Saturday, March 10, 2018

Four short fellas walk into a bar...

...and bump their heads.  He said.

So I was considering doing a Mordheim Dwarf warband last year...bought some metal minis from Black Tree Design (risky!).  I painted some, primed four others, and then never really played them.  They're quite terrible in Mordheim, really.

So these four fellows sat, primed, on my paint desk for perhaps a full year?  I'm trying to clear my painting queue and I finally mustered the effort to paint them up.  Quick, ugly, and really a struggle just to paint four simple figures.

I now have four more figures on the desk, so expect those...next year.






These dwarfs will now see service in the dungeon crawl most likely, or will simply "be", available.

Games!: Shoot N' Skedaddle

Got together with a buddy named Mike to play some Shoot N' Skedaddle last night.  It was his first game and he grabbed onto the rules immediately.  It became one of the most bizarre and epic games I've played...even outdoing the last game I played a few weeks back.



The table set up in the local game store, a simple 4x4 layout.
 




 
As usual when the gunfighting started I ended up forgetting to take anywhere near enough pictures.  This 5 vs 5 game was absolutely crazy.
  • A Hired Gun and a Yellow Belly spent several turns having a point blank shootout and running around a building trying to kill each other, including the Hired Gun diving through a window and blasting a chunk out of the building with his shotgun...before a civilian joined the fight, and came out blazing from the outhouse, and the 'Bad Man' came and finally ended things.
  • The Prospector managed to blow up half of Town Hall but failed to kill a Cowboy - who then challenged him to a Shootout...and the Prospector turned into an amazing gunfighter (Despite having a terrible "Marksmanship" skill...and slew him immediately.
  • The Sheriff was alone facing four enemies at the end of the game... (1:4)
  • He shot and killed the Pony Express rider. (1:3)
  • He drew a Lawman card which forced the civilian to flee for his life (1:2)
  • He used a Lawmen card to ambush the 'Bad Man' who was chasing him down on horseback (1:1)
  • He was engaged in mainstreet, shooting at the 'Yellow Belly' (who by now had drank a bottle of liquor to become brave...drank some poison in an effort to boost himself...and then hit up the Opium Den...and then put on 'Boiler Plate' armour...) 
  • The 'Bad Man' drew a revival card...stood up and gunned down the Sheriff, shooting him in the back, like a proper Outlaw.

Thursday, March 1, 2018

Malavyn Saal.

Malavyn Saal, caste brother to Khyrum Saal of the Wandering Sons.  This wayward Apothecary was the force behind the secretive Lodge within the chapter.  When it created a pact with Nurgle, saving the chapter from the terrible warpstorm which held it.

While Malavyn and Khyrum share a surname, it is not a surname as humans of Terra would know it.  It references the blood caste of their original planet, from which the chapter precursor to the Wandering Sons drew their initiates.  Malavyn and Khyrum date back several hundred years.  While they do not speak openly to each other, they both have a part to play in the uneasy truce within the Renegade Chapter.


For game purposes, Malavyn Saal uses the datasheet for Fabius Bile.  This is why he's been remodeled to match the equipment of that character.

Leviathan Arms
With a second Leviathan dreadnought on the way, I decided to start with the arms, giving my current Leviathan an option of defending itself when the Tyranids arrive.






I've also been painting up some terrain pieces to add to the 40K table and collection.  Some will be based with the neutral browns, others will be based to more match the concrete gaming mat I use.
 


Monday, February 26, 2018

Plague Marines: Redux

I sold off my older Plague Marine squad on eBay because I wasn't ecstatic with the paint scheme I had decided on.  I order up some more bits and redid the squad anew.  This time it's featuring two Blight Launchers and a champion armed with a plasma gun and powerfist (a bit added firepower).  I decided I don't like the Maxmini heads (used on both the old ones and these new ones), but decided too late.  They're just too large and have the opposite effect of the lovely Skitarii heads - they make the marines look even more squat/silly.






Friday, February 23, 2018

Games!: Warhammer 40K

Last night I played a brutal game of 40K, continuing the evolving narrative campaign involving my buddy John's Dark Angels, my Eldar and Chaos Space Marines (and soon to be John's Tyranids).

In this instance the Dark Angels were trying to use mobile plasma generators to fire up the final power plant which would activate a defensive ring around the planet  - hoping to use the ancient Imperium world's defenses against the inbound battle barges of the Wandering Sons (Chaos Space Marines).

In the end the Dark Angels failed by a few feet - a lone Ravenwing biker managing to get a plasma generator within feet of the door of the power plant station before Eldar reinforcements blunted the attack.






















Tuesday, February 20, 2018

Obliterators...take three.

Finally came up with an idea that suited me for using Obliterators in my Chaos Space Marine force.  Using easy-to-build Aggressors.  I'll probably keep these unlike my other two attempts!





Saturday, February 17, 2018

I am become death.

Or something suitably spooky at the very least.  Just kidding, it's just five standard issue Chaos Marines this time.




Friday, February 16, 2018

You are required to gain altitude (possibly twice) in order to reduce altitude.

I finished these four assault marines a while (expanding my force to two seven-man units instead of one large unit of ten).  However I was short of jump packs.  I picked up some alternate packs from Maxmini.eu and they're great...large, but great.  I may pick up some more in the future and use them for character jump packs.