Saturday, 22 October 2016

Deffskulls: Warbuggies

Found these little beauties on a third party miniatures site, pretty much as they come apart from the rockets I added to the unarmed ones. Counts as warbuggies, perfect...

I also converted a counts as Truk, though I still kinda need to play a guard player before I can really use it... however it is in my tournament list for fluffageddon, so I may have to wing it. As I'm pretty much the only guard player I know, I may have to just say I looted my own supplies with that one ;)

Monday, 17 October 2016

Fluffageddon: The List

So I've finally fine-tuned my list for Fluffageddon... let me rephrase that, I've taken the list I did last time that I realised had broken several rules in the list comp pack, and made a legal version...

Here it is.

Single CAD force, single codex, with as many guns as physically possible...

Warlord Big Mek Kustom Force Field Finkin Kap - 95
Big Mek Shok Attack Gun, Gitfinda, 3 ammo runts, Bosspole - 104

10 Boyz with shootas - 70
10 Grots 1 Runtherd - 35

12 Tankbustas, 1 Nob BP, 2 Tankhammers, 1 bomb squig - 206
dedicated transport - truk, ram, rokkit - 35

Wazzbomm Blastajet, Kustom Force Field, Tellyporta Blasta, Gitbusta - 190
3 Warbuggies Big Shootas - 75
2 Warbuggies Rokkits - 50

Deffdredd, skorcha - 85
Gorkanaut - 245
15 Lootas - 210

Aegis line with Quad Gun - 100
So the basic idea is... lot's of guns. Sit on a couple home objectives with the Lootas, the SAG... run the buggies into peoples faces in the hope that it will attract attention away from the truk full of tankbustas that will be headed for a nice high value target. Hopefully the limitations of the Gorkanaut will be less exposed by the fact that there won't be any super heavies walking around to bitch-slap it. And most important of all, play the mission not the man. Or most likely, marine. I could potentially keep the buggies in reserve but I think that might make the truk into too obvious a turn 1 target - let's give the enemy some options here. But we shall see.
With a few weeks to go, all I have to paint are a few warbuggies and I'm set. Let's hope this time it doesn't get cancelled from under me the minute I get the last model finished like last year...
The final question is, with two painted deffdredds, do I go for the more dangerous looking one, or the more comical one?


Tuesday, 11 October 2016

Deffskulls: Progress

So over the past couple weeks I've got a few units done, I'm aiming to get a 1500 point specific army done before the middle of a November for a tournament.

So we have another squad of Tankbustas... didn't need a full second squad, only a few to top up the first squad, but figured may as well do them all together.

 The troops for the tournament army, a squad of Grots and a squad of Boyz.

And some of the Orky Aegis line and Quad Gun I painted for the army.

I have almost finished a truk, which just leaves 4 warbuggies to paint (although I have 7 so will probably paint them all together anyway) and the tournament army is complete. Then I have about 30 boyz, 10 burnas and 5 flashgitz and my backlog for this particular army is done, and it'll be just about picking up/converting what I fancy... which will be a battlewagon or two at some point as I have some Landraiders gathering dust, I would probably expand the size of the flashgitz squad as those guyz are fun and fit the theme, and will certainly be looting a goliath at some point just because it's  an awesome freaking model... but getting close to the end with this little project, which feels good, like I've achieved something in the hobby this year. Go me.

Tuesday, 4 October 2016

Deffskulls: Does It Come In Blue?

If you want it in blue Mr Waaaghyne, you shall have to wait a little longer before taking it for a test dr... oh, never mind...

Tuesday, 27 September 2016

Every Meal is a Banquet, Every Paycheque a Fortune... I love the Corps!

Continuing my small themed Bughunters force...

So first up we have First squad, with Apone on Auspex, Hudson on the verge of falling down an acid burn, Vasquez quite possibly being mistaken for a man (but I sure as hell aint gonna tell her) and Crome and Wierzbowski making up the numbers...

Second squad is joined by Ripley, Hicks has his shotgun for close encounters, Drake has sorted his helmet camera, Frost is staying cool and Dietrich has a feeling they don't show up on infra red at all...

The team of course have a Corvus, but that's fairly standard and I'll take pics of that once I have some paint on it. But they also have a rhino...

Correction, razorback...

I guess I can play it as either depending on how many points I have. No, it doesn't move I'm afraid, I'm not that skilled...

