Wednesday, 18 September 2013

Lord of the Spire..

Lord of the spire

With yet another week of odd numbers and only sufficient time left for one game the S&M's, the Saints and the 88's entered into a round of 'Lord of the spire' ....

The arena in all it's tin can glory!

Lord of the spire is an arena game, in which each team has three 'live' players, the target of which is to push a big red button at the top of the tower while protecting your own red button at your base... sounds simple!?

The 88's took a bit of a pasting early doors, with the two runners finding themselves caught in a cross fire and getting gunned down... 


The S&M's made a brilliant early run for the top of the tower while one of their number kept the Saints pinned down ... but a combination of bad luck for the S&M's and sheer bloody mindedness from the Saints allowed Dan's crew to break out!

Security footage of the Almighty Saints

 Fighting between the Saints and the Masters continued around the tower, Dan's vantage point allowing him to remove Clay's gangers from the arena ... the Saints were on for a sure fire win ... until ... Suki-X of the 88's (rolling a '1' in the recovery phase) realised she was only suffering a flesh wound. The Saints most hated adversary was back in the fight! Dan wasted no time in laying down fire on Suki's location, keeping her pinned down..

'Just pop your head up ...'

Eventually the Saints missed, the shooter was taken down by an 88 sniper and Suki made a dash for the tower... cutting Saints gangers down in close combat, the toll of bodies became too much for The Saints and Dan called it..

Some say Suki-X can only be killed by a shot to the heart, that her ability with a blade is second to none ... it's probably more like blind luck ...

Tuesday, 17 September 2013

Gold Rush!!

Gold rush!!

Guillermo, he maybe too dashing and handsome for the populace of The 'Gate ...

This week we have decided to give each gang the opportunity to expand their territory. Playing the 'Raid' scenario, but rather than destroying a tunnel gangers are sneaking through it!

The background is that tunnels to a, previously inaccessible, area of the hive have been discovered. The local guild have despatched militia from the gate to safe guard the new area from treasure hunters but the lure of new revenue streams is too much for our gangs to resist!!

An Almighty Saint juve sneaks past the militia...

The only changes to the scenario rules will be that the militia captain (Luke) can place as many sentries as he likes, with the remaining members of his gang in reserve and ... the gangers slip off the board rather than destroying the tunnel (5xp for every man that gets away!)

Each gang will get a new territory if they can roll equal to or less than the number of gangers that make it through the tunnel on a D6. Territories are selected at random as normal!

Any gangers that make it through the tunnel are not allowed to collect revenue, they are too busy scouting for unguarded ways back to their own territory.

'Wasabi' can't resist a chance to prove himself .... charge!!!

Tuesday, 3 September 2013

Rescuing the rescuers ...

Rescuing the rescuers ... not the mice!!

So, last week was spent introducing the gangs to one another via the medium of gunfire... all of the encounters were fairly standard affairs, a Super 88 juve died a brutal death (mourned by one, celebrated by two!) and a Slave Master juve was captured.... 

Which brings us to this weeks first game! A daring rescue being carried out by the Slave Masters to save one of their youngsters from the Super 88's .... who were desperate to sell him to one of the local slave trains (somewhat ironic?!) ...

A rescue mission doesn't use full gangs, but each player rolls to see how many men they have available... the defending team (The 88's) had three gangers available, the attacking team (The Slave Masters ... The S&M's?? The Masters??) had a massive 8 gangers! Prince Adam and his boys were stealthier the a fox in camouflaged pants as they got themselves into position for their surprise attack and, with the 88's guards blissfully unaware of the impending danger, launched their strike!!

With Suki-X pinned down by gunfire from the Prince himself, Keito was on his own to fend off the wave of Red Jackets that had appeared from the shadows!



Things did not go quite as The S&M's would have liked... Keito refused to give ground (Clay rolled a lot of one's... a lot ...) and cut down the first ganger in close combat ... undeterred, the Red Jackets swarmed forward ... Keito gave no ground...



With 88 reinforcements coming on and opening fire, things became a little desperate for the Slavers ... shunning close combat, a short blast from a Lasgun took Keito off his feet ... the prisoner was freed and Keito was dragged off to work in the mines ...



..  a narrow win for the 88's but with both sides taking casualties it was not worth celebrating! The Slave Masters had freed their captive but at what cost? One of their number lying dead in the dust may be too high?

Saving Keito's Privates...

The second game of the night was a much less blood thirsty affair... and can be expressed as a comic strip (see below..)


... that's right, two gangers went up a ladder, freed Keito and disappeared into the darkness!!

Until next week ... the Saints may even make an appearance ...

Thursday, 29 August 2013

The Slave Masters

The Slave Masters

Prince Adam has been living out in the wastes for several years. The details of his early years and the reasons of his exile are unclear, but what is clear is that Prince Adam has established a formidable gang of desperadoes in the harshest of environments.


