Hellboy (2004)

It’s time for Birthday Week to go to the movies! Continuing my obsessive look at all things Hellboy this week, I thought it high time I took a look at the movie that, for me, started it all. Of course, the comics pre-date the movie by more than a decade, but I wasn’t familiar with them before seeing Big Red in action here…

Hellboy (2004)

The movie is basically the origin story of Hellboy, picking out a lot of the threads that we see in the comics, and building on the Seed of Destruction storyline to give a satisfying main story overall.

We start with the Tarmagant Island incident in 1944, with Rasputin opening a portal and bringing forth Hellboy from another dimension, then we fast-forward to the modern day and the BPRD, with a new recruit John T Myers joining the team to work as Hellboy’s liaison. Very quickly, the action moves to a museum break-in where an ancient daemon known as Sammael has been awakened by Rasputin and his disciples, Ilsa and Kroenen. Sammael goes on a rampage, and while the Bureau believe it to have been killed, in actual fact two more have been birthed from its carcass, thanks to Rasputin’s curse of multiplicity.

Myers works to bring Liz back to the team, as she had previously left due to mistrusting her own powers of pyrokinesis. The team are sent into the sewers to attempt to destroy the Sammael eggs, and while most of the agents that accompany them are killed, they also manage to capture Kroenen. In reality, Kroenen had given himself up by feigning death and, once inside the Bureau, manages to kill Professor Bruttenholm. The Bureau is taken over by FBI agent Tom Manning, who directs a mission to Moscow to end the Sammael threat and, hopefully, that of Rasputin and his followers.

In Moscow, the team tracks down the nest in Rasputin’s mausoleum, and while Liz manages to incinerate the eggs, they are captured. Rasputin sucks out Liz’s soul from her body, and uses it to cause Hellboy to use his stone right hand to awaken the Ogdru-Jahad and bring about the apocalypse. Myers manages to reach out to Hellboy, however, reminding him that Bruttenholm raised him to defy his destiny and choose his own path. Hellboy stabs Rasputin, whose death throes release a tentacled monster that Hellboy manages to defeat by detonating a belt of grenades inside the beast.

Hellboy (2004)

For me, this movie really encapsulates the feeling of Hellboy from the comics. We’ve got the half-demon wandering about in graveyards and reanimating corpses, we’ve got him hunting disgusting daemon creatures – it’s really fantastic. While Ron Perlman does steal the show as the titular character, Doug Jones as Abe Sapien, and Selma Blair as Liz Sherman, also have their parts to play – though due to going through the backstory, I think Liz is definitely the more short-changed of the two. John Hurt’s Professor Bruttenholm lends a dignified presence to the movie, though I think it’s really the villains that provide so much of the enjoyment here.

Hellboy (2004)

Rasputin is quite the character, and Karel Roden’s performance is quite chilling at times, especially when he’s in his suit doing his puppet-master routine. Ladislav Beran as Kroenen is a whole different kettle of fish, though – creepy doesn’t even begin to cover it. Beran has a fluid grace that really sets your teeth on edge, and when he’s gliding down those stairs in Bruttenholm’s office… urgh, gives me chills to just think about it!

Hellboy (2004)

Kroenen is definitely the character that benefits the most from his movie incarnation. Everybody comes over from the page to the screen fairly similarly, but for Rasputin’s lieutenant, we have a sort of amalgamation of a couple of the comic book characters. He’s part Nazi scientist, with his surgical compulsion and all, and an expert assassin – a less-mad Red Skull, I suppose. He’s the embodiment of almost the entire Nazi scientist enclave that exists within the comics, and I love how del Toro has managed to distill so much down into the character. Truly wonderful.

Something should also be said for the way the story is handled. It is often said that this movie takes Seed of Destruction as its starting point, but the Sammael threat is so far removed from that of the frog monsters that I don’t really think we can talk about them together. The story is an original one that nevertheless takes the essence of the comic book story and makes it work.

Hellboy (2004)

I’ve not seen the new movie, but while this one exists, I don’t think there’s a need for it. I’ve read the film was a flop, which is a shame, as I think the Hellboy universe really would benefit from a big screen showing, branching off into the BPRD proper and all, but part of me wonders if this failure might then allow for del Toro and Perlman to come back for the Hellboy 3 that we’ve heard teased over the years?

Hellboy: part two

Hey everybody!
It’s still birthday week here at spalanz.com, and all week I’ve been rambling about Hellboy in my own, inimitable style! Today sees a return to the comics that started it all, as I turn my gaze onto the third and fourth books in the trade paperback series!

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Unlike the first two, these books are basically short story collections, bringing together one or two-issue books into the trade paperback format. The stories span a wide expanse of both releases and also points on the Hellboy timeline, with escapades from the 1950s right up to the 1990s, in-universe. They’re a mixed bag, ranging from the two-page Pancakes right up to such monumental stories as Box Full of Evil. I’m not going to attempt to cover all of the stories contained in the books, but instead touch on a couple of what I consider my favourites…

The Chained Coffin & Others collects seven stories, of which we have Mignola’s favourite, The Corpse, as well as three fairly substantial stories that have a long reach throughout the lore. The titular Chained Coffin story tells something of the origin of Hellboy as a half-daemon, following Hellboy as he returns to the ruined church in East Bromwich where he first appeared in 1944. He has a dream of a woman recanting on her deathbed her sins of being a witch, only for her soul to be claimed by the daemon Azzael who then turns to Hellboy, calling him “my favourite son”. It’s quite a short one, but we learn a bit more about Big Red’s ancestry, so definitely worth a mention!

the wolves of saint august

The Wolves of Saint August is a werewolf story that has a bit of a creepy feel to it, but then I suppose that’s true of most of these stories! There is a very definite sense of atmosphere in the tale, as we follow Hellboy and Kate Corrigan as they investigate an abandoned village in the Balkans. It’s really very creepy and atmospheric, and well worth the read to see how the tale unfolds for itself! Finally, Almost Colossus follows on from the events of Wake the Devil, as we see the homunculus from Czerge Castle run amok with Liz Sherman’s powers. The team track it down in order to restore Liz’s powers, as the homunculus has been sapping her will to live. We get a bit of backstory on the whole thing, and the hilarity of the fact that Hellboy names the chap Roger… anyway!

