Subject to Reinterpretation

fallen_angelHaving been an illustrator and concept artist for enough years now that I forget how many unless I stop to do the math, I’ve had the opportunity to see my illustrations and concept designs turned into a variety of different objects and expressions beyond the original image. Often this involves one or more additional artists in the process, such as the miniatures I have designed for Privateer Press. But I’ve also had my work turned into a few life-size statues with Wizards of the Coast and Privateer, video game models with WhiteMoon Dreams, more tattoos than I can count, costumes and prosthetics for a couple of my short films, and I even had one painting of a psychotic, roid-raging bunny turned into a puppet for a Magic: the Gathering television commercial (check it out if you haven’t seen it!) many years ago. Some of the coolest expressions of my work that I’ve seen are the cosplay reinterpretations of the characters I have created, and seeing these show up at the conventions I attend is always in immense treat. It’s also why I enjoy the film making and video game production so much. There’s something incredible about seeing a character that started as an image in your head go from some scratches on a piece of paper to a living, breathing being walking around in front of you.

Some time last year, I received an email from a model named Vanessa Alexandra who wished to do a live reinterpretation of a painting I had done for Magic: the Gathering called Fallen Angel (above). Naturally, I responded with an enthusiastic, “Yes please,” but I could hardly have expected the amazing image that would show up a few months later. After six months of preparation and meticulous work in recreating the costume for the character, Vanessa produced a photo shoot and worked with another pair of talented people (photographer Rick Lujan and SFX artist William Price) to create the work of art you see below.

Model: Vanessa Alexandra Photo by Rick Lujan SFX by William Price Makeup and Costume: Vanessa Alexandra

Model: Vanessa Alexandra
Photo by Rick Lujan
SFX by William Price
Makeup and Costume: Vanessa Alexandra

Vanessa’s own character shines through and she has added her own vision to the work, which is part of the great experience of seeing another artist evolve one’s idea. But at the same time, this photo, very much alive in ways that the original image is not, captures all the mood and feeling and character of the painting.

It’s a rare treat to see such an amazing reinterpretation of one of my paintings, and I have to thank Vanessa and her collaborators for the honor and pleasure.

You can find out more about Vanessa through her Facebook page at:
www.facebook.com/therealvanessaalexandra

Vanessa was also kind enough to share a behind-the-scenes shot of her work in progress, showing just how glamorous the life of an artist can be!

The glamorous life of an artist at work!

The glamorous life of an artist at work!

 

 

 

 

Stryker Three! Yer’ Out!

Out in front of the public, that is!

(Groan. I know.)

I’m going to try to be brief on the words and let the pictures do the talking, today. If this piece of concept art had taken any longer to complete, we would have seen the actual miniature on the table before I actually finished the drawing. The illustrating of Coleman Stryker’s third in-game incarnation was as epic as the story that has gotten him to this point in his fictional life. Okay, maybe not, but it turned out to be a long, laborious process for me, and ever time I sat down to work on it I wished I’d had the foresight to tell Privateer’s Creative Director, Ed Bourelle, that I wasn’t going to do it.

Once again, though, sharing the journey with those who have joined me in this blog turned out to be a rewarding experience. It was great to see all of the passionate feedback from so many people, and to find out just what this character, a pillar of the WARMACHINE universe, meant to you. Stryker is an icon and I learned that certain elements of his visual identity are in themselves, iconic. In many cases, the comments on my last update of the Stryker III concept confirmed my own reservations I was having about the direction of the design. In other cases, my eyes were opened to things I hadn’t yet considered.

If you compare the final product to that last entry, you’ll see remnants of the original drawing, but there is a significant amount of evolution that the design underwent. I think the end result is recognizably Stryker and contains the DNA of both his previous versions while still bringing some new offerings to the table.

All in all, hanging the original warcaster’s new clothes out there for public scrutiny ultimately yielded what I feel is a much better direction than where I started. I hope you’ll agree! (And if not, well, maybe you’ll want to try out the Convergence. ;-)

Epic Stryker III (figure) for blog Epic Stryker III (horse) for blog

 

 

Hi-yo, Quicksilver!

The original Stryker image done for the first Battlebox releases of WARMACHINE.

A couple weeks ago I tweeted that I’d gotten roped into doing the concept art for the next incarnation of one of WARMACHINE’s most iconic characters, Commander Coleman Stryker. The truth is, I wasn’t roped into it so much as presented with the opportunity. It took about three seconds for me to process the idea and agree. Stryker is, after all, a character very close to my heart and represents the very beginnings of WARMACHINE.

