Hobby Update 2020!

Hey everybody,
It’s that time of the year once again! Let’s dig into the progress that has been made over the last 12 months with my hobby, comparing it with my hobby goals from the start of the year – although I’ll warn you now, it’s not as extensive as I’d like!!

Paint up those Grey Knights!
This hasn’t actually been too bad, although of course I’m nowhere near to having even half of an army!

I’ve got the first Strike Squad painted up, which is quite exciting, as I’m sure you’ll agree! I also painted up the Chaplain model, and finally finished the first unit I started for the army, the Purifiers!

So at this point, I have two units of infantry painted up, and two characters. I’d like to do more as 2021 grinds on, as well, so hopefully I’ll keep churning out the psykers!

Finish off the odd Drukhari stuff that I have hanging about
I’ve not painted any Drukhari in 2020. I have, however, sold off some of the Kabalite Warriors in an attempt to clear the decks a bit. So I can hopefully get some of the backlog cleared as the next year approaches!

Necromunda, generally!
Okay, so this one has been quite successful of late, if I do say so myself!

I have played the game twice, solo, and loved it! I think I prefer Zone Mortalis to Sector Mechanicus, although it’s still early days and all that! I’ve been making pretty decent progress with painting my Delaque fighters as well, but I think I’ve been a bit all over the place in my excitement, and need to try to focus my efforts and get some stuff actually finished!

Blackstone Fortress – play a full campaign
Well, this didn’t happen. I did get the box down at one point, but didn’t get very far. Never mind!

Try to thin out the unpainted / unwanted models
This has actually worked out quite well for me, so far! As I said, I’ve got rid of some Drukhari bits, and have thinned out some others as well. There’s still a long way to go of course, but I’m considering my options with a lot of different bits and bobs… we’ll see how 2021 goes!

Finally – try to work on what I have had lying around for ages!
Yes, this hasn’t really worked out very well for me, either! I’ve splashed a bit of paint on some Genestealer Cult models, a few Necrons, and a few skirmish game bits and pieces such as Warcry and Necromunda. But not a great deal of models have been finished, I’m ashamed to say!

Looking through my instagram, I have fully painted five Necron Immortals, two Necron Overlords (including the new Indomitus model), five Blood Angels Devastator Marines, the Grey Knights Chaplain, Grey Knights Strike Squad, and a couple of things that I’m very pleased with:

The Ferratonic Incinerator has been hanging about for years, and I think back in 2019 one of my hobby goals was to paint a piece of terrain, so I feel pleased that I’ve finally made good on that point! I’m hoping that I can get more done, now that I’ve developed more of an idea of how I can get stuff like this painted, so we shall see on that one!

Finally, I’m really happy with this guy! So far, it’s the only model for the Black Legion that I have painted, and this is yet another army project that I’ve not yet gotten off the ground. However, it’s a project that I am rather excited to do, and Chaos is something that I keep coming back to, so I will no doubt have some updates on this development soon!

So there we have it – not the best of years, but not the worst!

Star Wars: Legacy

Hey everybody,
Well, here we are, at the end of the Legacy run! After the initial 50-issue ongoing series came to an end in August 2010, there was a short gap before the six-issue miniseries War picked up the tale to draw things to a close. Interestingly, the same thing happened to the Knights of the Old Republic ongoing series, which ran pretty much concurrently with Legacy throughout, and was wrapped up by its own War miniseries. But that will be a subject for another blog!

Volume Eleven: War

Darth Krayt has returned! He travels to Coruscant to confront Darth Wyyrlock, and kills him in single combat, taking back control of the Empire to lead a new crusade against the galaxy. Antares Draco, held captive on Korriban, has eventually broken under the torture of Darth Havok, and divulged the location of the hidden Jedi temple on Taivas.

The Sith plot to destroy the Jedi once and for all, and send a combined task force under Darth Stryfe, while also dispatching Darth Nihl at the head of his secret Sith Dragon ships. However, the Jedi launched a defense alongside Gar Stazi and the Fel Empire. Just when the Alliance seemed to come through victorious, the Dragon ships appear and turn the tide, but the tide turns again when several Sith Imperial ships, including Moff Yage, defect back to Roan Fel’s side.

Fearing an assault on Bastion, Fel decides to lead an assault directly on Coruscant. It turns out that Darth Maladi had been captured, and was working with Fel to create a biological weapon designed to attack the Sith. A strike team, led by Cade Skywalker, sabotage the orbital defense network to allow the fleet to arrive in-system. Cade then infiltrated the Sith temple to confront Krayt. During the duel, Cade witnessed Krayt’s vision for the future: Darth Maladi’s toxin is actually designed to kill everyone except the Sith. Seeing this vision, Cade finally knows his place in the galaxy and kills Krayt, declaring himself to be a Jedi.

