Thursday, May 2, 2019

Gotham City Distraction

  Remember when I mentioned the good week of distractions?  Not only was that week full of building terrain from one Kickstarter project, but I also received a board game I'd been anticipating as well.  In case you don't remember a year ago, it was a game by a company I was already supporting and happened to be for a pretty popular subject- Batman!

  As promised and after only a year of waiting (which can feel like a long time, long enough to forget about certain investments...), the almost 40lb. box arrived at my door.  A quick inspection and I was very satisfied with the delivery.  I went "all-in", meaning that I ordered all of the expansions as well.  But I'm a believer in 'getting the basics down first' and we've only played with the core set (of two boxes!).

 

  I'm not going to bore you with pictures of all the components and my own feelings on it all.  Like any good game, the point is to play and we've played quite a bit.  So I'm going to do a 'battle report' that also serves to show off the game itself.  Be warned:

THERE WILL BE TONS OF PICS!

  With that warning in place, let's get to the setup and game!

Setup
  There is a neat Mission Book that has a lot of missions to play.  This game, in its core state, is a scenario-based game and so these missions are very important.  The first thing players do is open the book to one of the missions, which are not related in any way so no order to have to follow, and start reviewing all the information.  


  For this mission, "Major Gas Madness", the heroes must stop Scarecrow's plan to gas the city and create mass havoc by finding the information about the antidote and getting away.  The game only goes for seven turns, so there is definitely a sense of urgency for the heroes.  Here's the information that this page spread contains"

Required Elements- this includes the Villain token, miniatures, tokens to represent game effects, and equipment:

Villains and characters- this area shows how many and which characters are used, the order that they are placed, as well as the stats that show the starting energy cubes and recovery rate to be used on the Villain's "Control Panel":



The possible Heroes- the Hero player chooses a band from a limited number of options.  This mission is odd because it only gives options for a first and second hero, meaning there is no third hero in the band.  Typically, this game gives the Hero player a band of three heroes, but there's even a mission with only one hero and no options at all!  







Board Setup- where everything is placed, including the heroes' deployment zones:



The final piece of information is which player has 'the initiative'.  This means the player that will take their turn first in every round.  When the icon is blue, the heroes get the first turn.  When the icon is grey, the villains get the first turn.  In this mission, the icon is blue.   



Game Round 1

  The Hero player and his heroes have the first turn.  It's very important to understand that the heroes may activate anyone, anywhere, at any time.  There is no turn order, no order of activations, and a fantastic illustration of how heroes work together with this game mechanic.  During the heroes' turn, it is totally open-ended to how they can work throughout the turn.  
  


  Batman was the first to act and used his two free movement points (and his Parkour ability) to descend to the main floor.  This did not cost him any movement cubes.



  Batman continued to act and spent an energy cube to do a ranged attack.  One cube equals one orange die, plus his Explosive Batarangs give two bonus black dice.  With the roll, he scored two successes, which probably wouldn't be enough.  So Batman spent another cube to reroll, converting the blank die to four more successes.


  Comparing this to the target's armor value, 2, we see that the Brute still has four wounds to account for.  With few options, the Brute was 'neutralized' and removed from the board.  [At this point, we still haven't taken 'Hindrance' into account, which would actually cancel out two of the successes and leave only two wounds for the villain to worry about.  Hindrance is a very important part of the game and we played it incorrectly the entire time just for consistency.]


  Batman chose to take the next action, doing another ranged attack the remaining villain in his territory, rolled well above the armor value, and neutralized another bad guy.  


  Azrael wanted to get into the action and spent an energy cube for en extra point of movement.  Only have the Parkour ability of '1' meant that he would need three points to descend and get to the territory he wanted.



  Azrael spent an energy cube to make a melee attack, getting the hero one red die and a bonus red die for the Flaming Sword.


  With a poor roll, the target's armor was found to be a 2 and would require a reroll.  


  Spending a cube to get a reroll, the red die converted one additional success, which still wasn't enough.  Azrael's efforts down the ladder had worn him out.  


  Not one to be easily defeated, Azrael took another action and spent a cube to perform that same melee attack.  With two red dice rolled, the result was comical and the hero thought better of spending more cubes for now.