In terms of development, the original Commander Coleman Stryker is the first warcaster ever created. He became the baseline by which all other warcasters were compared to and balanced against. In a sense, both mathematically, and conceptually, Stryker represents the closest thing to an ‘everyman’ that a warcaster can be. He’s not ‘the best at what he does’ like the two-gun-slinging Caine, nor is he imbued with the powerful arcane abilities that Haley possesses and develops over time. He’s good at what he does, don’t get me wrong, but he was created with the idea that he’s well rounded and adaptable to a multitude of situations, relying on no single strategy for success. And fictionally, this is represented in the character as well. He’s the consummate soldier and an admirable leader, the kind of guy you want to follow into battle. While victory is his goal, the preservation of life and humanity are his foremost concerns. He’s gallant, shining, brave and ready for anything. At least he was…

Something unique about the WARMACHINE and HORDES miniatures games is the way we’ve woven the sweeping story into the game itself, primarily reflected in the character models. The big story, the one we call the ‘meta story’ started about nine years ago in our first expansion book, Escalation. Through a brief anthology story and several vignettes and snippets of fiction, we exposed the characters of the warcasters. We got to know them better, get inside their heads a little, and we got to see the beginning of their ‘character arcs’.

Andrea Uderzo’s magnificent rendering of Stryker in Prime MkII.

According to the screenwriting guru Syd Field, there are four building blocks or aspects of character, which people like to lump together with the term ‘characterization’. These aspects are a point of view unique to the character, an attitude reflecting how he interacts with life and challenges, a need, want or desire that motivates the character through the story, and last but not least, change. No, not a pocket full of coins. We’re talking about character change. The thing that ultimately connects us to a character in a dramatic situation is our observation of how that character deals with a problem and ultimately changes (or doesn’t in some cases) in order to achieve a resolution to that problem. (Am I getting too heady here? Better get some caffeine…)

So, back to Escalation. We’ve got this character, a hero of his nation, a man revered as much for his courage and martial prowess as he is for his sense of justice and mercy. He’s a veteran of numerous battles and engagements  and has certainly experienced both victory and defeat, but his character is never daunted nor tarnished because his only desire — to protect the kingdom that he cherishes — is utterly selfless. And then he’s confronted by something he’s never had to deal with before. His past wartime experience was always by the book. The rules of engagement were clear and everyone abided by those rules. Then came Khador’s invasion of Llael and everything got turned on its head. As Cygnar mobilized to assist their allies to the north, the long simmering theocracy of the Protectorate of Menoth seized the opportunity to strike at Cygnar’s unprotected flank. The result was chaos that spilled over the confines of any battlefield and quickly devastated the lives of innocent civilians caught in the line of fire. Coleman Stryker was rudely awakened from the dream that war could be a noble method of resolving conflict and forced to face the cold reality that there is nothing noble about it. He watched helplessly as ruthless Khadoran soldiers murdered and looted a defenseless village while Protectorate militia massacred fleeing civilians simply to make a point about their difference in theological preference. This was a war without boundaries, an ugly war like Stryker had never experienced before. Witnessing this inhumanity without the power to stop it became the catalyst for Stryker’s change.

Stryker served a just an honorable king, a service he’d been proud of over the ten years since he’d aided Leto in usurping his brother’s throne and leading the nation into an era of prosperity. But Leto’s code prohibited any action considered inhumane, and this is the catch 22 that Stryker found himself mired in. The enemies of Cygnar were willing to do anything to crush them, but Cygnar had no way to defend against such ignoble actions while still upholding the nation’s values. Realizing he would only be leading men to their death as his beloved country crumbled around him, Stryker laid his sword down at the feet of his king and resigned his command unless he be given the freedom to seek total destruction against the forces that threaten Cygnar’s people.

And so ends Act I of Stryker’s character arc. Met with the catalyst for change, Stryker reluctantly embraces this new reality and makes a decision to change his personal code in order to seek a solution to the problem of his nation. Ultimately, Leto has no choice but to give Stryker his leash, and what happens next becomes the subject of much heated controversy between those following the saga of the Iron Kingdoms. Stryker, the once shining knight of Cygnar, becomes the monster he is trying to defeat.

