Wow, remember this blog?
Well, a lot has happened, its been a huge two years for the hobby and especially for the Games Workshop side of things.
Honestly, I can't think of a better time to be involved in wargaming and painting miniatures. Games Workshop are continually pushing the boundaries of what's happening and a lot of companies are taking them on and really improving too.
Anyway, I have two ideas for new blog posts that I'll be putting up either this week or next. I also have a game I made to write about, but first I need to check that's allowed with the company I submitted it to as part of a job application (maybe more on that later too)
Phil's Imaginatively Titled Painting Blog
Its a blog about my painting.
Friday 25 August 2017
Monday 13 July 2015
Nerd Rage of Sigmar
It's been an interesting week hobby-wise, I wrote a post for Corehammer
that got a lot of attention, most of it positive at first, but then the
dickhead, sexist, gamergate arseholes on Reddit got hold of it and took offence
that they might be asked not to make quite so many rape jokes and consider
being a considerate human being.
Being all about ethics as they are, they
flooded the comments with their barely coherent rage.
More rage was generated by the replacement for Warhammer: Fantasy Battles, Warhammer Age of Sigmar.
First off, I've played quite a few games so far and all have
been great, nice and quick, loads of fun and everyone has had a good time. I've played more Age of Sigmar in the last two weeks than I've played Fantasy in the last 2 years.
The hardcore nerds hated it.
The rule book is just 4 pages long. This sounds like a huge deal but it really isn't, with the Army Building mechanics shorn out of the rules and the fact that every unit has its own War Scroll with their rules on, meaning anything that was previously a Universal Special Rule is now on the War Scroll, it's plenty of space to fit the core mechanics on to.
This seems simplified but in practice it allows them to expand unit by unit and easily add in as much extra stuff as they want in the future.
It works really well but still generated fury from people calling it childish (you know, as opposed to the super serious world of Squig Hoppers and Giant Hamster Wheels).
It's not in the least bit suited for traditional competitive play. It doesn't have points values or any sort of restrictions on
what you can use, asking you to agree with your opponent if the game is going
to be fair. Turns out, most “competitive” players can’t comprehend why you'd want to play fair when you're playing a game against another person when you can just overpower them and then you win. We've seen this happen with Unbound in
40K but they've doubled down here, use as much or as little as you like.
Then there were the “silly” rules, lots of the rules for the
game give you benefits for little roleplaying things in the game, having a moustache,
growling like a beast, etc. Being a rational and relatively mature human being
I was able to see the funny side of this, but there have been more complaints,
conspiracy theories about this trying to embarrass players into buying new
stuff and throwing away the old and everything.
What you essentially have is the players no one actually
liked to play, the ones who hadn’t bought any new models since 2006 and generally
fucking stink raging at Games Workshop for ruining the game that they’d already
ruined for most normal people. There was much flipping of tables (actually
happened) and setting fire to their models in a pathetic and homophobic rant
(again, actually happened) but the rest of us rejoiced, we can balance the games between us and not have to care about points and OP units any more. And so we actually tried the
game. Because its free so why not?
Oh yeah, I didn't mention that, the game is free, the rules –
free, rules for the existing models – free, the rules for new models – come with
the models and probably free on the free app that’s on the way.
And yet still they complain.
Monday 29 June 2015
Necromunda Part 3
Gangs, gangs, gangs!
The Underhive has loads of gangs you can join up to. Anyone who wants to get
ahead in life joins a gang, it’s the only way to move on up and not be a
victim, it’s a Giant Rat eat Giant Rat Hive World so make sure you bite first. Most young Juves will be born with an allegiance with one of
the Hive City Houses, so I'll go through them first, they're the most common
gangs in Hive Primus and what most players would use and, where possible, show you a typical ganger from the man whose pen defined my childhood, Mark Gibbons.
House Cawdor
Firstly is House Cawdor, this gang are strict members of the
Redemption Cult, a militant offshoot of
the Imperial Cult that means they can’t show their face in public or risk
death, so they wear heavy hoods, cowls and masks to hide themselves. This gang
are typically aggressive and straight forward , they get access to lots of the
close combat skills making them nasty in hand to hand.
