Saturday, 1 January 2011

BATTLE ON THE BEECH


Location: West coast of Estalia
Story: the men of Hardenburg have been gathering support from countries throughout the old world for the invasion of Ulthuan. The high elves are rapidly loosing ground to Sigvald’s growing empire and the high council of arch-lectors worry that Sigvald may actually open the portal of chaos again. Their only hope is to take Ulthuan in to their control.
The high elves have come to here of a growing force of Stirlanders, wood elves, Brettonians, lizardmen, dwarves and even Cathayans. They must act quickly!
Alith Anar, the shadow king musters all the men Ulthuan can spare and gathers them into a fleet across the seas from Estalia.
The moment of this battle is when the high elf fleet lands, it had been spotted by a merchant vessel and VyshnevtskyII personally leads an interception force of Hardenburgers. This is the moment of the battle this is the time for greatness!
Points: 2500
Objectives: victory points
Each boat captured-100vps
Each character slain-85vps
Each unit slain-the units pts=vps

Prince Vyshnevtsky’s interception force
  1. Prince Vyshnevtsky, empire general with Runefang, pistol, full plate armour, shield and mounted on the griffon deathwing
  2. The seneschal of the black bears, Kurt helborg
  3. Adlegriff Pionier, master engineer with repeater handgun, light armour, pigeon bombs, enchanted shield, biting blade and van horstmann's speculum
  4. Karyagin champion of Volksgrad, Droyoska with blessing of the khan-queen, axe of oblast, biting blade, heavy armour, enchanted shield and helm of the old bear
  5. captain Marlow with full plate armour and the griffon standard
  6. Yann the bold, warrior priest with additional hand weapon, crimson amulet and armour of meteoric iron.
  7. 17 flaggelants with doom prophet
  8. 10 estalian handgunners with marksman with repeater handgun
  9. 10 estalian handgunners with marksman with repeater handgun
  10. 10 estalian handgunners with marksman with repeater handgun
  11. 10 estalian handgunners with marksman with repeater handgun
  12. 10 handgunners with marksman with repeater handgun
  13. 18 spearmen with shields and full command
  14. 8 knights of the innercircle  with full command and steel standard
  15. 5 outriders with barded warhorses and a marksman
  16. 18 greatswords with full command
Alith Anar’s fleet of sabotage
  1. Balshazar, level 4 arch mage using high magic with silver wand, elven steed, zolaorith robe, jewel of dusk and starwood staff
  2. Melchior star gazer, level 2 mage using high magic with dispel scroll
  3. Gaspar, level 1 mage using the lore of ice
  4. Aeiner, noble with shadow armour, reaver bow, ring of fury and shield
  5. Korhil
  6. 10 archers with hawkeye
  7. 10 archers with hawkeye
  8. 10 archers with hawkeye
  9. 10 archers with hawkeye
  10. 30 lotheren sea guard with full command and shields
  11. 1 tiranoc chariot
  12. 1 tiranoc chariot
  13. 4 lion riders of charce with full command
  14. 8 silver helms with shields and full command
  15. 4 ironguts with full command and rag banner
  16. 2 repeater bolt throwers
Scenery
1 charnel pit
2 blood forests
1 blessed bulwark
Jesse's high elves won priority
High elf turn 1
the lion riders and silver helms hug the cover of one of the blood forests to avoid the fire of the handgunners
 the high elf archers advance to get in range of a target. the rest of the army advances
Magic
not in range

Shooting
Aeiner shoots an outrider (see above)
Repeater bolt thrower 1 hits Vyshnevtsky's griffon with three shots of wich one wounds Deathwing
Repeater bolt thrower 2 has less luck as it misses Yann and his unit of greatswords by a matter of inches.

Empire turn 1
whole army advances

shooting
the outriders spin in their saddles and fire twelve shots right into their provoking antagonist killing him outright
Adlegriff sets loose one of his master raven bombs right in the midst of the repeater bolt throwers killing three crewmen slowing down one bolt thrower's rate of fire and completly destroying the other one

High elves: 0, Empire: 260


High elf turn 2
the lion riders and silver helms dash behind the blessed bulwark to avoid the fire of the estalian handgunners
the rest of the army advances cautiously
Magic

Balshazar
power 10
dispel 8
the greatswords, under Yann's guidance, dispel flames of the pheonix twice but the arch mage's power is still too strong for them and he still manages to cast it in the end and kills three

Melchior
power 6
dispel 4
nulifies prince Vyshnevtsky's runefang making it heavy and blunted, causing the prince to abbandon it.