The Right Hand of Doom is a similar collection, bringing eight stories together in roughly chronological order, starting with the two-page Pancakes story and building up from there. There are plenty of short tales that often feel more like vignettes from the universe, as we see a lot of stuff breeze by like the Japanese floating-heads story, the St Leonard’s Wyrm story, and the Vârcolac story. They’re stories that were written for much larger collections, and serve in their original outing to give a sense for what Hellboy is all about. Reading them in this format doesn’t really work, for me, as they all just feel a bit like throwaway adventures that don’t feel like they add too much to the overall storyline, as much as any such thing can be said to exist in this sense.

right hand of doom

The final two stories, however, are a bit more meaty. The Right Hand of Doom does go someway to address the existence of Hellboy’s stone right hand, though it is yet another account of Hellboy’s history up to this point, as Hellboy explains his story to the son of Malcolm Frost (one of the three paranormal investigators present in East Bromwich on the night Hellboy first came to earth). Not an origin story per se, but certainly hitting all of the story points that we’re by now familiar with.

Box Full of Evil is the final story, and finally we get Hellboy and Abe reunited for an adventure! The two are investigating the strange reappearance of Igor Bromhead after his release from prison. Bromhead, using a hand of glory, has broken into an English mansion and removed a small box and a set of tongs, which the two BPRD agents immediately realise have links to the legend of St Dunstan, who is said to have trapped Satan in a box. Bromhead releases the devil, taking the form of the daemon Ualac, and when Hellboy arrives, his destiny to bring about armageddon is once again addressed. The story is really quite involved, and feels like it has a lot more substance to it than the others that appear in the volume, so was definitely a fitting finale!


I think I definitely prefer my Hellboy stories to be longer tales than the sort of one-shot stories we have collected in these two books! That’s not to say that they’re bad, per se, it’s just a lot more satisfying to read a fairly meaty story that can bring the full depth of Mignola’s talent for weaving folklore and myth into his universe. Wake the Devil is the archetypal story at this point in the lore, and I feel like most of these other tales are merely background.

Nevertheless, I enjoy seeing Hellboy taking part in an adventure that manages to pull together one or two elements of folklore and superstition, and it all helps to add to the character overall.

I think it’s quite informative to fans of the board game to read these stories, as they go a long way to explaining a lot of the enemy miniatures that have been included there. I must admit to feeling a bit puzzled when they revealed minis for things like the monkey with a gun, or St Leonard’s Wyrm, as they’re hardly the more important aspects of the Hellboy mythos. However, as I said in my blog about the game, the Hellboy comics are – largely – made up of these sorts of vignettes and short tales that feature Hellboy going up against some aspect of folklore or myth, which is why the modular design of the game and its one-shot-style play fit so well. If you read the comics, you realise that this isn’t really a campaign, but instead a series of standalone adventures with a rough chronology that can, on the whole, be enjoyed by themselves.

They’re definitely worth a read, anyway!!

Hellboy: The Board Game

Hellboy the board game

It’s birthday week, and it’s Hellboy week, so it’s only right for this week’s game day to take a look at the recently arrived behemoth of a board game! It’s Hellboy the board game from Mantic Games!

Originally touted on Kickstarter almost exactly a year ago, the game smashed through its £100k funding goal, eventually getting to almost £1.5million during the funding period. Ironically, of course, this isn’t really that impressive for Kickstarters these days, though I suppose for a licensed product from an established company, it is fairly standard. Designed by James Hewitt, the brains behind none other than the recent Necromunda Underhive from Games Workshop, the game is basically a dungeon crawl, with the heroes going through a series of encounters with enemy minions as they make their way through the board towards the final boss enemy. Pretty standard fare, I’m sure you’ll agree. The system is pretty straightforward as well, without anything as complex as the classic dungeon crawler Descent.

Hellboy the board game

The game begins with the Agent phase, where each hero gets the chance to make three activations. It’s a co-op game, so you can mix and match just how you make these activations – if you’ve got a better explorer character, they might be the best choice to look into a room, before the heavy hitter can then wade into the fray and start punching things.

Once the Agents have had a go, there is the Doom phase, where the Deck of Doom advances (basically the game’s version of an AI, responding slightly to the hero actions) and the Impending Doom marker advances – this can trigger the end confrontation with the enemy boss, so acts as a bit of a timer for you.

After cleanup, the new round begins with the Enemy phase, where any enemy minions on the board get to do stuff based on a keyword activation system. The whole thing is fairly slick, and there is a tutorial game included in the box to run you through the process to get started. I’ve played the tutorial twice now, and think I’ve got a fairly decent grasp of how things go as a result.

Hellboy the board game

The game isn’t really designed as a campaign system, but more as pretty much a traditional board game – you sit down, you play, you pack it all away. There are four Agents included in the game (a whole lot more in the Kickstarter edition, though I believe the game currently only supports four-player tops), each Agent coming with two Starting Gear cards. You also get to choose a piece of kit that might come in handy from the Requisition deck – each card has a cost (such as the Warding Talisman, above, costing 3), and depending on how many Agents are on the trip, you get a budget to spend on these cards. It’s fairly thematic without being overly complex. However, as far as customization options go, that’s pretty much it.

It’s worth noting, as well, that Agents can only shoot if they have a ranged weapon card, whereas they can usually always make a melee attack due to having fists or whatever. It’s something that I felt wasn’t entirely clear in the rules, and while it probably won’t always come up, you may find yourself trying to shoot with an Agent who actually can’t do so.

Hellboy the board game

The game leads up to a Confrontation, usually with the big bad guy of the scenario you’re playing – in the tutorial game, that’s the Giant Frog Monster. These chaps are quite beastly, but with some lucky dice rolling, I’ve managed to survive fairly easily. I think this is probably due to the dice mechanic of the game.

