Category: Warhammer 40k

Paint 366 Points Per Year – Redux

Paint 366 Points Per Year – Redux

Okay, so another new year and another chance to make a gaming pledge. I came up short last year, owing partially to change in gaming focus and partially to some health complications. I did manage to paint 230 points of Warmachine and Hordes (entirely Minions models) by mid-March 2019, and then got 50 power points painted for two different Warhammer 40k armies (and that’s not counting a good 50 points I painted up for a third army that I didn’t stick with).

This year I’m setting my sights on two games: Warhammer 40k and Marvel: Crisis Protocol. On the 40k side, I’ve got Nurgle forces (Daemons and Death Guard) and Orks, and will probably flip between the two as I get started. My first painting for the year has been some Nurgle Daemon counts-as models that will get double-duty as they’re pieces from the Cthulhu: Death May Die game.

Warhammer 40k Nurgle Daemon counts as chaos spawn poxbringer Yog Sothoth Wilbur Whateley

Wilbur Whateley (on the left) will count as a Poxbringer Herald of Nurgle, while Yog-Sothoth (right) will count as a Chaos Spawn in the Death Guard list. 

I also have painted up a number of Marvel: Crisis Protocol models so far, and I’ll keep adding those. That game is a really neat and fun one, and offers a surprising amount of customization of teams/cards/missions.

Yes, I know that Red Skull’s Cosmic Cube-Created Simulacra of some heroes might be taking the easy road, but I had no interest in painting the core Avengers. I’m a villain guy mostly (tho Black Panther will be getting painted up). 

So my goal for 2020 is two-fold. First, to paint up 366 power points (as it’s a leap year) of Warhammer 40k models. For reference, the two I painted so far are worth 4 and 2 points respectively, so I’m at 6/366. Second, to paint at least 25 Marvel: Crisis Protocol figures. And a habit I’ve gotten away from, I’m going to try and track all of my games in some way.

So here goes. Happy painting in 2020 everyone!

2020 Painting Challenge Progress

6/366 Warhammer 40k Power Points Painted

9/25 Marvel Crisis Protocol Models Painted

Daemonic Invasion at Drawbridge Games

Daemonic Invasion at Drawbridge Games

I’ve mentioned a couple of times on the blog that my painting of 40k Nurgle daemons was part of a build-up to a big game. And here are the results:

It was a huge game (over 750 power points per side), and featured a narrow win by the Imperials–by a single mission point. Each player had their own missions to accomplish, and the Imperials narrowly managed to get a bit more traction than the other forces–thanks to the Knight Titan that wouldn’t die and the resolute Salamanders dispatching all foes that faced them.

Here are some of the photos from the battle:

Drawbridge 1

The portal opened, teeming with Daemons from all four Chaos gods. 

Drawbridge Apocalypse Warhound Knight

The Manufactorum repair bay where the Warhounds and Knight Titans were under repair. 

Drawbridge Apocalypse Eldar

On the other board (connected by the gate we built between them) the Eldar army waited.

Drawbridge Apocalypse Salamanders Beast of Nurgle

So. Many. Salamanders. 

Drawbridge Apocalypse Knight Slaanesh Greater Daemon

Greater Daemon of Slaanesh, plus a Beast of Nurgle buddy to eat the overwatch, assault the Knight. 

Drawbridge Apocalypse Eldar Flyers Warhound Titan

The Eldar flyers finished off one of the Warhound Titans.

Drawbridge Apocalypse Knight Nurgle

The other Warhound Titan, its command staff corrupted by Gellerpox, rained destruction from behind the manufactorum building. 

In all it was a great day of gaming and a massive story told. Huge thanks to Drawbridge and Enrico for hosting, Ryan for building and painting the light-up bridge that spanned the two tables, Steve and Jesse for painting the eldar gates, and Mike, Tony, Andy, Colton, and even Jeff for providing the huge number of painted models that took part in the battle. Finally, an additional thanks to Just Hitched Films ( www.justhitchedfilms.com ) for coming and filming the event, and putting together the great video.

Escape from Hulk 13 – Rules

Escape from Hulk 13 – Rules

This event is a Kill Team-based narrative event for 1-12 players, run exclusively for  Drawbridge Games’ “Extra Life” 24 hours of gaming marathon fundraiser. Players take the role of a single trooper, and fight their way through massed opposition to escape from a dangerous space hulk. Expected play time is 3 hours, and the event starts at 8:30am to kick off Extra Life!

Players can pick any of the characters off the following list. The requirement is that players bring one single painted Warhammer 40k miniature that correctly represents the model that they are fielding. Players will do equipping of the model during the game, so any wargear depicted on the model is fine for the event. Players should also bring dice of their own, any tokens, and a measuring tool for the game.

Space Marine Scout Sergeant
Space Marine Tactical Marine
Space Marine Reiver
Space Marine Intercessor
Astra Militarum Infantry Guardsman Sergeant
Astra Militarum Tempestus Scion
Ad Mech Skitarii Ranger Alpha
Ad Mech Skitarii Vanguard Alpha
Chaos Cultist Champion
Poxwalker
Tzaangor Twistbray
Asuryani Guardian Defender
Asuryani Storm Guardian
Asuryani Ranger
Asuryani Dire Avenger
Drukhari Kabalite Warrior Sybarite
Drukhari Wych Hekatrix
Necron Warrior
T’au Fire Warrior Shas’ui
T’au Fire Warrior Breacher Shas’ui
Termagant (tho I would not recommend that choice)
Genestealer Cult Acolyte Hybrid
Genestealer Cult Neophyte Hybrid

Nothing else is needed to prep for the event, other than having the rules handy for your model and reflecting on this opening to the event’s story:

The last thing you remember is the war against the Orks. They were retreating from your force, and then it happened. You rounded a corner, and saw a strange Ork in a mechanized metal frame. The Ork had a strange device hanging over its shoulder, and the final thing you saw was a strange blue light burst from the device and fill your entire field of vision. 

