The Ret experience part 1: list building and testing. 

Mk3 play has been going on for about a month now. I have played 8 games or so.

Not enough games to really call it a full playtest really.

The main issue for me is this mk3 void that presents itself right now. Before in Mk2 the meta was formed and changed a bit from time to time but you knew what to build for and what to expect. Now it’s all open and anything goes. Sadly for me, that means out of 8games 6 were hard counters I had no game against with the available lists.

Don’t get me wrong these counters can be answered by the faction and some might be really rare and in no need of a list focus but there’s nothing to indicate you will face those lists or not at all.

Simply put its rock paper scissors but instead of those 3, the options are infinite and you have no clue what option to choose and any option is the best and worst choice at the same time.

That’s how it feels right now. Mostly because I’m always busy with work, sports and other hobbies and having long and deep thoughts about list building just doesn’t happen. In the past I found out what lists were being played with success and I tweaked those to suit me best, saving me a lot of time and research. Since pretty much every player out there is still testing the waters and tweaking lists, that’s not an option right now.

Playing Rahn and Issyria as a list pairing has the disadvantage that both casters like arcing and casting their required spells. For Rahn landing the TK’s at the right moment on the key models is important, for Issy being able to put Blinding light out there is a key element.

When I see a Mercenary list with a dwarven Colossal in it my reflex would be to play issyria and use blinding light to render the ranged capabilities of the colossal inert by applying Blinding light. This is pretty much what it’s for. However one 5 point solo by the name of Orin Midwinter, cancels that plan completely. And as such my Issyria list has no answer to all the shooting in the list.

My Rahn list isn’t suited to deal with this list either as colossals laugh at Rahn and make him a sad panda.

So this would be a hard counter built in that makes my pairing useless if I end up facing any Merc player using a dwarven colossal and Orin (and I’m sure they’ll be buddies  most of the time)

Another example is Raseth, who makes arcing within 16″ of him impossible, having the same effect on Issy’s blinding light. If I wanted to stop ranged attacks and limiting Rahns effective range enormously as well. Forming another hard counter to both lists.

Example number 3 was my last game vs Vindictus, whose feat renders all the ranged wpns in Issyrias list useless under his feat, except for 2 shots from Hyperion’s main weapon. In the same turn his army gets into position I have no answer as none of my attacks are allowed and the turn after things charge and I am left with small change and no options to turn the tide.

My rahn list would have to depend on battlemages and rahn + 2 shots from the jacks during that feat turn and I’m not sure it would fare much better at that point.

So 3 situations where both lists would offer no real solid answer at all.

This makes one thing painfully clear, Rahn just like in MK2 has no place in MK3, the counter are endless and he doesn’t present the same skew or doesn’t ask hard questions like other casters.

The Issy list is pretty solid but it needs a pair that can deal with the brutal anti-ranged skews out there.

I will be looking at eVyros next in the hopes of moving into melee territory and hopefully finding that answer, even tough I fear anti-ranged has a twin called armor cracking and it will just stomp that idea as well.

The Vyros2 list I looking like this on paper:

Vyros, Incissar of the Dawnguard – WJ: +27

–    Aspis – PC: 6 (Battlegroup Points Used: 6)

–    Griffon – PC: 8 (Battlegroup Points Used: 8)

–    Griffon – PC: 8 (Battlegroup Points Used: 8)

–    Griffon – PC: 8 (Battlegroup Points Used: 5)

–    Griffon – PC: 8

–    Imperatus – PC: 22

–    Griffon – PC: 8


Lanyssa Ryssyl, Nyss Sorceress – PC: 3

Arcanist Mechanik – PC: 2

Arcanist Mechanik – PC: 2

Arcanist Mechanik – PC: 2


Dawnguard Invictors – Leader & 9 Grunts: 16

–    Dawnguard Invictor Officer & Standard – Officer & Standard: 4

–    Soulless Escort – PC: 1

Heavy Rifle Team – Leader & Grunt: 4

The HRT is there to have some form of ranged dmg output which can dent something with heavier armor and doesn’t need help hitting.

Lanyssa will have to be tested out, maybe she’s a good addition, maybe I will want to swap her out after a few games, we’ll see how reliably I can use her hunters mark.

The soulless is a point filler really and it does make it slightly harder to remove the invictors with spells, plus disbinding could come in handy.

The rest of the list pretty much explains itself, cheap Griffons, imperatus for the heavy lifting and an aspis to give Vyros that extra bit of protection from ranged.

