Posts Tagged ‘Photographs’

Krug

Thursday, June 3rd, 2010

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Krug hunting for “l’ittle ‘uns”.

Wave: Utgar’s rage

Expansion Pack: Heroes of the Barrenspur

Fights For: Utgar

Number in set: 22/22

Hit Zones: Everything except sword/axe

ATTRIBUTES

Troll

Unique Hero

Beast

Relentless

Huge 8

STATISTICS

8 Lives

Move-5

Range-1

Attack-2

Defense-3

120 Points

SPECIAL POWERS

Wounded Smash: When Krug attacks, he receives one extra attack die for each wound marker he has.

Double Attack: When Krug attacks, he may attack one additional time.

NOTES FROM THE AUTHOR

Krug can be one of two things: an ultimate asset, or an ultimate failure.  Unfortunately for his opponents, he is usually the former.  When he is fully charged he has the best attack in the game, two teeth breaking attacks with NINE attack dice, (ten if you are on a high ground).  Keep everyone you are afraid to lose away from this guy.  His flop times are normally when his general moves him toward the front and then stops putting order markers on him.  Then anyone who has a spare attack will launch a projectile at him every few turns and slowly ooze him down until he has a whopping attack.  Suddenly the general will realize that he has a monster in his army and send him on a mission.  Then someone like Syvarris will shoot him once in his weakened state and kill him before he does anything.  But on almost any battlefield, (except maybe Migol’s Tomb), he can be a great piece, if only to keep your opponent on his toes.  If you can get somebody like Sgt. Drake Alexander into a combat with him, he can most assuredly kill him before Krug himself dies.  Even if the next little nick will kill the old troll it’s a 120-170 trade!

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Krug “bust’en ‘eads”.

Greater Ice Elemental

Thursday, May 27th, 2010

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The Greater Ice Elemental ruling over his remaining territory.

Wave: D-1; Champions of Forgotten Realms

Expansion Pack: Glaun Bog Raiders

Home World: Toril

Fights For: Jandar

Number in Set: 11/20

Hit Zones: Whole Body

ATTRIBUTES

Elemental

Uncommon Hero

Construct

Dauntless

Huge 8

STATISTICS

4 Lives

Move-5

Range-1

Attack-6

Defense-4

130 Points

SPECIAL POWERS

Ice Cold: While a Greater Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces.  Figures do not have to stop their movement on normal ice spaces.

Ice Spikes 15: If an opponent’s figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die.  If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your dice roll.  If you roll a 15 or higher, the opponent’s figure receives 1 wound.  Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.

Cold Healing: After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental’s Army Card.

NOTES FROM THE AUTHOR

The only time we have used this piece in a game it was destroyed in one turn by the Fen Hydra, but that was an unlucky twist of fate and I wouldn’t count on that in picking.  This figure would be invincible a snow battle and still probably, considering everything, under priced in normal battles.  The only time it is over priced is in battlefields where you wouldn’t want it period.  Its’ lack of lives is the only thing that keeps it in check, and usually it gets off a couple heals anyway.  The “Greater” part in its’ name implies that there will be a Lesser Ice Elemental at some point, but who knows with all the strange stuff d & d is doing.

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The Knights Templar charge into the spikes of the Greater Ice Elemental.


Water Dog

Saturday, May 22nd, 2010

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It’s a fish!  It’s a seal!  It’s a whale!  It’s…… IT.

Othkurik the Black Dragon

Wednesday, May 19th, 2010

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Othkurik the Black Dragon lurks atop a mound.

Wave: None

Master set: Master set 3; Battle for the Underdark

Home World: Toril

Fights For: Utgar

Number in Set: 6/10

Hit Zones: Whole body

ATTRIBUTES

Dragon

Unique Hero

Young

Tricky

Large 6

STATISTICS

5 Lives

Move-6

Range-1

Attack-4

Defense-3

140 Points

SPECIAL POWERS

Acid Spray Special Attack: Range 4.  Attack 4.  Choose a figures to attack.  You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack.  Roll attack dice once for all affected figures.  Each figure rolls defense dice separately.

Lurking Ambush: If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1  to Othkurik’s movement and add 3 to his Attack value.

Flying: Standard flying.

NOTES FROM THE AUTHOR

For being cheaper than Mimring, Othkurik is usually better.  He has exactly the same statistics with Acid Spray and Lurking Ambush against his larger kin’s Fire Line.  Of course, Fire Line has a good range (especially when your enemies are lined up) and Mimring is not plagued by the powers that effect Large people, which is why he has some times where he is better.  But Othkurik is a real deal for those looking for a cheap beastie with a bite.  He is naturely quite good in swamp battlefields and it really helps when there is shadow he can land on.  With the Greenscale Warriors he can be a worthy king, having his subjects maul the enemy while he spits over their heads.  He is picked fairly often in our games, doing himself credit for the most part (save that indecent with Migol Ironwill which you will hear about on his page I’m sure).  Like his large gold cousin he is not much good for tanking and should be used mostly for specialist purposes.

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Othkurik prepares to ambush Shiori.



Wyvern

Sunday, May 16th, 2010

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The Wyvern overlooks the battlefield.

Wave: D-1(Dungeons and Dragons 1); Champions of Forgotten Realms

Expansion Pack: Fury of the Primordials

Home World: Toril

Fights For: Aquilla

Number in Set: 6/20

Hit Zones: Whole figure

ATTRIBUTES

Wyvern

Uncommon Hero

Predator

Ferocious

Large 7

STATISTICS

4 Lives

Move-7

Range-1

Attack-4

Defense-4

100 Points

SPECIAL POWERS

Talon Grab: While this Wyvern is flying, you may choose one opponent’s small or medium figure that it passed over this turn.  Place the chosen figure on an empty same-level space adjacent to this Wyvern at the end of its move.  If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagement attacks.  Figures under overhangs can never be moved by Talon Grab.

Venomous Sting: When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure cannot roll any defense dice.  Venomous Sting does affect destructible objects.

Flying: Standard Flying

NOTES FROM THE AUTHOR

I personally have had no real game experience with this piece.  From mini games we have played he appears to fit in as a specialist that can tank it out with the low to medium hand-to-hand figures, though it’s probably a good idea to keep him away from figures like Sgt. Drake Alexander and Migol Ironwill.  Against most rangers his gift of flying, 7 move, and good stats are a blessing.  It has also been theorized that in a battlefield with pieces from Volcarren Waste, a good way to take out the Hulk would be to Talon Grab him and plunge both figures into molten lava.  Food for thought.


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The Wyvern bears down upon its prey.


It

Friday, May 7th, 2010

Luckily, I did not create this but I didn’t know where else to put it.

I looked down and there it was!