Tired of scratching an existence out of the blasted wastes the Slave Masters have carved out territory on the outskirts of The Gates. Looking on with greedy eyes as the rumours potential mining contracts gather pace.



The Almighty Saints

The Almighty Saints
(Dan's Gang)

Henry Morgan can trace his family lineage back to the golden age of Unobtainium mining, and although his family fortunes may have dwindled his local influence has not.


While still maintaining mining rights Morgan has had to establish other revenue streams to maintain the family. Fiercely proud and full of distrust and hate for outsiders the Almighty Saints have little patience for petit turf conflicts.


Armed to the teeth, the Almighty Saints are ready to re-establish themselves as the premier mining family in The Gates...

The Super 88's

Super fighting 88 Samurai Squad (Will's gang)


Showing an early taste for close combat (sometimes to the detriment of victory!) Takeshi and the Super 88's have established claims to territory around The Gate.



Takeshi is rumoured to have contacts in most of the settlements along the route sandwiched between the wastes and is never in short supply of young underhivers desperate to make a name for themselves...


We're back, baby!


Necromunda hive is a sprawling metropolis, hundreds and hundreds of square miles wide, stretching from the surface of the planet, spiralling through the insipid, poisonous cloud cover, up into the lower atmosphere.

Down in the lower reaches, a few hundred miles from the outside wall, lies the trading post 'Volarian Gate' or simply 'The Gate' as it is known by the locals.

The Gate and the surrounding area was once a thriving mining community but, as the Unobtanium seams were mined out, people left in droves and entire communities abandoned their homes and moved on. Sat on the main route through two vast plains of desolate wastes The Gate remained a busy market centre and a destination of traders and drifters alike.

However, rumours have surfaced of fresh seams of Unobtanium being discovered ... attracting the attention of many a fortune hunter ... and this is where our campaign begins...

In short the ThurNMC has begun a Necromunda campaign, a, criminally overlooked, GW game of very small scale (12 models) skirmishes, fought over futuristic multi-level scenery!! While the production of 'official' models has all but dried up (not unlike the Unobtainium!) there are many other miniature producers who supply models to make up any gang you like!!

Thursday, 18 April 2013

Bolt action casualty or pin markers

So, two weeks into the Bolt action adventure and getting tired of using dice to keep count of the 'pins' I've started to look around for a replacement..

While I like the Warlord games pin markers ...

http://www.warlordgames.com/store/pinned-markers.html

I didn't like the thought of painting another 30-40 rifles and helmets!!

Now, I got the idea for the markers I ended up with from someone else's blog but I'm afraid I can't remember who's it was! So my apologies!

First up, the base...

http://war-bases.co.uk/index.php?route=product/product&filter_name=Casualty&product_id=159

These are great little (40mm!!) laser cut based with a dial running from 0-12, once painted they make a great base!

Spray them with the paint of your choice to save time, but make sure you mask the number dial under the window (I used a piece of paper).

The US casualties I used came from the 'Berlin or bust' range by West wind.

http://www.westwindproductions.co.uk/catalog/berlin_or_bust.php

You get 8 for about a tenner. Paint them up to suit your uniform colour (I've put together a 2nd armoured force, but left regimental insignia off the models just in case I did a company from somewhere else) and paint the flesh, I did a slightly lighter skin tone to try and make them look as though they're in shock!!

Stick them to the painted bases, flock and you're done!!

8 pin bases ... I'm thinking about doing a couple to look like they've just been shot but there are too many other projects to get done first ... US Rangers... B17 (1/256 scale)










Friday, 12 April 2013

Bolt Action WW2 - 11/04/13

So, Friday morning and the dust has settled after another Thursday night 'dust up' ...

Last night we (Clay, Monk, Dan and I (Will)) played our second game using the Bolt Action WW2 rules from Warlord games -

http://www.warlordgames.com/home/bolt-action/

The rules are relatively simple to grasp with standard 'to hit' values, moral/order tests and movement distances that are all effected by different modifiers, each side has an order dice for each of it's units that a selected from a bag. Once your draw a dice out that is your colour, you simply activate your unit and play their order out to completion, then draw another dice out and so on and so forth until all of the units have been activated ... while I have played rules in the past where modifiers have made each turn laborious and slowed the game down we have found that, as long as you keep your summary page open, you can gallop through a game in a few hours.

Yes, that is all incredibly dull ... to the action!!

A small 500 point skirmish was the order of the day and rolling on the scenario generator it would appear that both sides have caught wind of the opposition lurking just beyond the farmhouse and decided to go and give them a damned good thrashing.

Our game was Americans (Dan and Will) versus ze Germans (Clay and Monk), using the mid-war army list (D-day ish), the rule set offers a number of different periods to chose your troops from, broken down further in the supplements for each army released separately.

I'm not going to bore you all with the actual army lists, but basically both sides had an officer, two squads of infantry (the German squads a little larger and tooled up with assault rifles), a forward air observer each and a half track each. The Americans had an additional medium mortar team and Bazooka team.