In retrospect, as the creative director driving the plot of the meta-story, I realized we moved a little too fast from the Escalation chapter to the next expansion installment, Apotheosis. If I had the chance to do it all over again, Escalation would have been a bit more of a prologue and a chance to get to know the characters and set up the conflict, and there would have been another book inserted before Apotheosis in which we take these characters to the brink like we did with Stryker. I think the controversy that stirred around Stryker and what he became in Apotheosis was largely due to the fact that we moved from the starting image of this character so quickly into something completely opposite. It might have felt a little like a bait and switch in terms of his fictional presentation. On the other hand, it was a very dramatic shift, and the fact that it polarized people to the character means that it struck the right chords. Our take on the events in the Iron Kingdoms is that nothing is black and white, it’s all grey area and one’s opinion of a situation is entirely relative to his or her position and point of view. In other words, people SHOULD disagree.

Epic Stryker in full battle rage.

So with a his newly appointed station to Lord Commander giving him authority above the law of the land, Stryker decides that the best defense is a good offense, and he sets out to offend his enemies in every way he can. In doing so, he offends some friends as well, namely his mentor, Commander Adept Nemo, when he uses his newfound authority to confiscate a suit of prototype warcaster armor against the old man’s wishes.

He proceeds to march across Cygnar, rounding up civilian sympathizers of the Protectorate (specifically, anyone that worships the Protectorate’s god, Menoth), then shipping them off to a prison island. It’s a dark turn for our once gleaming hero and obviously not something the Protectorate’s religious tyrants would ever expect from Cygnar. Then Stryker leads a brutal assault against Sul, a city filled with the downtrodden and oppressed citizens of the Protectorate. Stryker’s metamorphosis is underway. He has officially become the monster he wants to destroy. It’s a conscious choice, one born of noble intent and complete self-sacrifice but it’s a dark path and comes at the price of Stryker’s soul and very nearly his life.

His sights locked on a particularly vile priestess of the Protectorate, Feora, Stryker lets vengeance take hold of his actions. But Stryker’s hubris comes back to haunt him when the prototype armor goes on the fritz. Were it not for the quick intervention of Stryker’s least favorite ally, Caine, he would have been skewered on the ends of Feora’s fire-breathing blades. So consumed by his rage at this point, Stryker learns nothing from the close call and shirks the aid and counsel of his friends, determined to destroy the entire city.

An early version of the Stryker in-game model by WhiteMoon Dreams.

There are readers that empathized with Stryker, realizing he was doing what he thought he had to do in order to protect Cygnar from destruction. Others were disgusted with his actions, disappointed and let down that the noble hero could fall so far from grace. But that’s the point. In order for Stryker to achieve his own apotheosis, we would first have to destroy everything that he was. I hear players of the games criticize the fiction from time to time, claiming that the stories aren’t dramatic because the main characters don’t die. But I’ll argue that physical death isn’t nearly as meaningful as spiritual death, and right then, Stryker was on the express elevator to hell.

When we next meet up with Stryker, he’s cornered Feora in a temple full of Protectorate civilians seeking shelter from the battle and he’s about to get the vengeance he’s been seeking. But  Feora commands a warjack to unleash a barrage of rockets to cover her escape, bringing down the temple on top of the heads of the cowering Menite civilians. Suddenly, Stryker is hit with the realization that the civilians of the Protectorate are in just as much need of protection from their tyrant leaders as his own people are back in Cygnar. And herein lies the final fork in the road for Stryker’s soul. Pursuing Feora and leaving the civilians to die means completing his transformation into the monster. The blood of innocents on his hands can never be washed off. Victory would be his, but there would be no return to the man he once was. Instead, he places himself in harm’s way, buying time for the civilians to escape as the temple comes crashing down to bury him alive. The path of darkness has led him to new enlightenment just before he finds redemption in death.

Okay, not real death. Symbolic death. Death of a particular existence, illustrated in the action of being buried alive. We all know Stryker lived or I wouldn’t be getting the chance to concept a new model for him. But the change the character goes through over time, from courageous hero of the people to a monster, to being reborn, enlightened with the ideal that no existence is worth the compromise of values, humanity, or one’s soul is a defining theme of WARMACHINE and in my mind makes Stryker the very heart of WARMACHINE. He might not be your favorite character — there are so many to chose from, after all — and you might not even care for Cygnar as a faction, but as both a game piece, and as a fictional character that has endured and emerged victorious in the battle for his very soul, Stryker is the touch stone by which all other characters are measured in this setting.

And that’s why there was never a question about whether or not I’d do the concept art for his next incarnation.