  That was all the heroes were going to do for now.  Batman had successfully cleared out his area while Azrael was a little out-of-shape.


  The heroes moved their spent energy cubes to their 'Fatigue Zone' and ended their turn.  The victory conditions were obviously not met, so the game continues!


  Now the villains get their turn.  Unlike the heroes, the villains actually have some specific restrictions.  First, the villain player may only choose to activate zero, one, or two 'tiles'.  They pay the energy cube cost and then those villain characters may act as follows: 

Move action (using move value), action other than move (like attack), and second move action

  Villain characters have the same skills and buffs that heroes have but they are more limited in how they can act.  And they don't have to spend energy cubes for every action because they can't do anything they want. 

  The first thing the villain player does is move cubes that they've used previously to their 'Fatigue Zone'.  Then they recover the number of cubes dictated by the scenario.  In this scenario, the villain's Command Center starts with six cubes active and three in the Fatigue Zone, and a recovery of five.  As the villains didn't spend any cubes on defense or rerolls, they had none to move and simply recovered the three cubes they start with.  For this turn, the villains have nine energy cubes!


  The first activation is the Brutes with Firearms, costing two energy cubes as the tile was in the '2' slot.  The tile is replaced to the end of the 'river', pushing the other tiles to the left, and the cubes were paid.  This now means that the villain player can activate each of the three Brute with Firearm models on the board, acting as described above.


  The first Brute with Firearm, guarding the computer with the access codes, heard the commotion and decided he wanted to investigate.  


  Checking the villain's tile, we find that he has a movement of 3, giving him plenty of points to move.  First he leaves the room and joins Scarecrow and a couple of minions on the balcony.  Not having a clear shot to either of the heroes and no other talents, he simply continues with the second move action to get closer.  


  The second Brute with Firearm was hanging out with Scarecrow and wanted to see what his friend was up to.  With his movement points of 3, he moved down to stairs to join his friend, saw no opportunities to take shot, and used his second move to pile into Batman's zone.



  The third and final Brute with Firearm was already occupied with Azrael and decided to forego his first movement.  Turning to face the hero, he let loose with a ranged attack at point blank range...


  The Brute with Firearm tile shows these models get one black die when shooting, plus the Point Blank special rule with allows a reroll if the target is in the same territory.  All of that resulted in a roll of four successes as the shotgun blasted the do-gooder.


  Azrael decides to spend an energy cube on defense, gaining an orange die and a free orange die from a special trait.  


  Azrael rolled two successes, cancelling out two of the villain's, which left only two wounds for Azrael to worry about.  Trying to conserve his energy, the hero chose to take the damage.  He transferred two cubes from the Fatigue Zone to the Wounded Zone.

  Feeling satisfied with himself, the Brute used his second move to dash over and join his friend against Batman.


  The second activation would be the Hazmat Thugs.  Occupying the '1' slot on the Command Center, a single cube has to be paid and that would allow the activation of four models.  The cube is paid and the tile is moved to the end of the 'River' for the villain player to continue.  


  Checking the tile, this character has a move of 2.  Importantly, the Hazmat Thugs also have dice in the 'Manipulation' spot.  

  The first Hazmat Thug, standing atop the barrels, had a clear line of sight to Batman.  He chose to skip the first move and fired his two white dice at the hero.  Unfortunately, he rolled no successes.  Luckily, these thugs get rerolls on both of the dice!  


Only to fail again...  The character appreciated his position and skipped his second move step as well.


  Another Hazmat Thug nearby activated and moved into Batman's area and fired with his gun.  Rolling two dice, then using an unsuccessful free reroll, he scored two successes.  


  Batman decided to spend 0 cubes on defense because he also received a orange die.  Plus, he brought the Bat Cape, which canceled one success from ranged attacks against him.  


  Rolling the free orange die for the 'no cube' defense action, plus the 'Untouchable' ability of the Bat Cape, nullified the ranged attack.  The thug was still happy and ignored the second movement to stay in and crowd the hero.