However, feeling Krayt’s spirit in the back of his mind, Cade knew that the Sith Lord would be able to heal himself once more, and so determines to fly a ship into Coruscant’s sun, destroying them both. However, the spirit of Luke appears to him once more, and urges him to trust in his friends. He ejects, and Jariah Syn picks him up while Krayt’s body is incinerated in the sun.

And with that, the Legacy series comes to an end!

This was a pretty action-packed ending to the series, bringing everything together into a nice (too nice?) package. I’ve glossed over a lot of details here, of course, but there is a lot going on in this book, although I think it succeeds in not feeling too rushed. The book covers a lot of space battle over the hidden temple, living up to the title at least! It’s pretty epic, and I think we could perhaps have seen more of these types of all-out battles throughout the main series.

Cade goes through a bit of a metamorphosis in this one, as well. His creepy leer still pops up of course, but he does become more noble, somehow – I think the death of Bantha Rawk during the assault on the hidden temple has a lot to do with that, but he does give up with his “I don’t want anyone to die for me” to some extent. I talked about the whole Grey Jedi thing in my previous blog, and this miniseries does go some way to mitigate that, by making him follow the Jedi path more consciously, and walking in the Light, etc. I do appreciate the fact that his character has “resolved”, therefore!

Darth Krayt is something of a problematic character for me, though, although I suppose it has been explained to some degree why he has done what he has done. Some of his outbursts, about making the galaxy suffer, and so on, do seem to be a bit inconsistent with the Jedi Master who fought during the Clone Wars, but we learnt that a lot of his world view was shaped by Vergere in the embrace of pain. I guess I compare it a bit with Jacen Solo in the Legacy of the Force novels, and while Jacen’s descent into Darth Caedus was maybe unexpected, it was handled so well by the authors of that series that he never felt like the pantomime villain that Krayt sometimes is.

I should probably re-read the LotF novels at some point – maybe next year!

I’m glad I’ve re-read the series, and have actually read it through to conclusion, because some of the later arcs I don’t think I read back in the day! While some of my affection for this series was probably borne from nostalgia, along with a fair dose of it being so novel when it was first published. Now, though, even given the fact that it’s a Legends series so these things don’t really matter, I do feel that it falls short of the mark, in the main due to the fact I hate the main protagonist!!

But let’s end this on a high – seeing the fallout of the Yuuzhan Vong war was cool, and some aspects of the series, such as the Hidden Temple of the Jedi, were great!

Horror in your Dreams!

Hey everyone,
It’s game day here at spalanz.com, and for today’s festive offering, I’m attempting to revive my custom of playing Eldritch Horror! There are still a couple of expansions that haven’t yet made it onto the blog, so today I’m going to investigate The Dreamlands, a big box expansion that first came out back in 2017.

Eldritch Horror: The Dreamlands

As with both of the previous big box expansions, Mountains of Madness and Under the Pyramids, The Dreamlands comes with a new side board for the main game, featuring locations from HP Lovecraft’s Dream-Cycle stories such as Ulthar and Dylath-Leen. Travel between these boards is, however, much easier than previously seen, as an investigator can either spend 1 clue or test Will -1 while performing a Rest action, and immediately move to the Enchanted Wood location. During set-up, three gates are drawn from the gate stack, ensuring each is for a location not on the Dreamlands board – these locations then receive Dream Portals which also link the boards together. It’s all quite thematic, and depending on where the locations of the Dream Portals are, can make things fairly straightforward to travel back and forth.

Eldritch Horror: The Dreamlands

The expansion is very much in the vein of more of the same, as we follow the now-established formula for these things, with two new Ancient Ones, about eight new investigators all from the Arkham Files universe, more cards for the base game locations as well as item decks, and then cards for the new board, and in this case an Expedition-style deck called the Dreamquest deck, which functions in the same way as previous iterations by giving you more complex encounters to follow. There are, of course, Prelude cards that allow you to determine how you’re going to use the new content if you like to structure things that way, and there is a small deck of Adventure cards that work with the Dreamlands board if you aren’t using a Dreamlands Ancient One.

Eldritch Horror: The Dreamlands

For my first game, I went up against Atlach-Nacha, created by Clark Ashton Smith as the spider god who spins a web between Hyperborea and the Dreamlands. I seem to recall always being fairly creeped-out when playing against this Ancient One in Arkham Horror, though that’s likely due to my arachnophobia. Here, Atlach-Nacha feels like a fairly straightforward Ancient One to overcome – it is more than likely down to the Mysteries that I drew, of course, but I didn’t feel like there was a great struggle as I went around the boards. True, only one of the three mysteries that I drew required me to have Research Encounters, so whereas normally I can be a little bit frustrated with the lack of clues spawning and so forth, here it didn’t really come to pass. I was also very lucky with Luke Robinson gaining the friendship of the cat unique asset which grants you five clues, as this happened just when I needed it!