A large Wermacht squad advances toward the American right flank, the mortar team begins to feel a little exposed...

Both sides put their plans into action during the first turn, the Germans racing their bulging halftrack (Clay) down their left flank and pushing infantry and the Lieutenant (Monk) down their right ... the right flank being matched by the an American squad, forward air observer and medium mortar (Will) and the American halftrack moving onto the German left flank unloading a small squad and the Lieutenant, who raced into the farmhouse and the Bazooka team. That set themselves up to take a pot shot at the Hanomag (German halftrack) lurking behind a wall, hoping to end the war by Christmas... the war was to continue to 1945 with the bazooka round sailing off into France somewhere.

Turn two - German dice the first two to be drawn out of the bag.
With an assault on the house looking rather dice-y (thank you very much, I am here all week!) Clay unloaded his infantry team and opened fire on the G.I's in the house (rolling a healthy 15 dice) ... needing 6's all round to both hit and then to kill any Americans the fire was largely ineffective, the Americans picking up a pin .. Dan fired back with his officer, NCO and BAR getting a slightly less healthy 6 dice but needing 3's to hit and 4's to kill he fancied it, scoring hits but no kills the German infantry team picked up 2 pins.

As soon as a unit picks up a pin they need to roll to follow orders, the more pins the less likely they are to carry the order out..

Remaining fire on this flank was relatively ineffective, and the German right flank consisted of manoeuvring with the Germans sprinting toward the American held copse, the Americans moving to the edge of the trees and digging in (the Germans 15 fire dice, putting the fear into Will ... there would be no John Wayne heroics just yet...)



Turn three - German dice the first two out of the bag (again!!)
This was it for Clay and his grand flanking manoeuvre, the infantry on the right flank were assaulting the house, the half track was going to drop the forward air observer off and then speed off and gun down the bazooka team ... that was the plan ... it was all riding on the order roll, 7 or less on two dice, a double 6 was rolled ... it's 'FUBAR' the infantry panic and retreat away from the action! The halftrack fairs a little better with a successful drop off and managing to kill one of the bazooka team. Dan's response was instant, passing the order test for his bazooka and sending a round careering toward the Hanomag ... only to see it spiral off into the blue .. suppressing fire from the infantry in the house pinning the forward air observation team and the American halftrack opening up on the Hanomag, adding pins, was making Clay's task more and more difficult.



The right flank consisted of the usual manoeuvring, the American infantry staying dug in and the Germans positioning themselves for the big push taking one casualty as they broke cover to cover. The German officer moved off to support Clay's infantry and the American mortar spotter moved to support Dan's flank.

Turn four - German dice first out of the bag (there would have been satisfaction declared if I wasn't the one with the bag)
Clay positions his halftrack as a ten ton roadblock and attempts to finish off the bazooka team .. which he does with relative ease (the bazooka couldn't aim for toffee anyway) .. but the Germans were now leading by 2-0 (2 points for every unit destroyed). Dan once again responding in typical swashbuckling style and gunning down the hapless forward air observer and his assistant, the Americans now occupied both floors of the building and brought everything they had to bear on the two chaps in the open, the half track moved to within point blank range of the Hanomag and opened up with the .50 Cal adding pin markers but not damaging the machine. Clays remaining troops were rallied and went about moving to support Monk's flank .. it would get a little desperate if the advance continued. My (Will's) Americans remained dug in on the edge of the wood (I'm so boring..) and the mortar team took a pot shot at the Hanomag needing a 6 ... and hit!! Yet more pin markers on the hapless vehicle, if we could get it to 9 pins it would be routed (destroyed) and give us two points. In a bold and surprising move Monk swept his infantry up the middle leading towards the farmhouse ... leading to a do or die moment in ...

Turn five - German dice again!!!
A mixture of exhaustion and first game bravery Monk moved his infantry into the open and let fly with three panzerfaust at the American half track needing a 6 followed by a 4 to hit, it was a long shot, in anyone's world, but the new officer wanted to make his mark!! Three dice were rolled ... a 3 a 4 and a 6 ... it was now 50/50 as to whether he was going to hit the vehicle ... the 6 was re-rolled ... a 2 (disappointed groans all round) ...



Dan didn't waste the opportunity, bringing everything in the house to bear the squad lost 5 men in a hail of bullets and the balance ran away ..

With the potential of the game ending in a turn or so, Clay and Monk conceded the field and the battle of La Maison Blanc was over....


Thursday, 11 April 2013

So it begins ...

So it begins ...

The first post of the Thursday night model club goes online!

A collection of chaps that have begun to battle, bring armies together and paint. Meeting once a week to pit their wits against each other..
The 2nd armoured move toward the junction (it didn't end well .. )

With no particular scale in mind, 1/250 planes, 10mm Napoleonics, 28mm Wild West, Saxon/Viking, LoTR and, of course, World War II ....

Having painted on and off for twenty years I felt it time to grasp the nettle and start sharing ideas, models, painting and battle reports.

That's it for now... more to follow ..