By Suneokun
The First of my new and improved Cadian Roughriders have made their way off the production line. Total price for 10 Roughriders (including powersword sergeant and mounted Commissar) and 20 guardsmen = £34. Bargain.
See here for the 'how to'
After long and serious consideration I stuck them together and then decided against extensive greenstuff work. I've kept the pistolliers legs (which although armoured, fit in pretty well with the styling), I also decided against modifying the lance arms as it would prove finnickerty and difficult and the armoured arm looks fine. The additional armour will be written off as Carapace (if I take the doctrine) and 'pretty' if I don't... oh well?!?
On with the photo's, love to hear some feedback....
Thursday, 27 November 2008
Wednesday, 26 November 2008
FtW Nov Challenge: "They're Coming out the walls man!" #2
Playtested and completed by Suneokun
"They're coming out the walls!" Special 40k Scenario
The Inspiration for this scenario is two fold. Firstly, like many of my generation, the scene in Aliens were the motion detector goes awol still sends a tingle down my spine as I anticipate through felinic uncurling of alien bodies and the ensuing maelstrom.
Also, when Dev and I were 12, we bought Advanced Space Crusade. And despite some interesting rules and 12 sided dice - the pressure and anticipation of seeing that horde of 'blips' surround your bedded in location triggered the same response.
You could almost feel the sweat dripping off the space marine scouts brow as he concentrated his firearm on the mucous laden organic retractable corridor. Awaiting an unknown foe.
It was that frisson, that air of anticipation that I want to evoke with the following Scenario.
"They're Everywhere!" Scenario Rules
Both player choose an army from their codex of choice. We recommend a force no larger than 1000 pts a side (for reasons which will become clear later). Before you choose your army decide who will be the attacker and who will be the defender.
Game Note: Normal rules for Deep Strike and Infiltration are not available in this scenario.
Attacker Restrictions: Beyond the required HQ purchase and 2 troops selection, 2/3rd of the army choices must come from the troops section of your list. Only 1/3rd of points can be allocated to elite, heavy or fast attack options. It should be noted that no squad purchased can number greater than 15 models. Remember that both Deep strike and Infiltration are not available in this scenario (although jump troops are, for the attacker).
Defender Restrictions: The Defender may choose any forces from his army list beyond his required listing. All unt types are available in line with the codex. However the following exemption overrules: the only scoring unit is a normal troops choice infantry unit. Jetbikes, fast vehicles, jumppack troops, beasts and leaping troops are available, but cannot score a victory by leaving the 'Safe Edge'.
Example: A Tyranid defender takes a horde of 15 Gaunts and 15 Hormagaunts. The Gaunts are therefore scoring units, the Hormagaunts are leaping (12" move) and are therefore not scoting units.
Divide your forces: The defender must send at least 50% of the points in his army towards the safe zone.
Gaming Board: The board measures 6' x 4' with the defender deploying in a 12" box centred at one end, 18" from either long edge and 6" from the shortest edge. An objective is also placed in this 12" square (and also a defendable structure or series of structures). The deployment of other scenery is taken from Cities of Death rulebook. Scenery should be deployed fairly across the area. There will be no roads.
Deployment: The Defender deploys his models within the deployment zone. The attacker does not deploy his models. The attacking players models will be introduced using the reserves rule with the exception of the HQ and two core troops choices.
'Blips' and their use: When the attacking player deploys, for each squad (or combat squad for Space Marines) he deploys a blip. I would recommend using a troops based model, genestealer or the like with a number written underneath.
For every 'actual' blip added roll a dice:#
1-3 Machine blessing, the auspex is working strongly, 1 erroneous blip added
4-5 Scrmabled signal, 2 erroneous blips added
6 Corrupt Data, 3 erroneous blips added
Revealing Blips: Any blip model will stay a blip until it can be sighted by line of sight of any defending model in the Defenders shooting phase. Once the blip model is sighted, it is turned over and revealed for what it actually is. Only the attacking player knows which blips are real, if he forgets its his fault! The attacking player can choose to reveal a blip at any time. He may choose to do so in order to gain extra movement or charge bonus, fire on the enemy etc. Jump troops or equivilent have to be revealed in order to gain their additional movement.
Example: The Space Marine player has deployed his assault marines 'blip' onto the board. The Imperial Guard player has a squad within 18" of the 'safe zone'. The Space Marine player opts to sacrifice his annomimity is excahnge for 13"+ movement and the chance to catch those Guardsmen.
"Damn you machine!": Whenever a real blip is revealed (whether through the actions of the defender or the attacker) turn over the two closest erroneous blips to the defender - the auspex just confirmed the source. If either of these blips turns out to be a squad deploy them as usual. Do not turn over any further blips for this revealed squad - auspexes have limits.
Auspexes and Psykers: Auspexes and Psykers will automatically reveal any blip within 12".
Notes on blip movement: until a blip is revealed a blip can move 6" in any direction regardless of terrain. It can move through difficult terrain with no consideration to entryways and even walk straight through impassable terrain. As such, blips can take up 'ambush' positions.
Reserves Rolls: when making the attacking players reserve rolls, take a piece of paper for each squad. Write a number on the paper (that connects it to a 'blip') either write the unit name inside the folded paper token, or have a numbered list. Each turn roll a dice for every squad, under the normal reserves roll rules. For every successful roll randomly draw a piece of paper from the bucket/hat etc. That number is then active and the 'blip' along with two other empty blips are deployed. If you roll a 6 for a reserve roll on a blip then roll a further dice. On the roll of 4+ that squad can be deployed via infiltration (although all normal rules apply), the downside is that it will be deployed on it's own with no erroneous blips.
Game Objectives: Each player is considered to have an objective marker. The defending player can 'win' the attackers objective by evacuating a scoring infantry troops model across the 'Safe Zone'. The attacker can 'win' or 'contest' the defenders objective marker located within the bunker complex in his deployment zone.
