Monday, January 17, 2011

Battle Report; I unwittingly cheated :-( In other news, go check out a hot wargaming chick ;-)

Happy Martin Luther King Jr day everyone.

In a bizzare twist of the usual things, my otherwise holiday shy employers have decided to give us the day off today and so I have time to write some reflections on the battle I played with friends yesterday.

First up though, I have to help out an awesome, hot wargaming friend of mine Courtney. She and her husband (sorry boys, she's taken) are my new 40k gaming buddies and best friends for life stuff in general here in Maryland.

One of Courtney's greatest passions is nail polish and while it was not something I knew much of before spending time with her, I am impressed at the artistry and work done on a different palette with a different medium than with miniature painting. I know that few of my readers are likely to use nail polish, except for Old Shatter Hands on weekends ;-), but for those who have wives or girlfriends who might be interested go and sign up as followers to her blog Polished Casual. Courtney is a wargamer too so she will probably return the favour and check out your blog if you have one.


So the battle report and my cheating (Oh the shame).

To clear up my dastardly behaviour, I will detail the cheating first. I played as orks and declared the Waagh on turn 1, letting me get right into assault. This is not allowed as, in the words of the codex:

"This may not normally be declared on the first turn as a proper Waagh needs some momentum behind it."

I completely failed to read this ahead of the game and so cheated my way into combat on turn 1, not cool. In addition, any ork unit rolling a 1 for the Waagh run takes a wound as the boyz fight. I also failed to do this for one unit.

That aside, here's a short battle report.

We played 2vs2, 1000pts per side. I took my vehicular assault orks, my teammate Chris had shooty marines and we faced off against Iron warriors on foot and nasty Tyranids.

In turn 1 we took a few hits from shooting but nothing much. I then waaghed my way into combat with the iron warrior squads for big casualties on each side while Chris largely missed with his shooting. In fairly short order we started crushing the Iron warriors flank but then the outflanking Genestealers (each led by Broodlords) showed up on Turn 2 and pretty much tore our army apart. The ork's momentum was lost after the first power charge, the nobs were whittled down by Hive Guard (no FNP on S8 shots), took their revenge then were eaten by the Hive Tyrant and her bodyguards. The marines kicked hive guard butt, were ravaged by the Genestealers, finally wiped them out but we ended the game with about 7 marines left vs a Tyrant & Guard, 8 Genestealers & Broodlord, plus a full CSM Havoc squad. We conceded on Turn 5.


Key lessons:
- Don't cheat, read your rulebook AND codex fully ;-)
- Orks need to hit the lines in one block. Trukks are vulnerable to light weapons. My nobz were stuck in a stunned transport so they boyz hit the line without them.
- Only models within 2" of an engaged model may fight, so your big mob of boyz might not swing with full numbers. Keep this in mind when picking fights.
- Outflanking Genestealers are very dangerous. You need a way to take them out before they hit your lines as few things will deal well with them in combat.
- Even losing games are fun when you play with your friends :-)


So thankyou to Matt and Kira for playing against us (Husband and Wife team no less), thanks Chris for being my team buddy and D'oh me for not reading the rules properly.

Thanks for reading.

Pete

PS: Now go see some nice nail polish pics ;-)

Friday, January 14, 2011

Revised 1000pt ork list after speaking to Old Shatter Hands.

Hi all,

So having taken some time to talk tactics with Old Shatter Hands and get his vibe on orks, I've decided to tweak my list. In his experience, ork lists do well when they focus on a certain aspect rather than trying to generalise, especially in smaller point games.

So my list which comes at you piecemeal gives the opponent the chance to deal with each component in turn i.e. shooting out the transports and their contents, then turning attention to the footsloggers coming behind. He thinks it would be better to send everything upfield and into the enemy's face in transports or to keep it all on foot and max out on bodies.

