From a glance at my unfinished posts, it’s been a while. October saw the local shop run a Game Expo in conjunction with a local fan convention (ThunderCon and TGG’s Game Expo!). Lots of fun; I ran 2-hour demonstrations of Ticket to Ride, Judge Dredd, Batman, and Infinity, and there were about 10 other tables running different demos as well, introducing all sorts of players to games they’d never played before.
The shop has wrapped up the first season of its Wayback series with the conclusion of its Gorkamorka campaign (I’ve got an unfinished post I’ll put up with a few more details on that) and Mordheim will be starting soon. I’ve also recently scooped up some random fantasy miniatures (originally destined for a Mordheim mercenary warband) and am in the process of diving into Frostgrave. I’ve been messing around a little bit with terrain, but over the past week or so I’ve been doing some painting again.
I actually brought the above into work so I could borrow somebody’s micro bits; my drill bits are all too big. I ended up using a straightened staple for the pin, and it was still a close call getting the bit in without destroying the mini. Pinned at the sword bearing arm’s shoulder, and just above the other hand (the staff’s top is a separate piece). Looks dynamite, but yeesh.
Actual frostgrave commentary will follow in a later post.
Thanks for sticking around, folks!
Our seventh and final session of Necromunda ‘season one’ was a relatively cooperative mission co-starring a whole mess of giant spiders. We discovered that our various missing gang members had been snatched by spiders, and set out to rescue them. There were only three of us this weekend, and we each selected five gang members to field.
It’s been weeks since I started this post. Let’s see what I can come up with at this point.
There were cocoons scattered all over the battlefield; some of these contained the gangers that went missing during the previous session (Hurricane Amy, for example), others contained random civilians whose families would pay to have them back, and the remainder contained dried husks. (We couldn’t save everybody, grin.)
There were several spiders on the battlefield when we started, and every spider death caused a random roll resulting in 0-2 additional spiders. I had a rough start, rolling terribly and losing both my leader Brynja Spearhavok and Calamity Jane Winchester, who went to her rescue.
I thought I was a goner, but my dice picked up, and the rest of my crew started to shine. Helkat had her best game ever, going several rounds in a row with the heavy stubber’s sustained fire, making a ridiculous number of successful ammo rolls and landing a huge number of wounding hits (six, I think, over the course of the entire game)!
Jailbird and Eva Destruction rounded out the crew and both performed admirably. At the end of the evening, the Saxon Violets scored well, and finished second in the overall campaign.
First prize was a Gorkamorka mob, and since the first place player had one already, he claimed a Necromunda hired gun instead and passed the mob on to me!
Gorkamorka is the next old school campaign being run in the shop, so I’ll have to make an extra effort to get out and play, now that I have this super sweet mob.
Name: Helena ‘Helkat’ Katzenjammer
Primary Weapon(s): Heavy Stubber
Current Miniature: One Shot Blondie, by Raging Heroes.
Why she’s featured: I painted her tonight.
Notes: I am thus far not very good with Helkat. I leave her out in the open, I forget she can’t move *and* shoot, I set her up poorly… Hopefully I can get the hang of her soon. She has avoided getting taken out, but hasn’t been doing nearly enough to earn her cut.
As per usual, I am hoping that being painted will make all the difference for her, and am looking forward to the next session in a couple weeks (I was unable to attend tonight).
Name: ‘Hurricane’ Amy Reynolds
Rank: Ganger (formerly Amy the juve)
Primary Weapon(s): Chainsaw (Chainsword)
Current Miniature: Louise (b), by Hasslefree Miniatures.
Why she’s featured: Oh, the anticipation!
Notes: Hurricane Amy has yet to get into close combat, but every experience upgrade she gets leaves her better prepared for it. Once a young and inexperienced juve worth a knife and an autopistol, she now weilds a chainsword. While she is still only Weapon Skill 2 (she lacks technique), she makes up for it in sheer raging energy, with 3 attacks, Combat Master (bonuses for multiple opponents), and Disarm (50/50 chance of destroying an enemy’s weapon as combat begins). I feel like she should be devastating… if I can just get her in there. I used the vents last time, and certainly got much closer; I’ll have try that again.
