SITREP – All Prep, All the Time

Oh boy, hobby time today was a whole bunch of prep work. Main one was sorting out my scenario for tomorrow (Big Bad fight time!) which is going to be something exciting. As this is a main character, he is going to be an absolute nightmare in combat – hopefully he can mince his way through enough of the bad guys left in the room while the heroes retreat.

The second part was creating more figures for some Necromunda times. We’re onto week 2 of the campaign so some events have kicked off meaning I need some poor citizens of Mercy station to get caught in the crossfire force some restraint. After cursing the games master for not mentioning this, I quickly dived into my anvil STL packages to find some cool civilians and loot crates. Luckily these aren’t needed until Saturday, so a bit of time to paint them and the Regulators up.

Yesterday was also a bit of a mail call (although I didn’t want to distract from finishing off the Big Bad) with some new arrivals from Spectre. The Agents and Criminal Heavies arrived and I was mostly excited!

Alas, not everything was perfect. Rather than going multi-part on the FAL gunner, they instead did one piece with a long protruding barrel. Anyone familiar with Spectre will already be groaning and surprise, surprise, it bent horribly in transit. Honestly, I would have thought that would have been screaming alarm bells during the design phase – a long extended piece protruding from the model, always likely to be damaged (hence why my insurgent leader is without his M4). Even with heating and bending, the 180 degree twist left it with zero strength.

After a little cursing, I decided to cut off the barrel end, drill a hole in the suppressor and fit it to the end. Works perfectly nice, and should reduce how often it gets broken in the future.

No bent barrels, but a look at the agents. These are some nice models and I quite like how the back packs are modular. If you’re wanting to use them as light figures, you may have to do some work to fill in the little hole in the back.

I’ve assembled the group and here they are good to go. I’m pretty happy with the look of them, excited to getting them painted up and on the table. The Agents will end up being various well equipped sneaky people, while the Criminal Heavies look like the kind of bad guys hunting them down. A mix of them in among the regular forces, and you can see the slow motion menacing walk as they approach the heroes, or add some back bone to trained or irregular forces.

I’ll definitely be writing something up on them once I’ve finished painting -as someone in the throes of a Tarkov binge, there are lots of pretty guns on offer among the two teams.

SITREP – ??? Pt3

Well I did it! He’s all painted up. Check below the jump for more details.

The Big Bad guys is painted! I just need to do the basing and then I think he’s done. Will say, I actually painted him in a more traditional style (rather than my usual “basecoat, wash, done”) so putting several layers on the flesh and robes was something new. I’m actually really happy with the final effect – he has the looks of a character about to deliver a villainous monologue with a smirk before destroying the party.

I’m planning for him to be a reoccurring villain, so he and various versions might be popping up in different incarnations.

Also bad news – this is my first model painted this month. So I guess I have some work to do!

Longshore Lockdown – Game 1 “The Caravan Heist”

For more details on just what’s going on I recommend reading my intro post where I explain the basics

The armoured truck rumbled through the slums surrounding the Whisper Broker’s compound, each of the ramshackle shacks assembled from the detritus that forms in a busy shipping port, bonded together and covered in a strange sandy material to hold its’s form. The Captain ran an armoured glove down it, before being returned to the task at hand. Inside the vehicle, a riches a plenty, enough to buy a kingdom instead sent to buy the Security agency into the good graces of

A cough from beside him brought The Captain back to reality. He turned to find the bulky form of Tikho, one of the heavily armoured Subjugators and the squad’s explosive man. His visor raised, The Captain couldn’t help but notice the concerned look in the man’s eye.

“Well?” The Captain snapped before drawing himself back. “What troubles you trooper?”

“It’s Yalniz, Sir” the voice from inside the helmet rumbled in reply. “He’s acting a little… odd.”

“What kind of odd?” The Captain asked, peering over the mountain of flak to look up at the gas masked trooper sat behind the heavy stubber. Yalniz was never the most stable of troopers but The Captain did have to admit, he seemed especially squirrely today. His fingers seemed to be dancing over the safeties on the stubber, his head moving as if scanning for something.

