Monday, 23 June 2014

Necromunda terrain

Did some terrain making today with one of the guys from my gaming club.

I picked up this lot on ebay a few years ago and never got around to doing anything with it. Our local gaming club has closed so making a board has become a priority for me now.

There is a hint to one of my other current projects in this picture...

Simple ramp up piece for walk way intersections

Put a "vent" under the ramp section to stop model placement under it.

What home made necromunda terrain is complete without a pringles tower?

Gonna have to build some more terrain this high to connect walkways to... high risk reward with the height though. 


Monday, 9 June 2014

Necromunda Weapons Review: Grenades

I'll just straight in with this one


This mainly concerns thrown grenades but I will include if I think they are better used in the grenade launcher or not.

Frag grenades
Large blast is great the lower end strength is not that great though. More useful for wounding early in a campaign, later they get relegated to pinning duty. Great for keeping gangers from bunching up as they are still a good threat.

Better thrown

Krak grenades
The most powerful grenade but also the most limited in area of effect. It can only hit one target so make sure its a good one. If you do wound your target they are likely to go OOA with a large damage of D6. They do have a -1 to hit when thrown for being bulky though. They can also be used as makeshift demo charges like a poor mans melta bombs. Great for taking out gateways and water stills, note that if they are allocated for a grenade launcher they can't be used in this way.

Better in the grenade launcher

Plasma grenades
Decent power and a small blast that stays in place and has a chance to stay for a few turns. This makes them great for denying enemy heavies the opportunity to shoot. Move and you can't shoot - stay and take a S5 hit.
The blast marker blocks line of sight while still in play, so it can be worth firing it even if you know you are out of range just to block some incoming fire on you opponents turn.

Better where you need it... got krak in your launcher already? give them to your combat guy. No krak in the launcher? Put in on that guy!

Melta bombs
These are a little clunky, they can only be used for demolition. For their price I don't see them as being worth it. You are better off with krak grenades. I would even sell them if one of my gang invented them. They are also the only item in this class that can't be used in the grenade launcher.

Smoke bombs
These are primarily used to block line of sight, the smoke stays in play and has a good chance of staying around for a while. 
A good use for them is to have a high value gang member such as your leader or a heavy walk out into the open to get a better shot. Then after they have fired have another member who has smoke bombs drop them down in front to block line of sight and prevent retaliation. 
If you are lucky enough to have bionic eyes on a ganger you can even use them to gain an under hand in combat.  As smoke halves a models WS unless they have bionic eyes.

Best thrown 

Photon flash flares
Very underused, but very effective. Models hit take an initiative test if passed they are WS + BS 1 for a turn. If they fail they are WS 1 and can only stumble half their movement in a random direction. If you use these a lot expect the other gangs to pick up photo contacts and visors. If used on you... buy photo contacts soonest!

Best thrown

Choke grenades
The cheapest of the gas grenades, stays in play the same as a smoke bomb. Models hit take a toughness test or go "down" note that all they have to do is leave the cloud to get back up. They have not actually lost any wounds and no exp is awarded. They do however follow the same rules for being down, so they will go out automatically in combat. 
This can be used nicely in what I call the "Choke charge". Using either a ganger with either high toughness, filter plugs or better yet a respirator you charge your target. A second ganger then throws or shoots the choke grenades into the combat. If the target goes "down" due to the gas they will automatically go OOA in your combat phase. This does not award any exp but is a great way to get rid of multi wound gangers.

Best thrown

Scare grenades
Another gas grenade stays in play again. Failing the toughness test for this one makes gangers "broken" and have to flee. They are able to test to recover once they meet the same requirements as any other model that get broken. Using a variation on the choke charge you can take models out, but gain exp. The model that fails the test flees and takes a free hit from the attacking model. So this method can award exp, and even if you fail to take the ganger down and out they are still broken.

Best thrown

Hallucinogen grenades
Again a gas grenade that stays in play.
The most complicated and expensive gas grenade but the most fun. Lots of different outcomes such as shooting in a random direction, being pinned for a turn or actively shooting a friendly model. The price of them is off putting but well worth it, the main downside is you can't gain exp from them so mainly you will want to shoot other ammo or weapons. But it is well worth it, with the gas cloud you are likely to hit more than one ganger and very likely to take them out of the fight for at least one turn if not more.

Better in the grenade launcher you don't want to be anywhere near the chaos they create!