Turn One: The attacker goes first, the ambush is sprung. This best balances reinforcement rolls.
"They're coming out the walls!" Special 40k Scenario
The Inspiration for this scenario is two fold. Firstly, like many of my generation, the scene in Aliens were the motion detector goes awol still sends a tingle down my spine as I anticipate through felinic uncurling of alien bodies and the ensuing maelstrom.
Also, when Dev and I were 12, we bought Advanced Space Crusade. And despite some interesting rules and 12 sided dice - the pressure and anticipation of seeing that horde of 'blips' surround your bedded in location triggered the same response.
You could almost feel the sweat dripping off the space marine scouts brow as he concentrated his firearm on the mucous laden organic retractable corridor. Awaiting an unknown foe.
It was that frisson, that air of anticipation that I want to evoke with the following Scenario.
"They're Everywhere!" Scenario Rules
"We have secured the outer marker and the base is in good order. Due to the topography of the valley, radio communications are impossible despite the best efforts of our cogboys. I have dispatched 3 squads from 5th platoon to take high band radio relays to the valley ridge in order to resume communication with command. We have lost contact with the outlying teams, which is concerning. I am hearing reports that the motion detector system is picking up erroneous fauna in the area, but I am suspicious. We are too isolated here and too exposed. I am giving Lieutenant Godfrey his command of the remainder of 5th platoon and told his to make best time towards the hive. Hopefully, its nothing."
Last Report from Brigadier General Mournay, 18th Genswick Rifles.
Both player choose an army from their codex of choice. We recommend a force no larger than 1000 pts a side (for reasons which will become clear later). Before you choose your army decide who will be the attacker and who will be the defender.
Game Note: Normal rules for Deep Strike and Infiltration are not available in this scenario.
Attacker Restrictions: Beyond the required HQ purchase and 2 troops selection, 2/3rd of the army choices must come from the troops section of your list. Only 1/3rd of points can be allocated to elite, heavy or fast attack options. It should be noted that no squad purchased can number greater than 15 models. Remember that both Deep strike and Infiltration are not available in this scenario (although jump troops are, for the attacker).
Defender Restrictions: The Defender may choose any forces from his army list beyond his required listing. All unt types are available in line with the codex. However the following exemption overrules: the only scoring unit is a normal troops choice infantry unit. Jetbikes, fast vehicles, jumppack troops, beasts and leaping troops are available, but cannot score a victory by leaving the 'Safe Edge'.
Example: A Tyranid defender takes a horde of 15 Gaunts and 15 Hormagaunts. The Gaunts are therefore scoring units, the Hormagaunts are leaping (12" move) and are therefore not scoting units.
Divide your forces: The defender must send at least 50% of the points in his army towards the safe zone.
Gaming Board: The board measures 6' x 4' with the defender deploying in a 12" box centred at one end, 18" from either long edge and 6" from the shortest edge. An objective is also placed in this 12" square (and also a defendable structure or series of structures). The deployment of other scenery is taken from Cities of Death rulebook. Scenery should be deployed fairly across the area. There will be no roads.
Deployment: The Defender deploys his models within the deployment zone. The attacker does not deploy his models. The attacking players models will be introduced using the reserves rule with the exception of the HQ and two core troops choices.
'Blips' and their use: When the attacking player deploys, for each squad (or combat squad for Space Marines) he deploys a blip. I would recommend using a troops based model, genestealer or the like with a number written underneath.
For every 'actual' blip added roll a dice:#
1-3 Machine blessing, the auspex is working strongly, 1 erroneous blip added
4-5 Scrmabled signal, 2 erroneous blips added
6 Corrupt Data, 3 erroneous blips added
Revealing Blips: Any blip model will stay a blip until it can be sighted by line of sight of any defending model in the Defenders shooting phase. Once the blip model is sighted, it is turned over and revealed for what it actually is. Only the attacking player knows which blips are real, if he forgets its his fault! The attacking player can choose to reveal a blip at any time. He may choose to do so in order to gain extra movement or charge bonus, fire on the enemy etc. Jump troops or equivilent have to be revealed in order to gain their additional movement.
Example: The Space Marine player has deployed his assault marines 'blip' onto the board. The Imperial Guard player has a squad within 18" of the 'safe zone'. The Space Marine player opts to sacrifice his annomimity is excahnge for 13"+ movement and the chance to catch those Guardsmen.
"Damn you machine!": Whenever a real blip is revealed (whether through the actions of the defender or the attacker) turn over the two closest erroneous blips to the defender - the auspex just confirmed the source. If either of these blips turns out to be a squad deploy them as usual. Do not turn over any further blips for this revealed squad - auspexes have limits.
Auspexes and Psykers: Auspexes and Psykers will automatically reveal any blip within 12".
Notes on blip movement: until a blip is revealed a blip can move 6" in any direction regardless of terrain. It can move through difficult terrain with no consideration to entryways and even walk straight through impassable terrain. As such, blips can take up 'ambush' positions.
Reserves Rolls: when making the attacking players reserve rolls, take a piece of paper for each squad. Write a number on the paper (that connects it to a 'blip') either write the unit name inside the folded paper token, or have a numbered list. Each turn roll a dice for every squad, under the normal reserves roll rules. For every successful roll randomly draw a piece of paper from the bucket/hat etc. That number is then active and the 'blip' along with two other empty blips are deployed. If you roll a 6 for a reserve roll on a blip then roll a further dice. On the roll of 4+ that squad can be deployed via infiltration (although all normal rules apply), the downside is that it will be deployed on it's own with no erroneous blips.
