Friday, May 24, 2013

Norse Dwarf Blood Bowl: toying with team building

In an ongoing tradition of not leaving well-enough alone, I present the third in a series of new Blood Bowl team rosters.  The first team I made was Hobgoblins. The Hobgoblin team deviates from Chaos Dwarves in that there are no Chaos Dwarves on the team: it represents the Hobgoblin culture that the Chaos Dwarves prey upon, but these are independent. The second team I made was Apes.  When the Apes of Wrath miniatures were being produced I couldn't resist trying my hand at constructing my vision of how the team should be. Now I turn to Norse Dwarves.

As I was finalizing the team I showed in yesterday's post, I started thinking about combining the Norse team list and Dwarf team list to better reflect how Norse Dwarf teams might play Blood Bowl.

For the concepts behind the team I aimed at a Tier 1 team, but one that was lower in power than the Dwarf list and likely a bit below Norse as well, but a solid, middle-of-the-pack Tier 1 team.

Norse Dwarves would have less armor than their standard dwarf cousins, and should be a bit wilder, with some weres and a big guy, similar to the Norse. Freed up from some armor, they'd also move a bit faster than Dwarves, but not as fast as the longer-legged Norse.

Every team should feel unique, or why have it? Such as the (Pro)Elf team: there were already 3 elf teams, so the new one needed something different, and what they got was the sturdy and amazing strength 3 nerves of steel catchers, which define the play style of the team.

This proved a bit difficult when making a team designed to fit in the mid-point between two established teams!

The solution I found was to remove frenzy.
The reason is that Frenzy defines Norse.  They have 5 players who can frenzy and it makes their play style different than any other team. The dwarves have their two frenzy TrollSlayers so they get a touch of this, but if Norse dwarves got the same or a bit more to fit in the middle, then they wouldn't be different enough.

So no Frenzy.  Instead they got the other side of the frenzy coin: an attitude of "you will fight me on my terms and you will not get away and your size and strength mean nothing when we fight on my terms." In Norse mythology dwarves were the master crafters, often of plans and plots as well as artifacts. How to accomplish this?  Grab & Dauntless.  Now, Troll Slayers have Dauntless too, but it is usually a way to send them off solo as they push bigger guys off the side of the pitch, and the Norse runner's dauntless isn't central to play and often an after thought since the team has better access to strength.

So here is the Team list: (click for larger)

Linemen are cheaper than Dwarf linemen, more expensive than Norse.  Movement is between those two teams at 5. Armor is between the two as well.  Compared to a dwarf blocker, Move +1 Armor -1 is neutral cost, lose the Tackle skill for 10k less cost.  Compared to the Norse linemen, with Move -1 and Armor +1 that is neutral, they lose a point of agility but gain thick skull and cost 10k more, so maybe overcosted compared to the Norse, but that point of armor from 7 to 8 is more valuable than other bumps, so I think it is right. This should make for a more mobile team than the dwarves, but still sturdy with decent armor and Block. Keeping Block was mandatory as both Dwarves and Norse have block on their 0-16 players, and nothing indicates a cultural move away from that.

Runners are similar to Dwarf Runners but there is a subtle difference.  Strip Ball.  In the tradition of Norse Runners and Dark Elf 'Catchers' (should be Runners too) I wanted a useful skill that wasn't the typical skill for starting or first choice, which would change their style of play.  Instead of the standard Sure Hands, making them reliable ball carriers, they have strip ball, making them reliable ball thieves! Again the 'you will fight me on my terms' attitude.  This also makes the team less reliable than Dwarves since they lack the Sure Hands re-roll for picking up the ball easily when they receive.

Blitzers on this team are a bit more standard, but Dauntless gives them the flavor of the team.  A bit of a bargain compared to the Human team's blitzer, with the same cost, minus 1 move but with Thick Skull and Dauntless. Still, movement 7 from 6 is one of the major steps and this team can only have 2 Blitzers, not 4. Compared to the Norse Blitzer, at the same cost, this one loses a movement and gains an armor, a slight advantage, but the two skills Thick Skull and Dauntless are a lot more situational than Frenzy and Jump Up which has great synergy and sets the Norse Blitzer up for Pile On. Dauntless on the Blitzers give the team more control, compared to more chaos the Norse team has.

