Tuesday, 30 October 2018

Imperial Guard/Starship Troopers Kill Team

So this Kill Team is made up of the Light Armour Mobile Infantry that I have already painted - well apart from a heavy weapons trooper and another sniper. 

Sergeant 5
Guardsman Gunner sniper rifle 5 + 1 = 6
SW Gunner sniper rifle 5 + 1 = 6
SW Gunner grenade launcher 5 + 2 = 7
SW Gunner grenade launcher 5 + 2 = 7
Guardsman with Vox-caster 5 + 5 = 10
Guardsman (11) @ 5 = 55

Total 91 

From reading some forums on Kill Team Imperial Guard should be spammed with as much plasma as you can but I only have 2 rocket launcher and 2 sniper figures (pictured without the unpainted sniper - last seen in the loft) - and although I do have some spare minis I am a little loathed to cut some up for (especially as I can still use these for Starship Troopers the miniatures game) to make more plasma or sword for the sergeant. 
If I used the launchers as plasma that would increase the points to 93 - I could also add another trooper or drop a couple for extra command points. So I reckon I'll lose a trooper count the kneeling guys as plasma .... Still thinking about cutting up a mini ....

Steedo gave me the following scenery from his Deathguard start set to paint. 
What a pain to put together and I reckon it will be a pain to paint!

Morts 

Making a Kill Team

Right so cos I'm a cheap skate I have been working on converting some old Starship Trooper power armoured plastics for a Kill Team using some GW parts that DK picked up for me years ago at a show. To be fair I was going to use the bits for making an elite Starship Troopers squad - which they still will be but Kill Team has got me off me backside a little quicker. 

These lot are going to be a Militarum Tempestus Scion team (Storm Troopers).
Early stage with the Plasma gun/Flamer/Melta guns - and chain sword. 
The Tempestor, Flamer and 2 Scions - basically done but needing green stuff touch ups. 
Needing a bit more work the Plasma/Hot-shot Volley and Melta gunners and a Scion Vox-caster - but I'm having some trouble with the radio part .... Also I had 8 shoulder pads with skulls on which I have semi-replace the usual Starship Trooper pads - I have missed laid one so I have press moulded  one - but I might have taken it out the mould too early - hopefully I will be able to sort it.

So the "Bug-Hunters"* Kill Team is;
Tempestor Bolt-pistol and Chainsword 10
Scion Gunnar Melta-gun 10 + 3 = 13
Scion Gunnar Plasma-gun 10 + 3 = 13
Scion Gunnar Flamer 10 + 3 = 13
Scion Gunnar Hot shot Volley-gun 10 + 3 = 13
Scion Vox-caster 9 + 5 = 14
Scion 9 
Scion 9

Total 94 points 

Not sure how competitive they will be but it's a start. 
Hopefully more later when they are ready for action. 

Morts


*Provisional - might ... Probably will change.


Friday, 26 October 2018

Catch up ......

Been pretty busy with work and some gaming recently, so thought I should post an update.
A couple of weeks ago the team headed down to Snake-eye's in Kernow and restarted our Pirate RPG with Steedo as the GM .... But it RPG so I don't want to talk about it ..... Good fun but some appalling decisions made by DK and Snake-eyes, the fools. Almost killed a character for some perfume! Madness I say!
Then last week it was DK's birthday bash - approximately 11hours of gaming (drinking and gorging on pizza and a very rich chilli - Thanks DK). 
So what was played during this marathon session?
First up was Dune the boardgame. 
DK has been wanting to play thus for ages (years and years) and he has be banging on about how good it is .... Even after 40 years. We ran through the set up with DK getting the Bene Gesserit (can use the voice - stops other players using certain cards), Slyon the Padishah Emperor Shaddam IV, Snake-eyes - House Atreides (can look at treachery cards), Steedo - the Fremen (can move around more easily) and myself House Harkonnen (get extra traitor cards). The game is quite involved with plenty of negotiation and back stabbing - with traitors being picked in the set up. We played without the Navigators Guild as there were only 5 of us - however the Spice they would have be paid for transporting troops would have balanced the Spice Sylon was getting as the emperor from the bidding and purchasing of Treachery cards. Alliances can only be set up with when a sandworm card is drawn from the Spice deck. 
Roughly the game turn runs something like move the sand storm, place Spice from the spice deck, bidding for treachery cards (used in combat and other situations - money goes to the Emperor, deploy and move troops (might have bought troops first) to the planet (pay Guild if there is one), fight battles - heroes first - if killed then the winner gets their value in spice - compare combat values, loser loses all troops and winner loses the number they committed to the battle) - or if the hero is revealed as a traitor it is an automatic loss .... Then check for victory conditions - 3 strongholds for one player, 4 strongholds for an alliance of 2 players and all 5 for and alliance of 3. 
Our game ran for about 4/5 hours and I think we completed about 5 turns - early on we got a sandworm card and alliances were sorted - almost matching the books with the Harkonnen, Bene Gesserit and the Emperor aligned against the Fremen and the Atreides. The power of the Emperor's money and the use of traitors caused Steedo to have a board flipping moment .... So a win to Sylon, DK and me.
The game is very involved and I did enjoy it and the banter - but it is an event game needing a fair amount of time put aside to play - it was ok. Might be better with more plays, but I'm not sure. 