Lucky Git

Lucky Git

This is a 40k story battle report featuring my Bad Moons Ork army versus Andy’s Tzeentch Daemons force. We’re gearing up for a big event, and Andy’s been painting up a storm, so we wanted to get some models on the table for a scrum.

Skizzit had never been a lucky git. Skizzit worked hard on his Warboss’ trukk, mostly repairin’ the whatnots and makin’ sure that the yellow paint was fresh. Skizzit’s Warboss was a Bad Moon, and that meant an eye for style and sumthin’ he called “sofikstikation”–which Skizzit understood mostly as lots of fresh yellow paint.

Orks vs Tzeentch Daemons 1

The Orks in Skizzit’s warband had been muckin’ around some ancient ruins, lookin’ for good loot amid the vacated humie structures that had been built. All Skizzit knew was that the humies had been here, and built some stuff to explore the ruins, but the humes weren’t around when the Orks arrived. It wasn’t long until one of the more knowy mekboyz got to turnin’ on some of the equipment the humies left, and then the fightin’ began.

Orks vs Tzeentch Daemons 3

Skizzit didn’t understand the things that came pouring out of the central chamber of the ruin, up into the abandoned work zone. They were fleshy odd things, in pinks and blues, with all sorts of flames everywhere. The Orks dove into battle with the things, but the fires were hot and when the Orks krumped ’em, they just came back with more.

Orks vs Tzeentch Daemons 2

The biggest of the squishy things was more massive than a Warboss, and had big old wings that carried him from fight to fight. Da Warboss got both his Big Mek and his Weirdboy to lead the attack on the thing, tho it was hard for Skizzit to tell if the thing was damaged at all by their attacks–as he barely understood what the Mek and Weirdboy did themselves. He did know that as the big thing killed its way through all the Orks and his fellow grots, things were getting out of control. What’s worse, is that Skizzit fled to the top of a building, only to find the big winged thing landing up there with him. He was trapped between the unsettling Weirdboy (who he always tried to avoid) and the great winged thing itself! The creature roared a massive roar as it sought to get at the Weirdboy, whose own eyes were glowing green with power. Skizzit fumbled in his bag for the small slugga he had nicked, vainly hoping to protect himself. The great bluish creature rushed forward, reality itself warping where his clawed feet treaded.

Orks vs Tzeentch Daemons 4

Skizzit raised his slugga and fired vainly, hoping that the noise would at least cause the thing to slow down or move away or something. Somehow, some way, the round from his slugga managed to catch the creature in the thigh. A hole appeared there, blistering with fire, and as Skizzit stood watching the air around the creature burst with sparks. The flaming hole in the thing’s thigh expanded and expanded, and after but a moment it was consumed in strange energy and reduced to ashes.

That was when Skizzit was taken from the Warboss’ Trukk work crew, and became part of the Weirdboy’s personal detail. He had defended the strange Ork once, and the whole crew said he’d have to keep doing it again. He was the blue giant killer, after all.

That’s how Skizzit found himself huddled in the shadows of the Weirdboy’s hut, suffering strange dreams and the Weirdboy’s frightening ranting every day, reflecting on how he never had been a lucky git.

Fungal Infection

Fungal Infection

This is a 40k battle report featuring my Bad Moons Ork army versus Mike’s Adeptus Mechanicus force, and used an opportunity to start fiddling with an effects filter app. Enjoy! 

The last transmission from the staff of the inter-system missile silo on Eomycot Secundus had been in status “filed but awaiting review” for two years before the logician got to it. There was nothing special in the transmission itself: a list of maintenance duties being performed on the tiny planet’s sole missile defense base. It was routine stuff: repairs from dust storms, a particularly resilient fungus in the subterranean levels, and other housekeeping tasks. Yet the next update was almost a year overdue. The logician flagged a inquiry, and in-system transmissions began to attempt connection. When no response was received for 10 iterations, a dispatch inquiry was sent to the closest Tech Priest Dominus with a request to investigate.

After a month of space transit away from the main exploration fleet in a Falchion escort, the Dominus arrived at Eomycot Secundus. An initial dispatch of scans showed that the settlement that surrounded the missile silo on the small planet was in complete ruins, but the silo was intact (complete with missiles ready in tubes). A servitor-piloted lander released a host of inspection servo-skulls, and the picts relayed back showed a disturbing sight: Orks and Gretchin were moving about the planet. With the missile silo in Ork hands, no fleets were safe passing by–yet the missiles had not been launched at their Escort, so the Dominus had to take a gamble. He detailed a personal guard to help him capture the silo.

Orks vs Ad Mech 2

As the Mechanicus landers made their way to the surface and began unloading troops, the Orks began to rally together. Long range picts displayed the Orks emerging from the silo itself, using the old imperial defense network as their own bastion for defense. Meanwhile Trukks, bikes, and more screamed toward where the Dominus’ force was deploying. At the center of the silo, literally perched amid the missile warheads, was a strange Ork shaman. Green power flowed from two bones he clashed together, and that seemed to energize the Ork forces. The Dominus wondered if the superstitious Ork perhaps thought of the missiles as a kind of standing stones of sacred technological ground, the way that the beast moved to defend them.

Orks vs Ad Mech 1

The first wave of Orks rushed from their ramshackle Trukks and into the Mechanicus lines. The Skitarii Rangers opened fire, and while the Ork numbers were thinned, the Ork assault still hit the Mechanicus lines hard. Slowly the heavier elements of the force–two Dunecrawlers–blasted their way through the Ork lines, the Orks who had so easily cut the Skitarii down until only two remained withered under the stubber fire. A rampaging Warboss tried to engage after jumping out of a Trukk, but one of the Dunecrawlers’ Neutron Lasers managed to zero in on him as he charged, turning the Ork leader into a smoking crater.