The HRT is a personal touch and just like Lanyssa I will need to evaluate how much value I get out of it. But if really want to play the HRT in MK3 and this seemed like a good spot to drop it in for the time being.

I have heared the pairing Issy / Ossy isn’t a bad choice, however I feel that puts all the eggs in the ranged basked and I’m foreseeing a heavy anti ranged meta popping up…

Time will tell, I don’t have nearly enough games under my belt in MK3 to really draw conclusions and lot’s of list building and testing ahead of me.

More of my ranting on this later.



Painting Retribution Part 5: Invictors & Halbs.

Another busy painting week has come and gone. Last weekend I managed to churn out the invictors at a record pace, and then this week I finished the Halbs. Finishing these brings met closer to having 2 fully repainted SR lists.

The goal is to field 2 fully painted lists at my first mk3 SR event on the 17th of July. Slight problem is that 2 units are on order. Worst case I will have to borrow a unit of Invictors and a unit of Battlemages.

Tonight after gaming I will strip down the 2 SFA units and the solo’s (2 arcanists and 2 MHA’s and a soulless). I figure those will take me about a week to finish.

This week I will know which models will arrive in the next shipment to the Lgs and I can plan my painting accordingly. If I do get all my models in, it comes down to finishing 3 model batches.

So with a good 3 weeks left that should work out just fine. I’m also planning a special project to create a model tray that fits my army scheme, I’ll post a step by step on that later.

For now here are the finished models:


More on my painting / gaming soon.

Painting Retribution Part 4: Imperatus

I managed to finish the final touches on Imperatus today. This is good news, because now all my heavies are done. (untill I get my MK3 bbox ofc)

I still have some lights I will need to strip and repaint, but they are all extra’s. I’m not seeing Griffon spam return soon so there’s more than enough time to repaint the flock of Griffons I have and I currently don’t have the need for my 2nd Aspis either. Plus again with the Bbox I’ll have more lights on the painting list soon.

I still have a boatload of painting ahead of me and I’m going to focus on models that have a high chance of seeing play in my lists first, so that I can field fully repainted lists as soon as possible.

The 2 lists I’m playtesting right now are the following:

Adeptis Rahn – WJ: +26
–    Chimera – PC: 0
–    Sphinx – PC: 0
–    Sphinx – PC: 8

Arcanist Mechanik – PC: 2
Arcanist Mechanik – PC: 2
Mage Hunter Assassin – PC: 4
Mage Hunter Assassin – PC: 4

House Shyeel Battle Mages – Leader & 5 Grunts: 10
House Shyeel Battle Mages – Leader & 5 Grunts: 10
Stormfall Archers – Leader & 3 Grunts: 9
Stormfall Archers – Leader & 3 Grunts: 9
Houseguard Halberdiers – Leader & 9 Grunts: 13
–    Houseguard Halberdier Officer & Standard – Officer & Standard: 4

Issyria, Sibyl of Dawn – WJ: +29
–    Chimera – PC: 8
–    Hyperion – PC: 7

Arcanist Mechanik – PC: 2

Dawnguard Invictors – Leader & 9 Grunts: 16
–    Dawnguard Invictor Officer & Standard – Officer & Standard: 4
Dawnguard Invictors – Leader & 9 Grunts: 16
–    Dawnguard Invictor Officer & Standard – Officer & Standard: 4
Houseguard Halberdiers – Leader & 9 Grunts: 13
–    Houseguard Halberdier Officer & Standard – Officer & Standard: 4
–    Soulless Escort – PC: 1

I’ll make some posts on how the playtesting is going later on, I have just 2 games with each list under my belt right now and that’s not enough to draw conclusions.

Of the models in these 2 lists I have the jacks and casters painted and a unit of Battlemages. In short that means I have quite a bit of painting ahead of me…

I’m going to start painting on the first unit of Invictors this week, and what I paint after will depend on models being delivered or not. I still have a unit of Battlemages and a unit of invictors on order, and as soon as they arrive I will need to paint those up.

I own all the other models in the lists and they are painted up in the old scheme. While they may look horrible to me, they do count as fully painted for the time being 😀

If I finish the Invictors before the 2nd unit arrives, then painting up the Halbardiers will be the best option as that gives me another repainted unit in both lists.

For now Some pictures of Imperatus and hopefully some more articles on my Ret soon.

Painting Retribution Part 3: MK3 seems to mean “moar jacks”

Before MK3 I had 1 magnetized jack for Ret and that was it, I also never changed its configuration, it has always been an Manticore and never a Hydra during MK2 (I didn’t play the NQ tier)

For other factions I had magnetized jacks and there they made more sense really. Especially for Convergence as all 6 heavies had a place somewhere and they were easy to magnetize. I even magnetized a slayer chassis for Cryx but that was to be able to switch between 2 character jacks more than to be able to play the slayer 😀 .