So I've decided to go vehicle heavy and smash face that way. The burnas are out, nobz are tweaked so I can get another battlewagon and two deffkoptas (scouty, sneaky, harassers)

- Big Mek (35) with KFF (50)
- 6 Nobz (120), 3 PK (75), Waagh Banner (15), Big Choppa (5), Painboy (30)
- Trukk (35) with RPJ (5)
- 20 Boyz (120) with, 2 Big shoota (10) Nob (10) PK (25), BP (5)
- 20 Boyz (120) with, 2 Big shoota (10) Nob (10) PK (25), BP (5)
- TL Rokkit Deffkopta (45)
- TL Rokkit Deffkopta (45)
- Battlewagon (90) with RPJ (5) and Big shoota (5)
- Battlewagon (90) with RPJ (5) and Big shoota (5)


Now we will be hitting the enemy lines probably on turn 2 with both boyz mobz and the nobz. Add in some multicharges if possible and I should be able to crush the foe. I'll be using the trukk and battlewagons to block off my opponent's shooting while the assaults go on and can always tank shock them off objectives. Deffkoptas are there to scout on turn 1 and mess with the opponent's starting game, possibly getting side armour shots or assaulting into small heavy weapon squads.

Thursday, January 13, 2011

1000 point Ork army list for a 2 vs 2 game. Please critique.

Hi everyone,

This Sunday I have a 2vs2, 2000 pts a side game with my friend Chris playing marines and orks against a husband and wife team with Tyranids and chaos.

Crazy fluff aside, I have had to put together a 1000pt list ready to take on both Nid big bugs (I'm sure a Trygon will show up) and a Chaos marine foot army (if he plays his usual style).

Here is what I came up with when pointing up my choices. I'll also add my other model options at the end so people can advise based on what else I own.

Thanks,

Pete

- Big Mekk (35) with Kustom Force Field (50)
- 8 burnas (120) in trukk (35) with Red Paint job (5)
- 8 Nobz (160) with 4 Power Klaws (100), 2 big choppas (10), Waagh banner (15), Painboy (30)
- 20 Boyz (120), 2 big shootas (10), Nob (10) with Power Klaw (25) and bosspole (5)
- 20 Boyz (120), 2 big shootas (10), Nob (10) with Power Klaw (25) and bosspole (5)
- Battlewagon (90) with big shoota (5) and red paint job (5)


Now this adds up to a neat 1000pts and has a few options of where to take the fight. The basic plan is to head toward the enemy with the battlewagon (Nobz) and trukk (Burnas) covered by the KFF. The Mek may bail out before the final charge so he can give KFF cover to the following footsloggers. We do a drive-by flaming and a nasty Nob unit charge to hit the enemy first then follow up with the boys hitting the line a bit later.

My other idea is to replace the Burnas with Lootas for a firebase on the home field. I would then put the nobz and Mek in the trukk and one of the boyz mobs in the Battlewagon. I'd also like to get some grots on the field for the fun of it as I love the models and feel like a horde would be nasty to play but that would necessitate dropping some of the Nobz etc. so likely not worth it.

I also have the following models:

- ~6-8 more Nobz, mostly slugga/choppa, two Kombi weapons, 1 big choppa, 2 power klaws
- Warboss with Power Klaw and attack squig
- 8 lootas
- 6 TL-Rokkit Deffkoptas
- Battlewagon model (both are stand-in models from Ramshackle Games)
- 20 Grots with 2 runt herders


So thanks all for any thoughts or advice and I will fill you in on the game after sunday.

Please feel free to suggest a good complimentary 1000pt marine army to pair up with this.

Pete

Friday, January 7, 2011

Ork unit breakdown and probable army list Pt 2: Elites

Okay, finally got around to Part 2 of my Orky guide.

The Elites section of a codex is typically where you find some of the most effective units, though usually they appear in small numbers. The ork codex has a good selection on offer and they all have ups and downs. I will include both tactical concerns and modelling/cost ones, since both have a place in this hobby.

As before, pictures are taken without permission from Games Workshop's main website. Go there for more details on models and some more great images.

