Mmmmm, Foundation Paints... |
Friday, May 10, 2013
Gamesday 2008 Model
Um, a running Thunderhammer? Yes please! Another chance to paint up a special model and give him the 'ol blue color. I sadly got distracted and took weeks to finish him. After I rocked the armor and flesh, I forgot about the hammer and I think it suffered. That's okay, just as long as you don't mention it to Captain Jack Henry!!!
Monday, May 6, 2013
So long, Underhive!

Well, I'm sure most of you have heard that GW is 'selling-down' their specialist games. With this news seems to follow the idea that GW is setting up to sell. I don't know that to be true, but I expected the specialist games to go away for many years now. We, while wearing the power armour, went from carrying and promoting Warmaster, Mordheim, and BFG in our shops to not at all. We were repeatedly told about the newly-established Specialist Games no longer being a priority and it was all a matter of profit. Being a businessman, I understood. In my opinion, this shouldn't be a surprise or even really news to anyone. And that's all I think of the whole thing.
What does make me sad is seeing one of my favorite games get lost to history. It makes me feel old. Even Star Fleet Battles is still kicking around (that even has a new, more streamlined edition)! I recently reunited with a friend from looooooooong ago and it turns out that he is now a Necromunda fanboy. I've pulled my stuff out a number of times, only to put it back because I don't have enough of any second gang to get anything started. Oh well, it is what it is.
So here's the whole point of this post- to pimp Necromunda one last time! I love this game. It's great for three reasons:
1. It's a skirmish-style game. There's no units and battles are between 8-14 models per side. It goes fast, has alot of dramatic effects built into the rules, and represents some ridiculous throw-down potential.
2. It's the old 2nd edition 40k rules. For you newer guys out there, it's a great chance to see a snapshot of those long-gone days. For you older hats out there, it's the multi-roll effects we've missed from back in the day! Remember 'sustained fire' or 'overwatch (the old way)'? They're here. and finally:
3. It's the grim-dark future in a scale that actually lets you get into it! RPGs are great, but they are more about telling the story than participating in it. Miniature wargames are great because they give you that 'participation' aspect, but the scale is too large for any meaningful storytelling (at the tabletop, of course). In this case, you get to see what the poverty-stricken of the most hi-tech, stereotypical world in the 40k universe see. You get to see all the elements of the 'Mad Max' inspiration of the 80's.
Now let's take a look at the actual game:
The rules used to be part of the starter box, but that's long gone and can now be purchased as a stand-alone book. Better yet, GW made this a 'living rulebook' and made it available online and free. Here it is:
You need to have some pretty cool terrain for this game. Here's what the basic 'battlefield' looks like for an average game:
To be fair, if you don't have the proper terrain, you can make your own OR just pick up the Cityfight stuff that GW currently produces. Some creativity (such as using movement trays as a basis for bridges and catwalks) can bring that terrain to life quickly. Ruins, barrels and boxes, and even broke-down vehicles can really bring a Necromunda table to life. Whatever the terrain you do finally choose- use alot of it! Necromunda is a 'true line-of-sight' game and the terrain matters.
Next come the gangs themselves. Necromunda has 6 'basic' gangs, each representing a powerful family/clan/alliance with their own interests in whatever industry there is under the hive-city. Each gang is simply the collection of various members of these groups battling for survival and dominance in the near-lawless Underhive. And they each have their various special rules:
Orlock
The miners of the Underhive, responsible for the metallic ores so desperately needed. They are the 'run-of-the-mill' team of basic dudes that can do anything.
Goliath
They work in the Chem-pits, harvesting caustic acids and toxic fungi for use in manufactoring and food. They are mutated to be big and tough, but not terribly bright or calm.
Delaque
This gang gathers information for the lords in the middle hive. They are sneaky and especially keen at subterfuge and sabotage. But they hate bright light, a genetic flaw.
Escher
From the matriarchal clans, these women are mean and aggressive, proving their value and disrespecting men every chance they get. Swift and nimble, they are a great threat.
Cawdor
This gang are the missionaries of the Imperial Cult. They are very, very conservative and see all transgressions against the church of the Emperor to be a grave crime. They are tricky, though, as they are less fanatics and more simply thugs.
Van Saar
Responsible for the manufactor of the master-crafted equipment of the noble houses, they are very adept at anything technology. They are the richest of all the families, and that forces them to use that technology or lose everything.
But there's more! Not only do players get to grow their gangs and gain new equipment and skills, but there's other expansions to the game as well! Most importantly is the 'Outlaws', those gangs found to be beyond the law of the Underhive and made up of very esoteric elements.
