Saturday, February 22, 2020

NOISE MARINES (and a Plague Marine and some Epic Bone Krushas)

I finally finished up a full squad of Noise Marines!



I'm a little torn about how to organize these. Squads of five or ten...? Initially, I was feeling like five, because then I thought I could try and paint them like iconic rock/metal/punk five-piece bands... but then when I went looking for colourful icon costumes for rock/metal/punk five-piece bands, I wasn't coming up with much. Other than KISS's iconic face paint (and maybe the Misfits)... it's mostly a lot of studded black leather... which is LAME. I was thinking bright, gaudy mismatched colours. Almost like Dazzle camouflage but even MORE colour!

I did find one band pic to base this first squad on...



Can anyone guess the band...?  



Maybe now....?



Look close.



Or this one...?



maybe if I turn it around the right way...?

Here's another *HINT*

Let me know in the comments if you figured it out and what gave it away...

So... units of five?  Like bands (whether they are inspired by actual bands or not)? or ten? If they were in fives like rock/metal bands (I don't know too many punk bands with five...? most seem to be three or four...) I could give them names! These could be the Twysturd Cysturs (Oooh! Another Hint... although that sounds a little like a Death Guard band....?)

Speaking of Death Guard...



Another Plague Marine - this time metal and armed with a Melta Gun!



Brother Bloatus!

He happened to be available from one of the eBay sellers I was picking up Noise Marine bits from... and there is another batch of metal ones on the way from another seller - again, the main purpose was picking up Noise Marines... but then there were good deal on older Plague Marines. These just aren't in demand - with all the fancy-schmancy plastic ones available now! I did pick up ONE plastic one - a Malignant Plaguecaster - So I could have an HQ element to lead the Death Guard Detachment...

And now for something completely different...

(but still 40k-ish...)



and a pair of Epic Ork Bone Krushas

FINALLY I have some TANK-like-things for my epic ork force. everything else I have is infantry, truks (like the original, boring plastic ones) and Stompas/Gargants. Not that I have any of the Truks or Stompas or Gargants painted yet, but I also stumbled across these on eBay from a seller I was picking up Noise Marine (and other) bits from, so I snatched them as well... and... since they were here, I painted them...



I thought I'd try painting one with gore trailing behind from those it's crushed... but I didn't totally love it, so I didn't bother with the second..


Coming Soon to Tim's Miniature Wargaming Blog:

We were originally going to play Power Grid last night (Friday), but both of the other players I'd originally lined up to come and play with us bailed... both sick. Then Keira admitted she was hoping they'd show up so she wouldn't HAVE to play - which would have been nice to know earlier, otherwise I could have arranged for MORE players... as it was, it was just going to be me and Amanda for Power Grid... So I thought I'd offer to set up a game of Hellboy. Keira IS apparently interested in playing THAT still - as long as she's playing Liz Sherman! So we set that up.... It was a good thing too, because I really had NO IDEA about many of the rules - luckily Finnegan joined us and HE remembered EVERYTHING, and it was really more like HIM running ME through a game! I did take some pictures, but not really enough to warrant a post on it's own about it. We are planning to play again tomorrow (Sunday) evening, so perhaps I'll do a double game report...

After that, Tuesday is the big Wargaming Birthday Bash Necromunda Game. It is the same game I'm running a week and a half later at ToonCon. I was thinking of this Tuesday's game as another Play-test... but I think I've MOSTLY hammered it out and... really... Tuesday's game has become a beast in its own right. I have six people actually threatening to show up! (only ONE seems to be registered for the game at ToonCon, so far!) It should be a good time... if any hiccups appear, I have a week and a half to sort them out before ToonCon...

Thursday, February 20, 2020

Hellboy - Game Three - Downward Spiral

This isn't a recent playtest for ToonCon... (as I've been doing these last week) This is actually a long overdue game report of the third game we played of Hellboy almost two months ago...

On New Year's Eve we played a third game of Hellboy. The kids wanted to try something HARDER, but not TOO long... Of those remaining there were two listed as Challenge Rating: Medium, Duration: Long, and two rated as Challenge Rating: HARD, Duration: Medium. So Hard and Medium length it was - they settled on B.P.R.D. Case File #165481 "Downward Spiral"

SPOILERS

AS I've mentioned in the previous two game reports - the scenarios are supposed to be SECRET - they are a series of cards packaged in order in a sealed packet and meant to only be opened when you plan to play and the cards are meant to be revealed and playing in order as instructed on the card to that the scenario is a bit of a surprise - the rules are VERY SPECIFIC that you are not to open them earlier or look at the cards in the pile until directed to DURING the game. Although those rules DO also claim that they are "VERY REPLAYABLE" - just.... not-so-much of a "surprise" I guess. So if you don't want any surprises ruined, you have been warned:

READ NO FURTHER!

