Inquisimunda game 1, narrative 40k

J, who had invited me down to the game, was in charge of the scenario for the game. The basic proviso was his Inquisitor character had stared into the abyss too long and had been drawn to chaos, in the last game- involving combat set on a damaged space ship – he had come to grief that resulted in him being rebuilt with a snake body/ tail for his lower half by dark Adeptus Mechanicus who were also tainted by chaos. This group had a gate to the chaos realm that they were trying to open to unleash all sorts of demonic entities into the world. My cultists were local muscle that were brought in to help defend the chaos gate. Against us were Grey Knight Space Marines, two Rogue Trader bands as well as some Dark Eldar who had been betrayed by J’s crew in the previous game. At least that is my understanding of the starting points, I think it was the fifth game for the others in the campaign… oh and parts of the damaged- now blown up – space ship were falling on to the planet’s surface randomly throughout the game.

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The table. The globe in the middle was the chaos gate I was to help defend.

I built a 1500 point force using the yaktribe website, going for the quantity rather than quality approach. In the end I was able to field 13 of the 15 cultist I own, I just left out the webber and one of the autogun armed ones.

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The scenario dictated a close in defence of the gate- it did leave us a little exposed.

The chaos aligned forces set up around the chaos gate in the centre, whilst the varied opposition entered from the board edges. Pretty quickly I was assailed by the Dark Eldar, tearing through my lightly armed cultist, still I figured I was there to provide the cannon fodder so was happy with that. Joe’s Rogue Trader force entered from my left; using the more freeform roleplay aspects of the game he tried to make radio contact with any faction on the board, he got me, going with the theme I claimed to be local forces/ planetary defence force and needed help against a xenos incursion. This succeeded and meant I didn’t have to fight two forces at once.

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Chaos Cultist and dark Ad Mech start to fall from being assailed by the various forces.

This reprieve only lasted a turn as contact was made between the two Rogue Trader teams and the really situation explained.

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The casualties mount, sacrficed to protect the precious thing.

Given the 2 to 1 outnumbering and exposed position we started in my and J’s forces dropped like flies. His attempts to open the chaos gate came to nought when his leader figures dropped. At this point he tried to persuade my forces to sacrifice ourselves whilst he fled. However, as he failed this roll I decided for narrative purposes to take umbrage with this and attempt to open the chaos gate myself.

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The Dark Eldar witch makes it to the centre and dispatches the chaotic leader.

This I did, but rather incompetently, spew dangerous energy everywhere and having one my fighters sucked into it. It seems that my cultist keenness is in inverse proportion to their competence.

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However the follow- up att ack into my heavy stubber amed cultist didn’t go as well. He promptly turned around and killed the witch.

With the main chaos personalities down and the gate open dangerously spewing random effects into the area the other forces beat a retreat. Thus, the game ended with my cultist in possession of the gate. It will make for an interesting jump off point for the next game. It was suggested that I come up with the next game which will be fun.

 

Again, it was another great game down at the clubs. I really enjoyed getting my chaos force on the table; I wouldn’t mind expanding it a bit with some of the new plastics from the Blackstone Fortress boxset that GW have just put out. Playing a narrative, non- competitive 40k where you could go deep into the backstory/ fluff and create your own is something that has been on my to do list for a while now and it didn’t disappoint.

 

Cheers,

 

Pete.

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From the Shed: 40k Chaos Cultists.

A bit overa week ago I was asked by J (one of the guys that I played the necromunda campaign with) if I wanted to bring my Chaos Cultists along to a narrative 40k/ Inquisimunda game being run at the club. Obviously I said yes… then realised although I had 5 cultists painted the other were still on the sprues. Still I had time…

… I speed painted the Iraqis (see previous post) whilst I worked out what to do with the cultists. The GW set only has 5 poses and I already had a set of them, Brian had very kindly given me some Genestealer Cult and Skitari parts which I was thinking of using for conversion purposes, I also found some very old (1980s) parts so I got out the scalpel, clippers and plastic glue and got going.

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Here are the converted but unpainted figures: the light grey parts are from Genestealer Cults and the red plastic bits from the Skitari. The Heavy Bolters (will count as heavy stubbers) are scraps left from my now AWOL  circa 1991 Squat army and the flamer conversion was made with parts from the RT01 set of Space Marines.