Orks vs Ad Mech 3

The Dominius himself had to engage the bothersome Ork Trukks that were tying up his Dunecrawlers and stalling the advance on the silo. One with a massive wrecking ball was finally felled by supporting fire, while the Dominus engaged another in combat. Firing up the energy field of his massive Ominissian Axe, the broad swipes eventually managed to cleave the engine of the Trukk in twain as it raced around him. A massive squig in the vehicle managed to chew some of his wires and dendrites, but the self-repair process allowed him to triumph.

 

Orks vs Ad Mech 5

The Orks delayed the Mechanicum heavy forces, but not quite long enough. While only the Dominus, two Dunecrawlers (one reasonably damaged and one intact), and two somewhat shell-shocked Skitarii rangers survived, they managed to clear out the complex of the primary Ork defenders. Despite the Orks ravaging the buildings all around the facility, the missile silo site was oddly untouched and undamaged. The usual Ork looting of such a technological place wasn’t even evident. The Dominus reviewed the evidence from the silo’s last transmissions, and it seemed to be utter silence. Two years ago the staff had been going down into the depths of the silo to clear out a spread of mildew, and two years later a strange Ork shaman was protecting the place like some strange holy site, almost a perverse parody of praising Terra for being the origin of mankind.

The Dominus shrugged. Xenos oddities were not his foray, and the vile greenskins had been eradicated. He requisitioned a replacement staff, who would arrive in a year’s time to the remote planet. He thought for a moment, and tagged an additional item on their task list for when they arrived: tunnel mildew. It wouldn’t do for them to refrain from cleaning the Omnissiah’s carefully constructed facilities when they arrived.

 

Orktober 2019: Git Race!!!

Orktober 2019: Git Race!!!

The month of Orktober is fast approaching, and the crazy Big Meks down at Drawbridge Games have decided to invite all the gits across the galaxy to the Drawbridge Mektown to participate in a little racing event. Thursday October 24th, 40k players are invited to Drawbridge Games to set a vehicle down and see if they have what it takes to win the Git Race 2019!

Bad Moons Warboss

Oi! You gitz! Callin’ ever one across da galaxy ta come race yer buggies, skiffs, and speedaz fer glory and da Git Race trophy! Wese Orks is gonna hold off on krumpin’ long enuf ter watch da race, so come get yer ‘umie, pansy, tinboy, an fishead vehicles into da starting line alongside da proppa Ork wagons. 

Race: The race will be held on Thursday, October 24th from 7pm to 10pm. The basics will be that you’re racing your vehicle around an Ork-built track, blasting at each other with your weapons, stopping at the Mek Pit to repair, and just plain trying to win the race. See the expanded rules below.

Prizes, Entry Fee, and Registration: There will be a trophy for the first place finisher, and a Mek Workshop terrain kit as a prize as well. The entry fee will be minimal, and registration is easy: just let the staff at Drawbridge know that you plan on attending and they’ll record ya.

Allowed Vehicles: Each faction (except Tyranids, sorry chums) has vehicle or vehicles that are permitted in the race. They’re generally light vehicles and transports: no walkers, flyers, or heavy stuff permitted. If there’s something we missed that you wanted to field and think would be appropriate for the race, let us know and we can see about adding it to the list. The table below is arranged by faction:

Faction Available Racing Vehicles
Orks Trukk, Kustom Boosta-Blasta, Shokkjump Dragsta, Boomdakka Snazzwagon, Megatrakk Scrapjet, Rukkatrukk Squigbuggy, Deffkilla Wartrike
Space Marines (all chapters) Rhino, Razorback, Primaris Repulsor
Adeptus Mechanicus Skorpius Dunerider
Astra Militarum Taurox (all variants), Chimera, Hellhound
Sisters of Battle Rhino, Immolator
CSM, Thousand Sons, and Death Guard Rhino, Plagueburst Crawler, Blight Hauler, Blight Drone
Chaos Daemons Skullcannon, Burning Chariot of Tzeentch, Exalted Seeker Chariot or regular Seeker Chariot, Horticulous Slimux (I mean, if you really want to… but he’s really slow and cannot plant any trees)
Eldar (all sorts) Wave Serpent, Raider, Venom, Starweaver, Vyper
Genestealer Cult Goliath Truck, Achilles Ridgerunner
Necrons Ghost Ark
Tau Devilfish, Piranha (all variants)

Rules: There will be an extensive oval track that will be raced upon set up on Drawbridge’s main table–including Orkish onlookers and even a snack bar. There will be a starting line, as well as a Mek Pit on one side of the track. Racers must move their speed each round, and can choose to advance as normal (note that Shockjump Dragstas and other models that have peculiar advance rules have those disabled, and advance as normal). If there isn’t space for your model to move past other vehicles, then it must stay behind them and maneuver for an opening. All vehicles must remain on the track or in the Mek Pit. Move order will be determined by place in the race (first to last). After the movement phase, every vehicle will get to either shoot or conduct melee attacks. Shooting can target any model AHEAD or beside the racer in the race (no picking on people behind, everyone guns for the models in the lead), and the model fires its weapons as normal using current 8th edition profiles. The normal “within one inch” rule is ignored in all ways, and instead a model can choose to melee any model within 3″ instead of shooting on its turn (representing the two vehicles jockeying for position). Shooting (or melee-ing) will also be done by place, but working last to first in order.

When a model is reduced to half its wounds, it rolls on the damage effects table below. Note that this happens every time a model is reduced to that point, and the new roll replaces the prior roll.