Bjornjaris or the 'bear warriors' continue the sturdy control. With movement and stand firm similar to Flesh Golems, they serve a similar purpose, but more than just a road block, Grab lets them funnel the opposition to where the Norse Dwarves want them. The trade off is less durability: Armor 8 for such a player is vulnerable and without the regeneration a Flesh Golem has.

Lastly, the Ice Bear gives the team a Big Guy, but not one of the better ones.  Armor 8, like the Yeti is very vulnerable for a Big Guy, but unlike the Yeti, he's not the glass cannon the Norse enjoy, since he has the standard Mighty Blow, not Claws. I didn't want to give him Claws, since that steps too much on the conceptual territory of the Norse Yeti/Snow Troll. Wild Animal is the perfect defect trait, considering he is an animal. His second benefit skill is Dauntless. I thought at first for Grab (anyone for a Bear Hug?) but decided that was too powerful for a Big Guy for a starting skill.  Dauntless is questionable at best as there are not many players out there with strength greater than 5, but it seems the right choice for the style of this team: should they face a Treeman or a Star Big Guy, they will be able to equal them- at least when they have the turn, so they must make the most of their momentum.

Re-rolls cost 60k, making them less reliable than the Dwarves. Combined with no Sure Hands to start and players that are more expensive than the Dwarf team, this means a starting team can not have more than one reroll if they wish to start with all the positional choices.  A tough decision, which tells me that overall the cost is probably about right.

The team is going to be a bit slower than most teams out there, requiring them to go for it and push to cover the opposition. Their armor is good, but with no player with armor 9 they are at a disadvantage when facing another armored bash team.  Also, the linemen of this team do not have standard access to Strength skills, so it won't be spamming Guard like a Dwarf team will.

I'm hoping the team has a good mix of advantages and disadvantages.

So if you like Dwarves, but your league gives you grief over the inevitability of your 8 turn deus ex machina grind, or you like the Norse theme but hate Loki's curse that is armor 7 and frenzy, then maybe try out the Norse Dwarves.

Thursday, May 23, 2013

Norse Dwarves: Pining for the Fjords

Continuing from yesterday's post where I showed the team after all their weapon-snips & shield-shavings, here is the Norse Dwarf Blood Bowl team, 'The Fjord Furies'.

This is a 'combo team': two teams in one. With the Troll & Wereboars, it functions as a Norse team, without them, and the possibility of a deathroller, it functions as a Dwarf team.
2 complete teams for just 4 more minis!

To help distinguish the dwarves for team position I grouped them by hair: red, white, blond & bald.

The snow troll who takes center stage (because who's going to stop him from taking whatever he wants?)

Uffda the Troll!
In case he doesn't grab some tasty opposing goblins, he takes the pitch with his lunch on his belt:

Norse men sometimes become werewolves, but for dwarves it is more common to be Wereboars:

Always crowd favorites, hotheaded Berzerkers or Troll Slayers:

Adding wisdom and experience, the Throwers (or skilled linemen if no thrower selected) or Blitzers: 

Shaving their head for speed, and to limit what defense may grab, the Runners in either team:

Backbone of any team, the Linemen or Blockers (either team, a lot of block!):


The Deathroller: 


And the Staff: Cheerleader, Coach, Apothecary

I didn't make counters for this team, since the staff tracks Turn & Score, and for rerolls I used a set of Norse Runestones. 

The Team:  The Fjord Furies:

Look for their exploits in game reports coming soon! 

Wednesday, May 22, 2013

Ode to the Weapon Snip


Oh warrior! Most brave, strong and true
with shining sword to give the foe their due.
Thy valour is not in thine sword and shield 
It is your heart that you wield!

Cast aside your sword, your spear,
don your gridiron for game time is near.
Wargear aside, just so many bitz.
Time now to star in a kick off blitz!


Butchering poetry forms aside, hacking apart miniatures to make them different, converting, is great fun.

The most common form of conversion is the 'weapon snip' where you just clip a sword out of a guy's hand.

You see this a lot in Blood Bowl teams. 
Understandable, since though the number of minis producers for Blood Bowl figures is expanding: Impact Miniatures, Willy, Greebo, Gaspez-Arts, Comixininos and others sometimes you just want something completely unique, or sometimes you want to save some money by using miniatures you have on hand. 

If you have some orcs with axes, cut the axes out of their hands and you have some passable players. 

