As long as I was on a roll, I finished up another member of my Escher gang this week… my gang leader, Amanda the Raven.
I got impatient with this one, and didn’t really give the shades enough time to really set. Unfortunately this led to some messy drybrushing that I’m not entirely happy with. Instead of a highlighting effect, it’s more of a shoddy mush, but I can’t be bothered to redo it all. Good enough for the tabletop, anyway…
In case anybody’s curious, the miniature is from Bombshell, I think (it’s been a while, haha).
Well, I have made good on my promise and finished painting Jane in recognition of her Pitfight win on the 8th.
We’re mostly just talking about some drybrushing and base work at this stage; most of the primary painting effort was done when I posted last week.
I like a lot of things about these Raging Heroes miniatures, but I do have a couple minor complaints. There a lot of low-relief detail that’s hard to pick out until after it’s been painted, and that sword, oof. Super crooked and twisty on arrival. It’s resin, so that’s sorta expected and it was pretty easy to reshape with hot water, but I never really felt like I got it perfect. Even after straightening, it feels a bit shifty.
Mittens is complete!
My friend Cadie joined me last night for an evening of painting miniatures. She had some weird little fantasy commissions to work on for another friend of ours, and I took the opportunity to paint Mittens. I got the bulk of it done last night (we painted until about 130) and finished up this morning while my boys did some painting of their own:
They were very excited to join in!
I went with a mixed bag approach, an Ambot that’s been sourced or repaired using multiple donor bots. Unless otherwise specified, any named paints are Vallejo.
The torso and right arm are painted in an Olive Drab that’s a little more military than my original goal, but it’s also a nice subtle core to wrap the more interesting colours around. The left pauldron and right leg are a Heavy Red, and the left limbs are both painted in a construction-themed combination of Deep Yellow and Black. Machine parts and cables are a varied mix of Bronze, Brass, Oily Steel, and some Citadel Warplock Bronze. A few joints are done in a Vermilion Red/Gory Red mix to give them an industrial casing sort of feel.
Overall I’m very happy with how he turned out, and excited to field at least 2 freshly painted models next weekend.
I gave him a bit of wear and tear to finish him up. I’d thought about working some rust pigments into the machine parts and joints and such, but ended up just settling for a bit of Burnt Cadmium Red in those spaces. Full blown rust effects just seemed unnecessary, and not entirely in line with the rest of the work I’d done here (especially since I tend to go a little overboard with the rust weathering, haha).
I *did* add a bit of light gore to go along with the weathering. Nothing too insane, but a bit around the sawblade hands, plus some under the lifted foot. Sorta like he stepped on somebody and now he’s tracking them around. Grin.
I cannot wait plop this guy down on the table next time. Hoping he’ll scare the bejabbers out of somebody,
I recently fielded a long-primed but as-yet-unpainted Raging Heroes miniature in a multiplayer Necromunda scenario. I told my friends/opponents that if she came through and won the event, that Jane the Whirlwind would get painted before the next session in a couple weeks. I haven’t painted in a while, so this was a good opportunity to put myself on the hook, and sure enough she triumphed.
So here I am painting her up. I feel super out of practice (I haven’t really painted anything since my Saga vikings a while back) but it feels good.
Evening #1 was mostly just a few base colours, trying to get a feel for where I’d be heading, plus I put some grit down on the base. That particular jar of gritty stuff is getting a bit dry, but I’ve got a fresh one waiting in the wings. At this point I’m already noticing I didn’t clean this miniature up much, but I don’t want to start over. I’ll just have to pay better attention in the future. It would have been easy to get these mold lines off, but I’ve been picking away at this mini over so long that I think I just missed that step.
Evening #2. I’m not entirely sure I like the hair, but again, I don’t dislike it enough to set myself back. At least hree variations on brownish added, plus I blacked the parts I’d potentially be putting metallics on.
Evening #3. Washes, details, metallics, and a nice crackly power sword blade. Hopefully tomorrow I can finish her up and get started painting Mittens.
Right, Mittens. I put an Ambot in my necromunda gang, so that will probably be the next thing to get painted. For now, I spent a couple evenings putting him together before painting up Jane the Whirlwind.