During the course of the game, you get the opportunity to examine clues, which will in turn allow you to advance the Information Gathered track. This track also contains tokens at specific points – if the track is advanced beyond these points, you collect the tokens which, during the Confrontation, allow you to upgrade dice you roll when attacking the boss. The dice system is probably the most unique thing about the game that I’ve come across. On the agent sheet shown earlier, there are four skills shown in colour-coded blocks in the top-left corner. Hellboy has a melee characteristic of red, a ranged characteristic of yellow, and both examine and defense characteristics of orange. The dice system runs from yellow dice (worst) through orange (medium) to red (best), with black dice for super-best. When making a test, you roll three coloured dice plus the blue effect die – this die can be brilliant for you, doubling the highest-scoring die result, or removing it, and all sorts in between. It’s really quite a cool mechanic, and all sorts of in-game effects can improve or reduce your dice efficacy, such as having monsters in the same board area as you, etc.

Having two information gathered tokens during the Confrontation meant that Hellboy was punching the Giant Frog Monster with two black and one red dice, however, and during my second game with Hellboy and Johan, I made some spectacular rolls for both of them, meaning that, even though Johan was nearly dead (well, dead-er), I was able to defeat the monster after only a single activation of the big bad guy.

Hellboy the board game

The miniatures are pretty decent for gaming pieces. Since I became a Warhammer nerd, I’ve become super critical of these things, but even the plastic pieces are really quite nicely detailed, overall. I didn’t get the resin miniatures, but I’d imagine they’re even more detailed.

The Kickstarter box is an absolute beast, and certainly the biggest game I’ve ever bought. It manages to fit the core game and two full expansions inside, as well as a host of the Kickstarter stretch goals unlocked throughout the campaign. I find this quite an exciting experience, and quite interesting in the way that Kickstarter games work. I’ve basically bought a core game and two big-box expansions, with maybe three or four smaller expansions on top. I suppose I’m just used to buying into games at a slower pace!

Hellboy the board game

In addition to the core game, we get the Conqueror Worm and the BPRD Archives expansions in here. Conqueror Worm is a new scenario, alongside Nazi minions and, of course, the giant Worm itself as a boss miniature. The BPRD Archives expansion is a curious beast, as it is basically a whole collection of standalone scenarios that allows you to create whatever game you want. Rules for setting up the board, including which minions and bosses to fight, are all included on tarot-sized cards, and there is a veritable menagerie of enemy miniatures included for you to battle. I’ve not tried that method of play yet, but from briefly looking through the process, it seems quite straightforward, and there are promises for future expansions to include stuff for this deck constructor mode, ensuring that you can always use this expansion to create new games with the mountain of stuff available!

So far as Kickstarter exclusives go, there seems to have been a bit of a redesign for their inclusion in the box, and I do quite like it. There’s a design blog from James Hewitt that talks about how these things work, and the original concept of villains with their own Confrontations has shifted to the more modular inclusion of Fiend cards that allow these Lieutenant-style baddies to show up without waiting for the very end. I like this because the game can otherwise feel like a massive swing – from one minute battling minions to suddenly having a huge beast to contend with.

There is part of me that wishes we could get some kind of reward for defeating such villains, though I suppose I’m just thinking on a simplistic level. It’s not like every bad guy is carrying round bags of gold that they drop as soon as you defeat them!

On a similar note, I’ve seen a lot of people express disappointment online for the lack of a campaign system, and the inclusion of the sandbox-type BPRD Archives expansion seems to have been an affront to such people, who feel it lazy or somesuch. Personally, I think it’s a terrific way to expand the game, allowing for a whole lot of replayability, and the random-encounter feeling of the game is very much in keeping with the fairly random-encounter feeling of the comics. Sure, the storylines do weave in and out of each other, but there are a lot of one-shot-style adventures our intrepid heroes embark upon, and that is quite decently replicated here. It’s great for people who want those kind of one-off games, and you’ve got to remember, Hellboy pretty much exists as he is  in the comics: he doesn’t really level-up and become better at what he does, he just does it all the way through. Not saying he doesn’t learn lessons of course, but that’s what the Information Gathered track is there for.

It’s also how James Hewitt originally envisaged the game design, being modular and customisable like this.

I like it, anyway!

Hellboy the board game

Backers still have the Box Full of Evil to come, which features some more Kickstarter stretch goals and two mini-expansions, not sure when we can expect that to arrive at the moment, but hopefully it’ll arrive soon. In the meantime, it’s not like I don’t have absolute masses of game material to wade through and enjoy!!

Hellboy: part one

Hey everybody!
This week marks my fifth year of blogging here in my quiet corner of the internet, and to celebrate, I’m taking a look at one of my favourite comic books, the classic Hellboy. Let’s start with the first two books, Seed of Destruction and Wake the Devil.

Hellboy 1 & 2

Seed of Destruction is very much the origin story for Big Red, and while creator Mike Mignola had previously written a short story introducing his concept for the character, it’s here that we start his story proper. Back in December 1944, in East Bromwich, England, American troops and three paranormal investigators are drawn to a convergence of energy that seems to indicate something is about to happen, thanks in part to the precognition of England’s premiere medium, Lady Cynthia Eden-Jones. However, at the critical moment, Lady Cynthia realises it is far to the north that a second epicentre has opened – it is there that the Nazis have gathered, led by a mysterious monk figure who is intent on opening a portal to another dimension to bring about the end of the world and allow the Nazis to claim victory in the war: Project Ragnarok.

While the portal is opened, it is in East Bromwich that the agent of that doom appears – a tiny red “ape” with a stone right hand. The Americans dub him Hellboy, and take him with them back to the USA, and the Bureau for Paranormal Research and Defense (BPRD).