Atlach-Nacha

The second Ancient One included in the box is Hypnos, who I’m fairly sure has been upgraded from simply a Herald (or was he a Guardian?) in Arkham Horror. Hypnos always works with the Dreamlands board, and has some fairly interesting mechanics for advancing his mysteries. He also has three separate decks of special encounters, which is really neat!

However, I feel like neither of these Ancient Ones is particularly nasty.

I don’t mean this to sound in any way disdainful when I say that this expansion gives us more variety without really breaking any of the rules of the base game, because it really isn’t a bad thing. Eldritch Horror has, in many ways, provided nothing but more of the same in each expansion. The Focus mechanic is back from Mountains of Madness, and that is pretty much the only change from the base game. Everything else is self-explanatory once you start playing, and while we get some tweaks on existing concepts (more Conditions that are actually boons, for example), there’s very little to confuse the uninitiated.

The eight investigators included are all familiar faces with new artwork, some of them are quite welcome having been staples from the core set of Arkham Horror, but only now making their appearance here.

There isn’t really a great deal more that can be said, if I’m honest – the expansion provides much of what we’re used to seeing from Eldritch Horror at this point, and continues the trend as we would expect it. The side board is interesting, with some thematic stuff going on to enjoy, and overall any fan of the base game will appreciate this for its strong ties in to the theme of the source material. I don’t think I’d say it is my favourite of the Eldritch Horror expansions, but it does its job well, and that’s all that we can ask!

Eldritch Horror: The Dreamlands

Star Wars: Legacy

Hey everybody,
We’re on the home strait with the Legacy series now! There has been a lot of nostalgia for me in re-reading these comics, but at the same time, it has felt like a bit of a slog, as I’ve not really enjoyed it as much as I thought I would. But we’re getting there, so let’s crack on!

Volume Nine: Monster

This is a very intriguing storyline. Rav shows up again, and offers his erstwhile pirates an offer they can’t refuse. They head to Wayland, one of the first sites of the Ossus Project, and the site where that project first showed signs of failure, but it turns into a trap. We learn (finally!) that the Ossus Project was sabotaged by Zenoc Quah, a Yuuzhan Vong Shaper who believed surrender to be a betrayal. He collaborated with Darth Maladi to sabotage the Project, which led to the Sith-Imperial War that saw the end of the Jedi all the way back in volume one.

Quah captures Deliah Blue and puts her in the embrace of pain, and together with Maladi, they attempt to lure Cade into a trap. Maladi does not trust Wyyrlok, and has sent Darth Nihl to Korriban to see if Darth Krayt is still alive; meanwhile, she is developing a bio-weapon that will keep the rest of the Sith in check, but needs to test it on a Dark Side user, and Cade is a perfect test subject. However, Cade is able to fight his way through, and Jariah Syn kills Zenoc Quah with an amphistaff that he has mastered. Maladi escapes in the chaos, detonating her laboratory, while Cade is able to free Deliah and, using the Light Side for the first time to do so, heals her in the Force.

Meanwhile, the Jedi and the Fel Empire attempt to broker a treaty on Agamar, but word is leaked to the Sith and they attack en masse, capturing Princess Marasiah and taking her to Korriban.

Star Wars Legacy

The storyline for this one was really good, I thought, as it delved a lot into the post-war landscape. We learn much more about the Ossus Project, too, which is something that I’d been wanting for most of the series up to this point! I think the blending of Yuuzhan Vong with the rest of the galaxy works well to provide that sense of distance that makes the Legacy comics feel apart from the New Republic era stories. There is that patois the Mynock crew (and others) use, which feels at times like the attempts to blend in Chinese with English in the Firefly series, but there is very little to otherwise distinguish the era from that of the height of the Empire. Seeing the devastation wrought by the Yuuzhan Vong, who apparently conquered and terraformed millions of worlds, is a nice attempt to give that distance.

Volume Ten: Extremes

The series comes to an end with the three-part Extremes arc! All hell breaks loose here, as the storyline attempts to live up to its name. Cade and his crew are on the trail of the Sith scientist Vul Isen, as they try to track down “the Butcher of Dac” and hold him accountable for his crimes. They travel to Daluuj, but are ambushed by a group of Sith who are clearly waiting for them – but Cade is able to easily escape the trap. Isen had maintained a laboratory there, which they destroy, but the trail goes cold until the Hutts – mainly fan-favourite Queen Jool – inform Cade they have lured Isen to Utapau.

It’s nice to see movie locations revisited like this, though sometimes they appear to be carbon-copied from the movies, as if time has stood still. That feels like the case here, sadly, and even the port administrator of Pau City recalls the previous holder of that title from Revenge of the Sith!

