Dark Angels

About a decade ago, I had quite a large Dark Angels army but, as with all miniatures back then, I sold them.

However, I have always liked the Dark Angels – moody guys, full of secrets, hate Space Wolves – what is not to like?  So, I always hankered after doing another army.  A couple of years ago, I set myself the aim of doing the entire 3rd Company.  Not just the squads, but all vehicles, characters, supporting bits and pieces… the lot.

Last year, I finished the company.  The trouble was, I had been bitten by the bug at that point.  I had a couple of Land Raiders and started thinking ‘you know, it would not take too much to have a company of those.’  The same applied to the Deathwing, Ravenwing, and the 10th ‘Scout’ company.

A year on, and I am just three Land Raiders away from having a complete company of these heavy tanks (three squadrons of three, with one command tank).  The latest addition is below – I normally prey on eBay sales for Land Raiders, refusing to spend more than £10 on each one (this is why it has taken so long to get this far), but this model I bought brand new from Forge World because, well, it is all kinds of awesome.  Some might say it is ‘sick.’

Land Raiders Achilles

What makes this puppy worth having is that a) it has twin-linked Multimeltas, making it a great tank killer and b) it retains a Land Raider’s all round armour of 14 and yet has a special rule that means Melta and Lance weapons do not get their benefits against it.  As far as I can tell, that will make it nigh on invulnerable.  Not so sure about the Thunderfire Cannon up front, but it looks impressive if nothing else.

So, the plan is to have a ‘heavy’ squadron with the Achilles, a Helios and a Terminus Ultra (completed), a ‘normal’ squadron of standard issue Land Raiders (need just one more), and an ‘assault’ squadron of Crusaders and Redeemers (need two more).  These are all led by a Prometheus (which I used to nickname the Ork Mower, though it does bugs just as well).

I have also been working on the Deathwing.  Using Bleached Bone and the Magic Goop method, these are fantastically quick to paint, and this weekend I added another squad, this one with fairly ordinary upgrades and a Heavy Flamer (the idea being that they can be used easily in Space Hulk).

Deathwing Squad

This makes the fifth squad I have done – so, a quarter of the company is completely finished!  Given the time it takes to paint Deathwing Squads and the fact that I am in no real hurry,l it now looks entirely possible that this will be another full company I can actually complete.  Of course, there is more to the Deathwing than just Terminators.  They need a Master and Chaplain, but I had done these already as part of my growing Inner Circle.  So, next up will be the Dreadnoughts.  I had already done one Venerable Dreadnought for the Deathwing (all Dreadnoughts in the Deathwing are Venerable), and this weekend I added this bad boy;

Chaplain Dreadnought

The Chaplain Dreadnought is a good and characterful addition to the Deathwing, as well as being something just a little bit ‘different.’

So, what next for the Deathwing?  Well, I need another 75 Terminators, but I will do them in ‘blocks,’ aiming next to double their size to 50.  Makes it easier to accomplish without getting down-hearted at the work.  Some more Dreadnoughts, perhaps three or four more would not go amiss, and there is a lot of customisation allowed for Venerable Dreadnoughts.  However, all of this, while easy, is just putting off the inevitable – unusually, the Deathwing company has its own pool of Land Raiders.

Games Workshop has never said how many Land Raiders the Dark Angels have, but check my thinking here.  The latest Blood Angels Codex stated they have 40-something Land Raiders, but that the Blood Angels are notable for having a lot of them.  Well, my thinking is that the Dark Angels are the oldest and not exactly the poorest chapter around, so they will have more than a handful.  Their Armoury will have one complete company (working on that, as you saw), so I figure the Deathwing would also have its own company, allowing the transport of half of all the Terminators – the other half would teleport in (doesn’t seem to make sense that the Deathwing would have two companies of Land Raiders).

However, that is certainly for far off in the future.

meanwhile, I have two Attack Squadrons of the Ravenwing, and plan to get the three others.  That is the easy part.  After that, I need 25 Land Speeders, which are not cheap and incredibly difficult to get on eBay unbroken – it is always the front vane that gets snapped.  So, I am in no hurry to finish off that company.

