Here’s another milestone for me – last month, I officially took part in a curated art gallery at my local community center! This was a gallery for folks who are affiliated with the center; I teach miniatures painting classes there, so I was eligible to participate.
I entered a diorama showcasing a band of dwarven warriors mounting a hasty defense on the perimeter of a small settlement. An undead vanguard was emerging from a nearby forest, so the stage was set for an epic battle! A couple of my beautiful resin village buildings from Tabletop World made an appearance. I wrote a few paragraphs of free-form narrative lore to help put viewers “in situ” in the diorama.
It was a plumb location, right in the main lobby near the public entrance! All models and terrain was built and painted by me. Astute readers will notice some familiar faces in the setup!
The most challenging part of this installation was finding a suitable pedestal with a protective plexiglass cover on top! I called around to a number of local art nonprofits, community theater, library, etc. before finally striking gold at my local historical society! They had a large, well built plinth in storage, and they were happy to lend it to me for the duration of this exhibit.
Anyway, I’m properly chuffed at the somewhat silly idea of finally taking my place among the pantheon of “real artists.” Of course, I know that there are no gatekeepers on what constitutes art, and that anyone with a lick of creativity can claim that mantle. Still, it’s fun and rewarding to display my stuff in public (for 2 months, wow!) and help people expand their notions of what exactly “art” is.
The warband (The Seekers of the Fractal Schematic) is a hodgepodge of models from many different manufacturers, all tied together by a loose theme and a simple & consistent paint scheme. For me, the warband fits the Inq28 / Blanchitsu creative aesthetic.
I’ve really enjoyed converting and painting up the basic cultist models that form the backbone of this warband. These figures come from a variety of sources — a few are from Necromunda, a few from other sources, but most are built from the various plastic Frostgrave infantry kits that were released a few years ago. They’re a fantastic starting point for all manner of sci-fi and fantasy soldier conversions.
The guys in the photo below, for example, started with Frostgrave torsos, plus various arms from Genestealer Cults and Adeptus Mechanicus kits, along with gas mask heads from Pig Iron Productions.
The vibe I’m going for includes flamethrowers, creepy cybernetics popping out of flesh, cult iconography, scavenged equipment, and rusted industrial wreckage for the bases. You know, typical Dark Mechanicum stuff.
Simple conversions, quick paint jobs using contrast paints and a bold purple color … that gets the job done.
I don’t mind mixing in Games Workshop models when they suit my theme. The four guys below are from Necromunda, with some heads swaps to make them fit the “tortured cyborg zealot” motif.
I’ve got plenty more bits — I accidentally dropped a bunch of money at Mindtaker’s bulk bits bin during a visit last month. Oops! So look for plenty more heretics, scavengers, cultists, and cyborgs in the future.
Today’s Grimdark Future battle report (the next installment in The Cauldron, our ongoing grimdark/Inq28 themed narrative campaign) took place far from the glittering spires of Hive Sacrament on Gamma Euphorion Prime. While the miserable defenders of the Imperium struggled to stem the dark tide surging up from the depths of the underhive, our factions were making a move on the nearby industrial moon Drusichtor.
The moon hangs like an overripe plum in the leaden skies of Gamma Euphorion Prime, swollen with mineral resources and riven with scars from centuries of careless extraction activity. In my head, Drusichtor is kind of like LV-426 crossed with the Australian outback. Lots of crumbling industrial facilities, isolated mineheads, abandoned strip mines, weather-worn hab blocks, windswept cliff faces, etc. Ripe for narrative gaming in our homebrew setting. In this game, the factions were converging on the Xenarite Interchange, one of several heavily fortified industrial mining facilities that dot the tortured, windswept landscape of Drusichtor.
For this game, a splinter warband of Death Guard commandos from the Maggot Magnates faction was pushing to seize the security station. Opposing them was a ragtag band of miners who, by pure happenstance, were swooning under the influence of a nefarious genestealer cult. A band of ork raiders lurking in the hills flipped a coin and decided to ally with the genestealer cultists during this raid.