Before the Captain could investigate further, a cry came up from the slums. Frantic radio messages echoed across the net, reports of shadowy figures creeping into position, of slave drivers and roaring chain blades. However, one sound cut through all of that.

The snap of the first heavy stubber round passing right by his head.

And we are off, the first game of the campaign. This was in some ways a bit of a trial by fire – neither myself or my opponent had played much Necromunda recently so there was a lot of re-learning to be done. Additionally, this was our first time in the campaign so we had to get used to things like Intrigues.

We’ll come back to those guys later.

I decided to challenge my opponent to the Whisper Brokers. It’s location bordered both of our holdings, it links to the life coin exchange I hold and sneaky dealings seemed perfect for the Delaque. My opponent agreed and decided the scenario. I had gathered a few suggestions from the GM, and we eventually settled on Caravan Heist, a fun scenario requiring something to represent the caravan. Thank god for the Bushmaster looking suitably “big bus”-y and roughly able to fit into the setting.

Sidenote: As you can see, we’re not playing over the traditional Necroumunda ironwork or sci-fi slums. Instead, I’ve broken out my modular Adobe compounds from Sarissa Precision. They are still in need of a paint job but as someone who hasn’t got dedicated Underhive terrain, the adobe buildings and tiles should make it easy enough to assemble a maze of firelines, sneaky places to move through and cover that matches up to the “traditional” way of playing Necromunda.

We laid out the terrain with a route through the maze, with two right angle turns (as with any vehicle escort mission in a FPS). Having worked it out, with the vehicle moving at 6″ a turn, we probably wouldn’t reach the final gates but it still gave use plenty of ground to play over.

Now let’s talk about deploying the Enforcers. I decided to use a tactics card to give me an extra figure in the infiltrate position, alongside my bounty hunter. This left me six figures to deploy. Two of my Subjugators (the champion Ser Hjälte and a stub gun wielder Bezlikiy), along with my Palanite Champion Tohtori and his concussion carbine, took up position on the southern board edge, planning to move parallel with the caravan.

My gang leader, The Captain, and my grenade launcher wielding Subjugator, Tikho, set up position to move alongside the caravan. The boltgun and GL are both among the longer range equipment in my arsenal and so can run a firefight along the main route.

The core of my plan was the little variation rule in the scenario – “The Caravan may be equipped with a weapon”. We decided a forward mounted pintle heavy stubber would be suitable and (after quickly printing it off on the 3d printer) undercoated it and put it to work.

My final enforcer, Yalnız, would sit behind the gun and man it, able to put down a storm of fire. The profile of the Heavy stubber in Necromunda is pretty nasty, with higher than average strength and a great set of range bands. It would be more than handy for dealing with anyone getting in the way of the convoy.

After realising the gap in the far side of the table, we added a few additional buildings. And then the Delaque started to deploy… WELL by deploy I mean place a few gangers down while piling the rest into infiltrate. A sneaky stand-off.

On the bottom side, the Delaque had brought along their ace in the hole – a Slave Guild group. Bringing four fighters at almost 800 credits in total, these guys are a fundamentally different fight compared to the rest of the gang – tough as nails and lots of lovely wargear.

On the top edge of the board, the rest of the Delaque appeared, taking up positions overlooking the centre of the board. The biggest danger at first appeared to be the gunman on top of the building, but the other chain-glaive fighter was lurking among them.

For infiltration, I deployed my final enforcer, Tilki, at a position to flank the Delaque on the top board edge…

And my personal ace in the hole, my bounty hunter appeared in the middle of the board. Thanks to her various pieces of equipment, Kimsesys is able to move across the terrain easily, making up for her lack of ranged weapons. From this location, she could either choose to tangle with the Slavers or help clear the route for the

The Delaque infiltration was mostly filling in gaps. The main threat for me was the sniper champion nad a lasgunner taking up positions close to the target location. There was also the Delaque appearing behind cover along the vehicle route, obviously planning a quick rush to grab a loot token.

And then the bullshit began.

I MEAN, Intrigues. My opponent revealed he acquired this card from the roll. And worse the dice gods were against me. As we rolled for a which character I would be losing control of they chose…

Yalnız, the Enforcer currently sat behind the heavy stubber, with a perfect flank on my leader and main death dealer.

