Mordheim – Week 1

The Wayback is back, and it’s taking the form of Mordheim! I’ve set my Dwarf Treasure Hunters aside this season, and have opted to run an Ostlander warband. It’s a little bit of a mess because I’m building around the models I want to use, which is resulting in some largely unimpressive axes and shields, but I’m enjoying the flavour of it all.

Say hello to Clan Spearhavok. The above photo was taken *after* my first game, so it does not include my clan Elder (leader), as he perished as a result of my very first game this season. Yep. Rayle, Breaker of Chains died in glorious single combat against a centaur. My very first post-game included one of my Blood Brothers becoming the new leader. The sassy dwarf’s name is Pip the Slayer, and she’s in charge now.

Other Heroes going into game 2 are Katie the Wolf (sword and long dagger in the front row), Gunnar the Long Fang (not pictured, he would join to fill Pip’s now vacant Blood Brother slot), and my Priest of Taal, Seventh of Dusk’s Talons (the Lord of the Feast miniature from a Hordes army I’ve never really done much with).

Henchmen groups are the Butchers of Ostland (two-handed weapons with wintery bases), the Reeking Mayhem (viking berserkers), the Kodiaks (sword/shield pair), and the Long Death (archers on either side). The rest of the pictures are from the second game.

Gunnar the Long Fang and one of the Butchers of Ostland have just dispatched an enemy after a charge; the Kodiaks duke it out with Mad Dog.

One of the Long Death prepares to take a shot. This first round of shooting resulted in brilliant hits for both members of the Long Death, but they mostly missed in subsequent rounds.

Pip the Slayer leads the second Butcher, Katie the Wolf, and the Reeking Mayhem toward the enemy.

Same crew, different angle. I was planning to finish painting Katie the Wolf the other night, but I ended up basing a bunch of stuff instead (including Katie herself, which would be why the evening went that way, haha).

I managed to fell the Ogre Bodyguard pretty quickly, but the opposing heroes proved to be a much bigger problem. The dice didn’t seem to be much on my side, and despite some valiant efforts made by my warband, I lost soundly.

Seventh of Dusk’s Talons, the Priest of Taal, was the most unfortunate. Never much skilled with a sword, Seventh found himself overwhelmed, suffering a crushed hand, a smashed leg, a chest wound, an old battle wound, and being blinded in one eye. It was determined that perhaps he lacks the will and ability to be the clan’s spiritual support in battle, and he has retired to a less involved role. His apprentice (The Jackal’s Teeth) has replaced him.

No Henchmen were killed, but one was found to show particular promise; Anja Born of Death has left the Butchers of Ostland to lead as a Kin-Hero.

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Stars Without Number – the Characters

I’m playing a pen and paper rpg again!

The game is Stars Without Number, an Old School style science fiction rpg with a cool setting, written by Kevin Crawford and available via rpgnow, etc. The other night we sat down to build our characters and even got a little bit of gaming in, and it felt good. Too early to really declare an informed opinion (we were only half-using the rules, since we didn’t arrive planning to play and hadn’t prepared), but we had a lot of fun. We’ve got 5 of us playing, with CP running the game, and in classic scifi style, we opened with a jailbreak. Our players?

P – Ashok, a weak but pretty confident wanderer that seems to have both a knack for getting into trouble and a talent for talking himself back out of it.

MM – XLT to be Decommissioned (Decom for short), a medical robot that was manufactured with an assassin’s body by mistake. He seems unsure about where his destiny lies.

MR – Weesah, a victim of a misogynist tech-based caste system that was drafted into a revolution and trained in explosives and terror tactics

CD – Asdon, an illegal salvager that’s apparently got some aggression issues and a *very* lax moral compass.

Me – Jaeger, a pilot from a dysfunctional and once-powerful family heavily involved in technology R&D, especially where space travel is concerned. Recent events have left me alone and broke, supporting myself via contract work.