I have to admit it has been rather fun playing this way - guessing at who we might be facing at the end of the scenario... it isn't THAT much of a surprise - there are only four minion-types in the base game - and they're ALL just variants on the Frog Monsters - Venemouse Frog Monster, Transforming Frog monster, ARMED Frog Monster, and Spitting Frog Monster... and there are really only three (well... four) "Bosses" we could possibly be facing: the GIANT Frog Monster, the Tentacles of Sadu-Hem, or Rasputin (or, Rasputin's Ghost!)



The set up for this one was definitely larger... and this is meant to be a MEDIUM Duration game... I wonder what the LONG ones are going to look like - or perhaps they mission will require to go back and forth across a game area several times...?

Now, as I mentioned, we played this almost two months ago... and I didn't really take notes or anything. I have a crap memory and barely remember how this game is even PLAYED at this point... but I DID take a lot of pictures - with the intent of a blow-by-blow game report... so I'll mostly let the pictures tell the story, because, in reality, I can't!?



I do recall Amanda wanted to try out a different version of Hellboy - there are a few... I an't remember the differences... Otherwise we kept playing the same characters - I played Johann, Finnegan played Roger, and Keira played Liz.



The Downward spiral...

also the name of a Nine Inch Nails album which I've been listening to again lately...



Case File, Deck of Doom, and baddies all set up... lots of Clue tokens to pick up...



Hellboy, doing his punching frogs thing...

That sounds like it could be a euphemism for something lewd...



Not sure why there is a random fire there..



Room One: Clear.



Moving on...



Roger and Hellboy getting ahead of Liz and Johann.



More frogs.



Still More Frogs.



More frogs. More Clues.



Still more of the same...



Getting around to the end...



Well we didn't explore all the rooms, but I'm guessing we triggered the end game by having loads of insight markers!



BOOM!! TENTACLES!!!



Yikes! So, this seems like maybe it was super bad... but at least it could be hurt, if I recall, unlike the Ghost of Rasputin, which could only, at best, be stalled....



I feel like the victory involved at least one of us getting away with some clue or something...



Because I do remember Johann legging it!



All the way back to the beginning - while everyone else was punching the tentacles...

Again with the words that sound like they could be a lewd euphemism... maybe I just have the mind of a twelve year old...



Apparently they punched out the tentacles... or... something.

Yeah, we did win this one. I feel like it was a bit touch and go - which is good. It's a bit lame if co-ops feel like a cake walk - like victory is a foregone conclusion.

Of course defeat doesn't have any lasting implications either... If the characters are "knocked out" during the first bit, they wake up to face the boss at the end of the game. And if everyone is knocked out facing the boss, it's assumed that the boss just leaves them like that and escapes with whatever the agents were looking for... or BPRD tactical team shows up and saves them... or... something... There is no campaign or lasting consequences for failure, which is why I'm not loving this game QUITE as much as I'd hoped I would... I wish there was more of a campaign system - like Blackstone Fortress.

With Blackstone fortress, there is a bit more tension - because if a character is killed... they're DEAD and can't be used for the rest of the campaign... and if you don't complete the campaign is X number of games... that's it, you've failed and lost the entire campaign. But also, the characters you play can get better - not through experience and levels and stat increases (like in a role-playing game or even a skirmish game like Mordheim or Necromunda or Kill Team) but through gaining resource cards that effectively make that character better at doing things...

I have to admit, I haven't even looked though ANY of the expansion stuff we got with the Hellboy Kistarter ALL-IN deal... so maybe there IS some sort of campaign system in there... but in the core set... nothing. Still it was fun enough that we played it a few times and I feel like I WANT to play it more... we just haven't because there are SO MANY other things that I ALSO want to play, and so very little time to play it all in...

I do hope we'll get to play this over the weekend again (Sunday evening?) and that I'll get in another game or two over the following weeks BEFORE I have to run it at ToonCon!!!


Coming Soon to Tim's Miniature Wargaming Blog:

Friday (tomorrow!) we'll be playing Power Grid. Saturday should be the usual RPG day - Finnegan's D&D game in the afternoon, and the Wrath & Glory game I'm running for the family in the evening. Sunday evening we are slated to play another playtest game for ToonCon - either Blackstone Fortress or Necomunda or Hellboy... but as we've played Blackstone Fortress AND Necromunda (twice) recently, it'll probably be Hellboy! So, I'll probably be posting another Hellboy game report on Monday - If I don't have a painting update before then!

Necromunda ToonCon Scenario Play-Test #2

Well since my family bailed on me and I had to solo the first play test on Monday (and continued on Tuesday). I thought I'd better line up some real humans to play it with. I hounded people in three different Facebook groups and sent out a few emails... and two guys said they were interested. Another, maybe, if he wasn't too tired. Another said he'd check with his wife...

