Showing posts with label Allies. Show all posts
Showing posts with label Allies. Show all posts

Tuesday, April 7, 2015

Introducing: The Masque of the Red Death

Greetings once more to my fellow Chaos fanatics! How are things in your neck of the Eye of Terror? What do you think of Khorne Daemonkin? I can't wait to play a game or two with this codex. It may not be "perfect", but it looks like fluffy fun indeed. I am currently painting a new Bloodthirster (damn, that thing is huge).

But I also put the finishing touches on some Harlequins (finally- took a long time to paint them). I still am working on the bikes and one vehicle. So--- let us begin:



My biggest challenge was to do a decent Harlequin force that would make a good ally for my Dark Eldar that would look complimentary, but quite different. My Dark Eldar wear black armor with red highlights. Now, how the heck would I be able to match em up?



After a lot of thought, I came to the conclusion that I would do their masks red- the red would match the DE well enough. Their jumpsuits would be black (with grey highlights). Then, I picked two opposing colors to red- purple and yellow. Thus, the look was born. Yellow was a pain in the arse to paint, I must say. However, it turned out good enough. I had fun, painting purple and yellow on opposing sides, etc. My only regret was that I absolutely couldn't do the check pattern. My hand simply shakes too much for such fine lines. I tried several times, but gave up.



My Solitaire I did in all purple with a pink mask, befitting of the actor who plays Slaanesh. The Deathjester I did in dark colors, though again the mask was red (kinda making him look like the Red Skull). The Shadowseers I was able to have fun with, paining red, purple, and yellow in different ways.




 I bought 2 Shadowseers because I figured Dark Eldar have no Psykers, so why wouldn't I go for more? I may get a third at some point- we shall see. Of course, I HAD to do a conversion on one Shadowseer- using a Kiss arm instead of a gun.



Now, why would these particular Harlequins ally themselves with my Dark Eldar? To answer that question, here is my Harlequin's story:


The Harlequin players known as the Masque of the Red Death were among the first troupes to appear after the fall. Their original name has been lost to time. They initially performed at the Iyanden Craftworld, but traveled far and wide to other Eldar, including the Dark Eldar.


The performance they are most famous for is the comedy/drama known as The Red Death. They have performed it so many times that they are now known as The Masque of the Red Death. The play has a particular relevance for the Dark Eldar. Indeed, the hero of the piece is in fact a Commoragh prince at the time of the fall. 


The play has several acts/dramas, but the central character throughout is Autë Lar, a wealthy inhabitant of the port city of Commoragh. The play begins with the beginning of The Fall. As Slaanesh is born and the Eldar are dying, fear grips all in Commoragh. Though they think they are protected, they can't be sure that Slaanesh won't get them- the doubt gnaws at the Commoragh Eldar, even though that fear doesn't make them change their depraved ways. Prince Autë Lar has a large palace, well hidden and protected (even by Commoragh standards). He invites his friends to stay with him, providing both safety and entertainment. Indeed, the guests engage in all manner of depravity and degradation as The Fall continues unabated in real space. 


When the gala is at its height, Autë sees a guest wearing a mask that he doesn't recognize- a smiling mask- stunning in its beauty. Autë personally invited all of his guests- how could there be someone here that Autë doesn't know? And no Dark Eldar would wear such a mask. Autë gives chase, pursuing the stranger throughout his fortress. The masked stranger retreats towards Autë Lar's most protected and private chambers. Autë pursues, thinking he has cornered this interloper. 



But the joke is on Autë Lar. The masked stranger reveals his true self to Autë. The stranger is in fact an aspect of Cegorach, the Laughing God; a fragment of the divine being given shape. Autë does not  doubt it at all, for he can feel the power of this entity; even the cynical Autë Lar must bend his knee to this living embodiment of a god. Cegorach explains that the Eldar gods are falling, and if they ALL fall, even the Dark Eldar won't be safe in their lair. Cegorach knows that Autë is calculating and cunning, with the strength and wits to overcome nearly any foe- but he is also mortal, and can easily be unseen to gods and daemons who are busy waging war at this moment. If ANY Eldar are to survive, Cegorach will need seven artifacts scattered throughout both the webway and real space. Only Autë can retrieve them. With no real choice, Autë agrees, and is immediately dispatched on this quest. Dark Eldar audiences laugh at Autë becoming the reluctant hero, knowing full well how foolish the very idea sounds- a heroic Commoragh Eldar? Impossible, absurd, and hysterical. 