House Delaque
The next house is House Delaque, these are the shiftiest
dudes in the hive, if there is a scheme or a plot, these guys know about it. They
wear long coats to conceal weapons in and shave their heads to make it hard for
others to tell who is who, they prefer to shoot you in the back than take you
on face to face, and they just think that makes more sense.
House Escher
House Escher are unique in that they're all women. Due to a
genetic quirk, Escher men are all weak and a bit thick, so the women have to do
everything. They are a fast, hand to hand gang who excel at getting in close
before you can do anything about it. If you like to outmanoeuvre your opponent,
before dispatching them in the bloodiest way imaginable, this could be the gang
for you.
House Goliath
Goliaths are all muscle, especially in their heads, they can
grow into brutal combat monsters able to take a lot of pain and dish out even
more, raging steroid enhanced techno-barbarians, they respect strength above all
else. And they all have Mohawk’s which is cool.
House Orlock
House Orlock is the most populous House in the Hive City,
they’re well balanced, having access to combat and shooting skills so are easy
to use as you can build it the way you like to suit your play style as the
campaign unfolds and adapt to who you’re fighting against, good all rounders
who can take on any gang out there.
The Van Saar are the most technically advanced of the
Houses, they are renowned for making the most reliable tech in Hive Primus and
so can sell at a premium price, because of that, they’re very well off. Most
Van Saar have a knack for technology, which is a massive advantage as the campaign
unfolds, the Techno skills are very handy. Its appropriate that this is
literally a very beardy gang.
The Outlanders supplement introduced a few other gangs as
well, these less common gangs all operate very differently from the standard
gangs and so you should check with your group if these are ok to use.
Ratskin Renegades
No MG image for the Ratskins, sorry, this is ace though |
Scavvies
The Scavvie gangs also live in the deepest depths of the
Under Hive, not because its their ancestral land like the Ratskins, but because
they’ve been driven out of the slightly more civilised areas of Hive Primus,
they’re mutants and freaks all. They have tons of weird mutations but really
bad at getting ammo for their weapons meaning they run out quickly. They can
get an equivalent to a Heavy in the truly abhuman crocodilian Scalies, who have
massive harpoon guns or shot cannons.
Redemptionists
The Redmentionists are members of the same intolerant
religion as House Cawdor, but they’ve decided that not enough is being done to
purge the Hive of sin, so they gather up as many flamers as possible and set
about doing it. These guys have tons of flame weapons, all their basic weapons
can fit a one shot flamer on to add extra burning goodness.
Spyre Hunters |
Just one of the 4 Hunting Rigs available to the Spyrer kids, the creepy Malcadon |
The Spyrers aren’t from the Hive City or the Under Hive,
they’re from the Spire, the world of the upper class, the rich and powerful. The
1% on Necromunda literally and figuratively look down on the teeming masses.
They also hunt them for sport. That’s what Spryrer gangs are, bored and spoilt
teenagers, proving themselves worthy of inheriting their family fortune by
donning advanced Hunting Rigs with hosts of exotic and powerful weaponry and then
hunting down the proles for a lark. Its fox hunting taken to its logical
conclusion. Rich people never change, as is now, as will be in the 41st
millennium. They’re the smallest gangs, numerically, you’re never going to have
more than 5 gangers, but each one is massively powerful, starting with weapons
and armour even the more experienced gang could only dream of and it gets
better the more they kill.
Another Goliath because they're cool and never get enough love. |
That covers all the gangs in the main game and the expansion set, there were more though, the Arbites, the Pit Slaves and more but that's for another time, next article will be about the Hive City and how to go about getting one of your own to fight over.
Wednesday 24 June 2015
Necromunda Part 2
Last post was some info on the world of Necromunda and the
premise of the game, this time, I’ll talk about playing the game itself, the
choices and setting up your gang to make your claim for glory in the Under
Hive.
War on a different
scale.
