Some Machine Guns
And still more infantry
Game tomorrow night over at James' (dental pain permitting).
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Sunday, 12 March 2017
Tuesday, 7 March 2017
Hammerhead
Steve and I made it to Hammerhead on Saturday.
Just a flying visit, but altogether more uplifting than our last trip to the Derby show.
There were some very nice games on show, but i didn't have my camera so just grabbed a trio of images with my phone.
All of the ones that caught my eye were colonial games:
Just a flying visit, but altogether more uplifting than our last trip to the Derby show.
There were some very nice games on show, but i didn't have my camera so just grabbed a trio of images with my phone.
All of the ones that caught my eye were colonial games:
Big Sudan game
Rorkes Drift
Steamboat
All of these I recognised from the Lead Adventure forum and they all looked great.
My haul was relatively modest - a bag of Kallistra 12mm Great War British so I can crack on with the project James and I are cooking up for Partizan, some light blue paint from the Tree Fellas because I needed some and theirs is cheap and good and some large round MDF bases for putting trees and a Kraken on.
Then Steve and I went to the pub.
All in all a good day out.
Monday, 6 March 2017
Dinosaur!
It was always my intention that the jungles of Tombogo should have a bit of a Lost World feel to them.
So here's a dinosaur. Cheap children's toy from The Works.
TBH I'm not all that happy with it and think I've not really improved on the original paint job.
However it took about ten minutes in total and it's only a bit of nonsense so I'm not going to waste any more time and effort.
So here's a dinosaur. Cheap children's toy from The Works.
TBH I'm not all that happy with it and think I've not really improved on the original paint job.
However it took about ten minutes in total and it's only a bit of nonsense so I'm not going to waste any more time and effort.
Friday, 3 March 2017
Kallistra WW1 Late British (7)
After about a month off - time to crack on with the Kallistra WW1 British for Arras.
Some half bases to show which stands have taken casualties in games of square bashing.
And some casualty markers which you need for suppression/morale effects.
I'm picking up a load more infantry and some extra big guns and machine guns at Hammerhead on Saturday.
Some half bases to show which stands have taken casualties in games of square bashing.
And some casualty markers which you need for suppression/morale effects.
I'm picking up a load more infantry and some extra big guns and machine guns at Hammerhead on Saturday.
Thursday, 2 March 2017
Da Choppa in Da Rock - a 40K AAR
So the Sherwood Hucknall Ilkeston Team came together once more for the second round of our 40K Ork escalation campaign.
We'd be playing the scenario I'd made up with our 600 point forces.
I won the draw to pick deployment zone and elected for a corner. Steve was next out of the furry sack and chose the other corner so General Ballroom occupied the centre of the opposite side.
Steve's dice was the next drawn from the bag and so he deployed first. Along with much whining and grumbling that this should mean he got to go first or something. We laughed at him.
Then General Ballroom deployed, followed by me.
Then it was the all important first turn draw - which Steve won - though it didn't stop his mithering much.
We'd be playing the scenario I'd made up with our 600 point forces.
I won the draw to pick deployment zone and elected for a corner. Steve was next out of the furry sack and chose the other corner so General Ballroom occupied the centre of the opposite side.
Steve's dice was the next drawn from the bag and so he deployed first. Along with much whining and grumbling that this should mean he got to go first or something. We laughed at him.
Then General Ballroom deployed, followed by me.
Then it was the all important first turn draw - which Steve won - though it didn't stop his mithering much.
Gruzzkup's lads, ready to rumble
Da Klan Ginganutz boys
Klan Ballruum
Ballruum Kan
Behold! Da Choppa in da Rock!
Klan Ginganutz Deff Dredd klanks forward
Steve advanced cautiously and pinged a rokkit at my dread, shaking the crew!
Da Ballruum boys likewise crept forward and shot up some of the Ginganutz Bad Moons
I threw a bit more caution to the wind and sent my Dredd and Kan forward while the boys advanced and the trukk raced ahead spraying the Ballrumm 'Ard boys with (largely ineffective) fire.
Fortunately a lucky rokkit imobilised the Ginganutz Deff Dredd. This improved Steve's mood no end.
I then got to go again at the start of a new turn!
So I shot more rokkits at the Deff Dredd (to no effect) and advanced all over, apart from da Trukk who reversed and sprayed the 'Ard Boys with fire again (with identical minimal results).