  A third Hazmat Thug moved from the room with the safe into the adjacent room with the Ventilation token.  His plan was to slow down the heroes (and most of the villain characters) with the poisonous fumes in the factory...


  The character's tile shows they get a white die and orange die to attempt at least three successes.  Unfortunately, the thug forgot which way to turn the valve and rolled zero successes.  He didn't use his second move as he wanted to try again later.  


  The fourth Hazmat Thug was already in a room with a Ventilation token and didn't have to use his first move action.  Rolling his dice, he rolled a single success.  It wasn't enough.  Knowing that Scarecrow was just outside and he'd failed, the thug just stood there like his buddy.  


  The villains had activated the maximum two tiles and every model that covered.  This was the end of the villain's turn.  It wasn't a bad turn for either side and the mission objectives had still not been met.  So the game continues!


Game Round 2

  With the Initiative, the hero player moved used energy cubes to the Fatigue Zone and then has to decide the heroes' "stances".  If 'Active', then the hero performs like normal but recovers very few cubes.  If 'Resting', then the hero can't perform any actions other than free ones (like Counter-attack), defense, and rerolls.  


  For this round, Batman was going to stay 'Active' while Azrael 'Rested' so he could recover from fatigue and even heal a little bit.  



  Batman, knowing he had to take the lead, chose to throw his Explosive Batarang.  One cube means one orange die and the Batarang adds two black dice to that pool...


  Which unfortunately all rolled 'blanks'...

  Leading to spending three cubes for rerolls...


  Which paid off with six successes!  Checking the target's armor and seeing it's a 1, and counting the hindrance of two, this still means three wounds.  And a neutralized villain!



  Using them momentum, Batman then decided to spend two cubes for a melee attack against one of the Brutes.  This means two red dice, but no weapon bonuses this time.  Luckily, Batman has the 'Martial Arts' skill, which adds automatic successes.


  Another great roll saw four successes, plus one for the skill.  The target has an armor of 2, and hindrance doesn't count against melee attacks.  That's three wounds!  


  But wait!  The Brute has the skill Counter-attack, giving him a two-dice attack with yellow dice against the enemy.  It wasn't much on his way down, but the Brute with Firearm wasn't going down without a fight!  


  Batman chose to do a zero-cube defense action and take advantage of the free orange die.  With the agility he's known for, Batman easily dodged the villain's counter-punch (getting two successes on the orange die to cancel out the one success from the villain's attack) and finished him off.  


  Batman has a special skill known as 'Combo', giving him an extra free dice against another enemy in his territory.  With only one success and no desire to continue the dominance (spending more energy cubes), Batman failed to finish off the last Brute.


  With that, the heroes finished their turn.  Batman moved his used cubes to the Fatigue Zone, still managing the energy as best he could.



  The victory conditions still had not been met, so the game continues!


Now for the Villains...

  The first thing was for the Villains to recover their five energy cubes from the Fatigue Zone.  This gave them full energy again!


  Eager to show his people what they're supposed to be doing, the first activation was Scarecrow for one cube (his tile was in the '1' position on the Command Center).  


  Reviewing Scarecrow's tile shows he has two movement points and some pretty strong abilities and skills...


  Frustrated at his underling's inability to "Turn down the ventilation", he spent an energy cube and moved three spaces into the room.  


  To prove his point, his non-move action would be to perform a Manipulation with a white die and orange die.  Needing more, his one success embarrassed him and failed.


   Determined not to be the fool, Scarecrow spend an energy cube for a reroll and rolled... the same thing.  Curses!


    Dumbfounded, the mighty Scarecrow gave up his second movement to stay in the room.


  The next activation would be for Prisoners, which would mean activating four models!  Reviewing the tile, they have a move of 3 and can be pretty useful.  All for one energy cube... 


   The first Prisoner moved from one area of the room to the area with the Ventilation token, hoping to take advantage of his Manipulation trait.


  Rolling the white and yellow dice, the Prisoner got no successes.  Even with the free reroll on the yellow die, the villain was unable to meet the requirement of 3 and failed.  He didn't take his second move action.



