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.

From the Shed: Pox Walkers.

Whilst I had some painting mojo I got these finished that had been sat on my painting tray from well before xmas.

 

I wasn’t happy with my first attempt at some pox walkers so I experimented with these. a mix of GW contrast paints and normal techniques with plenty of ‘nurgle’s rot’ added for slime effects.

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A bit paler than my normal style but I like them- Will do the rest I have to do like that.

Cheers,

 

Pete.

From the shed: Aeronautica Imperialis.

I got the starter box set of GW’s Aeronautica Imperialis for xmas and wanted to get the planes painted before I played it.

The orks’ aircarft were easy to do – a spray of red paint and adding some details.

AI ork planes

 

For the Imperial planes I also used a spray can, grey primer first then green over the top after masking first. Then just an easy job to add the details in and finish off with a wash.

AI imperial planes

Rather pleased with how they turned out.

I’ll be sure to post when I’ve played the game.

 

Cheers,

 

Pete.

 

 

From the shed: Copplestone Scavengers.

Nothing like the promise of a game to get you painting again…

 

… with a game of Zone Alfa (game report coming soon) arranged with Joe I needed some figures so I rummaged in the shed to look for the Copplestone Casting minis I knew I had to make up a Bandit gang.

I knew that I did that post about playing Zone Alfa in 20mm, and I fully intend to do that at home, but a chance conversation at the club wher I mostly play Necromunda led to me finding that there were a few people interested in getting a campaign up and running.

 

Any way I churned these out over the weekend and I’m pretty pleased with them for a rush job.

 

copplestone scavengers

 

Cheers,

 

Pete.

20mm resources for Zone Alpha.

Zone Alpha is a new SF skirmish ruleset from Osprey Publishing. I preordered it just after xmas and my copy arrived today. I had been following the development of the rules of the author, Patrick Todoroff’s blog Stalker7 link Taking its inspiration from Soviet/ Russian themed Science Fiction, starting with the excellent novel Roadside Picnic and the film of that book Stalker as well as the PC game series of the same name. Also the Metro 2033 series. It is a milieu that I’m rather drawn to (hence me having so many props at hand for the photo).

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Players take the role of a crew of explores/ trespassers/ robbers infiltrating a alien contaminated zone to loot it for valuable artifacts to sell on, all the while battling each other and the mutated inhabitants of the zone. Given how much I have invested in the scale I will be playing my games in 20mm rather than 28mm (even though there are some great figures in this scale). I thought I’d jot down my ideas of what I’m going to be using…

 

Human figures:

The top billing should be the two boxes of plastic Stalker figures put out by Dark Alliance– ideal for this game and currently undercoated waiting to be painted on my desk.

Under Fire miniatures do some great ranges that will be useful- their Chechens will make excellent bandits and the Russian range an excellent military themed crew.

Similarly Elhiem miniatures does a comprehensive range of irregular and modern Russian figures ideal for this game. Also their spare head range contains both western and Russian gasmask heads that will be ideal for conversions (another project on the go in the shed).

Both Under Fire and Elhiem have featured on this blog in the past.

For some wierder cultist types Stan Johansen miniatures would be worth a look.

Zone hostiles:

I’ll be getting my vermin swarms from either the Reaper Bones plastic range or Irregular miniatures.

Zombies/ Ghouls will be from the Twilight Creations bag O’ zombies, my mutant dogs will be from the same source too. A few metal Elhiem zombies will be added into the mix too.

Mutants will come from the CP Models range; they have some wonderfully quirky bits in their ranges.

Vehicles:

Here the advantage of choosing 20mm really comes in, so many plastic kits to choose from that cover Russian subjects. ICM, Model Collect, Revell, Zvesda are all company that you should look up.

If you don’t fancy making plastic kits look for ther many diecasts that are available for companies such as Fabbri.

The aforementioned Elhiem also other some 3D printed vehicles that would be great.

S and S models offers an extensive range of resin kits that cover most of the Russian basics.

Hope that will be of some use to you.

 

Given what I know I’ve got in the shed ready to go I’d probably be able to get a game up and running in no time at all… watch this space.

 

Cheers,

 

Pete.

 

Megagame Report: Outbreak.

Paul’s Story Living Games company was approached by a couple who wanted a game run as part of their wedding celebrations. Being keen board gamers they fancied something that could involve their party of 30 so Paul came up with a game set in the not too distant future where nation states/ regional power blocks battled each other and tried to contain an outbreak of an unknown virus.

The two of us headed up to the North Yorkshire venue a bit unsure what to expect- given the party was made up of all first time megagamers and possibly hungover.

We set up the main world map on the snooker table in the country house and I commandeered the dining table to run the science game. The wedding party were mulling around snacking and drinking already- some had got into the spirit of things and had got into costume.

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Given all of the constraints of the game and the inexperience of the players the game went fantastically. After a rather polite start they got the hang of things and were playing against each others. An ill advised attack by Russia on the US blew up in the face of Europe who supported Russia rather than the actual aggressors. Guess it comes down what can be proved by the UN player.

Later on in the game the US did take a massive hit and had most of its population wiped out, I wasn’t quite sure what happened here as I was busy trying to help the science players eradicate the virus and stop the bioterrorists that had been revealed.

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All in all it was really refreshing and motivating to see so much enthusiasm of these first timers. The way they approached the game was great to see and it showed that you don’t need that many control to keep a game moving. Both Paul and I were made very welcome and Paul’s game must have gone down well as they have book him again for next year and their first year anniversary.

On the way home I did ponder whether there are too many controls in some games given how well it ran with just two of us. Perhaps the more control present the less that players, either consciously or otherwise, are prepared to do for themselves.

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….