It has gotten to the point that now when I look at miniatures, for whatever reason or genre, I also instinctively  ask myself 'could these work as a Blood Bowl team?' 

Helpful Tips:

If you find yourself wanting to snip some weapons to convert a Blood Bowl team, before you start take these considerations:

1. Is a weapon-snip enough? 
Taking the sword away from a Paladin in full plate armor isn't going to create a Blood Bowl player as much as a knight without a sword. Even more so when you take away a chainsword from a Space Marine. 

Some teams are more forgiving than others: Orcs, Norse, Dwarves, tend to have similar looks for everyday war & on the pitch, but Humans, Elves, not so much.  So look at the miniature and decide if you'll need to do more converting to make it work, such as shoulderpads. 

2. Pose: Dynamic or Silly? 
A miniature with a 'come get some' pose might be just fine, but an on-rushing warrior with a claymore might look odd without the sword, making someone wonder if he got his bracelet caught in his earring and he's trying to untangle it as he's running. Some poses won't work without a weapon, so visually remove the weapon first to see how it looks. If the pose is wrong, ask yourself if you can bend it, cut & reattach or whatever it takes to alter the pose until it looks right. 

3. Drill Baby Drill
Snipping the weapon off isn't enough.  I can't say how many times I have seen decent enough looking weapon-snip conversions that could have been much better with a bit more effort. When a weapon is cut off the surface of the top of the hand is now flat.  Make a fist and look at it: your curling fingers look like a cinnamon roll. So, take a small pin vice drill and drill a shallow hole at the top of the mini's fist. carve a bit with a knife to get some finger distinction. You can also put a thin layer of green stuff on top and press in the curl markings, but the drill is easier and quicker. 

So on to a recent 'weapon snip' team of mine. 

These started out as some barbaric hill-dwarf warriors from Rackham for Confrontation. 
I love the Rackham sculpts.. so much character in their faces.  Really some of the best sculpting there has ever been in my opinion.  
All weapons snipped (and set aside into the bitz for future possibilities).
Unfortunately, these also had integrated shields on their left arms- seems from this angle I didn't take a decent picture of the result- but I clipped the shields and filed them until what was left was an 'arm guard gauntlet' which I imagine might be useful in Blood Bowl! 
Angry little fellows who will now fight just as hard on the pitch as the battlefield!

The idea for this team was to 'double dip' for two teams in one. The pictures above show the basics of a Dwarf team, with blockers at top and at bottom: 2 slayers, 2 blitzers, 2 runners.

They have a 'hill dwarf' theme: armor 9 because they're tough sons of anvils not because of any protection they wear!  But all that exposed dwarf skin and more barbaric look made me think of running them as a Norse team as well: Norse Dwarves rather than Norse Men. 

So they'd need 2 Norse Werewolf minis, in this case I went with Wereboars:
These are Farrow Bone Grinders from Privateer Press' Hordes.  
Note: These are not simple weapon snips! If you're new to converting, these might take some practice.
They had cleavers in one hand and a bone in the other. The cleavers laid across clothing and legs, so some serious clipping, cutting, digging and a bit of resculpting was needed. On their backs they had large scabbards for the cleavers, so these had to go, and same situation applied. 

They needed a tie-in with the rest of the team, so i sculpted some shoulder pads with the same look as that of the dwarves. 

Next up, a big guy! 
A Yeti or a Snow Troll was needed. I returned to Rackham for one of my favorite trolls ever: 
He had a massive club in his hand, but it was easy work to cut it, drill into his hand to redefine the anatomy and fix his shoulders. 

Now all the Fjord Furies needed was paint!

.. more on that to come. 

Sunday, May 19, 2013

Help! I've Fallen, and I can't get up! : a.k.a. "5 months down the well.. thanks a lot Lassie"

"This is Life Alert, here to help. What is the problem?"
"I've Fwallen...and I can't gyet up!"

"I understand. First, look to check, are your legs still attached?"

"Yes, my legs are still there, but I can't gyet up!"

"Can you move your toes?"

"Yes, I can move my toes, but I can't gyet up!"

"Alright, here is the solution: you want to get up, you have legs, so just get up already.
and thank you for calling Life Alert."

-- For those who've lived there life outside of the US, the 'I've fallen and I can't get up' lady is from a oft poked-fun commercial. 