The 10th Company of Scouts look more doable. I was going to mirror the Deathwing and do them in five man squads but, looking at the Codex, ten man squads look a better fit.  I have already done eight five man squads (40% of the company in itself!), and have just started filling in the gaps to bring them up to ten man squads.  After that (having 80 men done), I figure 20 guys on bikes, a smattering of Land Speeder Storms, and then a Master and Chaplain – the latter two probably on bikes but otherwise lightly armed.  Makes sense if they are leading Scouts.  The issue with all this are the bikers – Games Workshop have withdrawn the three bike box set and only do them as singles now, which makes things chuffing expensive.  EBay os not much help here either as Scout Bikers actually seem to be quite rare.  This one may take a while.

And that was what I was planning for the Dark Angels.  The trouble is, when you have a hobby like this, new ideas keep popping into your head.  Such as, how about taking the Siege Vanguard army list in the second Badab War Imperial Armour book, and doing the 4th Battle Company as siege specialists?  Or what about the 8th Company, one comprising  nothing but Assault Squads, could be interesting.  If I did those, I would have all companies from 1st to 4th, plus the 8th, plus the 10th, plus a Land Raider company.  That would then beg the biggest question of all.

Can I do the entire Chapter?

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Old Orks, New Orks

Promised I would get some piccies done – finally got round to it, so you can look forward to a good catch up of projects over the next few days.

First up, what I managed to get done last weekend (tomorrow or the next day I’ll get on to what this weekend’s projects).

I began with a couple of ‘odd jobs’ for my Bad Moonz Orks, with some minis I managed to get in a recent trade.  All my Boyz Mobz are armed with Big Shootas which, as any serious Ork player will tell you, is not the way to do it – if you can stick three big guns in a unit, make it Rokkits, and give some tanks a scare.  So, I have slowly been collecting three guys with Rokkits through trades and cheap eBay deals, and I finally finished them off last weekend, allowing me to retire three Orks with Big Shootas and replace them with these guys.

Rokkit Boyz

The one downside of Rokkits is range – 24″ is not very far and once you start to get a mob that close, you normally have other things to worry about (like finding a suitable target to mug). There is also some argument that mobs should not have any heavy weapons anyway, as they should probably spend most of their time running but, at the end of the day, Orks iz Orks, and Rokkits are dead shooty.  Also makes sense for the army as, being Bad Moonz, they should have every upgrade going anyway.

Next up was a Grot artillery piece, a Lobba.  Been wanting a handful of these for ages but, I am sorry to say, I ain’t gonna pay £15 for each one.  Nor are many other people, going by the way I keep getting outbid for these pieces on eBay.  However, a chance trade allowed me to get my grubby mits on this one – just have to look out for some others now.

Lobba

Those were the two little jobs out of the way.  After that, I had to start the big one.

For quite a while now, I have been itching to do another Ork army.  I had thought about continuing my Bad Moonz but, to be honest, once you can field an Apocalypse Green Tide, what is the point? Surely it would be much more fun to say that warband is done, and do another.  But, which clan to pick?

I didn’t want to do Goffs, because everyone does Goffs (and, I suspect, they secretly wear dresses), and Evil Sunz follow a similar pattern, as tempted by their tons of vehicles as I may be.  I did Blood Axes long, long ago, so didn;t want to retread old ground, and anyway, always found them a trifle boring.  I hate blue Orks, so Death Skullz were out.  So, that left the Snake Bitez.  Well, okay, I guess I could sort of get into them.  Bunch of Squiggoths, loads of grots…  Hmm, maybe.

Then Forge World released their latest (not any more) Imperial Armour book, covering marines and Orks.  As well as some cool new toys for Orks (check out the Grot Mega Tank…), this book also featured the Dread Mob Army List – basically, it is a Mek Boy army list by any other name.  The idea is that instead of a ‘normal’ Warboss getting strong enough to start running his own warband, a Mek Boy (Big Mek) does as well.  The Dread Mob part comes from having Deff Dreads as Troops choices but you don’t have to play it that way.  These are all the Orks a Mek has managed to attract to his banner, and they usually spend their time finding scrap and building stuff – when the time comes to fight, they down their tools (well, some of them) and fight like proper Orks.

I was sold.  A freebooting, clan-independant Mek Boy and his mates?  Count me in.