Without further ado, let's get started.




Nobz
The Nobz are the biggest and meanest orks after the warboss and have a solid set of stats. They have the usual low ballistic skill for orks but come with +1 strength, initiative, wounds and attacks over boyz. With furious charge and 2 combat weapons, this means each nob will have 5x S5 attacks on the charge and two wounds mean they can stick around to keep fighting longer.

The Nobz are also perhaps the most customisable unit in any codex that I've seen with each one being able to take any of the equipment allowed (rather than the usual 'for every 5 members, 1 may exchange....' etc.). The equipment list is long too and includes: sluggas, shootas, kombi-weapons, big choppas, eavy armour, waagh banner, power klaws, ammo runts and bosspoles. This variety allows for the nasty Nob trick of making each model unique, allowing you to spread non-instant death attacks around so that each Nob takes a wound before any needs to be removed. That means you can take 10 wounds on a full squad of 10 and will only have to remove a model once the 11th wound is dealt. This can help Nobz stick around a lot longer than the enemy would like them to.

Also in there is the option to add a Painboy, who gives the unit Feel No Pain (and the choice for cybork bodies 5+ inv save), making them even nastier and more resilient. While I don't plan to do it (both for game and conversion/cost reasons) I have to point out the incredible power of Nob Bikers. The entire unit may choose to ride bikes. When accompanied by a painboy and warboss (the latter making them troops) you have a complex wound unit with 2 saves (4+ cover and FNP) where Str8-9 shots can be assigned to the warboss to prevent Instant Death, multi-charges are very easy and they can pretty much wreck anything in combat with a profusion of power klaw attacks. You generally have 1 turn to deal with this unit as it will turbo boost 24" on turn 1 and be ready to assault you come turn 2. It's not invincible by any means and is expensive, but it is very nasty to deal with and a threat that cannot be ignored.

For me, I used the Nobz boxed set, an AOBR nob set and some converting skills to mix up 2 units of foot nobz. I have 16 models total, 6 power klaws, 3 big choppas, some kombi-weapons, a waaagh banner and plans to convert a painboy or two. I will probably mix these models up a bit in two units and transport them in trukks or battlewagons (covered by a Big Mek KFF) to get into krumpin range ASAP. Looking forward to seeing how they turn out on the table.


Pros:
- Solid melee fighters with staying power and option for FNP
- Customisable and wound allocation
- Fast threat that can't be ignored easily when transported upfield
- Can be troops if a warboss is taken
- Nob Bikers
- Good value ($25 retail) set with loads of gubbinz that fits nicely onto AOBR models

Cons:
- Slow if forced to footslog
- Expensive points wise (20 base) and more when customised.
- Not the best initiative so can lose to nasty CC units (though their staying power helps offset this to some degree).



Mega Nobz

The Mega-armoured Nobz are actually a cheaper way to get smashy powerklaws onto the table than a regular Nob with a klaw. Costing 40 pts (vs 45 for a PK nob) they also get a TL-shoota and a 2+ armour save. On the other hand they lose the upgrade options (save for kombi weapons) and are slow and purposeful. The latter basically means you must have a transport for them as being stuck in the backfield and only moving 1-2" with bad rolls will not help your game at all. Be wary of fighting against power weapons or powerfists because they have no inv save and will go down to Instant Death. Choose your fights carefully.

These guys do really tempt me just because they are so fun and orky. I mean, strap a few hundred kilos of metal to an ork and point him on his way is such a greenskin mindset. My big downside though is that they are so expensive ($20 per model) if you don't convert. Still, a fun unit that is killy when it hits and definitely attracts your opponent's attention.

Pros:
- Cheap Power Klaws, 2+ save
- Nasty assault unit that draws attention

Cons:
- Slow and Purposeful.
- Require a transport (and if it's popped, see previous con)
- $20 per model :-(




Burna Boyz

Now these orks bring some versatile flamethrowers to the table and can be a real nightmare if used well. Essentially they are orks with a flamer (S4, AP5) who can use them as power weapons if they don't fire them in the shooting phase prior to assault.