Name: Jael ‘Jailbird’ Nightingale
Primary Weapon(s): Autogun
Current Miniature: Pilot Hayden, by Hasslefree Miniatures.
Why she’s featured: This is a great miniature.
Notes: The shortest of the Violets, Jailbird’s mini is from Hasslefree’s ‘Grymn’ line, which are basically space dwarves. I just couldn’t resist finding a home for this miniature; there’s so much character here, and the details are great (haven’t finished painting yet, but note the cyberjack-looking bits by her left ear).
As a Saxon Violets, however, she hasn’t accomplished too much. She’s mostly been backup, supporting whichever Violet finds herself overwhelmed. Not a bad thing, but not very razzle-dazzle, if you will. I’m likely to only get another game or two squeezed in before the end of the campaign, so I’ll have to really push her to give her all.
Hopefully, making some painting progress will help with that.
Decided to work on a few Violets simultaneously last night. Didn’t finish any of them, but I feel like all of them are to a point that fielding them will be easier (it can be awkward discerning who’s who when everybody is just primed, but I’ve only had this one evening to paint over the last couple weeks, and the other guys have been cool about it). At some point I will give each Violet her own ‘meet’ post, but for now here’s some minimal details.
So, on the left with the chainsaw (chainsword), Hurricane Amy.
Previously just Amy the juve, she recently became a ganger. A terrible weapon skill but great combat skills, she’s pretty unpredictable.
Next, in the background you can see Patricia the juve.
She hasn’t had a chance to do much besides survive her first fight. This miniature was previously used to represent Beth (Bettie Rage when she was still just a juve).
Next up is Jael ‘Jailbird’ Nightingale.
Less useless than a some in class combat, but I’m still keeping her as primarily a shooter for now. The shortest of the Violets, and basically a little bundle of kill; she doesn’t take crap from nobody.
Finally, Bettie Rage (formerly Beth the juve), who has already been given a meet and greet post.
She’s not a gunfighter, so she can only use one of her bolt pistols at a time, but she’s a little free with the ammo at times, and doesn’t want to run out.
Since I’m working with the three right now, they all got the same skin tone. The next batch will be different. Especially since these three prompted my wife to ask why I always paint Caucasians. Which is not 100% true, but close enough to be a valid query. I figured largely because it’s the paint colours I have, but also partly because I kind of have the hang of it to some degree (I have no idea how my attempts at darker skin tones will turn out), and partly just habit, I think. I started with GW space marines, and their genetically engineered fluff sort of implies minimal variance (I’ve occasionally wondered if I should technically be more consistent with their hair colours…)
Anyway, her response to my limited paint colours was that it’s too bad I don’t work at a place that I can buy more paints (which of course I do…), so I’m going to jump on this opportunity to pick up some new skin tones. Whenever that happens, expect some fresh new variety!
Which hopefully I won’t be terrible at. Grin.
Name: Bettie Rage
Primary Weapon(s): 2x Bolt Pistols
Current Miniature: Summer (b), by Hasslefree Miniatures.
Why she’s featured: Formerly known simply as Beth, Bettie is the first juve to become a full fledged ganger by virtue of her own efforts.
Notes: Previously represented by Hasslefree’s ‘Brooke’ miniature (which has now been reassigned to Patricia), Bettie has been a valuable part of the gang from the get go. She’s taken the leader of the Street Judges out of action once, and has twice used her quick legs to sprint loot out of contested areas.