But now MK3 has landed and jacks have a more prominent role, or at least there are more jack points which results in an increase in jacks overall.

I went over de different jacks in the faction and did a little calculation on how many I would need of each. I decided I wanted the character jacks to each be their own model so that mean I would need 1 models for Discordia (previously part of the magnetized Shyeel kit).

I already had one kit that could be a Manticore or a Hydra, and with the new battlebox I could make a second one of those.  I’m still debating if I want to be able to make phoenix with the kits or not, I have a dedicated Phoenix model and currently playing 1 is debatable, let alone playing 2 (The Chimera is simply the better choice cost wise).

So when the Bbox arrives I will have what I need regarding shyeel heavies, a phoenix and 2 kits for either Manticore or Hydra (not seeing why more than 2 would be played at this time).

That leaves the Vyre kit. I have a dedicated Hypnos model and a dedicated Banshee model, so I’m pretty fine on that end. However I owned 0 Daemons or Sphinxes. The Daemon still doesn’t seem like an option I will play any time soon, but I still want the option if I’m going to magnetize Vyre kits anyhow.

There was some speculation on Sphynx spam and I also wanted to be able to dabble in that type of lists so I wanted a bit of reserve when I came to Vyre jacks.

I ended up magnetizing 4 kits. Currently 3 of those are Sphinxes and one is a Daemon. I have magnetized enough parts to make 2 Daemons and 4 Sphinxes, but I only painted up the parts for 3 Sphinxes / 1 Daemon.

Because magnetizing those claws and boxing gloves isn’t exactly easy I decided I would document how I did it. I found a post on the PP forums about magnetizing the Vyre chassis by Mastershake. He did it in a good way, however I didn’t want to use the method where the claws attached to the fists, so I had to improvise.

For space saving and easier magnetizing I put the claws a little more back than their normal location. I also figured picking thing up with those fists would be impossible if the claws couldn’t retract. And Wolverine has taught us all the claws are retractable for sure.

I found that there was ample room inside the forearms to fit a magnet so I didn’t have to drill on the outside surface and the magnets could be hidden.



This did leave me with an issue for the boxing gloves as they have to fit over the fists.

Since I wanted to use as few magnets as possible I came up with the idea to repurpose some of the leftover plastic that came with the kit. There were plastic rods attached to the legs of each kit. I cut these to length and glued them in the gloves. With a magnet on the other end of the rod it would fit on the same magnets as the fists. And the rod would be covered up by the glove itself.

This video I recorded shows how all the parts were magnetized:




The whole magnetizing deal did take me some time so painting was a bit slower.

I also assembled Imperatus and stripped the paint from my unit of battlemages. With those models prepped and the 4 kits I was ready to start painting again.

Imperatus was left behind after the airbrushing stage, I’ll finish him in the next batch.

The Vyre kits and the Battlemages however, went through the full treatment and look pretty amazing. (One can be proud of his own work right?)



The last batch contains a slight spoiler as to which caster I’m currently playing 😀 .

So now Imperatus is left on the painting table and I’m going to start on a unit of Invictors.


Painting Retribution Part 2: Paint all the casters (except one)

I managed to finish all my Ret casters except for Vyros2 last week. I felt really happy about the fact that with the MK3 cards in mind, none of those models felt like it would just sit on my shelves forever.

Sure I am sharing the general opinion that while Vyros1 and Garryth receives nice buffs / changes they won’t be the top dogs. I’m also convinced they won’t be the casters you grab when you play a tournament (and plan to end at the top), but they have game now, they can play a decent match.

And for a faction to be able to claim that they have no “dead in the water” casters is a huge thing. And it makes me happy that ret got there after a long journey.

I wanted this ret anime like style to pop out a bit so I chose some more flashy hair colors, and I wanted all to be unique so every caster has a different hair color (when hair applied ofc 😀 )


With my new color scheme, Kae has become my favourite model.

Currently I’m working on 4 Vyre chassis (magnetized), Imperatus and a unit of Battlemages.

I will post in progress pics explaining how I magnetized the kits and there will also be a (short) video on it.


Painting Retribution Part 1: the start and the why

In August 2015 I made a post on how I had started stripping some of my Retribution models with the intent of repainting them.

At the time I was searching for a faction to play and ended up investing in some Khador, so my Retribution revamp project was pushed aside.