In my view there are some good times to use them in the latter role (vs Power Fist terminators) where their low initiative doesn't matter and the power weapon is key, but generally I prefer them to use their flame templates. Given that they are the same as Boyz stat-wise (and cost nearly 3x as much), they aren't going to stand up to dedicated assault troops well enough to warrant frequent hand to hand.

A great change in 5th edition for the burnas is that there are no partial hits on flame templates any more and with no roll to hit, orky BS doesn't matter at all. If each burna boy can cover 2-3 marines with a template, then the hits really add up fast:10 burnas, 30 hits, 15 wounds, 5 dead marines, follow up with an assault move and you'll probably take out that marine squad. It gets even nastier in vehicles as you can either drive up beside (or tank shock into a clump) your foe, drop one template coming out of the wagon and multiply the number of hits by the number of burnas. So 5 marines covered by a template equals 50 hits with 10 burnas.

From a modelling perspective, these guys come in the same box as the Lootas and have the option to be lead by a mek. I don't really see too much utility in the mek but you might find space for a kustom mega blaster to add some punch. Money-wise, your best bet is probably to buy 2 boxes (giving you 10 bodies total), make up 8 lootas OR burnas then buy a box of boyz and use those bodies to make up the 8 of the other elite unit. Much cheaper than buying repeat boxes of the same.

Pros:
- Flaming burney death on a large scale
- Power weapon assaults can slaughter certain targets
- Good boxed set combination with Lootas

Cons:
- Expensive per model with no more survivability than a boy
- Vulnerable to assault threats
- Boxed set provides odd numbers (multiples of 4)




Lootas


Lootas are definitely one of the premiere elite units in the codex and one that few players should (or will) leave out of their army.

Each loota brings a deffgun, which is essentially a Heavy D3 autocannon. A unit of 10 will fire between 10 and 30 shots out to 48", more than enough to put the hurting on enemy vehicles and mess with a mech player's day. You roll once for the unit each turn on shots though so the damage output is variable and you can certainly have a bad game where each turn you get the minimum shots. Conversely a bunch of 5s and 6s will have you wrecking light armour like nobody's business.

The downsides of lootas are fairly simple. They are regular boyz who can have leadership issues, cost a bunch of points (15 each) and come in a box that only makes 4. It can be costly to build up large units but their guns too look very cool with a mix of tech from all the different races.

Pros:
- Great range unit that swats light armour or high Toughness targets through torrent of fire
- Relatively cheap for high damage output potential
- Tempting target, taking heat off your advancing boyz/nobz/etc.

Cons:
- Relatively small units with low leadership (max unit of 15 doesn't give much mob rule leeway)
- Variable damage output with the usual orky BS
- Annoying boxed set comes in multiples of 4 (great models though)



Kommandos


Infiltrating orks here who get to move through cover. Their classic use is for first or second turn assaults on foes who cannot react in time but they act as nice area denial troops too. Leading them with a PK nob who gets first turn auto-hits on a vehicle your opponent thought was safe is definitely mean. One option is to use them in conjunction with Boss Snikrot too. Though you lose the PK nob option, Snikrot lets you bring the Kommandos on from reserve on any table edge. Woe betide those Long fangs who though they were safe on the rear or flank position.

Pros:
- Area denial and/or first turn assaults
- Snikrot gives tactical utility

Cons:
- Smaller units with limited survivability
- Expensive models ($38 metal set of 5).




Tankbustas


The tankbustas bring some orky mayhem to the mech environment of 5th edition. Each ork has a rokkit launcher and must fire it at the nearest enemy vehicle in LOS, regardless of range. They can also come with tankhammers (S10 assault weapons vs armour), AT grenades and bomb squigs who go scuttling off to blow up nearby vehicles. Definitely a lot of fun and with great potential.