Scavvies
These are the mutants, zombies, and monsters of the Underhive. They are plague-ridden and unhealthy, but they are also very bitter and mutated to be powerful in a fight...
Redemptionists
Where the Cawdor are thugs, the Redemptionists are fanatics. They burn and kill anything and everything that is frowned upon by the Church, and they have a bad habit of doing it to figures of authority...
Ratskins
They are the original natives of the Underhive. Descended from family trees older than the history of Necromunda itself, these people have devolved to worshiping the native spirits of the hives and roaming as rats do. Great guides, they are also fierce opponents.
Finally, the game has a deep and rich background as well. When the noble sons decide to come to the Underhive and 'cull the herd' wearing extremely powerful suits of combat armor, it can ruin a gang's day. Special characters are everywhere, and even things such as Bounty Hunters and Pub Scum can be hired to give some aid. But Necromunda is all about the law, even if it can't get everywhere. But when it comes to the Underhive, this is what it looks like:
If you have never played the game before, find someone that has and have them teach you. If you used to be a Hive-head, make sure to grab up those last few things you need. You may not be able to get it much longer, and it would be a shame to not be able to play ever again.
And never forget about this, the easiest way to get a gang if you can't get a 'normal' one:
And never forget about this, the easiest way to get a gang if you can't get a 'normal' one:
I can't tell you how many new players started with Necromunda this way...
Happy Gaming!
Friday, May 3, 2013
Mustering the Imperial Guard

Here's what I've gotten so far:
Armoured Strike Force, 1995 points
For this army list, I wanted to overwhelm the enemy with the well-known "Wall of Iron" and run a ton of vehicles. Both troop choices are mounted up, there is a fair share of main battle tank goodness, and even a very strong sense of artillery. Better yet, everyone that can is armed with Meltaguns just for that armour-killing and instant-killing fun.
HQ- Commissar Lord with Plasma Pistol and Power Sword (90 pts)
Troop- Platoon Command Squad with Power Fist, 2 Meltaguns, and Krak Grenades (70 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
-Infantry Squad with Meltagun and Missile Launcher (75 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
-Infantry Squad with Meltagun and Missile Launcher (75 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
-Infantry Squad with Meltagun and Missile Launcher (75 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
Troop- Veteran Squad with Power Sword, Plasma Pistol, and 3 Meltaguns (120 pts)
Fast Attack- Vendetta Gunship 130
Fast Attack- 2 Armoured Sentinels with Lascannons and Hunter-killer Missile Launchers (160 pts)
Fast Attack- 2 Hellhound tanks (260 pts)
Heavy Support- 2 Leman Russes with Heavy Bolter sponsons (340 pts)
Heavy Support- Manticore Rocket Launcher (160 pts)
Heavy Support- Basalisk (125 pts)
Infantry Force, 2000 points
This list, using no repeat models (did I mention that I have a TON of IG?), is designed to be a little bit more frustrating. Not only is a gazillion models, but there's so many guns that it makes every square inch a bit of a hassle to take. I made sure that most of this firepower was either high strength or low AP, or both! This army list has all the plasma weaponry in my entire IG collection. This, mixed with some Demolisher template goodness, should equal some dead Terminators.
HQ- Commissar Lord with Boltgun and Power Sword (80 pts)
Troop- Platoon Command Squad with Power Sword, Plasma Pistol, 2 Grenade Launchers, and an Autocannon (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Heavy Weapons Squad with 3 Autocannons (75 pts)
-Heavy Weapons Squad with 3 Autocannons (75 pts)
-Heavy Weapons Squad with 3 Autocannons (75 pts)
Troop- Platoon Command Squad with Power Sword, Plasma Gun, and Lascannon (75 pts)
-Infantry Squad with Plasma Gun and Lascannon (85 pts)
-Infantry Squad with Plasma Gun and Lascannon (85 pts)
-Infantry Squad with Plasma Gun and Lascannon (85 pts)
Troop- Veteran Squad with Power Sword, Plasma Pistol, and 3 Plasma Guns (135 pts)
Fast Attack- Valkyrie Gunship with Multiple Rocket Pods (130 pts)
Heavy Support- 2 Demolishers with Lascannons
Heavy Support- Executioner with Lascannon and Plasma Cannon sponsons (245 pts)
Heavy Support- Hydra Flak Tank (75 pts)
This army needs some more work. The Death Korp platoon's lascannons need to be built and two of the Autocannon teams need the correct bases. But the modeling project for this force will the converting a Hydra Flak Tank from a Hydra Platform and and unfinished Griffon Mortar tank. I've wanted to do this conversion for years, and maybe now I can get to it...