If you made it though that long winded essay, you must really be interested in what exactly Stryker’s next incarnation actually is — that’s the real reason you’re reading this! I’m sure some of you have guessed it by now, anyway. The big change is that like the latest version of Vlad, Stryker will be mounted. Rules-wise, I’m not at liberty to speak much and honestly, I’m not sure exactly where he’s sitting in development. But the concept brief calls for his horse to be clad in heavy powered armor and there’s a suggestion that Stryker’s own armor might be heavier than his original epic version, by virtue of being mounted on the horse. Presumably, Stryker’s prototype armor has been tuned up by Nemo and he’s no longer a danger to himself, so there’s an opportunity there for some visual change. The brief also suggests that he retain his iconic blade, Quicksilver II (now you get the title of the blog!). I’m thinking this is the right call as I haven’t been able to come up with an idea for any other weapon that feels right in his hands.

It’s quite a few years back when we wrapped Stryker’s character arc in Legends, after he killed Hierarch Voyle and repelled the Protectorate invasion. He’s long overdue for a new model incarnation and this will be a return to the shining knight, but representative of the change he’s undergone. Honestly, I’m not entirely sure yet how I’ll approach it. There’s something missing in the idea that I haven’t discovered yet— the pose of Stryker atop the horse, some affectation of his armor? Would it make sense for a warcaster to carry a pennant into battle? Or is he dual wielding Quicksilver with his disruptor pistol like his original sculpt?

Concept art for Epic Stryker

I got a lot of great feedback on the Eiryss 3 concept and it was a fun process to sift through and harvest the suggestions, several of which found their way into the final concept. I’m interested in what you’d do with Stryker’s new image and look forward to sharing this creative journey with you again.

 

 

 

Two Generals Battle Report

<Spoilers Ahead>

I did not win.

<End spoilers.>

From left to right: My indomitable opponent Chris Kluwe, moi holding a ‘Fire of Menoth’ cupcake, and the event mastermind, John DeShazer. (Photo stolen from Mercenary Market’s FB page.)

I didn’t think there was chance in hell that I would, there was never really a question about that. My hope was that I could get through the game without thoroughly embarrassing myself, and I think I managed to do that. In fact, I think I made Mr. Kluwe work for it…or at least he pretended to. Either way, let the record show that I did not go down without a fight. Neigh. I brought the fight to him!

Here’s how it went down…

If you’ve been following this blog or my recent tweets/facebookings, you might know that this past Sunday I participated in a great WARMACHINE/HORDES event at Mercenary Market in Coasta Mesa, hosted by the stores owner’s, John DeShazer and my magnanimous opponent for the day, Chris Kluwe. What made this even so fantastic was the unique format, something that I expect will very shortly become a mainstay of WARMACHINE and HORDES events around the world. Twenty eight players showed up and were randomly divided into two teams, each team to be lead by a General — the Generals being Chris and myself. Through four escalating rounds, the teams faced off and during each round, Chris and I were given a limited number of advantages that we could dynamically bestow upon one of our players (whom I will refer to henceforward as ‘champions’), once per player, per round. The advantages could take the form of:

• A boosted die roll
• A re-roll of any die roll
• An automatically successful morale check

As the battles raged across the tables, our champions would call out at pivotal points in the battle to request our support. Several times, the advantage turned an otherwise negative situation into a positive, and more than a few times I witnessed it as the winning die roll in the game. Since each champion only had access to one advantage per game, the effect was not staggering or unbalancing, but the turned-hand of fate was felt throughout the day, to be sure.

Each round, the winning side gained an advantage for their respective General. I’ll try to remember what they were:

• Round 1 — 2″ of additional deployment
• Round 2 — Bonus to the initiative turn order roll
• Round 3 — Player gets to place a wall on the battlefield before deployment
• Round 4 — Player gets one instance of a bonus, as described above.

I gained all four.

My champions were amazing. Or maybe I was just an astounding General! Every player on both sides gave it their all and rallied behind their General yesterday, but round after round, my champions managed to bring home the victory and deliver the advantage to me. The rounds were close and competition was fierce, to be sure, but fortune graced me with the winning army that day, and as a whole, they accomplished a flawless victory (which I squandered with my own incompetence, but we’ll get to that part of the story soon enough).

Chris definitely had the height and reach advantage on me…

An entertaining side note to this is that the organizers of the event surprised Chris and I with a challenge for the Generals following the completion of each of the first three rounds. This added a bit of interaction and I think, comedy, to the day’s events. The General challenges went like this:

Round 1 — Chris and I were tasked before the round started with learning the names of each of our champions before the end of the hour. This was a great challenge because it thrust us onto the battlefield with our champions and required us to engage with them. Immediately, both of us began taking notes, working hard to associate the names with the faces. Impressively, when the moment of truth came, we both scored a perfect 100, memorizing each of our champion’s names. The success awarded us each an additional bonus advantage to hand out in subsequent rounds, but the playing field was still level. I’ll add though, that the greatest advantage was knowing the names of my champions after that, and this served me well.