I guess that works great if you fall and can't get up, but if the help they offered was just 'well get up lazy' it wouldn't be much help. When Timmy falls down the well, it isn't overly complicated for Lassie to bark out instructions to the neighbors.

So yeah, I fell down a well and couldn't get up for many months. 
To be honest I'm really not sure I am out of the well, and not just emerging from it to find that well is at the bottom of another still to go, but time will tell. 

In gamer terms (which I've used in my own mind to translate this phenomenon):

1. Your character has a number of 'stress points' available in each game, let's say 100 stress points. 
2. Each turn you can spend as many stress points as you'd like to do the things you want your character to do, such as 5 points to cook a meal, 10 points to deal with online bills, 30 points to file taxes, 5 points to give a friend advice on a problem, 20 points to deal with a computer that won't work, etc. 
3. You can harvest stress points to add to your total by doing pleasurable things: watch a movie with a friend: add 10 points, walk your dog: add 5 points.
4. Reset to full points at the start of a new game (day).

Hard Mode: conditions change, all stress points are only 1/5 as effective as normal: pay 5x normal cost. Also, no harvesting allowed: nothing done will add to your current total.  Do not reset to full at the start of a new day, instead roll randomly to generate 1-20 new stress points, not the standard 100. Good luck. 

That is a fair description of what it is like when in a period of depression. 
I have always suffered from clinical depression, it runs in one branch of the family. 
Unlike some of my family, medication doesn't help me, in fact it makes it worse in some ways. 

When I was a kid, it was before depression was as acknowledged as it is today (more on that later) so I didn't have any idea being low was something internal, it was just assumed it was from the bad family circumstances I'd been through and in teen years I wrote it off as a side effect of being smart enough to see what the world was actually like: the other side of the 'ignorance is bliss' coin, which I still think has a lot of truth to it: the more you know and understand the more cause you have to feel deflated about the world we've made. A topic worthy of it's own at another time. 

But no, it's more than that, I've got the 'clinical depression' condition.  So with that always threatening to bring me down, I have found I can function better when indulging in creativity. 

I need a creative project at all times. It motivates me, it keeps me above the waterline, it makes me happy. 
So miniatures gaming has been ideal: I get a constant influx of creative projects. In inventing the backgrounds, worlds, creating something physical in sculpting, converting, painting, there is a release that keeps my brain floating in happiness.  

Provided I have the minimum happiness to generate the 'stress points' to jump start into the creative mode.
Usually I do. Normally that isn't a problem.
But recently it was.  And without that momentum, it's like a bicycle that slows down too much: it falls. 

Even with depression more understood and greater awareness of it today than when I was a kid, there is still a lot of the "well just stop it" response from a lot of people. Without direct knowledge of what it is like I guess a lot of people see it as a phantom problem, like it isn't real, as if 'push it aside and deal with it later' is an option.  Might as well tell someone who's paralyzed to 'get out of that wheelchair, lazy'. Just doesn't work. The Ron Swanson approach isn't always an option. 

Knowing that some regard a depression sinking as a character flaw, or as not real, or as whining, only makes it even harder to deal with in trying to get out of it.  It takes more stress points. It is easy to say "my leg was broken, but it's healed now" but "I was in a depression black hole, but I'm out now" has a whole host of added burden applied to it by the culture.  It is a lot like a broken leg.  Saying it is broken isn't whining, it isn't a plea for attention, it's just pointing out the fact.  It is nice to have someone give condolences, it can be appreciated, but where no one would think that saying 'I hope your leg gets better' would actually help it get better, people do seem to think saying "I hope you feel better" should have an affect on someone who's depressed. Wish it were so, but it isn't.  That helps someone who is sad, but not someone who is depressed. The two states are very different. Which I don't think is understood by a lot of people, since many people use the phrase "I feel depressed" when they don't-what they feel is sadness, which is bad, but it isn't the same as depression.   But knowing well-wishers often have an expectation that their well wishes will help, it becomes almost an extra burden for the depressed person (at least I have found it so for me) and so makes it less likely to draw attention to the problem, to avoid the additional weight. Not that it isn't appreciated abstractly, just that it can't help at that time. 

When I stop to think about it, that doesn't seem right at all.  leg, brain.. they're both part of the body, they both have a function, they can both stop working and need time to repair.  So why the stigma about a part of the brain not working when no one would think twice about a broken leg or a coma.  
So to hell with it: my happiness was broken and while it still isn't working in full, I can limp on it enough to get around at the moment. 