Painting update and Gorman Di Wulfe

So I was wanting to do block colour base markings on my Cygnar army.
I had rushed white lines marking my bases that I did earlier in the year for a local tournament. But they don't work for me, they never looked very even.

I was torn for a while trying to decide what colour to choose thinking of light blue but settled on light grey in the end. My theme colour is Black so blue would have contrasted too much and drawn the eye away from the models. Whereas light grey compliments my colour scheme nicely I feel.

I also plan on added kill markings to the backs of my models bases to indicate when they get a caster kill.

Should I include ones from the past, or start fresh with this idea?

As a bonus for this post (I really don't like putting up posts with no pictures)
Gorman Di Wulfe






He was a lot of fun to paint. I love the sculpts privateer press makes they have tons of character.
It makes it hard for me to paint units though as solos and warcasters are so much more fun to paint.
I'm trying to discipline myself into finishing units before painting a solo as a "reward"

So what do you think of Gorman? Should I include old caster kills when I mark them, or just new ones?
Would love to hear from you all!

Friday, 6 June 2014

Cygnar Trenchers painted

I finished painting my first unit for my warmachine army!

The internet doesn't think too much of these guys but I love them!

This is the full unit with unit upgrade and one weapon attachment.


Close ups on a few individuals 











What do you guys think? This was also my first ever time using static grass so I was a little nervous to use it at first. I think I did ok with it in the end.
Let me know your thoughts on the unit? Anything I can do to make them better? (I'm not the worlds best painter ^_^ but I try)

Tuesday, 27 May 2014

Becoming Gallant

I picked up the Gallant character upgrade kit about a year ago on ebay for cheap but had no chassis for it to go on and didn't want to pay up full price for the kit.

I spotted a Iron clad on ebay most likely from the starter box and snapped it up.


So I broke the hammer off and the head and added the upgrade kit.
Just need to get him painted up. All the better to get a heavy warjack on the cheap.


Looking forward to seeing how well he runs with Allison Jakes once she is released. DEF 15 heavy??? Yes please!

Thanks!

So this blog reached 10,000 the other day so I wanted to say to all those who have read and commented on my posts. Thanks for the views!

I created this blog to keep myself motivated and it has defiantly helped.
I really want to play with only fully painted models and I am getting there, I'm still very slow at painting but making progress.

7th edition 40k came out this week and I haven't picked it up. I was really disappointed with 6th and didn't play it very much, I concentrated on Warmachine and Necromunda instead. I will wait to see if Orks are any good before I think about getting anything into 40k again anytime soon. I love my Orks but am not sure how they will be after getting a new codex.

Tuesday, 13 May 2014

Necromunda Review: One in a million weapons

So you got lucky and rolled up a one in a million weapon at the trading post or even better invented one. But which to choose?
These are my thoughts on which of the guns in each class I think are the best as OIAM.


First thing to consider is you are paying double the price for the benefit of never having to make ammo rolls. That's all they do except inflate your gang rating. So the gun you choose should be worth it.

Pistols
For me its either the hand flamer at 40 credits or the stubgun at 20. The hand flamer normally has to test for ammo every time its fired so being OIAM really helps it out. With the stubgun remember that its only the base cost of the weapon that is doubled, you then can buy ammo types as normal. So a OIAM stubgun with dum dum rounds costs 25. That is the same as a bolt pistol but with a -1 to hit long range that never needs to ammo check. If you have a ganger with good BS its much better than any other pistol for its price.

Basic
Easy choice for this one is the shotgun, 40 credits is super cheap for what it does. Add of Bolt rounds and hot shot rounds brings it up to 60. It is everything you need it to be. Ganger in heavy cover? Shatter shot. High wound count/toughness? Hot shot. Need more range? Boltshot.
Its 10 credits cheaper than the OIAM Boltgun with far more versatility.

Special
Ok now these choices start to get a little pricey.
For me it would either be the flamer for the same reasons as the handflamer, or the grenade launcher for the same reasons as the shotgun. It comes down to what you want for your gang or whether or not you have found any of the rarer grenades. Or if your gang already owns one of these weapons the other might be a better choice.

Heavy
The beard in me says Lascannon and then sell it for 300 credits (only if you invented it though)
But that's just not cool. For me it depends on what type of gang you have. If its shooty then the heavy bolter is the best choice. Its balance of stopping power multiple shots and being at the cheaper end of the price range for heavy weapons makes it a great choice.
If you have a combat gang I would go with the heavy flamer. Same reasons as the other flamers really, but its mobility for a heavy weapon means you gang won't be leaving it behind.