Friday, November 15, 2024

Warhammer Quest: Cursed City Hostiles - Vyrkos Blood-Born

In addition to Jelsen Darrock, I also finished up a few adversaries last night: the Vyrkos Blood-Born.

Vyrkos Blood-Born

The Vyrkos were once the mortal nobles of Mournhold before Radukar seized control of the city (and renamed it Ulfenkarn). They are now feral creatures that stalk the streets of the city at night. 

The trio can also be included as a unit in a Soulblight Gravelords army for 150 points! 

All the Cursed City Adversaries, so far... 

As I have enough Heroes, I'll be mostly working on more Hostiles over the next week or so. I really need to do the Deadwalker Zombies and Corpse Rats... but the next to be finished will likely be the Vargscyr! 

(I wasn't going to work on the Vargskyr for a bit, but then I realized it is the focus of the first Decapitation Mission! It also happens to use a lot of the same colour palette as these Vyrkos Blood-Born, so I was working on it as I worked on these...)

Warhammer Quest: Cursed City Heroes - Jelsen Darrock

I'm back to working on Warhammer Quest miniatures - in particular, miniatures for Warhammer Quest: Cursed City - and trying to get enough done so we can start playing it in a week and a half! 

Last night I finished up another one of the Heroes

Jelsen Darrock - Vampire Hunter. 

Darrock was apparently a Witch Hunter with the Order of Azyr, but at some point was expelled from the Order and has found his way to Ulfenkarn to hunt Vampires! 

I now have FOUR of the Hero Characters done and could start the game with these... So I should probably focus on finishing up the Adversaries! 

I might try to finish up Dagnai Holdenstock - because he's very close to being finished and I have a feeling Finnegan would have fun playing him! Also maybe Qulathis the Exile, because I have a feeling Amanda might have fun playing her! 

Wednesday, November 13, 2024

Warhammer Quest: Shadows Over Hammerhal - Session Seven - The Auction Hall

In this penultimate session our Warhammer Quest: Shadows Over Hammerhal campaign, our heroes have chased the Chaos Sorcerer behind the strange cult that has gathered followers of all the Chaos Gods together and tried to wreck havoc in the city of Hammerhal! They uncovered and foiled a plot to redirect the flow of magma below the city to flood Cinderfall and the surrounding neighborhoods, potentially killing tens of thousands and destroying much of the industry in the city!

In their final assault on the cult in the catecombs - during the ritual that would have realized their dastardly plans - the Chaos Sorcerer escaped... but a clue was discovered that led them to the House of Venargo - an opulent merchant's mansion built in the classic Azyrute style, that contains auction halls where arcane artifacts are auctioned to a select clientele.  

I'd initially hoped we'd get through the Auction Hall AND the Sorcerer's Lair this evening... alas.. we got started a bit late and fighting ALL THE THINGS in ONE ROOM takes a lot of time!! 

The adventurers set up outside the gilded Auction Hall of the House of Venargo... and the Enemy lurking within. 

Arvios Sunhelm - Lord-Castellant of the Hammers of Sigmar - was the first to enter. He used his Warding Lantern and stunned three of the enemy - and damaged two of them - including one of the Chaos Sorcerer's Bodyguards! 

(The Chaos Sorcerer could not be targetted until the two bodyguards were slain!) 

Archimaine - Sunhelm's loyal Gryph-hound - bounded to his side and chewed on some Kairic Acolytes!

Golnir Coalbeard - Cogsmith - burst in and blasted a few away with his guns!

Alnaryn the Loremaster entered from the North door and cut down a few of the Kairic Acolytes!

Vizrin Kyre - the Black Ark Fleetmaster - charged into the thick of things and got themselves into a spot of bother - finding themselves engaged with two Kairic Acolytes, the Bloodreaver Bodyguard, and the Chaos Sorcerer themselves!! The first three dealt the Fleetmaster three wounds. The Chaos Sorderer then attacked with both Runestaff (one attack d3 damage) and Runesword (two attacks, 1 Damage) - both hit on 2+ - and I rolled THREE ONES!!! 