And so I'm limping back here. 

The Half-Year Catch Up: 

So I was in that funk, hoping it'd be a short hiccup, starting in December, when I needed help from my family to solve the only problem that matters to me and I found I didn't even merit a reply: kind of puts one in his place. I always suspected I was the Cinderella of the family, at least when you know for sure, you know. 
I went to Belarus for February and some of March, and then to Germany in March for the Dungeonbowl: one of the biggest, and longest running, Blood Bowl tournaments in the world! How cool is that? 

So I thought everything was fine for my return.  
But I got the flu on the way back- out from that for weeks, which turned into bronchitis: out for more time. 
Add to that a return to depression as I was back in the US, where I don't want to be, and I crashed down into depression worse than I've had in many years.  Just completely debilitated me. The things that normally made me happy gave me no recharge, things I might look forward to normally became daunting propositions that I just avoided.  I had plans to go to the NATC: North American Team Championship for Blood Bowl in Las Vegas. It took every bit of energy to crawl out of funk to go. I even had to change my plane ticket to go the night before instead of early morning because I could see that if I'd leave it to the morning I would likely just not have the emotional energy to get out of bed:I'd just end up not going and let everyone down. Going to the event helped though- I think it force-kick started the momentum up enough I could return to a pattern of regular life. I needed it: the longer I was depressed, the longer I was removed from the social world, the more energy it took to come back, but the less energy I had to do so. So yeah, it's a lot like falling. 

I haven't even looked at my blog yet ...or anyone elses, which I've missed, but visiting other blogs made me think about mine, which made me think about the weight of not being functional,and it made it worse: what a troublesome cycle.  The stress points choice was either write this return entry or see what people have commented and I figured if I don't write this down I might delay and sink back away yet again. I was told by a friend that people were wondering if I was alive, which is nice to know. So know I do appreciate it, I've just not been in a state where I could appreciate it and feel good from it rather than bad- when in that well even good things can feel like weights pressing down- so I avoided even coming to the blog, which before has been a great source of fun & enjoyment for me.  But I'll likely be back to where I will enjoy & appreciate it all pretty soon. But limping before I start running ;) 

Shut Up and Show Me Some Minis:

I've rambled on a lot, and most who stumble on this won't really care, and will have skipped it until they see this more promising heading.  Not to worry, I'll be returning to the expected episodes of painted minis, conversions, game reports, background fluff and occasional sharply critical commentary on civilization that you've come to expect. 

I've got many games of the Dungeon Bowl & NATC to cover, as well as some fun conversions, Blood Bowl teams, a return to some dormant projects as well as plans for some new ones.

Because that is the upside of this depression thing, when it's manageable, and it almost always is, it keeps me cranking out creative projects at a strong clip. 

And then you can enjoy the creative stuff now that I'm done bitching about Lassie. 


Thursday, December 13, 2012

Col. Inri Podder, Head Surgeon, Royal Quar M*A*S*H on Luna

So many Quar characters!

Here is another one: Head Surgeon of the Mobile Field Hospital, Colonel Inri Podder.

Podder was 63rd in his class at the Royal Phobosian Academy of Medical Sciences. Though his critics are quick to point out that this means only 17 graduated lower than he did, he counters that of those who are still alive from his graduating year he is within the top 17 now! The life of an army doctor is not without it's dangers.

Podder has made a name for himself not just as a surgeon but as a peerless administrator, a skill requiring one to inflict as much pain administratively as he seeks to lessen medically.

Military forces on Earth's moon must travel for months at a time, far from civilized outposts in pursuit of mineral resources and so must bring their medical treatment centers with them.  Luna is far from a barren world as many suppose, and offers a host of dangers as well as enemy armies and all the standard dangers of combat.


A very minor conversion: this is the Crusader Quar, Caerten Baeden Croix. 
I've removed his rifle, and given him a head from a partisan: a floppy fishing hat. Complete with his cigar he's inspired by two different rather famous fictional Army head surgeons. 

The MASH unit will be this Quar, with some tents and cots. 

I'll be looking forward to painting him but it will be a bit of a wait. 

I haven't had time to paint him yet, been working a lot and getting ready for a trip to see family- having an early Christmas: flying out to Portland tomorrow, so I'll try to get to viewing blogs a bit but probably no updates here until next week. 