Game Objectives: Each player is considered to have an objective marker. The defending player can 'win' the attackers objective by evacuating a scoring infantry troops model across the 'Safe Zone'. The attacker can 'win' or 'contest' the defenders objective marker located within the bunker complex in his deployment zone.
Turn One: The attacker goes first, the ambush is sprung. This best balances reinforcement rolls.
Monday, 24 November 2008
Update on the FtW Challenge
By suneokun
Oh wo and blunder... the gods of pestilence and disease have plunder the very creative talents from the pathfinder pantheon!
Just to update, Devilin and I were unable to have the "playtest" games two weeks ago as Tim's job (oh and a new baby boy!) had left him bereft of any energy on the Friday night. By Saturday night, I'd been cut down in my prime by the mightest of man0-flu's and was streaming from every orifice...
Subsequently thanks to baby being ill too, a lack of sleep/illness and workload (which has been mental!) has meant I haven't even wanted to think about spending a night battling Devilin's grammatical hordes! Getting me out of the house has been hard enough.
I have however gone slightly mad on the modelling front. Many snotty "night's in" have resulted in a glut of model construction. So further to the Ogryns and the remarkable rough riders, I have started plundering into the depths of the alien horde with a start on a box of Gaunts and conversions for our old gaunt, warrior and genestealers. I therefore have:
Meanwhile, Dev's got an entire Ork and Smurf army to get started on... fun!
What this all mean's is that the 'playtesting' of the scenario has gone remarkably remiss. This has meant that a lot of mental recalculation and small scale Nid's versus Guard testing will be done today and tomorrow for the completion for the 26th.
Never enough work!
Oh wo and blunder... the gods of pestilence and disease have plunder the very creative talents from the pathfinder pantheon!
Just to update, Devilin and I were unable to have the "playtest" games two weeks ago as Tim's job (oh and a new baby boy!) had left him bereft of any energy on the Friday night. By Saturday night, I'd been cut down in my prime by the mightest of man0-flu's and was streaming from every orifice...
Subsequently thanks to baby being ill too, a lack of sleep/illness and workload (which has been mental!) has meant I haven't even wanted to think about spending a night battling Devilin's grammatical hordes! Getting me out of the house has been hard enough.
I have however gone slightly mad on the modelling front. Many snotty "night's in" have resulted in a glut of model construction. So further to the Ogryns and the remarkable rough riders, I have started plundering into the depths of the alien horde with a start on a box of Gaunts and conversions for our old gaunt, warrior and genestealers. I therefore have:
- 40 Cadians
- Leman Russ
- 18 Gaunts and Hormagaunts
- 8 Genstealers
- 6 Ogryns
- 10 Rough Riders (including the commissar)
- 9 Tyranids Warriors to convert and paint
Meanwhile, Dev's got an entire Ork and Smurf army to get started on... fun!
What this all mean's is that the 'playtesting' of the scenario has gone remarkably remiss. This has meant that a lot of mental recalculation and small scale Nid's versus Guard testing will be done today and tomorrow for the completion for the 26th.
Never enough work!
Friday, 7 November 2008
Mounted Rough Rider Commissar and the latest Ogryn update
By Suneokun.
I'm really quite excited by the rough riders I'm converting. However first up a quick picture to show how the Ogryn greenstuff work is progressing. After being intimidated by greenstuff for ages (largely due to a childhood accident including epoxy resin, a lead Greater Deamon and Khorne and the pet Jack Russell), and this was my first details attempt. Thanks go out to From the Warp and others for the advice over molding greenstuff. I am shocked about how pleasurable and easy it is to use and it will be a core part of my modelling and conversions from now on. Thanks to Ron for his comments... exciting times!
I'm very pleased with the 'belly effect'. Next up is to turn their pointy Prince of Persia fantasy shoes into solid footwear. Further adaptation may include:
Mounted Commissar
Right, yeah, ok ... I know. Commissars aren't given "horse" as an upgrade option in wargear (although they should!), I expect this to be recified by the upcoming codex and bring the IG in line with the bike toting Ork and Smurf Heroes and Command Squad out their. Not to mention Eldar!
The inspiration for this model wasn't actually born until I opened the box. Just to recap, I've previously posted my devious plan to circumvent the need to spend £7 each on Attilan Rough Riders (which cost me £2.50 in 1997 and look rubbish). Therefore I have embarked on a cunning plan of combining regular garden Cadian foot troops with Warhammer Fantasy Horses.
I selected the Empire pistolliers as my sacrificial Warhammer unit and bought 2 packs and a pack of cadian's to make up the number. My cunning plan was to get one unit of 10 roughriders and one unit of 10 cadian's for a paltry £35 (thanks to Gifts for Geeks and BitzBox). Slashing the GW retail cost of £79 through cunning conversion techniques. For more detail and tactica, see here: Reinvigorating Rough Riders.
However, on opening the Pistolliers box and scanning the minitures, I discovered that the Great Coat of the dramatic leader was remarkably familiar! The cursed thing was clearly stolen from some passing commissar, from the Napoleanic buttons, to the split back and the fur layered interior and muffling collar!
"I will have someone's head for this!" I thought quietly (inside my own head) and explored the model closer. The sword, on closer inspection, looks remarkably more 40k than WFB. It even has 'power sword' like attachments along the top.
And so a plan formed inside my mind. The combination of this cloak sword and body (for carapace). A tank commander's cap and some greenstuffing on the legs to imitate carapace armour and there you have it!
Mounted Commissar - 56 pts
Independent Mounted Commissar - 66pts
WS BS S T W I A Ld Sv
4 4 3 3 2 4 2 10 4+
Wargear: Carapace Armour, Bolt Pistol, Power Sword, Rough Rider Steed.
Rough Rider Steed: A Commissar may opt to enter battle on his favourite steed. The commissar will be attached to Rough Rider units as per the usual 'Advisors' rule. Note that this commissar may only be allocated once all HQ Command and Platoon Command Squads have allocated Commissars. The Rough Rider Steed costs an additional 5pts.