After a contract gone wrong, we all found ourselves locked up in a Star Command prison cell. A riot broke out elsewhere in the prison and we were able to get free of our cell. Weesah hacked some systems, Ashok distracted and misdirected some guards, and Jaeger retrieved or belongings from some lockers before piloting our impounded disaster of a ship out of the prison and to safety.

Decom ran interference and provided support, and Asdon shot a couple guards in the back so he could take their Star Command shuttle. After arriving at a nearby moon known as Luke’s, Jaeger stripped a few useful upgrades out of the shuttle and then Asdon sold it for parts.

We’re a strange crew; it’ll be interesting to see how these characters develop…

Movie Night – She (1984?)

Haha, this one was bonkers! It claims to be a post-apocalyptic version of H Rider Haggard’s She, but that’s a pretty ridiculous stretch. There is indeed a character named She, and there is a journey undertaken by a couple of friends, but that’s about as close as it gets. The first chunk of it was pretty much just a mess, but after about 20 minutes it leveled off a little; the movie remained pretty insane but the plotting turned into something relatively followable.

It all starts with Tom, Dick, and Tom’s sister Hari (can’t make this up) traveling to a neighbouring valley to sell soap at a post-apocalyptic market. Unfortunately the Norks (kinda nazi footballers) show up and kidnap Hari. The movie flits back and forth between Tom and Dick (spending their time getting poisoned and sold and mostly running around in circles) and She, the living goddess of the something-or-others (a clan of amazon warriors). They mostly seem to be buying or stealing men for her to sleep with and then kill. Eventually Tom and Dick convince She and her right hand woman to assist in their quest to rescue Hari from the Norks, which is where the movie finally finds its plot. It’s not an amazing plot – mostly it just follows our intrepid heroes as they stumble from one band of weirdos to another – but it’s simple enough that the movie finds a certain bizarre groove to settle into.

Cruel mutants, hippie werewolves, a weird cult led by a telekinetic, a strange ‘doctor’ with a tutu-clad giant for an assistant, and of course our Nazi footballers/gladiators/punks. Lots of escapes and mediocre fight choreography serve to shove Tom, Dick, and She (and her right hand, to a lesser extent) from one weird post-apocalyptic community to the next.

It generally doesn’t make a whole lot of sense; this one seems to fall more along the lines of ‘viewing experience’ than ‘tour de force’. Eventually our heroes find their way, disguised, into a gladiatorial arena and nearly kill each other before recognizing one another and stealing Hari away from the Norks. They make their escape from the Nork fortress to a nearby bridge (where they earlier fought a duplicating man), and set a series of traps while the Norks delay pursuit. I’ve already forgotten why they delay. The Norks are certainly in no hurry. Probably busy generating inspired graffiti.

Norks have horses, so they’re loaded with pursuit confidence, I guess.

She, Tom, Dick, and Hari go all Swiss Family Robinson on the Norks until She’s right hand turns up out of the blue (she left the party about 35 minutes ago and hasn’t even been mentioned since) with the entire Amazon army and kick the snot out of whoever’s left.

Happy endings ensue.

Certainly not one to watch with any seriousness, but as a goofy parade of chaos it was decently entertaining. I expect I’ll watch it again some day.

Any recommendations for weird bad scifi/fantasy films I shouldn’t miss?

Frostgrave: Ghost Archipelago – Occepa by Freebooter

Back in late November, I painted a Freebooter’s Fate amazon and promised another would follow. Perhaps this looks familiar?

Occepa’s on the right…

I actually got Occepa almost done, but then got sidetracked with other projects. She’s been sitting, partly finished, at the edge of my workspace. Taunting me a little. So tonight I finished her up. We’ll start at the beginning, though.

Occepa is a brilliant if awfully fidgety miniature. Lots of individual bits and pieces takes in a very cool model, but also lots of tiny crevasses and hard to reach surfaces.

She also looks gloriously sturdy. This is a woman you could imagine donning crocodile armour and washing into a melee. I did a lot of paint mixing for this one, so I don’t remember what all of the various painted were that I used, but that’s my old standby Vallejo Red Leather.