Round 2 — For the second challenge, an army was selected at random from one of our respective champions. Chris and I were tasked with reciting the name of each model or unit in the army. You might think this is a slam dunk for the creator of the game, but after 15+ books worth of models, even I get stymied on a name once in a while, especially in the heat of competition. Amazingly, Chris and I went toe to toe again, but we both got hung up on one character solo: Sylys Wyshnalyrr. Incredibly, neither of us could dredge the name of this misbegotten elf from our subconscious, and the challenge again ended in a draw with each of us gaining the additional bonus advantage. I’m not sure what this says about ol’ Sylys, but even after multiple ‘sudden death’ rounds, he was the only one that we both failed to name. (Does anyone even know how to pronounce his name? Good grief!)

Round 3 — The humiliation round! The challenge was to lead our champions in a song or chant about, I think, our faction or our army or something. Interpretation of the challenge seemed to vary. Chris and his champions, to his credit, chanted something charitable about Privateer Press and their appreciation, and for that, I must thank him. But this was a juried challenge and I knew I’d have to dig a little deeper to pull this victory out, so as the round played out, I scribbled notes on a 3 x 5 card and subsequently lead my graciously cooperative team in the following chant (keep in mind that I knew I’d be fielding Cygnar today, but my players were made up of a random assortment of factions from both WARMACHINE and HORDES):

Cygnar, Cygnar, you’re our team today,
We might not like you but that’s okay,
You’ll kick Kluwe’s butt if you hope and pray,
Then you can pack up and go away.

My gambit payed off and self-deprecating humor won the day…or rather, the challenge. There was still much left to play out this day…

Instead of winning an advantage for the third General challenge, the losing team was forced to don the pink Privateer bandanas for the final round.

After seven hours of our champions waging bloody war, Chris and I finally got down to our death match. As I said above, I had all the advantages that my champions had won throughout the day. The table was set, and the scenario was revealed, but I won’t even worry about describing the scenario because I don’t think either Chris or I ever had an inclination to try and win by the scenario conditions. It was something about zones and objectives and contesting something or other, but you already know how this is going to go: Caster Kill.

My army. Cavalry painted by Bob Ladd as a commission a few years back. Everything else painted by me. Only Stryker, the Journeyman and the Cyclone existed before last week. I was doing some serious speed painting!

After a week of frantic painting and army building, here’s what I brought to the field with my 50pt force:

Commander Coleman Stryker
Stormwall
Cyclone
Journeyman Warcaster
Stormlancers (5)
The Black 13th
Stormsmiths (3)
Harlan Versh, Illuminated One
Eiryss, Mage Hunter of iOS
Gunmage Captain Adept

Here’s what Chris brought:

Goreshade the Cursed
Kraken
A shit-ton of banes

Okay, he had some other stuff, too. UAs for the banes, the Combine, Tartarus…what’s it matter. I couldn’t target any of them anyway!

In a final advantage granted to the Generals, the champion from each team with the day’s best strength of schedule became the Lieutenant advisor to the General. I’m going to say right up front here, and I’ll say it again, this saved my bacon. My Lieutenant, Alex, who kicked a ridiculous amount of ass throughout the day, was pretty much the only reason I didn’t look like a complete idiot. Though I studied and crammed for this event for a week leading up to it, 90% of what I had loaded into my grey matter went right out the window as soon as I stepped up to the table. I leaned heavily on Alex’s expertise, and to my great fortune, he had played a very similar Cygnar foce that day and was expertly familiar with everything I was fielding. His counsel made the difference between me looking like a chump and actually making a decent show of it, and for that, I thank him from the bottom of my heart.

My stalwart Lieutenant, Alex and me with my eyes close (ugh). Had Alex been in command of my army, things might have actually turned out a little different for Cygnar…

 

Now, I’m resurrecting this from memory without any notes and I apologize in advance for any inaccuracies. Anyone reading this who might have witnessed the event should feel free to correct me on anything I have mistakenly reported, but to the best of my recollection, the battle unfolded like this:

Though we tied with the initiative roll, my advantage gave me the choice to go first, so I took it. After we deployed, I used Stryker to snipe the Stormwall and the Journeyman to Arcane Shield the Lancers, then pushed everyone forward, spreading out across the board to meet his advancing horde of banes.