So Vul Isen is attempting to poison the world and kill Gar Stazi, who is currently based on the planet, but Cade thwarts the scientist’s plan with the help of his old master, Wolf Sazen. Additionally, Antares Draco leads a strike force to Korriban in an effort to rescue Marasiah from the hands of Darth Havok, and he learns that Havok is none other than Eshkar Niin, a former Imperial Knight who killed the wife of Roan Fel as part of his fall to the Dark Side. Part of me feels that this would have had more impact if the Fel Empire had had more exposure than it had, but I feel that throughout the series, it has always been in the background, with little development overall. Meanwhile, still on Korriban, Darth Nihl arrives to discover that Darth Talon is guarding an empty stasis chamber – Darth Krayt has disappeared! Nihl pursues Talon into the Valley of the Sith, where they both discover the resurrected Krayt, who sends out a psychic message to all Sith to inform them that he has returned…

The arc ends with Cade having a disturbing vision of the future: Darth Krayt reborn, then nothing.

Star Wars Legacy

Phew!

It’s a series that I remember enjoying a lot, back in 2008-2009 when I was initially reading them, but one that has now somehow felt much less so. I think I’ve possibly come to expect more from my Star Wars, of course, but a lot of the core storyline that follows Cade just feels really bad, like Ostrander and Duursema wanted to write about pirates and bounty hunters, but also wanted to involve the Jedi. I think if this had been a series about Cade purely as a bounty hunter, it could have worked much better. Maybe he’s angry and bitter because the Force has passed him over, despite being the heir to such a strong Skywalker tradition, and so on?

Grey Jedi are of course a thing at this time in Star Wars publishing, and I suppose that was the thing they were going for. It’s an interesting spin, but the execution tends far too much towards the frat boy jerk that I find myself cringing so much throughout.

The Imperial intrigue, around Nyna Calixte and Morlish Veed, was quite interesting for a time, and seeing the completely different take on the Empire under Roan Fel was quite refreshing. The Imperial Knights are an interesting blend of the Royal Guard and the Jedi, with a martial tradition of their own, and I think it could have been developed more if we weren’t always being treated to the soap opera of Antares Draco and Marasiah Fel!

The wider galaxy did seem to go unexplored, however, and I am quite sad about that fact. We visit plenty of worlds, don’t get me wrong, but a lot of the story is told from the galactic fringe, and part of me would have liked to have seen more of what the galaxy was like prior to the Sith-Imperial War. Of course, I guess a lot of this is left unexplored simply to allow room for further storytelling, as no doubt the writers couldn’t show something to be true, only to paint other authors into a corner if they chose to follow up the Legacy of the Force series, for instance. Instead, we get the vague “Galactic Alliance” that was almost entirely wiped out at the start of the war, leaving Gar Stazi as the sole representative of the former New Republic. The main interest seems to come from the split Sith Empire and the Fel Empire, and Cade’s group, with occasional help from the Jedi remnant. It feels somewhat lacking – much like The Force Awakens, we take a leap forward in time and have very little context to hang the story on.

So there we have it, ten trade paperbacks later, the Legacy series is at an end! For now, at least. Following the initial 50-issue run, there was a four month break before the six-part Legacy: War miniseries capped things off from December 2010. But that’s for another blog!

Merry Christmas, everyone!

Hope you’re all having a splendid Yuletide – and if you don’t go in for all that, hope it’s been a tremendous Friday!

I’ve had a pretty decent haul this year, mainly focusing on the recent upsurge in Arkham Horror that I’ve had! In addition to getting fully up to date with the card game, I’m quite pleased to have the new edition of the board game, which is a curious beast that I hope to find the time to explore soon!

In addition, I’ve kept a few of my recent purchases back for the festive season, as a bit of a present to myself! Looking forward to getting round to these soon!

In a pretty surprising move, GW has announced some new models coming out soon, starting with Drukhari vs Sisters of Battle, which will serve as a vehicle to show off two new plastic character models, Lelith Hesperax, and the new Lieutenant model for the Sisters, the Palatine:

I think that’s a great looking box and, depending on the price, I’m probably going to get it. I’m feeling a distinct need to get back to my beloved Dark Eldar, so it’s the perfect product! However, some of these things have been priced quite… ambitiously, and I’m not going to go too crazy for it…

We’ve also seen more for the new Slaanesh release, and I’m bowled over at the attention being lavished upon the Prince of Pleasure! New mortal archers, ranged and melee Seeker-riding mortals… and Slaangors!! My goodness, I need a lie down…

What a Christmas!!