Now with the announcement of MK3 a couple of months ago, the time had come to see which options I had to answer the big question ‘Which faction will I play in MK3’.

They way I saw it 3 options were possible. I either continued to play Convergence, or I would return to playing either Skorne of Retribution.


Cryx would be possible because I have the models, but right now I’m not considering them.

The announcement of MK3 took all the fun out of building MK2 lists and spending time learning model interactions etc., so it left a huge gap in my hobby time. And what better way to fill said gap then with painting right?

I still have a limited amount of Skorne and COC models around that I need to paint, but not real substantial amounts so nothing really pressing for painting. Retribution on the other hand was painted, however it was horrible. If I was to play this faction again as a main faction, it would need an overhaul. So I decided to pick up that project again.

I had a scheme in mind, and I still had a unit of sentinels and riflemen who were only primed. I added one of my Griffons and I had a nice “test” batch to try my scheme on.

Results were pleasing and I decided I would keep the scheme.


Since then I have also completed all my heavy and most light jacks (except for 1 aspis and like 6 Griffons) and even finished Hyperion.

On Hyperion I did encounter an issue with the paint stripping. It dates from a period where colossals were just coming out and PP (so it would seem) was still experimenting with the materials for their resin.

As a result certain parts had a strange reaction to the stripping fluid. Nothing extreme but not desired either, I’m just glad only the shoulder arcnode thingies got the worst of it and the rest was doing ok afterwards.


Just to give you an idea of how horrible their paint jobs were before, here are some of the older pics:

Hyperion is looking a lot better right now that’s for sure. And ofc this is how you prove that over the years you have gotten a bit

Right now I’m giving the warcasters a new paintjob, this will take some more time so a sneak peek is all I’ll give right now:


To continue the great which faction should I play discussion, the spoilers given by PP have steered me in the direction of the angry elves for sure and it’s the only battle box that I can buy that contains some “useful” models. I can see use for a second Chimera, a second Shyeel chassis to magnetize is welcome as well. (Currently I have one jack magnetized, and I may magnetize one Vyre chassis I still have in reserve)

So I would also end up with Griffon number 8 which may or may not be a good thing… time will tell how spammy we can go using jacks and that little guy is a real good package for its point value.

Convergence looks pretty solid, however it seems like it’ll come down to “you have to play those 2 casters” again since theme forces are gone and the casters will only receive minor tweaks. And my main fear with the faction is boredom from playing the same thing over and over. So as currently spoiled Convergence is not an option for me.

When looking at Skorne and Retribution, I lean towards Ret more and their spoiler was pretty great, so for now that means I will most likely go with Ret. the jury isn’t out yet but I think the only thing that could change my mind now would be some really interesting Convergence rules out of nowhere, and that’s pretty unlikely.


Painting the Convergence part 15: Reworking servitors 2: all servitors are done

It’s been a while since I posted part one of the servitor revamp, now for part 2.

The above ones turned out pretty nice and I’m happy with them, however for the last ones I decided to go all out.

The repair arms didn’t really make it possible to just put them on a base, it wouldn’t look natural either as these really need to float.

I had obtained the Convergence Wreck markers a while back and had been casting some extras while I was casting my other bases and had some spare fluid.

This seemed like the ideal moment to start using them as bases.

The inset part of the medium wreck markers is 30mm which is ideal for small bases.

The pins are where the servitors were attached afterwards. This way they can float without the use of the flight stands and it can look way more natural. Plus epic bases in the making.

I was very proud of the end result, pretty much the best looking bases I have painted until now:

And ofc a group shot:


Painting the Convergence part 15: Reworking servitors 1: Reflex Servitors

The convergence servitors come on the little flight stands, and while that may be somewhat cool to see them “fly”, these things are not to handy and stuff breaks more then I want it to.

When I finished the servitors for the TEP’s I realised that with my new bases I could make some interesting combinations for the different types of servitors leaving the flight stands out for good.

I just finished rebasing the Reflex Servitors. Aside from just sticking them to different bases and adding some tufst, I also added some rust pigment so they tie into the bases more, mines do lie around for a while and it’s only natural they wear down a bit.

Just to compare, this is what they used to look like:

First Blood 2016

Last weekend the first tournament of the year took place in Antwerp. It’s called First blood and this year it was a masters format event. 23 players showed up and considering about 8 regular attendees had other engagements this year, that’s an amazing number (for Belgium).

Once again a special thanks to the Puppeteers and Pressganger Nicolaï (Rynar) for hosting the event and making it a great experience each year.