Half Damage Effects Table – Result Effect
1- Fuel Ignition A minor explosion causes a more volatile mixture. Until the vehicle is repaired for any reason, it gains +2″ to its Movement characteristic.
2- Crew Spooked The crew compartment suffered much of the damage, making them nervous and prone to putting more effort into racing. Until the vehicle is repaired for any reason, it MUST advance and adds an additional d6″ to its advance distance each time, but it cannot shoot any weapons.
3- Superficial Damage The damage done is all to the vehicle’s superstructure, no effect on its rules. When repaired for any reason this result is removed.
4- Suspension Battered The shocks of the vehicle (or it’s stability control in a hover vehicle) are damaged, making minor collisions on the track more damaging. Until it is repaired for any reason, the vehicle doubles the number of wounds it takes from melee attacks.
5- Fire in Fire Control Damage to the vehicle affects the weapons systems. Until it is repaired for any reason, the vehicle suffers a -1 penalty to all shooting attacks.
6- Engine Holed A round must have caught the engine! Until the vehicle is repaired for any reason, the vehicle suffers a -1″ penalty to both its movement characteristic and to Advance rolls.

When a model is reduced to zero wounds, it can only move at 2/3 its speed (rounding up) each turn (no advancing) and cannot shoot or melee. It must stop at the Mek Pit at the first opportunity. Models in the Mek Pit regain 2d6 wounds per turn they spend there rather than on the track (cannot exceed their maximum)–and may not shoot or melee while in the Mek Pit. Regaining wounds in the Mek Pit count as being “repaired” for purposes of the table above.

Squigs: Because of rolls on the Cheers and Jeers tables, Squigs may appear on the track. After all vehicles have moved, all squigs left on the track move 1d6″ toward the nearest vehicle. A vehicle that contacts a squig for any reason is hit by an attack with the following profile: Str 6, AP -2, D d3. The squig is then removed from the track. If all available squig models are on the track, no new squigs are thrown (count as the “a lot of yelling” result on the tables).

Cheers and Jeers: While the event is open to everyone, being an Ork crowd has a bit of an effect for Ork racers (and other participants lucky enough to be mistaken as looted vehicles). At various times, Cheers and Jeers will be announced. Every player, in order of their position in the race, then will roll on the Cheers table (if an Ork vehicle) or the Jeers table (for all non-Orks). Note that certain vehicles are clearly not Orkish and not looted, and must add +1 or +2 to their rolls, as indicated in this list: +1 to roll vehicles are the Skorpius Dunerider, Plagueburst Crawler, Wave Serpent, Raider, Venom, Starweaver, Devilfish, and Piranha; +2 to roll vehicles are the Primaris Repulsor and all of the Daemon choices, Blight Hauler and Blight Drone.

First the Cheers:

Cheers Table – Result Effect
1-    Encouraging Stikkbomb! A stikkbomb of encouragement gets flung from the crowd. Vehicle is hit by a single Str 3, AP -, D 1 attack. The vehicle also gets a bonus +1” to its movement this round due to the encouragement
2-    A lot of yelling! No effect
3-    Steer for da crowd! The Orks love a bit of a show. You can steer off the track this turn, rather than remaining on the track. However, you MUST collide with at least one Ork or Gretchen onlooker (bonus for more) in that movement, and must be wholly back on the track by the end of the movement (plan the move before moving the model).
4-    Dakka applause The crowd picks this vehicle as a favorite, and takes pot-shots at the closest other vehicle behind it. That vehicle suffers d6 Str 4, AP -, D 1 hits.
5-    Throw a squig! The driver of the vehicle can either catch and eat it (regaining 1 lost wound, counting as a “repair”) or drop it behind him, placing the squig d6” directly behind the vehicle
6-    Thunderous applause! Due to the psychic energy of all the cheers for them, the vehicle gets +2 to movement this turn

Then the Jeers

Jeers Table – Result Effect
1-    Mistaken for an Ork! Immediately roll 1d3 on the Cheers table instead
2-    A lot of yelling! No effect
3-    More yelling! No effect, but louder
4-    Oi, get dat one! Pointed out by the crowd, all players that shoot at this vehicle get +1 to hit this vehicle in the next shooting phase
5-    Throw a squig! Place a squig model 2d6” directly in front of this vehicle’s location
6-    Shoot ‘em! Vehicle is hit by d6 Str 4, AP -, D 1 shots from the crowd’s random firing
7-    Hit ‘em wit da trash! Vehicle is pelted with trash (and a chorus of boos) that gets into the workings of the vehicle (mashed into treads, sucked into intakes, etc). Reduce Vehicle to half speed and half results on advance rolls the next time that it moves.
8-    Gargant Kommand? Kill dat Git! Vehicle is hit by a single Str 10, AP -4, D d6 shot from the Gargant

 

Chili Con-Quest-o

Chili Con-Quest-o

Another cycle in our campaign of the Warhammer 40k Urban Conquest game has been completed. My joint Nurgle force of Daemons and Gellerpox Infected again took the battlefield against the Imperium.

Nurgle Beasts of Nurgle Kromlech Alternative Sculpt

In preparation I painted up three new Beasts of Nurgle, using sculpts from Kromlech miniatures. The snail-shell aesthetic matches Hortiuculus Slimux, and they’re a good variant for the list. 

Nurgle Death Guard Sample Paint Scheme

I also finished up my first test Death Guard Plague Marine, as I’m going to be expanding from Daemons to that force as I go. Figured the test paint job was worth sharing as well. He’s not perfect, but I think I’ll get better with the techniques as I practice more of the armor. 

The game we set up was a mission from the Urban Conquest book, and my opponent was again Ryan’s Astra Militarum. His mission was to get to various buildings in my half of the board, and use a free strategem to detonate the building and destroy it. There was a bit of a hide and seek element to it, as one building was secretly denoted as my headquarters–and victory hinged on my protecting it.

Nurgle Beast of Nurgle Daemon versus Astra Militarum Punisher

A Beast of Nurgle reaches Ryan’s tank line. He chose to sit and fire, which increased his shot effectiveness but left him very little to seek out the objectives in buildings. Being able to deploy up to the midway point of the board, plus Slimux’s boost to let beasts re-roll their charge distance when they were close to him, let me flood his side of the board rather quickly and bog down his offensive. 