Well then.

Game on!

As expected and out of the gate, I wanted to shut the stubber down ASAP. For first activation, both The Captain and Tikho started dropping rounds onto the caravan (probably much to the drivers annoyance). I only managed to inflict a single flesh wound, but it was better than nothing.

On the bottom flank, a melee brawl was soon to begin. Of course, the Delaque started it off the way they usually do with a quick burst of webber fluid. Unlike in the demo game however, only one figure fell foul of the annoying stuff. Ser Hjälte, despite his best attempts, found himself tied up in the horrible goo.

I pushed forward to lock the webslinger down, using Bezlikiy and his riot shield to engage the target.

Of course, a lasgun equipped Delaque was quick to start putting lasgun shots down range, just showing how enveloped the Enforcers were.

On the main road, Kimsesys, my bounty hunter moved quickly to take out the lone gunman in the way. Although she was able to move quickly, the sneaky little Delaque managed to just about survive with a few lucky dice rolls.

Back at the caravan, the grenadier decided to move into a more dramatic position, climbing on board for a scuffle. These two would fight as the vehicle drove along.

While the Subjugator Champion was still webbed up, the Palanite Champion would now have to fight the Slavers and their pile of toys. Surprisingly, the fighting wasn’t as against the Enforcers as you might expect. The armour held, while the use of a Dum-Dum rounds as a reaction caused some damage.

Also useful in this fight was the armoured shield of Bezlikiy, the nearby Subjugator. It made his armour save stop nearly everything thrown against him, and being able to react with a higher strength pistol shot gave him the ability to react to someone attempting to chain-glaive him, seriously injuring a slaver but not taking them out of action.

On the other side of the board, the sniper and lasgunner were trading rounds with Tilki, distracting them from the main group. In fact, the sniper even managed to run out of ammo, forcing a quick reload check.

Also trading rounds with the enforcer was the other overwatching lasgunner. These two got into a little bit of a two way shooting range – turns out combat shotguns had just enough range and just enough firepower to land a hit (even if it didn’t cause a kill)

Back at the Caravan, The Captain was about to climb aboard when a lone Delaque juve came round the corner and went in all guns blazing. The shots were successful, knocking him prone before he could join the brawl on top of the vehicle.

In the midst of the street fight, the first enforcer was about to bite the dust. Distracted by a fight against the Webber gunner, the Bezlikiy didn’t spot the harpoon gun Slaver creeping up on him. With a resounding THUNK, the harpoon went through the armour and knocked down the Enforcer. Just afterwards, the Webber Champion delivered a killing blow, taking my guy out of action. And to finish off this whole fight, the currently webbed up champion also received a coup-de-grace.

On the other side of the map, the Delaque Leader started sneaking up behind the shotgun wielding enforcer on the balcony before the round ended.

At which point my opponent revealed another of his intrigues – there was more than one imposter on the board! And again, the dice rolling was here for shenanigans. Turns out the Delaque Leader was actually an imposter here to provide some information to the newly arrived McNespy Agency. Time to swap more character cards over and give me an extra ganger to use.

Another good piece of news was Kimsesys finally wining the back and forth. With them already being engaged, victory in the first action meant the second was the stomp of a servo claw onto the ganger, taking them out of action.

Of course, you can’t win all the time. Tohtori fought bravely, Stub rounds flashing in the darkness, but King of the Slaver group did one point of damage, a mastercrafted las pistol did another and then a final Delaque assault administered the coup de grace.

You can also see a similar event in the background as The Captain, injured by the burst of pistol fire was finished off by the whirring chain glaive of the slaver. Two major characters taken out in one turn, not a good event!

However, it wasn’t all going the Delaque way. As well as murdering the lone ganger in the open, Tikho had killed off the imposter on the caravan. For the moment, the caravan was relatively safe and I had some gun covering it.

Bad news – the sniper and lasgunner were about to open up. First of all, Kimsesys was hit by a round and knocked prone (although unharmed and able to roll out of the way of the oncoming caravan).