Star Wars: Legacy

Hey everybody,
I’m getting close to the end of the Legacy series now! I’ve made it into the final third now, which to me form something of the nadir of the series. Let me explain…

Star Wars Legacy

Volume Seven: Storms

The seventh volume is comprised of a couple of two-parters, which takes us back into the wider galaxy with Fight Another Day, where we follow the Sith extermination of the Mon Calamari people. Fighting alongside the Mon Calamari Rangers is the Imperial Knight, Treis Sinde, who is recalled by Roan Fel but decides to go against his orders and help the Mon Cal people, especially when it is discovered that the Sith have unleashed a creature of legend, the Sith Leviathan, upon the world. I’m not a big fan of the artwork in these issues, although it does take me back to some of the Republic / Clone Wars era comics, which I seem to remember were enjoyable back in the day!

Of course, I thought the same about the Legacy series, and so far I’ve not been all that favourable this time around!!

The next two-parter is the eponymous Storms storyline, where Cade and co travel to Kiffu, where he hopes his uncle Bantha Rawk can help with healing Azlyn. Cade goes off the rails in this one, and the whole storyline is a bit bonkers if I’m honest. He tells Bantha and Droo that Azlyn wants to survive, despite the fact she has made her peace with death, and alienates Droo by putting his desire above that of the patient. He and Jariah Syn then go into town and get into a drunken brawl, and he comes very close to killing his own cousin, who is working for the local law enforcement.

Meanwhile, Darth Wyyrlock assumes control of the Empire as the mouthpiece of Darth Krayt, and bestows the title of regent on Morlish Veed, although Nyna Calixte is suspicious of the Sith’s motives, fearing that Veed will become the face of the Sith atrocities throughout the galaxy.

If ever there was a storyline to make me hate Cade, this is it. He drifts so far from the path of the Jedi it’s unreal, and he becomes such a reprehensible human being that it’s now hard to feel anything except distaste. He’s always had the look of the douchebag about him, but his scumbag leers are really just too much this time, when coupled with what he actually gets up to. I thought the Ossus storyline was supposed to see him hit rock bottom, then pick himself up again, but here he’s just an absolute dick.

Volume Eight: Tatooine

Cade & Co have started pirating Black Sun, who are themselves pirating the Empire’s supply lines. You know, as you do. Realising that he’s still public enemy number one, Cade goes to ground on Tatooine, though he is pursued by Anzati bounty hunters working for Black Sun. Nyna Calixte sends her daughter Gunner Yage to bring Skywalker in, going herself as Morrigan Corde once more. Turns out the Imperial Moff on planet is as corrupt as any Moff based on Tatooine, and was working with Black Sun to profit from letting Imperial shipments fall into criminal hands.

This one should have been a much more enjoyable storyline, as we get to visit a classic movie location – Cade even holes up from a sandstorm at the Lars Homestead – but it is once more a bit of a let-down, as Cade continues to prove that he’s the galaxy’s cheapest skank. The scumbag leers abound, and his seeming efforts to flirt with his half-sister are just cringeworthy.

Star Wars Legacy

Somewhere in here, though, there is a storyline that was fairly decent. The war profiteering by Moff Nieve Gromia was a nice mirror to the old days with Prefect Talmont. I can’t recall if I mentioned this in previous books, but I find it quite interesting that Black Sun is still a going concern in the Legacy era – criminal empires that long-lived would strike me as being a rarity?

At any rate, we’re approaching the end now, and hopefully we’ll see things pick up as we reach the finale! I’m pretty sure, when I first read this series, I didn’t get further than the Tatooine arc, so it’ll be interesting to see how it all ends!

Christmas Eve catch-up!

Hey everybody,

The festive season is well and truly upon us, although it’s a stranger one this year because of all the restrictions that are in place. I’ve got five days off work now, so I’m hoping for a bit of a break from things – mainly because there’s so little that we can do!

Of course, being a huge nerd, I feel almost like I’ve been preparing for lockdown my entire life! I’ve got an almost 15 month old baby to keep me occupied during the day, of course, and during naps and the evenings, I’ve got plenty of hobby-backlog to work through!

In an effort to get more models finished before January, today I put the finishing touches to my Necron Overlord from the Indomitus box. It’s a very nice model, even though all the Necrons from that set have got sculpted damage on them, which I’m not a fan of, but I think I’m slowly getting over that now!

I’ve been working most recently on my Delaque gangers, who are finally coming close to being finished! I’m very excited for that of course, though I do think that I’ve taken my time with them, when you think it’s been around 2 years since I first started to build them! I think they’re looking really great, anyway, and as I’m planning another game of Necromunda against myself in the near future, it’ll be nice to have that much more painted up!