There are a ridiculous number of nooks and crannies in this fellow so I’m sure parts of him won’t get much paint, but hopefully I can make him look pretty cool. Thinking I’ll mix a few colour schemes to suggest some donor parts, and maybe some rust effects. Nothing so intense as my Gaslands cars, just enough to make it look like it’s done some time in the bowels of the underhive.
Mittens feels like a pet’s name while referencing his ‘hands’; it was just a funny idea at first but it’s grown on me significantly. I’ll keep you posted!
We have reached the halfway point in our current Necromunda campaign, which means everybody has recovered, we all got a pile of cash to buy some gangers and hangers-on, and we played a little multi player scenario called Pitfight.
Downtime first, I suppose. I spent an evening making some careful decisions to maximize the effectiveness of my 250 credits. A nice mix of gangers and juves. And then our Arbitrator said yes to Brutes being Hangers-on, and I tossed most of those plans out the window, because when else am I going to get my hands on enough credits to buy an Ambot? Muahaha! I had some credits left from the previous session, too, so I also picked up some better armour and a power knife for my close combat champion, Jane the Whirlwind. Then I tested her mettle in the pit…
Pitfight is a free-for-all where each player sends one champion into a ‘pit’ that’s only 24″ square; last champion standing wins. Limited ranged options for the first few rounds. Only three of us made it out to play, so the stakes weren’t as high as they could have been, but we did end up dishing out some pretty rough Lasting Injuries. James and I both fielded Eschers, and Rob’s Venator gang sent in a Goliath.
Rob’s Goliath held back for the first couple rounds while James and I closed and started an absolutely epic fight.
Both of our Eschers had Step Aside (which is pretty dynamite on an Escher) so that was one hit pretty much negated every time. James’s ganger had some rapid fire potential, but I had a parry and a 4+ armour save to keep me in the game. Rob had a few rounds to hit us both with shredder templates before I managed to get clear of James and take on Rob.
I ended up with a bunch of reputation and experience and a little bit of cash, and the other two ended up with head injuries. I had the only unpainted model, so I promised early on that I’d paint Jane the Whirlwind if she won. That will have to wait for another post, though.
Looking forward to fielding my Ambot next time. I just gotta spend some credits first…
After preordering the box, and buying all the Gang War books, and the hardcover rewrites (with slipcase!), and some extra Escher cards, I have *finally* played a couple actual games of the new Necromunda.
I like it.
That said, let’s get the worst out of the way. The rulebooks. The Gang War supplements are a tire fire (tyre fire?) of retcon design, full of ‘Replace pages 17-24 from your first supplement with the following…’, etc. The fact that they parceled out the rules in this manner angers me to no end. It’s like the hardcopy version of offensively designed DLC; imagine you paid $90 for a videogame only to find out when you got home that it was episode 1 of 5 (providing only 4 hours of gameplay) and that each additional episode would be $35. Oh, and a year later $99 would get you the whole thing, with all the bugs worked out.
The hardcover rewrites are a definite improvement, but still manage to kind of fail all over the place, in glorious Games Workshop style. The rules are of course split (rather arbitrarily it sometimes seems) between two books, and constantly reference other rules in other parts of the book (or the other book) while rarely providing page numbers or anything else. It’s like everything is cross – referenced but with no actual references. Oh, and there’s no index. Just a minimal table of contents that’s pretty much limited to what are essentially chapter titles. Kind of reminds me of the second edition of Infinity; it reads okay, but looking anything up is a nightmare. Except that Infinity provided an amazing online wiki that pretty much negated any need to look anything up in their rulebook, and also *fixed* those shortcomings when it came time to release 3rd edition. The Necromunda hardcovers are literally the clearer *rewrite* of the new Necromunda rules and the only real improvement they seem to have bothered to make over the Gang War supplements is that they reduced the number of books from 5 to 2, and deleted the paragraphs that were retconned out of the rules. Grr. I like this game, but GW has pretty much hung themselves out to dry as far as my hobby cash is concerned.
K, just needed to get that out the old system, thanks. Moving on.
Necromunda 2017. First off, the game uses an alternating activation system that feels like they ripped it directly out of the Frostgrave rulebook, right down to Leaders and Champions having the option of activating additional models alongside themselves (models within 3″, even, haha). I’m fine with this – it’s a great system that keeps everybody more engaged and provides additional tactical depth – but I totally find myself mixing up the details with the Frostgrave method. Good thing they’re so darn similar, haha!