Construction
Putting this model together hardly counts as a conversion as it practically builds itself. The diagram below details the construction (GW style). Once I've painted the model I will post more pictures.
Any questions, give me a shout - I'm looking forward to the arrival of my Empire Lances and the conversion and construction of my remaining Rough Riders.
I'm really quite excited by the rough riders I'm converting. However first up a quick picture to show how the Ogryn greenstuff work is progressing. After being intimidated by greenstuff for ages (largely due to a childhood accident including epoxy resin, a lead Greater Deamon and Khorne and the pet Jack Russell), and this was my first details attempt. Thanks go out to From the Warp and others for the advice over molding greenstuff. I am shocked about how pleasurable and easy it is to use and it will be a core part of my modelling and conversions from now on. Thanks to Ron for his comments... exciting times!
I'm very pleased with the 'belly effect'. Next up is to turn their pointy Prince of Persia fantasy shoes into solid footwear. Further adaptation may include:
- A variety of caps and hats - suggestions please...
- Cigars
- Wounds and Bullet Holes (they are tough after all!)
- Some body armour?
Mounted Commissar
Right, yeah, ok ... I know. Commissars aren't given "horse" as an upgrade option in wargear (although they should!), I expect this to be recified by the upcoming codex and bring the IG in line with the bike toting Ork and Smurf Heroes and Command Squad out their. Not to mention Eldar!
The inspiration for this model wasn't actually born until I opened the box. Just to recap, I've previously posted my devious plan to circumvent the need to spend £7 each on Attilan Rough Riders (which cost me £2.50 in 1997 and look rubbish). Therefore I have embarked on a cunning plan of combining regular garden Cadian foot troops with Warhammer Fantasy Horses.
I selected the Empire pistolliers as my sacrificial Warhammer unit and bought 2 packs and a pack of cadian's to make up the number. My cunning plan was to get one unit of 10 roughriders and one unit of 10 cadian's for a paltry £35 (thanks to Gifts for Geeks and BitzBox). Slashing the GW retail cost of £79 through cunning conversion techniques. For more detail and tactica, see here: Reinvigorating Rough Riders.
However, on opening the Pistolliers box and scanning the minitures, I discovered that the Great Coat of the dramatic leader was remarkably familiar! The cursed thing was clearly stolen from some passing commissar, from the Napoleanic buttons, to the split back and the fur layered interior and muffling collar!
"I will have someone's head for this!" I thought quietly (inside my own head) and explored the model closer. The sword, on closer inspection, looks remarkably more 40k than WFB. It even has 'power sword' like attachments along the top.
And so a plan formed inside my mind. The combination of this cloak sword and body (for carapace). A tank commander's cap and some greenstuffing on the legs to imitate carapace armour and there you have it!
Mounted Commissar - 56 pts
Independent Mounted Commissar - 66pts
WS BS S T W I A Ld Sv
4 4 3 3 2 4 2 10 4+
Wargear: Carapace Armour, Bolt Pistol, Power Sword, Rough Rider Steed.
Rough Rider Steed: A Commissar may opt to enter battle on his favourite steed. The commissar will be attached to Rough Rider units as per the usual 'Advisors' rule. Note that this commissar may only be allocated once all HQ Command and Platoon Command Squads have allocated Commissars. The Rough Rider Steed costs an additional 5pts.
Construction
Putting this model together hardly counts as a conversion as it practically builds itself. The diagram below details the construction (GW style). Once I've painted the model I will post more pictures.
Any questions, give me a shout - I'm looking forward to the arrival of my Empire Lances and the conversion and construction of my remaining Rough Riders.
From the Warp update, and how I fell in love with greenstuff
by suneokun.
Tonight, Dev and I are running though the FtW Challenge playtesting, and I'm hopeful for a fruitful evening that'll highlight some serious handicaps... Additionally, I brought forward my rough rider plan, and the first model looks incredible.
I've also discovered something quite nice - I LOVE greenstuff. I mean - it's brilliant! I've been intimidated by it for years, it looks so tricky, but it's so easy to use, it molds so crisply and you can go back again and again to get the finish you're after.
As a pretty experienced oil painter, I have to say it's format is very similar. It appears to be the modelling equivilent to oil paints, drying slowly allowing you to practice and perfect your impressions and moldings - it's brilliant. And it seems to go on forever... one pack is letting me extensively change over 30 models - brilliant!
I have now 'bellied up' my Orgyrns, I've also been inspired by the Warhammer models I bought for the conversion ... more details to follow, but I am exceptionally pleased with the conversion that's appeared. As a conversion it's so simple and the finished article looks incredible.
Lets just say - mounted Commissar!
So I'm very excited about tonight, excited about modelling my cadian roughriders and I can't wait to get my fingers sticky again with greenstuff. The next part is to add additional details to the Orgyrn models (boots/straps/vietnam caps and chomping cigars!) and to finish the Rough Rider models, which will be now 9 rough riders and a carapaced, power sword commissar - great!
Tonight, Dev and I are running though the FtW Challenge playtesting, and I'm hopeful for a fruitful evening that'll highlight some serious handicaps... Additionally, I brought forward my rough rider plan, and the first model looks incredible.
I've also discovered something quite nice - I LOVE greenstuff. I mean - it's brilliant! I've been intimidated by it for years, it looks so tricky, but it's so easy to use, it molds so crisply and you can go back again and again to get the finish you're after.
As a pretty experienced oil painter, I have to say it's format is very similar. It appears to be the modelling equivilent to oil paints, drying slowly allowing you to practice and perfect your impressions and moldings - it's brilliant. And it seems to go on forever... one pack is letting me extensively change over 30 models - brilliant!