Thing is fucking huge. |
I’m going to be controversial and assume most wargamers know
about Warhammer 40k, chances are, if you stumble across this blog, you play it,
you might have heard of Necromunda and wonder how it differs.
Warhammer 40,000 is typically played with a company of
troops, maybe 100 models a side, depending on the faction, fewer for Space Marines,
more for the horde armies like Orks, this can scale up to the thousands if you
wish, with tanks and other larger war machines, up to the building sized Titans
in your game, with Forge World recently releasing the massive Warlord Titan,
which st Millennium.
stands at over 2 feet tall. These games represent the bitter struggles of
armies of the 41
Necromunda shows the
grim reality of life for the downtrodden forgotten citizens of the Imperium of
man. Gangs are around 10 strong and they’re regular citizens for the most part,
to start with at least.
Because its smaller in scope, this means there is a lot more
room for detail, each Gang member should have a name and will develop a story
as they go on, gaining skills and injuries to show for their exploits.
Each gang member has a stat line, which looks the same as
the current 40k one except it has a mysterious M at the start of it, this, if
you play Fantasy Battle you’ll know, is the Movement Value. A typical human has
a Move of 4, meaning in the Movement phase, they move 4 inches.
(This means that
generally, it’s a little slower to get to grips with the enemy compared with
the current 40k rules where most infantry moves 6 inches, it makes movement
more important to get right and more of a challenge to think about, I have no
idea why they got rid of this and replaced it with a standard movement and tons
of special rules to make things move at different rates.)
Each Gang has a Leader, which in the typical 90s GW style,
is your representative on the battlefield, which I always get a kick out of.
The Leader has access to the best kit and is generally a little handier in a
scrap and has better Leadership characteristics (obviously).
Most gangs then have a Heavy or some equivalent, for the
standard gangs this is the guy who is a bit more capable than most and so is
entrusted with looking after the best weapons, they’ll usually have a big gun,
the most common starting Heavy will have a Heavy Stubber, maybe a Heavy Bolter
if they’re very lucky.
The majority of your gang is then made up of Gangers, these
are your average Joe or Jane Grox Pack, they have average stats and can have
pretty average guns, Lasguns and Autoguns are popular, or a pistol and club if
you want them to be more fighty than shooty. As the system is more detailed, the amount of
weapons you have can affect your combat ability, if you’ve got a Heavy weapon
or a Rifle, its going to get in the way when things get up close and personal.
(Melee combat is very,
very deadly in Necromunda but it’s a challenge to get into close range so it’s
a gamble.)
Lastly, you’ll have the Juves, short for juveniles (this is
common Mega City 1 slang for a young delinquent, unashamedly borrowed for the
game set in a city which shares a lot of similarities with the home of Joe Dredd),
these are the inexperienced kids, throwing their lot in with a gang for
survival or for the glamour of being in a Gang. They’re lousy shots and
worthless in melee and can only grab a pistol and a knife but after a few
fights, they’ll soon toughen up and be a match for any other experienced ganger.
Your Gang isn’t just the bodies in it, its also its
territory, as a Gang, you hold influence over an area of the Under Hive, what’s
in your territory is randomly selected, you might have an archeotech horde with
the promise of untapped wealth inside, a mine where you can work captured enemy
gangers to death digging up the discarded waste of the millennia or just an old
sump that you might be able to scrounge some water up from, each gang starts
with a few of these and can expand over the course of the campaign, or of
course, lose them if things go very wrong.
Next time I’ll go over the types of gang you can choose from
and how they differ from each other!
Tuesday 23 June 2015
Necromunda!
I'm going to start a few posts to introduce people to what is
easily the best game GW have ever made, Necromunda!
What the hell is
Necromunda anyway?
It’s the 41st Millenium, the Imperium of Mankind
holds a million worlds throughout the galaxy, such a massive empire requires
lots of sacrifices to be made, whole planets devoted to growing crops, factory
worlds and more.