Close combat is *not* a face to face roll of any kind, which threw me off in my first game. Unlike Frostgrave, Infinity, or even the old Necromunda, being the one that charges in and attacks is a pretty big deal. If you can take somebody out fast enough, they won’t even get to strike back. I’m still up in the air about this, but I don’t hate it. I think I just need to get used to it. Might make armour more useful in this iteration. If they release a ‘slow’ gang at any point (I’m thinking of Mordheim’s dwarves right now), I expect they’ll be pretty much boned.
Shooting is pretty much what you’d expect, although they’ve tried to ‘simplify’ the stats as they’ve done with so many games recently. So your ballistic skill will be 4+ instead of 3; means the same but fewer charts. Makes some of the modifiers actually feel *less* intuitive, but that’s quite possibly just because I’ve used so many variations of the old system for so long that it feels more natural than it is. A lot of the heavy weapons are cheaper than they were in the old Necromunda, but on trying to use them in game, I think it balances out. ‘Unwieldy’ (N17’s trait for move-or-shoot) is pretty brutal. By making heavy weapons a double action instead of single (rather than just requiring no movement), one is prevented from aiming carefully, or even from using most of the sights and other upgrades. A suspensor modification negates this, but effectively increases the weapon costs by 60 each. Like I said, seems to balance them out okay, but it also means that some of the basic and special weapons seem a bit undercosted. Hopefully nobody tries to play this competitively, or you’d probably see a lot of lists spamming a lot of identically outfitted minis.
I think that’s all I’ve got to say at the moment. I like the new Necromunda, and hopefully will continue to.
The very day I was leaving town to visit a friend of mine, what should arrive in the mail? My Frostgrave: Ghost Archipelago Nickstarter, courtesy of Bad Squiddo Games. F:GA will make a larger appearance in some future posts, no doubt, but the reason I went with Bad Squiddo was to add in a few additional miniatures, including a couple of Statuesque miniatures for use with my very unofficial Escher gang.
Rosa the machinegunner was first to get built upon my return to the frozen North, and of course I opted to do some pinning. Her joints varied from a light ball/socket treatment to flat pairs, and I don’t like to take chances. Plus I generally enjoy pinning. That said, Rosa is not a big model (Statuesque is a true scale sort of deal), so we went with staples. Having a smaller bit has been wonderful in terms of being able to pin truescale miniatures without putting them at huge risk (some of my Infinity miniatures are almost more pin than model at some joints).
Fortunately the staples have some give to them (just like the copper wire I use for bigger pinning jobs) so the opposed angles of the arm and wrist didn’t prevent this from working at all. That said, I was definitely wishing I’d thought the angles through a little more before starting.
I’m definitely pleased with the end result. Rosa is a mini I looked at ages ago when I first started looking into Necromunda, but looking at only a couple of miniatures direct from Statuesque meant shipping was going to hurt a little too much too justify. Not that it was outrageously high, but split across only a couple of minis it just didn’t go far enough for me.
I also picked up a second Statuesque mini for use as an Escher juve:
I’ve got lots of gangers and quite a number of heavy options, but I’m pretty short on appropriate juve miniatures, so I’m looking to increase my options there. I also picked a up a couple of girls hauling guns and teddy bears from Hasslefree, but no doubt they’ll make an appearance later.
Thunder’s Wayback Series continues, and Mordheim just wrapped up, which means the second season of Necromunda is upon us! While we had the option of continuing with our gangs from last year, the starting gang rating this year is about 1300-1400 on average and my gang wrapped the last season in second place at almost 2000. Most of us that played last season opted to make new gangs so that we’d be starting out at about the same level as the fresh players. I think only one player kept his old gang and his availability is so infrequent that he’ll probably be pretty evenly paced to everybody within a session or two.
For my part I’ve rebuilt the Saxon Violets with some familiar faces and some new recruits. Starting gang spend is 1000 credits, and every gang member gets some extra experience and an upgrade (a Juve ruling a 5 or 6 on their bonus xp can potentially get 2 upgrades).
So,what do the Saxon Violets look like one year later?