   The second Prisoner, in the room with the thug AND Scarecrow who failed, wanted to impress the boss and skipped his first move action.  With confidence, he rolled four successes and "Turned down the ventilation".  This meant that an additional 1 menace was added to the hindrance score for anyone without a gas immunity as the toxic gases in the factory started to build up.  Scarecrow and Hazmat Thugs were obviously immune...


  High on his success, the Prisoner rushed with his second move action to join the fun outside.  


  The third prisoner, just below the balcony where his buddy joined them, saw the opportunity to rush Batman himself and joined the fray.  


  Taking advantage of his Sneak Attack rule, he rolled his melee dice and got a success, equaling two because of his ally in the territory.


  Batman again used a zero-cube defense and took advantage of his bonus orange die for defense, but rolled nothing.  


  Spending a cube for a reroll, Batman picked that orange die up and rolled two successes!  He defended the Prisoner's attack. 


  The fourth Prisoner, on top of one of the buildings, jumped across to the tall stack of barrels using his first movement.  This his second movement, the Prisoner climbed down the stack to join the fray against Batman.




  This ended the Villain turn.  With only two cubes spent on movement and reroll, and two more spent on activating tiles, the Fatigue Zone was still pretty empty. 


Game Round 3

  The heroes were definitely taking out all the bad guys, but it was taking so much of their energy throwing Batarangs and punches.  Decisions had to be made.  


  Batman chose the 'Resting' stance so he could recover while Azrael was feeling energized, if not unlucky.  This meant that Azrael would get to perform actions this round while Batman rests.



  Using his free movement points for the first move, he immediately leapt to his partner's aid.




  With the flaming sword, Azrael was easily able to surpass the target's armor value.  But the villain chose to use a couple of cubes for defense to stay alive.  With both 'blanks', he fell to Azrael's weapon.



  Azrael used his Combo ability to attack another foe in the territory, gaining a free red die.  Spending another cube on a reroll, the hero was able to take down one of the Prisoners. 






  With only one Prisoner left, Azrael performed another melee attack, spending a cube and getting a free die from the sword.  With four successes, the villain was neutralized quickly.


  Spending two more cubes on movement, Azrael moved two more spaces to engage more enemies.


  More cubes dedicated to melee and Azrael was swinging his sword with purpose!  Another cube for a reroll and...  failure.  The Brute with Firearm was just too tough.




  With little else to do, Azrael finishes his turn with Batman now unhindered during his turn.  It was exhausting for Azrael...



The villains were starting to run out of bodies and they had to stop the villains somehow.  So the carnage continued...


   Moving the cubes used during the heroes' turn to the Fatigue Zone and recovering the automatic five, the villains definitely had enough energy to do what they wanted.  But the heroes had a mission and this really just meant slowing them down as much as possible.  This wasn't going to be hard, even as Batman and Azrael hit hard, it seemed.


  The first tile to activate was the Brute with Chains, only costing a single cube.  There were a couple on the board, waiting patiently.  


   The first one was guarding his boss but couldn't take the wait any longer, using his first and second moves to come downstairs and crowd Azrael.  No attack, due to the activation sequence, but 'hindrance' matters...


   The second Brute came from the back room and used both of his moves to get to the stairs.  He wouldn't want to miss out on the action!


  Costing two cubes, the next activation for the Villains was the 'Warning' tile.  This tile comes with special rules, outlined in the scenario.  In this case, the card gives 2 reinforcement points, to be spent on villain models that are no longer on the board (typically meaning they've been neutralized).  


  At the bottom-right of the villain tiles is listed the reinforcement cost for those models.  The villains chose a Hazmat Thug and Prisoner, each costing a point, to be returned.  


  The models are then returned to the board in a zone where the Reinforcement tokens are located (and 'active', showing the green circle rather than the red one).  Note that this scenario's rules didn't say that those characters could be activated when returning.  Another scenario we played did have the rule for activating new arrivals (and many more reinforcement points available), so it's very important to pay attention as each scenario can be very different.


  Having activated two tiles, the Villain's turn was over...  


(Most of the) Rest of the Game

  By now, the game is very easy to understand.  We've gotten the rules down pretty well and are identifying strategies and even some team-building based around the scenarios.  I'm not going to go on and on with the rest of the battle, but I can give a summary.  

