Monday, 29 May 2017

Mutant Protesters & Assorted Underhive Scum


Some More Progress!

I'm back with some freshly painted models for viewing! Some have been lurking about from  before this blogs inception (and even predate this millinium) and others are more recent additions to the Continental Drift Painting fold. As an experiment, I painted up my Necromunda bulkheads and placed a piece of lino to make the background a bit prettier, but you can be the judge of whether I managed to pull it off!

Mutant Civil Rights Protestor

As it is fitting with the UK general election going on at the moment I have luckily finished my mutant protester. A three eyed, semi scaled critter that will probably be more of a bystander than an actual combatant. Still the banner can count as a club, and I'm sure it's not too big a stretch to assume he has a side arm hidden away somewhere in the flea ridden pile of moldy rags that count for his out fit. For those interested, it's an old skaven plague monk body with Saurus arms and a scratch built face.


Equal Pay For Muties!

Thursday, 18 May 2017

My Shopping List in the Grim Darkness of the Far Future!

Having made a bit of cash via PayPal I'm eager to piss it away, but reluctant to at the same time. My reluctance is mainly because of the disgustingly huge pile of lead/plastic that inhabits my loft. So I think I will put together a post made up of stuff I want to buy but I can only get them if I paint something up beforehand. First up is this little beauty from Reaper miniatures; Doctor Totenkrantz, and absolute babe of a model (if you're into rotten old half dead mutant naked guys). I see him as being a rather tasty bad guy for my Inquisimunda games.



From Moonraker Miniatures comes some more Spacelords models, space craft crew. General standing around in the way types who will either aid or hinder good honest folk or get in the way of slavering maniacs (an end up as interesting costume jewelry for them). There are quite a few very nice models from that site and the prices are very reasonable too.

Pilot, cigar smoker, equipment carrier, doctor, poser and gawper.
Next up are some novelty items from Black Cat Bases firstly an old decrepit Bag Lady aided and abetted by her diseased cats. Either an undercover agent of the Imperium or a Slaaneshi cult leader who likes it dirty, you decide! 


Smelly Mable.

I also very much like this cat man holding an empty tray. A bit of magnetising and he can hold a severed head, esoteric weapons or a bunch of grapes. I see him as the snooty servant of some intergalactic crime kingpin, but for now he is just a dream........

Cuddles the butler.
Also from Black Cat Bases (there really is a massive range) are  Smoggers, a small alien race that look a bit moleish and can be seen painted up on  The Tales From The Maelstrom blog. The is around 20 different Smogger models and if I ever manage to wend my way through the many hundreds of unpainted 40K figures, a warband and scenario would be on the cards. I like the models very much, thick robes and rodent like teeth, ideal for representing Hrud in my semi regular games of Inquisimunda.

Proper Old School - Goblin Green Bases!
They also come with heavy weapons, so a small Imperial Guard vs the peace loving alien inhabitants of an idyllic planet is very much doable too! A one sided war of extermination seems like a laugh!

Rocket Launchers out for the lads!

From Lancer Miniatures come these techno apes, definitely not Jokaero. Nice sculpts and if I ever get round to enacting some of the old Rogue Trader scenarios, the one with Jokaero ravaging and imperial settlement for parts, these models seem to be excellent proxies rather than buying 7 or 8 of the single GW model.
Bracelets and strange shaped tools.
About to consider flinging faeces no doubt.

More bracelets, metal ones this time.
Blind Beggar Miniatures are where the next few bits I like are to be found. I have funded a couple of their kickstarters and I do like the models simplicity, as much as I like Games Workshop's highly detailed models with pouches, holsters and such coming out of the wazoos, it's nice to paint up a figure who isn't all filigree and lace, overlaid with ropes, chains and skulls. The first picture are Dune Tribesmen who are denizens of Blind Beggar's own setting Farport, I think. Anyway there is a passing resemblance to star Wars Sandpeople and for that reason they are on my 'to do' list.

