The End of the Road for the Cellar Dwellers..?

To say that the events of the last 18 months have been transformational is a gross understatement. As we in the UK seem to be coming out of lockdown, hopefully for one last time, what we are coming out to remains to be seen. The high street for one thing won’t be the same, walking through my, now desolate, home town and seeing all of the shutdown shops is rather sobering. What will become of the hostelry trade I hate to think…

… on the gaming front the building in which Cellar Dwellers reside, the club in which I’ve played the epic Necromunda campaigns over the years, has been sold and the club won’t be able to meet there any more. It is a big shame as it was possible to leave tables set up there. There have been some discussions online on what wll happen to the club now. There is a big games shop in town where some people will go but the terrain can’t be left up. A gaming centre in the next town has offered to host the terrain and let it be set up so that is where Mark, who own most of it, is putting it. I guess that the time spent travelling will be the equivalent to what would be spent at the town centre venue setting it up and breaking it down but either way it is sub optimal. I know that some of the players who had quite a travel to get to the club are less keen to drive further* but what players we lose for potential campaign players we should hopefully pick up in the new place.

I thought I’d share some pictures of the Necromunda finale that I hadn’t posted here before. It was a race up to the top of the tower to switch off the chaos gate- represented by the plasma ball- with a restricted gang roster. There was much backstabbing, grasppling hooks and long falls with high damage in the game. Most of all however, it was a great evening with a great bunch of lads, all of us enjoying the game. It was the kind of gaming I’d missed, and was looking forward to getting back to after restrictions were lifted but that won’t be, or at least not in the old format. Still when gaming returns I’ll be able to try out all the new rules and models that have been relased throughout lockdown.

With the club having to move some of the clubs property has been sold off. I picked up these very nice mouse mat style neoprene mats – each one three foot square- from Urban Matz for 20 quid each. They should come in really useful for loads of skirmish games.

Cheers,

Pete.

  • The move is only 6 miles, nothing to the American and antipodean gamers amongst you but it would add a good half hour given the traffic at the time of day.

Game and Painting Projects for the next few months…

During lockdown I’ve had a bit of a think about what I want to work on as I’ve got loads of half- finished projects lying around. So I wrote a list…

… and found it was a bit longer than anticipated. Still it should keep me focussed and get the backlog of unpainted bits cleared quicker than I have been doing. This is what I either have on order or have in the shed in varying levels of pre paint preparation. One of my new drives is to get forces in both 6mm and 20mm so I can do a campaign where games can be run at different levels, I started doing this with printing out the two different sized watch towers. I’ll start with my Cold War forces first before moving back to Vietnam then World War Two and before.

6mm:

Helicopters and Rules: During a bout of insomnia I wrote some helicopter rules for gunships versus tanks in the cold war. I’ve a few helicopters and suitable ground targets to paint up so I can begin testing the rules.

Cold War US: Got enough to do several 5core: Brigade Commander battalions of Cold War Americans with M60 tanks and M113 APCs.

Early Cold War Brits and Soviets: As I have these in 20mm I’ve got a few useful bits spare that I can make a start with in 6mm.

African: This will be based around the later 80s battles with the SADF 61 Mechanized Battalion.

Afghanistan: So much of my Soviet stuff will cross over here that it should be fairly easy to pull some extra Taliban stuff together. Will look at basing for both 5core: Company Commander and Hind and Seek as the 6mm infantry is so cheap. Vehicles will be good for both.

Riverine stuff: Based on a magazine article I read and my interest in Colombian military history from playing Andean Abyss I’m considering getting a few bits for 1990s South American brown Water Navy games.

20mm:

Winter Brits: I’ve wanted some Brits for ages and as several of my gaming friends already have Summer infantry, I went for a platoon’s worth in the winter issue windproofs for the very end of the war. I may even do some in all white too. Some Brit vehicles in winter whitewash could look good too. I’ll also do some Bren Carriers for them as they always strike me as a quintessential British WW2 vehicle.

Winter War Finns and Soviets: I’ve had some bits of winter Finns lying about the shed for ages, but I finally ordered enough for a game and some Soviets to oppose them. There is a Skirmish Campaigns scenario book available, so I’ll concentrate on building forces to play through those games.

Crossfire/ Megablitz based WW2: Having played a bit of Crossfire at the historicals club I decided that it was time I got my own suitable based forces for the game. To keep things flexible, I’ll arrange things so that I’ll be able to use them in other games such as Megablitz. I dug out some old plastic figures and made up a Soviet and Hungarian force- they just need painting now.