I have now 'bellied up' my Orgyrns, I've also been inspired by the Warhammer models I bought for the conversion ... more details to follow, but I am exceptionally pleased with the conversion that's appeared. As a conversion it's so simple and the finished article looks incredible.
Lets just say - mounted Commissar!
So I'm very excited about tonight, excited about modelling my cadian roughriders and I can't wait to get my fingers sticky again with greenstuff. The next part is to add additional details to the Orgyrn models (boots/straps/vietnam caps and chomping cigars!) and to finish the Rough Rider models, which will be now 9 rough riders and a carapaced, power sword commissar - great!
Monday, 3 November 2008
FtW Nov Challenge: "They're Coming out the walls man!"
By Suneokun.
My offering at the start of the month for the "From The Warp November Challenge"
Please note that this is not the final scenario version and this may be adapted further to detailed playtesting this month.
"They're coming out the wall, man!" Special 40k Scenario
The Inspiration for this scenario is two fold. Firstly, like many of my generation, the scene in Aliens were the motion detector goes awol still sends a tingle down my spine as I anticipate through felinic uncurling of alien bodies and the ensuing maelstrom.
Also, when Dev and I were 12, we bought Advanced Space Crusade. And despite some interesting rules and 12 sided dice - the pressure and anticipation of seeing that horde of 'blips' surround your bedded in location triggered the same response.
You could almost feel the sweat dripping off the space marine scouts brow as he concentrated his firearm on the mucous laden organic retractable corridor. Awaiting an unknown foe.
It was that frisson, that air of anticipation that I want to evoke with the following Scenario.
"They're Everywhere!" Scenario Rules
Both player choose an army from their codex of choice. We recommend a force no larger than 1000 pts a side (for reasons which will become clear later). Before you choose your army decide who will be the attacker and who will be the defender.
Game Note: Normal rules for Deep Strike and Infiltration are not available in this scenario.
Attacker Restrictions: Beyond the required HQ purchase and 2 troops selection, 2/3rd of the army choices must come from the troops section of your list. Only 1/3rd of points can be allocated to elite, heavy or fast attack options. It should be noted that no squad purchased can number greater than 15 models. Remember that both Deep strike and Infiltration are not available in this scenario (although jump troops are, for the attacker).
Defender Restrictions: The Defender may choose any forces from his army list beyond his required listing, however fast vehicles, jetbikes and skimmers are not allowed and jump infantry are not permitted.
Gaming Board: The board measures 6' x 4' with the defender deploying in a 12" box centred at one end, 18" from either long edge and 6" from the shortest edge. An objective is also placed in this 12" square (and also a defendable structure or series of structures). The deployment of other scenery is taken from Cities of Death rulebook. Scenery should be deployed fairly across the area. There will be no roads.
Deployment: The Defender deploys his models within the deployment zone. The attacker does not deploy his models. The attacking players models will be introduced using the reserves rule with the exception of the HQ and two core troops choices.
'Blips' and their use: When the attacking player deploys, for each squad (or combat squad for Space Marines) he deploys a blip. I would recommend using a troops based model, genestealer or the like with a number written underneath (or blank - read on!)
In addition to this 'actual' blip, there are also two other erroneous blips which are added. The erroneous blip counters are left unmarked underneath, but the squad blip must have clear indication for the squad it represents.
Revealing Blips: Any blip model will stay a blip until it can be sighted by line of sight in any way by the opposition. Once the blip model is sighted, it is turned over and revealed for what it actually is. Only the attacking player knows which blips are real, if he forgets its his fault! The attacking player can choose to reveal a blip at any time. He may choose to do so in order to gain extra movement or charge bonus, fire on the enemy etc. Jump troops have to be revealed in order to gain their additional movement.
"Damn you machine!": Whenever a real blip is revealed turn over the two closest erroneous blips to the opposition - the auspex just confirmed the source. If either of these blips turns out to be a squad deploy them as usual. Do not turn over any further blips for this revealed squad - auspexes have limits.
Auspexes and Psykers: Auspexes and Psykers will automatically reveal any blip within 12".
Notes on blip movement: until a blip is revealed a blip can move 6" in any direction regardless of terrain. It can move through difficult terrain with no consideration to entryways and even walk straight through impassable terrain. As such, blips can take up 'ambush' positions.
Reserves Rolls: when making the attacking players reserve rolls, take a piece of paper for each squad. Write a number on the paper (that connects it to a 'blip') either write the unit name inside the folded paper token, or have a numbered list. Each turn roll a dice for every squad, under the normal reserves roll rules. For every successful roll randomly draw a piece of paper from the bucket/hat etc. That number is then active and the 'blip' along with two other empty blips are deployed. If you roll a 6 for a reserve roll on a blip then roll a further dice. On the roll of 4+ that squad can be deployed via infiltration (although all normal rules apply), the downside is that it will be deployed on it's own with no erroneous blips.
Game Objectives: The defender has two objectives. To defend the objective in it's deployment zone. Additionally it has to get word to the outside world and leave the board by the "Safe Edge". The defender gets one point for defending his objective uncontested and one point for getting a model off the safe board edge. The attacker gets one point for contesting the objective. Therefore the attacker must win by destroying one group and contesting the objective.
Turn One: The defender goes first (run boy run!)
Playtesting: This scenario is currently un playtested - although I intend to take it to task this weekend. Further adjustments to the rules will be undertaken before the end of November.
My offering at the start of the month for the "From The Warp November Challenge"
Please note that this is not the final scenario version and this may be adapted further to detailed playtesting this month.
"They're coming out the wall, man!" Special 40k Scenario
The Inspiration for this scenario is two fold. Firstly, like many of my generation, the scene in Aliens were the motion detector goes awol still sends a tingle down my spine as I anticipate through felinic uncurling of alien bodies and the ensuing maelstrom.