Into the Round 4 (and the final one of the evening as it was getting late and a school night) and the Delaque shooting caused more havoc. Pretty much all of the remaining fighters were knocked prone by the pair of lasguns and sniper rifle.

In fact, Kimseys was knocked prone so hard she fell off the room. Luckily the low buildings means she was okay, although I am now wondering if Catfall might have been a handy skill.

With all my activations done, the Delaque managed to get to the caravan and start looting. However, as bad as this might look, it actually wasn’t as bad as it could have been. Only four token were able to be grabbed before we called it (obviously the Whisper Broker’s guards came out to see what the gun battle was).

I had managed to withdraw a few people, preventing them from being taken out completely (or worse, captured). But the caravan got through, and only for the loss of four enforcers.

In the post game, both sides came away pretty nicely. The Delaque took no long term casualties (servo claw injuries can just be walked off) while I only had one of my casualties sent into recovery. We both raked in the cash and XP – you earn a lot of dosh from each loot token, and the Delaque getting only 4 tokens meant I still got the bonus for delivering (obviously the Whisper Broker accepts a certain amount of corruption).

I’m still working out my spending. Despite only spending two champions to the trading post (my captain being out of action and unable to go) I managed to hit a rarity of 14 and so pretty much anything legal was on the table. As much as I don’t want to waste my opportunity for some new shiny toys, I would also like to add another ganger to the board – someone with a boltgun and stub pistol would give a handy additional long range weapon, while the dum-dum rounds are handy for close quarters reaction shots.

Helena McNespy rested her armoured boots on the desk of her cabin. She lowered her sun-shades, closing them and placing the fine lenses into the top of her armour. “So, the Whisper Brokers have come round to our ways? Excellent, the Life Coin Exchange will look forward to having an inside track on the location of new bounties. Before we know it, we’ll have those underhive scum on the run.”

Across from her, Sgt Tohtori shifted uneasily, rubbing “Commander, the Delaque are…”

“A minor obstacle, nothing to be too concerned about. Once we have a foothold, we can work to break their organisation apart.” She sniffed. “Go and prepare your team for a new mission Sgt, we’ll have need of them.”

“But the Captain…” Sgt Tohtori started but a gloved hand was raised in front of him.

“The Captain will need time to recover. But don’t worry. I have heard some of the local scum wish to assist us… for a price. And thanks to your success, we have plenty of credits to go around.”

Longshore Lockdown – Introduction

Image from Dreadquill

It is the end times! A pox has swept the docks of Mercy Longshore. Industry and trade have ground to a halt, and the scum of Mercy’s underdecks have floated to the surface to take advantage of the chaos. The Great Houses of Syracuse demand the trade through Mercy Longshore flows again, and have issued legions of fearsome Shimazu Enforcers to impose their will on the space port.

Will you side with the Great Houses to enforce the law on Mercy, or will you take advantage of the misrule and take what you can?

Campaign Brief

It’s finally here! The Necromunda Campaign mentioned back in the before-times has begun. A Law and Misrule campaign spread over 7 weeks, the campaign sees me going up against a collection of old university friends (wrangled by Mr Dreadquill from that blog with all the pretty words and minis) in Games Workshop’s second most unbalanced gang game (Now fight for which one is the most).

I decided to go with the Enforcers. However, Mercy Longshore already has it’s law enforcement, the dreaded Shimazu Enforcers. For this reason, I decided to make my Enforcers into the McNespy Private Security Agency, named for a past Dark Hersey character who pulled off some shenanigans. This Private Security Agency had been brought in by some of the private citizens of the station, who decided that the local boys weren’t up for the job. Hopefully the collection of misfits in green flak will be good enough to bring order to the chaos… or at least redirect the chaos elsewhere.

As the campaign begins, you’re assigned a Racket to act as your income/provide bonuses. At first, I rolled up the Witch Seeking racket (every melee weapon gets the shock bonus), until my GM pointed out all my melee weapons already have the shiny blue glow. A quick re-roll and I ended up with… Life Coin Exchange. One free bounty hunter in every game. Very handy for someone who has a model for the chain smoking Eldar version of Doc Ock, especially as the combination of gear and skills I rolled up is a terrifying prospect.