Chris countered with a tactical advance that used the fewest number of banes possible to thwart any subsequent charge on my part, while pushing his ferocious Kraken straight toward the center of my army. A well placed shot from the Kraken surgically removed Lynch from the Black 13th, diminishing their potential by a solid third, but my force was otherwise unmolested as the Kraken was the sole ranged attack he possessed. Now what followed almost seemed like a gift from heaven. No, it was a gift from heaven, but one that would soon be mocked by less benevolent forces. For some reason, Chris, despite the counsel of his Lieutenant, left Goreshade exposed without the advantage of his Occulation spell, well within striking distance of my sniped Stormwall’s Big Guns. I was practically salivating. For a moment, I thought it was a ruse. Could he actually make such a huge mistake so early in the game or was he baiting me into some diabolical trap?

Turns out, it was a complete underestimation of my position, and the game almost ended there. I loaded the Stormwall with focus and then, biding my time, set up the rest of my force. I walked my lancers into the front ranks of his banes. Meanwhile, I sent Eiryss up the left side of the field, only to come up a quarter inch short on Goreshade — almost plugged him with a disruptor then and there. Needless to say, she was bane-chow on his next turn, but it was worth the risk to try and get that shot off on him. Finally, it came down to the Stormwall. Honestly, I thought I had it in the bag. I had a perfect shot with both guns, well within the Stormwall’s sniped 18″ range. Goreshade had one focus point on him, but it seemed to matter little at that point. The whole round, my marbled green Lock & Load dice had been rolling nothing but 5′s and 6′s, so frequently I was beginning to get a little self conscious about them. A couple of average rolls from these Big Guns and I was going to pack up and head to Disneyland.

Two Generals facing off across the battlefield. You can see by the gesture Chris’s lieutenant is making that this is where I just flubbed my damage roll!

Now, I don’t remember what the rolls were, exactly, but needless to say, I used my focus to boost the hit and damage on the first roll, then to hit on the second. I hit both times. But for the damage, I rolled crap. The second gun rolled nothing but 1′s and 2′s, and when my Lieutenant Alex saved me with a reroll, I rolled the same thing again. I did a total of eight points of damage on Goreshade, and that was the last I ever saw of him because for the rest of the game, he had Occulation up and there was no getting near him.

I think a lot of people were holding their breath during that series of rolls. It looked by all counts like the battle was going to be over before it really started, but that wasn’t what the fates were looking for that day. To be honest, I’m kind of glad it didn’t work out that way because I wouldn’t have been able to claim a victory from my own good playing. I’m not above exploiting a mistake from my opponent, but I think the whole thing might have felt a little anti-climactic, and we would have missed out on a great amount of bloodshed to come.

In Chris’s next round, he deftly maneuvered around the covering fire I was laying down from the Stormwall and Cyclone. Eiryss evaporated in a fine red mist, but otherwise things didn’t look too bad. I had forced him into a conservative advance, or so I thought. In reality, in true Nightmare Legion form, Chris maneuvered cooly and comfortably in the knowledge that time and the numbers were on his side. And then came the Kraken.

This one turned out to be a bit of a twist. For a moment, it looked like the Kraken was going to invalidate the existence of the Stormwall with a weapon lock. But thanks to some rules referencing on the part of John, we found out that the imminent Kraken threat wasn’t quite in range. I was going to get another chance.

As I went into my third turn, I faced down the Kraken and a wall of banes as wide as the battlefield. Goreshade, though, was safely concealed behind his stealth-providing spell. At this point, the Kraken became enemy number one. I lead with the Stormwall, battering it with a pair of massive, Voltaic fists (zapping a necrotech in the process), then followed with a lancer assault, connecting with four of the armored cavalry while the fifth member split to take a target of opportunity on a nearby bane. I also knew it was now or never and I popped Stryker’s Invincibility feat, enveloping nearly my entire army with his +5 ARM bonus. By the end of my turn, the Kraken was a smoking heap and thanks to Versh and some Stormsmith triangulation on the Stormwall’s lighting pod, a good chunk of banes had left the table. But not for long.

At this point, though, a serious problem reared its head: being terribly rusty at my game, I was moving horribly slow. Even with the counsel provided by Alex, I was moving through my turns at a snail’s pace, and we were on the clock. The Death Clock. We’d started the game with 50 minutes each, and by the end of my third turn, I had just over 7 minutes left on the clock. If I recall correctly, Chris had over 40.

