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Painting toy soldiers in Oregon

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A Face Only Grandfather Nurgle Could Love

Posted by Comrade on November 30, 2017
Posted in: Posts. Tagged: 40k, chaos, death guard, nurgle, painting, sci-fi, warhammer. Leave a comment

This is it — I’ve finally completed last two models from the Warhammer 40,000 Dark Imperium boxed set. The last two figures (the Noxious Blightbringer and the Malignant Plaguecaster) are imposing character models with a lot of details. But they’re done at last, and not a moment too soon: Apoc-Luck is this weekend!

Up first is the Malignant Plaguecaster. He’s a sort of sorcerer for the Death Guard Plague Marines. The basic sculpt included several silly details that I didn’t like, such as a weird head with a creepy babydoll face, and a fart/vomit stream coming out of his hand. Here’s the original stock sculpt from Games Workshop.

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The baby face and fart cloud were certainly flavorful flourishes, but I didn’t like ‘em, so out came the clippers.

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I replaced the baby face with the snout from a Pig Iron gas mask head. There wasn’t a lot of space under his cowl, so I really just needed the nose part of the head, nothing more than that.

I snipped the fart cloud right off and replaced it with a more traditional gun from my bits box. Oops, looks like I forgot to drill out the barrel.

I also skipped the floppy robe pieces that go on the back of his armor and instead attached a puckered sphincter piece and one of those smoky incense balls (snipped off another unsuspecting Plague Marine model), both of which I had sitting around in my bits box. Again, it’s nothing spectacular, but it does give this figure a unique flair that you won’t get with the stock sculpt.

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Anyway, I think the model is a little bit less ostentatious now. It’s still plenty gruesome and creepy, and it still definitely screams “PLAGUE MARINES!”

Up next we have the Noxious Blightbringer, a massive warrior who carries an equally large bell (lots of bells, actually — they’re hanging all over his armor!).

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This was a fairly straightforward paint job, but I was really pleased with how he came out. Lots of smooth colors and highlights, as opposed to my typical “block colors + magic dip” approach. I spent a little extra time on this guy, and it shows.

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Oops, I forgot to paint up that incense ball and the little fly on his backpack. Oh well! Anyway, they’ll both be hitting the table alongside a solid block of Plague Marines and Poxwalkers in this weekend’s Apoc-Luck battle! Stay tuned for more!

 

 

Apoc-Luck 2017: Hour of Darkness

Posted by Comrade on November 29, 2017
Posted in: Posts. Tagged: 40k, apoc luck, apocalypse, club, game night, narrative, sci-fi, warhammer. Leave a comment

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We’ve got a fun event coming up this weekend: Apoc-Luck!

For those unfamiliar, this event combines an Apocalypse-sized game of Warhammer 40,000 with a potluck dinner. It’s a great excuse to enjoy an evening of gaming with good friends and FOOD!

I first heard about this phenomenon last year and were immediately inspired to try it out. For our little group, we’re renting out an activity room in a facility just around the corner from my house.

We developed a fun scenario designed to get all those big, expensive toys on the table for an epic (yet still playable) slugfest. I think we’ll have a big game that’s still manageable and capable of being played to conclusion. Check out the game handout for more info on the special rules for this game:

Apoc-Luck Game Handout

Doubtless this game will produce some pretty incredible photos and stories. Stay tuned for a truly epic battle report!

Scrappers Game Report and Review

Posted by Comrade on November 27, 2017
Posted in: Posts. Tagged: game night, post-apoc, review, sci-fi, skirmish, warbands. Leave a comment

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Earlier this month John and I had a chance to try out Scrappers, the new post-apocalyptic ruleset by Bob Faust and published by Osprey. This was actually our second run-through with Scrappers; we tried it out a couple months back and resolved at that time to try a proper campaign game. So we’ve had two outings with the game, and so we wanted to share some thoughts.

If you know me, you’ll know I love warband-sized games with 5 to 20 figures per side. They’re perfect for a weeknight evening, and they’re also a great excuse to paint up a handful of cool new miniatures — without having to commit to a full army’s worth of models. In the past, I’ve had great luck trying out compact, tightly produced post-apocalyptic tabletop wargames, so I was excited to give Scrappers a try.

As with similar titles from this publisher, the game is a sleek volume, light on the fluff but heavy on the crunch, with lots of replay value packed into the core rulebook. Warbands are composed of individual figures — typically humans, mutants, synthetic robots, further defined by various faction traits.

Unit creation is entirely customizable, with a strong affection for WYSIWYG gameplay (no invisible turbolasers or hidden rocket launchers, please). I have a pretty sizable collection of post-apocalyptic and sci-fi miniatures, and I’m pleased to say that I could get them onto the battlefield with Scrappers.

John and I put together a couple basic warbands — both from the Freelancer faction, which is the generic catch-all faction that represents all of the mercenaries and raiding parties that lurk in the hinterlands, competing for scrap. There more specific factions, such as the all-mutant Gamma Lords and the half-life warboys who make up the Sons of Entropy.