Nurgle Daemons and Gellerpox Grubs versus Leman Russ Tank

This tank was the one that made the most progress, getting close to one of my buildings (that line in the terrain is the center line, and the edge of the building is just visible in the lower right). It wasn’t my key command building, but it was progress. Ryan’s armored sentinel was the only thing that managed to detonate any buildings, but they were not the correct ones and I managed to carry the day with the aggressive daemon stall. A triumph for the pestilent one, though my beasts took a real beating–I lost four of the six–and almost my entire Gellerpox were wiped out besides their leader and a CP-summoned new unit of flies.

Urban Conquest Segment Two Points

After round two of the campaign, my points lead increased again (I’m the green skull). While I don’t get as many resource points as the other factions, investing in campaign-point sources from the start so far is paying off. I know that opponents can equalize quickly–so I’ve got to keep being successful. And lucky–Ryan took the resource item that gave him an immediate d6 campaign points, only to roll a 1. He could have closed the gap to only 3 points with a different roll!

I’m aiming to play against the Xenos side and attack some Eldar in the next round, but also want to get a game in against the Imperials again to try and capture one of their critical sectors of the campaign map–as I used my resources to buy the strongpoint assault benefit to let me try it.

Before next time, I hope to make considerably more progress on painting Nurgle Daemons–getting 20 Plaguebearers and a unit of Nurglings done to start to flesh out my forces with troops. I’m too elite-heavy right now and it shows. More fiddling with Death Guard models is likely to happen as well. And there are bigger projects on the horizon, that coincide with the Chaos Knights codex just being released. More disease to come!

Warhammer 40k Power Points Painted

Nurgle Daemons: 21

Death Guard: 9 (I decided that model is going to be a Death Guard daemon prince rather than Nurgle daemons daemon prince as the list grows–I’ll eventually do up a suitably daemonic Daemon Price as well)

Gellerpox Infected: 18

Chaos Titans and Knights: 0

Conquest Begins

Conquest Begins

So the few followers of this blog may have noted that my painting and playing of Warmachine and Hordes has slowed to a glacial pace. The good news is that a new set of painting, and now finally playing, endeavors have filled the void. I’ve been working very hard on a Nurgle combined force, spanning Daemons, Death Guard, and even Gellerpox Infected. I’m really enjoying moving back to modeling and painting Games Workshop miniatures–working with their plastic kits and the level of detail and nuance they provide for painting is just great.

I’m really pleased with how the big guys turned out, both Vulgrar Thrice-Cursed and the large mutants. These were a good start to my experimenting with Nurgle, as I’m wanting to use a limited color palate for the skin, tentacles, boils, and pustules, and a rotation of flesh tone, Nurgle flesh, and a pale lavender seem to be perfect.

The other half of the Gellerpox: all the bugs and bits. I’m liking the blue tone for scales and for wings, and think it gives some good balance to the models. Clearly I’m doing lava bases again, as I really like the effect and it ties together armies nicely. 

Horticulus Slimux, a cluster of Beasts of Nurgle, three Feculent Gnarlmaws, and a Daemon Prince (right now he’s running with the Daemons, but can be Death Guard as I grow my forces).

To get some games played, I’m joining a group of friends and participating in the Urban Conquest campaign rules. The groups are divided into Imperial, Chaos, and Xenos, with Imperial being the most diverse set of armies and players, me carrying the Chaos banner with our Slaanesh player, and the Xenos being a solitary Eldar player (well, Craftworlds/Aelderi these days).

Our first night of games saw my force, led by Vulgrar Thrice-Cursed, get trapped between an Astra Militarum (Imperial Guard) Cadian army. The mission required me to get a certain number of my units out of the ambush and off the far table edge. Nurgle may be slow, but my resilience and diversity of units really helped me get enough to safety. The only trace that Nurgle’s minions had been present were a few cultists’ singed robes, some dead flies and fleas, and a row of feculent gnarlmaws planted by the Grand Cultivator himself. A win for Nurgle’s forces!

Some shots from the game. A mutant stops for a snack. The Astra Militarum tanks fend off the tiny flying swarms. And Horticulus Slimux manages to shepherd off enough models to win the game. 

The urban conquest campaign rules are a pretty neat kit. Games Workshop continues to get more and more effective in their campaign structures. This one is great because it really focuses you in on the games–play them, and have fun, and get missions based upon your sort of grand intentions as a force each round (e.g. “we’re on the attack,” “we’re staying defensive,” “we’re scouting,” or “we’re reinforcing”). The sticker sets are more like window clings, so they let you reuse the cards perfectly. I ended up aiming at victory points over resources, which I’m regretting after the first round of the campaign phase. A bit more balance may have been more flexible. In any case, I’m looking forward to more games and more fun with these models and this story.

The other game of the evening saw the Astra Militarum going up against the Eldar. The Guard just narrowly edged them out for a win. The campaign system uses a set of cards to represent the city in which the conflict is happening–the skulls in the lower left indicate when they’re owned by a faction. Mine are hard to see–green for Nurgle!

Warhammer 40k Power Points Painted

Nurgle Daemons: 24

Death Guard: 0

Gellerpox Infected: 18

Artifacts of the Dallaran Cluster

Artifacts of the Dallaran Cluster

Yes, it’s time for more 40k. Decided to try a campaign, as most of us who game at my local store really enjoy more narrative-driven gaming to encourage our painting and playing. One of our players, Tony Borzok, wrote up an idea that we decided to transform into a game–the following is almost entirely his write-up, with some edits and suggestions from the wider group. 