Years later, Professor Bruttenholm finally returns from a two year polar expedition. Bruttenholm, one of the investigators from East Bromwich and Hellboy’s surrogate father, is recounting some of the adventure to the now-mature half-demon when frogs start appearing, and the professor himself is killed by a frog-monster. Hellboy manages to kill the creature, however.

Following the trail of the frog monsters, Hellboy and his colleagues Liz Sherman and the amphibious Abe Sapien travel to Cavendish Hall, home of two of Bruttenholm’s companions on his polar expedition. Lady Cavendish reveals that her family has been inexplicably drawn to the arctic for generations, but the death of her two sons on the expedition might finally mean an end to this. Further investigation brings Hellboy into direct conflict with the monk-like figure who led the Nazis in 1944, none other than Rasputin. He wishes to awaken the Ogdru-Jahad, the seven gods of the apocalypse, and destroy the earth. Rasputin has captured Liz, and attempts to use her fire-control abilities to augment his own and awaken the Sadu Hem, a mystical totem brought back from the arctic by Bruttenholm and the two Cavendish brothers before they were transformed into frog monsters. The Sadu Hem should then have the power to awaken the Ogdru-Jahad, however Abe manages to spear Rasputin through the chest (with the help of the zombie-like Elihu Cavendish, founder of the dynasty) and rescue Liz.

Wake the Devil pretty much picks up where Seed of Destruction ended, with Rasputin’s disciples from the 1944 project – Ilsa Haupstein, Karl Ruprecht Kroenen, and Leopold Kurtz –  coming out of a deep freeze in a castle high up in Norway. Meanwhile, the Bureau is tasked to track down the body of Vladimir Giurescu, an almost-mythological figure who is believed to be immortal, and was once hoped to head up one of the Nazis many doomsday projects, ‘Vampir Sturm’. The BPRD teams up to track the body to three separate locations within Romania, where Hellboy quickly finds himself at the correct location, coming face to face with Ilsa Haupstein, and her attempt to revive Giurescu.

Others on the team land at different sites in Romania, and Liz’s team discover an unusually large homonculus in the ruins of Czerge Castle. The homonculus attacks them, attempting to drain Liz’s energy, until Bud Waller manages to shoot it, causing it to run off. Meanwhile, Ilsa sets the cyborg Nazi Unmensch on Hellboy, the two having a massive fight that eventually leads Hellboy to a room in the castle where Giurescu is being revived by the goddess Hecate, who turns out to be Giurescu’s mother.

Hellboy battles Hecate, while Rasputin promises Ilsa immortality if she is willing to step into an iron maiden. The torture device kills her, but is placed at a crossroads with a chained Hellboy just as Giurescu comes back to life and tries to kill him. Hellboy defeats Giurescu, a fragment of whose soul then enters the iron maiden. However, in the extraction from Romania, the BPRD manage to lose the body of Giurescu, and the iron maiden mysteriously disappears.

Hellboy frogs

The first two books in the Hellboy series are absolutely cracking. While the first story remains relatively straightforward in the telling, with some folklore thrown in among the tale, by and large it is the story of a mad monk attempting to bring about the end of the world, using frog monster minions to do his bidding. The initial backstory of Project Ragnarok is there, but only to form the initial backdrop to the main tale.

In the second book, we have what Mignola is perhaps best at, weaving mythology and folklore into a story that also takes in the mysticism of the occult and linking strongly with Nazi scientists, to provide a wide-ranging, highly-textured and detailed storyline. While Seed of Destruction is perhaps required reading to give you the background, Wake the Devil is really what Hellboy is all about, and manages to encapsulate the character and the series in just one book.

I think it’s incredibly impressive the way Mignola manages to treat all the various threads of folklore into the narrative, and it’s a bit of a treat to see the way these tidbits manage to make it into the storyline. Overall, the dark gothic feel of the Hellboy universe is wonderful and these first two books in the series really help to put you on the road that the Hellboy books travel.

There is so much to enjoy in these books that I can barely convey the breadth of the story in this review. I’ve tried to hit a lot of the points because I think there will be significant mentions and stuff later on, but I’m now a bit worried that I’ve made it sounds slightly muddled in the re-telling!

I’m 5 years old!

It’s birthday week here at spalanz.com, and today not only marks Easter Sunday for those of you who like to gorge on chocolate eggs (such as myself), but it’s also the 5th birthday of my blog! Who’d have thought, after such inauspicious beginnings back in 2014, I’d be here now?! Well, I’m not exactly sure where here is, as I’m usually just found rambling on about miniatures or books or comics, really.

It’s to comics that we’re going to be turning in the coming week, however, as I return to my time-honoured tradition and mark the birthday week with a series of blogs devoted to a favourite thing in multiple media. For my 5th year of blogging, I’m going to be talking about Hellboy!

No, I still haven’t seen the new movie, but if I’m honest, I liked Ron Perlman’s Big Red far too much to be interested in anybody else trying to don the right hand of doom. You can expect me to ramble about the 2004 movie, it’s 2008 sequel, the comics, and of course, the new board game!

Hellboy

Back in 2004, I saw the original Hellboy movie and was a little bit obsessed. Pretty much instantly I bought up all of the graphic novels that were out – just the first five, at the time – and pretty much devoured them in a weekend. It was glorious. But then, my enthusiasm seemed to shift as Elektra came out, and I started delving pretty heavily into Marvel. It was around the same time as House of M, and so I ranged pretty widely, forgetting about Hellboy and the BPRD. Over the years, I’ve been keen to get back into it and rediscover the first five chapters of the story, but also see what else the comics have to offer – I was pretty surprised to discover how many books are in the library now for the beloved half-demon! This coming week, then, I’ll be returning to my “roots” with the story up to Conqueror Worm, and then in the months and years to follow, I plan to continue my look at the graphic novels for the BPRD, and various spin-offs from the main storyline.

Happy Birthday to me…

Star Wars: The Rise of Skywalker (teaser trailer)

It’s here, finally!