Boer War: A random buy of a box of rather nice plastic figures started this project. I think I’ve got some Boers in the shed too that I can add in.

Cold War US: I’ve already got the vehicles done so I’ve got a platoon of infantry based and undercoated to go with by two scale Cold War project.

IDF vehicles: I’ve got the infantry done and I’ve found some nice 3d files so this will be a job for the printer. Be a big cost saving printing these out given the price of Israeli Army vehicles these days.

28mm:

Necromunda: Apart from the lovely new Van Saar models that have been released that I’ll be getting for my main gang I’ll just concentrate on getting the Goliath, Delaque and extras I’ve had in the shed for ages painted.

40k: Finish Death Guard Army, continue Chaos Space Marines (I have some Alpha Legion on the painting tray at the moment), Start Ad Mech force I need some opposition, right? Will start with a Kill Team sized force then expand out from there.

Cyberpunk: As a child of the later 80s/ early 90s Cyberpunk was my favourite science fiction sub- genre and now the new TTRPG is out I’ll revisit this. Also, there are some nice new skirmish games out there for table- top battles. Any scenery needed will be 3d- printed, I think.

Zone Alpha: I’ve been really quite taken with this little ruleset. It is the sort of narrative driven skirmish wargaming that I enjoy so much as well as having a great aesthetic too. I’ve got a few bits for this in both 28mm as well as lots suitable in 20mm. The Copplestone Future War partisans are next on the painting table so watch out for those soon.

My small-scale air war and naval haven’t made this list as they are all pretty much done. So really this represents less what I’ll be playing and more what I’ll be painting. Given that games are relatively few and far between painting is what I tend to do most of at the moment. As much as I’ll try to keep to this list there will doubtless be something shiny to distract me- which these days is mostly finding an interesting file to print….

Cheers,

Pete.

From the Shed: The latest expansion for my Van Saar gang.

Given that the local club where I play Necromunda has been closed since lockdown I thought it would be a good time to get the next 10 of my gang painted… I know that makes 30 but it gives me plenty of options to swap out models as my gang grows in campaigns (which will hopefully restart sooner rather than later). Also I still had some of the Forge World Weapon parts to use up.

The only down side is I’ve gone off the colour scheme I picked for them now. I’ll still use them as they are a good gang but I was less enthused about painting them than I thought I would be.

Still on with the pics.

The full 10.

The shield carriers – hand flamer, plasma pistol, flamer, multimelta and las carbine.

Gangers with melta gun, combi plasma/ las gun and servo claw, Graviton gun, stave and sub las carbine, twin plasma pistols.

Cheers,

Pete.

From the Shed: Chaos Cultists.

I love these little models- painted up 30 of them now. Great fillers as horde type cannon fodder for either my Death Guard army or to be worked into a Necromunda campaign.

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I went for a mix of colours, keeping them fairly bright too, green, blue and a pink/ purple mix.

If you are interested… here is where I take my photos. It is a nicely waethered bit of stone by my back door (yes I need to tidy it up a bit).

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Post will be a bit sporadic going forward. Nicola and I have come down with a mild case of Covid-19. Nothing too serious but it is surprisingly debilitating.

Cheers,

Pete.

From the printer- sci fi terrain.

Firstly I hope everyone is dstaying safe and well in these lock down times.

I’ve been using my time to do a bit of 3 D printing. and getting them prepped for paint. This just consists of a quick clean up and a few coats of Mr. Surfacer paint.

First up are a selection of vats and tanks.

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Then with have some tank traps and an ammo cache that I’ll probably use for Zone Alfa.

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Definately for Zone Alfa is this sign from Pripyat seen here un prepped.

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Finally I printed off this Nuked city marker- no real use for it yet but I’m sure it will appear in a megagage at some point. Players always seem to love flinging nukes about in them….

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Cheers,

 

Pete.

Necromunda Campaign Round up.

I’ve been very remiss (black dog issues) with posting up my Necromunda campaign so I’ll do a post with a thumbnail sketch of each game and a few pics to catch up but I’ll do a big post on the last game which we are all planning to finish off the campaign with.

Necromunda Campaign 2: Game 4

Games Workshop have just released another supplement to Necromunda bringing in hazardous environments to the game, as well as some other thing. This was eagerly awaited by us all and the new rules are to be added in.

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The scenario that was chosen to try and force a crossing along a narrow bridge. Between the weather and the lights going out in the underhive James, playing his Delaque, and I struggled to make much of an impact against each other so we were both happy calling it a no score draw.