Artifacts of the Dallaran Cluster is a map-based campaign in which players battle on 15 different planets spread out through the Cluster in search of their faction-specific artifact. Along the way players will attack foes, defend territory, earn planetary perks, build fortifications, and race to acquire their artifact to enable victory.

dallaran-poster

Star charts for the campaign, all custom-created by Ryan Nolte. 

Prepare the Harvest, for They Will Scythe

The Veiled Region of the Segmentum Tempestus has long held mystery, shrouded in the myriad warp storms that rage and obscure Imperial travel. Yet suddenly, one area of the storms subsided–revealing a dense cluster of stars along the fringe of the sector. Imperial probes and a survey vessel were dispatched, and examination of the cluster revealed a higher number of planetoids than expected given the small size. The survey vessel’s crew launched signal buoys to cordon off the cluster while examination for heretical or xenos evidence was conducted. Naming the major star Dallaran, they completed an initial survey of it and its two companion stars, and filed the information among the millions of other reports making their way for Imperial administrative review to be opened for further exploration, colonization, and mineral extraction. 

The system was largely forgotten until an Inquisitor, Jerubaal Valenhern, operating on a star base near the Dallaran cluster was called in for advice on what seemed like a routine customs arrest. A freebooter captain with a small ship attempted to avoid a customs search, and was caught trafficking illicit trinkets depicting heretical cult symbols and idols packed in strange, ill-smelling straw.

Strange Idol

Inquisitor Valenhern carefully purged the few customs officials who observed the images themselves, then turned to interrogation of the captain: Beyal Fabian. Captain Fabian revealed under intense interrogation and psychic pressure that she had been cutting the cordon and retrieving these items from the Dallaran Cluster planetoids. She spoke of these as only the most transportable and easily moved goods, but ranted and raved about far stranger massive artifacts that she had seen. Her words began to slur and burble as she spoke of hidden temples, strange symbols, a strange creature sitting on a throne in the deep darkness, and more. 

Reports are unclear from the station what followed. Inquisitor Valenhern dashed off a desperate S.O.S. message, appended with that much of the transcript of the interrogation. His plea for help was stunningly strange. He said the station was under assault from inside and that Captain Fabian was “no more”. His final words on the transmission were “Get here. There’s no helping the station. But scour the Dallaran Cluster for these artifacts. Prepare for the harvest, for They will scythe.”

Upon receiving the message, the grand Imperial war machine rumbled into action. Inquisitor Valenhern’s superior noted the potential need for extreme force, and dispatched not merely the usual Imperial expeditionary force. He earmarked it for a Titan Legion and the Adeptus Mechanicus as well. But the Inquisition was not the only one listening. What xenos awakened on the planets with Captain Fabian’s footsteps? What other races are watching the signs and stars, recognizing the portents of Chaos? And to what does the destruction of the star base and the strange words from Fabian and Valenhern mean for yet darker daemonic prophecies and quests? One thing was sure: the artifacts of the Dallaran Cluster must be found. 

Campaign Concepts

The Campaign will take place over a number of rounds, each of which has three phases: maneuver, battle, and wrap-up. Players start with a single planet that they choose based upon a roll-off for selection order.

Cluster-intro

The three clusters of planets are Alpha, Beta, and Delta. 

Maneuver Phase: Every player secretly select and write down which maneuver they will take (and the target of that maneuver). They are then revealed starting with the player with the lowest total campaign points in that round (rolling for ties). The maneuvers are as follows:

Invade: Choose a planet controlled by an opponent and battle for control. If the opponent has an HQ or Shrine in that location, that becomes the target of the invasion (requires a second invasion to conquer the world).

Explore: Choose a planet controlled by no player, and gain control of it.

Build: A player chooses one of the planets they control, and select to build either an HQ or a Shrine in that location. A player can only choose the Shrine option if they are on their correct relic planet, but an HQ can be built anywhere. Players can only have one shrine and one HQ in the system at any given time. An invasion cancels a build maneuver if it is revealed first. If revealed after in the same round, then the building is completed just in the nick of time.

If multiple players select the same destination for occupation with Explore, then they will battle with an Explore Scenario–with the winner taking control of the planet. When a player has one of their controlled planets invaded, they can choose to either battle or cede control. If they cede control, treat as an unopposed Explore for the incoming player’s forces. If they choose to battle, the winner retains/gains control of that planet. If several players choose the same destination, that’s fine–work out either sequential games or one larger multiplayer game to resolve the event, depending upon the narrative of who’s attacking where.

In initial turns of the campaign there may well be 2-3 turns worth of unopposed exploration. When the first battles occur, there may be players who do not get matched up for battles due to planetary maneuvers. If so, they can still choose to get in a battle for that segment by conducting a ship-board raid (and they have some control over opponent in that case).

Battle Phase: Should be self-explanatory, but represents the clashes between armies on the various planets. Use the following missions for guidance, depending on the situation of the battle. If the players cannot decide on a scenario that makes sense for the battle as the story progresses, consult the other players in the campaign or roll a dice.

Invasion Scenarios: Meat Grinder, Blitz, No Mercy, Secure and Control, Tactical Escalation, Deadlock. For battles targeting an HQ or Shrine, instead pick one of the following: Sabotage, Rescue, Retrieval Mission, the Relic, Cleanse and Capture, Cloak and Shadows. Note that an HQ and/or a Shrine give different bonuses to models in these battles. HQ provides the controlling player 4 additional CP for the battle. Shrine provides the general of the army a boost to their morale and fighting presence: they automatically pass all personal leadership tests and gain +1 to two characteristics of their choice from this list: WS, BS, Strength, or Toughness. The winner of the battle secures the planet.

Explore Scenarios: These clashes are smaller battles, and utilize the rules for Kill Team as advanced scouting parties come into contact with planet residents or other scout teams. The missions should be ones appropriate for exploration, with the narrative of who’s doing the exploring guiding the sides, roles, and terrain. The winner of the battle secures the planet.