I’m one of those who did quite enjoy The Last Jedi, so I’m not about to launch into some kind of, “finally, we’re back on track” diatribes. If I’m honest, there isn’t really a great deal to go on here, it’s your classic teaser trailer, where there’s some bland scene making up the most part, then a series of cuts with almost single-shot action that, by itself, doesn’t really mean much.

The ending of it looks quite interesting though – is that Endor? Is that the remains of the second Death Star? Hm. I’m really hoping that the Palpatine laugh at the end is either misdirection entirely, or else there’s some remnant of his spirit haunting the wreckage that Rey and co will have to confront.

Also, how good is it that the band is back together here? The new big three are reunited for their trip, and it’s quite nice to have them all in the same place – much like we had with Return to the Jedi, and the old big three starting off their adventure together!

Lando’s back, and he’s looking glorious! Billy Dee is definitely a welcome return, I just wish he’d been brough out of retirement sooner, really! But he’s here now, and I can’t wait to see just how he reunites with the Rebellion. It was also really nice to see General Leia is still here – I know there had been the reports of using unused footage from the previous two films to make up Carrie Fisher’s contribution to the movie, but there was a part of me that still thought she might be relegated to a bit-player. Hopefully they’ve got enough footage that they can make her into at least the presence she deserves, and if she has to go out in a blaze of glory, then so be it.

Overall, I’m quite excited! I just hope Palpatine isn’t brought back as an effective replacement for Snoke, as it would make the whole Vader arc in the original trilogy pretty meaningless if Anakin hadn’t managed to destroy the Sith and bring balance, etc. Unless that prophecy is going to come back and feature in some way? I can’t really see it, as there has been a bit of a trend to almost deny the prequels exist, or certainly to ignore the material of that time.

The only thing that bothers me, if I’m honest, is the title. The Rise of Skywalker – while I’m not about to conjecture that it’s Rey, or Kylo’s redemption, or anything, I am a bit disappointed with it. I’m sure I’ll get used to it – I have a feeling I didn’t like The Force Awakens when I first heard it, but even so, I have the feeling that JJ is going to try and give us something I’m not sure I want at this point.

Time will tell, I guess, and in a little over 8 months’ time, we’ll get to find out! I’ll have a two month old baby at that point, so hopefully we can find childcare to make it to the cinema for opening day!!

Star Wars: Battlefront – Twilight Company (a review)

Hey everybody!
It may have taken some time, but I’ve finally finished Battlefront: Twilight Company last night, so I thought I’d come here and ramble about my thoughts just ahead of Celebration 2019 – where, it is rumoured, we’ll finally get to hear some long-awaited news of Episode IX!

This book was really good. I need to get that out there right away. I’ve been feeling a little less-than-impressed with the new canon over the last few months, I was really chuffed to finally find a book that I actually thought was a decent read pretty much all the way through. A lot of reviews mention that it does drag a little in the middle, but the story that it tells overall is so interesting that, by the end of it, I could forgive that.

I was so impressed, I made an 8-minute video rambling about it!

So the story follows the titular Twilight Company as they fight a rear-guard action in the Mid Rim, which in itself is quite fascinating. (Not for the first time, I’ve found myself wondering how a story with the Big Three would look set in this particular event). On the planet Haidoral Prime, during an open recruit for the Company, the Imperial Governor there, Everi Chalis, surrenders to the Alliance with the promise of information about Imperial military logistics, possibly the sort of information that could help to swing the tide of the war back in the Rebels’ favour. Her defection doesn’t go unnoticed, and Prelate Verge, a former protege of Count Vidian, is tasked to find her, so brings Captain Tabor Seitaron out of his teaching post at Carida in order to assist in the hunt.

Twilight Company’s luck goes from bad to worse with Chalis along for the ride, and the soldiers are convinced that she is some sort of bad-luck charm. However, once she has presented her information to the Captain of the Company, arrangements are made to take her to Hoth and the Alliance High Command. However, it really does go from bad to worse while at the secret base on the ice planet, as not long after Chalis has made her presentation to High Command, the Empire arrives and the Battle of Hoth begins!

Chalis is convinced that Vader is on the planet chasing her down, but when the Millennium Falcon manages to escape the Dark Lord’s clutches, Vader turns his attention on Chalis and crushes her throat in an attempt to find the location of the rebels. Chalis and the others only manage to escape with their lives because they don’t know where Leia and the others have fled to.

However, during the battle, the Company Captain is killed, and Twilight Company is left in a sort of limbo while they try to gain news of their next orders. It’s at this point that the book seems to slow down a bit, though I suppose it could be seen as reflective of the fact the Company itself is wandering aimlessly until Chalis, getting over the fact that she was never that important to the top brass in the Empire, comes up with a plan to re-energize them all: disable the shipyards of Kuat. To do this, she plots to make a series of surgical strikes at different planets along the Rimma Trade Route, forcing the Empire to redeploy resources that would be used in defense of the shipyards.

These strikes go perfectly well until they reach Sullust. Captain Seitaron has managed to pick apart Chalis’ plan to the point where he could guess she would hit Sullust or Malastare, and so they arrive in-system with a Star Destroyer, shooting down the rebels’ ship and stranding them on the planet. The rebels team up with local resistance cells, one of the leaders of which is none other than Nien Nunb, and manage to hold off the Imperials while Chalis, who everyone believes to be pursuing her own personal vendetta at this point, manages to get herself aboard the Star Destroyer and kill Verge as well as disabling the ship with an ion bomb. Seitaron calls a retreat, and the rebels manage to claim a victory.

I really enjoyed this book, in case it wasn’t clear!

There was, somehow, a feeling of returning to the Star Wars I grew up with. I said in my video ramble that it reminded me a lot of the X-Wing novels, which were about the regular troops doing regular troop stuff, and there is something really interesting about that. For starters, everybody in the book is fair game to be killed off, and there was one death in particular at the end that I found myself quite surprised by. There are a lot of call-backs to the lore of yore, such as references to Cartao (Timothy Zahn’s short story ‘Hero of Cartao’) as well as very obscure tie-ins to the movies, like Twilight Company hitting the planet Xagobah (the homeworld of the podracer Neva Kee from Episode I). I’ve sometimes felt myself a bit lost with this new canon, but as it happens, I found this book made me feel right back at home in the GFFA.