Shooting
the high elf archers kill 20 handgunners, 6 flagellants and 2 knights turning the skies black with arrows!

Empire turn 2
the knights of the black bear charge the lion riders of charce in the flank
Vyshnevtsky charges a unit of archers but they turn and flee leaving him stranded amongst the high elves
Yann dispels flames of the phoenix from his unit of stalwart great swords saving the rest of the back rank from a fiery death.

Shooting
Adlegriff's Raven drops a well aimed bomb directly into the horde of lotheren sea guard killing nineteen and wounding gaspar, more than making up for the loss of the runefang.

Combat
in the fight phase the seneschal and his knights completly eliminate the lion riders without suffering a scratch sending lions fleeing in every direction.

High elves: 100, Empire: 345



High elf turn 3
the archers who had fled from Vyshnevtsky rally easily
the lotheren sea guard and tiranoc chariots try to charge the knights but just fail to make it

Magic

Gaspar
power 8
dispel 4
casts cold breath on himself but fails to freeze a single knight

Melcior
power 7
dispel 4
Melcior casts flames of the phoenix on the flaggelants sending four of the deranged pesamists up in smoke and flames

Balshazar
power 8
dispel 7
the greatswords dispel curse of arrow attraction but the archmage again still casts it

Shooting
the last repeater bolt thrower fires a miserable six inches and misses, so much for multi-tasking crew men
the high elf archers kill four more greatswords and five handgunners

Combat
the knights of the black bear and the silver helms clash but fail to inflict any casualtys

Empire turn 3
the flaggelants charge the Tiranoc chariots but fail to reach them.
Yann and Karyagin both challenge Balshazar in turn but the coward refuses

Shooting
the Handgunners shoot three of the lotheren sea guards

Combat
the seneschal kills two silver helms with an arcing blow from his runefang causing the elven knights to flee

High elves: 440, Empire: 345

High elf turn 4
the Ironguts bull charge into prince Vyshnevtsky like a ton of bricks, completly surrounding him
The Tiranoc chariots and lotheren sea guard finally reach the knights with their charge.
Melchior's unit of sea guard charge into the flank of the flaggelants hoping to stop them in their tracks.
Magic
Gaspar
power 5
dispel 4
casts ice breath but dosn't use it
Melchior
power 5
dispel 6
Vaul's unmaking is cast at the greatswords but Yann uses the power of Sigmar to Dispel it and save his unit
Balshazar
power 5
dispel 4
The arch mage channels the power of Khaine at the greatswords and this time even Yann's power isn't enough and all the greatswords are wiped out.
He also burn's up 2 outriders with flames of the phoenix
Shooting
The archers kill the rest of the outriders earning them more victory points and four more handgunners
Combat
The ogre's bull charge reduces Deathwings wounds to one, The Tiranoc chariots have just as much luck killing three heavily armoured knights with their charge
Melchior's unit manage to kill one of the raving mad flagellants, but the flagellants martyr three of their own in retaliation killing four sea guard and forcing them to flee from the depressed madmen.
Vyshnevtsky kills an Irongut but he is dragged into the dirt by the mercenaries. His griffon thunder stomps in revenge and kills another ogre but the ogres beat him up as well.
The Seneschal strikes apart one of the Tiranoc chariots.
Empire turn 4
Yann, Karyagin and Captain Marlow join the spearmen unit
Shooting
Adlegriff Pionier and the lone estalian marksman shoot up an Irongut, hoping to avenge their prince. The rest of the Estalian Handgunners kill five elves.
Combat
The seneschal strikes the last Tiranoc chariot a powerful blow with his runefang, destroying it.
High elves: 805, Empire: 573

High elf turn 5
Korhil challenges the senechal but the first knight accepts certain death, stopping the lotheren sea guard in their tracks.
The Ironguts and Silver helms charge the spearmen and their new found leaders

Magic

Gaspar
power 9
dispel 7
Freezes ten spearmen completly solid with a winter wind

Melchior
power 12
dispel 6
He blasts apart three Imperial handgunners with the power of Khaine and another flaggelant with a conjured phoenix of burning flames.