The key weakness of Tankbustas that must be mitigated is their requirement to shoot at the closest enemy vehicle. If you have LOS to a Land Raider 40" away but there is a squad of marines right next to you....tough. This means you need to plan carefully with tankbustas so you can deny them LOS to the targets you don't care for.

Pros:
- Lots of rokkits
- Bomb squigs let them engage multiple units
- Tankhammers can be swung from atop trukk boarding planks :-)

Cons:
- Glory Hogs means they must shoot vehicles
- Smaller units with limited survivability
- Expensive models ($38 metal set of 5).


That's it for elites. I'll try to be faster on the other parts of the codex so I can get on and put my final list up.

Wednesday, December 15, 2010

Ork unit breakdown and probable army list Pt 1: HQ

So now that I'm rolling on my way towards a Greenskin army, I thought it might be fun to do a little run down of each unit so that those less familiar with the codex can get a feel for what is on offer to a budding Warboss. I will give my understanding of the ups and downsides of the unit, my personal feelings for/against them and would appreciate any feedback from followers. For those who like more tactica reading, there is a pretty comprehensive ork article series on DakkaDakka though I feel some of the info is a little dated when looking at the current metagame

I will state up front that I like to play tough games, but that I tend towards having more fun than tournament level play. To me though, you don't have to have a random collection of units for it to be fun. I think you should take the character of the force in question and then mould a list that you are happy with (and can afford) in order to play.

All pictures are being taken completely without permission, mostly from Games Workshop's website, though since I'm advertising for them and soliciting suggestions on what I should purchase from them, I hope no legal action will be forthcoming ;-)

So without further ado here is the ork codex....

PS: I'm excluding special characters for now.



Warboss:



The warboss is pretty much a face-beating whupass kind of ork (WS5, 4 attacks). He brings instant death immunity to most weapons through his T5 and with a power klaw he will hit at a nasty S10, charge or no charge. At 85pts with a Power Klaw he is very affordable too and can be customised with other weapons and tricks. The warboss also allows a unit of Nobz to be taken as troops.
I've seen three main types of warboss being taken.

- Foot warboss. Usually a Power Klaw, perhaps Eavy Armour, an attack Squig (+1A) and hidden in a mob of boyz/nobz to add punch. Cheap and solid.
- Mega Armoured Boss. Here we trade mobility for a 2+ save and Power Klaw. This boss really needs transporting, perhaps in a battlewagon with a retinue of MegaNobz. A more expensive choice but will hit hard and stay in the fight.
- Biker Boss. By adding a bike you give him T6 to non S10 weapons and add a lot of mobility to his assault options, making him a great tank hunter. Typically a power klaw will be added so he can deliver both dakkacannon shots to side armour at S5, then carve up the rear armour with a S10 power klaw. With 6 attacks on the charge (with an attack squig) he's got a good shot at landing a hit even on a cruising speed vehicle and strength 10 messes up the rear armour of most things.



From my perspective, the foot warboss is an easy and cheap deal because you get one in Black Reach and the model is badass. I've converted my single warboss to include an attack squig stolen from the Grot box set's runtherder. I will be getting another Warboss from Black Reach soon and plan to convert him to a biker boss so I can choose between them.


Big Mek

Now here is a star unit for the orks who comes in two main flavours. The first is a go-to unit for lots of players, for very good reason, and the second is fun, unpredictable but potentially lethal.

I am of course talking about the Kustom Force Field Mek and the Shock Attack Gun Mek.


The Kustom force field gives every ork unit within 6" of the model a 5+ cover save and vehicles count as being obscured. This is a great deal up front but when you lead a unit with the big mek, only a single model from each unit needs to be within 6" so you can cover 3 mobz easily. In a a vehicle the 6" is measured from the hull. This gives a classic footslogging formation with a big mek boyz in the middle, two more either side and perhaps a grot screen up front, all benefiting from the cover save field. Or the infamous battlewagon spam where you'll have 3-4 battlewagons next to each other, grinding across the table with AV14 up front and a 4+ cover save. You have 2 turns max to deal with them before they are in your face and disgorging nobz & boyz, often lead by Ghazghkull Thraka. The last nasty trick is the Kan wall where you get 9 Killa Kans in front of a wall of boyz. The Kans give cover to the boyz and the KFF mek gives cover to the Kanz.