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Here are the 10 painted.

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I’m pleased as this now makes 15 unqiue cultist models in my collection, thus making a second gang for use in Necromunda.

 

As for the game I’ll post that tomorrow.

 

Cheers,

 

Pete.

Necromunda Campaign: The Finale.

The final game of the Necromunda campaign promised to be something special and upon walking into the club the first thing I noticed was the massive ‘L’ shaped table Mark had put together, the height discrepancy being bridged with stairs and walkways.

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The impressive table as viewed from where I deployed.

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The Genestealer reveals itself and the game begins.

Marcus’ scenario to finish off the campaign was that all of the gangs in our section of the hive had put their recent differences aside and joined up to clear out the Underhive of the Genestealer menace once and for all.

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The gangers of Tech Noir take the high ground as usual.

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Pipes make for a nice bit of cover on my right flank.

Four of us started the game: me with Van Saar, Niall with a different set of Genestealer Cultists, James with Venators and Mark with Escher, J (Goliath and Joe (Venators) would be arriving later so were coming on as reinforcements, in scenario terms they were fighting in the tunnels to prevent the Genestestealers infiltrating in.

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A sump monster goes for one of the Venators…

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… whilst a second goes after my Rogue Doc.

Once our gangers were spread out across the huge table the game began with a purestrain Genestealer appearing at a random location and beginning the assault, fortunately this was by Mark’s Escher at the opposite end of the table to me. Unfortunately, every other ganger on the table had to take a shot towards the scream uttered by the unfortunate victim of the surprise attack. This meant there was a risk of gangs firing on other gangs, thus breaking the truce and even friendly fire between the gangs as your own team mates get in the line of shot. This happened to both Mark and I. Shooting, and then taking your own ganger out of the game straight away on turn 1 was an inauspicious start for me and really set the tone for my game.

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A Rad Cannon armed Champion looks towards where all the nasty shouting is coming from.

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The sump monster moves on more Venators.

I started fighting with James and Niall straight away as our deployment areas overlapped in the first turn, by turn two however J and Joe were ready to enter the game. Their deployment was to be randomised to one of 8 tunnel entrances, J arrived right in the middle of Niall and Mark as well as by a sump monster and suffered accordingly.

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Joe’s Venator gang- a very well appointed gang it has be said as he was never short of money all campaign – appears right in front of me.

Joe, who has to be fair been my Nemesis throughout the campaign – I have fought him more than anyone else- appeared right by me. He did have the disadvantage of having all him men set up bunched together with several of my gangers in position to shoot down on them. However, my gangers were already involved in a 3-way fight with Niall, James and the NPC Genestealers and weren’t in great positions for mutual support.

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J and Joe consider their next moves.

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Somewhere down their Eschers are battling Genestealers….

Still a nice group of Joe’s Bounty Hunters made and excellent target for my Rad Cannons, so I tried to pour shots in, more than a few grenades were thrown too. Joe’s tough gangers stood up to it well, even though he suffered many flesh wounds, and he fighters shot back at me with a vengeance. At this point we were pretty much ignoring what was happening in the rest of the game as we just wanted to settle the score in this, our last chance.

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Half Horn moves on my Rad Cannon.

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My leader is tempoarily inconvenieced by a flamer.

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A two way combat becomes a three way…

Servitors with heavy stubbers and Ambots were a worry to me so I tried to take them out with a Plasma gun armed Champion whilst my Melta gun armed Leader tried to get into the fray. Whilst I was dealing with that the noted bounty hunter half- horn was heading up the gantries to take out my Rad Cannons. To make matters worse, Niall and James were still taking shots my way, I began to feel a little persecuted (even more so when one of the wandering sump monsters took out a juve…)

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… which becomes a four way.

All of this made for a wonderfully chaotic bloody and memorable end to the campaign, I lost 9 of 16 starters having got the highest loss of this finale… the Genstealers although defeated rigged the hive with explosives, with us gangers being double crossed by the Lord so he got rid of Cultists and gangers together….