After Dune it was a quick game of the classic brain burner Rhino Hero (which I lost), then down the pub for more drink and pool - where Steedo and Snake-eyes got some revenge ....
Then back to DK's for chilli and a Cthulhu cooperative game which name escapes me for now - but the monsters won (even though my character was kick-ass). 

A good days gaming .....

Morts




Saturday, 29 September 2018

What have I invested in?

Well Warhammer 40k - Kill Team!

But as usual I've tried to do it cheap - I had had a discussion with DK about investing in the game, perhaps splitting a starter box. But we didn't get any further than that. Then on my return from holiday GW were advertising a part work of 40k stuff. Issue one was cracking value 3 marines and 3 pots of paint for £1.99, so I picked up a copy - worth it for paint alone. I was planning to get issue 2 as this had a board, dice and some other stuff (plague marines and more paint), but I couldn't find it ....
Then while trawling on Lead Adventure Forum (LAF) someone put out a Space Marine Kill Team which had the 3 marines from issue 1 of the part work and 3 from issue 3 (£7.99 - but more paint) - so I set out for issue 3. A quick look on on eBay got a copy of the rules for under £20 incl P&P (could have picked up a copy cheaper in the summer ....).
So my haul for under £30!
Things to do - decide the colour scheme for the Space Wombles..... Which is harder than I thought, quite like the idea of the Raven Guard or Morticators (or something like that), but concerned about the black armour being a pain to paint.... More thought needed. 
Also planning to use Starship Trooper Mobile infantry as Imperial Guard proxies - voids duplication of similar types of minis. Probably plenty of printing of tokens which are needed as I don't have a starter set. 
And read the rules - that will be important. 
I am also tempted by a special offer on Kings of War - Vanguard. The skirmish version of the game which is half price at the moment..... Currently I have the attention span of a flippery gibit! New new .....
Haven't been in the painting grove due to back at work - but I will .....

Morts


Sunday, 16 September 2018

Been busy and New Angeles

Well what have I been up to .... Been to Greece (Kos actually), plenty of history there.
Some anicent in K's Town ..... 
Some Middle Ages - the castle of Antimachia. Built by the Knight Hospitaller I believe. 
And more recently built by the Germans  ...... Some a little close to the sea. As I understand it the battle of Kos was fought around the village of Antimachia near the castle in 1943 - a win for the Germans as after a British Invasion Eisenhower didn't want resources diverted from the main theatres. 
Anyway a splendid holiday. 

I have also been watching all .... 7 seasons of the Walking Dead on Amazon Prime. There are 8 but I'm not going to pay extra to watch season 8. Hopefully Steedo will sort out a game of The Walking Dead All Out War (purchased a couple years ago I think). 
I did start by watching Fear the Walking Dead - I managed the first two seasons but found some of the characters a bit annoying (Madison mainly). I might give season 3 ago sometime. 

On Friday the collective got together for a game of New Angeles .... Snakes-eyes purchase from GamesExpo 2017. It's first time out .....
The game plays well but was a bit of an event game in that it took about 6 hours to play. 
The basics of the game are that you have a proposal for the city - the other players then decide if they are going put in counter proposals. The winner of the vote wins an asset which can be used to gain credit. The game is won by having more credit than another player (a secret objective). But there could also be a player working for a Federal take over of the city. Bribing and back stabbing seem to be encouraged - as is chucking toys out of the pram (well throwing away a card which would have helped the team) to make a point when the vote does go your way .... The final upshot was that Steedo won as he was the Federalist and Snake-eyes, DK and myself lost because we weren't. Although I did achieve my secret objective of beating Snake-eyes, so a moral victory for me. 
Overall a good game but I think that 5 players would be a better game as the voting was a little odd with only two voters (Sylon you need to put in more game time) - however this would increase playing time, so it becomes more of an event game .....
Hopefully another game soon.