Tuesday, December 11, 2012

Royal Phobosian Quar Mechanic on Lunar Expedition

The campaign for Earth's Moon is underway, with the Earth nations of Britain, Prussia, Belgium, Northern United States, Kingdom of Danemark and the Quar nation of the Grand Dutchy of Phobos sending major expeditions to the planetoid.  Other Earth nations are also making themselves known in various ways.

For background of the campaign and the news reports check out Armored Ink where Alfrik reveals what he's willing to about the behind the scenes.

This campaign has some new additions from the Venus campaign, including a more expanded yet muddled diplomacy... which is both realistic and gets one thinking about the campaign more often than when just sending orders.  I have to say, Earth is showing how primitive and xenophobic their race is, as it seems there is more aggression being leveled at the Quar than the human nations.  It is almost as if these humans think they have more rights to Luna simply because it orbits their planet of birth!  As the Quar of Phobos can tell you, the Barsoomians thought that about their moons and found out how wrong they could be!

This campaign also sees a lot of new character types to add to military forces.
I've built, -some converted- 10 new Quar minis for such characters.
One of them is this one, an inventive mechanic, called a 'Spark' in the setting.

I have to assume a Quar Spark is known as a Quark.



The mini is one of the Quar tankers which, in obligatory VSF fashion, I converted by sculpting some goggles for him.  For painting I went with simple & messy, since he's likely going to be dirty from his work. 

The base still needs some grass on it- I'm going the bases to match the rest of the army -not going to redo all the bases for the moon just because of the campaign!  But I may wait to add the grass until the campaign is over. 

Sunday, December 9, 2012

What Do You Hear? The Hooves of 8 Tiny Reindeer?

Then again, maybe it isn't reindeer.  No, I think that's the sound of 8 tiny beastmen!


Willy Miniatures launched a crowd funding project on Indiegogo just before Thanksgiving. 
He's now got the renders for all of the beastmen completed.  

If you're familiar with this blog you've probably realized I'm a big fan of Blood Bowl. I've been playing for at least 20 years, and between teams for myself and clients around the world I produce a lot of finished teams every year.  Check out the Hall of Fame to see some of them if you haven't before. So from this familiarity I can say Willy makes some of the best Blood Bowl minis out there- really great sculpts.  You can trust the minis will be every bit as cool as these renders.  

I've been thinking of making a Chaos team for awhile now, most likely converted, because I love the goaty faces of the GW gors from Warhammer Fantasy Battle.  The Willybeastmen are similar but the faces are a bit more humanoid. I gave it a good think-over for a couple days before deciding that yes, these are goaty enough and the variety of poses and how saturated the sculpts are with character won me over. 



The price for a full team -Level 9- which contains 8 Beastmen, 4 Chaos Warriors and a Minotaur, plus a ball, badge & free shipping, is $105: about on par with a team purchased from the major fantasy football providers.  Granted it's 13 players not 16, but with a team like Chaos you're unlikely to want more than 13 players anyway: maybe add a star player for possible inducements.  

As of this date there are no renders of the Minotaur or Chaos warriors yet, but the warriors are aimed to be 'bulky yet agile' -so that's sounding good. 

For those on a budget, some of the lower rewards are pretty tempting:

* Just $18 for a Minotaur, shipping included! -excellent price for a big guy.

* A team of 8 Beastmen & 4 Chaos Warriors -without Minotaur- is $80 : but limited to 30 spots before needing to pay $90.  

 --for those not inclined to math, if you combine the two above you get that same thing as the Level 9 full team, except you get an extra ball & badge, all for $98! Saving $7 from the Level 9 pledge.  But only 23 of the special $80 price set remains at the time I'm writing this, so act fast if you'd like to save even more money.

All the warriors will also be unique minis, so it should make for a very nice team. 


The campaign is a 'fixed funding' project, so you won't be charged until it funds (or ends?) so no worries about draining the holiday war chest.  

I am thinking I'll have to pick up some extra Beastmen.  On the cyanide game I had fun with a really dumb team idea (the kind I always seem to think is fun: heavy theme & underpowered) with a Minotaur and the rest Beastmen -no Chaos Warriors- so a whole team of horns & hooves. Team name was 'The Psychedelic Furs' a Slannesh devoted team no doubt, all named for 80's New wave bands.  I just might have to make them in minis! 


Go check out the Indiegogo campaign and see more!
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