The Kairic Acolytes, however, in addition to making a few attacks, summned a PINK HORROR!!

Coalbeard and Sunhelm cut down the rest of the Kairic Acolytes... 

Alnaryn blasted the Pink Horror with their arcane bolt, blasting it apart...  

into two Blue Horrors!

Their final attack hit the Bloodreaver Bodyguard, which Vizrin Kyre then finished off... 

Lord-Castellant Sunhelm then stepped up to attack the Putrid BLightking Bodyguard! 

The Chaos sorcerer cried; "FOOLS! YOU THINK YOU HAVE WON!? YOU HAVE FALLEN INTO MY TRAP!" and with that the doors to the Auction Hall were flug open to reveal MORE Kairic Acolytes at the doors ready to charge in! 

Alnaryn blasted a Blue Horror apart... and it burst into two Brimstone Horrors! 

Vizrym Kyre charged in and stamped one of the Brimstone Horrors out and cleaved the other Blue Horror in two, procducing TWO MORE Brimstone Horrors! 

Meanwhile, Coalbeard blasted away at the Karic Acolytes just outside the door he was standing by, taking down two or three of them...? 

The Kairic Acolytes swarmed into the Hall, surrounding Coalbeard and the Lord-Castellant!

Coalbeard actually hit someone with his axe! Rhe Lord-Castellant struck down a few of the Kairic Acolytes! But the Chaos Sorcerer called for even MORE reinforcements and four more Khorne Bloodreavers burst in through the North door attacking Alnaryn! 

Coalbeard and the Lord-Castellant fought off the Kairic Acolytes while Alnaryn dealt with the Bloodreavers... With the two body guards out of the way, Vizrin Kyre and the Gryph-Hound started attacking the Chaos Sorcerer! (and dealt it some serious damage!) 

Bloodreavers try to come to the Chaos Sorcerer's aide, swarming Vizrin Kyre! 

The battle seemed desperate, but eventually the last of the Sorcerer's minions were dealt with... 

But the Sorcerer ONCE AGAIN slipped away through a secret door, evading the Heroes justice! 

Our Heroes located a secret door that lead to a chamber... that lead to a REALM GATE! It was clear the Sorcerer had fled through the Realm Gate and through it they would pursue! But... maybe not that evening! 

At this point it was after 10pm and we decided to call it a night and would finish up the last bit next week... meaning I have TWO more weeks to get enough done to start Cursed City! 

I've been listening to the audiobook of Hammerhal and Other Stories, but I might re-listen to Cursed City over the next two weeks to keep the motivation up (and refresh my memory of some of the background)! 

Tune in for the exciting conclusion next week when our heroes face the Chaos Sorcerer in his own LAIR!!!! 

Work-in-Progress Wednesday - 13 November 2024

 I have cleared a LOT of stuff off the workbench this past week. I finished off all the Minatures for Crypt Hunters, and removed a BUNCH of others that I realistically just wasn't going to be getting to any time soon... What remains are miniatures I'll be needing for warhammer Quest: Cursed City - which we will hopefully be starting in a few weeks - and a few other things that I just couldn't move off the bench - things that were just TOO CLOSE to being FINISHED and a few Warhammer Underworlds warbands I wanted to finish up. The new edition of Warhammer Underworlds is out this Saturday, and I'm hoping that will get us all playing again! 

So... 

(Ugggghhhh... so much stuff out of focus...) 

Warhammer Quest: Cursed City Characters! I really only need to get ONE of these done, to get started, as I previously painted three of them... I think Dagni Holdenstock and Qualthis are the priorities... the Witch/Vampire Hunter next... 

Warhammer Quest: Cursed City Deadwalker Zombies - I could probably get away with only doing about half of them, as all of the Level 0 Encounter cards only have 2-3 Deadwalker Zombies... I guess if ALL FOUR Encounter cards were zombies, I might need them all... 

Warhammer Quest: Cursed City Corpse Rats 

Warhammer Quest: Cursed City Tokens - not 100% sure what most of these are even FOR!? and I've read most of the rules...!? 