I took this game as an opportunity to drag out my brand-new double-sided plush game mat from Cigar Box Battle Mats. I had received it in the mail following their Kickstarter just a few weeks prior, and was eager to give it a baptism by fire. Here’s the setup.

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Pretty crowded! In Scrappers, gameplay is tightly focused on the basic “treasure hunt” mission, where both sides are competing to retrieve scrap tokens from the battlefield. I jokingly referred to Scrappers as “sci-fi Frostgrave,” but the characterization is apt. I find this type of focused gameplay to be very refreshing, and it makes pre-game setup easy. Here are the loot tokens we distributed around the battlefield.

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After going over the rules once more, we got underway.

Now’s the point where I explain how Scrappers has *a lot* of rules. Seriously, this is the sort of game that has two full pages of text to describe the mechanics for climbing, jumping and falling. It is extremely tactical, with lots of overlapping rules for both figures and their gear. This allows for lots of customization during unit creation, and lots of rich, unique campaign play — but it also leads to plenty of rulebook flipping, particularly during those early games. This is most decidedly not a rule-lite game — just something to know before going in.

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As our game unfolded, John and I both saw immediately how the d10 dice resolution system in Scrappers keeps both players engaged at all times. The game uses alternating unit activation coupled with a unique initiative system. Dice rolls are always opposed — you are never rolling against a static number, always against an actual opponent, even for something as mundane as a climb check. That’s fun and engaging.

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In our game, we both sent our figures creeping into the ruins to try to secure the scrap tokens. Small firefights erupted throughout the battlefield as our guys spotted each other and exchanged fire.

Here’s one of my veterans, Lieutenant Shashlik, exploring a rusted power conduit. Wonder what scrap he’ll come up with?

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In Scrappers, each scrap token has the possibility of generating a random event (based on a big table in the rulebook). The dramatic moment when you roll for a random event is definitely one of my favorite parts of the game. It adds a lot of unpredictability to the game, and of course random weird stuff is one of the hallmarks of the post-apoc genre.

The wide-open nature of unit creation allows players to min-max and create virtually any sort of character archetype imaginable. In John’s case, this meant a deadly sniper who seized the high ground early on and began picking off my figures one by one.

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In my case, custom unit creation yielded SN0-C4T, a quadrupedal combat robot who could scale any piece of terrain and blaze away with his integral auto-shotgun.

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We traded fire for a few turns until a rad storm blew in and began saturating our characters with radiation. By that point, I had lost a few figures and gained a few scrap tokens, so I wisely decided to quit the field rather than risk irradiating my warband. And SN0-C4T was about to tangle with Ashford, John’s hulking mutant warrior, so it was probably better for me to just flee.

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John “won” the game, but during the post-game loot checks, we found that one of my scrap tokens was actually a force shield — a powerful artifact from before the worldwide collapse. So I actually scored more loot, though I’d have to spend some of it re-equipping my guys who lost their gear.

We remarked after the game that we didn’t get into close combat all — not in this game, and not even in our previous game. Ranged combat seems extremely potent, so much so that melee seems difficult to leverage without building your entire warband around it. And again, this is a WYSIWYG game — I want the game to play properly with a bunch of regular figures armed with pistols and autoguns and knives, because that’s what I’ve got in my collection. I’m not interested in building a min-maxed uber-warband just to fight in close combat.

And now, some thoughts on Scrappers from my stalwart opponent…

John’s Thoughts on Scrappers

After reading the rules I was nervous about playing Scrappers, but once I did I had a wonderful time and can’t wait to play again.

We played Scrappers following a series of stripped-down one page rulesets, like Grimdark Future and Double Tap, which leave  many procedural decisions up to player interpretation and common sense. If those rulesets are sketches, Scrappers reads more like a detailed technical drawing. Before playing, I felt the rules text over-explained some concepts or dwelled on trivialities. Scrappers clearly means to handle being played competitively.

I worried gameplay would feel stilted as a result, but the game flowed beautifully. The rules supported play without obstructing us, and helped us avoid getting bogged down negotiating the gentleman’s agreements often required by looser rules.

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The system for choosing who goes when leads to rich tactical decision-making. Opposed d10 rolls gave me a twinge of nervous excitement each time we rolled, which I sometimes lack in handfuls-of-d6s-style rules.

Scrappers only offers one type of scenario, hauling away scrap under fire from your opponent, but it’s a robust scenario that held up fine across both our playthroughs. A random event always occurs sometime during the first four scrap tokens recovered, maybe wonderful, maybe dangerous for the player who triggers it. That variety and uncertainty give the scrap scenario the legs it needs to carry a campaign. Rolling after the battle to find out how much loot you hauled off is simply joyful, but the trauma table can do some nasty things to your wounded models if you’re not lucky.

Overall I found the balance of risk vs. reward and long- vs. short-term benefit embedded in campaign play to be just right.