Sandy cracks I bet.
Another Blind beggar treat is some multi species special force group also from Farport. Nice uncomplicated models, that may be purchased once the new 40K comes out and the fluff concedes that xenos and humans can get along and work together. Failing that this squad is a mercenary band who lives and works in some of the remoter parts of the galaxy.


The picture below has some cultists that - if ever I go the road of pulp gaming - would make a rather nifty collection of adversaries. as it stands now they can be chaos cultists without any leanings towards a particular deity. I really like the leader on the throne.


So that is part of my never ending list of things I wants to buy. With the new 40K supposedly around the corner and me ordering the Shadow War : Armageddon rulebook, my list is subject to change at a whim, the main reason I made this post was so that I didn't forget about Doctor Totenkrantz. So it will be interesting to see if any or all of these items remain unbought for the rest of the year.

Anyway thanks for reading.

Wednesday, 3 May 2017

A Very Bloody Rescue Mission

The Problem with Rescue Missions

Following on from my previous game against Pat and Vinny, I captured a member of The Greater Profit, now, in my experience rescue missions are seldom played, as the mission itself is quite unlike an average game, with all that skulking around and not shouting and firing off your weapons and that. Also I found a lot of the time it was far easier to pay the hey-I-just-found-your-ganger money, as a lot of leaders see tax free non deductible ransom as a way of keeping Throne Geld out of the grubby mitts of their wastrel fighters. In my experience I also found captures seemed to come in groups of two or more with many times both warbands capturing an opponent. I myself, don't suit the rescue mission as I'm far too keen to go in guns blazing then failing to rescue my fighter and totally cocking up the attempt. In any case, Pat decided to rescue Ashict an autopistol wielding human ganger with a WS of 4. Just the sort of thug the Inquisition want down the mines so they can't do any harm. 

My initial deployment, in the centre of the board,Ashict is proudly dsplayed standing on a crate. Clumsey stands guard next to him, Greylocks to the right on a gantry, Hellion to the right of him and Mr Bom, the new recruit stands in the bottom right of the table wedged in such a way he can only move left and right.

Tactical Considerations For Guard Duty

Pat rolled for his raiding party and got a 6, so he took his leader, his heavy, plus four other capable fighters. I rolled up 4 guards which was not too bad. So I picked Clumsey (-1 to hit should come in handy for bad guys shooting at him), Hellion, as 2 wounds are also handy, Greylocks as he is pretty much expendable and Mr Bom as I was hoping to drop some hallucinogen grenades of some Tau. Something else I did was employ a hired gun. I went for a Crazy Doc as they have possibly the most horrible special rules in the post game sequence - the ability to transplant a serious injury from one of your fighters to a captured one! This could turn out very unpleasant for Ashict, shellshock, old battle wound and partially deafened were some of the choices on the menu, if his gang didn't come up trumps for him. So I rolled up his stats and he got +2 WS (up to 5), killer rep and nerves of steel. I gave him a bionic arm too so that if he did get into combat, damage would be done! He would be part of the reserve force as a combat monster such as that shouldn't be wasted.

Farbio Bole (who looks uncannily like Fabius Bile) stands next to a pile of skulls he found.

The Game

Pat rolled for his deployment table edge and he got the east edge. After much deliberation he bunched up his gang in the north eastern corner in the picture above. 

A picture taken from the Eastern table edge, as it gets all four guards in the picture. 

Pat's furtive rescue squad.
Now for the next 6 or 7 turns Pat skirted around my sentries, I managed to roll very badly in my spotting distance roll for those turns, in fact only once did I roll a 5 the whole hide and seek section of the game. The upshot was for another 5 or 6 turns the enemy climbed slowly up the only building that looked down on their prisoner.
Clumsey was facing the right way but couldn't see past the sticky buns in his hands presumably.

Some top class sentryism.

Meanwhile down on the ground.

Some time later.