Brynja Spearhavok (Former Gang Leader): Brynja always struggled with leading the Violets. A skilled combatant, she was often distracted by the pressures of leadership, and suffered numerous injuries during hand to hand confrontations; her head wound eventually made it difficult to keep up with her leadership responsibilities. She retired a few months ago, and hopes to live out her remaining days in relative obscurity.
Elise ‘Cutter’ Cottrell (Former Ganger): Elise’s old battle wound grew more troublesome over time; it never really healed and she found herself losing more and more time dealing with it. The hard and active lifestyle of a Thunderhive ganger just made things worse, until she was out more days than she was up. Eventually she decided she was tired of making the Saxon Violets carry her, and she moved on. She polishes swords for a living now.
Bettie Rage (Former Juve/Ganger): Bettie’s intensity made her a terrifying opponent, but did little to keep her out of harm’s way. After quickly climbing through the ranks from Juve to Ganger, she disappeared defending the Lusty Bucket (one of the Violets’ drinking holes) from a hostile takeover. Things went south when the rival gang started using grenades and missiles on the cluttered block, and the Bucket was lost, along with the young and reckless Bettie Rage.
Patricia (Former Juve): Patricia was expected to be the next Polly ‘Pulper’ Pershon, and in a way she almost was. While she wasn’t killed outright, there has been no indication that she will ever come out of the coma, she is currently in the care of what little family she has.
Mack (Former Juve): Mack just wasn’t cut out for the Saxon Violets. She put forth a good effort in her first couple of skirmishes, but she didn’t get the thrill out of it that many of the girls do, and left to pursue other options before her first month was up. Mack was pretty reserved for a juve, and none of the other Violets even managed to learn her real name in the little time they had.
Skitterbritches (Former Ratskin Scout): Skitterbritches performed admirably for the rest of his time with the Saxon Violets. He was called away on personal business, and parted on excellent terms, providing the names of several available scouts that he felt had particular potential.
Next time, the Saxon Violets’ current roster!
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.
Last Saturday my Saxon Violets faced off against an Orlock gang for the first time, and they did really well. It was a relatively quick game due to the girls’ effectiveness, but lots of fun, and they are now sitting at a *very* close 3rd in the campaign. I doubt I’ll make 1st (I’d probably need to draw the first place gang as an opponent, beat them, *and* take out 2 heavies completely), but 2nd is definitely a possibility.
I went first. Just about everybody ran forward and into what cover they could find on my first turn. Helkat unleashed some heavy stubber fire on an Orlock heavy, pinning him.
Brynja Spearhavok, the Violets’ leader, deployed via vents in a position where she could provide backup to Eva Destruction without her stupidity being too much of a liability, Eva vented in near a group of three juves in the hopes of using her flamer in the early game, and Hurricane Amy vented into a position where she could hopefully assault either the Orlock heavy or his backup.
The Orlocks took some shots, but the Violets stood their ground. At the end of their turn, their heavy got back up, and they *also* vented into the battlefield, one ganger arriving in cover about 9″ from Bettie Rage, and the leader arriving along with a backup ganger behind Calamity and Skitterbritches. Both also had a good LOF on Jailbird, Maybelline, and Patricia.
On the beginning of my turn – the turn that Hurricane would *finally* have charged somebody and engaged in close combat – the random campaign event resulted in an unidentified monster abducting her. Arrrgh!
As if lashing out in frustration, the Saxon Violets turned up the heat. Bettie Rage sprinted the 9″ needed to charge that vented Orlock and went completely bonkers on him!
7 hits, 7 wounds; we was very much out. Helkat fired once more on the Orlock heavy, and this time succeeded in taking him out. Jailbird attempted an autogun shot on the leader’s backup, but he was behind a ton of cover that prevented her from making the shot. Skitterbritches tried next, with a much cleaner shot. The ganger was down, but not out. Calamity (who needs a bio, as she’s been a very solid contributor lately) was able to take out the leader of the Knuckle Dusters with a well-placed boltgun round.
Eva was getting up in the faces of several juves by the end of the turn, so my second turn ended with one ganger taken out by a mysterious attacker, and three out (plus one down) for the other gang.
The Knuckle Dusters voluntarily bottled, and the Saxon Violets claimed their Mine Workings for their own!
In other news, Patricia became a specialist… can you say ‘new mini’!?