means if she damages something she shunts it way a number of inches equal to the collateral damage dice roll. Combine all this with the 360 degree attack ability that she has and she can cause havoc amongst a group of tightly packed henchmen.
Like every Harley ever she has acrobat for the usual shenanigans. She has discourage, which lowers an opponents willpower. She's also got distract to lower a targets defence. She has fast which gives her a total basic move of 7 inches when combined with acrobat. And she's got true love Joker so if he gets taken out Harley gets +1 attack and willpower. Basically Harley's Job is causing mayhem while being very adaptable.
She's also got affinity to Poison Ivy, so you can use her as a free agent in a Gotham City Sirens gang.
Saturday, 4 August 2018
Lexcorp
Wow! Okay, so my last blog was my most viewed ever. Thank you all the Empire folks who read it. I'll show off my loot soon, I promise. Anyhoo back to the usual stuff.
I've taken my first foray into Organized Crime for the Batman Miniatures Game. I went with one of the biggest criminals in the D.C Universe, Lex Luthor. Basically I wanted a more elite gang then my usual joker and Scarecrow swarms.
My lighting is a bit shit again, apologies.
Lexcorp Trooper 1
This dude is a face beater. His close combat master ability and reinforced gloves are going to hurt. I'd personally use him for hunting henchmen. With his medium armour and cybernetic traits mean they're unlikely to hurt him back. Just watch out for guns. For extra trolling give him a jetpack.
Lexcorp Trooper 2
This fellow has an energy sword. He is your can opener. He always damages on a 3+ and you need to make two successful block rolls to block his attacks. He's even got the follow me ability to give his buddies a little speed boost. I'd use him again for hunting henchmen, but I'd also try throwing him against sidekicks, free agents and leaders to get them burning through their defense points. Or combine him with trooper 1 and between them they should do a fair bit of damage.
Lexcorp Trooper 3
This one is the gunner. His gun is a beam weapon, unfortunately he can't pick up more ammo, however enemies will find it harder to make those ping rolls. It also gets round the bulletproof vest rule. He only has three shots (or four if you buy him a magazine) so use them wisely. The best thing about him is that his gun has the push rule. I'd buy him a jetpack and have him shoot enemies off buildings. You could also push targets into the open so you can shoot them with the next guy.
Lexcorp Heavy Trooper.
This is your murder machine. He's a bit squishy, only 6 endurance. But like the other troopers he has medium armour and cybernetic. Guns are his enemy, shoot them first. He's also worth an extra victory point to your opponent if they kill him. He's decent in melee, damages on a 3+ and has reinforced gloves for the double stun damage. He excels at shooting. He's got a four shot two blood gun that he can fire three times a game (four with a magazine). It's a beam, so no reloads for you, but is harder to hide from and shafts those bulletproof vests (screw you bane mercs). His gun is also assault 2, which means if he moves he gets to shoot twice instead of the usual once.
Alexander Joseph Luthor
I'm pleased that I managed to pull off a white suit (it's not actually white, shhhh don't tell anyone).
Lex is not a fighter, he's actually quite squishy. He dicks around with people with his plethora of rules. He is worth an extra victory point if removed as a casualty, but gains an extra special point to make up for it, and boy are you gonna need it. He can move enemies with goad. He can prevent enemies using special counters with intimidate, this shuts down the likes of Scarecrow and Poison Ivy. He can hire henchmen with the Cop trait, so that'd be more guns then. He has an energy field that gives him a 5+ save against ranged attacks. He cancels one of your opponent's strategies. He himself gains two extra strategy points. His kryptonite fucks over kryptonians (as it should do). He gains an extra take the lead counter from Mastermind. Friendly models with 8" get to reroll will power rolls. And finally he gets an additional $500 funding when configuring your crew.
I've taken my first foray into Organized Crime for the Batman Miniatures Game. I went with one of the biggest criminals in the D.C Universe, Lex Luthor. Basically I wanted a more elite gang then my usual joker and Scarecrow swarms.
My lighting is a bit shit again, apologies.
Lexcorp Trooper 1
This dude is a face beater. His close combat master ability and reinforced gloves are going to hurt. I'd personally use him for hunting henchmen. With his medium armour and cybernetic traits mean they're unlikely to hurt him back. Just watch out for guns. For extra trolling give him a jetpack.