Warhammer Quest: Cursed City Vyrkos Blood-Born - these aren't as huge of a priority. There are three Encounter cards (of sixteen) that have a single Vyrkos Blood-Born show up at zero or first level (only ONE at level zero) so it is unlikely they'd show up... or I could even just leave out that one card. 

I should probably dig out Gorslav the Gravekeeper as well.... Like with the Vyrkos, Gorslav only shows up on ONE Encounter Card. I could just leave it out if I don't get him done in the next two weeks... 

Saviors of Cinderfall (plus bonus gryph-hound) - there are stats for using them in Cursed City... also they're just fun miniatures... I'm actually DONE three of them... just waiting to finish up the rest before posting them. 

Thought they are kind-of-sort-of playable in Cursed City only Lyssa Revenya, Armand Callis, Hanniver Toll, and... Mistress Verentia, the Weaver of Whispers(!?) are useable on the table!? Valius, The Keeper Aqshian, and his Gryph-Hound Balthus, are represented in the game as cards that give some advantage, BUT can be in play if ALL FOUR of the other characters are used... including Mistress Verentia, the Weaver of Whispers!? It's been a while since I listened to the Callis & Toll audiobook, but I don't recall her being a fighty-action character!? I think they called upon her once... for some information...? I didn't think she had all that much of a connection to the rest of the group? 

Warhammer Underworlds - there has been SOME work on the Seraphon... not much (ANY) on the others. motivation to finish up the Gorechosen or Ylthari's has dropped some as they cards for them won't be available for at LEAST three more weeks... The Starblood Stalkers fighter cards were released as PDFs the other day, though... So I might try to finish them up by the end of the week! 

By next week I may have others on the workbench - the two NEW warbands from Embergard... and maybe some others I have that aren't painted but could be used... 

I have been plucking away at the Awakened Wyldwood... regardless if I'm using the Sylvaneth, they'll make nice terrain bits on any table! 

Assorted Vampires and Heroes... These are in the So-close-I-should-really-just-finish-them-off-and-be-done-with-them category... 

Assorted Chaos things that are also in the "So-close-I-should-really-just-finish-them-off-and-be-done-with-them" category... 

Slaanesh Endless Spells... 

What will actually get done in the next week...? I'm hoping the Saviors of Cinderfal and the Priority Heroes from Cursed City... and I hope to at least get started on the deadwalker zombies and corpse rats and tokens and Vyrkos... maybe even finish up one of those...? As ever, we shall have to wait and see... 

WHAT IS EVERYONE ELSE WORKING ON THIS WEEK!?

Crypt Hunters - The Game!

With the miniatures finally finished, it was time to try PLAYING Crypt Hunters! 

Orion came over to play games on Sunday, and after playing a few rounds of Lost Patrol, we decided to try out Crypt Hunters!

Crypt Hunters is an Age of Sigmar reskin of the previously published Lost Patrol... with a few changes, making is considerably lest DEADLY for the Space Marines Stormcast Eternals! 

In the game, one player controls a Castigator retinue lead by Orris Suresight! (The models are the same as the Storm of Celestus Warhammer Underworlds warband, but they've been give new names). The Castigators are charged with searching the catacombs below the city of Glymmsforge, in the realm of Shyish, for the Hyshian Illuminator; an ancient artefact with the power to banish the undead with pure light magic, and drive off the Chainrasp Hordes rising up from said catacombs below the city! Before they can activate the Hyshian Illuminator, they have to locate the Winch Room and gain the winch token - when one of the Castigators moves onto the Winch Tile and ends a turn there (presumably cranking said winch to open up the Hyshian Illuminator chamber, wherever that may be!) 

The other player controls the invading Chainrasps. 

There are some changes to the game. First the other of things is a little different. New tiles are put out before the Stormcast Eternals turn, rather than immediately after the Space Marines turn in Lost Patrol. This means the Stormcast can advance to the end of the line and block a potential entry location for the Chainrasps. Because it happened after the Marines step in Lost Patrol, but before the Genestealers actions, it always meant there was a spot for Genestealers to show up right by the Marines! 