Speaking of games, I’ve started to play The Lost Realm for Lord of the Rings, as well, playing the first scenario, Intruders in Chetwood, earlier this week. That was a great game, albeit really quite involved! I’m sure that I played a couple of things incorrectly, as there were a great deal of moving parts to that quest, but I really enjoyed myself – while it definitely provided a challenge, it never felt completely impossible, which was nice to see. So often in the past with this game I’ll have lost due to location lock, where the threat in the staging area is just too high for me to cope with. The encounter deck seemed to be a decent blend of cards, though, which I think is key here. Too many enemies or locations can lead to the game just beating you down hard. I was also playing with Shadow effects, as I feel I’ve been missing out on this aspect for my playing career so far! It probably helped me more than I realised, having that ability to cycle through the encounter deck and effectively discard some locations and enemies without having to deal with them, so I definitely appreciated that!

I think my decks need looking at fairly urgently, though – a lot of the time I felt as though I had too much of a mix of questers, and fighters, meaning that I probably wasn’t dealing with enemies effectively. Of course, I’m still a bit of a novice when it comes to this aspect of play, but I do feel like the decks need to have their balance addressed, so that they fall down either as ‘the questing deck’ or ‘the fighting deck’. That’s not to say that they will fulfil that role exclusively, but just have a greater emphasis, rather than trying to do both equally.

I can probably make better use of Sentinel cards, also!

Hopefully I’ll be able to get more games played over the next few days – I’m hoping to get some Arkham Horror played, as well as more Lord of the Rings!

Hope you all have a wonderful festive weekend, whatever you end up doing!

Star Wars: Legacy

Hey everybody,
We’re back with the great re-read of the Star Wars Legacy series!

Star Wars Legacy

Volume Six: Vector

The Vector storyline was a year-long event in Star Wars comics publishing, back in 2008, where each of the four ongoing storylines – Knights of the Old Republic, Dark Times, Rebellion, and Legacy – would be touched by an ongoing crossover event. Given that more than 4000 years separates these lines, in-universe, that was quite the prospect at the start! However, it was effected really well, with the Jedi Celeste Morne being kept in stasis following the initial four-part storyline in KotOR, and being awoken by Darth Vader thousands of years later.

By the time we get to the Legacy part of the story, Morne has a star destroyer full of rakghouls floating in deep space, where Cade and his crew come across her and hatch a plan to use the rakghouls and the Muur talisman to destroy Darth Krayt and the One Sith. They travel to Had Abbadon, where Krayt and his inner circle find them and do battle. Roan Fel, hearing of the talisman, sends his Imperial Knights to collect it, thinking he can use an army of rakghouls to defeat the Sith and reclaim his throne.

Azlyn Rae manages to land the killing blow on Krayt, and his body is Force-pushed off a cliff, however she herself is mortally wounded. Karness Muur is disappointed that Krayt has been taken out of the picture, but he senses the darkness within Cade and attempts to bond his spirit with Skywalker’s. Cade, however, uses his Force power to shatter the talisman, destroying Muur for good.

The storyline concludes with Darth Wyyrlock collecting the body of Darth Krayt, only to discover that he is clinging to life – and so he uses Force-lightning to finish him off.

Dun dun dun!

Star Wars Legacy

It’s a strange one, this, because it forms something of an end-of-act storyline for the Legacy series, as well as the finale to the Vector storyline, but it does so quite well, if I’m honest. Putting aside the strangeness that we see from having a Jedi from the Old Republic era surviving for so long, and the whole thing with Roan Fel thinking it would be okay to unleash the power of the Dark Side on the galaxy if it gets his throne back (to say nothing of Antares Draco’s thoughts on getting the talisman as a way to get Marasiah into bed), the story was interesting in bringing together a lot of the major players once again. Definitely felt like an “event” storyline!

I still find myself bored by Cade forever coming across as a bad-boy type while also having these noble ideas of killing off Krayt and removing the threat of the Sith from the galaxy. It almost cheapens that threat, really, if they can be taken out by a Jedi drop-out like Cade. Remember, this is the Sith that removed the entire Jedi Order that had been rebuilt by this point. It just doesn’t ring true and I find myself having to really suspend that sense of disbelief that is normally pretty strung out with Star Wars, anyway!

Happy Solstice

Hey everybody,
Christmas is approaching, for those of you with the inclination, but the recent announcements over lockdowns in the UK has seemingly put a damper on things. This is as much as I’ll talk about with politics, of course, as I try to make this blog more of a haven from such things, but I think I’ll probably be posting a lot over the coming days as I try to take my mind off things – and, hopefully, yours, too!

It was my birthday on Friday, and I had a decent haul of Arkham Horror LCG stuff, which was great! I mean, a couple of those bits I’d kept back from recent purchases, such as the Dexter Drake novella and Guardians of the Abyss. I think the birthday haul is pretty indicative of what is on my radar right now, though – between the card game and Necromunda! I haven’t had a proper chance to do more than flick through House of Artifice, but I’m looking forward to digesting that over the coming days! I do want to get another game of Necromunda in at some point, even if it is by myself, because I’m really hooked right now!