Good thing I got her because rolling up 1000 creds of Enforcers is an experience. Each enforcer comes with at least flak armour and an armoured undersuit, as well as stub pistol. This makes them on the more expensive end for individuals but does give you a pretty chonky baseline. The Subjugators are even better, the Layered Flak adding even more fun to the party.

How the gang looks after game 1 (the only difference from the start is XP)
How the bounty hunter and Captain look after game 1 (the only difference from the start is XP)

also ignore the XP on the bounty hunter, it’s reset after every game I’m just interested in seeing how much she gains

As for the gear, I went for a 50/50 mix of Subjugators and Palanite, with each group getting a champion and two enforcers. For the Subjugators, the goal was a phalanx of armoured shields to take the brunt, with a grenade launcher to add some firepower. The Palanite was to be a bit more varied, taking a Concussion Carbine and Shotgun for their effects, as well as the Captain being from that type. The final ganger was more of a stand-in, bringing the points up to a solid 1000.

One thing I was immediately aware of when i assembled my gang was that I was really low on numbers. 7 core fighters is well below the ideal 10, and it will get worse once the injuries kick in. Luckily the campaign house rule allows for some allies to be called in if you’re under the target numbers for a scenario – I now just have to make them. I’m sure nothing bad will come of not having some gangers hanging around…

My main rival, mostly because he lives the closest to me, is one of my former housemates. Now however, he has prepared his own gang of sneaky trenchcoated folk. We played an intro game back in August, where the Delaque managed to take out an informer with ease as well as generally causing havoc so it will be interesting to see how it goes – I can see the pair of us learning to play each other’s lists well, but maybe struggling once other gangs (including a vastly more numerous Cawdor gang up beside the Tyne that I think most people are concerned about).

I’m really looking forward to this campaign. I’m expecting it will not be the smoothest progression, with a bit of a learning streak, but it will be a nice chance to meet up with people and get some games in.

SITREP -Necromunda time!

Tonight was the first Necromunda campaign game. A full report will be up tomorrow (hopefully) but it’s safe to say fun was had, lessons learned and OH GOD SO MUCH MDF. I was literally gluing the final pieces together like an hour before it was game on. Really need to actually knuckle down and get it painted and textured up.

Full post tomorrow.

SITREP – The Final Few Buildings

Spent tonight preparing for tomorrow’s Necromunda game (partially – was filled with the urge to play Escape from Tarkov for some reason) but also building a few more Adobe buildings that will be the board. Yes technically not the underhive but still fits the close quarters idea.

The four on the right are the new ones. The pile in the centre are the others. And I have two more to assemble. Can’t ever say I do things by halves.

This has illuminated how much of this range I have, and I think it’s time to actually start getting it painted up and play with it. Plan this time will be chinchilla dust and a few extra details (mostly for the modern look) before spraying black for undercoat, zandari dust for base coat before applying the dry brush and detail. Should be fun, and I have a 3d printer waiting to provide all the extra touches

SITREP – Buildings (and Tiny Buildings)

So there I was, planning to paint up my Hive Scum when I suddenly realised I needed to get a board together for my Necromunda game on Wednesday. Previous, we’d played on a regular skirmish board which was fun but this time I’m tempted to try something a little closer to the tunnel scraps that Necromunda is designed for in some ways. I don’t have an industrial set, but I do have a load of these adobe compounds from Sarissia. By assembling the rest of them, I think I have a big enough board for a scrap. Will finish the rest off tomorrow and see how many extra spacer tiles I need.

I’m actually thinking of trying to get them painted up this month. I think I have enough rattle cans. it will just need some little additions to add to the street scene and ready for some street clearing.

However, that wasn’t the only buildings I was playing around with today. I also took a look at some of Lazy Forger’s Medina buildings that I’ve mentioned previous. Really impressed with the models, they printed nicely out the box (although I’m seeing some issues on vertical surfaces down to my print setup that I need to investigate). Once I have a few of these together, I think I’ll have all the bits needed to get some 6mm on the table.