It does have that lag in the middle, as I mentioned, and I did feel myself cringing a little during some of the Hoth scenes, as it felt a little bit like it was being shoe-horned into the movie setting during the confrontation with Vader. At the very beginning of the book, there was also a vague sense of this being a book based off a game, with the sort of mission-style narrative that can sometimes feel far too join-the-dots and generic. However, that sense quickly left me, and we’re left with this really good book – apparently, it’s the author’s first!

If I ever get around to writing a novel, I hope it will turn out this good!

More Drukhari thoughts

Hey everybody!
Following on from Tuesday’s very rambling post, where I dissected my match against Deathwatch, I thought I’d come back here with some more thoughts on the dark kin. I mentioned in that post how I was thinking about moving away from the now-established Codex army builds, separating my Cult, Coven and Kabal forces, and instead going back to the blended approach from the Index days. Well, I’ve given this some more thought, and I’ve come up with an army list that I’m surprisingly really excited to try out!

The list is at its core a battalion, with five troops choices and two HQs – it’s just that the second HQ is a Haemonculus rather than a second Archon, breaking the Obsessions. I could technically get away with having it as two Patrol detachments, one for the Coven and one for the Kabal, but then I still have the Wych Cult elements to account for and, having no HQ or troop choice in there, this becomes a bit more difficult. So I’ve not bothered.

I’m still getting 8 command points here, and still have the basic Warlord Traits and Relics to choose from, along with a suite of 22 stratagems that I can use, based on the units in the list. When I was thinking about this idea, I mooted it on the Drukhari facebook group, and was kinda shot down for the very notion of even trying it. Some folks did seem a little more open to the idea, but the initial response seemed to be a hearty “no”. I think this is primarily because of people not willing to give up on Agents of Vect, but having never played Black Heart in my life, I think this is hardly a selling point for me to stay within the standard builds.

Between Gangs of Commorragh and all the older Start Collecting boxes I bought, I have a lot of Reaver Jetbikes, which was kinda the starting point for me wanting to do this idea in the first place. A lot of my Index Drukhari lists were primarily Kabal and Coven with some bikers along for the ride, and I found they provided an interesting bit of combat difference for the rest of the army. Especially tooling them up with their specialist wargear, allowing them to dish out mortal wounds when they charge into a unit, or fall back from that unit. So I definitely wanted to include some of these mad biker gangs in there, and thus decided to just break with the whole Obsessions thing and see what happened.

Interestingly, when I mentioned this on the facebook group, someone suggested trying a unit of Kabalites with a blaster inside a Venom – but we’d be looking at well over 100 points for this, whereas the Reavers clock-in around 70ish points.

Having broken this spell, I started looking around a bit more freely at what I would like to include in the list, and struck upon the Beasts. I’d had a Beastmaster and Clawed Fiend hanging about since last year, and had also picked up a Razorwing Flock recently, so decided to go down that route, which proved to be quite easy on the points, as it happens! Much like the Court of the Archon stuff, there is a lot of weird stuff in the Drukhari Codex that I just love, and so decided to go for a real carnival of weird feel to this army list!

The Beasts are a bit of a weird situation in Matched Play games, because you’re basically forced to take them all as one unit, not being able to take Beasts without a Beastmaster, and when you do so, the Beasts don’t take up a force org slot. I suppose it’s there to prevent spamming a lot of the cheap stuff to fill a brigade detachment, but we’re not quite there yet…!

The idea behind my army, then, is to have a Drukhari drive-by style of army, with the Archon and Medusae flying around inside their command Venom, followed closely by the Venom containing a Sybarite with blast pistol and agoniser, sort of acting as the bodyguard. If the threat level requires it, there is the second Venom with a blaster inside to act as a secondary bodyguard, while the main force flies about in Raiders.

I’ve got Haemonculus Coven stuff and the Beasts to work in melee, hopefully destroying a fair few things once the targets have all been softened up by the shooting attacks. Then there are the Reavers to just flit about the field and shoot anything they like, charging into close combat with the rest.

Where Next?
It’s always a little difficult to think about the next steps for these things, when I’ve not even played with this army yet, but I do quite fancy seeing how I could perhaps get some Scourges into the list. I’ve already got a squad of five built up since 7th edition, so I think that’d be good to actually get on and finish these chaps for the table.

Drukhari Scourges Solarite

The jump infantry of the Dark Eldar, Scourges are an interesting choice to me for the sheer amount of fancy weaponry they can take. Coming stock with a shardcarbine, up to four of them can trade that in for a choice of dark lance, heat lance, splinter cannon, haywire blaster, blaster or shredder. The Solarite is also the only model in the army who can take a power lance, which is mainly taken because it looks cool, from what I can gather! I built mine with a dark lance and a splinter cannon, along with two shardcarbines, and the Solarite wielding a splinter pistol and a piece of wargear with no codex entry, the weighted flail. I’m using it as a venom blade, so my squad of five comes in at 92 points. I think I’d probably look at swapping these bird-men in for the Kabalites with a blaster and their venom before I look at increasing the points of the overall list.


Drukhari are very likely going to be a big focus for me as 2019 moves along. It’s an army that I’ve loved since the very first game I had against Blood Angels, and I knew it was something I wanted to pursue and try to improve with. This year, I’ve got quite a few momentous events happening, between hoping to move house at some point over the summer, then the birth of my firstborn due in October – I doubt I’ll have much time to go as wide with the hobby as I have been up to this point!!!!!

Deathwatch vs Drukhari: a postmortem

Hey everybody!
Had a very disappointing game against Deathwatch yesterday, so thought I’d come along here and ramble about it for a bit. Because, y’know, why not?