I took my convergence to the event and ended up going 2/2, which is a good result considering I just started playing my lists around New Year.

My current list pairing looks like this:

Convergence of Cyriss – #lucant

55 / 55 (50+5) Warcaster(s): 1/1 Warjack(s): 4 Battle Engines: 2 Solos: 3 Units: 1

Father Lucant, Divinity Architect – WJ: +5

– Corollary – PC: 3

– Inverter – PC: 8

– Prime Axiom – PC: 19

– Diffuser – PC: 3

Transfinite Emergence Projector – PC: 9

Transfinite Emergence Projector – PC: 9

Attunement Servitors – PC: 2

Optifex Directive – Leader & 2 Grunts: 2


Convergence of Cyriss – #axis tier

56 / 56 (50+6) Warcaster(s): 1/1 Warjack(s): 2 Battle Engines: 0 Solos: 4 Units: 7

Axis, the Harmonic Enforcer – WJ: +6
– Corollary – PC: 3
– Conservator – PC: 7

Enigma Foundry – PC: 2
Enigma Foundry – PC: 2
Enigma Foundry – PC: 2
Enigma Foundry – PC: 2

Obstructors – Leader & 9 Grunts: 6
Obstructors – Leader & 9 Grunts: 6
Reductors – Leader & 9 Grunts: 6
– Transverse Enumerator – PC: 2
Reductors – Leader & 9 Grunts: 6
– Transverse Enumerator – PC: 2
Obstructors – Leader & 9 Grunts: 6
Optifex Directive – Leader & 2 Grunts: 2 Optifex Directive – Leader & 2 Grunts: 2

THEME: Sustained Attack – Tier 4:
Convergence non-character vectors without ranged weapons

Small-based units

Enigma Foundries


The army can only include the models listed above.
Enigma Foundries are FA 4.

The army includes two or more Enigma Foundries.
Reduce the point cost of Enigma Foundries by 1.

The army includes three or more Clockwork Vessel units.
Clockwork Vessel units gain Advance Deployment.

The army includes two or more heavy vectors.
For each heavy vector in Axis’ battlegroup, place a heavy warjack wreck marker anywhere within 20″ of the back edge of Axis’ deployment zone after terrain has been placed but before either player deploys his army. Wreck markers cannot be placed within 3″ of a terrain feature or another wreck marker.

We played 4 rounds in total. The first round was Destruction:


My opponent was Davy, a Cryx player from Hasselt. His caster pairing was Denny3 / Scaverous.

I looked at his lists and saw some armor cracking potential and I was unsure if my Lucant list would deal with it well enough. He also didn’t have much shooting at all (aside from a Kraken in one list) which meant deceleration wouldn’t do much.

I haven’t put my Lucant across from armor cracking enough yet to judge if the list can or cannot take certain match combos and that makes me reach for Axis more then I should. With Axis I feel I can force things by throwing models into the opposition over and over. It’s the idea where lots of small punches form one big punch over time I guess. And a massive wall of models is a massive wall of models, the other army needs a large volume of attacks so it can A remove lots of models and B remove more than I can return turn after turn.

I chose my axis list and he opted to use his Denny3 list.

Deneghra, the Soul Weaver – WJ: +4

– Skarlock Thrall

– Deathripper – PC: 4

– Kraken – PC: 19

Bane Lord Tartarus – PC: 4

Necrotech – PC: 1

– Scrap Thrall

Soul Trapper – PC: 1

Soul Trapper – PC: 1

Bane Knights – Leader & 9 Grunts: 10

Bane Thralls – Leader & 9 Grunts: 8

– Bane Thrall Officer & Standard – Bane Thrall Officer & Standard 3

I don’t remember who won the roll off, but I do think Davy got to choose sides, just not if it was because he opted to or because I chose to have the first turn.

I was able to somewhat steer the flow of the Cryx troops by putting axis’s razor wall next to the objective at the edge of the zone, leaving a gap between the objective and the wall that was smaller than a small base.

Having more troops than the Cryx list and limiting the access to the zone meant the Cryx troops would not be free to move all around as they pleased. The Kraken also flanked the troops limiting their advance in the other direction as well.

I got lucky early on when one Reductor was able to spray the arcnode and took out one of the Soul trappers in the process. This removed any hope of collecting should on that flank for Cryx.

Most bane knights died to POW 13 sprays from the reductors taking few victims in return. The bane thralls came in small numbers bit by bit and were easy to deal with that way.

Tartarus made a charge and was counter charged by the Conservator and with Onslaught + hand of Vengeance he was killed on the spot, not even able to make his charge attack.