As it turned out one of the guys who said he was coming bailed... the guy who might be too tired was, presumably too tired... and the guy who said he'd check with his wife... well.. presumably she reminded him of some previous commitment and then forgot to get back to me (which is usually what happens to me!)

Luckily, Rick showed up.



Longtime followers of the blog might remember Rick being a regular at my gaming table a few years ago. Well, he's back! (and, hopefully, back to being a regular!) Because I haven't really even SEEN him for a few years, we ended up spending the first HOUR or so just catching up!

We did eventually get going - I explained the rules and we decided to set up three gangs that Rick could all play to try and defeat Valois and the Zombie Horde.

he chose the Delaque Gang, the Redemptionists, and the Enforcers.



Delaque Gang



Some of the Redemptionists (the rest are hidden behind the walls in the background).



We ended up being a bit short on time and only played through a turn and a half together and I didn't take a LOT of pics of that first turn. This was where the zombies got to at the end of the first turn.



Of to the side a couple of the Redemptionists engaged with a few of Valois' Scavvies. Sister Salome set one on fire with her combo-flamer... unfortunately the flamers on a comic weapon are unstable... and the first attack roll Rick made in the game required an ammo check and he rolled a '3'... so it blew up killing Sister Salome... Boom.

We all laughed a little at that...



Also a few of the Enforcers moved up and over half of them were a little too close to the Turbo Fan and all got sucked towards it - lucky for them there weren't TOO too close enough to get sucked INTO it! (as that immediately, automatically knocks characters Out of Action!)



off to the side an extremely violent, short-ranged gun battle went down between a few of the Redemptionists and most of Valois' Scavvies. Zod here, took a shot at Redemptress Jezebel, missed, and hit his poor compatriot, who was already pinned, seriously injuring him. In the next turn, Sod tried to make it up to his pal by running forward and putting himself between hid downed colleague and the Redmptress - so she wouldn't just waltz up and Coup de Gras him... and for his troubles he was reduced to ash and cinders by Jezebel's Melta Gun... and in the later turn, she just walked upend took out the downed Scavvy anyway...



 But that left her exposed in the open and Rakkr, the pinned Scavvy in the picture above, blasted her with his shotgun. Now, normally I use the solid slugs - because it's Strength 4 and Knockback AND does TWO damage... and Scattershot is a bit too close range (4"/8" - which is dangerously close to close to being charged range, if you're not much of a fighter) and only Strength 2... and random number of shots hit the target... but he was close enough and went for it... he's a crap shot (BS5+), so he aimed and was within close range so hit her with a 2... and got 5 hits (due to scattershot) and FOUR of them wounded her!!!

Things look bad for him in the picture above, pinned and outnumbered... but the Redemptress bled out in the following recovery phase and Rakkr got up and did more or less the same to poor Brother Zimiri and found himself all alone at that end of the board - as, by that point, all of the action had moved on...

I think I'm going to start using Scattershot more often!!



Meanwhile, in another part of the underhive, Delaque Gangers were blazing away at the zombies, hoping to expose Valois enough to take shots at him. They kept knocking those zombies down... and they just kept getting back up again... The did knock down enough, however, that someone got a shot off at him and even caused a wound! I think that only just made him angry... he used his Psychic powers to drain a wound out of one of the Delaque Gangers (who, luckily, only received a flesh wound!)



Other redemptionists trying to BURN zombies...

They, too, managed to knock a few down - and even set a few alight - but DAMN those zombies were tough... Not so tough to be IMPOSSIBLE to kill... but tough enough to make it a real challenge. I'm feeling pretty positive about this game. I really, REALLY hope I get at least four players at ToonCon... If I don't, that'll be okay, because the Birthday bash game next week (which was also going to be a "playtest" of the scenario for ToonCon, but I think I've got the scenario stuff more or less hammered out at this point and I think the Birthday Bash game should be a RIOT - especially given the folks that are planning to come out for it!



Flaming zombie charged into combat with Redemptionist. (Zombies ignore the whole "run around like a mad loon" part of the Blaze condition - they just keep on burning and taking hits every turn... but otherwise act normally... which generated some hilarious results!)



Sneaky coppers sneaking around the flanks... I MAY have to adjust the board slightly. as it was, both sides had a LONG uninterrupted channel down both sides (which, at the end of the game, Valois was able to exploit to *SPOILER* escape!)



Captain Butterman and his Cybermastif Sampson hanging back...



The Horde surges towards the Delay Gangers.

(You can see the downed Delay ganger - Oracullum - he was the target of Valois' psychic power... He did get back up and fight on to the very end!)