Balshazar
power 9
dispel 6
The arch mage nulifies Yann's magical armour but casts with Irresistable force causing him to loose a level.

Shooting
The repeater bolt thrower misses.
A hawk eye Shoots the lone Estalian marksman.
The rest of the archers kill Adlegriff pionier saving them from the threat of pigeon bombs.

Combat
Korhil easily kills the first knight with one blow of his mighty axe.
Karyagin easily kills the last ogre Irongut in a challenge of Volksgrad.
The spearmen lead by Captain Marlow and Yann kill a silver helm making them flee.

Empire turn 5

Shooting
the remaining handgunners kill three archers and the wizard Melchior

High elves: 990, Empire: 750


High elf turn 6

Magic

Gaspar
power 11
dispel 6
not in range

Balshazar
power 8
dispel 5
Kills five estalian handguners but the magic is too strong for him and he is ripped apart by the winds of chaos.

Shooting
the archers wound Karyagin but the khan-queen's blessing saves him.
the lotheren sea guard kill a spearman

Empire turn 6
Korhil Challenges Captain Marlow but he must hold his prince's banner aloft and so refuses.
The spearmen get down to it and charge straight into the lotheren sea guard.
The Imperial Handgunners kill six high elf archers.
The spearmen kill a lotheren sea guard in combat and force the unit to flee.

High elves: 1175, Empire: 840

High elf turn 7
the silver helms charge into the seneschal's dwindeling unit of knights

Magic

Gaspar
power 6
dispel 4
Gaspar kills captain Marlow with a massive shard of ice in the chest.

shooting
The repeater bolt thrower misses
The high elf archers wound Karyagin again.

Combat
The seneschal strikes down two silver helms using the laurels of victory to cause them to back off.

Empire turn 7
Karyagin single handedly captures one of the high elf ships.
The knight's of the black bear charge Korhil.

Shooting
the imperial handgunners gun down the fleeing silver helms and their estalian coleagues kill three lotheren sea guard 

Combat
The seneschal smites the mighty elf Korhil, with his dwarf forged blade

High elves: 1288, Empire: 1254

High elf turn 8

Magic

Gaspar
power 5
dispel 3
His spell is very easily dispelled by the seneschal

Shooting
All the archers loose off their many arrows at Karyagin in the ship but all either miss or fail to penetrate his armour, But finally the lone hawk eye in blood forest fires one last shot at the droyaska! It flies through the air past the ships ballistrade and straight into Karyagin's un protected armpit and this time not even the khan-queen can save him! He dies! but the damage is already done...

Empire turn 8

Shooting
The imperial handgunners fire on the lone hawk eye filling him with pewter bullets.

Combat
the seneschal's knights wipe out the rest of the lotheren sea guard
And the battle ends

High elves: 1288, Empire: 1899

Victory to the men of Hardenburg! On to Ulthuan!

Combatant of the match:



The seneschal was probably the combatant of the match for the empire army closly followed by his knights.
The seneschal and his unit slew Korhil, all the lion riders, four silver helms (causing them to flee twice), both the Tiranoc chariots and wiped out the remnants of the lotheren sea guard horde.
His Runefang and Laurels of Victory are incredible magic items helping you too easily win a fight.
And what's more he Didn't even take a wound!




the Ironguts Proved their worth as mercenaries when they took down Vyshnevtsky and his Griffon in a single round of combat. But their potential was crushed when they got into combat with Karyagin, who finished them off.
Marksman of the match:

Adlegriff Pionier showed us why Pigeon bombs cost 25pts, Destroying one of the repeater bolt throwers and slowing the other one down considerably on turn one and Blowing up two thirds of the horde of sea guard.
The lone hawk eye shot Adlegriff pionier and Karyagin single handedly, these two heroes were causing great wounds on the high elf army and this plucky lit'l fella shot them both where others had failed.