 

I’ve got to say thanks to all the guys, Mark, J, James and Niall for being great opponents and Marcus for running such a great campaign and all of them for making me so welcome. I can’t wait for the next one and I’ve lots I want to try out when I get another chance. One thing the campaign has done for me is rewarmed my love for 40k… something I didn’t think would happen….

 

Cheers,

 

Pete.

A Genestealer in disguise: Necromunda Campaign game 7.

In this penultimate campaign game, I was drawn against my erstwhile colleague James and his rather strong Venator gang. He was several hundred points ahead of me, especially as he used one of his territories to get one of my champions to miss the game… so I got extra tactics cards which I was determined to put to good effect. Playing with a limited deck of cards has its advantages… what you lose in choice and flexibility is made up by knowing your cards well and how best to use them.

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The scenario was quite simple, the game would start as a straight up gang fight, however one of the gangers was actually a purestrain Genestealer in disguise… the ultimate aim was to take it out of the game, this being an instant win for the side whose ganger administers the coup de grace. How do you know which ganger is the Genestealer pretending to be? Easy every time a figure takes a wound a D6 was rolled: on a 5 or 6 the figure is replaced by the Genestealer, only one Genestealer was incognito. Once it was revealed a further dice roll would determine it behaviour.

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I decided to be bold for this game, I figured that whilst it isn’t in my best interests as Van Saar to push close to the enemy gang I didn’t want to be a long way from the Genestealer when it appeared.

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Eschewing my usual ‘take the high ground’ approach I went low to make the use of the ground level cover.

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The game progressed quite slowly, neither James or myself could convert hits into wounds so several turns went by without much happening. James did try to infiltrate some gangers in behind me. That didn’t go as well as expected, my Van Saar ganger proving far more competent in close combat than he had any right to be.

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The game threw up several funny moments… a pair of my gangers got hit by a incendiary grenade setting one alight. In a panic he ran across the front of my firing line before rolling on the floor in agony, sensing an easy kill a Venator moved into close combat. Fluffing the roll my ganger stood up to fightback promptly dispatching his attacker before going back to the serious business of extinguishing himself.

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Both of us were unlucky with ammo rolls with lots of our guns going out of ammo… James’ Venator with a grenade launcher, having already ran out of frag grenades decided to try his luck with a krak grenade… missing so badly that he hit one of his own side taking them out of the game….

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My high risk ‘push forward strategy’ wasn’t really paying off- I had many fighters out of the game- felled by more powerful weaponry. The Genestealer turned out to be disguised as one of my juves, it took a ganger out of the fight then made a beeline for the opposite table edge, trying to escape. Fortunately, the route took it past and in front of my plasma gun armed champion… a couple of blasts at full power stripped it of its extra wound, then a venator with a bolter felled it at the end of a turn. Both of us had pushed gangers forward to intercept the fleeing monster. With it prostrate on the floor victory would go to who ever got priority next, sadly I’d already used my tactics card that would of given it me automatically. I won the roll and my juve moved up to get me the instant win, not a moment too soon as I’d only just passed the roll not to flee.

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Thankfully the post battle sequence went well for me, no nasty injuries, only one fighter missing the finale and a free juve was recruited to my ranks to make up the numbers.

 

It was a great game loads of fun- thanks to James as well as Marcus and Mark for answering the rules queries.

 

Cheers,

 

Pete.

A rescue mission: Necromunda Campaign game 6.

In my last game against Joe’s Venator bounty hunters led by Colonel Reynolds Feathers I had a ganger Lebedev captured, as such I had the right to attempt a rescue mission before he was sold to the guilders. James (running a rival Venators gang: Harkathnut’s Void Pirates) also had a fighter captured. I was approached to see if I was wanting to run a joint rescue mission to free both of our gangers; that sounded like too much fun to pass up so we teamed up in raid into Joe’s territory.

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I was a few members down as they were recovering from wounds recieved in the previous fight and James’s Void piratesd were down in number too… still together we just were more powerful than the Colonel and his men.

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We set up on a large 6 foot by 4 foot board with the prisoner’s cage in the middle on the back edge. Joe deployed a few of his gangers as sentries and lookouts, the rest being held back as reinforcements.