I was playing at my local store against a guy I’ve played before, albeit with different lists. While in our previous match I’d been Necrons, he’d also included a different line-up and it was a smaller-scale game (1250 points, I think). We’d upped things to 1750, and I thought it was about time I brought out the Drukhari, given that I’ve not been playing them nearly as much since the Codex came out, and it’s really time to get my head around all the stuff they can do!

Firstly, then, my list:

It’s a list that I’ve used in similar configuration before, when I had a game back in December against Orks. I’d initially considered using Wych Cult models alongside the Kabal portion, similar to what I was talking about last month, but in the event I wasn’t going to get all of the models that needed painting finished in time. We both went over a bit, mainly because he was bringing Knights to the party, so I felt no shame in squeezing in a second haemonculus to make it two battalions for 13 command points. I made one of the haemonculi the warlord, putting both in their own Venom, then used the Kabal as the main thrust of my army.  The plan was to use the Kabal as a main threat and keep everything at range, while the Coven portion went up the sides and attempted to create a melee charnel house.

Deathwatch vs Drukhari, round one

This plan did not last nearly as well as I thought it might, given that I went second, losing a lot of my firepower and mobility thanks to both Ravagers being blown off the table, as well as two of the Raiders being brought down to extreme low health. Urgh! We were playing Supplies from Above, one of the new missions from Chapter Approved 2018, and one that I’ve played previously in a smaller-scale Necrons vs Tempestus Scions game, and can be a lot of fun in the smaller setting. With a lot of table to cover, though, it proved to be a different experience.

I’d initially placed my objectives near the centre thinking I’d create a bit of a killzone for my Raiders to just deliver massive broadsides each turn. Unfortunately, that didn’t really come to pass! My first shooting phase, I managed to kill one guy – just one guy! Really poor rolls made it quite difficult to get much further. I did use the Fire and Fade stratagem to then move one of the Raiders out of the way of the Knight that was breathing down my neck (which is how it came to be neatly wedged between the scenery pieces in the centre of the picture, above).

With my Ravagers gone so quickly, though, I decided to just not even bother with the Knights, and tried instead to focus on keeping to cover as much as I could, and go for the troops. The mission requires you to control objective markers at the start of your turn, but they move at the start of each battle round, so I shifted my focus to that in the hope that I’d be able to weather the storm coming my way!

My opponent had switched up his list from last time as well, and rather than having everybody carry storm bolters, instead went for a mostly-Primaris build. Which was, as I’m sure you can imagine, a sheer delight. Everything having two wounds suddenly made what heavy artillery I had left become more viable against troops, as shameful as that may be to fire a dark lance at an infantry blob! As an aside, I’d built the majority of this army during the changeover from 7th to 8th edition, when the dark lance was king. However, I’m really thinking that the remaining Raiders I have to build and paint will all be disintegrator cannons, instead – 5 points cheaper, and two more shots. Sure, the strength and AP aren’t as good, but the chances of hitting with the cannons are so much better than with the lances. Somehow, whiffing with three shots at 15 points feels better than whiffing with one shot for 20 points. But anyway!

The one bright spot for me was having taken the risk and walked up the Wrack squad carrying the Hexrifle along the flank to shoot directly into the face of the Watch Master – I wasn’t sure I’d be any good suffering the penalty for moving and firing a heavy weapon, but there’s something wonderful to be said for actually making the Hexrifle shot work: 6 to wound and an unsaved wound at that meant two wounds came off the Watch Master. Delightful.

Deathwatch vs Drukhari, round two

Turn two was utterly appalling for me. I lost everything except the Coven Raider and Venom, and just kept rolling poorly for all of my Kabalites. The fact that two squads of ten veterans deep-struck in, one of which came down into my deployment zone for a two-pronged attack, really saw the pain. I’d deployed an Archon on foot, which you can see just to the centre-right of the above photo, and intended him to be quite the distraction. As it happened, he managed to pull most of the fire from that back-field deep strike, and his shadowfield broke on the third roll. Nobody can really withstand 12 shots to the face, can they? But it meant my Warlord had that much less coming for him, while somehow I managed to shave another two wounds off the Watch Master by again rolling perfectly for the Hexrifle!

Nobody expects a melee-orientated unit like Wracks to have a sniper rifle hidden in their midst, and so pretty much every game I’ve used it, this squad has been woefully misunderstood. Splendid!

If only the rest of the battle was going splendidly, of course. As a point of note, I always forget about Power from Pain. I even had the cards right there in front of me to remember, but I still forget to make the FNP save from the first battle round. Thankfully, my opponent was a good enough sport about it and let me roll after the fact, which did net me two Kabalites back from one of the squads – though I suspect he did so fully aware of the fact they weren’t really a threat to him at this point!

Due to the insane amount of firepower coming at me, when my actual second turn came around, I had very little left to do, so just charged a bunch of Covens units into the backfield deep strikers, and successfully managed to eliminate a Jump Captain and the squad of ten he came down with. There is something to be said for the brutal efficiency of a Talos, Cronos, Haemonculus and Wrack squad working together. Can’t wait to complete the family and add some Grotesques to the roster!


Despite it all – Hellfire rounds to the face, Knights with ridiculous anti-vehicle hatred all around me – we ended in a draw. The Court of the Archon came in really handy having disembarked from their downed Venom in the centre of the table, as each is a separate unit so they all scattered to secure three objectives, with only the Sslyth losing his during the third battle round. We agreed to call it a draw after his turn though, as the store was 20 minutes from closing and I knew it would take at least that long to pack all of my stuff away!

I can’t remember the last time I won a game of 40k. Well, actually I think I can, but it was a long time ago. At any rate, losing games is very often more valuable an experience than winning. My opponent for this game is a self-advertised newbie, and I think our game last night was his fourth, having won one, lost two, and now drawn one. The usual advice for new players is to let them win their first game, but that really is a double-edged sword, for it may lead a person to think the game is easy, or that it will always be like that. Losing, however, makes you re-evaluate your choices, both in the list and in the game. Even though we called this a draw on victory points, I definitely felt like I lost this one.