Dark eldar journey part3

I was hoping to kick off my dark eldar army the same way I started my chaos army, with Christmas!
I had prepared a list wich was given to everyone who asked what I wanted. So in the end most of my family bought me squads.
My parents got me a squad of Harlequins and a death jester (together with countless flying bases), my grandparents got me a raider, my Uncles and aunts got me, in total, a squad of kabalites, Incubi, hellions, scourges and reavers.
"A squad
worthy of
Commarragh!"
This meant I head a fully fledged army. For my HQ I took Baron Sathonyx (who I converted out of a hellion), For troops I took a squad of ten Kabalites in a raider and a squad of hellions (if you take the baron hellions count as a troop choice) and then I just added the other models in.

First of all here are my squad of hellions, the hell-guard. Thanks to the new flying base ball and socket design I'm able to pose my models in more dramatic poses. when spray painting models with flying bases I cover the stem with bluetac, this causes it to be unusable but it makes the model look more realistic. For their hair I first painted it fiery orange and then drybruched it with Tausept ochre.

My helliarch (right) is equiped with a phantasm grenade launcher but rather than give her the one in the hellion kit (which i'm not overly fond of) I gave her the kabalite one. Baron Sathonyx (left) is armed with a knife and staff. This staff was taken from the eldar farseer he killed and I use it to represent the bones of the farseer rule. The command skirt he wears is made out of a high elf cloack I painted over it with glossvarnish to represent leather.


My unit of Kabalite warriors is designed to be fast at all times, so none of their weaponry has the heavy special rule and they are mounted in a raider wich has splinter racks to increase their rate of fire.
The colour scheme may have been inspired by our cats, I don't know, but I thought it was very effective  when I first used it and quiet different to how i'd imagined.
My kabal, the comedians of death, fought along side the wraithkind kabal to save craftworld Lyanden from Hive fleet kraken, so i've included a few tyranids, painted in the hive fleet kraken colours, fighting with my men to create dynamic models (theirs another one with the scourges) and show our hatred of the race.
Harlequins are my favourite squad ever! and death jesters are even better. My army's look and feel revolves around them, also as my army is designed for city fighting they're a must have. Combine them with sewer rats and you've got a squad worthy of commorragh.

My death jester, Crucifen, cares not who he fights for so long as people will die in the process! The more comic the better! Crucifen and his fellow harlequins put on quite different performances to most of their kin, instead of the fall they portray their own victorys and defeats, slaying captives and slaves on stage in front of the laughing crowd.
On allot of the harlequin's bases i've added spare parts from the raider, sufficantly battered. Quite a few of them have the harlequin rune painted upon them aswell


To be continued...

Friday, 10 December 2010

Sindicate

the experimental rules for sindicate (all will be revealed), read through and get the gist of it first

GANGSTERS

BASIC TROOPS

Hoodies 1+                    5 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
3
2
3
3
3
1
7
5+
6+

Unit size 1-40
Equipment
·        fists
Options
·        Knives 2pts
·        BB guns 4pts
·        Stones 2pts
·        May take a: car, sports car or van as transport
·        Rifles (only Hispanic countries) 6pts

Gangsters                 12 points each

M
WS
BS
S
T
I
A
LD
D
MA
6
4
3
4
3
4
1
8
5+
4+

Unit size 1-40
Equipment
·        Fists
Options
  • Knives 2pts
  • Stones 2pts
  • Pistol 6pts
  • Revolver 8pts
  • May take a: car, sports car, van or choppers (motorbikes) as transport
  • One model may take 2Nd revolver 8pts (if upgraded) or 2ND pistol 6pts  (if upgraded)
  • one model may take a machine gun 9pts
  • Body armour 12pts

ELITE TROOPS

Official Gangsters                 17 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
4
4
4
3
4
2
8
5+
3+

Unit size 1-20
Equipment
·        Fists
  • Knives
Options
  • Stones 2pts
  • Pistol 6pts
  • Revolver 8pts
  • Machine gun 10pts
  • May take a: sports car, van, luxury car or choppers (motorbikes) as transport
  • One model may take a 2ND revolver 8pts or a 2ND pistol 6pts 
  • Body Armour 12pts