So, I spent a few months collecting odds and sods, bits and pieces that would go together to make the army – whenever I saw some (really) cheap Ork stuff lying around, I would have a poke about and see if there was anything I could use.  Even after I managed to get a few things together, I procrastinated, as I could not settle on a paint scheme.  I did not want them affiliated to any clan, so that took out red, black, yellow and blue.  I toyed with the idea of having no colour, as you sometimes see Ork armies do, but that was no good for the vehicles, of which I would no doubt have many in the future.

In the end, I settled for Dark Flesh as the main colour.  Just red enough to suggest faster vehicles but, when combined with the Magic Goop, just dirty enough to suggest these Orks work for a living.  For the Bad Moonz, I had made a conscious effort to ensure every vehicle looked different – here, I intended to reverse things and have very similar vehicles. After all, specifics aside, they were all built by the same Mek, so a common thread through them made sense.

There are lots of little differences with this army when compared to the ‘average’ Ork force, which I will go through as I do each new unit.  First up were the Grots.  These guys are usually tasked with scampering over a battlefield when everything has gone quiet, to pilfer any interesting looking scrap.

Grots Mob

If you look closely, you will see I have used a big variety of Grots, not all of which are from the current range – some date back to Rogue Trader days, and at least two are from Fantasy Battle.  This came about from picking through random Ork bitz over several months, but I don’t think an Ork army suffers from variety.  Take particular note of the bag pipe blower at the front…

Another Grot of interest is the standard bearer.  I had one of these (Makari, I think his name is, an old model from the original Goff range) for my Bad Moonz, replacing the Goff symbol on his pole with a Bad Moon from the fantasy Goblin range.  However, I managed to scoop up a spare spanner for this chap and used it instead – perfect for a Mek Boy warband.

The Runtherdz are all Rogue Trader era models.  I choose these because a) they were free and b) I had enough trouble trying to get three different looking Runtherdz for my Bad Moonz.  I could either repeat the same trick (using one current Runtherd, one from the previous range to that, and one converted Boy), or use these chaps.  One of them having a wooden leg sold it for me, as it suggests that the Pain Boy is very active in this force, which he would be if there are plenty of Dreads about.

Runtherdz

Speaking of the Pain Boy, I used another Rogue Trader model (the current one already in my Bad Moonz force, and I did not want to use the special character model), with a Grot Orderly from the current range.

Pain Boss

Then it was on to the units.  I kicked off with some Burna Boyz.  Not enough, as it turns out, but these were all I had savvied up to this point, and it was enough to make a half-decent unit.  Need to add three more in the future.

I had avoided Burna Boyz for my Bad Moonz, as I could never really see they were worth the points cost versus how easy it would likely be for an enemy to destroy them before they reached close combat.  However, in a Mek Boy force, these are the Orks that actually cut huge bits of metal off tanks and titans to be used in the Mek’s latest project – with something so characterful, I had to include them!

Burna Boyz

I rounded off the start of the Mek Boy force with two units of Spanna Boyz.  These are the guys who actually do all the hammering and wot-not when the Big Mek decides he wants to build something new.  Another delay to starting this force involved me looking for some spare hammers and spanners I could replace their close combat weapons with, to enhance the feel.  However, the only tools I found were by Black Cat Bases, and they were too small for Orks.

Instead, I teamed them up with Rogue Trader era Mek Boyz, which is what these guys get instead of Nobz.  That got the right feel across, I thought.  That said, I am a bit suspicious of not having Nobz in units, as that greatly decreases their hitting power. I guess that is why Dreads are Troops choices in this army…

Spanna Boyz Mob 1

Spanna Boyz Mob 2

Well, that completes my first wave of Orks for the Mek Boyz warband.  Still plenty to do, as it is still not a legal army until I get hold of a Mek Boss (thinking he needs to ride a Meka-Dread).  Next up will be some Trukks for my Boyz, and then I plan to fill the force out with some Shoota Boyz, Dreads and lots of vehicles.  Might even get hold of a Stompa…

 

40king

Getting back into the painting, having finally started my Mek Boy Dread Mob army – hopefully I’ll have some piccies after the weekend of the first units, some Spanna Boyz, Burna Boyz, the Pain Boy and some Grots.  Also working on a converted buggy for my Bad Moonz and a Lobba artillery piece.