Three security stations located within the perimeter of the Xenarite Interchange offered access to the base’s robotic sentinels. The faction that could seize and activate the security stations would be able to direct the robotic sentinels to swarm and destroy the opposing faction. Gulp!
Our game got underway with a general advance by the Plague Marines of the Death Guard. They had two sizable hordes of shambling Poxwalkers, and these they prodded toward the objectives in the center of the board.
The genestealer cultists responded by directing the fearsome flame weapons on their vehicles to mow down the poxwalkers as they advanced. Yikes, I was not expecting so many flamethrowers!
On the opposite flank, a Chaos Rhino delivered a squad of Plague Marines to another objective, located in a toxic spill zone. Before the game, we had designated this area as “dangerous terrain” per the Grimdark Future rules, which caused units to risk casualties if they moved into or through the terrain. Thus, this objective was objectively more hazardous to secure!
You can see in the photo above that Jim had a squad of Ork boyz waiting just behind the disabled vehicle, ready to pounce on my Plague Marines once they waded into the toxic soup near the objective.
Daniel had also prepared an ambush – his mutant cultists popped out of a tunnel and charged my Plague Marines as they closed in on the objective, resulting in a brutal close combat.
And of course, eagle-eyed readers probably noticed the three Killa Kans stomping around in this general area. They were armed to the teeth, but thankfully they weren’t too tough, and we were able to pop them one after another (while simultaneously dealing with the genestealer cultists and marauding orks).
The MVP for popping Killa Kans turned out to be the Chaos Rhino! I had equipped it with the spiked ram upgrade, which gave it Impact (9), and this turned out to be devastating. In Grimdark Future, vehicles have no way to fight back in close combat, so they have an ability called Impact (X) that acts as a sort of tank shock, dealing X automatic hits when they rumble into a squad. After that, they’re often sitting ducks, but Impact can really even the odds when employed correctly.
Dealing 9 auto-hits proved to be just the tonic I needed to carve up the Killa Kans and grease the Orks.
Back on the left flank, the poxwalkers staggered forward even as they were coated with flaming promethium. A few made it into combat with the big cultist truck, but they were too diminished to do much damage.
We had better luck with a lone Chaos Terminator who arrived via deep strike (aka Ambush, in the parlance of Grimdark Future) and charged into combat with the cultists who had just spilled out of the transport truck. The Terminator carved them up with frightening ferocity!
The final clash of the game took place on the right flank, where a mob of advancing poxwalkers inadvertently uncovered the source of the xeno cult – actual genestealers!!
They were punished terribly for discovering this forbidden truth. The survivors continued the advance, supplemented by a grisly Myphitic Blight Hauler, aka murder tricycle.
By this point, Jim’s fearsome Ork Warboss was entering the fray. He hewed and cleaved with his mighty choppa, but ultimately he succumbed to the Death Guard onslaught, which paved the way for the Plague Marines to seize the objective and wrap up the game.
The outcome of our narrative scenario meant that the Death Guard were able to activate the base’s remote sentry robots, which bounded forth on four legs and proceeded to lay waste to the surviving cultists and orks. This was a great excuse for John to bust out some newly painted robo-puppers that served to close out this game with style.
And so the cultists and their erstwhile allies (the Orks) were driven back, and the Death Guard consolidated their position at the Xenarite Interchange and prepared to probe deeper into Drusichtor’s desolate industrial facilities. Who can say what strange discoveries await?
I should note that this game was just one of two games that were running concurrently in John’s garage game room. The other game is documented with aplomb over at Orcs Illustrated, the blog headquarters of fellow club member John. Here’s a sneak peek at the action in the Pilgrimage District.
We had a total of 10 players squeezed into the garage – a record, I believe, for our little game club. This game was also a bit of an “east meets west” event, as it featured a visit from Karl, my friend and co-founder of Chicago Skirmish Wargames (my old game club). So it was a real treat to set up a couple games with Karl and give him a chance to meet the guys in my group.