The Bad Moons went next and a hail of missiles spattered off my Deff Dredd leaving but a single hull point remaining. Ulp!
The it was the turn of the Ballruum Klan whose warboss winged another rokkit at my Deff Dredd (missing) before launching all his boys at my big unit of ladz.
Ere we go, ere we go, ere we go....
...ere we go etc.
An almighty scum ensued in which General Ballroom rolled well and I did the opposite.
At the end of the fight all my boys were dead. And so was my Warboss. First Blood to Da Ballruum Klan!
In the next turn da Ballruums again got to go first - the boys elected to retreat behind the hill while the 'Ard Boys ran over to my trukk with murderous intent. A stray rokkit from the retreating boys saw my Killa Kan removed from the game - I was down to just two functioning units. However the 'Ard boys proved to be not all that 'Ard and failed to destroy the Trukk - so my lads subsequently drove off laughing (and firing. Ineffectually).
I went next and my Burnas emerged from lurking in the woods and melted most of the 'Ard Boyz.
As the next turn began I got to go first. The Burna boys subsequently finished off the 'Ard Boyz.
Whilst my Trukk lurked.
The Ballruum Klan went next and mighty Warboss Ballruuum marched up the hill, and pulled out his choppa and waved it around! 3 more VP for the Ballruums.
Meanwhikle the third unit of Ballruum boys, accompanied by a Kan charged into some Bad Moons and wiped them out.
Ooo wants to see my Choppa?
Waaagh!
Hack, slash, maim!
Seeing Warboss Ballruum silhouetted against the sky was just too tempting for the Ginganutz lootaz who unleashed a (slight;y puny) hail of death. That the Warboss survived.
Only to be cut down by the fire from a spare Big Shoota in a unit of boyz. 1 VP to the Bad Moons.
The Ginganutz Nobz duly ripped apart the Ballruum boys and Big Shootas destroyed the Kan
Ere, our choppas just bounce off!
Going next the Ginganutz klan advanced on the hill, but their Warboss remained out of reach of Da Choppa.
My Trukk raced to a position behind the hill, hoping my Nob could make a sneaky dash for the Choppa.
The sole surviving Ballruum Kan flailed into some the Bad Moons, who entertainingly were unable to damage it with any of their weapons.
The next turn saw the Nobz of the Ginganutz Klan cutting down my last remaining boys - no VPs for me and with that the game drew to a close with no Klan in possession of the sacred artifact.
Totting up the victory points and the Ballruum Klan came out on top. Despite only having a single Killer Kan left alive.
In the post game both General B and I rolled 1's for our Warbosses - they're both properly dead and will need to be replaced for the next game.
Al in all a good fun game - the scenario seemed to work and Orks v Orks v Orks is still an entertaining match-up.
Tuesday, 28 February 2017
Da Choppa in Da Rock - a 40K 3 player scenario
This is a scenario I've cobbled together (cribbing from various sources) for our Ork v Ork v Ork game tomorrow night.
The lads have therefore rushed toward Nob Hill to try and claim this wondrous artefact for themselves.
In the centre of the table is a hill with a rock with a Big Choppa buried in it
Whoever is out first gets to pick deployment zone. You can either pick the centre of one long side or a corner. If you pick the centre then the corners on the opposite long side are the other two zones. If you pick a corner then the other corner on the same long side and the centre of the opposite side are the other two zones.
Centre:
No closer than 9” to the centre of the board
No closer than 12” to the edges of the board
Corners:
No closer than 9” to the centre of the board
Maximum 12” in and 12” on from the corner
Repeat this process until all deployment zones are allocated
Return chits to the bag and draw again. Whoever is drawn first must deploy entire army. Repeat until all armies are deployed.
Whoever has the Choppa at the end of the game gets 1 VP
You get 1 VP for each Warlord you slay and 1 VP for each Deployment zone you get a unit into at the end of the game.
If he fails he (and any unit he’s with) must immediately fall back 2D6” as all his mates laugh at him for being puny.
If the Warboss is dead a Nob can attempt to pull out the Choppa, but he needs a 6 to manage the feat.
Whoever holds the Choppa has +1 Ld while they have it
Other than that it’s an ordinary Big Choppa
The Choppa is dropped if the Warlord is killed. It can be picked up by a Nob at the end of the movement phase.
If the model carrying the Choppa is killed in HTH combat by a Warboss or Nob, they immediately pinch the Choppa for themselves.