Anyway, had a game of 40k last night, 1,500 points capturing objectives, my Bad Moonz versus Sand’s Space Wolves. The set up was jungle ruins, with objectives in the three main ruin terrain pieces strung along the centre of the table, within striking distance of both our forces.

As I recall, Sand’s Space Woofs had something like the following;

  • 2 Grey Hunters units (10 men a piece) on foot
  • Grey Hunters led by Wolf Priest in Drop Pod
  • Land Raider
  • Dreadnought
  • Sky Claws (10 men)
  • Wolf Lord with Runic Armour and a Power Fist
  • Long Fangs (5 men, mix of heavy weaponry)
  • Land Speeder with Multi-Melta

Meanwhile, my Bad Moonz Orks had;

  • Big Mek with Shook Attack Gun, leading 10 ablative Grots
  • Weirdboy Warphead, leading a unit of boyz from the back of a Squiggoth
  • 10 tooled up Nobs in a Trukk
  • 4 Meganobs in a Trukk
  • 3 Deff Dreads (fitted with 4 x CCW, 2 x Kustom Blastas, and 2 x Rokkits)
  • 5 Warbikers led by a Nob
  • 20 Grots

Turn One

Sand set up first and grabbed the first turn, while my forces basically hid in bushes and behind buildings.  Only my Big Mek and his Grots were exposed, not being covered quite enough by the other big Grot mob, and the Land Raider punished them by tearing up 5 Grots with lascannon and heavy bolter.  Thanks to the Big Mek’s Bosspole, they did not break immediatly and run off the table…

The rest of Sand’s forces minced forward (only way to put it), being very cautious – Sand has seen what a big block of orks can do.

In my first turn, the Orks steamed forward.  The Meganobz went as far as they could in their trukk, diving across the table to confront the Sky Claws lurking in jungle terrain (I figured they could destroy the Trukk but would be out of position to engage the Meganobz in her turn), followed up by the bikers. The grots surged forward to the central objective, backed up by the Dread carrying four close combat weapons, while the Nobs ducked and dived in their trukk, trying to avoid line of sight with the Land Raider while getting a bead on the Land Speeder.  They missed and pretty much everything else was out of range, so ran forward.

Turn Two

One of the Grey Hunters units ran for the central objectives which was beginning to be swarmed by Grots, while her Sky Claws destroyed the Meganobz trukk – however, the Meganobz were out of range for her to assault them (just – careful positioning there…).  The Long Fangs and Dreadnought lay down withering fire on the Squiggoth and other two Dreads, but cover managed to stave off the worst of their attacks, the Squiggoth merely suffering a wound.

In their turn, the Orks unleashed their Waa and surged forward.  The Dread with four close combat weapons legged it round the side of the central objective and surprised the hell out of the Grey Hunters coming in the other direction.  The Weirdboy leapt out of the Squiggoth with his mob, taking cover in the right hand objective, while the Meganobz assaulted the Sky Claws and wiped them out in a single turn.  On the other side of the battlefield, the other Nobz gunned their trukk and leapt out to assault another Grey Hunters unit.  Protected by ‘Eavy Armour and a Pain Boy, and equipped with a Waa Banner (WS 5!), they unleashed a truly sick amount of attacks and left just one Grey Hunter alive, who promptly legged it.  The Nobz consolidated back into their Trukk.

So, by this time, Sand has lost both flanks, her central unit is engaged with something they cannot hurt (no Power Fists!), and the Ork losses total 5 Grots and 3 Boyz whose heads exploded when the Weirdboy got a bit excited…

Turns Three and Four

Sand finally remembered her Drop Pod, which came crashing down to unleash a Grey Hunters unit led by a Wolf Priest.  However, they landed too close to one of the Dreads and, again, found themselves in battle with something they could not hurt – only this time, the Wolf Priest ensured they were Fearless and so could not run away!  It took almost the rest of the game for the Dread to munch through the Grey Hunters and then their Drop Pod, but he did it.