When facing a KFF mek, you pretty much have to accept the cover save and deal with it through careful target priority and volume of fire. Against footsloggers, I would probably focus fire on the mek's unit to force wound allocation on him and wipe out those he is with. If you manage to bring the mek down, good, if not just keep working away at the boyz to cut down their assault power. Vs vehicles I would shoot at the KFF mek's trukk/wagon. If you manage to immobilise or stun it, the other vehicles will have to decide whether to huddle for the save or move out forwards and perhaps give you another turn of firing. Against Kan wall, I would just pick on Kan squadron and shoot until it goes down. Use blockers against the other squads if need be until you can do the same to them




The Shock Attack Gun is a relic of the older, quirkier editions of the Ork codex when it would add all sorts of zany battlefield antics while occasionally doing something deadly. I think this unit was really updated well to fit into the current editions of 40k. It is still random, a bit funny and can end up doing horribly powerful things.

To sum up the rules. It is a large blast, AP2 weapon which has a strength of 2D6. With an average roll of 7 on the dice that makes it dangerous enough, but when you roll a double (or 11) then crazy things start to happen. I can't recall each result but they range from:
Bad - placing the blast marker over the big mek (low roll), giving the opponent a choice of target
Medium/Funny - making the weapon hit the nearest unit to the target (friend or foe), teleporting the Mek into assault with his target (60" assault potentially)
Outright Nasty - On a double 6, everything under the blast template is removed from the game with no saves of any kind. Yes, that does mean you could lose two land raiders full of assault terminators if the dice go that way, or a titan if you're playing apoc.



In conclusion.....

I know I've missed out the weirdboy. I have no play experience with this unit and don't intend on getting one for now. The dakka articles make some comments on them.

In model and collection terms, I want 2 warbosses, a KFF big mek and a SAG mek. The first warboss will be the AOBR footslogger, the second will be a biker boss converted from AOBR. You can't knock the value of the boxed set when trying to make an army in the current economic climate.

The KFF mek model from GW doesn't set my excitement field buzzing so I will probably convert one from the Mek you get in the Loota/Burna boxed set. I think that with some guitar string wiring coming out of the Kustom Mega Blasta barrel hooked up to a techy backpack (finally, a use for my spare Tau gubbinz) I can have a nice KFF mek.

The SAG mek on the other hand is an awesome mode and I would love to field one in game for the fun. Just look at the snotling digging his nails in not to be fired through the warp. On the other hand the model is $30 and that puts it over the cost of the great new plastic sets (nobz, lootas/burnas, stormboyz) so the value is a little tougher to assign. I'd definitely like one but dropping $24 (after online 20% discount) is a bit steep for me. We'll see. I'd love the model but unless I can find someone selling it second hand for cheap I think I may pass or convert my own.



So that ends my first foray into orkdom. I will be back soon with Pt 2: Elites.

Thoughts, comments, criticism, insults and outpourings of adulation are all welcome

Tuesday, December 14, 2010

I'm back into 40k and this time I'm green ;-)



After a long absence, I am back into the blogging scene and ready to go.

Lots of things have been going on with me recently that filled up my time but I have been gaming a reasonable amount. Two good friends of mine I met in the last few months both decided to get into 40k and are now a wargaming couple. Since Old Shatter Hands from The Tau of War loaned me his wargaming table and terrain to make way for his new baby I had a great setup to show them how to play on.

Playing and teaching the game to new people got me really excited to get back into things and when OSH decided to offload his small collection of ork sprues onto me, I took the plunge. I've always wanted to make a characterful greenskin mob and turn my AOBR set into something that can really be played at a decent game level.