And no, you can't pick up the rock with the Choppa in it and move it.
Da Plot
Morklin the Wonderin’ Wyrdboy has declared that “’Oooevva can pull da Choppa from da rock will be ‘Da Once and Futa Git’” who will reunite the warring Ork tribes of Ilkestaaaaan.The lads have therefore rushed toward Nob Hill to try and claim this wondrous artefact for themselves.
Battlefield
Nob hill is deep in the verdant (and dangerous) Shyrward Jungle sector of Ilkestaaaaan. So the table is covered in jungle.In the centre of the table is a hill with a rock with a Big Choppa buried in it
Deployment
Place a chit (or dice or whatever) for each player in a bag.Draw a chit from the bag.Whoever is out first gets to pick deployment zone. You can either pick the centre of one long side or a corner. If you pick the centre then the corners on the opposite long side are the other two zones. If you pick a corner then the other corner on the same long side and the centre of the opposite side are the other two zones.
Centre:
No closer than 9” to the centre of the board
No closer than 12” to the edges of the board
Corners:
No closer than 9” to the centre of the board
Maximum 12” in and 12” on from the corner
Repeat this process until all deployment zones are allocated
Return chits to the bag and draw again. Whoever is drawn first must deploy entire army. Repeat until all armies are deployed.
Turns
Draw a chit from the bag. The player whose chit is drawn takes their turn. At the end of the first player's turn draw another chit and so on.When all three have been drawn return them all to the bag and the turn ends.Game Length
Random Length (see rulebook)Victory Conditions
Whoever has the most victory points is the winner.Primary Objectives
Pulling the Choppa from Da Rock gets 3 Victory points.Whoever has the Choppa at the end of the game gets 1 VP
Secondary Objectives
Slay the Warlord, First Blood, LinebreakerYou get 1 VP for each Warlord you slay and 1 VP for each Deployment zone you get a unit into at the end of the game.
Mission Special Rules
Choppa
At the end of the Movement phase a Warboss may attempt to pull the sword from the stone. On the roll of a 5+ he succeeds.If he fails he (and any unit he’s with) must immediately fall back 2D6” as all his mates laugh at him for being puny.
If the Warboss is dead a Nob can attempt to pull out the Choppa, but he needs a 6 to manage the feat.
Whoever holds the Choppa has +1 Ld while they have it
Other than that it’s an ordinary Big Choppa
The Choppa is dropped if the Warlord is killed. It can be picked up by a Nob at the end of the movement phase.
If the model carrying the Choppa is killed in HTH combat by a Warboss or Nob, they immediately pinch the Choppa for themselves.
And no, you can't pick up the rock with the Choppa in it and move it.
Dawn assault
Night fighting rules for turn 1Retreat
Fall back towards your own deployment zoneMassed melee
Only resolve combats that the active player’s troops are involved in.Sunday, 26 February 2017
Templars and Orks - another 40K game
The verdant jungles of Sufur-W resounded once more with the crack of bolter fire and the pew-pew of lazers as the Black Templar's Titus Crusade again ran into Warlord Gruzzkup and his lads.
Sunday afternoon seems to be turning into a regular gaming session for me and the Gaming Heir. He did offer to play Frostgrave, but his heart's not in it and I know he really wants to play with his 40K toys, so I got the Orks and aquarium plants out again.
This time we used 1000 points (to my amazement I have this much Orks in a mostly painted state) and played one of the rulebook scenarios with a Relic in the centre of the board.
I forgot to take many pictures, but here's a taste:
Sunday afternoon seems to be turning into a regular gaming session for me and the Gaming Heir. He did offer to play Frostgrave, but his heart's not in it and I know he really wants to play with his 40K toys, so I got the Orks and aquarium plants out again.
This time we used 1000 points (to my amazement I have this much Orks in a mostly painted state) and played one of the rulebook scenarios with a Relic in the centre of the board.
I forgot to take many pictures, but here's a taste:
Waaagh!
Da fin red line
Dat's right, wave at 'em, dey'll not expect dat!
Marines disembark
Apart from this one
Da Orks advance wiv finess and grace
Sneakin' froo da jungle
Da grey uns must be statshooz
Yikes, Terminaturz
Quick ladz, grab da shiny fing!
After six turns of hard fighting I had the Relic and claimed the victory!
If we're going to do this regularly I might have to make up some sort of campaign.
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