After the Stormcast go, tiles are removed. Unlike Lost Patrol, tiles that could not be seem by a Stormcast by moving them ONE hex are removed (whereas tiles in Lost Patrol if they could not be seen by any marines making two moves!) which means out of sight hexes are removed more quickly - which is sometimes very handy for getting rid of a bunch of Chainrasps... but you also have to keep your team a little closer togehter lest hex-tiles in between get removed and stormcast are lost in the catacombs! 

The actions of the Chainrasps are a bit different. Where the Genestealers have to use an action to place a new Genestealer and spend futher actions to move any (though, often the Genestealer didn't have to, as they were just placing Genestealers directly onto tiles adjacent to Marines- that were placed immediately after the marines moved!). Then the Genestealers have an assault phase where any individual or groups of Genestealers that are adjacent to any Marines automatically assault!

The Chainrasps automatically place Chainrasps at ANY open passageway, and at either of the Soultrap tile - if they are in play! So a LOT of Chainrasps can show up all at once!! They they have three activations (or four, if the Dreadwarden is on the table) which they can use to move OR attack. Their movement is a little different. They have to spend actions to make attacks on Stormcast, and their attacks are not great (they hit 1/3 of the time) and if they hit the deal a wound... and they Stormcast can take multiple wounds, whereas Marines are instantly dead! 

Stormcast, on the other hand, when they attack, they hit 50% of the time and a hit kills a Chainrasp (where marines hit 1/6 of the time they shoot!) 

Oh, also there are cards. Each player gets a deck of cards from which they draw three and can play ONE on each round! Each card says when they can be played... but I could not find ANYTHING in the rules that states WHEN new cards are drawn. We just drew a new one any time a card was played... It could be at the beginning of the round...? Doesn't really matter as drawing one immediately after playing one won't mean they could be played any earlier than the next round.... so.... 

So the game is MUCH LESS DEADLY for the Stormcast. 

GAME ONE

For the first game Orion played the Stormcast Eternals. In this first game they got the Winch amongst the initial tiles placed, two tight turns that formed a bit of an alove and three other passaged that the Castigators moved down to explore, blocking any spaces for Chainrasps to enter that first turn! 

Before they moved on the Second Round, new tiles were placed out... 

And AGAIN they advanced into the new spaces blocking any Chainrasps appearing. 

Eventually they left open a space - and a Soultrap tile came out! 

Somebody must have moved to the winch at some point... I think we may have allowed the Gryph-Hound to do it (though later realized this was a mistake! One of the Stormcast has to operate the winch to gain the winch token... it doesn't say the same for moving onto the Hyshian Illuminator tile and sparking that up, though!) 

Castigators continuing to advance through the catacombs, exploring passages... 

I think those first two Chainrasps must have killed Valiant, the Gryph-Hound.

Attacking and killing Chainrasps. A little easier than killing Genestealers! 

Tiles removed because they could not be seen by any Stormcast or from any tile that a Stormcast could move to with one action

LOADS of Chainrasps showing up all at once! I think that's all but ONE of them... they still have limited actions, so only a few of them could move and then actually attack! 

Two groups moved to attack 

Other times I moved Chainrasps and didn't attack, just to move more up and block the Stormcast from moving and having to waste actions trying to kill their way out! 

So many chainrasps. 

The Stormcast have a cards called "Playing Dead" which allows the Gryph-Hound to come back, and Orion was able to play it on the last turn and the Gryph-hound bound into the Hyshian Illuminator chamber and fired it up and blasted away all the Chainrasps in the Catacombs!!

The Stormcast Eternals WON!! 


GAME TWO

For this game I took the Stormcast Eternals. 

Orion having a good laugh at the initial tile placement. 

FIVE of the Y-tiles all came out and would end up blocking each other... 

Oh, and a Soultrap tile... 

Round One and I was already being attacked by Chainrasps! 

By Round Two I was being swarmed by them and one of the Castigators was already out of action! 

And it kind of went downhill from there... 

Lost another Castigator... 