I have started to play Lord of the Rings again, though, thinking that I’d start off with Passage Through Mirkwood, the introductory scenario. And it absolutely brutalised me! I had a very bad series of draws from the encounter deck, and playing two-handed was obviously increasing the cards seen over the course of the game, but jeez!

There are a couple of things that I want to mention here, of course. First of all, playing two-handed is actually a real joy. I had the odd moment of “where am I up to?” of course, but those tended to be in the late game where a lot was going on, already. I think perhaps playing two investigators in Arkham Horror has prepared me well for this one, and I think in part that, in comparison, Lord of the Rings is definitely a much simpler game. It surprised me because there is a much more linear plan for the game: you do the same thing round after round, and the variety of it all comes from the different cards being revealed from the encounter deck. Having played a lot of Arkham Horror lately, which has got that element of a board game from having investigators moving around different locations, and the RPG feel of leveling-up cards etc, it gives for a much more complex game. While there are those elements in common, such as effectively playing against the encounter deck and such, it really surprised me that I had that feeling!

Of course, the decks that I was playing were not really built for this way of playing – each one was effectively a solo deck, so they could have dealt with the majority of the game by themselves. As such, I think I could tweak the decks back to dual-sphere and have each one cover the other better.

Interestingly, I went back to basics on this one as well, and read through the instruction manual, as well as watching the tutorial stuff again, and tried to get it right. Back when I first started playing this game, in 2011, I had incorporated a couple of house rules I suppose, to make it more manageable for actual solo play, and I just kept playing it that way. The ‘Basic Game’ as explained in the rulebook does suggest not revealing shadow cards while you get into it, and I’ve played that way pretty much ever since! I was also playing the game whereby if I had optionally engaged an enemy, I would attack it first rather than allowing for all enemies to attack me first, regardless of who engaged who. In my mind, it made sense that I would be able to do this, because otherwise it’s the equivalent of going up to someone for a fight, and letting them hit you first? Of course, there are player cards that allow you to dodge attacks and the like, but it always struck me as really odd that I couldn’t natively attack first when it was my choice to engage with that enemy!

Anyhow, playing the game correct, I thought, would be a lot of work, but as it happened the first game was over in 5 rounds, as I was just unable to overcome the threats in the staging area, due to bad draws from both the encounter and player decks! Any allies that I had were dying to enemy attacks as I threw them under the bus to just try to deal damage to the enemies engaged with me, but as time went on, I had to throw my heroes at them as defenders, meaning I was in a holding pattern of doom until round 5, when four of my six heroes were killed off. It was shocking!

I did later that same day play again, after briefly considering trying out the official Easy Mode of removing some of the encounter cards, but in the end went for a straightforward shuffle-up-and-reset, and I managed to prevail. The game was a lot longer than I’d expected, though I think that was in part because of the two-handed thing, but also simply because I was trying to defeat Ungoliant’s Spawn, which was the fourth card from the bottom of the deck. Still playing without shadow cards, I wasn’t drawing as many encounter cards as perhaps I could have been!

It’s interesting though, to me, that playing without shadow cards can be such a dual-edged sword; on the one hand, you’re potentially buffing enemies when they can already be a bit unwieldy, but almost in return you get to cycle through the encounter deck quicker, and can potentially avoid having so many locations or so many enemies coming into play. I suppose this is something to think about when we’re talking about implementing house rules or whatever – the game has been tested to play in a certain way, and is as balanced as possible based on its own rules. Adding to these, or changing things, can tip that balance and sometimes lead to a less-than-optimum experience. Certainly something I need to bear in mind when I’m complaining about “how tough is this game?!”

Lord of the Rings LCG

I’m still going to be playing through one of these cycles over the Christmas period – at least one, maybe more! – so look forward to hearing more of my musings as I properly get back into what I have always been calling my favourite game!

I picked up the latest White Dwarf this morning and, as I have the day off (yay!) I had a fairly leisurely breakfast while flicking through its pages. There’s a lot of Age of Sigmar stuff in there, which I kinda glossed over because I’m not big into Spiderfang Grots, but I was reading Robin Cruddace’s column on the new 40k rules, and it was quite interesting to see why they changed some of the rules from 8th to 9th edition.

I’ve talked briefly about this recently, but in some ways I think 9th edition coming out in the middle of a global pandemic, when there are so many restrictions in place that the GW stores themselves can’t even run demos of the game or have people in there for any longer than absolutely necessary, does seem to be a bit of a swing and a miss. Any sort of excitement around the new edition has been, for me, tempered by the fact that I couldn’t immediately play it, and the few games that I have managed to play since it arrived were a weird sort of hodge-podge of rules, in part because I was playing an 8th edition codex in a new game. Granted, it wasn’t massively different, though for something like Necrons, trying to play with the army when Reanimation Protocols had changed, but we didn’t have the rest of the rules yet, was such a weird experience. Now, I know plenty of other folks will have been through the pain barrier between editions where they’re using a book from an edition or two ago, but it’s difficult to get my head around!