Also, when Dev and I were 12, we bought Advanced Space Crusade. And despite some interesting rules and 12 sided dice - the pressure and anticipation of seeing that horde of 'blips' surround your bedded in location triggered the same response.
You could almost feel the sweat dripping off the space marine scouts brow as he concentrated his firearm on the mucous laden organic retractable corridor. Awaiting an unknown foe.
It was that frisson, that air of anticipation that I want to evoke with the following Scenario.
"They're Everywhere!" Scenario Rules
"We have secured the outer marker and the base is in good order. Due to the topography of the valley, radio communications are impossible despite the best efforts of our cogboys. I have dispatched 3 squads from 5th platoon to take high band radio relays to the valley ridge in order to resume communication with command. We have lost contact with the outlying teams, which is concerning. I am hearing reports that the motion detector system is picking up erroneous fauna in the area, but I am suspicious. We are too isolated here and too exposed. I am giving Lieutenant Godfrey his command of the remainder of 5th platoon and told his to make best time towards the hive. Hopefully, its nothing."
Last Report from Brigadier General Mournay, 18th Genswick Rifles.
Both player choose an army from their codex of choice. We recommend a force no larger than 1000 pts a side (for reasons which will become clear later). Before you choose your army decide who will be the attacker and who will be the defender.
Game Note: Normal rules for Deep Strike and Infiltration are not available in this scenario.
Attacker Restrictions: Beyond the required HQ purchase and 2 troops selection, 2/3rd of the army choices must come from the troops section of your list. Only 1/3rd of points can be allocated to elite, heavy or fast attack options. It should be noted that no squad purchased can number greater than 15 models. Remember that both Deep strike and Infiltration are not available in this scenario (although jump troops are, for the attacker).
Defender Restrictions: The Defender may choose any forces from his army list beyond his required listing, however fast vehicles, jetbikes and skimmers are not allowed and jump infantry are not permitted.
Gaming Board: The board measures 6' x 4' with the defender deploying in a 12" box centred at one end, 18" from either long edge and 6" from the shortest edge. An objective is also placed in this 12" square (and also a defendable structure or series of structures). The deployment of other scenery is taken from Cities of Death rulebook. Scenery should be deployed fairly across the area. There will be no roads.
Deployment: The Defender deploys his models within the deployment zone. The attacker does not deploy his models. The attacking players models will be introduced using the reserves rule with the exception of the HQ and two core troops choices.
'Blips' and their use: When the attacking player deploys, for each squad (or combat squad for Space Marines) he deploys a blip. I would recommend using a troops based model, genestealer or the like with a number written underneath (or blank - read on!)
In addition to this 'actual' blip, there are also two other erroneous blips which are added. The erroneous blip counters are left unmarked underneath, but the squad blip must have clear indication for the squad it represents.
Revealing Blips: Any blip model will stay a blip until it can be sighted by line of sight in any way by the opposition. Once the blip model is sighted, it is turned over and revealed for what it actually is. Only the attacking player knows which blips are real, if he forgets its his fault! The attacking player can choose to reveal a blip at any time. He may choose to do so in order to gain extra movement or charge bonus, fire on the enemy etc. Jump troops have to be revealed in order to gain their additional movement.
"Damn you machine!": Whenever a real blip is revealed turn over the two closest erroneous blips to the opposition - the auspex just confirmed the source. If either of these blips turns out to be a squad deploy them as usual. Do not turn over any further blips for this revealed squad - auspexes have limits.
Auspexes and Psykers: Auspexes and Psykers will automatically reveal any blip within 12".
Notes on blip movement: until a blip is revealed a blip can move 6" in any direction regardless of terrain. It can move through difficult terrain with no consideration to entryways and even walk straight through impassable terrain. As such, blips can take up 'ambush' positions.
Reserves Rolls: when making the attacking players reserve rolls, take a piece of paper for each squad. Write a number on the paper (that connects it to a 'blip') either write the unit name inside the folded paper token, or have a numbered list. Each turn roll a dice for every squad, under the normal reserves roll rules. For every successful roll randomly draw a piece of paper from the bucket/hat etc. That number is then active and the 'blip' along with two other empty blips are deployed. If you roll a 6 for a reserve roll on a blip then roll a further dice. On the roll of 4+ that squad can be deployed via infiltration (although all normal rules apply), the downside is that it will be deployed on it's own with no erroneous blips.
Game Objectives: The defender has two objectives. To defend the objective in it's deployment zone. Additionally it has to get word to the outside world and leave the board by the "Safe Edge". The defender gets one point for defending his objective uncontested and one point for getting a model off the safe board edge. The attacker gets one point for contesting the objective. Therefore the attacker must win by destroying one group and contesting the objective.
Turn One: The defender goes first (run boy run!)
Playtesting: This scenario is currently un playtested - although I intend to take it to task this weekend. Further adjustments to the rules will be undertaken before the end of November.
Sunday, 2 November 2008
Ciaphas Cain Review and Special Character Summary
Hi, Suneokun here! (soon I will be him ... Fritz, and then all the jetbikes will be mine!)
As a varied and fairly well read SciFi reader I sometimes am gripped with despair, when halfway through the latest 40k special, I'm greeted with something like...
"Methiason gazed in awe at the mighty space marine, with the body of an immortal god, lineage of the immortal Emperor and the intellect resounding in battle and the clash ... clang ... boing ... drip"
Which is effectively what happens as my brain drips out my ears after reading such dross. It's a similar sensation as one UK commentator made about recent Marvel and DC comic book movies (excluding batman - obviously!) where Ironman, the Hulk or another get a percentage way through the plot of the film, before the producer get frustrated and unleash the mighty special effects demon, and robots/heroes/monsters/transformers hit eachother a lot for the last 30-40 minutes of the film.