The main problem for me was the Kraken touching the zone and making scoring impossible. It took me 3 turns and the feat but I took it down.

I the end I had the zone swarmed with troops and all he had left was Denny and a Scarlock. Denny removed quite a bit of my troops herself, however casters don’t contest…so it didn’t mean much for the scenario.

Attrition is was the main tactic (and the general theme for convergence at this point really). And when you say attrition you say time consumption. At the end clocks were running low and mistakes were made. I was too obsessed with setting things up so that Denny would be tempted to go on a killing spree while making the assassination look less likely (full camp and a circle of 6 ADO models surrounding the caster). With only 3 min left on the other end of the clock tempting the other side to spend lots of time on attacks was a decent play. In hindsight I could have ran my caster into the zone and scored the final 2 points. Instead I scored only 1. Denny made her attempt to assassinate Axis and I was lucky no dice spikes happened and got away with 0 damage. Won the game with 5-0 on scenario.

All-in-all a good game, first time facing Cryx after switching to Convergence again, so not a bad result.

The 2nd game I was matched with another Cryx player. A Dutch player called Sietse. I can’t remember what his second list was in the pairing but he opted to drop his pSkarre list.

The list looked like this (not 100% I’m missing some points):

Pirate Queen Skarre – WJ: +6
– Helldiver – PC: 3
– Helldiver – PC: 3

Bane Lord Tartarus – PC: 4
General Gerlak Slaughterborn – PC: 3
Satyxis Raider Captain – PC: 2

Bane Knights – Leader & 9 Grunts: 10
Satyxis Blood Witches – Leader & 9 Grunts: 6
– Satyxis Blood Hag 2

Satyxis Raiders – Leader & 9 Grunts: 8
– Satyxis Raider Sea Witch –  2

Soulhunters – Leader & 4 Grunts:9

The scenario was Outflank:


I deployed pretty wide so I could get my units all over the board ASAP. On turn 2 I managed to shoot one of the Soulhunters with a Reductor (High rolls do happen). I moved up conservatively trying not to give away the entire army.

Seeing both Gerlak and Tartarus on the other side gave me a headache since those combined alone would tilt attrition in his favor and that’s without considering the feat and other attacks.

I felt like it was going to be a long hard battle and I would have to keep focused in order to stay in the game.

Then on his 2nd turn he feats and sends Gerlak in. He pacmans his way around and ends up smack in the middle of my troops. I decide to counter charge with the Conservator who has Iron Aggression and Hand of Vengeance. I manage to do only 3 damage, could have been a bit better tbh, on an average role that should have been 5 damage (pow 17 + 10 = 27 vs armor 22) and a slight spike of rolling 13 would have meant Gerlak was no more. I did roll some amazing dice on the soul hunter before so I guess it all evens out in the end ^^.

Gerlak continues his pac man chain and I decide to counter charge him with my caster. This time I do manage to kill him outright, however it also lost me the game. Axis got charged by 4 Sat Raiders under feat (desperate pace and good speed get you places).

I took 2 attacks of which the last one only needed to do 1 point.

I shouldn’t have been so greedy, and it would have saved my casters life. That being said, I don’t know how much of my army would have survived that turn. Gerlak pretty much removed as much as I can return on his own.

I do have some ideas on how to play it next time. I just made a rookie mistake in my first game with Axis against a pretty amazing caster played by a pretty decent player, so I’m not feeling too bad about the outcome there.

In my third game I went up against Eric, a Khador player from Gent. His pairing was Old Witch / Karchev.

The scenario was Two Fronts:


Both Karchev and Old witch had a ton of armor in their list, and while old witch could be handled by Lucan just fine, Karchev seemed like he would be able to take that list down a little too smoothly. Axis may not have the armor cracking required to take on any of these lists but then he does have enough bodies to keep it busy for a long time while he nibbles at the armor.

I dropped my Axis list, he opted to drop Old Witch, and this was the list:

The Old Witch of Khador – WJ: +3
– War Dog
– Behemoth – PC: 13
– Conquest – PC: 19
– Spriggan – PC: 10

Kayazy Assassins – Leader & 9 Grunts: 8
– Kayazy Assassin Underboss – Underboss 2

I was able to place my razor wall in a good spot so it blocked the movement of the kayazy early on, which bought me some freedom. He put the kayazy in one zone, the conquest and Spriggan in the other. Behemoth stood in between the zones. The old with was in a trench at the end of his friendly zone with the kayazy and the war dog close.