It’s curious, although perhaps not totally unexpected, to see how I’ve almost gone off 40k in recent weeks. I think the lack of any outlet to play has a lot to do with this, as I’ve got no real motivation to paint anything up while there’s no end in sight to these lockdowns! I’ve moved into solo-able games so much that 40k has almost been left behind, but I do think it’s about time I used some of the down-time to get some projects finished, so that I can play with fully painted models when this is all over! I’m sure there’ll be more on this to come in the next couple of weeks – if only from the now-inevitable Hobby Resolutions blog! Now is not the time for a retrospective on that one, of course, but it’s definitely been a mixed bag in 2020, with some successes as well as some that have fallen by the wayside. Stay tuned for that blog, coming up sometime next week, no doubt!

The Mandalorian: Season Two (part three)

Hey everybody,
Welcome to my final round-up on the current season of The Mandalorian, following on from last time when we pushed the story on a great deal with Ahsoka Tano and learning more about the Child.


Chapter Fourteen takes us, predictably perhaps, to Tython and the Jedi temple there, where Grogu attempts to tap into the Force and call out to another Jedi, as Ahsoka suggested in the last episode. Unfortunately, they are first accosted by Boba Fett and Fennec Shand, Fett demanding the return of his beskar armour, and then the Imperials show up under Moff Gideon, and eventually capture the Child. Mando teams up with Fett and Shand, as well as Cara Dune and a former Imperial sharpshooter in order to rescue Grogu.

It was definitely an action-packed instalment, and there is a lot to enjoy as we see Fett in action once more. So many questions as regards what happened between Return of the Jedi and now, though at least we know for sure it was Fett we saw in the Jundland wastes back in season one. And Fennec Shand was too good a character to let go, so I’m glad we have more of her!


The next episode is another one of these infiltration stories, where Mando and the sharpshooter sneak into an Imperial mineral refinery in order to steal information on the location of Moff Gideon’s ship. Of course, while they’re there, the sharpshooter’s former commanding officer is there, and after a tense exchange their cover is blown. It all feels very episodic, and indeed, very evocative of the old adventure serials where they have an adventure of the week. I guess that’s the point? Maybe? It actually reminds me of an RPG adventure, where you have to go on a quest to get more information to further your main quest, if that makes sense? There’s a certain inevitability about it, for sure, but I somehow like the fact that Star Wars isn’t trying to innovate particularly, but instead to crystallise these kind of tropes into something really good. That’s explained quite badly, but anyway!


Season Two ends with The Rescue, which unsurprisingly sees Mando rescue Grogu from the clutches of Moff Gideon. Mando assembles a team that includes Bo Katan and Fett, who both clash over their Mandalorian heritage. They all arrive at the cruiser and Mando finds Gideon guarding the Child, they duel and Mando is able to overpower him and so claims the darksaber. They all reconvene at the bridge, where Gideon tries to goad Bo Katan over the darksaber’s owner, then tries to shoot Grogu and himself. When a lone X-Wing docks with the cruiser, however, a Jedi appears and defeats all of Gideon’s Dark Trooper guards, fighting his way to the bridge. Luke Skywalker has heard Grogu’s call, and has come to complete the young one’s training.


It was quite an emotional finale, I’m not gonna lie! I was not expecting Luke, even when the green saber erupts into action – I fully expected Ahsoka to reappear. Digitally de-aging Luke didn’t seem as uncanny valley as the experiments in Rogue One, but it still seemed a tiny bit jarring somehow. I find it weird, to some degree, how Star Wars seems like some kind of sacred cow and we can’t possibly re-cast any of the main players. Solo seems to have been the one major attempt in this sense, and it still seems to divide people too much. But I think it’s time we did see the major players re-cast and the big stories being told between episodes 6 and 7, as it still bugs me that all of the background to the movie is being told through novels and comics, and not live action stuff.

The show’s epilogue sees Boba Fett and Fennec Shand kill Bib Fortuna and, seemingly, taking over Jabba’s criminal empire, with the promise of The Book of Boba Fett being the next live-action Disney series. Whether that will become Mando season three, I’m not sure – indeed, what the series is supposed to be, I’m not sure about. I suppose it could be Fett working through a ledger of revenge? Who knows. I’m glad he seems to be setting up with Fennec Shand though, maybe we’ll get some of her back story as well, she’s definitely one of the more interesting characters to come from the show, and I think we need more!