However I have to do it on the cheap and so the challenge has been laid down. Can I make a fun, tough ork army list that I will enjoy playing without breaking the bank?

So, like any wallet-respecting ork general, my army is coming from the roots of Assault on Black Reach. This set (should you have been under a rock since 5th edition launched) gives you a power-klaw warboss, 5 Nobz, 20 Boyz, 3 deffkoptas and a bevy of marines.

Ignoring the power-armoured forces, you have a nice solid base for an ork force. I have one set of painted AOBR orks and got another set from OSH minus the warboss. To this I decided to add two boxes of the new plastic grots (cheap and fun) and a set of the plastic Nobz. I'm off to England for Christmas and I should be able to inherit another black reach set of orks when there so I will have a veritable horde of green bodies when I'm done.

So far everything has been assembled in a fairly stock way with the exception of the Nobz. For those who haven't read the ork codex, this unit brings a set of 2 wound combat machines who can be customised greatly to fit the task at hand. The problem with AOBR is that you only get the basic slugga & Choppa Nob who, while hitting with 5 S5 attacks on the charge, doesn't really take advantage of the power on offer with wargear.

So out came my clippers, X-acto knife, files, saw, glue and bitz box. Old Shatter Hands recently took on an Ogre Kingdoms (OK) commission painting army and let me root through the remaining sprue pieces for things that could be used. Orky Know Wotz imagination let me get all excited at the chance of kitbashing some neat power claws out of punch daggers and the like. The Ogre hands are pretty much the exact same size as a Nob hand so you can just clip and swap with ease.

After a brief clipping, cutting, snapping, gluing and bodging session, I had my first ork with a power klaw converted from the Black Reach set.
For those who like details I used, one curved OK punch dagger, one small sprue cylinder offcut, two OK knives cut in a curve, a shaving of sprue (as a strap) and a couple of gubbinz to make it look more mechanical. 15 minutes work and we have a free power klaw, another 10 minutes for klaw no.2. Woot.

Soon after this my boxed sets arrived and I contemplated the great variety on offer from the Nobz kit. There is sooo much in this box and I've only used a portion of it so far despite using pieces of it on 11 Nob models.


Here is my Wrecking Krew all kitbashed to Orkish perfection. In this picture (not great, just a camera phone) I have 6 power klaws (3 boxed set klaws, one counts-as buzzsaw from the set, 2 homebrew), 3 big choppas, a twin-linked shoota (far right), 2 kombi weapons and a Waagh banner (from an OK banner).

I'm really happy with these guys. They have such character, are going to be a tough prospect on the battlefield dishing out S7 big choppa hits and S9 power claw hits on the charge while being able to play with wound allocation and survive a lot of fire. I still have leftover bits to use on the next AOBR set I will pick up from England. Plastic is a joy to convert and it simply wouldn't be orky without some 'Mek Adjustin' ;-)

So here's to a greenskin holiday season. I hope life is going great for everyone.

Pete

Wednesday, September 29, 2010

It's been a while and lots of things have changed but I've got some mojo back

Well thankyou to any readers who actually read this piece as it's been a good 6-7 weeks since I updated anything on the site here. I apologise to everyone and I'm getting back on the horse as far as enjoying my hobbies go.

To sum up for those who haven't followed:

- I separated from my wife just over 2 months ago
- I've had to find a new friend network and try dating for the first time in quite a while(you think tournaments are scary lol)
- I've been spending a lot of time at my new martial arts gym
- I can't really get enthused for Warmachine as I was getting into it when the whole split happened (plus I've grown to dislike metal models)
- Old Shatter Hands has been a great friend and also gotten me having good fun with 40k again so I'm happy about that.
- I've gotten my mojo back for writing and have finally got the last chapter of my current novel on the way to completion after several months of lagging.
- I'm feeling good about life in general and excited to face the opportunities and challenges ahead of me.


Ahem, so with that quick summary out of the way, what's to talk about?