So, we’ve got a local fellow that occasionally runs classic miniatures games at the shop. A few months ago he ran a Mordheim campaign, and he is now running a six-session Necromunda campaign. This past Saturday, I was able to make it out to play, and so I have now had my first foray into Necromunda! It was a short game, as my opponent panicked and bottled fairly early, but I could hardly blame him; my Escher flamethrower unit came out of the vents on a nearby building and blasted three of his Goliath gangers on the second turn, knocking his leader out of the fight and sing the other two on fire. I’m inexperienced enough he might have turned it around, but my position was pretty strong.
I netted minimal experience for my win, rolling 1’s and 2’s for almost everybody (nobody advanced), but I did manage to Rare Trade a mono sight to mount on my heavy stubber.
Next time I’ll introduce some of the girls!
Juhlii started quietly, with the Upirian vampires shifting their forces around the map. C banner brought the previously unknown village of Felton into the fold, but otherwise it was a fairly uneventful month for Upiria.
Da Squig Teef expanded da Gobbolands a bit, discovering more barren lands in the northeast. Exploring da Gobbolands east of Squigopolis led to the discovery of an isolated tomb. Further investigation suggested that it marked the burial site of a long-forgotten hero, but it was also discovered that not only had the tomb been looted a long time ago, but that the catacombs had been claimed by a group of Dark Elves as their lair. The goblins were attacked by the vile creatures, but were able to fend them off; minimal casualties were suffered by each side as the dark elves retreated back into the tunnels. Squig Teef C, after spending a month softening up the skaven fortress of Gutsticken, launched an assault and nearly overran the fortress. Losses were suffered on both sides of the conflict, and the goblins were pushed back from Gutsticken’s walls.
The Black Skull Empire prepared for war, sending advance scouts into Voltal and Ogretown. Following their scouts, banner A marched upon Ogretown, only to witness the cowardly ogres retreat into the city, hunkering down for a siege that wouldn’t come. Faced with the bitter reality of a siege situation, the Black Skull withdrew, returning to the village of Dalton. Banner D charged into Voltal, surprising the local militia and overpowering the city, despite suffering heavy losses in the process. The Black Skull Empire claimed Voltal for their empire and expelled the minor Kristanzian royalty that were running the place to die in the woods outside the city. Banner B left Desperation to take up residence at the Bleeding Spire, and Banner C traveled southeast into their newly found village of Klump.
Clan Spearhavok split their runners between internal recon and expansion. Amberkill sent scouts into Deadwood, where they found evidence of goblin spies, calling for the banner to advance into the village to reinforce the skaven presence. Batterskull sent spies to investigate the goblin siege on Gutsticken, but ended up advising Batterskull’s engineers to hold back and let the militia at Gutsticken fend for themselves. Cravenfur’s scouts discovered a village of Beastmen called Narrat on the shores of the lake northeast of Goblintombs, and Cravenfur’s rats advanced, crushing the beastmen’s weak local forces while suffering minimal casualties themselves. The Doomrat banner’s night runners reported a city of high elves southwest of Foundwater and, not to be outdone by Cravenfur, immediately called for an all out attack on the elven city of Glortilyhuir. The elves retreated within their city’s walls but the Doomrats were not to be slowed, clambering up the walls and through the city’s sewers at great cost in a direct assault that quickly brought the city to its knees.
The Kingdom of Ogredeblarg had a rough month, finding a village northeast of Fort Ogre but little else. Banner B found themselves drenched and held down by a full month of torrential downpours in the area surrounding Ogreville, while banner C remained in Ograda, suffering from a strange sickness that swept through the village.
Note: Rather than running this turn 1 player at a time, we opted to try a 1 phase at a time approach. Things are a little more reactionary, but I will still be describing the actions of one faction at a time. Just so it makes sense when I mention things happening in response to something I haven’t yet mentioned.