Try to imagine the process of painting the underside of that tail and the back of her ‘skirt’. Ugh.

Getting to the mouth and hair here. Finally very little primer showing (mostly in this aforementioned nooks and crannies).

That crocodile head ‘helm’ is huge, and definitely limits the angles from which you can even see her face. This is the point at which I’d left off before. I suspect I had a way and some drybrushing done, but it’s not very clear where I’ve started and the other begins, so I did those aspects all over again tonight.

You see? From the wrong (or right?) angle, she looks more like an anthropomorphic croc. This time around I drybrushed in a few, progressively lighter tones and I feel like it served as a nice halfway point between basic drybrushing and highlighting (still not a big fan of highlighting, especially where my own miniatures are concerned).

Yarr.

I did a tiny bit of highlighting after this, but this is pretty much the finished product. Occepa is finished, and will now be entered into the local shop’s monthly painting contest, where she’ll remain on display for the next couple months convincing people (I hope) to check out these Frostgrave games.

Until next time! (I have a bunch of half finished entries here so hopefully it shouldn’t take too long!

Infinity – T2 Blackjack WIP#3

Continuing on from where I left off… I got those fiddly bits attached last time, so this time I started by finishing up with the Vallejo Olive Drab on the armour plating and the Citadel Warplock Bronze on the various actuators and mechanical parts.

Further detail involved more machine parts first; I decided to make most of the actual Blackjack a combination of the green and bronze, with some Vallejo Gunmetal Blue on te actual armaments. All Vallejo browns for the little details. Saddle Brown, Red Leather, and a couple others.

Agrax Earthshade over pretty much the whole thing netted me some depth. I’m not a huge fan of what I’ve done with the submachine gun. The combination of Olive Drab plating with the Gunmetal Blue weapon looks weird to me, but so did a huge box of Gunmetal Blue.

I opted to do some drybrushing once that was done. Mostly just a mix of the Olive Drab with a slightly more traditional Vallejo green, which I drybrushed over almost everything. It’s acceptable, but not very fancy. In some spots the green overshadows the other base colours, but I’m really happy with the effect it had on the armour plating, so I figure the pros outweigh the cons here.

I haven’t clearcoated it yet, but I doubt I’ll do much else before that step. Highlighting’s not usually something I bother with. Mostly I just need to decide if I want to do anything else with the weapons before calling it done.

Gaslands – 50pt Death Race Duel

Another Death Race this week. Decided to run 50pts this time instead of 60 to put a little more crunch into the build process. B brought a truck and a buggy, both tricked out with turreted HMGs and extra armour. I brought a performance car and a buggy with lesser armaments but more tricks. Big Tires, Hell for Leather, lots of nitrous, all sponsored by Idris.

The starting lineup.

I was right fast, but messy as hell. He was slower but a lot cleaner.

Turn 1, Gear Phase 1

I started with a pair of Hell for Leather induced Long/Slide/Spins. Bad news hazard-wise, but got me an early jump and a couple audience votes.

Turn 1, Gear Phase 2

I followed up with a similar second phase (long/slide/spin for the Road Runner and a clumsy nitrous boost for the Manx), but both cars ended up wiping out. Even with the Big Tires, the treacherous terrain put me up over the line.

Turn 1, Gear Phase 3

I used my 4 audience votes to pop both cars into 3rd and keep going. Decent plan for the buggy (it got itself back into the race), but a stupid mistake for the Road Runner. Its best option was a 3rd gear hairpin through that treacherous terrain, and the dice were not on my side. It wiped out again, flipping this time for some extra distance.

Turn 1, Gear Phase 4

The Manx managed to gain a little ground without crashing into his teammate, but that was about it. We were both rolling pretty terribly during this match. B’s truck and buggy continued to prove the value of slow and steady.

Turn 1, Gear Phase 5

The Manx wiped out again, but not before covering a decent bit of distance. This time it was its turn to flip for an extra few inches.

This bright is to the end of Turn 1; B’s team also had some bad rolls and neither got out of 4th gear.