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Necromunda Campaign 2: Game 5

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This game saw Van Saar on Van Saar violence as Marcus and I fought over the possession of some lost loot whilst trying to avoid three large chasms in the floor. Again random environment effects were in play with a large body of water draining through the hive, I managed to avoid most of it but Marcus suffered quite badly due to it giving me the win.

Necromunda Campaign 2: Game 6

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This cycle saw me as the arbitrator – I game up with a fungus hunting scenario* where they were being used as ingredients for drugs. Everyone seemed to enjoy it.

*See the bottom of the post for the scenario.

Part of my role as Arbitrator was to field any challenge matches as such I went up against James and his Delaque on the more restricted board. It was the first game in which I fielded an Ambot- it worked a treat as it kept half of James’ gangers on the run or engaged; either way away from the loot crates. So I got the win.

Necromunda Campaign 2: Game 7

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The roster for the campaign changed as Scott had to drop out, Richard stepped up to fill in with a Venators gang. I ended up fighting Richard in my own scenario which was good fun. As he had a starting gang I was massively more points than him so to balance things James joined forces with him his Delaques. Another fun game and a win, also one that gave me a better insight in how to write Necromunda scenarios.

Necromunda Campaign 2: Game 8

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This cycle Niall had come up with a great scenario to fight past carnivorous plants that a gang was using to guard its drug stash. My gang with 2 Ambots this time, the winning streak I was on had been proving very profitable, took on Richard’s Venators again. Sadly for him my gang had got too powerful and he had to concede. To be fair to him he fought hard and the carnivorous plants did more damage to him than I did. Marcus and J were playing the same game at the same time on a different board, Marcus brought along some cider which made the whole evening very civilised.

Necromunda Campaign 2: Game 9

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My penultimate game of the campaign was to be against Simon and his gang of Genestealer cultists. We were to investigate a dark corner of the hive in Joe’s scenario to try and locate an on the run escaped Ork. I was hoping to simply blast him when he revealed himself but Simon put his men in a better position than I for when the Ork was revealed. I had a cunning plan involving my flamer but I played it a turn too early and it wasn’t as effective as it should have been. A rare loss for my usual firepower heavy approach.

Looking forward to the final game now.

Cheers,

 

Pete.

 

*My scenario:

No low hanging fruit in the Underhive….

Introduction:

An Escher gang has been pushing a new drug throughout the hive and the noble houses are not happy as production in the factorium levels is dropping to the point that quotas may not be met. The drug is made from a fungus Psilocybinus that grows on the undersides of high walkways by the hive walls. There has been speculation by Necromundan scholars that the fungus has beewn brought in by the last storm, other look to a more malign xenos influence. The noble houses have been buying up any collected fungus to stop it being processed into the drug whilst the Escher gangs pay handsomely for it too. Gangs have been trying to collect as much as possible before deciding who to sell it to….

Set up:

Gangs start with 6 random gangers, the rest enter as reinforcements as usual. After picking table edges, the player with priority nominates a point on their edge- starting gangers must be placed within 8 inches of this point. Their opponent then does the same.

The howling winds Badzone event starts in play: at the end of a turn roll a D6 it will stop/ start on a roll of 5 or 6. No other environment or event card is used.

Objective:

Collect as many fungal spores from walkways as possible. When a ganger is at least 4 inches off the table surface they may make a basic action to look for fungus. On a 5+ on a D6 they have found some (a failed result means that the figure will have to move at least 6” before trying again), for every 2” above 4” the die roll gets easier by one. There is no limit as to how much a ganger may carry. If the fighter goes out of action all spores are lost.

Ending the game:

Game lasts for 6 turns. The gang that has collected the most spores is deemed the winner.

Experience:

All fighters who take part in the battle get 1 xp. All fighters who end the game in possession of at least 1 spore gain 1 xp. Xp for kills is earned as normal.

Reputation:

The Winning gang gains 1 REP, If this is the first battle between each gang then both gangs gain 1 REP. If a gang bottles the lose 1 REP. If a gang collects more than 6 spores in total they gain 1 REP.

Reward:

Each spore is worth D6 credits. After the battle each gang must decide if they are going to sell them to the Escher gangs or the Noble houses.

If the gang chooses to sell to Escher any Needle Weapons or Choke grenades bought at the Trading Post (assuming a high enough roll has been made) cost 5 credits less or halve the number of spores collected to get 1 drug of that rarity for free.

If the gang sells the spores to the Noble Houses when rolling for income from territories add one to all dice rolls. The authorities look they other way on the criminal activities of the gang for a short while… quidus pro quous….