The Kraken was a smoking wreck, but I was no closer to victory…

Chris’s third turn, despite him taking his time, is a bit of a blur to me. Banes started coming back. Lancers were dying. The Combine stripped my protective spells away. And a host of undead began carving up my beloved Stormwall, despite his Invincibility bonus. It was ugly. By the end of the round, I was surrounded on all sides by a sea of violet-clad banes and the left half of the Stormwall as well as its entire superstructure had been rendered scrap. And there I was with 7 minutes on the clock.

I think at this point, the clock was simply highlighting a foregone conclusion. Goreshade was safely walled behind an impenetrable curtain of undead unless I got very lucky, so that’s what I tried for. With a power-attack sweep, I took out several banes surrounding the Stormwall, but it wasn’t enough to clear the charge lanes for the lancers. Even if it had, the rough terrain created by the Kraken’s wreck kept Goreshade safely out of range. As my minutes and seconds slipped away, so did my hope. There was nothing I could do and the game was about to be decided by time.

Screw that.

With one second left, I slapped that Death Clock and initiated Chris’s turn. I wasn’t going down because of a clock. I might not have another turn coming, but if I was going down, I was going to go down in the proverbial blaze of glory. Chris would get his victory that day, but he’d have to earn it, and I know that’s how he’d prefer it anyway.

Chris had burned a good chunk of time on his last turn, but I think we was still sitting around twenty minutes or so; plenty of time to formulate a good killing strategy on Stryker, and that’s exactly what he did. The crushing force of his bane army obliterated the Stormwall and coiled around Stryker. In the end, Stryker fell to their shadowy axe blades while I watched helplessly from the sidelines.

The day was done. Chris Kluwe and his Cryxian army had cut a bloody swath through the land, striking deep and painfully into the heart of Cygnar, robbing the kingdom of their most cherished protector. Cue the violins. It was all over but the crying.

Being competitive by nature, I do love to win. But more than winning, I love a good competition. I know I wasn’t even close to the toughest opponent that Chris has faced, but I’m happy to say I didn’t hand him his victory on a platter. As I mentioned above, I have my Lieutenant Alex to thank for that because I would have been making mistakes out of the gate if I didn’t have him watching over my shoulder. I also have an entire team of champions to thank for earning me the advantages I had from the beginning of the game. But what I came away from all of this with was a renewed desire to play this damn game. It’s been too long for me and I’ve missed it. I missed painting these models and I’ve missed the challenge of playing the game itself. It’s time to get back in the saddle and I’m looking forward to it!

Thanks again to Chris for the great game and competition throughout the day, and thanks Alex for being my wingman through that battle. And last, thanks to John, Nicole and Greg for organizing and hosting the event and to all the champions who came out and gave it their all, whether you were on Chris’s team or my own. The best part about this game has always been its community, and I’m thrilled to have had a chance to spend a day as part of it.

Until next year, Chris Kluwe, until next year…

 

Eiryss 3: Work Complete

Still reeling from Comic Con 2012, I’m a little late getting this post up. But after some pointed discussion on the practicality of the new pistol-crossbow/gunblade (Awe! See what I did there?) and a little dialog on how to handle the two different hood and head options, I’m happy to present the final concept for the third incarnation of the Iron Kingdoms’ most beloved, feared and hated mage-hunter, Eiryss.

In the interest of time, I’ll go against my nature and let the drawings speak for themselves. This has been a fantastic experiment and there were more than a few ideas that found their way from the online discussions to the final concept. Naturally, it’s impossible to accommodate the first choice of every single person and some of the choices here will be polarizing, to say the least. But that’s how you know it’s a delicacy and not a cheeseburger, if you follow what I mean.

Thanks to everyone who took the time to comment and offer suggestions. This one is done (as in, I’m not touching it again, so don’t even think about it!), but I’ve got another concept coming up that I’m really looking forward to, a new Cryxian warcaster (of sorts), and I’ll give you this one hint: HE is HUMAN.

Stop speculating and look at the pretty pictures. Hope you like it!

(As always, please feel free to post a link, but do not re-post the images, puh-lease! Thanks!)

Eiryss 3 — Work in Progress

With the deadline for the concept of the new incarnation of Eiryss rapidly approaching, I’ve been trying to carve out the time to make some decent progress. San Diego Comic Con is looming right in the middle of this timeline for me as well, which means that I’ll lose most of next week to work on it. What this really means is that my delivery date has moved up from July 16th to next Wednesday, or I’m going to be late! Time to get cracking.