Throughout the play, Autë is put in both dangerous and humorous situations, escaping each time just barely. The climax of the play comes as Autë must journey into the warp itself to find the last artifact. Within the warp, Autë (protected by Cegorach's power)witnesses the epic battle between Khaine and Slaanesh. In the midst of this titanic struggle, Autë is like an ant, scurrying around the footfalls of gods. In the end, Autë finds the last artifact, just as Khaine is about to be defeated. It is then that Cegorach appears, and uses his deceptive powers to protect Khaine's essence- allowing the shards to go into the craftworlds. It is at this point that the full cast of players come on stage- each one being a piece of Khaine. This dance is called The Red Death (hence the name of the play and Troupe). The dance starts as a lament, but builds into a hopeful piece, as parts of Khaine escape to fight again someday. As Slaanesh is about to take her rage out on Cegorach, Autë uses the artifacts to help Cegorach make his escape. The artifacts allow Cegorach to hide entirely in the webway, protected from Slaanesh. 


And what of Autë? The play never fully explains the fate of Autë Lar. The play ends with him in the warp helping Cegorach escape. Cegorach flees in a blast of blinding light. When it dims, all players except Autë have left the stage. Autë is kneeling near the artifacts, with the spotlight only on him, dimming until the stage goes dark. 

The character Autë Lar
Does he die? Escape? The ending is ambiguous, leaving it to the audience to ponder his fate. Some say that Slaanesh consumed his soul. Others believe that he made it back to real space, deciding to live on an Exodite world. Yet others think he MAY have gone with Cegorach- the first Harlequin perhaps? Again, the Dark Eldar audiences laugh at this suggestion.

Cegorach given living form in the play
Hope you have enjoyed the pics and my little back story. I will show you the rest of my Harlequin stuff (and my Bloodthirster) as soon as they are done. Until next time...


(Note: Just for fun- of course Masque of the Red Death is a short story by Edgar Allen Poe. I used the story as a springboard for the Harlequin play. Further, Autë and Lar are both Elvish words for prosperity. In Poe's story, Prince Prospero is the chasing down the unknown guest in his castle while the outside world is succumbing to an illness known as the Red Death).

Saturday, June 30, 2012

Initial Impressions: 6th Edition

Hey there Chaos fans! Woo Boy! We do live in exciting times for 40K, don't we? New models, new paints, and a brand spanking new rule book- 6th Edition is here. The book is huge- a might tome indeed. It is a whopping 432 pages long. Though it is $75, my wife who works in the publishing biz, says that 75 isn't outrageous for a book this size in today's market. She would know. Flipping through the book at a glance, you can see that this book has everything. There's a ton of model pics, amazing artwork, gate fold pics/art, the rules, the storyline, appendices, and a ton more. The book is simply crammed with stuff.

The Mighty Tome
Now, I have only fully read from basic rules through to the 6 Eternal War missions- I can read the fluff parts at my own pace. I really wanted to get to the gaming rules first. It will take several read-throughs to take in the whole thing. However, I can tell you that the game is going to be a bit more complicated, but not cumbersome. Basically, the structure of play is the same, but there are a few tweeks, options, rules, etc. that make the game more complex than 5th (I remember people complaining that 4th/5th made it too simple). I won't say it harkens back to earlier editions, but it certainly adds depth to things. Without having played yet mind you, I think the game is going to be fun, and the player will have to think a bit more carefully about things. There is also going to be a bit more randomness- not so much that the game is just a matter of dice rolls- no. There is a ton of strategy and tactics to be used (more than before). However, there will be moments when you may try a desperate move, which is a dice roll and bam! Either you succeed in something crazy/brave/daring, or you fail miserably, ashamed and exposed to danger. I think it will make for some rather wild moments, dramatic, intense and fun.

Yes, I'm weak... I caved and bought it. Wanna make something out of it?