Undercover assassins    18 points each

M
WS
BS
S
T
I
A
LD
D
MA
7
3
4
2
3
4
2
9
4+
6+

Unit size 1-10
Equipment
·        Fists
·        pistol
Options
·        Knives 3pts
·        Silence pistol 8pts
·        Umbrella sword 4pts
·        May take a: car, sports car, van, luxury car or limo as transport
       Light  Body armour 9pts


Chopper riders    20 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
4
3
4
3
3
1
8
6+
5+

Unit size 1-15
Equipment
·        Fists
·        Pistol
·        Chopper (motorbike)
Options
  • revolver 8pts
  • machine gun 10pts
  • sword (only Russian) 3pts
  • katana (only Japan) 5pts
  • Body Armour 14pts


Gunmen    18 points each

M
WS
BS
S
T
I
A
LD
D
MA
4
3
4
3
3
4
1
8
-
5+

Unit size 1-15
Equipment
·        Fists
·        Rifle
Options
·        Machine gun 8pts
·        May take a: car, van or choppers (motorbikes) as transport
·        Shotgun 7pts
      Body armour

SPECIALIST TROOPS

Sharp shooter        40 points each

M
WS
BS
S
T
I
A
LD
D
MA
3
2
5
3
3
5
1
9
-
6+

Unit size 1
Equipment
·        Fists
·        Sniper rifle

Ninjas (only Japan) 68 points each

M
WS
BS
S
T
I
A
LD
D
MA
8
5
4
4
3
5
2
9
3+
5+

Unit size 1
Equipment
·        Fists
·         Crossbow pistol
·        Katana 
Options
  Long bow 9pts
  Coat weapons in poison cost varys
  Shuriken 4pts
 



OFFICIALS

Gang boss     90 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
5
5
5
4
5
3
9
5+
3+

Equipment
·        Fists
      Pistol

       
Options
·        revolver 16pts
·        sword (only Russian) 6pts
·        katana (only Japanese) 10pts
·        shotgun 15pts
·        machine gun 20pts
·        May take a: car, sports car, van, luxury car, limo or a chopper (motorbike) to ride in.
     May take 2ND pistol 11pts or 2ND revolver 15pts
     Body armour 15pts


VIP      80 points each

M
WS
BS
S
T
I
A
LD
D
MA
7
6
4
4
4
5
2
10
4+
4+

Equipment
·        Fists
·        Silence pistol
Options
·        revolver 16pts
·        sword (only Russian) 6pts
·        katana (only Japanese) 10pts
·        May take a: car, sports car, van, luxury car, limo or a chopper (motorbike) to ride in.
     Light body armour10pts




POLICE FORCE

BASIC TROOPS

Police men 1+                    7 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
3
3
3
3
3
1
8
6+
5+

Unit size 1-40
Equipment
·        fists
·        truncheon
Options
·        pistol 6pts (not english)
·        may take a car, van or horses (only Russian, British and Canadian) as transport
     Taser 8pts (english only)

Plain clothes       10 points each

M
WS
BS
S
T
I
A
LD
D
MA
6
3
3
3
3
4
1
9
4+
-

Unit size 1-30
Equipment
·        fists
Options
  • pistol 6pts
  • revolver 8pts
  • truncheon 1pt
  • may take a car, sports car, van, luxury car or limo as transport





ELITE TROOPS

Police cars                   15 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
3
3
3
3
3
1
8
6+
5+

Unit size 1-10
Equipment
·        fists
·        car
·        helmet
Options
  • pistol 6pts
  • revolver 8pts
  • machine gun 10pts
  • shotgun (only Hispanic countries) 7pts

Police motorbikes                  16 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
3
4
3
3
3
1
8
6+
5+

Unit size 1-15
Equipment
·        fists
·        motorbike
·        truncheon
Options
  • pistol 6pts
  • revolver 8pts
  • machine gun 10pts



Van corps         21 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
3
3
4
4
3
1
8
6+
5+

Unit size 1-10
Equipment
·        fists
·        van
Options
  • pistol 6pts
  • revolver 8pts
  • machine gun 10pts

Riot police                   19 points each

M
WS
BS
S
T
I
A
LD
D
MA
4
3
3
3
3
4
1
9
-
4+

Unit size 1-25
Equipment
·        fists
·        truncheon
·        bullet proof armour
·        shields
Options
  • pistol 6pts
  • machine gun 10pts
  • may take a: van as transport