I ended the battle with 8 command points left. If you end a game with any CPs left, you’ve likely done something wrong, and I very definitely don’t yet know the full potential for the stratagems Drukhari can employ. In a game situation, though, I hate to stand there, flicking through my cards or the Codex, trying to come up with a strategy on the fly, though often I end up doing so regardless. Not making full use of my command points was definitely a mis-step from me, and leaving one of my Raiders out in the open was just asking for trouble when there is so much heavy firepower on the opposite side of the table.

A great excuse for this game was that I was playing at right angles to my deployment zone. Hear me out on this one: we were playing Hammer and Anvil deployment, but the tables in GW Chester are set up as one long line down the centre of the room. So my deployment zone abutted another game going on, and I couldn’t properly get behind my minis to see what they could see, etc. Trying to figure out lines of sight as best I could was, well, difficult at best! I really shouldn’t have been the gentleman and accepted the poorer of the two zones.

I usually have poor dice rolls, and so I try to mitigate that by going for an almost horde feel to the armies I play, and try to have lots of weapons in the hope that the weight of numbers will mean I’ll get at least some hits. But even for me, last night’s game was a shambles. However, there were some successful shots in there that were, unfortunately, saved. Another cardinal sin here – I paid for splinter racks on all three of my Kabal Raiders, 10 points each. I promptly forgot about this, and cannot remember if any of the drive-by attacks rolled 6s. Argh! The agony is real.

People talk about Blasters being amazing, but it’s a similar situation to the dark lance, putting a lot of faith (and points!) into just one shot. I’m starting to think that I might well just keep things real simple in my next game, and have three squads of ten with just splinter rifles, or maybe add in a splinter cannon for each but otherwise strip them back completely. 70 points for a 10-man Kabalite squad isn’t exactly a bad situation to be in, after all. Keeping things cheap in this manner will open the door for adding in more stuff as well, naturally – maybe a 5-man Kabalite squad in a Venom, where I can perhaps get a bit fancier?

The other thing that has been running around my mind for a while is to just forget about the whole Obsessions thing, and run a Drukhari army without trying to straightjacket it into Kabal/Cult/Coven. There are enough options outside of the Obsessions to do this comfortably, though who knows if it would actually be viable? At least I could use my Reavers without having to think about a Succubus or maxing out the Outrider detachment…

All of this talk leads me to the main point I have to make, though: I’m just not that experienced with my Drukhari force yet. I said at the top that it was a very disappointing game, and that was really a disappointment with myself and the tactical choices I made throughout. I love Dark Eldar, not necessarily for the fluff but the playstyle is a massive puzzle that I really enjoy solving each time I bring them to the table (except, perhaps, when that puzzle is being destroyed before I even have a chance to pick up the next piece!) However, my hobby-butterfly mentality often sees me flit from one army to another, and never really getting the hang of anything. As it happens, I’m hoping to move house this summer, so in the spirit of anticipating some upheaval in the next few months, I probably won’t have the time to flit from project to project, and will therefore have to commit to something. If I actually manage to find the time to play any games, it might be worthwhile to stick with the Drukhari and see if I can really refine how I want to play them…

A Shadow in the East

Wow, you guys! Wow!

Lord of the Rings LCG is getting an eighth deluxe expansion pack, A Shadow in the East, and it sounds spectacular! We’re heading to Rhûn for this and the subsequent Vengeance of Mordor cycle, and I for one simply cannot wait!

The three quests that come in the expansion are all a little reminiscent of the Against the Shadow cycle, with their urban feel and sinister cults, but there is also the added feeling of the oppression of Mordor, with the idea of mysterious ruined temples built in honour of Sauron. Wow!

This has been great news, I have to say. It’s always exciting to see more come out for this game, which I have frequently said is my all-time favourite board/card game in my collection. We’re getting new quests of course, and we’re travelling to another new area of the map, so what’s not to like? Some very interesting new theme and mechanics coming on the cards we’ve seen spoiled so far – and we’re getting The One Ring once again!

I’m not sure whether this new Ring card will make it into my decks (although I’m also wondering whether it will be a stipulation of playing the quests?) as I’m a fairly cautious player at times, and reducing my threat elimination level by 5 to play with it seems a bit too much for me! But I’m sure, in time, I’ll try and experience how it changes things – especially seeing as how there will be new cards that interact with it, as well.

The first double-sided Hero card is here, too! I’m sure I’ve seen fans speculating about the possibility of a Sméagol/Gollum card for years, so I’m sure there are plenty of folks excited by this! With two cards shuffled into the encounter deck that give him a chance to flip to the Enemy side, I can see having the Ring’s ability to counter encounter cards in this way could be quite powerful! He’s otherwise quite decent-looking, and his cost is splendid! Reminds me of the Spirit Glorfindel from back in the day!


I’m really excited to see a new deluxe expansion – I’ve been concerned for a while now that The Wilds of Rhovanion would be the end of the game in its paper form, as it seems to have a real “last hurrah” feel to it. You can read more about that here, though! There is still some strong speculation online that the language used in the announcement feels a bit final – “it has all led to this” etc – plus the question of just what was happening within the time period the game is supposed to be following, leading many folks to think we could be in for news of the final expansion pack soon.

Previous LCGs from Fantasy Flight have come to an end when they have about this much content out there for them, of course. We’re coming to the end of the eighth cycle for the game, which has also included seven deluxe expansions and eight Saga deluxe expansions, as well as eleven standalone expansion packs, not to mention all of the Nightmare expansion packs! There is a heck of a lot of content out there right now for this game, and while the amount of content doesn’t always equal bloat for a game like this, there is nevertheless quite a high barrier to entry at this point, and I wonder if the designers might be feeling the need to draw things to a close. I guess we can but wait and see on this.

At least we’re in for more Lord of the Rings LCG for a while yet, and I cannot wait to see what we’re going to be up to in this upcoming cycle! I think it might be time to crack out some decks and see how far I can get once more!