The tribe of da Squig Teef grew even bolder in Juhn, expanding da Gobbolands to the north and east. Hot off their victory over the helpless villagers of Gromville, banner C (we really need cooler names for these banners) scouted Gutsticken, the fortress west of Gromville. Banner D sent scouts to spy on the Amberkill skaven banner in Deadwood, discovering their secrets and then slipping back to warn the rest of the goblins. Banner A fled the wizard’s tower of Vicious Tim into their expanded Gobbolands, B similarly advanced into the barrens, and D opted to stay put after learning what awaited them in Deadwood. C, not realising that the Amberkill skaven had sent scouts into their midst, advanced upon Gutsticken. When the local skaven militia retreated into the fortress and prepared for a siege, the goblins proceeded to attack the walls with a combination of thrown boulders and ballista fire.
Clan Spearhavok, plagued by the Black Skull Empire in the north and da Squig Teef tribe in the east, split their scouts between unknown territory and reconnaisance. Amberkill banner sent scouts into Gromville, learning the details of the goblins deployed there and returning undetected. Batterskull discovered more barren territory southeast of Khorne’s End while the Doomrat scouts followed the river to find an easily subjugated village to the west of Foundwater. Naming it Riverspitz, the scouts returned to their banner. The Cravenfur banner sent scouts to the northwest, where they discovered a small series of villages on the river; they submitted immediately to Clan Spearhavok’s rule. After returning to their banner, the scouts learned that the villages had soon after been visited by the Black Skull Empire, and had switched allegiances without a thought! Naming the villages Traitorgulch, banner Cravenfur advanced into the village, daring the Black Skull to return in number. Amberkill, left alone by the goblins of banner D, advanced upon Gromville – now devoid of any serious Squig Teef presence – and claimed it as their own, simultaneously cutting off the potential escape route of the goblins besieging Gutsticken. Batterskull opted to remain in Khorne’s End, ready to provide backup to Gutsticken should it be needed, and the Doomrats remained in Foundwater, satisfied that Rivespitz was well protected from the Black Skull Empire by Death Drop Chasm to the north.
Upiria devoted its energies to expansion during the month of Juhn, discovering and claiming the city of Nilbog northwest of Thorns, and the village of Dimtide on the southern cape of Upiria, just south of Lachrymarum. Banner A discovered that the Fallow continued to the east, and opted to remain where it was, and banner D’s scouts located a city of High Elves to the east! Attempting a surprise attack, D crept in across the one time battlefields of the Fallow, only to be stumbled upon by withdrawing Elven forces that had spotted Upiria’s scouts. Battle erupted with neither side fully prepared, and the bloody mess lasted for several days, but in the end the High Elves were able to fight the Upirian banner to a draw, with heavy losses on both sides. The Elves retreated into the city of Athanel, and Upiria’s D banner retreated back into the Fallow.
The Black Skull Empire opted for an aggressive month, expanding east towards the Kingdom of Ogredeblarg and south towards Clan Spearhavok. Banners A and C found and advanced upon two villages, naming them Dalton and Vile. Banner A was only too happy to leave the brigands of the Cursed Passage behind them. Banner B sent scouts into a series of villages southwest of them that had been newly-claimed by the skaven of Clan Spearhavok, briefly winning over the villages until the Cravenfur banner returned later in the month. Not to be so easily dismissed themselves, Banner B advanced upon Traitorgulch. Banner D discovered a surviving village-state of Kristanzians on the river southeeast of the Pillar of Skulls, and proceeded to launch an attack of their own, only to be repelled by the Kristanzians after their battle resulted in a draw. Black skull casualties were fairly light. The battle of Traitorgulch went even less smoothly, with the Black Skull Empire suffering fairly heavy losses, and the Cravenfur banner losing a number of stormvermin, including Fangleader Gristlekill. After a bitter and bloody conflict, both sides were forced to withdraw from Traitorgulch, but the villages remained a part of Clan Spearhavok’s growing empire.
Our ogre general is still MIA, so the Kingdom of Ogredeblarg had another fairly low key turn, expanding its borders without conflict. With da Squig Teef advancing from the south and the Black Skull growing more aggressive in the west, however, it looks unlikely that Ogredeblarg will be able to maintain its policy of non-aggression come Juhlii.