I swarmed my friendly zone with a unit of obstructors and a unit of reductors; a unit of obstructors remained more central and the remaining unit of Reductors and obstructors went into the enemy zone.

I had 2 big issues, the kayazy could get to defense levels no combine could hit without a dice spike with Iron Flesh and the combination of Conquest / Spriggan / Behemoth was challenging my power output on the damage end.

I ended up clocking myself, I removed the spriggan, the conquest was half gone and the Behemoth didn’t look to alive either (still alive though). During one of the old witch’s killing sprees she did get counter charged and took a big hit from my Conservator.

I did something then which may put me on the podium for sportsmanship but it also lost me the game. I reminded the other player that the Old witch isn’t immune to free strikes when she does her little move after killing a model. The free strike (with Onslaught and Hand of Vengeance) would have almost certainly ended her and won me the game.

Still it was a fun and certainly challenging game for both sides.

My 4th round I faced Tim, a Menoth player from Antwerp and he was Iron listing Anston Durst.

His list looked like this:

Anson Durst, Rock of the Faith – WJ: +6
– Reckoner – PC: 8
– Templar – PC: 8
– Vigilant – PC: 4

Exemplar Bastion Seneschal – PC: 3
Paladin of the Order of the Wall – PC: 2 Reclaimer – PC: 2 The Covenant of Menoth – PC: 2 Vassal of Menoth – PC: 2

Choir of Menoth – Leader & 3 Grunts: 2
Exemplar Cinerators – Leader and 2 Grunts: 5 Exemplar Bastions – Leader and 4 Grunts: 8 Temple Flameguard – Leader and 9 Grunts: 6
– Temple Flameguard Officer & Standard – Temple Flameguard Officer & Standard 2

The scenario was Incoming:


I had played Axis 3 rounds, and so I really wanted to drop Lucant at least one time, just to be able to get some more experience with him. The benefit of facing a player who iron lists is that you can choose whatever list you want and you already know what you will be facing up front.

I saw nothing that really threatened my Lucant list except the jacks if they combined their efforts, but on a split scenario I could make that work.

In my second turn I was facing Anstons feat. The feat could have been an issue however, the 2nd jack was on the flank and a few inches out of Anston’s control and Anston for some reason hadn’t used cornerstone, so drags were a possibility.

I had the Axiom Aim and shoot the Reckoner in front of Anston and I sadly left it on 1 box. Considering this was the only jack in control for the next turn, and it had lost its cortex, it was still good since all real treats to my models were not in a position where they could make a dent.

Both TEP’s just sprayed what they could all game long removing a nice amount of the infantry.  The Menoth player ended the game because he realized he couldn’t muster the force required to go up against and axiom and 2 Teps and behind the 3 huge bases there was no chance of getting to Lucant either.


2 win / 2 loss is a result I’m happy with at this point in time. Especially considering it could have been 3/1 looking at my 3rd round.

I’m not going to make changes to my lists as I didn’t spot any real flaws or shortcomings I could solve by swapping models. Convergences doesn’t have multiple options for each role at this point and the units that are there do a solid job.

All I really need to do now is get more practice. Mainly to see what matchups each of my lists can or can’t handle, there is some middle ground between the 2 lists and it’s not so clear which one comes out on top in that area.

I’m having fun and I’m improving with the faction I like the most fluff / looks wise so all is good.

My next painting project will be Axis, I’m currently making the base for him, after that I’ll start painting, so more painting news soon…

More painting = less posting

Which is unfortunate, however having more models finished more than makes up for it 😀

So a progress update on the last few weeks…

I have been doing several things all at once, which made things more hectic than usual.

Firstly, I attended Clogcon, which was a wonderful experience, just like last year. It’s gotten bigger and better and way more international. I don’t think you could fill a room with attendees who didn’t participate in the WTC the past year, and the level of play during the events was reflected by that. It was a chain of nice events and even better opponents (both in level of skill and on a social level.)

One of the sponsors was Frozen Forge, and they sold their merchandise at the event. I may have gone on a shopping spree due to this fact. I even got my hands on a limited edition set of the Convergence tokens. They are super nice.

After Clogcon the urge to play and tinker with lists received a boost because we always want to improve on our experiences after big events. And I wanted to be ready for the next event(s).

Looking forward the bigger event on the horizon is the Provincial Championship in Belgium. The core idea is to have a WTC style team tournament where a team from each province (Belgium has 10) competes against the others. Building experience in this format outside the actual WTC, means players who would attend for the first time do so with some experience in the format and should lead to better results in the future.