The Long Fangs and Dreadnought were engaged in a rapidly closing-range firefight with another Deff Dread, the Warbikers and the Weirdboy’s Mob holed up in one of the ruins.  The Long Fangs were proving disconcertingly durable but a lucky shot from the Weirdboy’s zap power managed to fry the Dreadnought’s power fist.  That was all I needed – the Meganobz charged in from the side (no longer having to fear instant crushing death) and in two turns had pummeled the Dreadnought to the ground.  The Squiggoth fell to the Long Fangs as the Wolf Lord joined them to shore up the defences, but a combined assault by Warbikers, a Dread and the Meganobz managed to wipe them out.  The one high point for the Space Woofs was an amazing close combat round from the Wolf Lord, who tore apart all four Meganobz.  Unfortunately, they had power fists too and struck back at the same time, killing the Lord.

On the other side of the table, the Grey Hunters engaged with the four close combat weapon Dread managed to run away and hid inside the Land Raider, which promptly blew the Dread off the battlefield.  The Nobz, back in their trukk, surged forward, running over the Grey Hunter who managed to survive their earlier attack, and they crashed into the Land Raider – two turns later, they had caved in its side with a power klaw, and charged into Grey Hunters who were skulking inside.  Aided by the Warbikers who, by this time, had finished with the Long Fangs, they wiped the last Space Woof unit out.

Turns Five to Seven

By this time, it was an obvious Ork victory.  The Space Woofs had a Drop Pod (soon to be destroyed by a Deff Dread) and a Land Speeder buzzing about.  Despite being chased by a Trukk and having every spare gun opointed at it, the Speeder managed to survive to the end of the game.

Final result: Ork win.

Space Woof losses were almost total (just the Land Speeder left), while total Ork losses ran to something like one Deff Dread, one Squiggoth, a handful of orks and grots, and four Meganobz (the biggest loss of the game).

Sand has vowed revenge…

Dark Sun Gets Darker

On Saturday, I managed to get a game of Talisman in with the girls.  Unusually for one of our Talisman sessions, we did not get through a massive amount of characters.  The grils died once each, and I finished with my original character (a Ghoul).  Didn’t win though…

On Monday, we carried on with Traveller.

In the last session, the players had had a bit of an argument and gone their seperate ways.  They had agreed between sessions to meet and make up, but on her way to the tavern (which they kept insisting calling a hotel), Kat ran into some trouble with a couple of Templars.  She drew a gun, which surprised the hell out of them, but after a valiant fight, she was brought down low by some weird psychic powers she insisted were not in the rules (straight out of Psion – she is rapidly finding out that psionics work a bit differently on Athas).

Sand and Andy, meanwhile, were also returning to the tavern, and witnessed a ‘sweep,’ basically where templars and giants block off a street and start scooping up people to become slaves.  This was just meant to be a precursor to what would happen later but now, of all the times, was when Andy suddenly developed a conscience and decided to intervene. Apparently, he wanted to ‘help the children…’

So, templars and giants in the street, slaves-to-be lined up against a wall, and Andy (with Sand in tow) on a rooftop, giggling every time I mentioned the templars were armed with swords as he shouldered his ACR.

A few rounds of automatic fire, and a templar is down, Sand is out for the count due to a psychic assault, and Andy is writhing with pain under one of the new psionic powers as a giant slowly mashes his face.

They wake up in the slave pens – and promptly decide to escape.  A few whippings later, and they realise this may not be easy.  So, they are put to work, mixing mud that will eventually become bricks to make the Tyrant’s ziggurat (yes, this is Freedom they were playing).

Not too many friends are made while they are in captivity, with their overseer constantly whipping the hell out of Andy, Kat spending a day stretched on a rack under the sun, and Sand doing her best to be invisible.  Four days they spend like this, watching their Endurance ebb away day by day.  Kat finally rallies enough Psi points to effect a teleporting escape, taking the others with her – back to their room in the tavern.  They have lost a lot of the equipment they brought with them, and are starving.

Most of all, they are hopping mad.  Plans are made immediatly.

After getting some proper clothes (Andy did not look good in a loincloth), they hire an Inix (a big lizard) with a howdah, and march out into the desert to locate their ship once more.  Here, they tool up, with new weapons, armour and a couple of doors ripped off the staterooms (the doors are metal, worth a fortune on Athas).  I then asdked them what they wanted to do, so I could prepare for the next session.