Morts



Sunday, 19 August 2018

The Necromancer's Tower

So Snake-eyes and Steedo came over for a game, so I decided that it would be another go with Sellswords and Spellslingers! As our second game we chose the EXPERT scenario The Necromancer's Tower for a number of reasons:
1 - I didn't have any goblins (or lizard men or ratmen) available for some of the others.
2 - Steedo is still scared from the beating he got from the Orcs last time out. 
3 - I did have plenty of Skellies and stuff.

After the last game Steedo decided to go with 2 characters a Brute (Brutus) and a Rogue (Jackal). Snake-eyes followed suit with a Fighter and a Wizard - named after passed D&D characters ( but I can't remember the names at the moment). I continued with my warband I started in the previous game with a replacement Fighter - Brunhilda. 

TL - initial set up, TR - my warband advancing towards the tower - I should point out Snake-eyes had started out very well lots of successful activations, only for Brunhilda to fail all three of her activations  - getting caught in a trap and bringing a whole load of Skellies down on Snake-eyes Wizard ... Who did a cracking job of killing them. 
BL - The parties close in on the tower, BR - Snake-eyes Fighter has smashed down the door to the tower to find it filled with Skellies and set off the Necromancer firing energy bolts on the party ... and levatate beer out of the top of the tower!

TL - Jackal is surrounded by ghouls and put out of action, meanwhile the party, well mainly Brutus fought through the Skellies and took on the Necromancer. The most challenging part was getting through the door! With Snake-eyes fighter tripping twice I think. TR - the wizard is surrounded and taken down. BL/BR - the Necromancer is down and the party start exiting the tower. With the Necromancer we had to roll for each Skellie a 1 improved them, 2 or 3 did nothing and a 4 they crumble to dust.... So what does Snake- eyes roll! 

Once we killed the Necromancer we decided that no more Skelllies could be placed (no power to animate them) once the last Skellie was dead the ghouls would lose interest and run away. Brunhilda with her Whirlwind of Death taking out a whole load - but unfortunately Woody the woodsman from my gang was killed ..... All the other characters put out of action will be back for the next game.

Another good game of Sellswords and Spellslingers - Steedo and Snake-eyes parties are complete with some silver, spells, scrolls, potions and 8XP to spend. I have to created a new ranger type for my party (and I got some of the above). RIP Woody ....

The game was very tense - it went from this seems easy to we might not make it. I think we were lucky with how the cards came out - very few Wandering Monsters came out until the end so the ghouls did have much of an impact. The Skellies seemed to be rather easy to kill. 

Hopefully another game soon.

Morts

Thursday, 16 August 2018

The Worm Hunts ....

Steedo came over and we created a warband each for a game of Frostgrave. Steedo chose a Chronomancer, a barbarian, 2 infantrymen and 2 crossbow men. While I picked Sigilist 2 archers and 2 men at arms - using my Sea Elf team as a theme. 
We used the 3x3 mat - but in future I plan to play 1 vs 1 games on a 2x2 mat to be more intense....
The scenario was the Worm Hunts. 
The dice rolling was dire for both teams when it came to casting spells - I think we managed 6 successful casts between us - however my rolling was spectacularly bad. I don't think that I inflicted a single point of damage against Steedo's warband or the monster. 
The game started ok for me with a crafty use of telekinesis spell, but from then it went down hill. Steedo's crossbow man killed off one of my archers. Then the worm appeared next to my wizard ... To be fair Steedo did inflict significant damage on the worm - but it still managed to "kill" my wizard and a man at arms, before Steedo killed it for 100XP. While this was going on Steedo managed to "kill" my other archer!
I found this a really tough game - a bit like Steedo's last game of Frostgrave. There was literally nothing going right and the dice were against me and once I was behind I couldn't match the numbers in Steedo's warband. I did try 3 different dice to try and change my luck.... But it didn't. 
We only had one monster - the worm arrive in the scenario, a few more would have helped ... If they were on Steedo's side of the table. The crossbows extra damage was very helpful to Steedo damaging my warband and the worm. 
We will play again and upgrade the warbands - my wizard only has a permanent injury -1 on movement, but my magic item is boots of speed or something. Unfortunately Steedo has more to spend so it will be a another tough day at the table. 
I have another set of scenarios I hope to use with the rest of the collective. 

Morts