Ship-board Raid: These clashes are initiated by players who have no other battles due to a maneuver phase when other players are battling. If there are more than one player with no other battles, they raid each other–the one with lower campaign points being the attacker boarding the defender’s ship. If there’s only one player doing a Ship-board raid, they can then choose their opponent out of anyone in the campaign. Use a Kill Team mission with the rules for ship board combat (and a ship map) for this scenario. As these ship raids have no planetary implications, instead the winner of a ship-board raid mission gets an intel advantage. If they were the attacker, they get to write their maneuver for the next round AFTER all other players have already revealed theirs. If they were the defender, the attacker was repulsed: that player must reveal their maneuver for the next round BEFORE all other players (as their failed energy on the assault limited their strategic options).

Wrap-up Phase: Check which planets each player controls. Reveal to that player which perk applies for that planet. During the first Round of the campaign, do not include the Faction Artifact options in the random Perk selection pool. Players can make note of the perks of planets as they discover them. Adjust player campaign points score according to their current possessions. Check to see if the campaign finale threshold is met. If so, then plan the mega battle campaign conclusion for the following week. If not, proceed to another Round of the campaign.

Planetary Perks

Below are the detail version images of the three systems within the cluster.

Alpha

Beta

Delta

Each of the 15 planets in the cluster will be assigned a perk, but that perk will be distributed at random only as the planets are occupied. Players will know what they possess, and there may be reasons that it becomes visible to the other players–but there will be some mystery as no one will exactly know which planet provides what benefit. That will add some mystery in people’s quests to locate their faction artifact. To indicate this, upon drawing the card the name of the planet will be written in marker on the back of the playing card. Players will be able to then show opponents which planet they control, but without revealing directly what each planet contains.

Card Planetary Effect
King of Spades Imperium Artifact
Ace of Spades Mechanicum Artifact
King of Diamonds Eldar Artifact
King of Clubs Chaos Artifact
King of Hearts Tyranid Artifact
Queen of Spades Lost Settlers: A community of lost settlers has established a home here, eager to rejoin the Imperium after their time away. Imperial models automatically pass all Leadership tests (except for ones for or defending against psyhic powers) in battles on this planet, to represent their zealous defense of this populace.
Two of Spades Archaotech: A long-lost Martian fabrication vessel crashed mostly intact on this planet. While the crew died to conditions, the material remains. When fighting on this planet, the Mechanicum player gains improved, experimental ammunition. They can designate any number of their models as carrying this ammunition—they must point this out to their opponent before the game begins. The ammunition only works in weapons that have a standard roll to hit, and does not work on melee weapons. Experimental ammunition adds d3 shots to all weapons on a model armed with experimental ammo. However, all missed shots inflict a mortal wound on the shooting model that cannot be passed off to other models or saved in any way. Models armed with experimental ammo MUST use that ammo whenever they shoot with any weapons that roll to hit.
Queen of Diamonds Webway Portal: Set up one Webway Portal model on battlefields when this planet and an Eldar player is involved. Eldar players may use it as a part of their force as normal.
Queen of Clubs History of Suffering: This planet has seen the ravages of demonic power and warp energy over generations, which has warped the very land. When fighting on this planet, the Demon player can nominate one of their Psyker models to be the locus of this power. They are treated as being one mastery level higher than listed, which can even bring them above the normal limits of the game. They know an additional power as normal, and generate warp charge accordingly as well.
Queen of Hearts Lush Biomass: This planet is teeming with life, which makes a Tyranid invasion of the planet all the more problematic for opponents, as the fleet is creating organisms at a more rapid pace to infect the planet. When fighting on this planet, a Tyranid player can bring additional reinforcements to overwhelm their opponent. These take the form of Spore Mines. Each turn that there are no spore mines in play, the Tyranid player can float down d3 Spore Mines.
10 of Spades Null Planet:Something about the chemical composition of the soil dulls connection to the warp on this planetoid. All HQ characters on both sides of the battle gain the Deny the Witch ability, whether or not they are a Psyker.
9 of Spades Ash Wastes:Visibility is highly limited by the volcanic smoke columns and soot storms that sweep this planet. At the start of each round, each player rolls 4d6. Add the total of all four dice together. That is the maximum visibility range for both forces during those two turns. After completing both turns, roll for a new visibility level during the next two turns.
8 of Spades Abandoned Xenos Hive:This world contains the ancient structures of a long-lost Xenos race (best translation Imperial scholars could manage is “The Future Land of Cleve”). Any battle on this planet must use a dense urban terrain set-up.
7 of Spades Desert Planet:The shifting sands of this planet slow infantry and gum up the works of vehicles. Infantry models not equipped with flight mechanisms and Vehicles that do not have the Fly or Skimmer abilities (use judgment on iffy cases) suffer a -1 to Movement characteristics and a -1 to the distance on Charge Rolls when fighting on this planet. Furthermore the game should be played on desert-appropriate terrain.
6 of Spades Utterly Uninhabitable: Due to the geologic events that wrack the surface of this planet, not even the most protected forces dare settle upon it. Instead, all battles for control of this planet take place in orbiting ships. There is an abandoned research station in orbit around the planet, as well as the ships that arrive for each force. Battles involving this planet use alternate boards for the battles: choose some set of boards that represent ship board combat and use those boards and terrain elements. Forces for this battle must be models that (mostly) fit into these spaces—players clashing on these boards may find their army list choices limited, and should pick a mission that makes sense given the terrain layout.
Joker Instability: A huge psychogeologic event occurs on the planet, shifting its reality and that of others around it. When a player draws this card for a newly explored planet, they can either draw again from the deck or pick one of the other planets within the same system (alpha, beta, or delta) and take that card (replacing the name on the back of the card). The person who lost their card, draws a new card from the remaining deck. This card is not shuffled back in to the remaining deck until all swaps/new draws are made.