This list also includes one of my favorite tanks in the whole Imperial Guard- the Executioner! Packing a main gun that drops 3 Plasma-templates on you, backed up by two more Plasma Cannons and a random Lascannon, this tank pumps out some real armour-ignoring firepower. This particular model was the display model before GW put up the Advance Orders for it, so it's been around for a bit. Let's hope that makes the crew veteran-skilled...
Light Infantry Force, 1982 points
This list again uses no repeats (I have WAY too many Guard), and is pretty much just the rest of my infantry. I found that I ran out of points before I could include more of my many, many tanks. But upon reflection, I found this list has some really cool strategic elements. I first named it the 'Special Operations Force,' but I didn't think that was wholly appropriate. In any case, it gave me the chance to use my Storm Troopers. I think the unit is overpointed, but I do love me some 'Glory Boys!'
HQ- Commissar Lord with Power Sword (80 pts)
Elite- 5 Ratling Snipers (50 pts)
Elite- 10 Storm Troopers with Power Sword and 2 Plasma Guns (205 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
Elite- 10 Storm Troopers with Power Sword and 2 Meltaguns (195 pts)
--Chimera with Heavy Stubber and extra armor (80 pts)
Troop- Infantry Command Squad with 2 Meltaguns and led by Captain Al'Raheem (120 pts)
--Chimera with Heavy Subber (65 pts)
-Infantry Squad with Power Weapon and Meltagun (70 pts)
--Chimera with Heavy Stubber (65 pts)
-Infantry Squad with Meltagun (60 pts)
--Chimera with Heavy Stubber (65 pts)
Troop- Infantry Command Squad with Bolt Pistol, 3 Flamers, and a Heavy Flamer (67 pts)
-Infantry Squad with Flamer and Mortar (60 pts)
-Infantry Squad with Flamer and Mortar (60 pts)
-Infantry Squad with Flamer and Mortar (60 pts)
Fast Attack- 3 Scout Sentinels with Multi-lasers (105 pts)
Heavy Support- Demolisher with Heavy Bolter sponsons and Heavy Stubber (195 pts)
Heavy Support- Vanquisher with Lascannon and Plasma Cannon sponsons (210 pts)
Fortification- Aegis Defense Line and Quad-gun (100 pts)
Funny enough, this force is more 'ready to play' than the other two. All I have to do for this one is build the Vanquisher turret. The Mortars are based incorrectly, but I'm sure my opponents won't care too much (especially after I point out how much of an advantage it could be for them). But this list is just fun. I'd also like to add that taking this force up to 2,500 points includes a Punisher (and there's my giant gatling gun!), a Vendetta gunship (so there's my flyer requirement), a Primaris Psyker to do some damage, and another squad of Scout Sentinels (Death Korps like to ride now). Oh yeah...
And there you have it! A couple army lists for your critique. Let me know what y'all think about playing against these lists. Tell me how you think they would perform in your area's 'meta.' And, of course, Happy Gaming!
Tuesday, April 30, 2013
Adding to the motorpool

I knew I had Chimera tanks, but I also knew that they weren't in good shape. So I 'refurbed' them, getting them put back together and trying to make up for some of the old shorcomings. The biggest change is that I've added Heavy Stubbers to the originals. First three, done; next one, already done; next one, finally finished; next one, brand new...
Then I went to build my Hellhound tanks. I had an extra Chimera box and a blister pack with all the conversion bits for the 'old version' of the Hellhound, plus an unopened 'old version,' plus an unopened 'new version.'. Deciding to build both of the 'old versions,' I opened the box to find another Chimera almost finished! Good lord! So I went from having three useable transports to nine! And to think I only wanted four to begin with...
Did I mention that I built up some Hellhounds? I love those tanks. I never used to have any respect for them until a gamer buddy of mine used a pair to completely wipe out all my IG infantry in a very one-sided battle. Once my angry rant finished, I realized that Hellhounds are pretty effective weapons. And the Tau seem to be pretty popular right now, something that rather increases the value of the flame-tank itself.
Finally, I added something I've wanted forever- the Manticore missile tank! It has missiles, and who doesn't like that? I have to admit that I'm rather impressed with the model; GW has really outdone themselves with the new tank kits. I still like the FW version better, but this model is not terrible at all (in fact, it's more detailed!). And for what it does in the game...
Now I have to decide what I want to work on next. I can build another couple of Manticores, get my Air Force going, start making that Storm Trooper detachment, or just paint. Decisions, decisions... That's Imperial Guard for ya! Oh well, it's such a terrible problem to have...
Let me know what you guys are working on out there. And Happy Hobbying!
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