Turn 2, Gear Phase 1

Snapped that photo a little early, apparently, so I added the Manx’s movement. It tucked nicely into the high – risk shortcut that I built into the second corner (I put one of these in the first game I played with C, and it made for some hilarious levels of mayhem).

The Road Runner’s reverse turn fell apart when I misjudged the size of the slide template and wound up sitting next to a bunch of exploding barrels. My spin would no longer get me where I needed to be, so instead I used it to line up a shot. Now I’d be going into the 2nd phase still facing the wrong way.

Turn 2, Gear Phase 2

The Manx cleared the shortcut, but wiped out in the process. The Road Runner got in a ram, but at this point was surrounded by turreted HMGs that were starting to come on line as they crossed that first gate.

Turn 2, Gear Phase 3

At this point the Manx was stuck in first and the Road Runner was taken apart by multiple HMGs. B’s truck and buggy continued their advance.

Turn 2, Gear Phase 4

Further sitting for the Manx, and B’s cars/HMGs drew ever closer. They were still in 4th gear, so this brought Turn 2 to a close.

Turn 3, Gear Phase 1

This is it, my bitter end. Forward wasn’t an option this time and even a short reverse left me in the turret-path of B’s advancing buggy. He told some 6’s, and I didn’t. With only the two of us playing, we didn’t bother with respawns, so this was the game.

That’s two Idris losses in a row for me. I think I’m getting overly hung up on trying to maximize certain aspects while ignoring other factors. Hell for Leather is certainly a way to generate Idris audience votes, but a bike can do the same thing for the same points, and is a whole extra vehicle. An HFL monster truck can use it to more easily trample/clear other vehicles, but cars are just getting a couple of template boosts. The free shift results coming out of the medium template are probably worth using it instead (I was picking up so many hazards I ended up using all my votes just to stay in the game anyway).

Weapons are the other issue here. I wanted more points for perks, so I avoided turreting any weapons, but I was so far ahead that my front facing HMG was generally useless and it was hard to find a good opportunity to drop caltrops.

I’ll have to give some more thought to future builds. The Manx wasn’t bad (although the HFL points would be better spent elsewhere) but the Road Runner was pretty much a hodgepodge of mismatched ideas (admittedly I just wanted to field that build because I like how it looks, which might not have been a very strategic plan, haha).

Until next time, here’s a final shot of this crew:

Infinity – T2 Blackjack WIP #2, Gencon Unknown Ranger WIP #1

I’ve been avoiding my Blackjack because I haven’t wanted to deal with the extra packs, plating, and fiddly foot bits, but I finally bit the bullet and started dealing with it. Paint-wise so far, I mostly used Vallejo Olive Grey for the major stuff and Citadel Warplock Bronze for the machine parts. Did some cleaning, fighting, and gluing as well, and got all those extra parts on now.

Those extra bits on the feet were more flared than I expected; probably could have done those before painting…

I’ve been purely focused on the areas involving the extra parts, so the arms got no paint this time. Finished or not, I gotta get this fellow on the table soon. I haven’t even tried him yet and I’ve got his HMG buddy on his way.

But the big news?

I finally got one. This particular Limited model drives me a bit nuts. Not because it’s desirable (which it is, it looks amazing), but because the regular version when it was announced was awful. I’m sure not everybody would agree on this, but I had zero interest in the non-limited Unknown Ranger. Heck, let’s do a quick recap for the folks that don’t know what I’m talking about.

Corvus Belli do lots of limited edition miniatures. Most of them are alternate versions of existing models, and since those look great too it’s really just an opportunity to change things up a little.

Gencon Limited Editions on the left:

Van Zant. Both amazing.

Grunt Spec Ops. Totally different; both totally fine.

Unknown Ranger. What is even happening here?

Maybe I’m unreasonably thrown by it, but I have yet to meet anybody that prefers the regular one.

Anyway, I finally tracked down an LE Ranger for less than a bajillion dollars and snapped it up. Haven’t really started painting him yet, but he’s built and ready to field.