  Turns 4, 5, and 6 saw Batman and Azrael take turns resting and activating to wipe out almost all of the villains in the plant.  They took a great deal of joy in punching up the bad guys and briefly forgot the mission.  The villains just continued to crowd around and take a beating, even putting some significant damage on Batman, forcing him to consider resting up to heal.  

  More, the villains did manage to finally turn down the ventilation once and that added an additional 'menace' to every situation.  This meant that throwing Batarangs, opening safes, an hacking computers would be a bit harder.  

Game Round 7


  Things were not looking good for the Heroes.  Batman was severely wounded, Azrael was nearly out of energy, and it was the final turn of the game.  Having taken too long to remember their mission, the heroes had put themselves into a battle against the villains and time itself.  


  Both heroes chose the active stance and recovered two cubes each.  With only four for Batman and three for Azrael, the heroes were going to have to be really successful to pull this off.   

  First to activate was Azrael.  Stuck in the room with Batman and three other villains and having to get two territories away, he was required to spend energy just to get there.  The other room held half the safe codes to get the information they were after.  


  Next, Batman spent energy on movement to escape the room and dash into the room with the safe and the other half of the codes.  Even with those free movement points, both heroes were affected by the hindrance of the villains.



  Azrael used another cube, spent in 'manipulation', to get a chance at his codes.  Requiring a success of '2' and only getting a yellow die per cube, this was going to be rough...


  With all the luck of DC superheroes, he passed the roll with two successes and no enemies to hinder him!  One code down...


  Batman followed suit, spending one of his last cubes on his attempt at manipulation and also rolled two successes- much easier on the orange die!  Now that both halves of the code were there, the safe was opened and the information was available. 


  But Batman still had to pick up the folder and stash it in his belt, and that would take another cube to do an automatic manipulation


  While Batman had the information, he was out of energy and couldn't act any further...


  Azrael, hoping to save the day, spent his last energy cube on movement to get closer, but ran out of energy before he could even make it to the room Batman waited in.  It was too late.


  The heroes were unable to acquire the information and escape in time to stop Scarecrow's evil plan.  Just as they finally got what they needed, klaxons and sirens announced the release of deadly gas and probable doom for the city.


 And with that, we shook hands and discussed the game.  And what a game it was!

  Now remember, we had messed up a couple of things.  My understanding of movement and hindrance were both incorrect, so the game would have actually been even harder for the heroes.  Luckily, messing up these rules wasn't so drastic that it determined the outcome.

  In fact, one of the best parts of this game is that there actually is a strategy.  It isn't simply an exercise in dice-rolling or following instructions, but there's planning and prioritizing that play a big part for the heroes.  The villains are a little less free-form, but they are a significant player in this as well.  The villains aren't just the antagonistic pawns of a board game, but a legitimate piece to be controlled and strategy applied to it as well.

  Here's what we've found after this and a half-dozen other games...

  • The heroes are vastly overpowered and can take out anyone easily on the board
  • The villains are almost too easy to understand and can be overwhelming
  • The best strategies for the heroes depend on speed and focus.  While the entire team of heroes can really do a number of things individually, using a member to 'clear a path' and another to be the 'techie' goes much further.
  • The best strategies for the villains isn't always to 'mob up' on the heroes as they can still just run away.  Understanding the heroes' goals and working to stop them may make for some boring turns but lead to victory. 
  • The rulebook is a bit too complicated trying to be concise.  But even non-gamers can understand the language-neutral approach of icons and flow charts.  
We love this game and that's why it's been a bit of a distraction.  If you get the chance to get one yourself (available again on Kickstarter June 4th), I highly suggest it.  And if you happen to have younger kids that love comic books- then this will work even better!  

Great game.  Another hit for Monolith...


  


Wednesday, April 24, 2019

Gonna be a minute...


  I am now over a week behind on posts and I apologize for that.  I have one article that I've been working on for a week and am only halfway through.  I have two other articles that are waiting for pics of the finished projects.  And I thought there was some rant I could go on, but I forgot before I grabbed the keyboard.