But Orris Suresight and his loyal Gryph-Hound, Valiant, got far enough up a straight passage... that all the other passages were out of sight and disappeared (beginning to re-arranged themselves!) and with them went most of the Chainrasps! 

Found the Winch Tile at the end of the passage! But there was a Abyssal Tile that slowed them down! 

Winch token was gained... but the Gryph-Hound was killed, leaving only the wounded Suresight to complete the mission! He would have to fight his way out of this passage and explore more of the Catacombs on his own in search of the Hyshian Illuminator!

Alas... this was not to be. A solitary Chainrasp finished off the mighty Stormcast... 

Stormcast lost... Orion won another game! 


GAME THREE

I tried playing the Stormcast again... 

Started with the Winch Tile immediately adjacent to the starting tile, so that was handy. 

For my first turn (or two...?) I was able to move all of the Stormcast to block all the entryways for the Chainrasps. 

Then they tore off in one direction to explore the catecombs and hopefully lose the pursuing Chainrasps. 

Chainrasps attack! Astrid the Deliverer was the first of the Stormcast lost! 

Chargine the Gryph-hound ahead down long corridors to scout things out... 

Eryk Hauntscorn was lost and once again it was just Castigator Prime Orris Suresight and Valiant! They were quickly overcome by the Chainrasps and that was that game done... 2-1 for the Chainrasps and 3-0 for Orion! 


GAME FOUR

For Game Four we switched things up again and Orion took the Stromcast again! 

The Chairasps took out Astrid pretty quick! 

The remaining Stormcast were looking like they could very quickly be overwhelmed! 

But Orion is very good at getting fighters to locations where they can't see things... 

... and they all just disappear... with all the chainrasps on them! 

Valiant Charged ahead to scout out corridors. I used a card that allowed me to pick up two Chainrasps and place them anywhere - cutting the Castigators off from the Gryph-Hound exploring ahead for them! 

Pretty sure the Castigators destroyed those two Chainrasps and whistled for the Gryph-hound to come back (the Gryph-hound moves VERY quickly!) 

Bringing them all back together into tight twisty passaged where they can't see very far (causing sections of the Catacombs to disappear again!) 

This little section was very handy to move back and forth in, finding new passages then moving back into them and letting them disappear. 

Eventually it was just Suresight and Valiant! And at this point there was only TWO tiles in the deck - one would be the winch tile and the other the Hyshian Illuminator! both of which were dead end tiles!  

But there were only two open ends... 

So we had to read and re-read the timing of things - because if the Stormcast are trapped in a corridor with no exits... or something... they lose. I can't remember the exact wording of the timing of things... but we decided the Stormcast would win.  

Both Stormcast and Chainrasps won two games... Orion won all four. 

After destroying me with the Chainrasps twice in a row, if it had been just luck that she'd won the first game... and, I think there IS a bit of luck involved, in the order the tiles come up... and it IS a dice game and just I could not roll skulls at all this last game!? (the dice that come with the game have three sides with lightning bolts, two with skulls and one that is blank - the lightning bolts are hits for the stormcast when the stormcast player is rolling and the skulls are hits for the Chainrasps when the Nighthaunt player is rolling... and I swear... I rolled SO MANY LIGHTING BOLTS!? It was a little ridiculous.... But Orion is also VERY GOOD and making use of what tiles come up and maneuvering to places that caused lots to disappear which made a lot of Chainrasps disappear with them and minimizing the number of places that new chainrasps could reappear! 

I thought it was a very clever fun little game with a surprising amount of depth! While not playing quite AS quickly at Lost Patrol, this does play quick enough! I feel like this (along with Lost Patrol) would be a great little filler game at a convention or tournament. Looking forward to playing it more!

Tuesday evening Finnegan and I played Warhammer Quest: Shadows Over Hammerhal again - I should have a game report of that action soon-ish. 

Working hard on getting enough stuff done for Warhammer Quest: Cursed City, so we can start that in a couple of weeks! 

On the weekend I expect a few of us will be getting together to try out the new Warhammer Underworlds!