Valois, like the one in the original Necromunda, has a psychic ability that allows him to DRAIN stats from others - though none can be raised more than one above it's original value, it is useful to drain wounds - which, effectively, injures a ganger - to replace any lost - thus making him a monster to deal with! I will have to make +1/-1 tokens for each stat - just in case he actually makes use of it... in this game I only ever used it twice - both times to drain wounds. I was a little worried it might be overpowering, but it didn't seem to have THAT big of an effect. To be sure, he is/will be difficult to deal with... and a definite challenge to beat... but I don't think it will be impossible to take him out.



Delaque Gangers knocking down Zombies again...

I felt like playing Chumbawumba...



So I decided to be a little cagey with Valois. Originally I'd planned for him to parade around with his meat shield of zombies constantly surrounding him... but here I decided to leave the zombies behind, blocking most of the Delaque Gangers and move on to try and escape - which is how I 'win'... He was definitely exposed to this one Delaque ganger with a shotgun and his seriously injured compatriot... but at this point he had four wounds and was feeling pretty confident...



Gah! These things JUST WON'T STOP!!!



Enforcers finally get involved... Enforcer Walker sent in his cybermatif, Saxon, to deal with the flaming zombie...



Sister Delilah and a Scavvy face off. (In the background Deacon Jeroboam took out a downed Zombie with a Coup de Gras - seems the best way to take them out - knock them down and then rush up and Coup de Gras them before they get up again...)



Valois sauntering past the last Delaque Ganger in his way. leaving a few zombies behind to take care of him...



Learning from the others, the Delay ganger went for the cheap (but guaranteed) shot of taking out a downed zombie - only to get charged by the other two - one of which he seriously injured!



Shooting just wasn't working out, so the other Delaque gangers shrugged out from cover and tried to fight the Zombies in close combat... and just... couldn't... take them down... (mostly due to a string of horrendous dice rolls... I mean, so many ones!!?)

(but also because the zombies ARE pretty tough!)



Enforcers... one of them just took out Deacon Jeroboam... backstabbing cusses that they are... They figures he wasn't going to do much more in this encounter and took their opportunity to take down a ganger...



meanwhile, Sister Delilah saw an opportunity to kill many birds with one blast of flame and lit up the entire melee between the Delay gangers and the Zombies!

She, in turn, was shot in the back by the enforcers...



Captain Butterman and his cybermastif was desperately trying to make his way around the back end of the battlfeld to try and block Valois' escape.



Gah! There he goes!



So close, and yet so far... Valois about to wander away from Butterman and his cybermastif and straight off the back end of the battlefield and win the game.

I like the smaller (3x4) table. Shit gets real, immediately. it's like a knife fight in a phone booth - not much opportunity to screw around. Which, when we could potentially have 4-5 players and only 3-4 hours to get the game done... there is NO TIME for screwing around.

Valois and the zombies are TOUGH! But I don't think they're going to be overpowering. If I only get two players at ToonCon, I might just give them TWO gangs each to play... Or maybe remove the Scavvies...?

The reason the zombies are so tough is they ignore pinning, sort of. Normally if a ganger is HIT with shooting, they are pinned, regardless of whether the shot wounds them or not. Zombies don't get pinned in the normal sense. IF the are wounded, but not seriously wounded or taken out of action, they are "knocked down" (effectively 'pinned'). The Zombies completely ignore all Flesh Wounds (partly to make them tougher, partly for record-keeping - I didn't want to have a card for EACH zombie and keep track of flesh wounds for each - they are either fine, Seriously Wounded - denoted by being face down on the table, or out of action - removed from the table). Also they are immune to bottling and nerve checks (from seeing comrades injured or killed) and, as previously noted, ignore the activation part of the Blaze condition. Also, If they are seriously injured, they always roll two dice in the recovery phase and discard the worse one (which also makes them get up a bit quicker) - although, it was amazing how many times I rolled TWO serious injury results for each zombie in the recovery phase! so it is no guarantee that they will always get back up when seriously injured. I was also thinking I might change this to only rolling two dice if they aren't in contact with enemy...? We shall see.

Otherwise, on their own, they are not so tough WS5+, S3, T3.... if isolate they aren't likely to take anyone out in close combat - they're only a real (VERY REAL!) danger when they start ganging up on isolated opponents!

Looking forward to the game on Tuesday! So far I've got Rick, Aaron, Kurtis, Other Tim and Joe (and maybe someone else...?) all threatening to show up! It will be CrAzY with six players!!! I'll have to bust out Kal Jericho and Scabs.

Tomorrow evening we're playing Power Grid. Saturday I hope we will get to finish off the current Wrath & Glory adventure. And I REALLY hope we get to play HELLBOY on Sunday (as we haven't played it since December and I've forgotten how it all works - I'm sure it will all come back once I get in a game or two... but I don't want that game or two to be AT ToonCon!!!)


Coming Soon to Tim's Miniature Wargaming Blog:

Hellboy Game Report...?

Then maybe a game report for the Wargaming Birthday Bash on Tuesday?