  So alas, no posts just yet.  I have switched to a totally new diet and it's affecting me fiercely.  Migraines do not make painting so easy and spending hours in front of a computer while starving has never made a happy hobbyist.



  I went from burgers to beans...

  So as I recover from this, um, 'affliction', bear with me.  I AM keeping up with my 'Unit a Week' goal, but a little highlighting before pics is the obstacle there.  There is also a batrep in the works and another game already scheduled for the weekend.

   But it's gonna be a minute.



Wednesday, April 17, 2019

Back in the Warp Zone

  Okay, after getting one distraction out of the way and trying to refocus, I got back to Operation Azul and the Chaos Space Marine army that I'm committing to painting.  Admittedly, I'm still totally torn about what I'm going to include in my army list as I don't have any of the new stuff.  But I do know what I'm going to start with.

  Somewhere around six years ago, I built an army for Adepticon and had to be creative with my list.  Since the Word Bearers didn't have any specific rules, I chose Huron Blackheart to represent my commander.  The model came out awesome and it kind of replayed to today.  Having used all the bitz except the body for the Huron-to-Erebus conversion meant that I still had that cracked and unpleasant body to use.  With some Chaos Marine arms, a Possessed backpack, and Terminator Sorcerer staff, this model instantly became a perfect Sorcerer...


  In fact, this model has been chosen to be the general for so many of my Chaos armies.  This is because the Daemon Prince often dies and I'm not trying to just give my opponent victory points!  As the General, he's often where he is needed most and yet... he wasn't painted- just a big, flat black blob of command and warp powers...

  Here's the quick summary of how I painted the model in pictures:

First, the basecoat of Khorne Red over Black Primer.

Second, a very sloppy basecoat of Leadbelcher where necessary.  
  The red and the silver are the most important parts of the model as they are the dominant colors.  While I was pretty sloppy with the silver, it was important to make sure that all the mechanical bits poking through the MANY broken parts of his armor were silver.  Besides, some touch-up of Khorne Red should be expected anyway, right?

Basecoat Abaddon Black, Retributor Gold, and Zhandri Dust.  Also, Cadian Fleshtone for the head...

Now for the heavy washes of Nuln Oil and Agrax Earthshade over everything.
  With the basecoat and wash stages done, I could call the model 'done' and base it up.  After all, that's the definition of "table-ready"- where all the colors are where they need to be and the model is recognizable.  And I was tempted, but I have a commitment to fulfill.  So now comes the 'effort'...

First, I layered on a 50/50 mix of Khorne Red and Mephiston Red.

Next, a layer of Mephiston Red

Finally, only the 'top' and edges got Evil Sunz Scarlet highlights
  By this point, the rest of the model is just layering up and highlighting everything where necessary...

Dude is pretty much 'done'!

I had to do a bit of details, like the Legion symbol on the shoulder pad and the green effect for Warp power...
  When I painted the Legion symbol, I didn't expect for the yellow to have such a stark effect.  It drew the eye away from everything else and distracted from the model.  I had to do something to mute that down, so I decided to add some more 'effort'...

BOOM!
  I decided to 'wash out' the yellow by painting the daemon-skull in bone rather than that traditional black.  But this weighed the model heavily in color balance so I needed to draw the attention back to the center.  This is a Sorcerer and they do like the Warp powers, so I should represent it through more than the skull's eyes.  How about the big eye!?!?  A couple of layers of green, building up to white in many layers...  Plus, this hearkens back to the plasma effects in the original army!





  I based him up with some painted sand, static grass, and clump foliage and he's finished and ready to lead the force!  And I got a unit done.  Now I have to get another unit going and I'm afraid it needs to be a marine squad...

  Let me know what you think below and even leave a comment noting what you've been working on...  Happy Hobbying!

Friday, April 12, 2019

Terrain as a distraction...

  So I'm painting models and trying to take care of business and this week hit.  Where normally people would complain about a particularly bad week, I get to note that this week was pretty good!  I launched a grand professional plan and feel good with the direction that's already going.  The weather has been wet and we got our flower bloom down here, and now it's hot and sunny- perfect for hobbying and just downright comfortable for a guy like me!