The image below shows my progress so far on coming up with a new look for Eiryss’ trappings. This is drawn entirely in pixels on a Wacom Cintiq tablet in Photoshop, which gives me a lot of flexibility to work back and forth in layers as I refine the drawing and the rendering at the same time. I end up wandering a bit during the process, but I’ve enjoyed the opportunity to explore the concept in a more time-economical way than generating multiple drawings. It’s easy to get caught up in the anatomy and pose and lose focus on what’s really important here, which is what the character is wearing. In retrospect, though, I chose a poor angle on the figure because I was trying to be a little too dramatic with the drawing. The low camera perspective prevents a good square look at her chest (no snickering, please), which means I’ll need to do a second front detail shot to make sure the sculptor and artist have all the information they need to interpret the design accurately.

Being her third costume design I wanted to present some sort of evolution from her previous looks, but as this is also the first time she won’t be operating as a solo, I wanted to make sure that some of that evolution was drastic and really sets her apart from the first two solo versions.

At this point, I’m sticking with a very similar silhouette, as the fashionistas would describe it. We’ve got the familiar cloak, the armored boots, sleeves and corset over a fine set of light-weight but protective mail coverings that more or less mimic the shape and rhythm of her previous designs. The big change here is the styling of her armor. Early on, Eiryss established a particular beat in Iosan armor design that included flexible segmented rings and panels of leather armor held in place by button-like fasteners. This design beat shows up on her two previous incarnations as well as many of the Retribution of Scyrah model designs that would come years after her first appearance. You can see this beat on Adeptis Rahn under his heavy armored plates, or in various places on the battle mages, mage hunters or storm fall archers. But, new Eiryss isn’t a standard trooper. I’ve always seen her as a bit of a trend setter, and while she’s very much part of the Retribution army now, I want to keep a sense of her individual identity. Where I’ve ended up is a much more organic approach to that segmented armor, treating it now like larger panels that have been created by many pieces joined together as opposed to overlapping. The button-like fasteners still hold everything closed, but I think there’s something much more fluid and beautiful and the lines of the armor. It’s almost got a touch of the art nouveau.

The original Eiryss is fairly utilitarian in her look. With the Angel of Retribution incarnation, she gained a little more style with the decorative wing/feather motif on her cloak. In this new version, I want to push that styling toward a more embellished and personalized look. Though there is much to decide and do with the concept design, things are starting to settle in place.

A lot to get done in a short period of time, so I’m getting back to work on this right away! More to come soon…

(Please feel free to share the link, but please don’t repost the image. Thanks!)

 

Back against the Stormwall

So, I’ve had this box sitting on my desk for weeks. An innocuous brown box about the size of a shoebox, sealed with a single strip of clear packing tape. In the chaos of the past month, I’d almost forgotten about it. I’d even moved it around a few times and it was accumulating paper and other clutter on top of it like some sort of weird office supply stalagmite. (I’ve got more than a few of those around my workspace. The technical term is ‘creative filing’ and if you’re a creative type, you know exactly what I mean.)

Back to the box…

Oh yeah, I kind of spoiled it in the title. It’s a Stormwall — the mighty Cygnaran colossal of Privateer’s WARMACHINE tabletop miniatures battle game, on the off chance that someone reading this doesn’t actually know what I’m referring to.

Tonight, I busted it open. I had a brief fantasy that I’d have this thing assembled and painted before Lock & Load, but that’s not going to happen. I could get it done, but this is something I want to take my sweet time with. It’s been a long time coming to have this beautiful weapon of mass destruction spread out on my desktop, and I want to savor every brush stroke as I make it battlefield ready. I’ve got a couple challenges ahead of me before that can happen, though.

The Cygnar Stormwall —beautifully huge!

Being the owner of a miniatures manufacturer has some fantastic perks. One of them is being able to request advance copies of the latest production pieces months before they’ll be available in stores. The production department graciously sent me one of the first Stormwalls off the line, and for that I thank them very much. However, as a cruel joke, they didn’t include a base, so now I have to go back and grovel for a platform to mount this beauty on top of.

Second, getting stuff early isn’t necessarily as keen as it sounds. I got this thing before the packaging was printed, which means I also got it without assembly instructions. Now you might think that since I designed the damn thing I’d know how to put it together, but in my defense, it’s been something like four years since I drafted this mechanized monster, so by now it’s as new to me as it will be to any of you.

Like I said, it’s been a long time coming. But looking at this thing, even in all these pieces, I gotta say it’s been worth the wait.

'Some assembly required.' No shit!