Frankly, it is not clear.  They are still mad and want some payback.  However, they keep switching targets (hit the slave pens and free the slaves, or just go for the big castle in the middle of the city?) as well as overall aims (just a spot of revenge, a slave revolt, or are they planning to own the entire city after their assault?).  They haven’t even decided whether they want to stay on Athas or see if there might be a way they can leave.

Needless to say, this campaign has not gone the way I had first intended, but it will be interesting to see where it leads…

In other news, our good friends at Warlord Games sent us a couple of copies of their new miniatures game, Hail Caesar, which will be just perfect for my Romans and Sand’s Gauls.  From a quick flick through, it seems a little rebasing from our WAB set up may be needed, but I am looking forward to getting some decent Ancients gaming in soon.

Travelling in Athas

So, we recommenced our ‘original’ Traveller game last night – and I think a good time was had by all.

We kicked off (after the players’ misjump) with a crash landing on some unknown planet.  The players quickly found out that something was inhibiting any device that was remotely technological (which caused some interesting issues for the players loaded up on cybernetics) and, when they had finally dug themselves out of the crater, discovered they were in the middle of a trackless desert.  So, they immediatly started dealing with the priorities.  Sand made sure she was travelling light and had water, Kat spent a great deal of time levering up her inert battle dress, and Andy was working out how to take his (non-functional) nuclear missiles with him.  Funny how they found it so hard to let go of their favourite possessions…

Time passes with them making no move, just setting up camp near the ship, when a caravan is seen in the distant.  Six outriders on the backs of big, flightless birds approach, and the players quickly deduce they are not carrying any metal at all.  In fact, they quite fancy a confrontation as the outriders had spears while the players were tooled up with assault rifles (having already discovered that dead electronics had rendered their gauss rifles and ACRs inoperable).

Opting to talk instead, they begin chatting to the outriders.  They find out that there is a nearby city called Tyr, ruled by the Tyrant (that pricked up the ears of Sand).  They also begin trading, hoping to find water, a mount or two and some threads that will let them blend in with the locals.  When asked what they intended to pay with, Kat pulled out a large gold coin she had been given by a primitive Droyne in the Marches.  The outriders’ eyes grow almost as large as the coin, and they promptly give the players everything they ask for.

Of course, what has actually happened here is that the players have crash-landed on Athas.  They had expressed an interest to play Dark Sun in the past, and I could not resist killing two birds with one stone.  Athas was the second nastiest place I could think to send them (there is one other, but I am keeping that in my pocket for now…).  Deprived of m0st of their technology, the players are now having to deal with life on Athas, with all the dangers it brings.

They trade for threads, get an Erdlu (flightles bird) each, and accompany the caravan into the city.  Inside, they hire a dragoman who starts showing them around the place, but they refuse his offer of a map of the city.  Quickly deducing that, with the value of a simple metal dagger being what it is (not to mention a crashed 100-ton spaceship in the desert), they are immensely wealthy, the players promptly rent a room in the best inn in the city, while two are dressed like the richest nobles (people are presuming the third, Sand, is their slave).

So far, they have actually managed to avoid drawing too much attention to themselves.  Though when Sand tried to intimidate the dragoman in the middle of the street, she quickly realised that drawing her metal dagger was not the brightest thing to do.  There will be consequences for that, oh yes.

Then they went shopping.  They found that, despite their wealth, asking for change every time they buy a meal with a dagger was getting cumbersome, so they found the merchant houses and got some proper coin (though they will figure out next week that a gold coin is actually a hefty bit of currency and getting change will still be a problem).  They spent a fair bit of time working out what to do.  How do they leave this planet if nothing technological works?  Kat’s solution was to find a job and make a life there.  Andy was thinking in a similar direction, but his plan involved building a huge army and taking over the entire world…

I’ll also be cranking the notch up next week, showcasing some of the dangers of Athas that lie in wait for the unwary (which has to describe the entire group anyway).  I’ll also be giving them some golden opportunities to stuff one another over in the next couple of weeks, so it will be interesting to see if they pull together or pursue their own interests…

Back with the Roleplaying

Floated the idea of a Strontium Dog campaign with the girls, and they were up for it, so we rolled up characters this weekend.  Would have gone smoothly but Kat insisted on rolling new characters until she got a set of mutations she regarded as cool. Fifty-odd characters later (I ain’t making it up), she finally finished…

This will be an ad hoc camapign, playing whenever we get a chance rather than on a regular basis (which Strontium Dog is great for, given its mission-based play).