Lexcorp Trooper 2
This fellow has an energy sword. He is your can opener. He always damages on a 3+ and you need to make two successful block rolls to block his attacks. He's even got the follow me ability to give his buddies a little speed boost. I'd use him again for hunting henchmen, but I'd also try throwing him against sidekicks, free agents and leaders to get them burning through their defense points. Or combine him with trooper 1 and between them they should do a fair bit of damage.
Lexcorp Trooper 3
Lexcorp Heavy Trooper.
This is your murder machine. He's a bit squishy, only 6 endurance. But like the other troopers he has medium armour and cybernetic. Guns are his enemy, shoot them first. He's also worth an extra victory point to your opponent if they kill him. He's decent in melee, damages on a 3+ and has reinforced gloves for the double stun damage. He excels at shooting. He's got a four shot two blood gun that he can fire three times a game (four with a magazine). It's a beam, so no reloads for you, but is harder to hide from and shafts those bulletproof vests (screw you bane mercs). His gun is also assault 2, which means if he moves he gets to shoot twice instead of the usual once.
Alexander Joseph Luthor
I'm pleased that I managed to pull off a white suit (it's not actually white, shhhh don't tell anyone).
Lex is not a fighter, he's actually quite squishy. He dicks around with people with his plethora of rules. He is worth an extra victory point if removed as a casualty, but gains an extra special point to make up for it, and boy are you gonna need it. He can move enemies with goad. He can prevent enemies using special counters with intimidate, this shuts down the likes of Scarecrow and Poison Ivy. He can hire henchmen with the Cop trait, so that'd be more guns then. He has an energy field that gives him a 5+ save against ranged attacks. He cancels one of your opponent's strategies. He himself gains two extra strategy points. His kryptonite fucks over kryptonians (as it should do). He gains an extra take the lead counter from Mastermind. Friendly models with 8" get to reroll will power rolls. And finally he gets an additional $500 funding when configuring your crew.
Wednesday, 2 May 2018
The Fresh Prince of Belle Reve
I finished the will Smith version of Deadshot the other day. Apologies for the dark pictures, my lighting isn't greet.
He's pretty 2-dimensional.
Gamewise he's an excellent area denial piece. He has 3 guns, with a grand total of 4 ammo, which means he will be shooting something for most of the game. He's got various abilities that make him better at shooting, however he has a unique ability that is terrifying. Bullet Time. This is a one use ability that allows him to shoot twice in one round with different weapons. He still has to pay the AC to do the attacks and the ammunition, but that's a small price to pay for the versatility. If you shoot a tough enemy and fail to kill him, shoot him again. Alternatively you stand a decent chance of incapacitating a couple of henchmen. The downside to him he's a bit pricey.
He's pretty 2-dimensional.
Gamewise he's an excellent area denial piece. He has 3 guns, with a grand total of 4 ammo, which means he will be shooting something for most of the game. He's got various abilities that make him better at shooting, however he has a unique ability that is terrifying. Bullet Time. This is a one use ability that allows him to shoot twice in one round with different weapons. He still has to pay the AC to do the attacks and the ammunition, but that's a small price to pay for the versatility. If you shoot a tough enemy and fail to kill him, shoot him again. Alternatively you stand a decent chance of incapacitating a couple of henchmen. The downside to him he's a bit pricey.
Monday, 22 January 2018
Owlman
Next up in my Batman rogues gallery is Thomas Wayne Jr, aka Owlman. That's right I've effectively got an evil Batman.
This isn't a lighting issue this time he really is that dark. I've done his suit in a dark grey. Everything else is black, highlighted in dark grey. I wanted him to be dark. He is the night... the evil night.
I've not used him yet but looking at his rules I can give you some idea of what to expect. Statwise and ruleswise he is an evil Batman. He hits hard, has sneak attack and all the mobility options of your better batmen. He does have a few tweeks however. He pisses out blood damage instead of stun, with his claws and razorlings, not to mention his gun. He isn't Batman, he kills people. He also has a nasty trick up his sleeve. He isn't deployed at the start of the game. He teleports onto the field at the start of the raise a plan phase of the second turn. By on the field, I mean anywhere on the table. This makes him a great character assassin. Although if I decided to deploy him in melee with someone I'd feel obliged to shout "surprise cock face!" in full Team America fashion.