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Scrappers would really benefit from trait and equipment cards. Special capabilities in Scrappers are expressed in terms of trait keywords, which must be referenced separately from where they are listed. For example, the machine gun profile lists its range, rate of fire, and damage, followed by a Directed Burst keyword, whose effects are described several pages earlier in the book. There are also several traits listed throughout the book in different spots based on the source of the trait (e.g., whether it was granted by lifeform type, faction, or was purchased, etc). I would like a tool that pulls the trait descriptions onto my crew sheet for ease of reference.

I think I will play Scrappers often, and recommend it to anyone looking for a sturdy, fast-playing post-apocalyptic skirmish wargame.

Conclusion

Well there you have it! Scrappers is a crunchy game that rewards the players who take the time to dig into the nuances of all the special rules and funky interactions. It also contains enough flavor and random gonzo weirdness to keep the narrative crowd engaged as well. We’ll play this one again soon!

Enter the Blightlords

Posted by Comrade on November 24, 2017
Posted in: Posts. Tagged: army, chaos, hobby, painting, sci-fi, warhammer. Leave a comment

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The new Death Guard book includes an entry on the Blightlord Terminators (and if that’s not a heavy metal band name, I don’t know what is). These are the vile, pustulent veterans of the Death Guard warbands who wear the baroque Terminator armor.

Game Workshop released a fantastic plastic kit for these guys, but I had other ideas. I had recently acquired a handful of old-school metal Chaos Terminators and I wanted to try my hand at turning them into a squad of Blightlords. This involved a bunch of head swaps (using the fantastic, scrappy sci-fi heads from Pig Iron Productions) and weapon conversions, along with a LOT of green stuff.

(Sidenote: As a player who got into 40k in the mid-90s, during the golden age of custom modeling and do-it-yourself builds, it was more than a little heartbreaking to see absolutely zero mention of green stuff in the new Death Guard codex. There were a couple off-handed mentions of custom conversions in the book, but overall the content was very much geared toward getting you to buy the new Death Guard models, rather than converting your own. The end of an era, I’m afraid.)

Anyway, I converted my own. Ha!

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I think they’re certainly passable, though of course they’re not nearly as crisp and packed with detail like the new Blightlord kit. But (in my opinion) they have a lot more character, and they’re “mine” in a way that goes beyond just the paintjob.

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And now, time for a confession. This was my first time ever working with green stuff in such a sustained manner. In the past I’ve just used it to fill gaps and maybe repair a very basic detail. For these guys, I built the hulking plague vents on top of their shoulders and added patches of rot and putrescence all over their armor. It was very challenging work, and I constantly doubted my capability (particularly when working with such beloved old models!).

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I augmented the heavy flamer a bit so it can serve as a “plague spewer” (another fun upgrade option from the Death Guard codex). I attached a screaming demon head to the barrel of the heavy flamer. The shrieking visage definitely says “plague spewer” to me. You be the judge.

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These guys were lots of fun to model, even if my green stuff work did end up looking a bit amateurish. No way get better without practice, though!

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So I have my own Blightlords. Heck, they’re so different than the “stock” Blightlords that maybe I’ll have to come up with a new name for them when they hit the battlefield. Gravewurms? Plague Prophets? Something else? Leave a comment with your suggestion!

Something Foetid This Way Comes

Posted by Comrade on November 11, 2017
Posted in: Posts. Tagged: 40k, chaos, miniatures, painting, sci-fi, warhammer. Leave a comment

I’ve got my nose to the grindstone trying to churn out a few more Nurgle-themed units for our upcoming Apoc-Luck game in early December. If you’re not familiar with Apoc-Luck, here’s the gist: it’s an Apocalypse-sized game of Warhammer 40k combined with a potluck dinner! Seems the perfect way to celebrate friendship and a shared appreciation for tabletop gaming. More on that in a future post, for sure.

In any case, I’ve committed to fielding my nascent Death Guard army, which I’ve been piecing together slowly since the Dark Imperium boxed set came out in July. I’m using a variety of models, including old sculpts alongside the newer releases, to create the sort of glorious Nurgle-themed mashup I remember from the pages of White Dwarf magazine when I was a kid.

The newly completed Foetid Bloat-Drone on display in this post is a perfect fit in such noisome company.

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I’ve always had a fondness for the idea of daemon engines in Chaos armies — after all, the very idea of it seemed tailor-made for creative modelers. Nowadays Games Workshop would rather that you buy their daemon engines rather than build yours out of old model kits and sculpting putty. But thankfully, the models they’ve released so far for the Death Guard are quite fantastic!

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This model looks like a mountain of flabby flesh crammed into an ill-fitting armored carapace, with a trio of rusty thrusters bolted on for good measure. The oozing, dripping details on the model were a lot of fun to paint.

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I finished off this model with the “magic dip” — in my case, Minwax Polyshades Tudor Satin. It adds rich shading and a touch of gloss to the model, not to mention creating a tough, virtually impenetrable polyurethane coating that is proof against scratches, scrapes and other mishaps.

As it happens, I took a photo of the nearly-complete model before I applied the dip. I’ve included it in this post to show how the dip adds really nifty subtle effects. Check it out!

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Stay tuned for more news about Apoc-Luck!

 

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