Tonight, I have a rather different animal to run.

Due to a break caused by player absence, we have decided to go back to our ‘original’ Traveller campaign that we started some time ago.  We stopped because the campaign had reached that sort of juncture – a major cliff hanger (caused by the players themselves), which left me pondering what to do.  This is the ‘story so far;’

While waiting for their Scout ship to be repaired on Wardn, our intrepid Travellers took a mission on Steel, helping to colonise the world.  During their time there, they quickly ran afoul of the law, started a feud with a prospecting family, aided Sword World rebels hiding in the wilderness, and destroyed one of the main settlements, blaming it on raiders.  They then detonated a nuclear weapon in an effort to destroy an alien life form.

Leaving Wardn, they took a liner, the Duchess Salene, which had the misfortune to misjump.  Adrift, its engines disabled, the liner was left plummeting towards a gas giant and certain destruction.  Our heroic Travellers made several attempts to calm the crew and passengers and fix the ship, before giving up altogether, convincing everyone that everything would be okay, then stealing the lifeboat (which must have felt decidedly empty, with those extra, spare seats).  

Finding themselves in the other end of the Spinward Marches, our noble Travellers tried to plot a way back to Wardn, but ran into difficulties in steering a path that avoided everyone they had managed to honk off in their lives.  While on Vanejen, they took pity on an alien called Chirper, and broke into a restricted Imperial Research Station to help his friends.

On their way back to Wardn, our stellar Travellers engaged in a bit of medical tourism when they found a planet with a high Tech Level but low Law Level, picking up every upgrade they could get grafted into their bodies.  Then, they stopped off briefly at Sting to start a nuclear holocaust between two rival continents, managing to save themselves during the four minute warning.  They left behind 600 million dead.

Finally, they reached Wardn and picked up their Scout ship, now ready for space travel.  During their first trip, they were engaged by pirates, fought them off, then fired upon an Imperial Scout ship that had been sent to assist them.  They jumped to subsector capital Glisten, built in an asteroid belt but were very jittery.  Their stay there ended when, upon trying to leave, an Imperial Navy destroyer asked them to change course and enter a holding pattern.  Fearing the worst, they hit the thrusters and tried to escape, before realising that the destroyer and its attending fighters were far faster than they were.  

Apparently not wanting to add space traffic violations to their growing list of crimes, they made the jump into hyperspace while still perilously close to Glisten’s gravity well.  Almost immediately, they realised something had gone terribly wrong…

Anyway, I decided a while ago that, as players, they must be punished, for all the crimes their characters committed and would likely never get caught for.  Prison Planet was too good for them (in fact, I wanted them to start begging to be taken to a prison planet).

A month or so ago, I came up with the perfect idea of how to go about it. The perfect foil. Something that would strip away all hope and pride.  Break them down so they could be remade into a better image.

And that will be the subject of my next post, as I know my players read this blog!

I’m Back!

If the War Nerd can take some time off, well, then so can I!

Anyway, it may not be as regular as before, but I have at least an intention to get this blog back together, backed up with a decent camera that will allow me to take some better pictures of any models that pass over my desk.

Anyway, gaming of late…

Been trying to teach Sandrine how to play 40k (a long process), as she matches her Space Wolves against my Orks.

There are two Traveller campaigns (Beltstrike, and the original one covered here in older posts) that are prepped and ready to go (almost) but getting the players together is like herding cats.

I am half prepping a Strontium Dog campaign right now (also uses Traveller rules), going to spring that idea on the players and see if it is a goer.

Finished that Flesh Tearers army that I was talking about in older posts – will get some piccies up when I can.

Running the first A Call to Arms: Noble Armada tournament this weekend.  There are an odd number of players at the moment, so I may have to prep some ‘special mission’ scenario for the odd player in each round.  Got an idea that will involve the Crypt Spawn models from the old Lone Wolf range…

Oh, and on our painting days, trying to work through a battalion of Highlanders – curse their tartans!

Anyway, work-wise I need to finish a novel, revise a web site and construct a new accounts system from scratch.  I’ll try to get some gaming down in between…