Two of Pat's fighters are under the walkway, otherwise Greylocks would run over to the crate and shout "40-40, I see Xenos!".


More clandestine movement.

Sneaky Tau.

On Por'O s orders hell was unleashed.
At this point Pat unloaded on the three guards next to the prisoner, all three were taken down. Hellion and Greylocks both fell off their gantries too, and worse yet Hellion took a high impact hit (I can now see the value of catfall skill). Perhaps it's my own fault for putting an I 2 ganger up 9" above the unforgiving ground. With that the alarm was raised. As Pat had three levels to climb before he could get to Ashict I had enough time to get some reinforcements on. Unfortunately they all seemed to want to come on the most awkward edge so there followed a mad dash to the other side of the table to cut them off.
Run like the clappers, lads!

Pat's sneaky Tau have to travel two thirds of the table to escape now!
The picture below is the last one I took for a while, due to excitement and/or frustration. Excitement mainly due to some of Pat's fighters getting taken out and frustration because I forgot to move a Scummer who had a great chance of sniping at Tau gang leaders and such, but unfortunately I neglected to move either into cover or shooting line of sight and Pat subsequently put him out of his misery. Other non photographed happenings was Jenna Pursuivant finally doing something in a game and taking out an enemy fighter. My bad doc Farbio Bole ripping several enemies up (despite being fleshwounded) and Derric burning himself again with his rather dangerous plasma gun.

The prisoner is shortly about to be freed?
As the game went on it proved to be a real game of attrition I couldn't bottle it, (voluntarily or otherwise) and Pat's group could only bottle it after 50% casualties (so with a gang of 6 +1 for the rescued Ashict, he had to lose 4 before he could scarper). What I could have done was give Pat a free pass after I lost a certain number of gangers to minimise further losses by letting him go but as is often my wont I decided he'd have to pay in duffed up Tau if he wanted a win. So the game went on until I had lost five gang members and Pat lost the magic ganger number four. He subsequently bottled it. Yay, team Pursuivant!

Farbio Bole, mad doc and shitkicker-out-of lays some serious boot into the aliens and alien lovers.

The Tau heavy weapon bloke is about to be put to sleep.

A Pyhrric Victory?

So the game ended and it was time to pay the butcher's bill. With 9 gangers facing injury rolls it could have been pretty horrific. I got an old battle wound, arm injury, head injury, bitter emnity and a full recovery. The arm injury was a pain as it was on Hellion and she needs good arms to beat people up with her swords. Clumsey McFearsome took the head injury, this was bad as I like sending him up ahead of everyone else and his Ld of 6 won't help if he gets the stupidity result and his piss poor combat ability means combat for him could prove fatal as well....Jenna finally got a Ld increase so there is a better chance of my gang staying around in future.
Pat's injuries were also exciting, he rolled a dead which was rerolled due to his medic to mucho damage, he also got a bitter emnity, old battle wound and full recovery. All in all, I think we both got off very lightly. One thing I will say for Rescue Mission, it can be deadly for a gang if the player is reluctant (or unable to bottle it), I also had another ganger down at the end of the game so I could have been in worse shape! No wonder a lot of people just pay ransoms.......

My Post Rescue Mission Shopping List

After the game I got to thinking what would make another rescue attempt much more unattractive for any would be intereferer with Imperial Justice. So, with that in mind - when funds and fit gangers permit - first on my list are some screamers, a cheap and cheerful way of sounding the alarm before a veritable bucket load of bullets shoot the crap out of any poor unfortunates on sentry duty. A bio scanner is also quite useful but more expensive with the added problem of who to give it to. Also high on my shopping list is a bionic arm for Hellion, a ST2 model with the skill juggernaut isn't going to ignore many hits at all. A juve to stand in front of Bangs too. I also want to keep hold of Farbio Bole as he got MVP for the game. In any case it was a challenging game and enjoyable, just next time I may have a few more tricks up my sleeve!

Thanks for reading.