All in all, it was a glorious sight to behold. Fully painted miniatures, gorgeously crafted terrain and scenery, and an engrossing narrative campaign. Truly, this represents the zenith of what anyone seeks out when they gaze at the cover art of any ol’ box of miniatures.
After a couple of large, multiplayer sessions in our grimdark sci-fi campaign (The Cauldron), it was a nice to downshift a little bit and try a smaller, more intimate affair for this most recent game. We crafted a custom scenario centered on THE TECHNOBRIDGE, a terrain creation that you can read about at the link.
For this game, we set up a custom, somewhat assymetric scenario that saw Rian’s Battle Sisters assaulting the heretics’ fortified hideout. The Sororitas had three objectives that they had to complete in sequence: lower the bridge, enter the bunker on the far side to retrieve the corrupted data cores, and then escape into the sewer pipe.
The heretics had more forces (500 points compared to 400 points for Rian) but they arrived in piecemeal fashion over several turns. It was an interesting custom scenario that forced some do-or-die decisions on Rian as he advanced across the Bridge of Faith!
The game began with the Bridge of Faith raised (i.e. not present on the table, as you can see in the photo above). The small control station on the far side of the chasm operated the bridge. Rian would need to seize the control station in order to lower the bridge.
The sandbagged area represents the heretics’ fortified hideout. They also had an armored bunker and some other emplacements under their control – a potentially tough nut to crack, except that they had a limited number of warriors on the table at the start of the game.
Rian’s Sister of Battle deployed near their side of the bridge. They intended to seize the control panel as early as possible, to effect an assault across the relatively open bridge.
The game began with the Battle Sisters laying down covering fire from elevated ruins near Rian’s deployment zone.
The fast-moving Sisters Repentia, unarmored and wielding gigantic chainswords, raced ahead under withering fire and captured the control panel. The bridgehead was under the Imperium’s control!
I realized at this point that I didn’t get too many shots of my own miniatures. I didn’t have a ton of guys on the table at the start of the game, and my figures mostly lurked in their fortified hideouts taking potshots at his advancing soldiers. Interestingly, both Rian and I chose purple accent colors for our respective factions.
Now, most of the Adeptus Sororitas chose to advance up and over the bridge…except for Rian’s badass newly painted biker! She spent the game motoring around the lower level of the battlefield, engaging my warriors at range and generally creating havoc in my backfield.
The first clash came as the Battle Sisters consolidated their position aroud the bridgehead. The first wave of heretic reinforcements arrived, and Josh sent one of his cyborg brawlers charging headlong into combat with the Sororitas.
The clash was brutal and short-lived – the Battle Sisters mobbed the cyborg and dispatched him with ruthless efficiency. With that little threat out of the way, they advanced at a cautious, implacable pace.
Unfortunately, a “cautious” pace wasn’t going to cut it for our scenario! The two remaining locations that the Sisters of Battle had to visit (the bunker and the sewer pipe) were still fairly far away, and the clock was ticking. For Rian to succeed, he would need to abandon his cautious approach and light a fire under his nuns’ collective rear ends.
We quickly realized that the Adeptus Sororitas would have to take a “leap of faith” from the platform at the end of the bridge, onto the roof of the bunker, in order to secure the corrupted data core and escape through the sewer pipe by the end of the game.
Thankfully, Grimdark Future: Firefight has simple rules for jumping. Just roll some dice and hope for high results. If you fall, you’re pinned. Can’t be that hard, right? Wellllll…..
As you can see from the photo above, the Sisters’ attempts at jumping across to the bunker left a lot to be desired. Three nuns flubbed their rolls and fell flat, one after the other. The execution was so abysmal that we suddenly wondered whether the Sisters of Battle were going to be slaughtered outright. My Dark Mechanicum leader (Rho-Terak, the Enslaver of Logic) rushed into the fray, killing the Sororitas leader as she lay prone on the groud. Big yikes!