I've been having a great time playing some 40k recently on a smaller scale. Two of my new friends got totally suckered into the game through me and are splitting black reach (husband and wife) so I've played some demo games with them and recently I played a great 750 pt game with OSH.

To be honest I think I could get used to small games quite happily. While I find AOBR games to swing drastically one way or the other they are still quite fun and playing at 750 is a great way to get a good game without too much power on either side. The time investment is a lot lower too, which is important for a busy person like me and a father to a newborn (OSH). I like that we set up and played two full games on a small table in a short time on saturday, where our bigger games suck up a lot more hours than you have free sometimes.

In other news I'm writing at a slow but steady pace on my steampunk/fantasy novel. I'm about 30% through the final chapter and just need to make sure it rounds off appropriately dramatically. I'm excited to finish this one as I have so many more ideas running around in my head, especially now that I've picked up some good novels to get my juices flowing. For steampunk I have Boneshaker and Dreadnought by Cherie Priest along with The Strange Affair of Spring Heeled Jack by Mark Hodder. For my future dystopian work I picked up the Handmaid's Tale by Margaret Atwood for the princely sum of 81c from my local second hand bookstore.


To sum up my upcoming ideas (all working titles):

- Ghost Stars.
A lone ship sent on a desperate mission to end a war in humanity's favour runs into to trouble when the captain and special military weapon's officer die suspiciously. Alone in the lonely darkness of the Eagle Nebula, the newly promoted 2nd in command must lead his crew through the risky path ahead, all the while wondering if there is a traitor in their midst.

- Voice of God, Voice of the Universe
In the near future, civilisation has collasped in the wake of a global conflict whose exact origins have been kept secret. The Vocare Dei religious group has created the only known semblance of order left. Their domain is central east coast region of the former United States (centred around Washington DC) and they rule it with an iron fist. When Dana Swyler, a lowly cleaner, stumbles across a hidden relic of the war she is chased by the government and an underground resistance force, both looking to further their own ends.

- Most Ancient Deceit
Detectives in (LARGE CITY) are on the trail of a murderous vigilante. Somebody is killing off drug dealers, gang members, mafia and other criminals with gruesome and efficient methods. As the detectives work their case methodically and uncover more evidence, things point towards a killer who is more than human.
***Might do this one as a 2 parter, first half with the police, second half with the killer explaining the other side of things. If you like the C'Tan you might like this idea...... ;-)


Then when talking on a blog the other day about Dystopian steampunk I came up with a new idea. The post was discussing the apparent clash of dystopia and steampunk as the author considered the former to be futuristic and the latter to be historic in setting. To me, the dystopia describes the nature of the setting (decaying, oppressive, negative etc.) rather than anything specific about it's timeframe. I can see future dystopia (40k), fantasy (WFB) and steampunk (Malifaux) setting examples quite easily. In responding to the post I scribbled out an example story idea before realising that I really like it and might use it myself. Just came up with this this morning so it's the least fleshed out in my mind but I like it nonetheless.

- Fillis and his pretties.
The brilliant, but sociopathic, Doctor Fillis breeds a revolutionary strain of bacteria that will allow fusion of the human body with steam-powered machinery, allowing criminals and other undesireables to be remade to serve as a society's labour force. The bacteria spreads too widely though and much of the population is killed or crippled. Those with genetic immunity who survive rebuild society to ensure that they are never threatened by the mechanical-human hybrids the, now-escaped, Fillis created. Breeding is only allowed with other immune people and tight controls are placed on the hybrids. Protagonist comes in and messes with the way things are.



Well that's about all from me now. I'm planning to get some more 40k games in soon, will get my painting back up to speed. I've also got to finish up the Harbinger of Menoth painting and assembly guide I started work on so lots left to do.

Sadly the camera I used for other model pictures was my ex's and now I have to get a new one. To make up for the lack of eye candy in this post, please enjoy the following cosplay sororitas pic ;-)

Picture from Grimdark on DeviantArt.