Campaign Points and Conclusion

Players each have a static campaign score that they carry throughout the campaign. Each Wrap-Up Phase players should check and adjust their current score.

Each player/side gains points as following:

  • 1 Campaign Point for each planet they control
  • 1 additional Campaign Point for controlling their Artifact world (immediately reveal that Perk card to the other players)
  • 1 additional additional Campaign Point for controlling a world with their Shrine
  • 1 Campaign point for every 50 points of their army that is fully painted and based (up to 300 points for a total of six Campaign Points)

Thus, player campaign scores can range from zero to 23 (the latter representing one player controlling every planet, having built their shrine world, and have a fully painted and based 300 point army).

At every Wrap-Up Phase, the players should add all of their scores together. When that score totals 27 or more, the Conclusion Condition is met.

Conclusion Condition Effects: There are no further rounds of play, instead a large culminating multi-player battle–the story for this battle will be determined by the breakdown of Campaign Points, planetary possessions, and the story that has developed across the Campaign’s play. Relative campaign points in particular will come into play in determining battlefield position and secret objectives for the final mission.

 

 

 

Ork World

Ork World

“Oi, you gitz. Listen ta ma tale o’ da Biggest Baddest Waaaghboss evah. Cuz there’s somthin’ in da tale fer all you yoofz. He started as just a ‘oi, you’ rumbling around a scrap fort in a trukkmob in a desert, and rose to be da greatest and most honored Waaaghboss in Ork legend. So listen up…” – Big Mek Mashgub Threeteef

Ork World is a set of campaign rules that combines games of Warhammer 40k and Gorkamorka to tell the tale of a number of competing warbosses on an Ork planet all vying to be the one who ascends to rule the entire group and lead their Waaagh into space and out to conquer every planet that exists. It allows multiple players to each chart the rise of their potential boss from a mere “oi you” yoof, to boy, to Nob, to Boss, and then to overall leader of the Waaagh.

Ork Growth Patterns

To track this advancement, the Ork World campaign uses the simple Title Achievements method of advancement, paced over a set schedule of games. As each participant player’s boss grows, they will do things in games that will net them specific titles: things based on in-game accomplishments, accidents, weapons used, etc. Ork leaders are judged in part by their strength, but also by their suitably impressive titles. Wouldn’t you listen to Gorgrund, Defeata of Worlds, King Choppa, and Arch-Arsonist of Callax a lot more closely than Gorgrund, dat ork ovah dere?

What makes the campaign work is that all players know all available Title Achievements from the start, and can plan toward achieving them, but each Title Achievement is given a points value that is hidden from all participants until the conclusion of the campaign. Players won’t know whether “Shoota Masta” nets more points than “Burna Fiend” until the end of things, so everyone has reasons to advance the strategy that they’ve chosen. A non-player seals the scoring info away at the beginning, making it all the more amusing as players think about what motivates the most impressive ork boss titles. Is getting injured a sign of weakness or a show of bravery? Better to shoot or to chop, to ride a bike or experiment with a jetpack, or just hoof it in a huge suit of mega armor? Each potential boss will chart their own path of destruction in games, and earn an impressive list of titles as they go that retains their unique legend of the games.

Below is the game timeline, with the notes about where each potential boss is in their journey and the number of games played.

Game Number(s) System Name and Titles
1 Gorkamorka All potential bosses are just a yoof named “Oi You!”
2 Gorkamorka Automatically advance to a Boy. Gain a first name of player’s choosing.
3 Gorkamorka Complete the Nob Duel event to move to Nob. Number of attempts to victory recorded and figure into potential first Title Achievements. Gain a surname of the player’s choosing.
4-6 (see aside) Gorkamorka Lead their Gorkamorka Band for three gaming periods, earning titles as they go. Multiple games can be played in this period to angle for other titles
7-10 (see aside) 40k Graduate to Nob within a unit. Results of Gorkamorka games can decide the unit chosen (gaining a Title Achievement), but player can also select their own spot for the Nob if they prefer a different unit type (no Title Achievement). Again, three game periods with multiple games allowed in each period to earn the Nob-level Title Achievements.
11+ 40k Rise to Warboss. Additional games of 40k permitted, allows even more pursuit of Title Achievements. When group agrees it’s time to crown the Waaagh leader, one final set of games gets played to allow any final shots at Title Achievements. Then the scoring rubric is revealed, and the score is tallied for each Warboss’ full title.

The requirements for how to track this are pretty simple. The player must build three or more distinct versions of their developing boss–each with some definable feature. A certain hat, a type of warpaint, a particular skull shoulderpad, whatever makes them definable in the progression. One serves as the yoof and boy for the first two games, one serves as the Gorkamorka nob, and one serves as the Warboss. If due to the game or player decisions, the Nob takes a particular type of journey in the transition to 40k (becoming a Biker Nob, a Stormboy, etc.) then a fourth model may be necessary to indicate them as well.

Other than that, the players simply play the games at each week and then follow along on the title chart in their provided Boss Sheet checklist. Some titles are awarded for specific one-off deeds: when they are achieved, they are marked down at the end of that gaming session and are a part of the boss going forward. Others are comparative (having the most of something at the end of a given time period) or leveled (getting the first part is easy, but then the boss that has the most of those moments at the end of the campaign gets the Arch- or Masta- prefix added to their version of the achievement). There are even a couple of potentially bad titles out there: maybe in this ork society the boyz are judgmental of a nob who focuses on firepower before speed, or vice versa.

541px-Naz1

Though are you really going to tell this Bad Moonz Warboss that his love of firepower doesn’t qualify him as the baddest Warboss around? 

Gubbinz  in Progress: A preliminary version of the Title Achievements sheet will be placed below when it’s completed, and any other information that comes up will be placed here as well. Detailed info about the Nob Duel, Advancement from Gorkamorka to 40k, and more will be spelled out in more detail.