Thankfully, the Sororitas champion on the bike was still present as a threat on my flank. She kept up the pressure just long enough for one of the Battle Sisters to successfully make the leap over to the bunker. Hurray – Rian was two-thirds of the way to victory!
Beyond this point, I did not capture photos of the final moments of the game. The last wave of heretic reinforcements showed up – two small fire teams of three models each – but alas, Josh and I didn’t place them particularly well, and the new arrivals were unable to interdict the Adeptus Sororitas as they raced from the bunker to the sewer pipe to make their escape.
So it was a major victory for Rian and the Sisters of Battle – but only just! If he had dithered, or if the heretics had been able to stall his advance even for one turn, the outcome would have been dramatically different.
This was a fun game with a nifty scenario that featured creative input from all the players. Oh, and we got to use THE TECHNOBRIDGE. So that was a win all around.
It’s been a while since we checked in on our Nightwatch campaign. I’ve actually had these photos on my phone for a couple months, just haven’t gotten around to doing the writeup.
Anyway, we gathered a few months back to play the fifth (5th) session of our Nightwatch campaign. A proper, by-the-book Nightwatch campaign is a carefully scripted affair, with seven sessions that slowly increase the intensity and danger, culminating with an epic “boss battle” in the final session.
So by that metric, you can see we’re quite advanced by this point in our campaign. Our characters are proficient and deadly, and they’re outfitted with all manner of deadly weapons, artifacts, and gear.
We’ve played a variety of objective-based scenarios up to this point in our campaign. For our fifth session, we decided to try a seemingly simple game mode – survive for seven turns. That’s it! Nothing more complicated than that.
It seemed easy, but the players barely escaped from this game with their hides intact. The danger started early and often, as terrifying beastmen began emerging from the depths of the Embermoon Forest on turn 1.
From there, the danger just increased expontentially. The slower characters, like Jim’s knight Sir Joshua, got bogged down in grinding melee combat just a few inches beyond the heroes’ deployment zone.
This meant that the more mobile characters, like Vincent’s alchemist, had to stay somewhat nearby to protect their slower comrades, and couldn’t race ahead to engage the beastmen reinforcements that were arriving every. single. turn.
This game featured repeated appearances of Terrors – those horrid, panic-inducing monstrosities that represented the near-pinnacle of the Nightwatch bestiary.
Terrors were nearly as powerful as the players’ characters, capable of dealing out fearsome amous of damage, and they arrived with frightening regularity as the game wore on.
It was, as evidenced by these photos, an absolute bloodbath in the Embermoon Forest. The beautiful autumnal foliage was splashed with ichor and gore, the branches blackened by explosive grenades and errant mage bolts. The entire valley was hazy with smoke as the battle wore on. Who would emerge victorious?
Heroes fell in the chaos, then gained their feet, only to fall again. A well-placed magical wall of vapor managed to block a rampaging mob of beastmen reinforcements, gaining precious time for the heroes to organize their defense and gain the upper hand over the savage interlopers.
The beastmen attacked with exceptional savagery, and their onslaught prevented the heroes from moving … anywhere, really. Let’s take a moment and be thankful that this wasn’t a scenario where the heroes had to race around the battlefield and visit different locations. If that had been the case, they would have been doomed!
The heroes spent the final turns in a desperate huddle, hacking at the hordes and using every tactic in their playbook to stay alive until the conclusion of the seventh turn.
These two photos offer a glimpse at the utterly relentless attack that they withstood in the final turns of the game.
And then, as quickly as they had come, the beastmen withdrew into the night, sounding horns and loosing arrows to cover their escape. Who can say what signal caused them to retreat? Perhaps they were called back to their villainous master to serve some darker purpose? Whatever the reason, they fell back in haste, leaving their dead and wounded to moulder in the wilderness of the Embermoon Forest.
And thus concluded our most frenetic, brutal game of Nightwatch yet! We have one more “regular” session ahead of us, followed by an encounter with the savage chieftain of the beastmen … stay tuned for more!