Don't get me wrong, I like robots hitting eachother as much as the next child of the eighties, it's gristle to the mill as far as I'm concerned. However, the critic part of me thinks ... come on guys, that plot what actually going somewhere and is now buried - how frustrating.
As similar sensation escalates through me during certain GW 40k novels, Graham O'Neill and James Swallow are particularly apt to run into the "out of time - quick write any old crap" prose form - which is disapointing.
Up until this point I thought the only person holding the lamp for 40k is the venerated Dan Abnett, I still prefer Jack Jeovil, but Dan's portrayal of titans, terminators, traitor inquisitors and tanith first and only are the de-facto "dogs bollocks" on the scene...
Until I read Sandy Mitchel (ergo Alex Stewart) first three books with Ciaphas Cain... Stewart freely dedicates his inspiration to both Harry Flashman and Edmund BlackAdder (gods of the English comedic anti-hero) and within the confines the the dark and dank 40k ennvironment his light, witty, self deprecating and hilarious banter is a great counter point to a masterful painting of life in the 41st millenium.
Stewart's touch is magic. He turns guard into likeable professional soldiers, he manages to make the sometimes inconceivable odds totally conceivable and he relishes in the fact that only his own character (like many a player looking at their own Tyranid/Ork/Necron force) is terrified on facing xenos all the time, all of which are bigger, uglier, nastier and twenty times more deadly then the puny humans facing them with their flashlights.
As much as I enjoy Dan Abnett works, he can sometimes stray into the inconceivable, as his men are too tough, too dependable, too loyal - through Ciaphas' critical and suspicious gaze we see a universe shaded in grey rather than black and white. His insights are brilliant, and some of his quips are simply genius.
Ciaphas is the genius antihero to Gaunt superhuman. The Id to the Ego - great work!
Put it this way ... if I had to live in the 40k world I'd rather be Ciaphas than Gaunt, Eisenhorn or Ventris. For starters, he knows when to leg it!
In dedication to the Ciaphas Cain character I have put together the following Independent Character Specification.
Ciaphas Cain and Jurgen: 75 pts. Cain can be purchased instead of a commissariat advisor. Cain counts as an independent commissar and is accompanied by Jurgen - his aide.
Ciaphas Cain - Hero of the Imperium
WS BS S T W I A Ld Sv
6 4 3 3 3 5 1 10 4+
Wargear: Carapace Armour (stolen from Gravalax), Laspistol (or boltpistol), chainsword, medallion crimson.
Special Abilities: "I'll be over here!", Self Preservation, Paranoid, "Get Behind me, Sir!", Hero of the Imperium.
"I'll be over here!": Cain only ever cares about the safety of his own skin, if Cain passes a morale test during close combat, Cain can choose whether to pass or fail that test. Jurgen will automatically stick with Cain.
Self Preservation: Cain is a superb and celebrated swordsman and this is reflected in his weapon skill and initiative, however, his primary objective is to defend himself and therefore Cain only has one attack and gains no additional attack for carrying two close combat weapons. He gains any other bonuses (charges bonus etc) as normal.
Paranoid: Cain is totally obsessed over dangers to his person. As such he is never taken by surprise. To represent this Cain's saving throw is invulnerable.
"Get behind me, Sir!": As a result of Cain's impressive oratory skills and the inspiration and loyalty he inspires (many as a means of self protection) combined with his Heroic fame and the well stoked fable of his care for the troops, the rank and file of the Imperial Guard adore him. Once every turn, the player can choose to allocate any hit against Ciaphas to any friendly model within 2". This rule even overrules sniper abilities (like for Assassins).
Hero of the Imperium: Cain's legendary fame and unsought and undesired celebrity bouys up any unit. Cain counts as a leader and any unit within 12" may use his Ld for their morale test.
Jurgen: Aide
Cain's batman and aide. Jurgen is odious and smelly and plays a strong part in keeping undesirable adminstration at arms reach. He accompanies Cain everywhere.
WS BS S T W I A Ld Sv
4 3 3 3 1 3 2 10 4+
Wargear: Carapace Armour, Meltagun, Hellgun, frag and krak grenades.
Abilities: Null point, Bodyguard, Melta Leveller.
Null point: Jurgen is a Null, an anti-psyker. This has saved Cain when facing Necrons, Genestealers, Tyranids, Orks and Tau. Any psyker within 12" of Jurgen (friend or foe) has their leadership reduced to 7 for all psychic tests. An psychic ability used against Jurgen and any unit Jurgen is part of has no effect (Jurgen simply 'earths' the power). Any psychically controlled creature (such as minor Tyranid or Wraithlord) within 12" of Jurgen is subject to the same nulling and reverts to unescorted behaviour. Deamon's within 12" of Jurgen roll 3d6 for stability tests and choose the highest dice.
Bodyguard: Jurgen is Cain's self appointed bodyguard. At the beginning of any combat, if Cain and Jurgen are within 2" of eachtother they can swap places, Jurgen will fight Cain's adeversaries and Cain will fight Jurgen (albeit unenthusiatically!)
Melta Leveller: Jurgen has finished off many a fight for Cain with his trusty melta, including killing a genestealer Patriarch and Worldeater Bezerker is close quarters. Jurgen may use his meltagun in close combat. It counts as a S8 power weapon, but Jurgen is counted as I1 (just like a powerfist). Jurgen can choose to fight normally or with his metagun, if he fights normally, his normal initiative applies.
As a varied and fairly well read SciFi reader I sometimes am gripped with despair, when halfway through the latest 40k special, I'm greeted with something like...