  Most importantly of all is that this turned out to be a week of models.  My buddy tossed us some of his older models with the express goal of disrupting our current state of things.  I got more Eldar and some Primaris characters, my wife got more Nighthaunt stuff (boooo!), and my son received a ton of Ravenwing units.  Oh boy...

  Today I received another game that I 'kickstarted', but that's another blog post for a later time.  Even if I wanted to, I can't really say much as I'm still trying to inspect and learn the massive thing.  But this wasn't the only product of a Kickstarter I received recently...  Again, pretty good week!

  Now I had mentioned this over a year ago, and it finally happened!  My love of Necromunda, which had long sat in the back of the fridge despite purchasing everything, can finally be expressed.  While I need to start building the models and review the rules again (maybe even play that board game-version), the most important part is now mine- the terrain!

From Flickriver
  Now we all remember the old Necromunda terrain and the charm of those multi-layered, cardboard buildings and bridges.  Held together with a set of detailed plastic 'bulkheads' that could only be connected vertically, the terrain gave models plenty of room and dimensions to move around while also giving line-of-sight all the impact it needed.  Being able to peek through doorways and hide behind barricades made already average shooters more frustrated all the time.  The cardboard constructs were strong enough to hold a few models and came with color graphics to reinforce the 'setting' in the game.

   Luckily, I still have all this terrain and can use it if I really wanted to.  But have you seen those new models?  It's key that I use good terrain with those awesome models, I feel.  And honestly, even the board game looks cool.  But c'mon, it's Necromunda!  What about the Shadow War: Armageddon terrain?  That stuff is awesome, but it's really more important for 40k and even renamed to 'Mechanicum terrain'.  And while awesome, it only has one level above ground which is not what Necromunda is about.  Funny enough, I brought that terrain out to work on before being distracted by a box at my door last week.


  This company made some fantastic cardboard terrain, preprinted graphics and 3D layering included!  Called TinkerTurf, you can check it out and even purchase it here.  It's not expensive at all and can be used for more than just Necromunda and I can't suggest it enough.  This is what the Kickstarter page promised:


  How can you resist that?  Hopefully the product looks like that when it I get it all assembled.  Admittedly, it was much more work that I assumed.  The quality of the stuff is through the roof.  It's 2mm foamcore rather than just thick cardboard.  The sheets were deeply-cut so the pieces were easily punched out.  And the graphics were always lined up and crisp.  It was a lot of pieces and I spent a great deal of time just popping the many pieces out.  It was high-quality so far...

What came in the box and it weighted quite a bit...
All the sets in the Skirmish Bundle- six total!
  
All the sheets from one of the Elevations Sets and not all the same.
  With a bit of PVA glue and time, plus the instructions and helpful tips on their 'tip-site', and the weight of the unopened sets and bundles to press all the pieces together as I glue them, I finished on Skirmish bundle.  The best part of this assembly process is the markings that the company puts on pieces.  Rather than having to just 'hope' you put glue and the pieces together properly, the markings clearly define where to put the glue and where to marry the pieces together.



  Layered atop and pressed together while the glue dried created exactly that 3-dimensional effect that really matches the Underworld setting.  Additional parts like railings and pegs gave the pieces even more bulk and convincing image.  By the time I was done, taking many days of building, pressing, and drying, I was very happy with the results.

The Mechanicus terrain at the top...  And still had to finish some of the parts...

  Gorgeous terrain and well worth the cost!  Unfortunately, the most disappointing part is that this... what I have built...  well, this is only most of one Bundle and I still have all this build:

  Oh boy...

  I haven't gotten any units painted since the big, red T-Rex and I can blame it on this.  I have Chaos Space Marines on my palette right now and they are just not getting any attention as these boxes keep showing up at my door.  Now that I've gotten this terrain, I've got to start working on the Necromunda stuff.  But I'm supposed to be painting those 40k armies.  And those Shadespire models.  And this other game I just got in the mail...


  Let me know what distractions you've had pop up in your hobby recently and I hope you have a good week like this too!