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My plan was to slowly work my way forward until all my gangers were where I wanted them before I made my move. This didn’t work for two reasons: firstly Col. Feathers himself is always accompanied by a mutt of some description which is great at detecting troops and secondly James used his terrain and cards to inflitrate a large portion of his Void Pirates getting them into the fight almost straight away.

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We had fun rolling to control Joe’s sentries, moving them randomly and turning their backs’ to face the wrong way, ostensibly to jeer at the prisoners. James and I also used our cards well to switch of the lights, plunging that sector of the underhive into darkness. This was less of a problem for us as we had lots of photo goggles (gave us a 12″ line of sight unlike Joe’s 3″).

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One of my gangers was quickly detected by Col. Feathers dog ending the sneaking around part so James used that moment to spring out of cover using his infiltration ability. A few of my men were a bit far away to do much at this point but wewere able to divert some of James’ reinforcements. They spent a bit of time hunting down my gang trying to root me out. This took the pressure of James so he could free both prisoners.

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Other than the swirling confused melee around the prisoner cage (Col. Feathers has an Ambot as well as Half- Horn in his outfit meaning we never wanted to get too close of hang around in one spot really) the highlight for me was dispatching the Col. His mutt had bitten the face off two of my gangers (Van Saar are beyond feeble in hand to hand combat) and was bearing down on my leader with the Col. not far behind. The Col. raised his bolter and emptied his clip in the face of my leader missing completely. My leader calmly raised his melta/las combiweapon, and successfuly ignoring the mutt one shotted Col. Feathers taking him and his dog out of the game. Not sure which I was most pleased to see the back of him or his dog….

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I was taking gangers off the table as they got to the edge and this meant after freeing my gangers I involuntarily bottled. Still for freeing my man I gained more than I lost. Ending one of the most enjoyable games so far.

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In a nice twist of fate my next opponent will be James. I was kind of hoping he would betray me thus giving a nice narrative reason for the next game… will have to see what happens…

 

Cheers,

 

Pete.

 

 

Mixed fortunes for Tech Noir: Necromunda Campaign games 3, 4 and 5.

I’ve played several games in my Necromunda campaign in quick succession so I have decided to do the write ups in one go.

For the campaigns third game I had to intercept Niall’s gang of Genestealer Cultists who were trying to escort an Imperial agent safely through the underhive.

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I did my usual trick of setting up on the high ground to present a firing line of gangers whilst my champions and leader went in on ground level to try and do the damage.

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The plan was OK and I had a couple of early success, especially in getting rid of the webgun armed cultist that would have got annoying quickly but overal I found that whilst I wasgetting lots of hits on target I wasreally struggling to convert them into damage.

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As a consequence I got quite badly chewed up inthe game and had most of my gang out of action.

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My fourth game was a challenge against Marcus and the campaign constant opposition. It would hopefully be an easier game and allow me to regroup before my next campaign fight.

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Fighting Fighting genestealer cults again wastough, again I struggled to convert my hits into damage. This is due partly to bad luck and partly to the low power of my guns.

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The game saw us trying to defile a relic/ marker belonging to each gang. I played defensively; by trying to make the cultists come to me I was hoping that the high rate of fire I could put out would chew them up.

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This didn’t really happen, and after some nasty brushed with the bigger genestealer mutants I cheesed a win by the clock running out on the time we had to play in.

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My fith game, and fourth campaign game was against Joe’s Venator (Bounty Hunters) gang. I knew this would be a hard fight as they are a powerful and well equipped gang. This was made harder by the scenario as the game was played in the dark. Line of sighht was limited to 3 inches and 12 inches if you have night vision (as most of mine did). Furthermore isolated figures could be picked of by monsters in the dark

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The game was a bit of disaster. My luck was against me and many, many volleys of grenades were thrown in my direction (they could be thrown blind).

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Again what hits I did get on targets for the most part failed to convert into any damage.

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In the end I voluntarily withdrew from the battlefield… to add insult to injury one of my gangers was captured. My next game will be a rescue mission to try and get him back.

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After these games the weaponary for my gangers needs a re-think I’ve got some ideas of what to do plus another box of gangers and some upgrade parts so hopefully next time I should do a bit more damage.

 

Cheers,

 

Pete.