As I said, this will take several read-throughs (and practice games) to get everything, but here are some of the things that first jumped out at me that are of big importance:

1) 2D6 charge length: at first glance, I know people will dislike this, I welcome it. I think this is going to make for some exciting charges. Some charges will fail, others will be 12"- a huge, desperate charge. I think it reflects the chatoic nature of war. Sometimes they can charge straight in, other times the explosions and such will stop them. I think it'll be a great game mechanic. It will frustrate sometimes, but be exhilirating at other times. (Fleet allows you to re-roll this).

2) Overwatch/Snap Fire: again, another mechanic that makes realistic sense- If I'm being charged at from 6" away, I'll probably try to open fire, to stop 'em from getting to me. Shooting at BS1 (6) is a perfect way to represent this. I think this will make CC a bit more challenging, but in no way will it prevent CC (as some doomsayers have whined). It will just make it more realistic and more desperate.

3) Allies: certainly, this is GW's way to get people to buy more models. Their very text suggests reasons why Imperial Guard might work with Ork mercinaries... Yes, they want you to buy. However, long time players already have a ton of models. This is a nice way to incorporate them into games. I'm looking at this and saying "Yes! I can do a Plague Marine army with Chaos Daemons!" or "I can use a Traitor Guard army with a detachment of Plague Marines"... I don't know how this will impact "army balances", however this looks like it can be fun, and certainly good for storylines and such. This is no longer relegated to just an Apocalypse thing.

Wonderful artwork throughout
 4) Universal Special Rules: Many of the rules here have been tweaked, some are the same, and their are a ton of new ones. I can already see where the new Chaos Codex may be headed here... things like "Concussive", "Fleshbane", "Fear" and more... intriguing. Fearless is more like what it was in earlier editions. FNP has gone from 4 to 5+, but I'm OK with that. And wait till you see what flying monstrous creatures are capable of.

5) Challenges/Look Out Sir/ Focused Fire: here's some smaller, additional rules that will make things a bit more complex, but also making the game more strategic. With Challenge, your squad leader actually matters beyond simply a higher leadership. Look Out Sir takes a "heroic" idea straight out of war story sacrifices. Focused Fire allows you to fire at those outside of cover, meaning ypu have a greater chance at kiling the enemy without a ton of cover saves.

6) The Eternal War Missions: 5th edition sucked when it game to missions, with only 3 types; so limiting. 6th gives you 6 missions, with primary and secondary objectives. There's enough variety here, which is a vast improvement over 5th. I can't wait to try The Relic mission, which sounds alot like "Capture the Flag" from video games. There are other scenarios/missions later in the book, though I haven't gotten to them yet.

7) Vehicles/Flyers: On the one hand, vehicles are in danger because of hull points. However, I have not read anywhere in the book (again, I need more read-throughs) that "2 stunned = wrecked" as some had suggested. The hull points issue may mean that vehicles can be killed off a bit more easily. Yet, tanks can move 12", and then move an additional 6" for Flat Out (no shooting at all). That should help get tanks behind some obscuring cover. As for Fast Skimmers- oooohhh boy! My Dark Eldar are going to be very happy, I think. Finally, Flyers do indeed add some complication, as they are treated far, far differently from skimmers (flight modes, vector attacks, etc.). However, I am interested to try it with my Dark Eldar Razorwing... it may turn out to be something that shakes up the game a bit more. 

I'll stop at 7, as that is Nurgle's number... There's a ton of other stuff, but these seven are the big ones for me at the moment. I am really looking forward to trying out these new rules. Just reading it got me excited about trying out new ideas and seeing how they'll play out. I've read elsewhere that people were apprehensive about 6th, they didn't want to change from 5th, or they want a complete and total change to be in line with other tabletop games. They are entitled to their views, though I don't share them. As of now, I think that 6th is going to be really, really good. It changes the game just enough to make it interesting and different, without changing it so much that it would be unrecognizable. I'm content so far, and I can't wait to play my first game of 6th. Should I play as my old Plague Marines? The Dark Eldar? Chaos Daemons? Should I use allies right away, or save that for a later occassion?

I'll post again after I have read more of the massive tome... Still to come is the Dark Millennium fluff and the Campaigns/Scenarios section, plus the Psykers appendix. Until next time...