Armed police                  30 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
3
3
4
3
3
2
8
-
5+

Unit size 1-25
Equipment
·        fists
·        machine gun
  • bullet proof armour
Options
  • may take a: van, car or motorbikes as transport

Dog unit                   12 points each

M
WS
BS
S
T
I
A
LD
D
MA
5
3
3
3
3
3
1
8
6+
5+

Unit size1-20

Equipment
·        fists
·        truncheon
Options
  • pistol 6pts
  • different types of dog
  • may take a: van or car as transport

Agents                   22 points each

M
WS
BS
S
T
I
A
LD
D
MA
6
3
4
3
3
4
1
8
4+
6+

Unit size 1-20
Equipment
·        fists
·        pistol
Options
  • machine gun 10pts
  • bullet proof armour 8pts
  • may take a: van, luxury car, car or motorbikes as transport

SPECIALIST TROOPS

SWAT team (America only )                50 points each

M
WS
BS
S
T
I
A
LD
D
MA
7
4
5
4
4
4
2
9
6+
4+

Unit size 1-20
Equipment
·        fists
·        machine gun
·        silence pistol
Options
  • revolver 10pts
  • may take a: van, car or motorbikes as transport

OFFICALS


Sergant/sheriff                   55 points each

M
WS
BS
S
T
I
A
LD
D
MA
6
4
4
3
4
5
2
9
5+
4+

Equipment
·        fists
·        revolver
Options
  • may take a: van, car, luxury car, limo, horse or motorbikes to ride in/on
  • sword 6pts
  • rifle 12pts
  • shield 4pts
  • bullet proof armour 12pts

plain clothes detective                 65  points each

M
WS
BS
S
T
I
A
LD
D
MA
7
3
4
3
3
5
2
10
3+
5+

Equipment
·        fists
·        silence pistol
·        umbrella sword
Options
  • may take a: luxury car or motorbikes to ride in/on
  • rifle 12pts
  • machine gun 20pts
  • concealed bullet proof armour 12pts




strength
Sound range
Range
Special rules
knife
0
0
0
+1 to wound
-1 to SV

 Stone
As thrower
0
4

BB gun
2
0
12
2 shots
Pistol
4
18
18

Silence pistol
4
0
18
+1 to D rating
Revolver
4
18
18
2 shots
reroll to hit
Sword
+1
4
0
+1to wound
-1 to sv
longer reach(Ld)

Umbrella sword
+1
4
0
+1 to wound 
-1 to save
longer reach (Sd) 
Shotgun
5
24
36
D3+1 shots
rifle
4
24
25

Machine gun
5
24
36
Magazine rule
Truncheon
+2
0
0

Shield
-
-
-
6+armour save
Bullet proof armour
-
-
-
4+ armour save
Katana
+1
5
0
+2 to wound
-2 to sv
Sniper rifle
5
0
48
-1 to sv















armour
F
R
S
MOVE
PTS
SPECIAL RULES
Van

12
12
12
8
18
Strength 5 impact, carries 10
Car

10
10
10
9
16
Strength 4 impact, carries 5
Sports car

11
11
11
10
18
Strength 6 impact, carries 4
Luxury car

10
10
10
8
16
Strength 5 impact, carries 6
Limo

11
11
11
7
18
Strength 3 impact, carries 15
Motorbike
-
-
-
-
9
9
Strength 4 impact, +1 to armour save
Horse
-
-
-
-
8
7

Great Dane
-
-
-
-
6
3
1 strength 3 attack
Rough collie
-
-
-
-
7
3
1 strength 2 attack
St.Bernard
-
-
-
-
6
4
1 strength 4 attack
Akita
-
-
-
-
6
2
1 strength 2 attack
Dalmatian
-
-
-
-
7
4
1 strength 3 attack
Labrador
-
-
-
-
6
3
1 strength 3 attack
Chow
-
-
-
-
6
6
2 strength 3 attack
Alsatian
-
-
-
-
6
8
2 strength 4 attack
Doberman
-
-
-
-
6
10
2 strength 5 attack
Rottweiler
-
-
-
-
6
9
3 strength 3 attack



rules written by Adam Markiewicz and Benjamin Sharkey