Edited to add: Got some paint on the base for the Corvus... it's a start at least...

Wednesday, 21 September 2016

Let's see if I can get a tune stuck in your head...

I was at a wedding at the weekend and the place settings were little scrabble racks with our name letters correctly arranged on each (that must have been a bitch for the waiting staff to sort out - how many times have you had that game where you're just waiting and waiting for one more E...)

Anywho, inevitably we started pratting around and rearranging into other things... rude words first, naturally, then stories round the table and so on. But my favourite has to be this one I came up with...

Now all together now for the theme tune of this mega drive classic... that tune will stick with you for days I promise...

As for hobby news, been a bit quiet of late due to the weekend away for a friends nuptuals and other personal stuff going on, although I did manage to assemble that deathwatch team. Just the razorback to go then I might try to get some pics of them before I undercoat...

Wednesday, 14 September 2016

I would have liked to have seen Montana...

So tonight at Geek Club we had a bit of a boardgame session, the main event being the fantastic game Captain Sonar, reviewed excellently here

In fact, it was watching that review that made me immediately buy the game, and having now played it, I do not regret that decision one bit. Ok, so my week of practising my Scottish Russian accent may have been in vain, as once in the thick of the action all thoughts of movie quotes were lost, but what fantastic fun this game was!

For those who haven't watched the review, I'll summarise briefly. Four per team is the ideal number, each crewman plays a role. The captain drives the boat and makes all the important decisions. The first officer preps the weapons (this is the easiest job) the engineer has to decide which bits of the ship to break as operating losses and the radio operator has to listen to the enemy and figure out where they are based on where they have gone. You can play with less, combining the captain and first officer, or captain first officer and engineer. If one person has to play all four roles, you NEED to play the more relaxed turn by turn version of the game. Oh yes, I neglected to mention that, this game is played in real time. If you have a good team who can head north, load the torpedo, manage a reactor leak and report back that all is set to continue quickly, the captain can steam on ahead... you could be four or five moves in while the enemy is still lurking and figuring out if they want to arm a torpedo or prep a mine, while their poor radio operator is frantically trying to keep track of where you are.

The downside of playing this at a public club is including everyone, including people I would not have chosen to play (hell, HADN'T chosen to play based on my original team plans, but I had several dropouts and not enough replacements, and then on the night ended up with one extra. So we had some shuffling around and played things a few times, but one player in particular on my team was... not exactly strong. He was radio operator to my captain in the first game. After about two moves he was trying to make guesses where they were... buddy, they could still be pretty much anywhere, show patience. Then when they had travelled a fair distance, he had no idea where they were. He wiped his sheet and started again several times. We somehow won that first game, because I'd developed a hunch on where they were (quite a distance from where my radio operator thought they were) and I triggered a nearby mine - the damage confirmed it. From then, I was doing my own captaining and keeping track of where they went too on my one map (combining the jobs that were never supposed to be combined) and managed to chase them down for a kill. I was very proud. However, in the second game, things did not go as well. I'd moved to be radio operator, wanting a new challenge. I failed miserably, as last turns radio operator had taken my captains seat, and was now asking me what to do each turn. I missed so many moves by our opponents because I was again doing two jobs that shouldn't be combined. However after that we moved him to the first officers chair and while he still made errors (clearing torpedo tubes we hadn't fired etc) the damage was mitigated there.

Some crew member stresses aside... this is a fantastic game. It is fast paced, and even if you lose you can usually get some satisfaction if you feel you were close - being able to pinpoint exactly where the enemy is after they kill you is rewarding. I was particularly pleased with the last game, where I had lost track of the enemy (although I thought I had him cold) and told my captain to detonate a mine - it would do one damage to us as we were close, but it should be a game winning direct hit on him. It wasn't. He was nowhere near. However I later managed to figure out where they were for a direct hit and we won the game - I felt I had redeemed myself suitably.

With the full crew being eight players I can see this being a struggle, but it should be easy to play with six - the first officer is fairly limited in activity and will often find himself in a position where everything is charged and ready but the various systems have been knocked offline by the engineer so he's just a passenger until they can fix something and then they can use some systems so he can start recharging them. So rolling his role into the captains jobs is an obvious step, so I'd say this game will still be great with six, and will still be fun with four. At two you'd have to do the turn by turn version, and while this could be an interesting tactical challenge, I'm not sure it will have the same intensity. But hopefully I shall test that theory at some point soon.