"Methiason gazed in awe at the mighty space marine, with the body of an immortal god, lineage of the immortal Emperor and the intellect resounding in battle and the clash ... clang ... boing ... drip"
Which is effectively what happens as my brain drips out my ears after reading such dross. It's a similar sensation as one UK commentator made about recent Marvel and DC comic book movies (excluding batman - obviously!) where Ironman, the Hulk or another get a percentage way through the plot of the film, before the producer get frustrated and unleash the mighty special effects demon, and robots/heroes/monsters/transformers hit eachother a lot for the last 30-40 minutes of the film.
Don't get me wrong, I like robots hitting eachother as much as the next child of the eighties, it's gristle to the mill as far as I'm concerned. However, the critic part of me thinks ... come on guys, that plot what actually going somewhere and is now buried - how frustrating.
As similar sensation escalates through me during certain GW 40k novels, Graham O'Neill and James Swallow are particularly apt to run into the "out of time - quick write any old crap" prose form - which is disapointing.
Up until this point I thought the only person holding the lamp for 40k is the venerated Dan Abnett, I still prefer Jack Jeovil, but Dan's portrayal of titans, terminators, traitor inquisitors and tanith first and only are the de-facto "dogs bollocks" on the scene...
Until I read Sandy Mitchel (ergo Alex Stewart) first three books with Ciaphas Cain... Stewart freely dedicates his inspiration to both Harry Flashman and Edmund BlackAdder (gods of the English comedic anti-hero) and within the confines the the dark and dank 40k ennvironment his light, witty, self deprecating and hilarious banter is a great counter point to a masterful painting of life in the 41st millenium.
Stewart's touch is magic. He turns guard into likeable professional soldiers, he manages to make the sometimes inconceivable odds totally conceivable and he relishes in the fact that only his own character (like many a player looking at their own Tyranid/Ork/Necron force) is terrified on facing xenos all the time, all of which are bigger, uglier, nastier and twenty times more deadly then the puny humans facing them with their flashlights.
As much as I enjoy Dan Abnett works, he can sometimes stray into the inconceivable, as his men are too tough, too dependable, too loyal - through Ciaphas' critical and suspicious gaze we see a universe shaded in grey rather than black and white. His insights are brilliant, and some of his quips are simply genius.
Ciaphas is the genius antihero to Gaunt superhuman. The Id to the Ego - great work!
Put it this way ... if I had to live in the 40k world I'd rather be Ciaphas than Gaunt, Eisenhorn or Ventris. For starters, he knows when to leg it!
In dedication to the Ciaphas Cain character I have put together the following Independent Character Specification.
Ciaphas Cain and Jurgen: 75 pts. Cain can be purchased instead of a commissariat advisor. Cain counts as an independent commissar and is accompanied by Jurgen - his aide.
Ciaphas Cain - Hero of the Imperium
WS BS S T W I A Ld Sv
6 4 3 3 3 5 1 10 4+
Wargear: Carapace Armour (stolen from Gravalax), Laspistol (or boltpistol), chainsword, medallion crimson.
Special Abilities: "I'll be over here!", Self Preservation, Paranoid, "Get Behind me, Sir!", Hero of the Imperium.
"I'll be over here!": Cain only ever cares about the safety of his own skin, if Cain passes a morale test during close combat, Cain can choose whether to pass or fail that test. Jurgen will automatically stick with Cain.
Self Preservation: Cain is a superb and celebrated swordsman and this is reflected in his weapon skill and initiative, however, his primary objective is to defend himself and therefore Cain only has one attack and gains no additional attack for carrying two close combat weapons. He gains any other bonuses (charges bonus etc) as normal.
Paranoid: Cain is totally obsessed over dangers to his person. As such he is never taken by surprise. To represent this Cain's saving throw is invulnerable.
"Get behind me, Sir!": As a result of Cain's impressive oratory skills and the inspiration and loyalty he inspires (many as a means of self protection) combined with his Heroic fame and the well stoked fable of his care for the troops, the rank and file of the Imperial Guard adore him. Once every turn, the player can choose to allocate any hit against Ciaphas to any friendly model within 2". This rule even overrules sniper abilities (like for Assassins).
Hero of the Imperium: Cain's legendary fame and unsought and undesired celebrity bouys up any unit. Cain counts as a leader and any unit within 12" may use his Ld for their morale test.
Jurgen: Aide
Cain's batman and aide. Jurgen is odious and smelly and plays a strong part in keeping undesirable adminstration at arms reach. He accompanies Cain everywhere.
WS BS S T W I A Ld Sv
4 3 3 3 1 3 2 10 4+
Wargear: Carapace Armour, Meltagun, Hellgun, frag and krak grenades.
Abilities: Null point, Bodyguard, Melta Leveller.
Null point: Jurgen is a Null, an anti-psyker. This has saved Cain when facing Necrons, Genestealers, Tyranids, Orks and Tau. Any psyker within 12" of Jurgen (friend or foe) has their leadership reduced to 7 for all psychic tests. An psychic ability used against Jurgen and any unit Jurgen is part of has no effect (Jurgen simply 'earths' the power). Any psychically controlled creature (such as minor Tyranid or Wraithlord) within 12" of Jurgen is subject to the same nulling and reverts to unescorted behaviour. Deamon's within 12" of Jurgen roll 3d6 for stability tests and choose the highest dice.
Bodyguard: Jurgen is Cain's self appointed bodyguard. At the beginning of any combat, if Cain and Jurgen are within 2" of eachtother they can swap places, Jurgen will fight Cain's adeversaries and Cain will fight Jurgen (albeit unenthusiatically!)
Melta Leveller: Jurgen has finished off many a fight for Cain with his trusty melta, including killing a genestealer Patriarch and Worldeater Bezerker is close quarters. Jurgen may use his meltagun in close combat. It counts as a S8 power weapon, but Jurgen is counted as I1 (just like a powerfist). Jurgen can choose to fight normally or with his metagun, if he fights normally, his normal initiative applies.