After talking over lists / match-ups / combinations /… with the other players in my meta, we formed a rough idea of who takes which faction and what direction we wanted to take in list building.

One of the changes we decided on was my faction, as having 2 Khador players on the team didn’t really make much sense (to us). And since I’m still starting out with the faction and our other Khador player has been playing the faction for ages, it was an obvious choice.

Looking at factors such as which faction provided me with the best results over time and how we could keep things rather simple for myself, we landed on me making my return to Convergence.

After seeing some amazing battles involving a German Convergence player at Clogcon I have to admit I wanted to revisit the faction at some point in the near future.

I have pretty much every model the faction holds twice so list building doesn’t have limitations. And I was unhappy leaving a part of the faction unpainted / unassembled, so this was a good reason to correct those little past mistakes.

In order to start painting my Convergence again, I needed to clear the stuff that occupied my painting desk first. So I finished my Winterguard death star first.


Meanwhile I ordered some new bases from Model Display products, so i could have more options when basing my various armies in the future. I also wanted to get some 120mm options.

For the 120’s I ordered 4 different types. The forest type since I wanted to complete that set (it’s the one I had been using for my Khador).

The Regal stone was also an auto include as I was using this base type for both Ret and COC in the past and I had used 2 of the 120’s before but never got to making a mold of it first.

Then I ordered 2 complete sets (30/40/50/120) of Industrial rubble and Block paving. Sadly the Block paving set doesn’t have a 120 mm variant.

The last base was a 120mm of the Rocky Terrain, it’s a pretty basic hill base which makes it perfect for multiple settings. Depending on how you dress it up it could be made into Desert / snow or even all green and lush.

Most of these have been molded by now so I can reproduce the bases when I need them for new models.

A buddy of mine is planning to paint up a Skorne army and he liked the bases I was using for mine, so he asked me if I wanted to make some bases for his models.

It took me a good week to get them all prepped but it was fun to see how fast I could produce a large amount. I only cast bases when I actually need them so I had no idea how fast I could churn out larger numbers.

The result was pretty awesome to behold:


Now while casting the bases took me some time, I ofc didn’t really sit next to them, watching them harden out, I painted.

I pretty much shattered any previous speed records I may have set in the past by finishing 2 Tep’s in less than 1 week. I started cleaning the parts on Tuesday and they were all finished on the table on Saturday.

I also used one of the new bases I had acquired for them, the 120mm Industrial Rubble. It’s a really nice base with nice variation and depth. The fact that there’s this little puddle makes it complete as it easily lends itself to water effects.

On one base it worked like a charm, on the other one it took in some air and the effect didn’t apply as I hoped. I’m contemplating on leaving is or redoing it, right now I’m focused on finishing other models first.

The servitors are all painted up but I had to wait to be able to put them on some of those new bases.



My 2 Lists are the Axis tier list and a Lucant list that contains the 2 Tep’s and an Axiom. For the Lucant list all that remains is to put the Tep’s servitors on their bases (which should be finished this week). The Axis list will take some more work still. I painted up 2 units of Angels and they are just like the Servitors awaiting their bases.

I’m also finishing up the arms for the Conservator. I magnetized them when I magnetized my 3 kits but since Axis wasn’t a thing back then, the Conservator wasn’t either and I never painted up those arms. Which means I now have 4 arms to finish. 2 are done, 2 more are just primed and waiting for some attention.

After all this I still have one unit of Obstructers, one unit of Reductors and 2 Enigma Foundries to go.

The foundries are already base coated in steel color, so they can be finished rather fast. I’ll be working on their bases first alongside the 12 others I need to do for the servitors and angels.

The Reductors were an experiment, they are bright Yellow and have guns for arms instead of arms with guns on them.


The Yellow tones are done, I just need to do the highlights on those and then the other colors, which will take some time as it’s detail work and the models aren’t the easiest ones to work with.

The 2 Foundries are also a little modding project as having four identical ones seemed rather boring.

This is what they looked like unprimed:

Once the above models are done I’ll have to figure out what to do with the Obstructors. I really like the idea of making the units looks all special like the Yellow Reductors. It makes them stand out without looking out of place really.

Having 4-5 units on the table with the same metallic color on them just creates a massive blob from which even I would have trouble determining which models is part of which unit. And honestly I don’t want that.

The plan at this time is to make my 2 remaining units of Obstructor both Unique as well by giving them each a unique scheme. At this point a green and a red tone come to mind, maybe even a blue tone, nothing is set in stone however.

Well, I’m off to finish what’s on my painting table and I hope I can post more soon.