Necromunda is a Hive
World, it has a population of over 100 billion, all cramped in to huge Hive
Cities, towering structures that stretch miles into the air and back down into
the depths of the planet. The population manufactures mostly weapons, all
natural resources long since depleted, they process millions of tons of
resources from other worlds and recycle the waste of previous millennia into
useable material.
At the top of each of the Hive Cities the richest and most
power live, amongst the Spires above the pollution, they live in relative
luxury and decadence, far away from the riff raff, below there is the Hive City
itself, the countless billions live and work in the factories and recyc-plants,
working for the Noble Houses making weapons to meet the ceaseless need of the Departmento
Munitorum, scraping out a life as one of the untold cogs working themselves to
death for the good of the Imperium.
Then, there are those to whom this life of unceasing work is
an unreachable luxury, those who survive in the Under Hive, this is where life
is cheap and disposable, people survive by bartering with the Merchant Guilds,
scavenging among the refuse piles for a bit of useable tech or material that
could be sold on and by grouping together in gangs. Gang warfare is common,
gangs align themselves with the Noble Houses, working to do their dirty work in
return for patronage and the promise of one day moving up in to the Hive City
proper, or perhaps hoping to hit it reach with an archeotech hoard that will raise
them up to the Spires.
Ok, so Necromunda is a planet, but isn't it a game?
In the game of Necromunda, you take on the role of one such
gang in the Capital Hive City of the eponymous planet, Hive Primus, your gang
is usually aligned to the Houses Cawdor, Delaque, Escher, Goliath, Orlock or
Van Saar, each have their own history and predilections, from the more technologically
advanced Van Saar to the near barbarian House Goliath and each will begin to affect
how you play.
The game is designed to be ran as a campaign, with ongoing
experience, with your gangers getting better the more they fight, earning
credits to buy better weapons and equipment but risking injury and ruin at the
same time. You’re aiming to become the biggest and badest gang around but a few
bad decisions and luck not going your way will see you plummeting into the Sump
with nothing but a rusty autopistol to your name.
Friday 10 April 2015
Warhammer Quest and Deadzone
I've been mulling over doing a set of modern Warhammer models to use to play Warhammer Quest for over a year now, I have most of the miniatures I need in place and yesterday I finally started painting some heroes, both WIP so far. Haven't painted human (or dwarf) skin in quite a while, the Barbarian is especially nice to work on, rippling as it is with muscle, cuts and scars, lots of interesting things to work on, decided against the fur cloak he comes with, even though the original WHQ one has one, because it obscures some gorgeous sculpting on the back.
Easily my favourite miniature, Barbarian Dude Redux by Raining Frogs, I think between me and my painting friends, I have two of these of the 500 cast, gorgeous model. |
I also started and finished a Deadzone model in about 15 minutes, wanted to try something on this model and I have two of them to do, so here it is, its mostly drybrushed, with a touch on line highlighted for the extremes. It was quick and looks ok and really, thats all I am aiming for with Deadzone, the "Restic" miniatures aren't worth spending any real time or effort on.
Added some blood effects too, the Resin version includes a ripped apart soldier and will need even more blood. |
Thursday 2 April 2015
Improving Basing
How it looked before |
I decided that adding a discarded shoulder pad of the Sons of Horus would help tie the theme in, I decided to change this to Death Guard, keeping it more relevant for 40K if I'm able to use Mechanicum forces in that game at some point, and I think it would mix in with the corruption and rust a bit better.
Pad in place and weatherd to match. |
This was then glued next to the beam and stippled with the weathing powders used on the base to tie it together.
Something is still missing from this though, looks bare. |
My friend Pete suggested grass. We chatted and I've tried it and I think it looks good,
The idea was again, to represent the spreading corruption of the Heresy and the Chaos Gods in general, the addition of the shoulder pad helps now, its as if even a discarded part armour of a tainted soul is enough to desecrate the ground, but the loyal forces of the Emperor still stride on, impervious.
This has been a really fun project and its nice to have gotten a model and base totally finished, this is the first model I've managed to finish completely since moving house 6 months ago!
More dead grass would be great to really sell it |
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