This isn't a lighting issue this time he really is that dark. I've done his suit in a dark grey. Everything else is black, highlighted in dark grey. I wanted him to be dark. He is the night... the evil night.
I've not used him yet but looking at his rules I can give you some idea of what to expect. Statwise and ruleswise he is an evil Batman. He hits hard, has sneak attack and all the mobility options of your better batmen. He does have a few tweeks however. He pisses out blood damage instead of stun, with his claws and razorlings, not to mention his gun. He isn't Batman, he kills people. He also has a nasty trick up his sleeve. He isn't deployed at the start of the game. He teleports onto the field at the start of the raise a plan phase of the second turn. By on the field, I mean anywhere on the table. This makes him a great character assassin. Although if I decided to deploy him in melee with someone I'd feel obliged to shout "surprise cock face!" in full Team America fashion.
Saturday, 20 January 2018
Deathstroke Arkham Origins Version
My first Batman miniature of the year happens to be one of the most bad ass characters in the game, the Arkham Origins version of Deathstroke.
Apologies for the shitty lighting. I've gone with the traditional black and orange for him. I've deliberately kept him dark, he is a top notch assassin after all.
In game if you end up in melee with him your a goner unless you're someone like Batman. He has combo with his bo-staff which means if you fully loaded his attack slot with counters can unleash a barrage of seven (yes seven) attacks. He will K.O you. He also has a katana and a gun if he wants to dish out some lethal damage. Also once per game he can regenerate some damage. He's expensive points wise, which is his only draw back. He's a free agent so he can be hired by any faction with the exception of the Brave and The Bold. He's also a sidekick for the Militia. So if you want he can lead a crew if Scarecrow and the Arkham Knight aren't present.
Apologies for the shitty lighting. I've gone with the traditional black and orange for him. I've deliberately kept him dark, he is a top notch assassin after all.
In game if you end up in melee with him your a goner unless you're someone like Batman. He has combo with his bo-staff which means if you fully loaded his attack slot with counters can unleash a barrage of seven (yes seven) attacks. He will K.O you. He also has a katana and a gun if he wants to dish out some lethal damage. Also once per game he can regenerate some damage. He's expensive points wise, which is his only draw back. He's a free agent so he can be hired by any faction with the exception of the Brave and The Bold. He's also a sidekick for the Militia. So if you want he can lead a crew if Scarecrow and the Arkham Knight aren't present.
Thursday, 10 August 2017
Arkham Knight - Sniper Version
Here's the guy who will probably leading my Scarecrow gang more than Scarecrow. Why? He's just that good. Like scary good. Like one of the scariest shooter characters in the game good.
I don't think I've done a bad job of him considering I had a cat harassing me the whole time I was painting him. I've done him similar to my other Arkham Knight. I really want to try him out.
I don't think I've done a bad job of him considering I had a cat harassing me the whole time I was painting him. I've done him similar to my other Arkham Knight. I really want to try him out.
Saturday, 28 January 2017
Harley Thug 4
The next addition to my Joker force is done. This one is Harley Thug 4. Why is he called Harley Thug 4? I'd assume it because he's a nameless henchman that works for Harley Quinn, the fourth one to be exact. Anyhoo he's a clown with a big wrench.
Monday, 23 January 2017
The Killing Joke
Another Joker down, this one is The Killing Joke version. If you haven't read The Killing Joke you should, it's fantastic. This is also my favorite Joker sculpt that Knight Models has produced thus far. He needs a coat of matt varnish to take the shine off, but other than that I 'm pretty happy with him.
Thursday, 19 January 2017
Oh no! Not another clown!
Another clown done for my Joker gang. It's becoming more of an army than a gang. This dude is armed with a pipe. It's actually called a tube on his character card, but that sounds a bit wimpy, pipe sounds much harder.
Monday, 16 January 2017
Katana (Comic Version)
This version of Katana was much easier to assemble, and is almost as dynamically posed. But she still suffers from her Soultaker Katana being a bit on the short side. Rules wise she's slightly better, although unlike the other can explode if taken in The Suicide Squad and the shit hits the fan.
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